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Project OU Teambuilding Competition V8 (Round 24: Building: Post #721 Page 29: Mega Latias + Togekiss)

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For this week's core, I decided to go with the tried-and-true wallbreaker(s) + sweeper(s) thingamajig. With the wallbreakers in KB and bunny already established, I looked down the list of mons in search of smth that paired up well with the two. M-Gyara was chosen because it had p great offensive synergy with KB+Bunny while adding nice resistances / immunities both pre and post mega. One of the main ideas I had was that my wallbreakers double as lures instead of the 'slapping on counters to the sweeper counter' thing. This meant a lot more flexibility for the remaining team slots and increased odds that muh gyara wud scwheep. So the lures are: Chople Kyurem-B carrying both HP Fire and Iron Head for steels and Clefable, respectively (the Chople letting me chop Keldeos neck and take on stuff like thundy in a pinch); Fire Punch Diggersby is also for steels namely Ferro and Skarm. It is an Adamant bunny to weaken stuff like TankChomp for gyara and to OHKO anything non-fat.

As you can see the squad hates Ferro so I want to limit it getting free seeds on whatever as much as possible. A thing I noticed about this core is how weak it is to sand, birds and Bisharp (nice book title IMO) so the next addition was Gliscor. Taunt + Edgequake is a good combo being able to check the mentioned threats as well as shut down fatmons, stop SDs off zor, and prevent rocks from some setters. A bonus scor has over other ground dudes is it can't get wispsd by fatflame assuming you tox it up first. Keldeo looked annoying cause we all know Chople KB is not the switch in. not at all. Latios was my pick to check problem pony and defog stuff away for my rock-weaks. HP Fire on it is to give zero free turns to steels as mentioned since they are annoying to this team. Finally, the squad is rounded out by scarfrachi giving me 1 switch in to Lati (one's all u need), a fairy check (>>M-Alt! <<), HW support, and a way to not lose to Weavile, Mega Lopunny and other fast threats, haha. That's p much it.
Kyurem-Black @ Chople Berry
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hidden Power [Fire]
- Fusion Bolt
- Ice Beam
- Iron Head

Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- Fire Punch

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Substitute

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 104 Def / 160 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Taunt

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Healing Wish
- Zen Headbutt
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Draco Meteor
- Psyshock
- Defog
 
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Round 13 building stage is now over. It's time to vote. Round 13 and 13 teams, very nice. Voting will be ending a little earlier on Thursday so be aware.

Team 1

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Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam

Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Quick Attack
- Return
- Earthquake
- Knock Off

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 44 Def / 200 SpD
Impish Nature
- Swords Dance
- U-turn
- Roost
- Bullet Punch

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Toxic

Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 196 Def / 60 Spe
Timid Nature
- Defog
- Roost
- Fire Blast
- Hydro Pump
I wanted to embrace the idea of dual bands with this team, so that's what I did. I immediately noticed that this core just lost to both Weavile and Talonflame, and I also wanted to be able to trap stuff like Ferrothorn and Skarmory who can be pains despite the bands. Therefore, I chucked Magneton on as it beat all of those things. Then the rest of the build was filling in basic needs like reducing pressure on Mag to deal with weav/talon, supplying rocks and hazard removal. I opted to use Salamence as my defogger because it allowed me a way of defogging that wasn't forced into 50:50s by Bisharp, and I opted for Hydro to act as a backup way of taking out stuff like Gliscor and Lando-T - reducing the pressure placed onto Kyu while also accounting for its band.
Team 2

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Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 20 SpA / 236 Spe
Lonely Nature
- Outrage
- Iron Head
- Fusion Bolt
- Ice Beam

Diggersby @ Focus Sash
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Brave Bird
- Stealth Rock
- Roost
- Tailwind

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Recover
- Psyshock

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 84 Def / 164 SpD / 4 Spe
Careful Nature
- Bullet Punch
- Swords Dance
- Roost
- U-Turn
I really liked this core, Kyurem-B and Diggersby form a stupidly strong wallbreaking duo to smash through most things, but they are both fairly slow and struggle vs offence. Focus sash on Diggersby increases chances to set up a swords dance and lets you revenge CharY. Rather than just slap on a scarf to remedy the speed issue, I added Skarmory to bring tailwind support, which makes both incredibly fast - Kyurem-B in particular outspeeds pretty much everything including scarfers and allowing it to run band instead to absolutely wreck face especially once fairies and steels have been removed (Diggersby's earthquake helps with this). Custap Berry means I can get off a free clutch tailwind turning a bad situation on its head (thanks slurmz). Skarmory also brings stealth rock, steel dragon and fairy resists, and checks key threats to the core such as M-Medi, M-Lop, Weavile, etc. Starmie was next, spin support is obvious but it also brings more reliable speed if I can't get a tailwind up, valuable fire ice and fighting resists to check the likes of Victini and Keldeo, recover to better check aforementioned mons, also absorbs will-o-wisp and scalds with natural cure which is vital for this team. CB Azu serves as a Talonflame, Bisharp, M-Sab etc check with its typing and power, more priority to increase the matchup vs offence and also benefits greatly from Skarmory's tailwind, Superpower to lure steels such as Ferrothorn for Kyurem-B. Finally, specially-bulky M-Zor brings me another potential wincon with SD. Special defence complements Skarmory's physical bulk, more priority = bonus, a psychic check, pivot, and a better Weavile and fairy check to allow Kyurem-B to more freely spam CB-boosted outrage. Team is kinda weak to CharY if rocks or tailwind aren't up though since 3 members can outspeed/out-prioritise and do over 50% it usually only gets one kill a game, Diggersby also wins if focus sash is intact, Skarm can also set up a tailwind if at full health or in custap range.

Overall the team has a great offensive and defensive synergy to support each other in taking on each other's threats, a huge amount of power to break through defensive teams, tailwind and multiple priority users to smack offensive teams, and multiple potential wincons in any given match - pretty much every mon bar Skarmory can wallbreak early game or potentially sweep mid/late game, given the right circumstances, which the other teammates provide.
Team 3

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psyshock
- Recover

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

Tyranitar @ Expert Belt
Ability: Sand Stream
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Thunderbolt
- Pursuit
- Fire Blast
This is a fun little team I built that has some uncommon sets but still works quite well. Kyurem-B+Diggersby is a powerful wallbreaking core, so I added starmie and mega scizor to beat offensive teams well and generally patch up quite a few weaknesses that the core has. Next, I added Garchomp to deal with sand rush excadrill who was a huge threat to the team so far and provided a good general physical attacker check who could hit stuff pretty well and can beat steel types that diggersby doesn't beat. Lastly, I added mystic tar to beat the lati twins, lure bulky waters, and ferrothorn while luring a bunch of other mons in general quite well. The ttar set may look weird but it is extremely effective in luring mons in that threaten the rest of the team. Starmie is my only Keldeo check, so I decided to run recover on it in order to more reliably check keldeo. The rest of the team is very self explanitory, and the team is a bit weak to manaphy if kyub dies, but it's really solid overall and I really like it.
Team 4

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Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 32 HP / 216 Atk / 24 SpD / 236 Spe
Adamant Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam

Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Knock Off
- Earthquake
- Return
- U-turn

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Psyshock
- Thunderbolt

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
So I really like Scarf Diggersby simply because of the surprise factor, and the little dude still has more attack than a scarf TTar, for example. Plus the stabs have high base power and the coverage is also really nice. But it doesn't exactly break walls, which is where kube comes in. Now Banded Kube is a powerhouse which hasn't seen much play this gen tbh. But it can't break everything. Steels are an issue, and Skarmory Walls diggersby. So Magnezone to the rescue! The rest of the team is pretty generic, so it isn't that creative, I'll be honest. But the team can do well on ladder. It can break things like Sableye stall and Diggersby + Pinsir are both great vs offense. Plus there's a mini volt turn core so that helps. The team has issues but hopefully you find it at least ok.
Team 5

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Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Outrage
- Iron Head
- Ice Beam
- Fusion Bolt

Diggersby @ Focus Sash
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Quick Attack
- Earthquake
- Return
- Swords Dance

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 88 Def / 168 SpD
Calm Nature
- Calm Mind
- Rest
- Scald
- Psyshock

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Thunder Wave
- Moonblast
- Soft-Boiled

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Healing Wish
- Draco Meteor
- Defog
This team, despite being a Diggersby/Kyurem-B core, often focuses on M-Slowbro to win. The previous two, coupled with Magnezone can effectively rid any pokemon stopping a Slowbro sweep. Sash Diggersby always allows it to get a hit on Bisharp or Weavile, mons this team has struggled with, and can boost its attack easily to wop the opponent. Scarf Kyurem-B is always a good late game cleaner, but I have found him as a mon who can surprise ohko mons who aren't expecting a scarf. Magnezone kills Scizor, Ferro and Skarm like it always does, leaving an easy time for Mega Bro when the time comes. Clefable can deal with M-Sableye and consistently can put up rocks, T-Waves mons and is the team's special wall. Scarf Latias with trick is a personal favorite of mine, crippling annoying pokemon like Celebi and Mew who this team might have trouble killing, also paired with Clef's t-wave can totally shut a mon down. Defog is needed too, to preserve the sash on Diggersby and keep Kyurem-B healthy. Team has done well on mid-ladder (1500-1600) and is fun to surprise opponents with.
Team 6

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So this team ended up becoming a hazard-based balance team, but I started off by adding M-Lop to the core. With its high speed, it does well against offensive teams and also checks Bisharp and Weavile rather nicely. From there, I saw a great opportunity for hazard stacking, so I went with a rather common hazard core in Mie / Lando-T / Skarm. All three are running standard sets, so I don't think it's really necessary to explain them. With the team in place, I was able to choose sets for my first three mons. Encore Lop + hazards is fantastic because it allows you to somewhat safely stall out the recovery of its switch-ins. It also allows you to trash cheeky Clefables who think they can set up CMs on you. Next, I chose Scarf Kyurem-B because it is quite good in the current metagame, and it offers a secondary fast offensive mon, which I felt the team was lacking. Iron Head was chosen in the last slot to nail the occasional fairy that tries to switch in. Lastly, I had to choose a set for Diggersby. I wanted it to be able to be a wincon, but its frailty was concerning, so I kinda felt like I needed focus sash + swords dance. Sash + solid hazard control give Diggy a chance to fire off a powerful attack or set up an SD and clean with QA. It's jolly because speed kills. Overall, the team is a little weak to some offensive megas like Zam/Garde, and some defensive megas like Zor/Eye. With Zam/Garde, you have to rely on revenge killing, and with Zor/Eye you have to rely on Lop+residual Damage. Even still, this team is really fun to use and pretty effective.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 20 SpA / 236 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Iron Head

Diggersby @ Focus Sash
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Quick Attack
- Swords Dance

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Fake Out
- Encore

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 224 HP / 32 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Team 7

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Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Knock Off
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Rash Nature
IVs: 29 HP
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]

Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Taunt

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Close Combat

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 168 Def / 56 SpD / 36 Spe
Bold Nature
- Rapid Spin
- Toxic Spikes
- Scald
- Acid Spray
saw wallbreaker duo, figured volt-turn would help, added mega manectric for intimidate support and help with this. gliscor helps with huge fighting weakness + rocks. gliscor with rocks has taunt, so i figured that alongside kyurem-b stall should be covered decently, so i went with scarf diggersby, which also gives speed control. terrak is really underrated, and rp helps a lot against offense, and gives me a revenge killer for lo kyurem-b and mega garde. tenta to help with clef, spin, and toxic spikes to wear down things like hippo that irritate diggersby, terrak, and mega manectric so.
Team 8

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So I felt the given core demanded some sort of offensive team. I decided to go with a bulkier build. Instead of standard SD LO Diggersby I actually went with Agility + 3 Atks. I tried running some double wallbreaker sets but the core just felt too slow for an offense team in an offensive metagame. Agility w/Adamant Life Orb still hits really hard and isn't deadweight against HO. Next I went with LO Kyurem-B since that is imo the best set. HP fire lures the steels that bother Diggersby and is better than roost for this team. A lot of balance builds have ferro as their only KyuB switch in so this set can really wreak havoc. Next up was standard pivot rotom-w, takes on birds that bother the core and gets free switches with volt switch. Bulky SD M-Sciz was the mega of choice as a bulky wincon and functions as a weavile/bish check (superpower for bish). M-Sciz is just really good in the current meta imo. SR celebi so i have a keldeo switch-in and baton pass pivots for momentum, SpD tran for defensive synergy and ancient power for zard-Y mostly (might change this up). Overall a fun team, plays nicely.
Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Return
- Earthquake
- Quick Attack

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 252 SpA / 240 Spe
Mild Nature
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]
- Ice Beam

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 200 SpD / 16 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- Superpower
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- Recover
- Baton Pass
- Stealth Rock

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Ancient Power
- Toxic
- Taunt
Team 9
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The goal of the team is to sweep with either mega alt or clean up with diggersby. I decided to go with scarf diggersby to revenge kill threats to my team, as Kyu-b by itself is enough to break through most defensive teams. I decided to go hp fire over epower to kill steel type, which helps with a mega altaria sweep. I also decided to run iron head over roost, to have a lot easier with clefable. I went with a standard starmie set and it is mostly there to counter keld and keep hazards off the field for kyu-b and alt. I went klefki as I needed a dragon resist and a fairy resist and weavile, alakazam, and hoopa-u have my team trouble. Klefki also gives the team spikes and combined with the other memeber hippo, we get a decent hazard core. Also thank to kyu-b putting pressure on most defoggers and spinners, it is difficult to keep hazards off the field. Hippo also counter bisharp, zardx, mega lopunny, and other fast offensive mons. It also helps against mega man, thundy, and raikou. Finally I added Mega Altaria as I was weak af to Zardy and Keldeo could still be a nuisance. Mega altaria also put in a lot of work against weaken teams which is nice.
P.S Shed Shell on Klef cause if i lose it to magnezone, fairies just put in work.
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Gunk Shot
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Hidden Power [Fire]
- Fusion Bolt
- Iron Head

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin

Klefki @ Shed Shell
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Flash Cannon
- Thunder Wave
- Magnet Rise

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off

Altaria-Mega @ Altarianite
Ability: Pixilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Frustration
- Roost
Team 10

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starmie.gif
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Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 32 Atk / 108 Def / 104 SpD / 16 Spe
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psychic

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Earth Power

Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Return
- Quick Attack
Jolly Sdance is my fave set for Diggersby personally, and scarf Kyu-B usually takes people off guard in general. Torn-T works great in tandem with bulky U-turn M-Scizor (not sure where I got that EV spread from for Scizor) to weaken for Digg's sweep, and AV Torn is simply one of the best mons in OU, gets rid of pesky Ferro's and keeps up momentum. Most stuff is pretty standard, this bulky chomp speed creeps most others in case you need a d-tail tie. Could use Latios over Starmie (or just a bulkier set), just matter of preference really. Had pretty good success with this one. Fun team to use.
Team 11
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I decided to build a ho squad around lo 4 attacks diggers and scarf kb. i have fire punch diggers for steels that annoy kyurem-b. max hp earth plate Lando-t is for rocks and a sand check. i gave lando smack down to hit leviate/flying mons when they switch in. added jirachi for the team's fairy resist. rest of the team is pretty standard.
Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Earthquake
- Fire Punch
- Quick Attack

(Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Iron Head
- Fusion Bolt
- Outrage

Jirachi @ Leftovers
EVs: 252 HP / 96 Atk / 160 Spe
Adamant Nature
- Substitute
- Toxic
- Iron Head
- Fire Punch

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Diamond Storm
- Earth Power

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Smack Down
- U-turn
- Stealth Rock

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Team 12
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landorus-therian.gif

Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Return
- Earthquake
- Quick Attack

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 16 Atk / 252 SpA / 240 Spe
Rash Nature
IVs: 29 HP
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost/Substitute

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Metagross @ Assault Vest
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Earthquake

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fighting]
- Roost
So Kyurem-B+Diggersby is a p cool core. I felt that M-Manectric would compliment the core pretty well since it appreciates the wallbreaking support from the duo. I added AV Metagross since I lacked Lati and Fairy switch-ins, and M-Manectric appreciates the Pursuit support. I added Latios to take on Charizard Y, Keldeo, Manaphy, and finally added Landorus-T because ZardX and Lop were looking like threats. Bisharp eats the team alive, Ferrothorn can be annoying, Keldeo is still an issue, but it's a pretty fun team to use overall.
Team 13

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latios.gif

For this week's core, I decided to go with the tried-and-true wallbreaker(s) + sweeper(s) thingamajig. With the wallbreakers in KB and bunny already established, I looked down the list of mons in search of smth that paired up well with the two. M-Gyara was chosen because it had p great offensive synergy with KB+Bunny while adding nice resistances / immunities both pre and post mega. One of the main ideas I had was that my wallbreakers double as lures instead of the 'slapping on counters to the sweeper counter' thing. This meant a lot more flexibility for the remaining team slots and increased odds that muh gyara wud scwheep. So the lures are: Chople Kyurem-B carrying both HP Fire and Iron Head for steels and Clefable, respectively (the Chople letting me chop Keldeos neck and take on stuff like thundy in a pinch); Fire Punch Diggersby is also for steels namely Ferro and Skarm. It is an Adamant bunny to weaken stuff like TankChomp for gyara and to OHKO anything non-fat.

As you can see the squad hates Ferro so I want to limit it getting free seeds on whatever as much as possible. A thing I noticed about this core is how weak it is to sand, birds and Bisharp (nice book title IMO) so the next addition was Gliscor. Taunt + Edgequake is a good combo being able to check the mentioned threats as well as shut down fatmons, stop SDs off zor, and prevent rocks from some setters. A bonus scor has over other ground dudes is it can't get wispsd by fatflame assuming you tox it up first. Keldeo looked annoying cause we all know Chople KB is not the switch in. not at all. Latios was my pick to check problem pony and defog stuff away for my rock-weaks. HP Fire on it is to give zero free turns to steels as mentioned since they are annoying to this team. Finally, the squad is rounded out by scarfrachi giving me 1 switch in to Lati (one's all u need), a fairy check (>>M-Alt! <<), HW support, and a way to not lose to Weavile, Mega Lopunny and other fast threats, haha. That's p much it.
Kyurem-Black @ Chople Berry
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Hidden Power [Fire]
- Fusion Bolt
- Ice Beam
- Iron Head

Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Frustration
- Quick Attack
- Fire Punch

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Substitute

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 104 Def / 160 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Taunt

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Healing Wish
- Zen Headbutt
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Draco Meteor
- Psyshock
- Defog
 
We have a two way tie between YOungNIckel5"9 and ArchPhantom for Round 13. Going to make an exception and put both of you guys as the winner seeing as how I prolonged this round a bit and I'm about to be off soon. So congratulation to those two. Kicking it off with Round 14 where we give thanks to me for being so great to host the 8th version of this thread hahahaha.

Round 14 Core: Hoopa-Unbound + Zygarde

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zygarde.gif


I've been spending the past days smashing some people with these two so I figured I'd put this out there as the core. So enjoy.
 
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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 200 Atk / 56 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch

Zygarde @ Chesto Berry
Ability: Aura Break
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Dragon Dance
- Rest
- Earthquake
- Outrage

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Impish Nature
- Spikes
- Thunder Wave
- Play Rough
- Magnet Rise

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Stone Edge
- Earthquake

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

v short desc, finals this week. (always short desc but lol)
knew i wanted spike stack. klefki + manectric to abuse this. hippo to not auto lose to zard and elecs. keld to round off. dd zygarde is the only zygarde set worth using to me, being able to set up on rotom-w etc and rest off the wisp damage.
 
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Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Trick

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 Def / 56 Spe
Impish Nature
- Glare
- Earthquake
- Dragon Tail
- Substitute

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Hydro Pump
- Dark Pulse
- Ice Beam

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
So as I would be using the ladder for testing, with M-Sab out on suspect, a powerful but slow wallbreaker in Hoopa-U, and Zygarde's phasing capabilities, hazard-stacking seemed the way to go - with glare to paralyse ground types and excellent defence, Zygarde carves a niche as a fantastic phaser. I tried utilising Coil but on testing, parashuffling just fits this team so well. Hoopa benefits greatly from spikes which turn many 2HKOs into 1HKOs and punish the many forced switches, especially with Zygarde to phase and rack up hazard damage while also gaining momentum, and glare slowing down faster threats for Hoopa to take down.

The first thing to add was a fairy switchin. SD Talonflame fit the bill, providing a solid wincon with speed and priority to make up for the core's slow speed, also provides a Weavile check and a wisp absorber. Now I was weak to waters, Ferrothorn brings spikes, checks threatening mons such as Manaphy and Kyurem-B (no HP fire pls), wears down walls and forces switches to rack up spikes damage with leech seed. T-wave slows down the faster threats which force Zygarde out such as Latios as speed control is so important for this team. Next I wanted a bulky ice resist and also needed to think about hazard removal, Starmie didn't cut it, Latis stack too many weaknesses, enter Mega-Blastoise! This thing is great on spike stack, a special wallbreaker synergises well with Hoopa's physical set, it spins reliably thanks to its bulk without removing hazards on the other side of the field and has access to ice beam for common SR setters Chomp, Lando etc. Blastoise also appreciates the spikes support to better break walls and Zygarde's glare and Ferrothorn's T-Wave to compensate for his middling speed. Finally I still needed rocks and was kinda weak to CharX and other fire types such as Victini and Talonflame, Lando-T fits perfectly and also acts as a slow pivot with U-turn to safely bring in one of the breakers and gain momentum, with yache berry to lure M-Mane and Raikou.
 
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