Project OU Teambuilding Competition V9 (Done! See you all in Sun & Moon)

Tio Chico

Ednaldo Pereira
is a Tiering Contributor Alumnus


OU Dear (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Protect
- Substitute
- Calm Mind

OU Glue Mega (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Superpower / U-Turn
- Bullet Punch
- Roost

Ban Me UU (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Psychic
- Healing Wish

OU Hate Me (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Soft-Boiled
- Moonblast

OU Every Team (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- U-turn
- Knock Off
- Earthquake
- Stone Edge

OU Pursuit Me (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Thunderbolt
- Defog
- Roost


Vincune hates status and Knock Off, so I added Mega Scizor as one of the best responses to Knock Off mons of the game, plus a secondary WinCon.
Celebi is here to switch in Keldeo, Breloom, absorb status and give the Healing Wish support.
Clefable Stealth Rock to press M-Sableye, Toxic instead of Thunder Wave to punish Electric and Ground type trying to switch free in Thunder Wave.
At this point, Charizards are problems, then Lando for X and Latios to Y, and Defog support, not that the team is weak the Rocks, but Spikes and Toxic Spikes are catastrophic.


 
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Amoonguss

champagne papi

I call this one 6-0d by mega scizor.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Protect
- Substitute
- Calm Mind

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

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

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Recover
- Ice Beam
- Reflect Type

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Soft-Boiled
- Moonblast

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Hasty Nature
- Heat Wave
- U-turn
- Hurricane
- Knock Off

Ok so first of all I wanted to use Suicune+Ferro because it's a really fat core and they cover eachothers weaknesses very well. (Ferro gets up spikes vs grass, suicune cms on fires) Next, I noticed that Mega Manectric was a huge threat since it destroys both suicune and ferro, so I decided on using hippowdon to 1 get up rocks, and wall mega mane. Stone Edge is used because ferro+cune doesn't really do much vs birds. The first thing I noticed was the huge huge breloom weakness. I put a mega latias here simply because breloom 6-0d and I wanted a good counter. Rtype is used because twave isn't needed for anything. Looking at my team, my dark resist is mega latias so I decided on using clefable. Clef+Ferro+Hippo beats all relevant darks so i wasn't scared of things like weavile, bisharp, etc.. Gengar and Serp were looking like huge threats so I decided on using tornt as the final mon. TornT also provides a secondary Keldeo counter. I'm using max hp max speed so i can actually switchin to specs hydros/scalds.
 

Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Substitute
- Calm Mind
- Protect

Doublade @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 176 HP / 252 Atk / 80 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Pursuit

Thundurus @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunder Wave
- Thunderbolt
- Knock Off
- Hidden Power [Ice]

Lopunny-Mega @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Toxic

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge

Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 80 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind

Vincune's checks include strong physical attackers that can break through its substitute or strong special attackers that can break through its sub even at +1 or +2, such as Latios with Psyshock or Thundurus. Doublade is here to pursuit trap the Latios and counter strong physical attackers like Breloom, Mega Scizor, Mega Medicham, Mega Heracross, and Mega Pinsir. Thundurus allows me to deal with HO better with priority Thunder Wave and gives me a strong special breaker. Knock Off gives Suicune an easier time with Latios, Chansey, Scarf Excadrill, and Clef. Mega Lopunny is a good cleaner and can take advantage of Vincune being able to weaken Amoonguss. Toxic cripples Tangrowth which is a very common Lopunny answer, making it easier for Vincune to set up on Tangrowth. Lando-T is the rocker and checks Excadrill. SD helps it to power through defensive mons like Clefable, Amoonguss, and Mega Scizor. Clefable is a crucial Thundurus check and secondary sweeper.
 
Already posted this in OU Bazaar, anyway



TactiDoggo (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect

OU Material #1 (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
- Shadow Sneak
- Will-O-Wisp
- Leech Seed
- Protect

OU Material #2 (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Mr. Reliable (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 8 HP / 176 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Technibird (Aerodactyl) @ Aerodactylite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Iron Tail
- Aerial Ace
- Ice Fang

Reliable #2 (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 112 SpD / 148 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish


Peaked #80 with this.
Cune hates, above everything, being statused and having his lefties knocked off: enter AV Conk, a good wisp/scald/plume switch in, a check to the most common KO users, and a KO user himself. SpDef Rachi provides rocks, forms a good spdef core with Konk, and gives the Doggo a second chance to screw teams thanks to HW. Gourgeist is such a cool mon (props to the original builder) who walls a good part of the metagame and provides great help to Cune with burns and leech seed. Mega-Aero improves tremendously the matchup vs offense. Earth Plate DD Lando cleans offensive teams or breaks past defensive cores depending on the necessities.

All in all a great team (again, thanks to the original builder). 4 grounded mons without any form of hazard control means that the matchup vs hazard stacking team is not too sweet, but still manageable. KyuB, CharY and all those broken wallbreakers are a pain in the neck too, so try to play smart around them.
 

Empo

I COULD BE BANNED!
is a Tutor Alumnusis a Tiering Contributor Alumnusis a defending SPL Championis a former Tournament Circuit Champion
Here you are a vincune team that I and MONNA LUSA built together, have fun!



Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Knock Off
- Heat Wave
- Hurricane
- U-turn

Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Pursuit
- Icicle Crash

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 172 Def / 68 SpA / 16 Spe
Bold Nature
- Volt Switch
- Roost
- Defog
- Heat Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Thunder Wave


So we wanted to build around Vincune + MegaVenu since its a good core because Venusaur checks/counters things that usually beat suicune or prevent him to sweep. Then we added Tornt because he benefits from the Pokemons that suicune and Venusaur are capable of checking, and also because he adds more speed to the team and beats bulky grasses. After that, we decided to add a strong offensive presence like weavile, which can also pursuit trap things like psychics (lati@s, reuni, etc) for the suicune sweep. We noticed that we were weak to hazards, so we added zapdos as a defogger which checks also mega pinsir, and he can pp stall other mons in balance war for example. Also we added vswitch for helping pursuittrapping. Last but not least we added Clefable, which can twave for speed control and set stealthrocks. Also, we needed to check dragons and a lot of other mons like kyurem-black and mega sableye.
 


Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Protect

Landorus-Therian @ Soft Sand / Earth Plate
Ability: Intimidate
EVs: 252 Atk / 124 Def / 132 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost / Earthquake
- Dragon Claw
- Flare Blitz

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 180 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Volt Switch / Thunderbolt
- Heat Wave
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Giga Drain
- Psychic
- Recover

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk / 6 Spe
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
To start, I added Landorus-T to handle the Electric-types that Suicune struggles with. I made it Dual Dance to break/soften up teams for Zard X late game. EVs turn Scarf Exca's Iron Head into a 4HKO and Sand Rush LO Exca's Iron head into a 3HKO, letting me set up on it.
Added Zard X because its a good partner for both Lando-T and Suicune; as Suicune and Lando-T both take out the Rock- and Ground-type Pokemon, such as Excadrill, Garchomp, Terrakion, and Tyranitar, and in turn Zard X breaks the Defensive Grass-types that the latter struggle with, such as Amoonguss, Tangrowth, and Ferrothorn. EQ can be used to hit Tran, however you lose a way to reliably recover.
Next I added Zapdos as a check to Gengar and Keldeo, as the team has no reliable way of beating the two, as well as Defog for Zard X. You can run Volt Switch to gain momentum or Thunderbolt for better damage output.
Celebi gives us a solid Keldeo counter (as no one runs HP Bug anymore), and provides the team with Rocks. Furthermore, it forms a nice FWG core with Zard X and Suicune, as well as a great status sponge for the team.
Finally, I added Clefable as our check to Lati@s, as well as a plethora of other special attackers. Its ability to twave is very good for the likes of Zard X, Suicune, and Landorus-T. 6 Spe IVs lets you minimize damage output from Ferrothorn's Gyro Ball, letting you use it as CM fodder. However, you will lose the speed to opposion Clefs, so it is something you can consider removing.
 

Thundurus @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Wild Charge
- Knock Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 186 Def / 70 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Stealth Rock
- Soft-Boiled

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

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 106 Def / 54 SpD / 100 Spe
Impish Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Substitute

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Superpower
- U-turn
- Hidden Power [Ice]
- Hurricane


Choice band thundurus destroys waters for vincune such as manaphy, opposing suicune, keledeo while also being able to keep up offensive pressure more reliably against steels with superpwer. Once rocks are in you can bait defogers; lati@s/ Zapdos with suicune and switch to thundurus for the defiant boost. Clefable twave for speed control and creates a core with scizor and suicune. M-Scizor chases off fairies and can help beat calm mind clefable for vincune. Latios provides hazard control and an out against mega venusaur; also baits ttar for thunderous to superpower (if not scarfed). Tornadus rounds out the team for more meta control, standard set, also helps beat celebi.
 
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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Roost
- Defog
- Psychic

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Endeavor

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 220 Def / 48 SpD
Relaxed Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Giga Drain
- Leech Seed
- Sleep Powder

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Thunder Punch
- Fake Out
- Ice Punch

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 72 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Substitute
- Calm Mind
- Protect

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Stealth Rock


Hard to explain the teambuilding because this was based on an existing team that had Mega Medicham. So basically i went there and replaced CM Slowking by Vincune (didn't do it specifically for this competition) and changed the team to adapt to those changes. Boltbeam Medicham so it can have coverage for its checks, Tangrowth to form a WaterGrass core with Vincune and mess up with physical attackers in general, Latios as a special wallbreaker who is also a hazard remover and Keld/Zard Y check, Scarf Keldeo to beat dark types and for speed control, being able to pass Mega Diancie for example, has Endeavor as a filler move that can weaken checks if Keldeo has taken some damage and lastly, Tyranitar was used as a Stealth Rocker, thanks False. for the core posted here, it really fits well since it gets rid of Lati@s. The team is far from perfect so you can try to improve it after this round ends or message me if anything badly needs to be fixed.
 

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Toxic Spikes
- Earth Power
- Poison Jab

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Leech Seed
- Sleep Powder

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 240 HP / 140 Def / 128 SpD
Relaxed Nature
- Bullet Punch
- U-turn
- Roost
- Hidden Power [Fire]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower
Basically wanted to pair this with tspikes. While a lot of ppl have been bashing it as an effective hazard, i found it useful in so many games that in my testing I often threw it up before my rocks went up. Sure, stuff like guss can absorb them, but in every other game its a huge asset to be be able to stall out the opponents health with sub + tect rather than only going for a pp stall. With this in mind, I chose nidoqueen since it seemed effective to combat elecs and also clef should I choose not to try to beat them with pp stall with cune. I can't remember why exactly I chose tang, but I think I was looking for a kind of mixed pivot that could serve as my primary scald switch-in, and tang just covers a ton of stuff. I'm still messing with the ev spreads and moveslots, but i've found whatever I have atm works pretty well for most games. Scizor covers a lot of bases as a stellar defensive mon, and I unfortunately resorted to hp fire so I could maintain the ability to uturn out of heatrans and also combat opposing scizor better than any other set (which would be better in any other situation >_>). Torn offers speed, a ground immune, and another regenerator sponge to pair up with tang. Tar's typing fit really well, and although i generally don't like scarf, its certainly very useful here to combat pinsir or bisharp should things get dicey. I wasn't so sure with this build at first, but after playing with it I really enjoyed it, and vincune is definitely a huge beast ppl need to watch out for.
 
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Martin

gamer boy
is a Forum Moderatoris a Live Chat Contributoris a Contributor to Smogon
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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Toxic Spikes
- Earth Power
- Poison Jab

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Leech Seed
- Sleep Powder

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 240 HP / 140 Def / 128 SpD
Relaxed Nature
- Bullet Punch
- U-turn
- Roost
- Hidden Power [Fire]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower
Basically wanted to pair this with tspikes. While a lot of ppl have been bashing it as an effective hazard, i found it useful in so many games that in my testing I often threw it up before my rocks went up. Sure, stuff like guss can absorb them, but in every other game its a huge asset to be be able to stall out the opponents health with sub + tect rather than only going for a pp stall. With this in mind, I chose nidoqueen since it seemed effective to combat elecs and also clef should I choose not to try to beat them with pp stall with cune. I can't remember why exactly I chose tang, but I think I was looking for a kind of mixed pivot that could serve as my primary scald switch-in, and tang just covers a ton of stuff. I'm still messing with the ev spreads and moveslots, but i've found whatever I have atm works pretty well for most games. Scizor covers a lot of bases as a stellar defensive mon, and I unfortunately resorted to hp fire so I could maintain the ability to uturn out of heatrans and also combat opposing scizor better than any other set (which is better in any other situation >_>). Torn offers speed, a ground immune, and another regenerator sponge to pair up with tang. Tar's typing fit really well, and although i generally don't like scarf, its certainly very useful here to combat pinsir or bisharp should things get dicey. I wasn't so sure with this build at first, but after playing with it I really enjoyed it, and vincune is definitely a huge beast ppl need to watch out for.
This team looks really sweet and I can't wait to try it out. That said, aside from T-spikes, one of the big things that Nidoqueen has going for it as a defensive Ground-type is that it isn't completely cockblocked by Tangrowth. However, the current set really can't touch PhysDef varaiants... well, at all:

0 Atk Sheer Force Nidoqueen Poison Jab vs. 244 HP / 216+ Def Tangrowth: 134-158 (33.3 - 39.3%) -- guranteed 3HKO

I think that running Sludge Wave>Poison Jab is definitely a consideration here which, while not mandatory for this build (they're roughly as good as each other as attacks), helps the matchup vs. the more common variant at the cost of the matchup vs. AV variants, with the most notable thing it has going for it being that it almost OHKOs PhysDef Tangrowth, and this is useful because currently your team lacks any way of consistently breaking through it without being forced to fall back on VinCune or uninvested Torny to do so. One other thing to consider with Wave is that, while it is coming off of the lower attacking stat, this is offset by the base power difference (123.5 BP after Sheer Force vs. Poison Jab's 104) to the point that it deals p. much the same damage to an entirely neutral target (0 Atk Sheer Force Nidoqueen Poison Jab vs. 0 HP / 0 Def Mew: 105-124 (30.7 - 36.3%) -- 58.8% chance to 3HKO; 0 SpA Sheer Force Nidoqueen Sludge Wave vs. 0 HP / 0 SpD Mew: 106-126 (31 - 36.9%) -- 72.3% chance to 3HKO). The other thing that this achieves is that it allows Nidoqueen to run a bold nature as opposed to relaxed, which gives it the benefit of allowing you to outpace slower BandTar variants (those which creep Skarmory, for example) among other things.

Edit: Obliviate's right (I forgot clef exists fsr -_-) ignore me
 
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Obliviate

After Dark
is a Tiering Contributor
This team looks really sweet and I can't wait to try it out. That said, aside from T-spikes, one of the big things that Nidoqueen has going for it as a defensive Ground-type is that it isn't completely cockblocked by Tangrowth. However, the current set really can't touch PhysDef varaiants... well, at all:

0 Atk Sheer Force Nidoqueen Poison Jab vs. 244 HP / 216+ Def Tangrowth: 134-158 (33.3 - 39.3%) -- guranteed 3HKO

I think that running Sludge Wave>Poison Jab is definitely a consideration here which, while not mandatory for this build (they're roughly as good as each other as attacks), helps the matchup vs. the more common variant at the cost of the matchup vs. AV variants, with the most notable thing it has going for it being that it almost OHKOs PhysDef Tangrowth, and this is useful because currently your team lacks any way of consistently breaking through it without being forced to fall back on VinCune or uninvested Torny to do so. One other thing to consider with Wave is that, while it is coming off of the lower attacking stat, this is offset by the base power difference (123.5 BP after Sheer Force vs. Poison Jab's 104) to the point that it deals p. much the same damage to an entirely neutral target (0 Atk Sheer Force Nidoqueen Poison Jab vs. 0 HP / 0 Def Mew: 105-124 (30.7 - 36.3%) -- 58.8% chance to 3HKO; 0 SpA Sheer Force Nidoqueen Sludge Wave vs. 0 HP / 0 SpD Mew: 106-126 (31 - 36.9%) -- 72.3% chance to 3HKO). The other thing that this achieves is that it allows Nidoqueen to run a bold nature as opposed to relaxed, which gives it the benefit of allowing you to outpace slower BandTar variants (those which creep Skarmory, for example) among other things.
I have to disagree with your suggestion of using Sludge Wave over Poison Jab on Nidoqueen.
If you ever consider using Nidoqueen in OU, Poison Jab is absolutely mandatory to hit Clefable (which otherwise would easily setup on Sludge Wave Variants). Running Sludge Wave means that your only way of beating Clefable is non-attack invested M-Scizor (which loses to Bold Fire Move Clef) and PP stalling with Vincune which is kinda unreliable if you ask me. No Tangrowth would ever switch into Nidoqueen and I'm sure you can beat those generic Mew builds with Tspikes + Vincune if you play well so that's not a problem. However, I agree with running a non-speed reducing nature, not Bold but Impish though and replacing Earth Power with Earthquake. Investing a few EVs into Speed is also a good idea to outspeed fast BandTar (mixed Def Tangrowth is not able to check) and non max speed Azu.

Also, here is a Vincune team I built a few weeks ago and used to some success in Smogon Tour (I won the third Smogon Tour in Week 4 as a reference).

So I originally started with a core consisting of M-Metagross and Hydreigon, basically a special attacking and a physical attacking wallbreaker. I also noticed how most of the common M-Scizor-builds, which happens to be the best M-Metagross counter, lose to Hydreigon by utilizing M-Sciz or Clefable as their Dragon check; the former one can't take Dark Pulse and the latter is 2HKO'd by Flash Cannon (although you have to play aggressively in order to kill Clef). The core was looking very weak to Weavile, M-Sciz, Lopunny and others so I added Cune to deal with Weavile, Lando for basically every physical attacking 'mon and Heatran to have another M-Sciz check because the former two can be overwhelmed by offensive variants. I went with Sub+Rest cune to reliably check Weavile and Sub has the merit of setting up vs Amoonguss & Rotom and PP stalling Clefable, Keldeo and others. Sub Cune in general is so threatening to a lot of teams because of how hard it is to break the sub. Although I have Cune and M-Metagross, Keldeo was looking like a problem so I went with Latios in the last slot, it provides Defog and double Dragon seemed kinda cool because of how many ways I have to pressure fairies.
Even though Hydreigon+M-Metagross are my main wallbreakers, most of the matches are won by Suicune, so what I almost always do when using this team is getting up rocks as soon as possible, spread status with Heatran and find an oppurtunity to setup with Suicune.
technicolor beat (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Meteor Mash
- Zen Headbutt
- Hammer Arm

white blood (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 16 HP / 8 Def / 252 SpA / 232 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Roost

body gold (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Protect

shark (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Roost
- Surf
- Defog

without you (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 244 Def / 4 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Substitute
- Calm Mind

lose it (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 224 Def / 8 SpD / 24 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off
 

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge

It's been a long time since I've built with any Suicune, let alone Vincune, so I decided to go with an old reliable team comp. Clefable partners quite well with any Suicune, however, Unaware Wish Clefable works especially with Vincune. This way, I can check anything attempting to setup beside Suicune as well as Wish pass into it, since it lacks recovery with this set.
Deciding to build around with this reliable bulky core, I threw on Ferrothorn with Rocks as a way to weaken Zard Y and other birds that may threaten the team. I don't typically run Helmet or Power Whip, however, it's worked out well for me on this team so far.
I threw on Scarf Lando immediately afterwards, which allows me a solid check to birds, Heatran, and some speedy mons as well as a reliable mind game assuming I don't reveal Rocks on my Ferrothorn.
Realizing that my team was very weak to Mega Venusaur, Breloom, Amoongus, and others, I decided to bring in Mew as a check to all of these, as well as being a reliable Defogger.
Lastly, I brought in Zard X. Many people on the ladder seem to believe Heatran is a check to Zard X since 3 attacks has dropped in usage, so I decided to run that as a secondary way to reliably beat Heatran.
 

p2

Banned deucer.
voting time.
as there is a large number of teams this round, i will be allowing 3 votes this time around. also trying out the idea of additional votes.

Team 1

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Substitute
- Calm Mind
- Protect

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Earthquake

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- Dragon Claw

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 76 Atk / 96 SpD / 96 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Iron Head
- Fire Punch

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 40 HP / 184 Atk / 32 SpA / 252 Spe
Naughty Nature
- Gravity
- Earthquake
- Hidden Power [Ice]
- Knock Off

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic


Team 2

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 4 Atk / 244 Def / 4 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Earth Power

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

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
I started this team with Suicune and Ferrothorn, a very common partner to Vincune. But this set is a Ferrothorn without hazards. Thunder Wave helps Suicune beat Secret Sword Keldeo, and Power Whip is good ways to deal with pokemon like Landorus and Garchomp. It also serves as a Mega Gardevoir check, which is very important for another member. I then added bulky Landorus-Therian to help against Talonflame and other Flying types, and as a way to set up hazards. Volcanion serves as a check to Weavile, and in some cases, Kyurem-Black. HP Grass is for bulky waters, and Earth Power is for Heatran. Starmie provides hazard removal for the team, something that Vincune appreciates greatly. Finally, Mega Heracross is a very powerful wall-breaker that beats Pokemon like Chansey, Zapdos, and sometimes Mega Sableye.


Team 3

OU Dear (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Protect
- Substitute
- Calm Mind

OU Glue Mega (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Superpower / U-Turn
- Bullet Punch
- Roost

Ban Me UU (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Psychic
- Healing Wish

OU Hate Me (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Soft-Boiled
- Moonblast

OU Every Team (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- U-turn
- Knock Off
- Earthquake
- Stone Edge

OU Pursuit Me (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Thunderbolt
- Defog
- Roost
Vincune hates status and Knock Off, so I added Mega Scizor as one of the best responses to Knock Off mons of the game, plus a secondary WinCon.
Celebi is here to switch in Keldeo, Breloom, absorb status and give the Healing Wish support.
Clefable Stealth Rock to press M-Sableye, Toxic instead of Thunder Wave to punish Electric and Ground type trying to switch free in Thunder Wave.
At this point, Charizards are problems, then Lando for X and Latios to Y, and Defog support, not that the team is weak the Rocks, but Spikes and Toxic Spikes are catastrophic.


Team 4

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Protect
- Substitute
- Calm Mind

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

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

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Recover
- Ice Beam
- Reflect Type

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Soft-Boiled
- Moonblast

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Hasty Nature
- Heat Wave
- U-turn
- Hurricane
- Knock Off
Ok so first of all I wanted to use Suicune+Ferro because it's a really fat core and they cover eachothers weaknesses very well. (Ferro gets up spikes vs grass, suicune cms on fires) Next, I noticed that Mega Manectric was a huge threat since it destroys both suicune and ferro, so I decided on using hippowdon to 1 get up rocks, and wall mega mane. Stone Edge is used because ferro+cune doesn't really do much vs birds. The first thing I noticed was the huge huge breloom weakness. I put a mega latias here simply because breloom 6-0d and I wanted a good counter. Rtype is used because twave isn't needed for anything. Looking at my team, my dark resist is mega latias so I decided on using clefable. Clef+Ferro+Hippo beats all relevant darks so i wasn't scared of things like weavile, bisharp, etc.. Gengar and Serp were looking like huge threats so I decided on using tornt as the final mon. TornT also provides a secondary Keldeo counter. I'm using max hp max speed so i can actually switchin to specs hydros/scalds.


Team 5

Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Substitute
- Calm Mind
- Protect

Doublade @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 176 HP / 252 Atk / 80 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Pursuit

Thundurus @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunder Wave
- Thunderbolt
- Knock Off
- Hidden Power [Ice]

Lopunny-Mega @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Toxic

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge

Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 80 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind
Vincune's checks include strong physical attackers that can break through its substitute or strong special attackers that can break through its sub even at +1 or +2, such as Latios with Psyshock or Thundurus. Doublade is here to pursuit trap the Latios and counter strong physical attackers like Breloom, Mega Scizor, Mega Medicham, Mega Heracross, and Mega Pinsir. Thundurus allows me to deal with HO better with priority Thunder Wave and gives me a strong special breaker. Knock Off gives Suicune an easier time with Latios, Chansey, Scarf Excadrill, and Clef. Mega Lopunny is a good cleaner and can take advantage of Vincune being able to weaken Amoonguss. Toxic cripples Tangrowth which is a very common Lopunny answer, making it easier for Vincune to set up on Tangrowth. Lando-T is the rocker and checks Excadrill. SD helps it to power through defensive mons like Clefable, Amoonguss, and Mega Scizor. Clefable is a crucial Thundurus check and secondary sweeper.


Team 6

TactiDoggo (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect

OU Material #1 (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 248 HP / 196 Def / 64 SpD
Impish Nature
- Shadow Sneak
- Will-O-Wisp
- Leech Seed
- Protect

OU Material #2 (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Mr. Reliable (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 8 HP / 176 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Technibird (Aerodactyl) @ Aerodactylite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Iron Tail
- Aerial Ace
- Ice Fang

Reliable #2 (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 112 SpD / 148 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish
Peaked #80 with this.
Cune hates, above everything, being statused and having his lefties knocked off: enter AV Conk, a good wisp/scald/plume switch in, a check to the most common KO users, and a KO user himself. SpDef Rachi provides rocks, forms a good spdef core with Konk, and gives the Doggo a second chance to screw teams thanks to HW. Gourgeist is such a cool mon (props to the original builder) who walls a good part of the metagame and provides great help to Cune with burns and leech seed. Mega-Aero improves tremendously the matchup vs offense. Earth Plate DD Lando cleans offensive teams or breaks past defensive cores depending on the necessities.

All in all a great team (again, thanks to the original builder). 4 grounded mons without any form of hazard control means that the matchup vs hazard stacking team is not too sweet, but still manageable. KyuB, CharY and all those broken wallbreakers are a pain in the neck too, so try to play smart around them.


Team 7

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Knock Off
- Heat Wave
- Hurricane
- U-turn

Weavile @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Pursuit
- Icicle Crash

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 172 Def / 68 SpA / 16 Spe
Bold Nature
- Volt Switch
- Roost
- Defog
- Heat Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Thunder Wave
So we wanted to build around Vincune + MegaVenu since its a good core because Venusaur checks/counters things that usually beat suicune or prevent him to sweep. Then we added Tornt because he benefits from the Pokemons that suicune and Venusaur are capable of checking, and also because he adds more speed to the team and beats bulky grasses. After that, we decided to add a strong offensive presence like weavile, which can also pursuit trap things like psychics (lati@s, reuni, etc) for the suicune sweep. We noticed that we were weak to hazards, so we added zapdos as a defogger which checks also mega pinsir, and he can pp stall other mons in balance war for example. Also we added vswitch for helping pursuittrapping. Last but not least we added Clefable, which can twave for speed control and set stealthrocks. Also, we needed to check dragons and a lot of other mons like kyurem-black and mega sableye.


Team 8

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Protect

Landorus-Therian @ Soft Sand / Earth Plate
Ability: Intimidate
EVs: 252 Atk / 124 Def / 132 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost / Earthquake
- Dragon Claw
- Flare Blitz

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 60 Def / 180 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Volt Switch / Thunderbolt
- Heat Wave
- Roost

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Giga Drain
- Psychic
- Recover

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk / 6 Spe
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
To start, I added Landorus-T to handle the Electric-types that Suicune struggles with. I made it Dual Dance to break/soften up teams for Zard X late game. EVs turn Scarf Exca's Iron Head into a 4HKO and Sand Rush LO Exca's Iron head into a 3HKO, letting me set up on it.
Added Zard X because its a good partner for both Lando-T and Suicune; as Suicune and Lando-T both take out the Rock- and Ground-type Pokemon, such as Excadrill, Garchomp, Terrakion, and Tyranitar, and in turn Zard X breaks the Defensive Grass-types that the latter struggle with, such as Amoonguss, Tangrowth, and Ferrothorn. EQ can be used to hit Tran, however you lose a way to reliably recover.
Next I added Zapdos as a check to Gengar and Keldeo, as the team has no reliable way of beating the two, as well as Defog for Zard X. You can run Volt Switch to gain momentum or Thunderbolt for better damage output.
Celebi gives us a solid Keldeo counter (as no one runs HP Bug anymore), and provides the team with Rocks. Furthermore, it forms a nice FWG core with Zard X and Suicune, as well as a great status sponge for the team.
Finally, I added Clefable as our check to Lati@s, as well as a plethora of other special attackers. Its ability to twave is very good for the likes of Zard X, Suicune, and Landorus-T. 6 Spe IVs lets you minimize damage output from Ferrothorn's Gyro Ball, letting you use it as CM fodder. However, you will lose the speed to opposion Clefs, so it is something you can consider removing.


Team 9

Thundurus @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Superpower
- Wild Charge
- Knock Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 186 Def / 70 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Stealth Rock
- Soft-Boiled

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

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 106 Def / 54 SpD / 100 Spe
Impish Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Substitute

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Superpower
- U-turn
- Hidden Power [Ice]
- Hurricane
Choice band thundurus destroys waters for vincune such as manaphy, opposing suicune, keledeo while also being able to keep up offensive pressure more reliably against steels with superpwer. Once rocks are in you can bait defogers; lati@s/ Zapdos with suicune and switch to thundurus for the defiant boost. Clefable twave for speed control and creates a core with scizor and suicune. M-Scizor chases off fairies and can help beat calm mind clefable for vincune. Latios provides hazard control and an out against mega venusaur; also baits ttar for thunderous to superpower (if not scarfed). Tornadus rounds out the team for more meta control, standard set, also helps beat celebi.


Team 10

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Roost
- Defog
- Psychic

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Endeavor

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 240 HP / 220 Def / 48 SpD
Relaxed Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Giga Drain
- Leech Seed
- Sleep Powder

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Thunder Punch
- Fake Out
- Ice Punch

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 72 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Substitute
- Calm Mind
- Protect

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Stealth Rock
Hard to explain the teambuilding because this was based on an existing team that had Mega Medicham. So basically i went there and replaced CM Slowking by Vincune (didn't do it specifically for this competition) and changed the team to adapt to those changes. Boltbeam Medicham so it can have coverage for its checks, Tangrowth to form a WaterGrass core with Vincune and mess up with physical attackers in general, Latios as a special wallbreaker who is also a hazard remover and Keld/Zard Y check, Scarf Keldeo to beat dark types and for speed control, being able to pass Mega Diancie for example, has Endeavor as a filler move that can weaken checks if Keldeo has taken some damage and lastly, Tyranitar was used as a Stealth Rocker, thanks False. for the core posted here, it really fits well since it gets rid of Lati@s. The team is far from perfect so you can try to improve it after this round ends or message me if anything badly needs to be fixed.


Team 11

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Stealth Rock
- Toxic Spikes
- Earth Power
- Poison Jab

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Leech Seed
- Sleep Powder

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 240 HP / 140 Def / 128 SpD
Relaxed Nature
- Bullet Punch
- U-turn
- Roost
- Hidden Power [Fire]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower
Basically wanted to pair this with tspikes. While a lot of ppl have been bashing it as an effective hazard, i found it useful in so many games that in my testing I often threw it up before my rocks went up. Sure, stuff like guss can absorb them, but in every other game its a huge asset to be be able to stall out the opponents health with sub + tect rather than only going for a pp stall. With this in mind, I chose nidoqueen since it seemed effective to combat elecs and also clef should I choose not to try to beat them with pp stall with cune. I can't remember why exactly I chose tang, but I think I was looking for a kind of mixed pivot that could serve as my primary scald switch-in, and tang just covers a ton of stuff. I'm still messing with the ev spreads and moveslots, but i've found whatever I have atm works pretty well for most games. Scizor covers a lot of bases as a stellar defensive mon, and I unfortunately resorted to hp fire so I could maintain the ability to uturn out of heatrans and also combat opposing scizor better than any other set (which is better in any other situation >_>). Torn offers speed, a ground immune, and another regenerator sponge to pair up with tang. Tar's typing fit really well, and although i generally don't like scarf, its certainly very useful here to combat pinsir or bisharp should things get dicey. I wasn't so sure with this build at first, but after playing with it I really enjoyed it, and vincune is definitely a huge beast ppl need to watch out for.


Team 12

So I originally started with a core consisting of M-Metagross and Hydreigon, basically a special attacking and a physical attacking wallbreaker. I also noticed how most of the common M-Scizor-builds, which happens to be the best M-Metagross counter, lose to Hydreigon by utilizing M-Sciz or Clefable as their Dragon check; the former one can't take Dark Pulse and the latter is 2HKO'd by Flash Cannon (although you have to play aggressively in order to kill Clef). The core was looking very weak to Weavile, M-Sciz, Lopunny and others so I added Cune to deal with Weavile, Lando for basically every physical attacking 'mon and Heatran to have another M-Sciz check because the former two can be overwhelmed by offensive variants. I went with Sub+Rest cune to reliably check Weavile and Sub has the merit of setting up vs Amoonguss & Rotom and PP stalling Clefable, Keldeo and others. Sub Cune in general is so threatening to a lot of teams because of how hard it is to break the sub. Although I have Cune and M-Metagross, Keldeo was looking like a problem so I went with Latios in the last slot, it provides Defog and double Dragon seemed kinda cool because of how many ways I have to pressure fairies.
Even though Hydreigon+M-Metagross are my main wallbreakers, most of the matches are won by Suicune, so what I almost always do when using this team is getting up rocks as soon as possible, spread status with Heatran and find an oppurtunity to setup with Suicune.
technicolor beat (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Meteor Mash
- Zen Headbutt
- Hammer Arm

white blood (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 16 HP / 8 Def / 252 SpA / 232 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Roost

body gold (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Protect

shark (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Roost
- Surf
- Defog

without you (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 244 Def / 4 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Substitute
- Calm Mind

lose it (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 224 Def / 8 SpD / 24 Spe
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Knock Off


Team 13

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Knock Off
- Earthquake
- Stone Edge
It's been a long time since I've built with any Suicune, let alone Vincune, so I decided to go with an old reliable team comp. Clefable partners quite well with any Suicune, however, Unaware Wish Clefable works especially with Vincune. This way, I can check anything attempting to setup beside Suicune as well as Wish pass into it, since it lacks recovery with this set.
Deciding to build around with this reliable bulky core, I threw on Ferrothorn with Rocks as a way to weaken Zard Y and other birds that may threaten the team. I don't typically run Helmet or Power Whip, however, it's worked out well for me on this team so far.
I threw on Scarf Lando immediately afterwards, which allows me a solid check to birds, Heatran, and some speedy mons as well as a reliable mind game assuming I don't reveal Rocks on my Ferrothorn.
Realizing that my team was very weak to Mega Venusaur, Breloom, Amoongus, and others, I decided to bring in Mew as a check to all of these, as well as being a reliable Defogger.
Lastly, I brought in Zard X. Many people on the ladder seem to believe Heatran is a check to Zard X since 3 attacks has dropped in usage, so I decided to run that as a secondary way to reliably beat Heatran.

gonna throw in my own team too xd
Team 14

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Protect

Weavile (F) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Icicle Crash
- Knock Off
- Ice Shard
- Swords Dance

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Psyshock
- Surf

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 21 Spe
- Knock Off
- Moonblast
- Stealth Rock
- Soft-Boiled

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 SpD / 176 Spe
Careful Nature
- Substitute
- Toxic
- Fire Punch
- Iron Head


voting will end sometime saturday night, but note that 3 votes are allowed this round
 
Last edited:
I got a vote, y'all should be ashamed if you don't get any, s/o randpoke top teambuilder.

guys pls keep in mind that vincune is not rest cune, dont rly feel like this is something that most of the builders here kept in mind, incl my team (though i just randpoked and entered it for the heck of it).

also team 2 lacks an elec resist with 3 water types, team 7 lacks rock resist (and a steel type AND a ground type lol), i thought team 11 was cool then i saw hp fire scizor (??), mew really sucks. team 8 looks weak to fairy types in general, and lacks a solid lati check soz. team 9 could consider scarf lati or zard-x sets up and wins, prob want a better check to elecs too though.

not gna go through all of em, but
Team 14
man idk, Starmei you were right all of these teams are hard to vote for.
 
I got a vote, y'all should be ashamed if you don't get any, s/o randpoke top teambuilder.

guys pls keep in mind that vincune is not rest cune, dont rly feel like this is something that most of the builders here kept in mind, incl my team (though i just randpoked and entered it for the heck of it).

also team 2 lacks an elec resist with 3 water types, team 7 lacks rock resist (and a steel type AND a ground type lol), i thought team 11 was cool then i saw hp fire scizor (??), mew really sucks. team 8 looks weak to fairy types in general, and lacks a solid lati check soz. team 9 could consider scarf lati or zard-x sets up and wins, prob want a better check to elecs too though.

not gna go through all of em, but
Team 14
man idk, Starmei you were right all of these teams are hard to vote for.
I actually like a lot the idea of putting hp fire on mzor to stop other mzors from sweeping.
0 SpA Technician Mega Scizor Hidden Power Fire vs. 0 HP / 0 SpD Mega Scizor: 184-220 (65.4 - 78.2%) -- guaranteed 2HKO

0 SpA Technician Mega Scizor Hidden Power Fire vs. 248 HP / 200 SpD Mega Scizor: 152-180 (44.3 - 52.4%) -- 16% chance to 2HKO
 

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