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Gallade-Mega (M) @ Galladite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Zen Headbutt
- Close Combat

While not the best offensive water fighting type in the tier, Manaphy Mega Gallade can work with the right support and is still a decent breaker with the coverage to annoy most fatter builds.
 

Serperior @ Normalium Z
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature Power
- Leaf Storm
- Hidden Power [Fire]
- Glare / Leech Seed / something

Looking for specifically Nature Power Serp. Had a blast playing with Nature Power Heatran + Tapu of choice, so I was wondering if anything else could be worthwhile. Builder can do whatever they want with the rest of the set, so long as it still has (Z-)Nature Power.

Yes, i've seen Posho's snake draft serp team w/ CB TTar. While it is pretty damn good, I'd like to see what another builder can do with this, if only for the sake of curiosity/novelty.
 
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Snowy

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Nature Power Mega-Camerupt Bulky Offence
ft. Z-Wild Charge Tapu Koko


Requested by Chessking345

This team came together surprisingly quickly and showed immediate success over the tests I did, although I will admit I did try my hand in some other variants later on too see if I could replicate or make something better however I failed to make anything close to this in consistency. Mega-Camerupt has always been a Pokemon I wanted to use ever since I saw the success Bro Fist and Snou had with it during WCoP, but time past and I never got around to doing it sadly. Mega-Camerupt is honestly a monster in this meta, with it's ability to tear apart common backbones of both Balance and Bulky offence in a similar manner to Volcanion, but also provide more useful defensive utility and rocks. I will say from having tested this mon out quite a bit, that it's defensive utility is overstated and it can end up being worn down pretty quickly and easily. For that reason alone I wanted to make sure I wasn't going to rely on it too much as a defensive pivot, as it would restricted the amount of work it would be able to do offensively and thus lowering the overall teams ability to break through opposing bulkier builds. I'd like to mention that I did end up changing the original Koko set to have taunt over hp ice, as during testing I got obliterated by cosmic power clef that I believe ABR (I could be wrong) recently popularized during snake draft; luckily I found that the lack of Hp Ice doesn't effect the team too much, however I will give you an alternative option at the end that will allow you to run Hp Ice if you find during play that you miss having it.

After starting with the original core I knew I needed hazard control because the core was worn down extremely quickly by hazard stack and I also wanted something to blanket check a bunch of mon. I decided to go with Latias because it did exactly this, plus it also provided me with healing wish support which helped make up for Camerupt being prone to being worn down. Following behind Latias was Celesteela, as I needed something to take on the vast majority of offensive ground types in the tier that could come in and threaten my initial core and basically claim a killed if they played it right. It also gave me a proper fairy and psychic check, that way I would reduce the negative actions that would be inflicted by these Pokemon. Next up I needed something to deal with Zygarde, as well as check offensive waters and electrics more reliably then anything the team had provided to this point. Tangrowth did this perfectly while also providing some additional defensive utility verse special attackers and offered the team the utility of knock off, allowing for an easier time to wear down and finish Pokemon off. Lastly I wanted a cleaner that was preferably a dark type to give some form of ghost resist, that way the team had at least a 1 time switch in to ghost attackers and could force them out the next turn. Ash-Greninja was perfect for this role, while also giving priority in water shurikens to help finish off set up/speedy threats and spikes to help wear down threats for not only itself, but the remaining members of the team.

Tyranitar is a big threat to keep in mind when playing, as I lack a rock resist and if played right it can come in and claim multiple lives before going down. Luckily the team doesn't offer up too many free switches outside of a minus two Latias locked into draco meteor and Ash-Greninja Locked into dark pulse. Kyurem-B is another big threat, especially because Latias is the only Pokemon with ko potential verse it and electric, Ice and ground hits every pokemon for super effective damage. In these match-ups you really want to get your hazards up as soon as possible and then keep them up by using Greninja and Koko to threaten common removers. Quagsire stall is no doubt going to be a nightmare to play against, since your best stall breaker is hard walled by it, however Greninja does have the ability to set spikes verse most stalls and that should make your time wearing down Quag and beating stall in general a lot easier.

There's are two major changes I believe can be made that'll keep the team relatively the same in terms consistent and feel, while improving certain match ups and making others worse. These two changes being trick scarf Latios over Latias and Grass knot or Hp Ice over taunt on Tapu koko, as trick Latios takes away the need to run Taunt on Koko, which opens it up to either Hp Ice or Grass Knot. Grass Knot will allow you to hit Quagsire and Hippo which will greatly approve the stall match up, while also hitting Gastrodon and Swampert which can be nice for opening up Camerupts breaking potential a bit more. Hp-Ice will give you a way to remove weakened grounds which are usually found on offence/bulky offence and thus improving those match ups drastically. where you'll feel the bite back from these changes lies in the lack of healing wish, which from testing has been extremely crucial in games where key parts of my team were worn down and I was able to bring them back to win the game. It also means you don't have a dead slot in certain match-ups, as you'll always find that healing wish gives Latias value in nearly every game. Anyway, try out the team and I hope you like it!



 
Request VolcCune core


Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 20 SpD / 236 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Substitute
- Protect


Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Bug Buzz
- Quiver Dance​

Standard SubTect Suicune (or VinCune) with enough speed for Neutral-base 95 and Def Mew. Max HP to achieve 101-Sub, the rest dumped into SpD to better tank Giga Drain or Tbolt. Suicune sets up on a wide range of common threats, is capable of muscle pass most Electric and Grass thanks to Pressure but struggles versus some specific mons, one of which is Toxapex. As a result, a teammate that lure and kill Toxapex is needed.

QD Volc with Z-Psychic is to OHKO Pex at +1. Moreover, with SubSwarm set rises in usage recently, people may not expect this coming. It also lures in CM Keldeo, which beats Suicune, to KO or weaken it. Bug Buzz hits Lati@s who could severely damage Suicune. In return, Suicune with its bulk can set up on most Scarfers (who rely on Stone Edge) that come in to RK Volc, and also beat Chansey 1v1.

The core is pretty neat and fun to use and leave rooms for creativity since the Mega hasn't been chosen yet. I have tried to build some teams with this core myself, get decent success (1800+ ladder), but I still want to see how far experienced builders can push this core. You can change up the set if you really want to. Have fun building.
 
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I'd like to request some: http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEoAAABaCAMAAAAo2DDYAAAAkFBMVEX////Tq4D2XFGIIiHKS0Ps7OyZjo09AABYAAAAAACAAACoqqpIAACZAADQnHaXdFZuSDZ+NjZeMSJjYl2WIiN1GhrIeltaVFSfZ0qMgnnLzczEVkhuV0GYVFGOZClrPQCehkuimHduRkQ8MShnSxk9GRiTVSuyeklLKQAsAABlHgjZQjbLsK6ccW/es2QrGRoeoEqVAAAC9klEQVRYhe2X246bMBCGfSQOprZJMOBD0mRJ0u7Sdt//7Tomu9LeYripyh8JCUX69M94mBkjtGnTpk2bNm36f8XXQx1XI51+rQTyIaxFGseVTMm1SP40kt+rkORIiFilEgqS5FYg8TGRTnVTSr8U1QCpTg8yviyD8cefcLlM1hJsEaqkh0A+1IyLfN1r9kkijJVLUIgxYOl2YtlGLiDxR8DtqHAIhhE2mAUh8leFcdAYVBOyUwts8d2ESUq2gslH/W6imkBte6WMVCzbFi9JHZOvNqg2MkabIhflRlIbY05K9UHVcJj33UueLzAVrr0BY1pfew2sijZlFgxMXXVS3/fwpIw1tKK27GbXBHzMvWqxMlrHOGg9AIpZKu5UzDX2RgIOCUW1bt97BgFCuh7n27sQ84xBA9W4VQGnVJl91HCEjFaWniOX9/0cliMtlIEiWMWGRjQ8UWz/oCUM2Fm9sCSpohTDYCvekE+opmG+O19uM7u9oBgzrFpl4nCTSA6xhrSzF9SVdObctyFFB4LTu8E7P9eUUXuCBeL8fZ4tAf0lYH3RGiLkyF/jgYIAhbpqXjVUEJ3CFb3/iK673i4XX1Ha2CH9J+fNsztL0VUmmhj943HpJXw2tM7pfvLbVAvQZMzhuKsk/JKrnFEtyw+UVtjJwu/9jlL7LasnCzAExQ5Jx5B25BG4sk0WqoBqTz1UdwpPLQ9QVZ1DQkX/7OqqOGL3RNl7Hoq/fUwI5/UU4Rs0mDwU2j1HBNbIaZTOwdrXQx4qJQtAEOH0CsVeysw54achOKhnprigNtMTSExfs5lqAeKj1majupQs1z1REJ/IX3ALyBNWUiUUxCdmj4cvalLSfeoxyJXWVfkkdMSwMziXUAcr3JIFHiLsccF/ciSFKI6LVjWDDY7wJfPKCrRfQEL8ABGqlCmx+E5RqBgBxSuRvQ59Cgp+gLXRLaioT0F3KPQv/7rGlckp73y1W+PyVWiHjsUq1ziur37R5eaLCr+Op03/iv4CDukwtRV2n+IAAAAASUVORK5CYII=


http://data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEoAAABaCAMAAAAo2DDYAAAAkFBMVEX////Tq4D2XFGIIiHKS0Ps7OyZjo09AABYAAAAAACAAACoqqpIAACZAADQnHaXdFZuSDZ+NjZeMSJjYl2WIiN1GhrIeltaVFSfZ0qMgnnLzczEVkhuV0GYVFGOZClrPQCehkuimHduRkQ8MShnSxk9GRiTVSuyeklLKQAsAABlHgjZQjbLsK6ccW/es2QrGRoeoEqVAAAC9klEQVRYhe2X246bMBCGfSQOprZJMOBD0mRJ0u7Sdt//7Tomu9LeYripyh8JCUX69M94mBkjtGnTpk2bNm36f8XXQx1XI51+rQTyIaxFGseVTMm1SP40kt+rkORIiFilEgqS5FYg8TGRTnVTSr8U1QCpTg8yviyD8cefcLlM1hJsEaqkh0A+1IyLfN1r9kkijJVLUIgxYOl2YtlGLiDxR8DtqHAIhhE2mAUh8leFcdAYVBOyUwts8d2ESUq2gslH/W6imkBte6WMVCzbFi9JHZOvNqg2MkabIhflRlIbY05K9UHVcJj33UueLzAVrr0BY1pfew2sijZlFgxMXXVS3/fwpIw1tKK27GbXBHzMvWqxMlrHOGg9AIpZKu5UzDX2RgIOCUW1bt97BgFCuh7n27sQ84xBA9W4VQGnVJl91HCEjFaWniOX9/0cliMtlIEiWMWGRjQ8UWz/oCUM2Fm9sCSpohTDYCvekE+opmG+O19uM7u9oBgzrFpl4nCTSA6xhrSzF9SVdObctyFFB4LTu8E7P9eUUXuCBeL8fZ4tAf0lYH3RGiLkyF/jgYIAhbpqXjVUEJ3CFb3/iK673i4XX1Ha2CH9J+fNsztL0VUmmhj943HpJXw2tM7pfvLbVAvQZMzhuKsk/JKrnFEtyw+UVtjJwu/9jlL7LasnCzAExQ5Jx5B25BG4sk0WqoBqTz1UdwpPLQ9QVZ1DQkX/7OqqOGL3RNl7Hoq/fUwI5/UU4Rs0mDwU2j1HBNbIaZTOwdrXQx4qJQtAEOH0CsVeysw54achOKhnprigNtMTSExfs5lqAeKj1majupQs1z1REJ/IX3ALyBNWUiUUxCdmj4cvalLSfeoxyJXWVfkkdMSwMziXUAcr3JIFHiLsccF/ciSFKI6LVjWDDY7wJfPKCrRfQEL8ABGqlCmx+E5RqBgBxSuRvQ59Cgp+gLXRLaioT0F3KPQv/7rGlckp73y1W+PyVWiHjsUq1ziur37R5eaLCr+Op03/iv4CDukwtRV2n+IAAAAASUVORK5CYII=

Talonflame @ Flynium Z
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Taunt

Description:
I'd like to build some HO around talonflame but don't know how to adapt it to the meta this days running. I'd apreciate the help. <3
 

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Indigo Plateau

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Moderator
Requesting All-Out-Attacker Mega Mawile + Greninja-Ash + Volt-Turn




Mawile @ Mawilite
Ability: Hyper Cutter
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Sucker Punch
- Thunder Punch
- Fire Fang

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes


Mega Mawile is, without a doubt, one of the best Megas on the metagame. The AoA set can punch holes on teams with ease and, in conjuction with Ash-Gren, they forms a very good wallbreaker core. Taking the fact that Mega Mawile really likes to get on the field for free, a slow U-Turn/Volt Switch can be beneficial for it. Feel free to change the sets and thanks a lot!
Requests In Progress:

Mega Mawile + Greninja-Ash - tigers jaw

I don't mean to mini-mod, but I'm sure it gets annoying for the builders/mods of this forum to have to state this. Please make sure you read if your core has been built or posted already.
 

Hayburner

EMIRU GANG
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Vincune + Volc Bulky Offense
Requested by JoeyVN
http://pokepast.es/d1222156b6ec8e4d

This was a pretty fun core to work with tbh, and the team turned out pretty well I think. The first teammate I decided on was Mega Scizor to provide u turn support and consistent defog. Consistent hazard control is one of the most important needs of any volc team, and Scizor is one of the best. Next up, I needed a Koko answer, and preferably another Tapu Lele check, as mega scizor is shaky at best. I started with ferrothorn but it was somewhat of a liability because of letting opponents stack hazards without too much issue. I settled on assault vest Tapu Bulu to check Lele and counter Koko, while not being passive. Grassy terrain recovery is also a nice bonus for suicune. I wanted a scarfer, and thought Greninja would fit the role best. Greninja provides momentum, and also can provide toxic spikes on a predicted switch if suicune can win with toxic spikes up. For the last slot, I needed a rocker, and Landorus T fit best to provide a ground immunity, more u turn support and a heatran check.

So for weaknesses, the biggest weakness would be choice specs tapu lele. Suicune can't set up against it, and nothing can comfortably switch in. This is one of the matchups where you want to get toxic spikes up with Greninja as soon as possible. Mantine can be rather annoying to face as well, although they are rarely haze so suicune can pp stall.Yache berry can be added to Landorus, which decreases longevity, but helps keep rocks off against other defensive Lando T and against mega medicham. In general there's no matchups I've found impossible and hope the team works well for you.


Vincune + Z Extrasensory Greninja
Requested by Roseybear
http://pokepast.es/9c857e2f002d05be

This team functions very similarly to the above one, and I encourage you to try both since they both fit what you wanted. Personally I think the above one is a bit more consistent although they've both worked well. I started with z esensory gren to lure toxapex and set toxic spikes for vincune to win. I chose gunk shot to be able to check Lele as well as hit the odd Tapu Fini. Right away, the team was very Koko weak, and I decided to add an amoonguss. This provides a water resist, spore support, para support and possible sludge bomb poisons. I went with stun spore to cripple mons that try and come in for free under electric terrain. Next up, I went with SD mega scizor. Originally it was defog, but I added a defogger later and needed an extra wincon. I was weak to physical wallbreakers such as mega mawile, so I added Landorus T next. It also added a stealth rocker, and u turn support like always. For the last Mon, I needed a scarfer and went with latios to free up scizor to run swords dance. Latios added a defogger and trick can be useful to help suicune set up. Most of the team is dedicated towards making suicunes job easier.

This team also has weaknesses, some of them rather similar. This version struggles more with non choiced Lele, as other Lele can be pivoted around. Again, the key is to get toxic spikes up early. Mega Medicham is also very threatening. One way to somewhat help in this is to run yache berry on Landorus, although it takes away longevity, it does help in those matchups. Anyways this team is solid as well, try both see which one you like better!

 

Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Recover
- Stored Power
- Thunderbolt / Surf

Requesting a team featuring Mega Latias. Mega Latias is an incredibly bulky Pokemon, and when paired with Calm Mind, Stored Power, and Roost, can even become a powerful sweeper as well. This set is supposed to be able to set up Calm Minds on things that it scares out and become virtually unbreakable, then allow you to dent the opposing team with Stored Power for everything that isn't a Steel- or Dark-type, while Thunderbolt allows you to hit Pokemon like Skarmory, Greninja, Celesteela, and Mantine harder, or Surf allows you to hit Pokemon like Landorus-T, Excadrill, Tyranitar, and Heatran harder. Really hard Pokemon to build around, but it's a ton of fun to use, in my opinion.
 

Vincune + Volc Bulky Offense
Requested by JoeyVN
http://pokepast.es/d1222156b6ec8e4d

This was a pretty fun core to work with tbh, and the team turned out pretty well I think. The first teammate I decided on was Mega Scizor to provide u turn support and consistent defog. Consistent hazard control is one of the most important needs of any volc team, and Scizor is one of the best. Next up, I needed a Koko answer, and preferably another Tapu Lele check, as mega scizor is shaky at best. I started with ferrothorn but it was somewhat of a liability because of letting opponents stack hazards without too much issue. I settled on assault vest Tapu Bulu to check Lele and counter Koko, while not being passive. Grassy terrain recovery is also a nice bonus for suicune. I wanted a scarfer, and thought Greninja would fit the role best. Greninja provides momentum, and also can provide toxic spikes on a predicted switch if suicune can win with toxic spikes up. For the last slot, I needed a rocker, and Landorus T fit best to provide a ground immunity, more u turn support and a heatran check.

So for weaknesses, the biggest weakness would be choice specs tapu lele. Suicune can't set up against it, and nothing can comfortably switch in. This is one of the matchups where you want to get toxic spikes up with Greninja as soon as possible. Mantine can be rather annoying to face as well, although they are rarely haze so suicune can pp stall.Yache berry can be added to Landorus, which decreases longevity, but helps keep rocks off against other defensive Lando T and against mega medicham. In general there's no matchups I've found impossible and hope the team works well for you.


Vincune + Z Extrasensory Greninja
Requested by Roseybear
http://pokepast.es/9c857e2f002d05be

This team functions very similarly to the above one, and I encourage you to try both since they both fit what you wanted. Personally I think the above one is a bit more consistent although they've both worked well. I started with z esensory gren to lure toxapex and set toxic spikes for vincune to win. I chose gunk shot to be able to check Lele as well as hit the odd Tapu Fini. Right away, the team was very Koko weak, and I decided to add an amoonguss. This provides a water resist, spore support, para support and possible sludge bomb poisons. I went with stun spore to cripple mons that try and come in for free under electric terrain. Next up, I went with SD mega scizor. Originally it was defog, but I added a defogger later and needed an extra wincon. I was weak to physical wallbreakers such as mega mawile, so I added Landorus T next. It also added a stealth rocker, and u turn support like always. For the last Mon, I needed a scarfer and went with latios to free up scizor to run swords dance. Latios added a defogger and trick can be useful to help suicune set up. Most of the team is dedicated towards making suicunes job easier.

This team also has weaknesses, some of them rather similar. This version struggles more with non choiced Lele, as other Lele can be pivoted around. Again, the key is to get toxic spikes up early. Mega Medicham is also very threatening. One way to somewhat help in this is to run yache berry on Landorus, although it takes away longevity, it does help in those matchups. Anyways this team is solid as well, try both see which one you like better!

Great teams man :D Thanks alot. Teams seem solid, I'll try them out soon.
 

false

h sketch one touch
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PS Leader
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mega gallade bulky offense

requested by matthewc20090
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mega gallade is sort of an awkward pokemon to fit into a team. it doesn't have the immediacy as a breaker in the same way that mega medicham does, but it also doesn't have the speed tier to check and revenge kill stuff like koko and ash-gren the way that mega lopunny can. however, it does have some pretty fun matchups, like against those celepex + clef + venu type balance teams. just make sure you work to manage the terrain as best you can. you'll find that having terrain up during the right turns will drastically affect gallade's breaking power, especially in balance or stall matchups.

the first slot, obviously, is mega gallade. the standard set is the standard set for a reason, it beats up on common fighting resists like mew or toxapex and is a decently powerful balance breaker after an sd. tapu lele's psychic surge boosts gallade's zen headbutt, while also protecting it from priority moves such as mega pinsir's quick attack, which is nice. it's a great scarfer that benefits a lot from the breaking provided by gallade and kartana. mantine was basically the only defogger that fit on this team; mega scizor was obviously off the table, tapu fini switched terrain, while both mew and lati would've brought a 3rd psychic-type without covering enough slots defensively to justify a place. luckily, mantine is an excellent fit, as it is a common partner with choice scarf tapu lele due to its ability to handle volcarona.
landorus-t provides stealth rock, while also acting as a switchin to the likes of band tyranitar, zygarde, sd landorus, and mega mawile. assault vest magearna was chosen by process of elimination. i tried out other options, such as jirachi, in this slot but found that magearna was the only pokemon that could actively deal with the likes of tapu koko and tapu lele without becoming a momentum drain. kartana fills out the team as a secondary breaker. the dual sd offensive core is a nice way to break down a lot of the thiccer balance teams that are popular right now. however, kartana also relieves some pressure from landorus defensively as it is able to situationally check things like tapu bulu and zygarde. darkinium z enables kartana to bust through zapdos, something that the team can otherwise really struggle with.
 

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 184 HP / 72 SpA / 252 Spe
Timid Nature
- Air Slash
- Nasty Plot
- Roost
- Heal Bell

Requesting a team around stallbreaker togekiss
 
Requesting an sd m-mawile on a bulky offense.

Mawile-Mega @ Mawilite
Ability: Intimidate / Hypercutter
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Thunder Punch/ Knock Off

Standard Mawile set. Figured it was the only thing I know how to use, that others would deem useable in the current meta. Builders option to change the set while still incorporating swords dance as a move slot. Apologies for not being as meta-fluent. Hopefully just m-mawile is easy to build around, since it's a complete monster at doing it's job provided all threats to it are taken care of(imo).
 

Snowy

There's no love in your violence
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Substitute Alola-Marowak Bulky Offence

Requested by OrangeGuru

I didn't go with the original set because I felt like it Wisp took away Marowak's breaking potential, which is the most important aspect of wak. I went with Sub instead, which was originally a set False told be about before WCoP started, but time past and I never really got around to using the set Luckily this team provided me with an opp unity to get to use it and see what it does and boy does it do a whole lot. Sub basically allows you to destroy majority of balances and stalls, as you're able to sub on the majority of defensive steels, grasses, mew's and Clefable's From that point you just start taking lives and there's no remorse. I think this is honestly the best marowak set you can run outside of full trick-room and I think you'll see that too once you get to use it.

I started the team knowing that I wanted to provide Marowak with as many free switches as possible on things it can free sub or fire off attacks on. Because of this I decided to go with Magearna, since it's slow volt allowed for many free switches and also baited in a lot of the mons wak wanted to be in on. I ended up throwing trick room on it, since you can set up trick room and then volt into wak to abuse it for a few turns and this turned out perfectly! Trick room also allows it to act as a win con and a form of speed control, which is greatly appreciated by the team. Next I really wanted wish support, as I knew wak was going to get worn down extremely quickly due to it's rock weakness and sub and that's where Alomomola comes in. It does this perfectly, as it can come in on the majority of waks checks and counters, throw up a wish on usually a switch into a grass or electric and then go back into wak to receive the wish freely. It also helped keep Magearna alive and provide some important defensive utility verses some of the tiers scariest threats like Greninja. Afterwards I knew I needed reliable hazard control to further keep wak from going down to quickly and thus Mega-Latias was add which did this and patched up some important defensive holes. I ran earthquake on it to smack potential annoyances like Heatran and Tar for some good damage and Ice beam was there to hit Lando and do a fuck ton to Kartana. Landorus-T was then added to provide rocks, give a check to some certain stand out threats and form a volt-turn core that Marowak could really take advantage off. Lastly, I needed some speed control and something that could in particular revenge kill Mega-Pinsir from full as it could sweep threw my tem at +2.
Nihilego was a perfect fit, that also gave the addition of T-Spikes to help wear down grounds and waters that pester wak.

The team has some issues, mainly set up waters that can avoid Toxic from Alomomola via Sub or even Taunt. Mons such as Sub-Tect Suicune, Sub-CM Keldeo and DD-Sub Gyarados are the main offenders and they all need very careful handle to not lose to them. Cosmic Power Clef is also rather annoying since the team lacks trick, taunt or set up of it's on to deal with it in a more appropriate manner. Usually you'll be forced into Nihi to spam Sludge wave endlessly if it comes in freely on Latios or Alomomola.

There's not much I would change, but I will note that I think there's little downside to trying out T-bolt on Latias, Leftovers on Landorus and HP Ice on Nihi. T-bolt on Latias obviously helping out a bit vs the subbing waters issue, Leftovers Landorus-T with leftovers better handles Zygarde and Hp ice On Nihi to revenge kill Grounds. Test out the team for yourself though so you can see what suits and works for you the best. I hope you like the team, I had a blast building and playing with it, thanks for your request!
 
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Exploudit: i (and other ppl who i consulted when building with this) think this set is pretty overhyped and not that good. it isn't bad or anything... just that it limits building even more than standard volc, and building with standard volc is already pretty restrictive. this is the final version that i settled on because i don't wanna build with this anymore ;p.

Volcarona @ Buginium Z
Ability: Swarm
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Quiver Dance
- Bug Buzz
- Fire Blast

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake

Mawile-Mega @ Mawilite
Ability: Hyper Cutter
EVs: 96 HP / 232 Atk / 180 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Ice Punch
- Focus Punch

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Taunt
- Scald
- Moonblast
i started by pairing volcarona with mega mawile because people said that's the hip thing to do. it helps with pressuring toxapex, mantine, and heatran (with focus punch on the switch!) which is really nice for volcarona specifically, and it acts as a nice general midgame breaker to weaken some stuff for volcarona. volcarona needs good hazard removal support of course, so i originally went with manitine, but i changed that to tapu fini so i didn't lose to zygarde. tapu fini is also really nice here because it doesn't get trapped by tyranitar, which is rising in usage significantly as of late. fini is also a really nice heatran and keldeo switch in, but you need to be careful with constantly switching it into tran (and stuff the rest of the team can handle) since it isn't that great and gets worn down easily lol. i then went with scarf landorus-t for speed control and to pressure and check some common things like magearna, opposing landorus-ts, mega pinsir (stone edge!), w/e. it's mainly just speed control and a nice pivot to get volc in. next i added ferrothorn because it's nice glue that provides rocks. it checks koko, lele, and a bunch of waters pretty effectively, though you do need to watch out for hp fire. finally, i added tyranitar to really pressure mantine, and to help with annoyances like zapdos and choice locked leles. tyranitar also provides you a bit of insurance vs. opposing volcaronas since it doesn't die to standard bug buzz at +1.

you can change up mawile quite a bit. i'm running ice punch and focus punch to get landorus-t and heatran/scizor respectively on switch-in, but you can run sucker punch if you want the priority, iron head if you want to hit mega venu and other things, and/or fire fang for mega scizor and other steels. if you don't think pinsir is a problem, you can run explosion > stone edge on landorus-t. if you want the knock off utility and don't care about killing lele, you can run knock off > gyro ball on ferrothorn. tapu fini is running surf > nature's madness so you can pretty reliably handle opposing volcaronas (specifically sub swarm), but feel free to run hydro pump if you want more power or nature's madness if you think volc is handled decently enough already. you can even 3 atk defog or haze > taunt or whatever if you are a crackhead. i'm running earthquake on tyranitar for heatran, but you can run whatever coverage move you want: that one is really just preference.

mega venu is pretty annoying, but you have a volcarona, so just use it right. mega lopunny is also annoying, so you need to play smart with your landorus-t. fini getting overloaded is certainly a problem, though ferro helps a bit in that department by handling greninjas and keldeos that are choice locked into a water move if you really need to. the main issue with fini is when your opponent has something like zygarde + volc or zygarde + keldeo or whatever. non-choiced leles are pretty annoying if you're like me and not good at picking them out into the battle since they can hp fire ferro or focus blast ttar or whatever. you handle them pretty nicely with volcarona though... you just need to play differently vs. fight z (for example) than you would vs. specs or scarf. if you see that your opponent has a combo that includes heatran that's particularly annoying for volc (heatran + pex/mantine, for example), be patient when it comes to focus punching tran on the switch-in. you're probably better off just clicking thunder punch or something instead if they don't have landorus-t present. just be really safe with your mawile in these cases, and the matchups are winnable.

hope you enjoy this team. thanks to all the ppl who helped me with building, testing, and checking it over ^=^.

edit: scald > surf on fini for burn on bulu and when terrain goes down.
 
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lyd

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Exploudit: i (and other ppl who i consulted when building with this) think this set is pretty overhyped and not that good. it isn't bad or anything... just that it limits building even more than standard volc, and building with standard volc is already pretty restrictive. this is the final version that i settled on because i don't wanna build with this anymore ;p.

Volcarona @ Buginium Z
Ability: Swarm
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Quiver Dance
- Bug Buzz
- Fire Blast

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Earthquake

Mawile-Mega @ Mawilite
Ability: Hyper Cutter
EVs: 96 HP / 232 Atk / 180 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Ice Punch
- Focus Punch

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- U-turn

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Taunt
- Surf
- Moonblast
i started by pairing volcarona with mega mawile because people said that's the hip thing to do. it helps with pressuring toxapex, mantine, and heatran (with focus punch on the switch!) which is really nice for volcarona specifically, and it acts as a nice general midgame breaker to weaken some stuff for volcarona. volcarona needs good hazard removal support of course, so i originally went with manitine, but i changed that to tapu fini so i didn't lose to zygarde. tapu fini is also really nice here because it doesn't get trapped by tyranitar, which is rising in usage significantly as of late. fini is also a really nice heatran and keldeo switch in, but you need to be careful with constantly switching it into tran (and stuff the rest of the team can handle) since it isn't that great and gets worn down easily lol. i then went with scarf landorus-t for speed control and to pressure and check some common things like magearna, opposing landorus-ts, mega pinsir (stone edge!), w/e. it's mainly just speed control and a nice pivot to get volc in. next i added ferrothorn because it's nice glue that provides rocks. it checks koko, lele, and a bunch of waters pretty effectively, though you do need to watch out for hp fire. finally, i added tyranitar to really pressure mantine, and to help with annoyances like zapdos and choice locked leles. tyranitar also provides you a bit of insurance vs. opposing volcaronas since it doesn't die to standard bug buzz at +1.

you can change up mawile quite a bit. i'm running ice punch and focus punch to get landorus-t and heatran/scizor respectively on switch-in, but you can run sucker punch if you want the priority, iron head if you want to hit mega venu and other things, and/or fire fang for mega scizor and other steels. if you don't think pinsir is a problem, you can run explosion > stone edge on landorus-t. if you want the knock off utility and don't care about killing lele, you can run knock off > gyro ball on ferrothorn. tapu fini is running surf > nature's madness so you can pretty reliably handle opposing volcaronas (specifically sub swarm), but feel free to run hydro pump if you want more power or nature's madness if you think volc is handled decently enough already. you can even 3 atk defog or haze > taunt or whatever if you are a crackhead. i'm running earthquake on tyranitar for heatran, but you can run whatever coverage move you want: that one is really just preference.

mega venu is pretty annoying, but you have a volcarona, so just use it right. mega lopunny is also annoying, so you need to play smart with your landorus-t. fini getting overloaded is certainly a problem, though ferro helps a bit in that department by handling greninjas and keldeos that are choice locked into a water move if you really need to. the main issue with fini is when your opponent has something like zygarde + volc or zygarde + keldeo or whatever. non-choiced leles are pretty annoying if you're like me and not good at picking them out into the battle since they can hp fire ferro or focus blast ttar or whatever. you handle them pretty nicely with volcarona though... you just need to play differently vs. fight z (for example) than you would vs. specs or scarf. if you see that your opponent has a combo that includes heatran that's particularly annoying for volc (heatran + pex/mantine, for example), be patient when it comes to focus punching tran on the switch-in. you're probably better off just clicking thunder punch or something instead if they don't have landorus-t present. just be really safe with your mawile in these cases, and the matchups are winnable.

hope you enjoy this team. thanks to all the ppl who helped me with building, testing, and checking it over ^=^.
Thank you so much! I know SubSwarm restricts teambuilding a lot so that's exactly why I requested it here, as many of my previous attempts didn't work as well as this team does! But yeah, Mega Mawile is a no brainer because it provides so much to Volcarona, Focus Punch Maw is imo the best Heatran lure in the tier and being able to pressure Pex as well with Thunder Punch is really nice, but I really liked how you took the team in a different direction from what I did when trying to build with Volc, Tapu Fini is indeed an amazing partner that I didn't even consider as its kind of easy to wear down, but in the hands of a good player it formes a great core with Volcarona, I tried using Mew and even Mega Scizor but I guess Fini is indeed the ideal partner. Overall tho, this is a very well structured team and I'll for sure use it!

Nonetheless, thanks for the effort in building this amazing team :)
 
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