Resource OU Teambuilding Workshop v3 (OPEN)

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DennisEG

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Hola Satoryu really solid core that could work on offense or balance, I modify a bit the spread of Heatran just because i dont think go max max is needed to trap things such as clef, chansey, etc, so i add a bit of HP. Moving on to the next member we need something for Keldeo and the best check its Latios i choose it over Latias because it is more offensive and as is Offense damage output is more needed, also pack defog to give Thundurus more chances of set up. Next something for dark + ice spam, so i choose my own Keldeo with the set i like the most right now which it is RestStalk, a pivot is always needed in every team in my opinion able to tank hits very well and u-turn out to gain momentum, also is the rocker in the team. I used Lando most of the time to cause recoil to physical attacker to put in range of Mega Kazam or Thundy. Talking bout the mega slot, Kazam was my choice just because is the best revenge killer right now and late game cleaner, Keldeo + thundy break teams early game and zam cleans up, Signal Beam > Shadow Ball is because hoopa is hard to take down other way, and last slot could be Shadow Ball to mega Garde/ Taunt / Encore all three works fine.. Try to mega evolv zam asap against offense to have a better match up. that's it hope you enjoy.
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Toxic
- Earth Power

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock

Keldeo-Resolute @ Splash Plate
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rest
- Secret Sword
- Sleep Talk

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 200 Def / 8 SpD / 48 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Stone Edge

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt / Encore / Shadow Ball
- Signal Beam


Also i made another version with different mega, I change the Heatran set and made it Magma Beam this would help to trap fat mons such as Clef and Slowbro that's why i add Lopunny which paired amazingly with this set + thundy. Is kind weak to Mega Alt but you can put t-wave on Thundy over Blast cuz u already have lopu. Try it and hope u enjoy !
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave / Focus Blast

Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Solar Beam
- Flash Cannon

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 4 Def / 252 SpA / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Fake Out
- High Jump Kick

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 200 Def / 8 SpD / 48 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Stone Edge / Toxic

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock

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

-----------------------------------------------------------------------------

Wasup ! zebra.k I modify the Victini spread just a bit more speedy for wallbreaking support and also to outspeed Exca without sand and Jolly Mega Cross which can threat stall very easly, If u wish go to 285 speed take it on Attack because Hoopa-U could be a pain in the ass. So i focus in build a Stall-ish team so i went with a pretty solid backbone Hippo/Ferro/Starmie those 3 are able of set up Rocks + Spikes and clear my side of the field of it, solid sinergy between them can check almost everything in the metagame bar Serp but u already have Tini so shouldn't be a problem. And last want a cleric support + Wish passer to victini and keep it healthy, Unaware isnt than needed so you can go CM + T-wave or just Cleric with Magic Guard. Hope you enjoy and be really really careful of Hoopa that thing is a monster only mandibuzz can switch in and almost its 2hko by LO Gunk so yeah.
Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 116 Atk / 68 Def / 16 SpD / 60 Spe
Jolly Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 112 Def / 148 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Slack Off

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 236 Def / 20 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Spikes

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Scald
- Recover
- Rapid Spin


Another version of the team based on the same concept, Hazard Stacking + Spinner and a solid backbone core, SpD Exca can set up Rocks on Magic Bounce user which is pretty cool and you have Heal Bell in the back too. Hope you enjoy man !
Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 116 Atk / 68 Def / 16 SpD / 60 Spe
Jolly Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 184 HP / 252 SpD / 72 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Iron Head

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 236 Def / 20 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 0 Spe
- Drain Punch
- Wood Hammer
- Synthesis
- Spikes

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 184 Def / 56 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Scald
- Toxic
- Slack Off

--------------------------------------------------------------------

Hello imsosorrylol your core is very generic to build a good balance team, is just a ver common archetype, so basically you only need speed control, a Steel type and something to deal with Zard Y, so with that in mind the first choice is Heatran, this mon help you to set up rocks, can check offensive scizor (That's why it is speedy), can check zardX without EQ, and can switch ins to fairies. Next something to clear hazard and at the same time can switch into Water/Fire types + something with a great speed so Latias due to its bulk was my choice. And last we need something to revenge fastest megas or just another scarfers in general such as Alakazam or Hoopa-U(can be annoying af) so Scarf Lando-T fit well enough, also can check talonflame which could be annoying but handle it, if it is the TauntWisp version Gliscor kinda deals with that, and if it is SD/BU+Wisp heatran can toxic it. Hope you enjoy !
Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Sludge Bomb
- Hidden Power [Fire]
- Giga Drain
- Synthesis

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

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 236 HP / 192 SpD / 80 Spe
Careful Nature
- Swords Dance
- Facade
- Earthquake
- Roost

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Lava Plume
- Stealth Rock
- Toxic

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Psyshock
- Draco Meteor

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Explosion
PD: oml it's too ez this team have mons of you core as well !
 
Last edited:

Hola Satoryu really solid core that could work on offense or balance, I modify a bit the spread of Heatran just because i dont think go max max is needed to trap things such as clef, chansey, etc, so i add a bit of HP. Moving on to the next member we need something for Keldeo and the best check its Latios i choose it over Latias because it is more offensive and as is Offense damage output is more needed, also pack defog to give Thundurus more chances of set up. Next something for dark + ice spam, so i choose my own Keldeo with the set i like the most right now which it is RestStalk, a pivot is always needed in every team in my opinion able to tank hits very well and u-turn out to gain momentum, also is the rocker in the team. I used Lando most of the time to cause recoil to physical attacker to put in range of Mega Kazam or Thundy. Talking bout the mega slot, Kazam was my choice just because is the best revenge killer right now and late game cleaner, Keldeo + thundy break teams early game and zam cleans up, Signal Beam > Shadow Ball is because hoopa is hard to take down other way, and last slot could be Shadow Ball to mega Garde/ Taunt / Encore all three works fine.. Try to mega evolv zam asap against offense to have a better match up. that's it hope you enjoy.
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Toxic
- Earth Power

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock

Keldeo-Resolute @ Splash Plate
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rest
- Secret Sword
- Sleep Talk

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 200 Def / 8 SpD / 48 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Stone Edge

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt / Encore / Shadow Ball
- Signal Beam


Also i made another version with different mega, I change the Heatran set and made it Magma Beam this would help to trap fat mons such as Clef and Slowbro that's why i add Lopunny which paired amazingly with this set + thundy. Is kind weak to Mega Alt but you can put t-wave on Thundy over Blast cuz u already have lopu. Try it and hope u enjoy !
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave / Focus Blast

Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Solar Beam
- Flash Cannon

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Return
- Quick Attack
- Fake Out
- High Jump Kick

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 200 Def / 8 SpD / 48 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Stone Edge / Toxic

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Roost
- Defog
- Draco Meteor
- Psyshock

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

-----------------------------------------------------------------------------

Wasup ! zebra.k I modify the Victini spread just a bit more speedy for wallbreaking support and also to outspeed Exca without sand and Jolly Mega Cross which can threat stall very easly, If u wish go to 285 speed take it on Attack because Hoopa-U could be a pain in the ass. So i focus in build a Stall-ish team so i went with a pretty solid backbone Hippo/Ferro/Starmie those 3 are able of set up Rocks + Spikes and clear my side of the field of it, solid sinergy between them can check almost everything in the metagame bar Serp but u already have Tini so shouldn't be a problem. And last want a cleric support + Wish passer to victini and keep it healthy, Unaware isnt than needed so you can go CM + T-wave or just Cleric with Magic Guard. Hope you enjoy and be really really careful of Hoopa that thing is a monster only mandibuzz can switch in and almost its 2hko by LO Gunk so yeah.
Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 116 Atk / 68 Def / 16 SpD / 60 Spe
Jolly Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 112 Def / 148 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Slack Off

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 236 Def / 20 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Spikes

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Scald
- Recover
- Rapid Spin


Another version of the team based on the same concept, Hazard Stacking + Spinner and a solid backbone core, SpD Exca can set up Rocks on Magic Bounce user which is pretty cool and you have Heal Bell in the back too. Hope you enjoy man !
Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 116 Atk / 68 Def / 16 SpD / 60 Spe
Jolly Nature
- Bolt Strike
- V-create
- Taunt
- Will-O-Wisp

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 184 HP / 252 SpD / 72 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Iron Head

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 236 Def / 20 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
IVs: 0 Spe
- Drain Punch
- Wood Hammer
- Synthesis
- Spikes

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 184 Def / 56 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Scald
- Toxic
- Slack Off

--------------------------------------------------------------------

Hello imsosorrylol your core is very generic to build a good balance team, is just a ver common archetype, so basically you only need speed control, a Steel type and something to deal with Zard Y, so with that in mind the first choice is Heatran, this mon help you to set up rocks, can check offensive scizor (That's why it is speedy), can check zardX without EQ, and can switch ins to fairies. Next something to clear hazard and at the same time can switch into Water/Fire types + something with a great speed so Latias due to its bulk was my choice. And last we need something to revenge fastest megas or just another scarfers in general such as Alakazam or Hoopa-U(can be annoying af) so Scarf Lando-T fit well enough, also can check talonflame which could be annoying but handle it, if it is the TauntWisp version Gliscor kinda deals with that, and if it is SD/BU+Wisp heatran can toxic it. Hope you enjoy !
Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Sludge Bomb
- Hidden Power [Fire]
- Giga Drain
- Synthesis

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

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 236 HP / 192 SpD / 80 Spe
Careful Nature
- Swords Dance
- Facade
- Earthquake
- Roost

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Lava Plume
- Stealth Rock
- Toxic

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Psyshock
- Draco Meteor

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Explosion
PD: oml it's too ez this team have mons of you core as well !
thanks bro the team looks fresh :)
 

p2

Banned deucer.

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


Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Taunt
- Icy Wind
- Secret Sword

I'm annoyed to do this but I see a lot of potential in this core but I am in a massive teambuilding slump atm so I thought I may as well get other people's decisions. It's currently quite weak to a few things, notably fats like Slowbro and things with the right coverage like M-Mane.

A small request - please use a non-OU mega if you can find one that fits. I've been wanting to use a few of those lately but I hate building teams around megas :) If you cant find one no worries, I'll just wait until inspiration strikes again.
this was unclaimed, taking this
Not a core, but I always thought that mixed life orb mence or chomp would be interesting to play on balance and catch common switchins for it such as lando-t off guard.

View attachment 53149
Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Roost / Hydro Pump
OR

View attachment 53148

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stealth Rock / Stone Edge
also taking this one and going with chomper bc mence is really bad
 
Hey TB Shop!
I'm pretty terrible at teambuilding and I loved my first squad from here
Thats the reason why i post this new core :]

The first member is MGyra because its one of my favorite megas atm


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

Standard DD + 3 attacks but the builder can change the set freely

The secondmember is Entei because it can weaken things with Sacred Fire for MGyara and with howl can it also be nice wincon


Entei @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Howl
- Stone Edge
- Extreme Speed

I think a Balance build is the the best style fo this core but offense is also good
sry for bad english btw ;_;
Hello! I'm a long time stalker, first time poster :) I was hoping someone could make a team from this core:


View attachment 53381
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Fang / Sub / Earthquake


View attachment 53379
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

I've seen on the Good Cores thread that these two make a good pair because they are good at taking out each other's checks, but I can't seem to make a decent team with them. The sets are pretty flexible (I just used the most common sets), you could change whatever you'd like about them. In general I like to play balance the best, but whatever team you can make would be great! Thanks!
Mine
 

Requested by: Gareth de Voir
Core: M-Altaria+Manaphy


Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 52 HP / 252 Atk / 204 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Psychic

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

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

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish


First off, I'm really sorry but this got lost in my team-builder lol. Anyways, I liked the core of M-Altaria+Manaphy a lot. I chose to go with Psychic and HP Fire on Manaphy becuase it breaks down M-Venusaur, Amoonguss, Ferrothorn, and Skarmory for M-Altaria. Next up I chose to add AV Metagross because it Pursuit-trapped the Lati twins which pose a problem to Manaphy. Metagross can also do a decent job at checking stuff like M-Manectric, M-Alakazam, and Thundurus in a pinch. Garchomp+DD Landorus-T were added to were added as blanket checks to the likes of M-Metagross, M-CharizardX, M-Lopunny, Bisharp. DD Landorus also acts as a pretty cool potential win condition for the team. Finally, I added Latias as the team appreciated HW support, and was annoyed by Electric types like M-Manectric, Raikou, and Thundurus. Hope you enjoy, once again, sorry for losing the team.
 

p2

Banned deucer.
"core": Mixed LO Garchomp
Requested by: hashtag no on Page 9 Post 204
nvm dennis already made a team with this but whatever, extra teams !

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psychic

Gardevoir @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge

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


hi, LO Chomp is a nice underrated set that catches common Chomp anti-leads such as Kyu-B and Gardevoir off guard because they think they can pick up an easy early-game OHKO but end up getting OHKOd back or severely weakened. It also annoys stuff like Hippowdon or Lando-T that usually switch into Garchomp with ease. Because it lures in these mon, Talonflame is a pretty good teammate because having some of your best answers weakened is nice and allows you to sweep more easily. Because of Talonflame and a Keldeo weakness, Starmie fits really nicely here, if you want, you can use a more defensive variant but I think its too passive and trying to find a middle ground with Starmie sets is usually really inefficient so yeah, an advantage of using a bulkier variant is that you can handle Bisharp better but then SubCM Keldeo walks over the team once Gardevoir is weakened so keep that in mind. Chose Gardevoir as my mega at this point because I find that some of my builds struggle to overcome bulkier builds but Gardevoir patches that up pretty well and given the support from the rest of the team, it's a nice pick. I wanted to use Diancie at first but it ends up making the team look extremely similar to cosines build, but Diancie is a nice choice too if you really want to use it. Was weak to Sand and Zard X and did what I always do, throw on Lando-T. It's such a good mon and Defensive SD is godly because it owns stuff like Mega Scizor which try to use Lando-T as setup bait. I was looking weak to a couple of things here including Water-types and Weavile, and I feel that Ferrothorn does a decent job of plugging up these holes. Oh yeah Manectric is a really big threat but it has counterplay and you can run Yache on Chomp or Lando-T to lure it.

So yeah, enjoy.

--------------

Core: AV Metagross + Keldeo
Requested by: Eraxxer on Page 10 Post 227

hi, first thing before I post this team, I tried to build this with Mega Heracross in mind but it turned to be really ineffective compared to later builds which used Mega Manectric. I also changed Keldeo's set because I don't like LO that much, sorry.


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

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

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Poison Jab

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

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Stone Edge
- Earthquake
- Stealth Rock


ok, so like I said, I had a build with Mega Heracross in mind for this but it felt really weak to common threats and an ineffective build and so I dropped Heracross for Manectric and made some tweaks to the build which made it better.

So yeah, this started out as a nice basic HO team with Keldeo as the main breaker along with Metagross to remove Pokemon such as Latis which switch into Keldeo really easily. Used Manectric because its such a good offensive mega and it helps with stuff like Talonflame and Pinsir which can overload Lando-T really quickly. I went with Latios because I needed the Keldeo and Zard Y check, as well as hazard removal because hazards are a bitch with voltturn and Weavile just gets worn down so quickly. Lando-T for the same reason as above, Zard X, sand, birds etc, I cannot stress how good Lando-T is on offense because it just checks so much shit and isn't a huge momentum sink like Hippowdon is. Weavile is kinda necessary on this team imo for its ability to reliably revenge Serperior, but if you don't care about Serp, you can run Bisharp which helps break defensive teams a lot more easily.

Again, sorry about the lack of the non-OU mega, but I hope you enjoy the team
 
Last edited:

Ragnarock

Banned deucer.
Well, I did take the MZam + Terrakion core a while back and finally finished it since college exams are done but apparently that request got removed. I haven't the slightest clue who posted the core request but I'll give the team out anyway since I put in the work for it.



Alakazam (M) @ Alakazite
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Psychic
- Focus Blast
- Shadow Ball
- Dazzling Gleam

Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Rock Slide
- Iron Head

Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 20 SDef / 240 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Toxic
- Taunt
- Lava Plume

Rotom-W @ Leftovers
Trait: Levitate
EVs: 248 HP / 172 Def / 88 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Bisharp (F) @ Lum Berry
Trait: Defiant
EVs: 72 HP / 252 Atk / 184 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Slowbro (M) @ Rocky Helmet
Trait: Regenerator
EVs: 248 HP / 252 Def / 8 SAtk
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Scald
- Psyshock
- Fire Blast
- Slack Off


The M-Zam + terrakion core is kind of obvious that its play style fits best with offense. I was trying out HP Fire M-Zam for a nice lure to Scizors to help terrakion out, however I felt like standard + Gleam would be best cuz this team doesn't like fighting sableye too much and I want that thing pressured immensely so it doesn't become a huge problem. I settle with scarf terrakion as it was not a bad revenge-killer and rare to catch people off guard. I decided on fast Tran as the rocker cuz I needed a CBB Scizor check (Max Atk Max Speed Jolly) and is was a good choice to lure in fat ground types and toxicing them to weaken more for scarf terrak. Taunt is good cuz it's a secondary clefable check and is good to come in vs latis. Rotom-wash is my azumarill check as the core + tran can't really beat BD azu and i enjoy having a spare talon check. Speed is high mainly for SD Jolly Crawdaunt which is a problem for the team so if you see one, don't sack rotom-w. I picked Bisharp as a mainly a priority user but also another hippo lure. Speed is fast enough to kill away standard rotom, EVs is to live any uninvested EQ from hippo and dishing back around 70-80% with +2 knock off, Lum is great for rotom-ws and sableyes to continue putting pressure, and it's a secondary clef check. Slowbro is there as the keldeo check and a lure for ferros + scizor w/ fire blast. It's also my lopunny switch-in and is great to widdle that thing down quickly w/ rocky helmet. Yes, hazards are a threat to the team, you are more than welcome to put Defog Latios over bro if you want, however then you don't have a safe switch-in to lop nor scarf mold breaker excadrill so there is that. Test the team and see if you enjoy it, I think it's kind of fun.
 
Last edited:

Requested by: Gareth de Voir
Core: M-Altaria+Manaphy


Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 52 HP / 252 Atk / 204 Spe
Jolly Nature
- Dragon Dance
- Return
- Earthquake
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
- Tail Glow
- Hidden Power [Fire]
- Scald
- Psychic

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

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

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish


First off, I'm really sorry but this got lost in my team-builder lol. Anyways, I liked the core of M-Altaria+Manaphy a lot. I chose to go with Psychic and HP Fire on Manaphy becuase it breaks down M-Venusaur, Amoonguss, Ferrothorn, and Skarmory for M-Altaria. Next up I chose to add AV Metagross because it Pursuit-trapped the Lati twins which pose a problem to Manaphy. Metagross can also do a decent job at checking stuff like M-Manectric, M-Alakazam, and Thundurus in a pinch. Garchomp+DD Landorus-T were added to were added as blanket checks to the likes of M-Metagross, M-CharizardX, M-Lopunny, Bisharp. DD Landorus also acts as a pretty cool potential win condition for the team. Finally, I added Latias as the team appreciated HW support, and was annoyed by Electric types like M-Manectric, Raikou, and Thundurus. Hope you enjoy, once again, sorry for losing the team.
Thank you so much for pulling through and dropping some effort. I'll be using it out today. :)
 

Nedor

thiccc
core: mega manectric + breloom
requested by: BlazeLatias


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


antidote (Breloom) @ Focus Sash / Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Swords Dance
- Spore
- Bullet Seed

pray 4 love (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Taunt
- Superpower

3500 (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 108 Def / 148 SpD
Careful Nature
- Spikes
- Thunder Wave
- Flash Cannon
- Toxic

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

mamacita (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

hey BlazeLatias, i was intrigued by this core when it was originally posted because it included two mons' that i personally love in the tier, and synergize well both offensively and defensively. i tested your breloom set extensively on the team and found that it wasn't doing much, therefore, a standard swords dance | fist plate / focus sash set was chosen. when building with the core, i tried to keep it as offensive as possible with a minimal amount passive mons' while still have a decent backbone, wallbreakers to abuse the momentum the build gains, with a few ways of cleaning up late game. as you may or may not know, this specific core has been found on successful ladder teams, and even recognized in tour play, this is just my version of it and i've found it to be fairly consistent as well.

after thinking about multiple ways this build could go, it was obvious that a way of breaking bulky grass types, with mega venusaur standing out was mandatory. life orb taunt tornadus-t was a solid choice in the next slot with both mega manectric and breloom baiting in certain grass types, while also keeping up momentum through volt switch. not only this, taunt not only helps in easily breaking down slower archetypes, but more importantly prevents hazards from being set from a large majority of rocks / spikes setters which provides mega manectric free switch-ins without taking damage, and keeping breloom's sash intact; taunt is also capable of preventing recovery from slower, bulkier mons' such as clefable, hippowdon, (mega) latias, mew, etc., which leaves the latter in range of attacks from the original core. at this point, you have a solid offensive core that breaks past most if not all archetypes with powerful attacks, utility in spore / taunt, and natural speed, so i started forming a defensive core that supports the current team in what its weak to, as well as providing hazards. i recognized an obvious fairy / ice weakness, and a general susceptibility to common set-up sweepers, double status (t-wave + toxic) klefki was chosen. if breloom somehow lost it's sash and mega manectric got in range, weavile simply beat the team, and due to the fact that tornadus-t is offensive, switching into lati@s is challenging. klefki not only helps with that factor, but being able of forcing out offensive fairies like mega gardevoir or mega diancie is definitely appreciated, toxic in unison with spikes was chosen to wear down opposing mega manectric to put it in range of the multiple forms of priority on this team as it can be troubling to play against. relying on mega manectric + breloom which are two frail mons' in checking common physical sweepers / wallbreakers like excadrill, mega scizor, mega lopunny, and talonflame is not the best idea, so tankchomp was the original choice. it was specifically chosen as opposed to landorus-t who would function as a more consistent ground resist because bisharp takes advantage of m-mane's intimidate and klefki only having flash cannon as an attack, and it would proceed to clean if breloom got removed early on in the match. also, excadrill and other offensive ground types have countermeasures in two forms of priority, which leads me onto to the last member of the team. choice banded azumarill was chosen for a few reasons, but i will start with what it provides on a defensive standpoint. a secondary water resist is added which is appreciated on any team, a check to dd charizard-x as klefki's thunder wave is the only form of beating it, revenge killing excadrill, etc. offensively, it provides a powerful wallbreaker that abuses the fact that mega manectric and tornadus-t give momentum and free switch-ins, can function as a late game cleaner once the other members + hazards have weakened the opposing team to be in range of aqua jet, and the fact that amoonguss / mega venusaur are eliminated by spikes + voltturn + lo tornadus-t.

you can consider lum azumarill instead of band to become a more consistent check to keldeo, but the damage output is noticeably weaker. i had a lot of fun building a few different versions of this team and playing with it on the ladder which gave me consistent wins, and against a friend (shoutout FookMi?,) but if you have any worries or questions, feel free to hmu on skype or ps!. have fun! :toast:

Claudehylkton Queiroz, I should have your core done and posted in the next few days, look out for it!
 
Last edited:

Nedor

thiccc
"core": Mixed LO Garchomp
Requested by: hashtag no on Page 9 Post 204
nvm dennis already made a team with this but whatever, extra teams !

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psychic

Gardevoir @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge

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


hi, LO Chomp is a nice underrated set that catches common Chomp anti-leads such as Kyu-B and Gardevoir off guard because they think they can pick up an easy early-game OHKO but end up getting OHKOd back or severely weakened. It also annoys stuff like Hippowdon or Lando-T that usually switch into Garchomp with ease. Because it lures in these mon, Talonflame is a pretty good teammate because having some of your best answers weakened is nice and allows you to sweep more easily. Because of Talonflame and a Keldeo weakness, Starmie fits really nicely here, if you want, you can use a more defensive variant but I think its too passive and trying to find a middle ground with Starmie sets is usually really inefficient so yeah, an advantage of using a bulkier variant is that you can handle Bisharp better but then SubCM Keldeo walks over the team once Gardevoir is weakened so keep that in mind. Chose Gardevoir as my mega at this point because I find that some of my builds struggle to overcome bulkier builds but Gardevoir patches that up pretty well and given the support from the rest of the team, it's a nice pick. I wanted to use Diancie at first but it ends up making the team look extremely similar to cosines build, but Diancie is a nice choice too if you really want to use it. Was weak to Sand and Zard X and did what I always do, throw on Lando-T. It's such a good mon and Defensive SD is godly because it owns stuff like Mega Scizor which try to use Lando-T as setup bait. I was looking weak to a couple of things here including Water-types and Weavile, and I feel that Ferrothorn does a decent job of plugging up these holes. Oh yeah Manectric is a really big threat but it has counterplay and you can run Yache on Chomp or Lando-T to lure it.

So yeah, enjoy.

--------------

Core: AV Metagross + Keldeo
Requested by: Eraxxer on Page 10 Post 227

hi, first thing before I post this team, I tried to build this with Mega Heracross in mind but it turned to be really ineffective compared to later builds which used Mega Manectric. I also changed Keldeo's set because I don't like LO that much, sorry.


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

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

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Poison Jab

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

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- U-turn
- Stone Edge
- Earthquake
- Stealth Rock


ok, so like I said, I had a build with Mega Heracross in mind for this but it felt really weak to common threats and an ineffective build and so I dropped Heracross for Manectric and made some tweaks to the build which made it better.

So yeah, this started out as a nice basic HO team with Keldeo as the main breaker along with Metagross to remove Pokemon such as Latis which switch into Keldeo really easily. Used Manectric because its such a good offensive mega and it helps with stuff like Talonflame and Pinsir which can overload Lando-T really quickly. I went with Latios because I needed the Keldeo and Zard Y check, as well as hazard removal because hazards are a bitch with voltturn and Weavile just gets worn down so quickly. Lando-T for the same reason as above, Zard X, sand, birds etc, I cannot stress how good Lando-T is on offense because it just checks so much shit and isn't a huge momentum sink like Hippowdon is. Weavile is kinda necessary on this team imo for its ability to reliably revenge Serperior, but if you don't care about Serp, you can run Bisharp which helps break defensive teams a lot more easily.

Again, sorry about the lack of the non-OU mega, but I hope you enjoy the team
Sorry for cluttering up the thread, but I've played around with the first team a bit and recognized that Smack Down > Stone Edge is better on Landorus-T to lure in stuff like Rotom-W and Skarmory which helps Talonflame sweep, and Mega Gardevoir / Starmie to wallbreak, respectively. Cool team though :]
 

DennisEG

Civil Engineer
is a Top Tutor Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge / Toxic / Whirlwind

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Leech Seed
- Protect / Gyro Ball
- Power Whip

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Thunder Wave / Psychock

A core with spikes, SR and spin that covers a lot of threats, I'm not really sure about the spreads and some move slots. These three are really passive, so if the rest of the team could be offensive it'd be nice. Thanks
Hey man, i build recently to types of teams with those mons, so feel free to check them out, Mega Lopunny + LO Chomp Balance and Mega Sableye + Victini Stall-ish
 

Ragnarock

Banned deucer.
"Core:" Scarf Kyurem-B
Request by: Darren3



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

Azumarill (M) @ Watmel Berry
Ability: Huge Power
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Natural Gift

Scizor (M) @ Scizorite
Ability: Light Metal
EVs: 240 HP / 200 Def / 68 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 224 HP / 176 Def / 108 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Rock Slide

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty OR Timid Nature
IVs: 29 HP / 0 Atk (if timid)
- Draco Meteor
- Earthquake / Psychic
- Thunder Wave
- Defog / Roost

Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Magnet Rise
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]


Didn't feel like building some cookie-cutter squad with standard mons like Scarf Zone, CB Azu, w/e Lati, etc. Although it looks standard, it really isn't. Scarf Kyu-B really needs a lot of support in terms of removing all of the steel types and fairy types in order to just come in and spam Outrage. Standard set, you can decide amongst yourself if you wanna use Iron head or Dclaw as the final slot, I personally love Iron Head as it smacks Mega Gardevior catching it by surprise. I decided on using Leftiez famous Azu set being Natural Gift Fire to lure in Ferrothorns, Scizor, and Skarmory to either remove or weaken for Kyu-B. Speed on azu should be more than enough to outspeed Skarmory, the rest of the movepool speaks for itself. I needed a Mega and something that could threaten Latis, Clefable, and opposing Kyu-Bs, so I settled with Scizor. Spread is to outspeed standard Mega Venusaur AFTER Mega-Evolving, and I abused it's physical bulk as much as possible to make it reliable vs things like Bisharp which is a threat to the team. I gave it U-Turn because it is another lure to Skarmory as you can predict that easily into a free switch into Magnezone, trapping it and then killing it. I needed a rocker and a spare Lopunny check, so I decided Garchomp would fit nicely. The spread is kind of weird. it has enough speed to outspeed Sp Def Talonflame as it is a threat to the team, hence why it has Rock Slide. You can give it Stone Edge if you want, I just prefer the higher accuracy move for this team. I wanted something to threaten out charY, Rotoms, and a spare Keldeo check, so I went with Lati. Latios is great to luring in things like Heatran w. Earthquake as that can go a long way to helping out Scizor as well as a removal to another Outrage resist. If you don't like EQ, Psychic or Psyshock is fine if you feel Venusaur is annoying. Thunder Wave is good because after you dropped a Draco, usually a set-up mon like Scizor, Pinsir, anything basically will try to take advantage of your drops and proceed to sweep you. Twave is there so you don't end up as a sitting duck, and you can just sack lati and bring in another mon to revenge. I decided to use Air Balloon Zone cuz I was lacking a MB EQ switch-in, needed a "decent" sand check, another drag resist, and fairy check. It also works well to removing more steel types for Kyu-B. Speed is to outspeed Mega Venusaur, the rest in bulk and Max Sp atk. This team is very Anti-Meta and gimmicky and usually requires you to predict well to be successful with it. Hope you enjoy.
 
core: mega manectric + breloom
requested by: BlazeLatias


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

antidote (Breloom) @ Focus Sash / Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Swords Dance
- Spore
- Bullet Seed

pray 4 love (Tornadus-Therian) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Taunt
- Superpower

3500 (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 108 Def / 148 SpD
Careful Nature
- Spikes
- Thunder Wave
- Flash Cannon
- Toxic

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

mamacita (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

hey BlazeLatias, i was intrigued by this core when it was originally posted because it included two mons' that i personally love in the tier, and synergize well both offensively and defensively. i tested your breloom set extensively on the team and found that it wasn't doing much, therefore, a standard swords dance | fist plate / focus sash set was chosen. when building with the core, i tried to keep it as offensive as possible with a minimal amount passive mons' while still have a decent backbone, wallbreakers to abuse the momentum the build gains, with a few ways of cleaning up late game. as you may or may not know, this specific core has been found on successful ladder teams, and even recognized in tour play, this is just my version of it and i've found it to be fairly consistent as well.

after thinking about multiple ways this build could go, it was obvious that a way of breaking bulky grass types, with mega venusaur standing out was mandatory. life orb taunt tornadus-t was a solid choice in the next slot with both mega manectric and breloom baiting in certain grass types, while also keeping up momentum through volt switch. not only this, taunt not only helps in easily breaking down slower archetypes, but more importantly prevents hazards from being set from a large majority of rocks / spikes setters which provides mega manectric free switch-ins without taking damage, and keeping breloom's sash intact; taunt is also capable of preventing recovery from slower, bulkier mons' such as clefable, hippowdon, (mega) latias, mew, etc., which leaves the latter in range of attacks from the original core. at this point, you have a solid offensive core that breaks past most if not all archetypes with powerful attacks, utility in spore / taunt, and natural speed, so i started forming a defensive core that supports the current team in what its weak to, as well as providing hazards. i recognized an obvious fairy / ice weakness, and a general susceptibility to common set-up sweepers, double status (t-wave + toxic) klefki was chosen. if breloom somehow lost it's sash and mega manectric got in range, weavile simply beat the team, and due to the fact that tornadus-t is offensive, switching into lati@s is challenging. klefki not only helps with that factor, but being able of forcing out offensive fairies like mega gardevoir or mega diancie is definitely appreciated, toxic in unison with spikes was chosen to wear down opposing mega manectric to put it in range of the multiple forms of priority on this team as it can be troubling to play against. relying on mega manectric + breloom which are two frail mons' in checking common physical sweepers / wallbreakers like excadrill, mega scizor, mega lopunny, and talonflame is not the best idea, so tankchomp was the original choice. it was specifically chosen as opposed to landorus-t who would function as a more consistent ground resist because bisharp takes advantage of m-mane's intimidate and klefki only having flash cannon as an attack, and it would proceed to clean if breloom got removed early on in the match. also, excadrill and other offensive ground types have countermeasures in two forms of priority, which leads me onto to the last member of the team. choice banded azumarill was chosen for a few reasons, but i will start with what it provides on a defensive standpoint. a secondary water resist is added which is appreciated on any team, a check to dd charizard-x as klefki's thunder wave is the only form of beating it, revenge killing excadrill, etc. offensively, it provides a powerful wallbreaker that abuses the fact that mega manectric and tornadus-t give momentum and free switch-ins, can function as a late game cleaner once the other members + hazards have weakened the opposing team to be in range of aqua jet, and the fact that amoonguss / mega venusaur are eliminated by spikes + voltturn + lo tornadus-t.

you can consider lum azumarill instead of band to become a more consistent check to keldeo, but the damage output is noticeably weaker. i had a lot of fun building a few different versions of this team and playing with it on the ladder which gave me consistent wins, and against a friend (shoutout FookMi?,) but if you have any worries or questions, feel free to hmu on skype or ps!. have fun! :toast:

Claudehylkton Queiroz, I should have your core done and posted in the next few days, look out for it!
Of course, btw, this manec team is exactly my playstyle, I'm excited ^_^
 
"Core:" Scarf Kyurem-B
Request by: Darren3



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

Azumarill (M) @ Watmel Berry
Ability: Huge Power
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Natural Gift

Scizor (M) @ Scizorite
Ability: Light Metal
EVs: 240 HP / 200 Def / 68 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 224 HP / 176 Def / 108 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Rock Slide

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty OR Timid Nature
IVs: 29 HP / 0 Atk (if timid)
- Draco Meteor
- Earthquake / Psychic
- Thunder Wave
- Defog / Roost

Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Magnet Rise
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]


Didn't feel like building some cookie-cutter squad with standard mons like Scarf Zone, CB Azu, w/e Lati, etc. Although it looks standard, it really isn't. Scarf Kyu-B really needs a lot of support in terms of removing all of the steel types and fairy types in order to just come in and spam Outrage. Standard set, you can decide amongst yourself if you wanna use Iron head or Dclaw as the final slot, I personally love Iron Head as it smacks Mega Gardevior catching it by surprise. I decided on using Leftiez famous Azu set being Natural Gift Fire to lure in Ferrothorns, Scizor, and Skarmory to either remove or weaken for Kyu-B. Speed on azu should be more than enough to outspeed Skarmory, the rest of the movepool speaks for itself. I needed a Mega and something that could threaten Latis, Clefable, and opposing Kyu-Bs, so I settled with Scizor. Spread is to outspeed standard Mega Venusaur AFTER Mega-Evolving, and I abused it's physical bulk as much as possible to make it reliable vs things like Bisharp which is a threat to the team. I gave it U-Turn because it is another lure to Skarmory as you can predict that easily into a free switch into Magnezone, trapping it and then killing it. I needed a rocker and a spare Lopunny check, so I decided Garchomp would fit nicely. The spread is kind of weird. it has enough speed to outspeed Sp Def Talonflame as it is a threat to the team, hence why it has Rock Slide. You can give it Stone Edge if you want, I just prefer the higher accuracy move for this team. I wanted something to threaten out charY, Rotoms, and a spare Keldeo check, so I went with Lati. Latios is great to luring in things like Heatran w. Earthquake as that can go a long way to helping out Scizor as well as a removal to another Outrage resist. If you don't like EQ, Psychic or Psyshock is fine if you feel Venusaur is annoying. Thunder Wave is good because after you dropped a Draco, usually a set-up mon like Scizor, Pinsir, anything basically will try to take advantage of your drops and proceed to sweep you. Twave is there so you don't end up as a sitting duck, and you can just sack lati and bring in another mon to revenge. I decided to use Air Balloon Zone cuz I was lacking a MB EQ switch-in, needed a "decent" sand check, another drag resist, and fairy check. It also works well to removing more steel types for Kyu-B. Speed is to outspeed Mega Venusaur, the rest in bulk and Max Sp atk. This team is very Anti-Meta and gimmicky and usually requires you to predict well to be successful with it. Hope you enjoy.

Thanks!
I suck at predicting but I will definetly give it a try cuz my own scarf Kyurem-B Teams are more or less bad >.<
Bet I will need tons of games before I start to get a hang on this :P
 

bludz

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Core: Mega Alakazam + Kyurem-Black



Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Taunt

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Ice Beam
- Fusion Bolt
- Roost
- Hidden Power [Fire]

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 36 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Swords Dance
- Stone Edge
- Earthquake

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Fire Punch


Yo Fugly2 sorry for taking so long but here's the squad I built with your core.

I took the liberty of changing the M-Zam from Sub as I find it to be unhelpful a lot of the time since easing prediction for the cost of putting yourself into priority range is eh. Also changed up Kyu-B set slightly just based on the nature of the team having no hazard removal I wanted Roost and I felt HP Fire was more necessary to lure Scizor.

Anyway to begin my thought process on the core I noticed it's really weak to Mega Scizor, Clefable, and Excadrill (well, prior to mega evolving) so I wanted to be sure I had a few ways to beat each of those. Taunt on Zam to deal with Clef primarily but helps with SpDef Skarm and the like as well. Decided to run Bisharp as it alleviates issues of switching into Latios to some extent, pressures Clefable and also gives strong priority which is really nice. Keldeo forms a great pair with Bisharp obviously and functions as the team's primary Scizor check and Dark type switchin. Rocky Helmet Lando was added for an answer to Lop, Exca, Talon, Zard X and set up Stealth Rock. SD to alleviate Scizor / Clef weakness and also lets it bust up stuff like Ferrothorn. Last slot is Scarf Jirachi for more speed, Healing Wish support and the ability to take on fairies which the team lacks a switchin to. Fire Punch basically for Scizor once again haha.

Thundurus is annoying but you can let Zam get paralyzed to take it out and HW up with Jirachi later, or Sucker Punch with Bisharp, there are a few ways to handle it but it might be the biggest threat.

Anyway some things you can try are T-Wave on Zam for more speed control, U-turn or Knock Off on Lando, and maybe something like CM Zam with Psyshock while running Taunt on Keldeo. Note that if you take SD off Lando the team becomes weaker to Scizor/Clefable/Ferrothorn, and Taunt on Zam helps with stupid fatmons. Thanks to AM for a lot of the help, Nedor and fleggumfl too

Hope you enjoy!
 
Last edited:

DennisEG

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Clefable @ Shed Shell
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Focus Blast
- Soft-Boiled


Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Brave Bird
- Taunt
- Roost

Regardless of what people tell you, building a proper balanced team is actually quite difficult because you do not possess as much as immediate pressure as an offensive team; it requires more skill in order to pressure wallbreakers when using balance than when using offense. However, I am looking for a highly aggressive balanced team that has enough speed and power to pressure wallbreakers (Manaphy, Mega Gardevoir, Mega Medicham), and not a slow, shitty balance I got last time from Analytic that was a HO Core which I specifically asked to be used on HO but got slapped onto a balanced squad and lost to every relevant wallbreaker in the tier, regardless of how much pressure it could exert offensively. This probably sounds too much like the "perfect balance," but I do not want to wind up with some team that is held back by passive role compressors like Hippowdon and Latias occupying teamslots that could be used to patch up weaknesses to common balance squads, like Mega Gardevoir or Mega Sableye.

Now, let me start explaining why I chose my Clefable + Talonflame core. The idea with Talonflame was to start out with a Pokemon that could already pressure mons like Zard Y / Gardevoir / Hoopa-U with maximum power priority, giving me a fair amount of leverage over these common threats to balance if I play my cards correctly. I personally prefer Adamant Sharp Beak Talonflame over any other variant because the raw power of Brave Bird is usually more than enough to severely weaken opposing wallbreakers and revenge killers, when properly supported. While weakening Heatran is not necessary, as Talonflame carries Taunt, and Stone Edge variants of Heatran will usually take a lot from Adamant Brave Bird, Calm Mind + Focus Blast Clefable is still convenient, considering that Ferrothorn is still used as a switch-in to Clefable, and my Talonflame lacks Flare Blitz. It also does a lot of damage to Skarmory and Excadrill, both of which would otherwise trouble Talonflame. I specifically went with Shed Shell on Clefable because I am imposing that the team is aggressive enough to compensate for the lack of Leftovers recovery, and Mega Sableye + Gothitelle squads are highly dangerous at the moment. I personally wanted to pair this core with either Latios or Starmie, since both of them provided hazard removal, synergized well with Clefable and Talonflame, and were strong enough to be put on such an aggressive balanced squad, but I want to leave the teambuilder some room to experiment with.


Fabio (Ampharos) @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk



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

God, I love both these pokemon.
Ampharos-M gets HUUUUUUUUUUGE SpA and SpD off this set, making him a gigantic fucking monster. Unforunately, fairies, weavile, and some other pokemon don't particularly like him.
That's where Rachi comes in, covering a large majority of his weaknesses and being a hax god. Anyway,
Would anyone like to make me a team based off this core?
Agarrare estos 2 !
 
Core: Mega Alakazam + Kyurem-Black



Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Taunt

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Ice Beam
- Fusion Bolt
- Roost
- Hidden Power [Fire]

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 36 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Swords Dance
- Stone Edge
- Earthquake

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Fire Punch


Yo Fugly2 sorry for taking so long but here's the squad I built with your core.

I took the liberty of changing the M-Zam from Sub as I find it to be unhelpful a lot of the time since easing prediction for the cost of putting yourself into priority range is eh. Also changed up Kyu-B set slightly just based on the nature of the team having no hazard removal I wanted Roost and I felt HP Fire was more necessary to lure Scizor.

Anyway to begin my thought process on the core I noticed it's really weak to Mega Scizor, Clefable, and Excadrill (well, prior to mega evolving) so I wanted to be sure I had a few ways to beat each of those. Taunt on Zam to deal with Clef primarily but helps with SpDef Skarm and the like as well. Decided to run Bisharp as it alleviates issues of switching into Latios to some extent, pressures Clefable and also gives strong priority which is really nice. Keldeo forms a great pair with Bisharp obviously and functions as the team's primary Scizor check and Dark type switchin. Rocky Helmet Lando was added for an answer to Lop, Exca, Talon, Zard X and set up Stealth Rock. SD to alleviate Scizor / Clef weakness and also lets it bust up stuff like Ferrothorn. Last slot is Scarf Jirachi for more speed, Healing Wish support and the ability to take on fairies which the team lacks a switchin to. Fire Punch basically for Scizor once again haha.

Thundurus is annoying but you can let Zam get paralyzed to take it out and HW up with Jirachi later, or Sucker Punch with Bisharp, there are a few ways to handle it but it might be the biggest threat.

Anyway some things you can try are T-Wave on Zam for more speed control, U-turn or Knock Off on Lando, and maybe something like CM Zam with Psyshock while running Taunt on Keldeo. Note that if you take SD off Lando the team becomes weaker to Scizor/Clefable/Ferrothorn, and Taunt on Zam helps with stupid fatmons. Thanks to AM for a lot of the help, Nedor and fleggumfl too

Hope you enjoy!
Holy crap dude, thanks a lot! I'll play around with it, looks like a lot of fun!

What do you think of encore on Zam instead of taunt?
 

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Encore can work in certain situations although when something like Clefable comes in as you can't Encore it before it's done something, whereas Taunt you can prevent it from using T-Wave. Just my preference in terms of stallbreaking but feel free to experiment with the team
 

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Ok, I'm re-opening the shop on the request of other builders. I'm wiping the list of cores that weren't picked up.

Friendly reminder to please check to see if your core has been built with before submitting it. Common cores like ZardX + Serperior probably have been, just saying. Anyway, go nuts
 
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