Thanks much you probably very attractive individual! Looks dank.
AWESOME!!! That team looks super crisp and adding MegaMan (my favorite mon ever) is the cherry on the sundae! Thanks x1000! Ü"core":![]()
requested by GnralLao
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sorry was busy with school, other smogon stuff, and i just plain had a bit of trouble building with this for some reason lol. i've had the team built for almost a week now, but i haven't had time to post till now. anyways, when i was building this, it kept on coming out 1 way when i built with hazard removal, and even when i removed hazard removal to test things, it just kept on coming out stupidly bland. victini's lure set has the inherent issue of relying on luck; you have to rely on predicting perfectly to really pull it off, and considering all the variables, that's basically relying on luck. in addition to that, it's just kinda slow, and it needs a good amount of team support. out of all the builds i've tried with this thing, this one is my favorite to play with for sure.Victini @ Expert Belt
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Blue Flare
- Thunder
- Focus Blast
- Glaciate
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Calm Nature
- Moonblast
- Stun Spore
- U-turn
- Taunt
i started by adding keldeo because i needed something to handle bulky grounds and offensive dark types. i chose CM keldeo specifically because if victini gets pursuit trapped, you can sac it, bring in keldeo, click sub / CM, and hit something... if you do this at an appropriate time and not just whenever lol. bisharp helps with latis and other psychic types that both victini and keldeo dislike. i decided to go with SD > pursuit because this team would only have keldeo as a (good) potential wincon otherwise. also, bisharp can take advantage of sac'ing victini in a similar fashion to keldeo; it doesn't really care about scarf ttar pursuit, and it walls pursuit weavile and bisharp (unless you're opponent is carrying low kick pursuit weavile / bish for some reason). manectric was added to help with opposing speedy electrics, tornadus-t, bulky waters, and bulky steels (sorta). landorus-t was added to help with charizard-x, offensive ground types, and for the much needed SR support. i went with a high hp, max atk, adamant spread so you can actually put a hole in some shit, and so shit doesn't put a hole in you. whimsicott was added in slot 6 to help with rain and to provide a backup answer for like everything (azumarill, keldeo, speedy electrics, and a whole bunch of shit it can paralyze with stun spore). for these last 3 (mega manectric, landorus-t, and whimsicott), their access to u-turn / volt switch is key! both victini and bisharp really appreciate the slow u-turns that whimsicott and lando can provide. victini is slow, so bringing it in on offensive threats isn't the best idea; using a slow u-turn to bring it in on something that it can force out allows you to actually utilize it. for bisharp, it just means more setup opportunities.
even though you have landorus-t, charizard-x is still super annoying. it can really fuck over the team after a dragon dance, so you might have to sac whimsicott to stun spore it from time to time. also, when you see a zard, play wisely with manectric... otherwise it'll just set up in your face and win. the wisp set is even more annoying because it makes your adamant landorus hit back like nothing. if you find the more offensive sets to be a super big problem, you can run defensive lando-t > the current set, but if you find the wisp sets to be more annoying, you can run lum berry lando lol. the lack of hazard removal on this team is a problem, but it isn't the end of the world. victini and whimsicott are able to put a solid amount of pressure on common hazard setters, and you can even run encore > taunt on whim so keld / bish can set up super easily. finally, don't overestimate whimsicott's defensive capabilities; it's just a bulky utility pokemon that isn't really super bulky.
special thanks to AM, bludz, Nedor, and FookMi? for helping me with this team. AM especially helped out with testing and giving me fun ideas to play around with so thanks guys!
once again, sorry that this took so long. this team definitely isn't perfect, but it's super fun to play with imo. hopefully you think the same n_n
Looks like Hoopa is still relatively new, the strategy dex isn't really helpful yet...
Even though Sticky Webs are bad and Thunder Wave spam / Tailwind are better ways to make Hoopa faster, I wanted to see if you guys could make a Sticky Web team around Hoopa unbound.
Shuckle is standard while Hoopa is ev'd to OHKO Clefable with 172 Def Evs. Feel free to change the sets.
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Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sticky Web
- Stealth Rock
- Encore
- Infestation
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Hoopa-Alt @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Hyperspace Fury
- Psychic
- Focus Blast
Hare algo con estos dos cores !So, something I've noticed a lot is that Azelfs tend to be almost exclusively leads; as such, I believe it possible to effectively run an offensive variant, while bluffing a lead that you just decided wasn't the best idea to lead with.
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Azelf @ Life Orb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psychic
- Flamethrower/Fire Blast
- Grass Knot
The old DPP set should do. I haven't done the calcs, but Fire Blast might be better if it picks up crucial KOs.
And no this set isn't outclassed by zam, zam doesn't get NP (though I personally have nothing on zam, might even be a good idea to pair this with an mzam/zam to break down checks/counters/the like.
mine n_nHello, I wanted to build around the old core Mega-Pinsir + Magnezone. The aim of this core is very simple : Magnezone traps Skarmory (and Ferrothorn) and "checks" birds. They can pressure Ground-types very easily and Mega-Pinsir remove Fighting-types like Conkeldurr for Mag. I think you know that (you build better than me), but I'm saying it anyway : you need an hazard remover like the Lati and something to take care of Weavile. Knock Off is an option to remove Shed Shell of Skarmory.
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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat / Earthquake
- Quick Attack
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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt
taking thisHey waddup guys,
I was very satisfied with my previous team and so I would like to request another one.
This isn't really a core, but I haven't seen a Mega Aggron team built here yet, so I would like to request one.
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Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Avalanche
- Fire Punch
Mega Aggron has the highest defense stat along with Shuckle and Mega Steelix and carries the ability Filter which weakens super effective moves, which makes him a beast at tanking physical moves, but he lacks recovery, so a wish passer would be nice to accompany him.
I made a team here that contains your core.![]()
牙 (Mamoswine) (F) @ Life Orb
Ability: Thick Fat
Shiny: Yes
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Freeze-Dry
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ゾロ (Manectric-Mega) (F) @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
Simple core really. Mamo elimates bulky gorunds for mmane which in turn provides pivoting and something for most steels etc. There are quite alot of threats to this core such such maybe faster offense/pressure or things like m-venu+something else. Anways in expecting a Bulky Offense/Fast Balance team on this.
-Thank you
minebeen a while
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Tangrowth + Slowbro form a Regenerator core that annoy the team throughout the match. They cover an awful lot together such as Zam, the Latis, Mega Diancie, McharX, a ton of top tier threats. I'm just interested in how others would build around these two.Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Earthquake
- Knock Off
- Rock Slide
Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 232 Def / 28 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off
I made a more detailed post "here".
here is one that m00ns built with weavile+bish, here is one that Vertex built with hoopa u+bish, and there are probably a few more darkspam teams in the archive that I missed. You should be able to look through the archive and find a few more if you don't like these two.I'd like a HO team built around darkspam. Honestly so many ways you can run this so not gonna post any specific mons so the builder will have more flexibility.