Resource OU Teambuilding Workshop v3 (OPEN)

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DennisEG

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Wasup ! kratjeuh . I never use this Zard X set, isn't than good but it works. Going in the Bulky Offense/Stall-ish way, the first member is Hippowdon, completing the hazard stack + check opposing Zard X which rekt the core, next when you have a slow/bulky team you need to have your side of the field clean fo hazard so Defog isn't an option because you don't wanna get rid of the opponent too, so Bulky Starmie was the 4 member able to switch into Keldeo which is a huge threat for the team. Torn-t is mostly for Serperior if packs DPulse for Zard, also is an amazing pivot without losing offensive pressure and can check mega zam, and last to prevent any deffoger is Scarf Tar, trap Lati@s and Starmie the most common hazard control. MSableye could be an issue but zard x dominate it, hope the build is what do you expected and Enjoy !
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Dragon Tail
- Will-O-Wisp
- Roost
- Flare Blitz

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Whirlwind
- Roost
- Iron Head

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

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Recover
- Rapid Spin

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Hurricane
- U-turn
- Knock Off
- Heat Wave / Hidden Power [Ice]

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Ice Punch / Superpower (If HP Ice on Torn)
- Stone Edge
 
Hi, Really like this thread. Would like a HO team around Mega gyarados + Zone as they make a pretty potent duo. Zone traps and kills some of the biggest threats to Gyarados such as Ferrothorn and Skarmory as well as fairies , while gyarados helps deal with the bulky grounds for zone. Can be switched to scarf zone if team requires it, but i definitely prefer the specs set for switch initiative and power.



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



Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
 
Hi there Teambuilding Workshop! I'm such a huge fan of Mega-Diancie and feel shes way too underrated but I just can't establish a well enough team on my own.
I really love Diancie, Manaphy, and Heatran. These 3 have really grown on me and I've been recycling them for awhile now. These 3 are like a train, once you get them going however, they all cover and compliment each other very well.



Diancie-Mega @ Diancite
Ability: Clear Body
Shiny: Yes
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Protect
- Diamond Storm
- Moonblast
- Earth Power / Hidden Power [Fire]


Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Energy Ball / Hidden Power [Fire]
- Ice Beam
- Tail Glow
- Scald


Heatran @ Power Herb
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Magma Storm
- Taunt
- Solar Beam
 
k im gonna try again

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Ice Fang


Thundurus-Therian @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Thunderbolt
- Focus Blast
- Hidden Power Flying

Going for a hyper offense flying spam team. Thanks in advance
 

Clone

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omgitsquon

Core: Mega Mane + Hoopa + Lando T



Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 176 HP / 136 Atk / 196 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- Swords Dance

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

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Rest
- Sleep Talk

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

Azumarill @ Lum Berry
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off


So here's the team. As I said in my original post, I changed some sets around so I could make a better team. CB Hoopa is a nightmare for balance to face because Hyperspace Fury pretty much 2HKOes every non resist in the tier, while also avoiding contact with Tankchomp. I went with the standard coverage with Zen Headbutt in the last slot in order to hit Mega Venu and Amoonguss for Keldeo and Azu. Lando is the the rocker of the team. Yache Berry enables it to actually check Electric types and KO them while they stay in and HP Ice you thinking that you'll die. Lando also prevents the team from being steamrolled by Excadrill alongside Azu. SD Smackdown lures in and takes care of Rotom and Skarmory that will switch in thinking that they're safe from harm, which helps Azu tremendously. Mega Mane Does What Mega Mane Does. RestTalk Keldeo is here to take on Darkspam while also being an annoyance with LO boosted Scalds. Also is a great Sleep Absorber for Loom and Amoonguss. Scarf Rachi is here to check Fairies while also being a good switch in to Latis and Co. Most importantly, it clinches games with its flinch hax and it also has Healing Wish to give a teammate a second chance, which can be crucial late game. Finally, Lum Azu was added to actually have a Keldeo switch in while also giving the team priority and Knock Off.

Threats to this team are random low ladder gimmicks and fast Electric types should Lando go down. Loom can also be problematic if Sleep Talk rolls are not in your favor. Good luck with the team.

s/o to Nedor & Costi for the help.
 
core:
+

requested by: Skarmx2 on literally the first post before this one

Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Roar

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

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

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

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

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Atk / 21 Spe
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled


hi, i built this team really quickly because i already had something very similar to it from around the time olt started up. (only change made was ferro>torn-t and a couple set tweaks), but yeah the team was based off a very solid balance, albeit more weak to fairies than i'd like. so yeah, first team was built around dd zard + roar cune to wear down threats quickly, spreading burns and being a huge anti-meta piece of shit in general. lati was a pretty simple option here in order to help with the keldeo and manaphy matchup as well as providing hazard removal so the team doesn't get overwhelmed, defog+spikes sounds pretty counterproductive on any team but i can't stand starmie on these of builds, even offensive ones and latios is generally a more consistent pokemon and is generally better. so yeah clef was added to help with stall matchups and spread paralysis like a balanced pokemon would. so like i said, the initial build had torn-t here because of grass types and the like, while hippowdon was last added in order to cover bisharp/charx and such. i like this version with ferrothorn more though because spike stacking with roarcune is really effective and it breaks so many teams over time.

threatlist: volcarona, lo torn-t, and mega pinsir when hippo is weakened, so watch out for them. mega venusaur and amoonguss also need to be played carefully around because spore's a bitch and sludge bomb poisons are so annoying. serperior is a huge threat to the team, but another change you can actually try out is charizard y > x because you can check serperior a little better. enjoy.
I was playing in the ladder(1600s) and it just atuloses to serperior if rocks are up.. any change to prevent that ?
 

p2

Banned deucer.
i mentioned you can use zard y over zard x because it checks serperior a little better.

that team has a lot of options to experiment with, but heatran > hippowdon and wisp zard over dd zard also sounds like a solid change too :o
 

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Grass Knot



Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 100 SpA / 160 Spe
IVs: 0 HP
Modest Nature
- Blue Flare
- Thunder / Thunderbolt
- Will-o-Wisp
- Substitute

Hey teambuilders! I designed this core when I was trying to build a team around Mega Metagross and thought "Wouldn't defensive Zard X be a great partner for MMeta?" While they obviously can't be used on the same team, I looked at the VR rankings and realized that Victini could fill a similar role to Zard X with a Sub + Wisp set.

Mega Meta struggles with fat grounds, fat waters, and steels. Victini switches in on that last group, and lures the first two with Will-o-Wisp, whittling them down for Mega Metagross.

In return, Megagross can threaten rock and psychic types for Victini, as well as deal with many things between Excadrill and its own speed tier. Earthquake hits Zard X and Heatran for Victini, while Grass Knot allows MMeta to take advantage of its worn down checks.

I think this core would work best on some sort of offense, due to the lack of defensive synergy between the two pokemon, but I don't really care what type of team this turns out to be. Spikes would seem to benefit this core, working to enhance the effect of the switches Victini forces. Feel free to tweak any movesets and EVs. Thank you for your time!
 
Last edited:

bludz

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Thunderorange

Core:


Team:


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

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

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Toxic
- Rock Slide
- Pursuit

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Calm Mind
- Recover
- Draco Meteor
- Psyshock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split


Hey man I was really glad to pick up this core because I love Offensive Mega Scizor, it's really strong and sets up against a lot of things. I kept your original sets but ended up making Scizor Jolly instead of Adamant so it would have a better matchup against Breloom and Bisharp (which you will see the rest of the team do not appreciate too much). I wanted this team to be really offensive because the core fit that kind of mold more than anything. Decided to see if I could make it work with Sand Rush Excadrill, which gives essentially a third cleaner/sweeper that can work with the other two to overrun checks and counters. Tyranitar is the sand setter of choice here and I'm using Chople Berry over Smooth Rock to better check stuff like Gengar, Hoopa-U, Mega Alakazam, and even Charizard Y. The first moves are pretty self explanatory but I decided to run Toxic here over Ice Beam or Fire Blast simply because it's more effective at wearing down pokemon like Hippowdon and Slowbro (which doesn't fear support Ttar at all). Now at this point the team has absolutely no water resists so I knew I was going to need to add two. I started with Rotom-Wash because I think having an Azumarill answer on sand is extremely important, plus it helps with opposing Excadrills, Talonflame, and Tornadus-T the god. Pretty much a standard Rotom which speed creeps slow Landos (suggestion courtesy of Nedor) so you can hit em off for the sweepers. For the last mon I added Latios to be the primary Keldeo switch-in and special wallbreaker. Opted to go for a Calm Mind set so that Latios could break past and weaken a lot of defensive mons or be a sweeper against slow teams.

I played a ton of games with this team and I tried out a bunch of variations on stuff, many of which were suggested by Nedor (thanks for the help bro!), but I found I liked this version the best. For some reason I didn't run into many Mega Lopunnys while laddering with this team, so I didn't get a really strong read on how tough the matchup is. I won a few of those games but if this matchup really bothers you, you can try phys def NP Celebi > Latios.

Other than that the biggest threats would be Bisharp, Dragonite, and stall. Bisharp can't really be allowed to set up or you have to win mindgames, while Dragonite can be dealt with full HP Ttar but otherwise can become an issue. Stall's just sort of annoying to break but Mega Scizor is actually pretty solid against many variants, just look out for Quag.

Other than the Celebi, I'll let you know the other changes you can try out (which I did). Ice Beam on Tyranitar over Toxic helps with Lando/Chomp/Dragonite. EQ or Surf Latios instead of CM to help with Heatran, you can run a coverage move for Skarmory as well (Tbolt / HP Fire) since its a bit of a nuisance. Another option is swapping the hazard removers (SD Exca and Defog Lati). Ultimately the reason I kept Spin Exca is because even though it doesn't keep hazards off as well as Latios, it's more likely to be able to remove them when you really need them gone. Your call though I think both versions are fine.

Team has its flaws but I had a lot of fun playing with it and I hope you enjoy!

Still working on that other core BTW it shouldn't be too much longer
 
Thanks so much for the effort! The team looks sick, will definitely try it out.

In the meantime, I would like to post a second core.


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

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

Requesting Keldeo and Weavile.

I'm sure we've all seen at least a variation of this core somewhere before - Keldeo paired with a Pursuit trapper is just so deadly right now, especially with its very recent rise to S Rank. Weavile is the absolute best teammate for it in my opinion, and the two Pokemon share fantastic offensive synergy. Weavile traps and eliminates Psychic-types that are a hindrance to Keldeo like Lati@s, Starmie, Alakazam, Celebi and Slowbro without the need for mind games (unlike Bisharp), and additionally deals with Gengar, Amoonguss, Tornadus-T, Thundurus and Serperior, all of which are Pokemon Keldeo appreciate being gone.

Meanwhile, Keldeo beats the Steel-types that wall Weavile like Ferrothorn, Heatran, Mega Scizor and Skarmory, while handling Tyranitar and Bisharp, which with this set, Weavile otherwise cannot touch, 2HKOing Clefable and Mega Sableye with Hydro Pump and slightly alleviating the Azumarill weakness with HP Electric.

Core is incredibly weak to Talonflame and Fairies as well as generally faster attackers like Mega Alakazam, Mega Manectric and Mega Lopunny.

Once again, thank you p2!
Back from vacation, gonna take this

Hello! I really want to use Toxic orb breloom + ttar. Toxic orb breloom is a cool mon that does very well against slower teams but struggles with faster psychics and flying types in general, so ttar does a good job of patching this up. ttar also allows this team to go a lot of ways with it setting sand and such. Ttar is just a suggestion though, i really just want a team with toxic orb loom. Thanks in advance and really cool thread.



Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade



Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch
This one too
 
Lets hope the third time of trying will actually mean I'll get a team instead of it getting lost (Nothing against you guys, you do a great job!)

I've been playing around with Weather Ball Raikou lately, and although it's probably not top tier in viability, I thought it would be a pretty cool concept to build around!
It came up in a league match that I was up against a Rhyperior with, and I used Rain Dance/Weather Ball to completely destroy it despite my opponent thinking it was a counter. Annoyingly the biggest downside to this is that you have to run a Rash Nature. It struggles with Ferrothorn, so I'm thinking of pairing it up with a Mega Heracross as I like the concept of it and barely used it before.
I have tried Sunny Day/Weather Ball but it only really hit Ferro and nothing else so I thought Rain Dance was overall a better option, especially as it can now run Thunder too!


Raikou @ Damp Rock
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
- Rain Dance
- Weather Ball
- Thunder
- Hidden Power [Ice]



Heracross @ Heracrosite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pin missile
- Rock Blast
- Bullet Seed
- Swords Dance / Substitute / Filler

Thanks! :D
 
Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Drain Punch
- Belly Drum
- Substitute

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

An underrated core, but really fun to play with. No restrictions whatsoever, but I do recommend offense and lots of lures, they work well with this core. Thx so much!!!
 
Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Seed Bomb
- Drain Punch
- Belly Drum
- Substitute

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

An underrated core, but really fun to play with. No restrictions whatsoever, but I do recommend offense and lots of lures, they work well with this core. Thx so much!!!
Mine too
 
gogurtgoat

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Hidden Power [Fire]
- Psychic
- Rapid Spin

the beast (Lucario) (M) @ Focus Sash
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Aura Sphere
- Vacuum Wave
- Nasty Plot
- Flash Cannon

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

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Pursuit

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock

Darmanitan @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Toxic
- Earthquake
- U-turn
scarf moxie heracross screams hyper offense. was postponing this build for a while because i couldn't think of many ideas, but i had this team with volcarona and heracross over it screamed for destruction. nasty plot lucario with focus sash is all you need to lure in and destroy garchomp, landorus-t, hippowdon, and gliscor, the best checks to lucario. it also allows you to run offensive landorus-t because you have vacuum wave to nail excadrill. mega diancie supports heracross very well because of its useful ability in magic bounce and you can pull of easy double switches when people want to go chansey (not like darmanitan beats stalls by its lonesome). speaking of darmanitan, it complements heracross quite well with its beautiful synergy and ability to lure in quagsire with toxic and spam flare blitz's afterwards. quagsire is a huge problem so having a great utility wallbreaker makes breaking such teams easy meat. now rocks are needed so landorus-t with swords dance is perfect. the combination of darmanitan + landorus-t is too much for balance to handle forcing things to be sacked for diancie and lucario to rampage. last but not least, hidden power [fire] starmie is your nice little lure to ferrothorn and specially defensive scizor, the two things walling diancie, allowing it to afford earth power.

overall a very cool team. select your win condition based off the archetype you face. have fun
 
Hey teambuilders! Would any of you be interested in building an offensive core of Nasty Plot Thundurus and Mega Gardevoir? I always wanted to build a team around Nasty Plot Thundurus, and I think Mega Gardevoir is a great partner since Thundy can beat steel types and walls that can recover on MGardevoir.


Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Focus Blast


Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
 

Clone

Free Gliscor
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Hey teambuilders! Would any of you be interested in building an offensive core of Nasty Plot Thundurus and Mega Gardevoir? I always wanted to build a team around Nasty Plot Thundurus, and I think Mega Gardevoir is a great partner since Thundy can beat steel types and walls that can recover on MGardevoir.


Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Focus Blast


Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp
I would definitely be interested
 
I'd like to request a team around 252 Atk Mega Diancie.


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Diamond Storm
- Moonblast
- Hidden Power [Fire] / Earth Power

Max attack MDiancie can actually hit some of its checks, like Chansey and Clefable, harder than the normal 252 SpA one. As a result though, it's gonna miss out on things that it could've hit harder using the standard MDian. As another result, the team composition changes. I put in HP Fire as the main slash because you hit your bigger checks like MScizor and Skarmory even with the much lower SpA.

Any team would work for me to be honest, but I'd like somewhere between the lines of BO and standard offense. Hope you guys work on this :)
 
so after lurking for quite a while, i'm finally going to create a smogon account. first post so have mercy on me

anyway requesting m-scizor + azumarill + latios



Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bug Bite
- Bullet Punch
- Superpower
- Swords Dance

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

these 3 pokemon compliment each other very nicely and form a solid offensive core. scizor is the main sweeper here with sd + 3 attacks since i feel its a better set than bulky sd right now. azumarill deals with the fire and ground types such as zard x, heatran, talonflame, hippowdon, landorus-t and garchomp, and wallbreaks for scizor to better secure a sweep. latios deals with electric types like thundurus, mega manectric and raikou, keldeo, and is another fire resist.

the sets on latios and azumarill are slightly modifiable, superpower can be used over knock off on azumarill and recover can be used over hp fire on latios
 

Nedor

thiccc
so after lurking for quite a while, i'm finally going to create a smogon account. first post so have mercy on me

anyway requesting m-scizor + azumarill + latios



Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bug Bite
- Bullet Punch
- Superpower
- Swords Dance

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

these 3 pokemon compliment each other very nicely and form a solid offensive core. scizor is the main sweeper here with sd + 3 attacks since i feel its a better set than bulky sd right now. azumarill deals with the fire and ground types such as zard x, heatran, talonflame, hippowdon, landorus-t and garchomp, and wallbreaks for scizor to better secure a sweep. latios deals with electric types like thundurus, mega manectric and raikou, keldeo, and is another fire resist.

the sets on latios and azumarill are slightly modifiable, superpower can be used over knock off on azumarill and recover can be used over hp fire on latios
sure, welcome to smogon. n_n
 


Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk/ 252 Spe
Naughty Nature
- Outrage
- Fire Blast
- Earthquake
- Swords Dance

I've been wanting to see another take on Mega Garchomp spike stack for ages; I'm not particularly attached to the set and would actually much prefer, Mixed Mega Chomp being used to take lives; the only prerequisites with this are probably Hippowdon/Tyranitar and something fast to clean after Mega Chomp has blown holes in the opposing team(preferably with the Chain Chomp set, although you might need something else to break stall along side it then). Another thing that I'd like to say is that I'd prefer it if the team was not floored by opposing Rain, and some decent checks to a sand counter sweep via Excadrill; as well as possibly decent defensive presence and proper checks to stuff that normally "checks" Garchomp such as Max speed KyuB, Latios(hint: Naive Chain Chomp/Jolly SD MChomp is also another option). Sorry for such a long post but I really wanna see some interesting takes on this :0
 
Not a core, but I thought Honchkrow would be pretty interesting to use with the combination Moxie + Sucker Punch with some pretty good options for coverage as well. Set could be changed of course.

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Sucker Punch
- Pursuit
- Superpower
 
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