Tournament Post-WCoP Set/Team Dump / Discussion

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p2

Banned deucer.
approved by celticpride

With WCoP winding down, only 2 teams are left, so I might as well get this thread up for everybody that is out now. Feel free to post sets/teams used throughout the tour and all that good stuff

Tagging all ORAS OU players apart from East/Germany:


I'll post some stuff in a few hours, hope someone can get this thread rolling :J

BTW if you want to convert imports to sprites easily, use this http://fulllifegamer.bplaced.net/

throw in your import, set it to your sprites of choice, copy the BB code and throw in the sprites using the BB code editor.
 
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p2

Banned deucer.
This was the team I used in my first game against dragonuser, I didn't really have a specific building process for this really, I just wanted to use consistent stuff and Mega Sciz + Genies worked fine, I threw on Latios because Keld's a pain in the ass and then threw on Tran to help with opposing Mega Sciz and stall, I used Manaphy instead of like Keldeo here because I expected balance and really wanted to apply a ton of pressure to it, although DUs team was more bulky offense, Mana still put in a huge amount of work, especially in removing Mega ZardY for Scizor.

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Scald
- Hidden Power [Fire]
- Energy Ball

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 244 HP / 32 Atk / 52 Def / 124 SpD / 56 Spe
Impish Nature
- Swords Dance
- Roost
- U-turn
- Bullet Punch

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast

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

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock


These teams are first drafts (so don't complain if they're shit should you use them) for what I was thinking about using against rozes, unfortunately I couldn't settle on one so I asked Jamvad to pass a team which I used and won with, these teams were built with the general idea of cteaming offense because I knew rozes would never not use offense.

SD Talon + Cune + Terrak is scary
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Roost
- Brave Bird
- Will-O-Wisp

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

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

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Swords Dance

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Sleep Talk

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Toxic
- X-Scissor


Pretty standard offense, Ice Punch Lop helps break down Grounds for Bisharp
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump

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

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

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Recover
- Defog
- Thunderbolt


Bulky Zard X + Spikes + Cune is neat
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
- Roost
- Flare Blitz
- Will-O-Wisp
- Earthquake

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

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 204 SpD / 52 Spe
Careful Nature
- Stealth Rock
- Wish
- Protect
- Iron Head

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

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

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


nothing really has any particularly interesting sets, but WCoP was fairly short for me anyway
 
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This is the team i used vs Always , i thought Lop along with hazzard stacking would give me a decent mu which it did but i did a single mistake which lead me in a bad position. I was a really nervous during this game and i did pretty shitty that team was a good choice tho, its a workshop team which i kinda revamped. I changes some of the ev spreads and movesets.


Lopunny-Mega @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Quick Attack

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Focus Blast
- Toxic Spikes

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 52 Def / 208 SpD
Careful Nature
- Spikes
- Leech Seed
- Protect
- Power Whip

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

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 4 Atk / 236 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn


This is the team i used Vs Snou. I was contemplating on what to use until the last moment. I knew i wanted to use something that destroys fat teams since my opponent seemed rather weak to that since he used fat teams. I had an okayish matchup again , my opponent had counter on his skarm which kinda caught me off-guard because i was nervous and didnt recall that he used counter skarm in his previous game as well so i didnt really scout for it. This is a team i saw someone using on the ladder and i kinda made my own version of it.



Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 16 HP / 252 Atk / 4 Def / 236 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Dragon Claw
- Fire Fang

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Swords Dance

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 148 Def / 4 SpD / 108 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Baton Pass
- Giga Drain
- Recover

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

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 140 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Lava Plume
- Toxic


This is the team i decided to use versus Reymedy, i noticed that he was also weak to heavy hitting teams since he preffered Balanced and slower teams. This is a team Asuk4 made, its a really nice heavy hitting team around Pinsir and specs Keldeo which applies a lot of pressure.



Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Close Combat

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 156 Def / 104 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Dragon Tail

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 28 Def / 228 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Flash Cannon
- Toxic

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

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Trick
- Surf


Finally, the team i decided to use Vs Axel10 , i didnt actually prepare for this one, i just picked one of my standard and generic teams, i needed something that i feel comfortable with so that i wont be as nervous and it kinda payed off. Some people still think that the crit on medi actually mattered but given my spread Medi was in Bullet range without the crit:
  • 0 SpA Slowbro Psychic vs. 0 HP / 0 SpD Mega Medicham: 111-132 (42.5 - 50.5%) -- 2% chance to 2HKO
  • 84+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Mega Medicham: 123-145 (47.1 - 55.5%) -- 76.6% chance to 2HKO



Scizor-Mega @ Scizorite
Ability: Technician
EVs: 208 HP / 84 Atk / 80 SpD / 136 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Roost
- U-turn

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Slack Off
- Scald
- Psychic

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Protect
- Stealth Rock

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Explosion

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Earthquake
- Roost
- Defog

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 84 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Soft-Boiled
- Calm Mind


This wcop was a nice First-time experience for me and my team, i think we could do a lot better in some cases but we did well enough either way. Good luck to the finalists and especially Stath
 

Vinc2612

IT'S VINCE DUMBASS
is a Tournament Director Alumnusis a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Only set that I used and that would deserve a special mention is my stallbreaker Suicune:

Niagara (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 SpA / 40 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Protect

Protect + Substitute + Pressure allows it to PPwast all defensive checks, mainly Power Whip and Giga Drain. Also works for Seismic Toss Chansey fwiw. That was my main wincond against ABR stall or anything similar. Full HP allows to tank a seismic toss with a sub, 200 Speed to sub before taunt/toxic from Heatran, 40 SpD to have the best shot at tanking Volt Switch Rotom-W with +1 Sub (10/16). The 16 remaining in Spa because Scald is spammable if needed.
 
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false

maybe this is heaven
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WCoP was basically the first official tour that I'd taken part in. I subbed in, went 0-2, and got Oceania eliminated.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

I think pretty much anyone who knows me will know that I use this Rotom-W set all the time, and probably more than any other Rotom-W set. I know this isn't neccesarily a 'new' set, but in my opinion it's criminally underused considering how much utility it provides. Fast Rotom-W is EVd to outspeed Jolly Breloom and Bisharp, but also Adamant Mega Scizor, Adamant Mega Heracross, and even faster Defensive Landorus-T. I passed Calloflochie an edited variant of an old Bloo team with fast Rotom, and it put in a ton of work in the game he used it vs Alkov, mainly checking Tornadus-T, weakening the opposing Rotom-W, and then outspeeding and burning Alkov's Breloom. I used the same team vs Ren-Chon, and even though I lost, Rotom-W again put in a ton of work; checking Tornadus-T, and allowing me to effectively 1v1 his Rotom-W thanks to the Speed investment.

I obviously don't have much to contribute because I didn't really do anything noteworthy in WCoP, but I like this set a lot and I think the replays showcased just how effective fast Rotom-W can be. Also, if anyone can get boudouche to break down the teams he used then that would be sick because his teams were really cool :o
 

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

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Hurricane
- Knock Off
- U-turn
- Heat Wave

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Fire]

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Earthquake
- Draco Meteor
- Psychic
- Defog

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast

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

Hi, I used this versus GTM in the R2 of WCoP. I thought M-Gyarados would be pretty good vs him, or anyone in general, since I'd been noticing teams were packing shaky checks to it in the form of Rotom-W, Keldeo, Azumarill, and so on. That's why I paired it with the likes of Latios, for Keldeo mainly, and Tornadus-T to take on RH Tangrowth and take advantage of the removal of Rotom that EQ Gyarados provides. Life Orb Garchomp was another mon I thought GTM wouldn't want to face and I was afforded this liberty only due to the god that is RH Tangrowth. There are a few intricate lures at play here- EQ Latios to remove Heatran for Tornadus, Fire Punch Jirachi to weaken Ferrothorn and Skarmory, and yeah that's it really.


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

JohnYiu (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Alkov (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Relaxed Nature
- Curse
- Scald
- Earthquake
- Recover

Blarajan (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Roost
- Iron Head
- Whirlwind

Sugarhigh (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

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

This is what I used against FLCL in my first WCoP game. M-Medicham is such a pain in the ass to face and teams usually rely on offensive powerhouses like Latios, M-Diancie, Keldeo, etc, to check it. I had originally started off with the premise of Nasty Plot Thundurus+M-Medicham but made the switch to Thunder Wave because I liked having Thundurus paralysing the checks that outspeed Medicham and render them useless by slowing them down for it. I went for a very unorthodox addition next in the form of Gastrodon, which was the perfect answer to stuff like Keldeo, Thundurus, SubCM Raikou, etc, and I thought Curse Gastrodon was a really cool set to try. Skarmory, ScarfTar, Clefable, were pretty solid for the team to answer a plethora of threats to the team. It's overall a fantastic squad and I think very easy to use too.

///////////////////////////



I think these are my favorite pokemon to build with right now. I couldn't showcase Gengar but I did build a lot with it in hopes we'd make Round 3 :P but alas. I think all 3 of them are very effective in the current metagame. I'm happy to see LO Garchomp doing so well, RH Tangrowth is just great on Bulky Offense builds to check key threats to the archetype. Gengar is prolly hard to pull off in terms of building and using, since it seems to be hit or miss sometimes, but undoubtedly has a lot to offer and should be used more imo.


Happy building ~
 
This was the team I used against Jacob and is probably one of my favorites teams I have made. z0mog (my original opponent) heavily used Ground + Steel + Bulk Water + Lati@s cores, so I chose Volcarona to destroy those squads. Whenever I make a team with a pokemon 4x weak to SR, I always go for a strong anti-lead to stop SR from going up in the early game. Originally I had Bullet Punch Mega-Medicham in the lead spot, but it just made my team too slow once sand was gone and weak to Bisharp. Mega-Loppunny might not say "team big threat" like mega-cham+volcarona does, but it can perform anti-leading the same way. Early game ground types won't risk the damage from a potential Ice Punch, so I dropped it in favor of Healing Wish to get a second chance with Volcarona late-game. Ttar + Excadrill instead of Starmie or Lati@s for hazard removal since they're not exploitable by Pursuit. CB TTar wallbreaks versus stall and SD Excadrill weakens grounds further for Mega Lopunny. Ferrothorn + RestTalk Gyarados were the last pokemon added on the team for SR and covering as many defensive threats as possible. DD RestTalk Gyara gives another wincon and beats some bulkier teams.

Overall I like this team a lot because the decline in Gyarados / Dnite usage makes Volcarona a big threat, the FWG core, and the multiple wincons that makes it so you can recover from losing position easily. This team is also heavily modifiable since I did not build around the mega slot. CB Pursuit + Bug Buzz is probably unnecessary (I wanted it for counterteam) so you could swap around Bug Buzz for other coverage. Other fast megas can go in the mega slot, or you could put SR on Exca, Spikes on Thorn, Roar on Gyara, and Ice Punch on Lop if you really wanted to fit in Spikes while also still pressuring grounds.

Volcarona (M) @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain

Lopunny-Mega (Lopunny) (M) @ Lopunnite
Ability: Cute Charm
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Healing Wish

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Crunch
- Stone Edge
- Pursuit
- Superpower

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin

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

Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 100 Def / 72 SpD / 88 Spe
Careful Nature
- Waterfall
- Dragon Dance
- Rest
- Sleep Talk
______________
Random Interesting Sets / Cores
These are some of the sets that I considered using or did use in World Cup. Most are unconventional since I like to use lures for offense.


Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 100 Def / 72 SpD / 88 Spe
Careful Nature
- Dragon Dance
- Waterfall
- Rest
- Sleep Talk

Defensive Gyarados checks several big threats in the metagame, namely Mega-Medicham and Keldeo, without a Pursuit weakness. The EV spread avoids the 3HKO from Specs Volcanion's Steam Eruption and Fire Blast while still outspeeding positive speed natured base 100's at +1 (important for Mega Medicham). It faces heavy competition from CM Slowbro, but in exchange for better recovery and lack of SR weakness you lose the Pursuit weakness, gain a Ground-immunity, and can check Mega-Scizor. Dragon Dance over the phazing moves makes you less passive and a win-con.

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock / Psychic
- Dazzling Gleam
- Focus Blast
- Knock Off

This Mega-Alakazam is for spike-stacking offensive teams that have trouble with Mega-Sableye stall while still being a good lategame cleaner versus offense (sball really only used against Lati, which dgleam covers). Zam lures in Mega-Sableye and threatens the guaranteed 2HKO with Dazzling Gleam. Now obviously the stall user is not going to stay in and lose the one poke that prevents SR on their side of the field. He's going to switch into Chansey to take the Psychic, only to lose Eviolite if Chansey stays in. Once Eviolite is Knocked Off, Chansey can get 2HKO'ed by Psyshock. You are in a pretty good position to overwhelm the stall team by either getting hazards up easily or overwhelming Chansey. Unlike the Taunt set, you don't really have to dance around potential Mega-Sableye switchins and you support your team by Knocking Off Leftovers / Assault Vest. Psychic can be used if you want to retain easy 2HKO's versus bulky grounds and feel safe 2hko'ing Chansey with Focus Miss instead of Psyshock. Strong Pursuit support recommended for bulky Psychics and Evioliteless Chansey.

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Sunny Day
- Nasty Plot
- Dark Pulse
- Fire Blast

Sunny Day + Nasty Plot Houndoom is an amazing nuke since it is also pretty fast. Sunny Day makes Houndoom's Fire Blast so strong that coverage is unnecessary for certain counters. It also means that Houndoom can eat stall for breakfast. In two turns of setup with Sunny Day + Nasty Plot, Houndoom becomes stronger than a Houndoom at +6 with 3 turns of setup. The calc's speak for themselves.
+6 252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Eviolite Chansey: 484-571 (68.7 - 81.1%) -- guaranteed 2HKO after Stealth Rock
+4 252 SpA Mega Houndoom Fire Blast vs. 248 HP / 180 SpD Tyranitar in Sand: 159-188 (39.4 - 46.6%) -- guaranteed 3HKO
+2 252 SpA Mega Houndoom Fire Blast vs. 0 HP / 0 SpD Keldeo: 207-244 (64 - 75.5%) -- guaranteed 2HKO
vs
+2 252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Eviolite Chansey in Sun: 546-643 (77.5 - 91.3%) -- 31.3% chance to OHKO after Stealth Rock
252 SpA Solar Power Mega Houndoom Fire Blast vs. 248 HP / 180 SpD Tyranitar in Sun: 179-211 (44.4 - 52.3%) -- 19.9% chance to 2HKO
252 SpA Solar Power Mega Houndoom Fire Blast vs. 0 HP / 0 SpD Keldeo in Sun: 233-274 (72.1 - 84.8%) -- guaranteed 2HKO
So in exchange for the added utility of Wisp and a little bulk (btw no one uses CB Tflame that spreads aims to avoid the KO anyway), you get the chance to ohko Chansey with a bit of prior damage and avoid the scenario of trying to get Houndoom in twice with the first time trying to burn a counter (ex. switch doom in --> burn keld ---> switchout ---> bring doom back in ---> setup NP for the extra 10% versus switch doom in--> setup sunny day). 29 HP IV's is a LO number for Sunny Day. This a good option for dark spam teams and pairs well with Hydreigon.

Tyranitar @ Babiri Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch

Babiri Berry DD Tyranitar's purpose is to lure in Bullet Punch users that would stop your other sweepers cold like Mega-Diance, Alakazam, or Scarf Kyurem-B / Weavile. STAB Crunch deals with Metagross and Mega-Medicham, while Fire Punch nails Mega-Scizor. Unfortunately the KO against Zor without SR and Mega-Gross with SR is not guareenteed, its 93.8% chance, but it is still very consistent. A little prior damage is needed against AV Metagross. This is good option on Rock Spam teams and is a decent alternative on spike-stacking Magic Guard teams for sand.
+1 252 Atk Tyranitar Fire Punch vs. 248 HP / 16+ Def Mega Scizor: 340-400 (99.1 - 116.6%) -- 93.8% chance to OHKO
+1 252 Atk Tyranitar Crunch vs. 0 HP / 4 Def Mega Metagross: 282-332 (93.6 - 110.2%) -- 93.8% chance to OHKO after Stealth Rock
+1 252 Atk Tyranitar Crunch vs. 252 HP / 0 Def Metagross: 320-378 (87.9 - 103.8%) -- 62.5% chance to OHKO after Stealth Rock
+1 252 Atk Tyranitar Crunch vs. 0 HP / 4 Def Mega Medicham: 229-270 (87.7 - 103.4%) -- 56.3% chance to OHKO after Stealth Rock

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

Volcarona (M) @ Lum Berry / Coba Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Giga Drain / HP Rock

One of my all-time favorite combos playing this game. These two pair really well together and are both such big threats your opponent will make sure to tread lightly. Bullet Punch Mega-Medicham is probably OU's best anti-lead. It can stop every SR user bar Clefable and bulkier Azelf with Fake Out + supereffective move that OHKO's. Most SR users are Steel, Rock, and Ground-types and Medicham can hit them all super-effectively. Adamant is needed to net the OHKO with Ice Punch after Fake Out versus max hp max defense impish Landorus-T. Bullet Punch is best fourth move on Mega-Medicham since it covers Mega-Diance and Mega-Aerodactyl from stopping you cold. What makes this core great is that Volcarona easily setups upon and moves any bulky Psychic types or Mega-Sableye that switchin on Mega-Medicham. If the opponent decides to revenge kill Volcarona with a Scarf Rock-type move, they open themselves up to a trade by letting Mega-Medicham come in for a free High Jump Kick. This core is weak to Flying-type moves, so if you don't have a teammate that can adequately handle Talonflame Coba Berry + HP Rock can lure it in for a kill. Also these two are two of my favorite pokes which makes this core all the better :]
 
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Snou

the grand master of all the things bad!
is a Tiering Contributoris a Tutor Alumnusis a Past Smogon Snake Draft Champion
Well, I decided to post the stuff I used this wcop too :o


This is the team I used against Always. I noticed Volcarona was a serious problem for the teams he usually run so I built a team around Diancie + Volcarona cuz of the offensive sinergy and the hazard control Diancie offers. Then I inserted Latias, a good answer against Volcanion, Rotom-W, Keldeo. Gliscor was my main answer to Clefable and Bisharp and also a good lategame win condition if Volca was seriously damaged. Rotom-W was the perfect way to beat pinsir and bird spams and also a good answer against Scizor and Ferrothorn offered protection against Latwins and Diancie without HP fire. Well, the team concept worked really well even if a BBite Scizor stole my Volca Lum Berry and then critted the moth with bullet punch :( it still hurts.

Factotum (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 240 HP / 224 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

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

A Win Cond (Gliscor) (F) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 184 SpD / 76 Spe
Careful Nature
- Swords Dance
- Facade
- Earthquake
- Roost

Hug Me (Ferrothorn) (F) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 124 Def / 136 SpD
Relaxed Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Thunder Wave

Vodkarona (Volcarona) (F) @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Giga Drain
- Fire Blast
- Quiver Dance
- Hidden Power [Ground]

ROVAZZI (Diancie) @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Protect
- Moonblast
- Diamond Storm
- Earth Power




I wanted to use Stall against Sakis cuz I felt it was a good option agaisnt a player that dislikes heavy stallbreakers. This was a team I built like 2 weeks before the match against Sakis but it's really solid and not that cancerous so I thought it was not a bad option. The main idea is to build around Sap Sipper Spdef Azumarill + Defensive Gastrodon. This core is really solid against a lot of stuff, such as Serperior, Charizardz, Breloom, Keldeo... Then I added Unaware Clefable cuz of stats uppers such as Plot Thundurus and Drum Azumarill. Then I added Skarmory as defogger (but later i preferred counter cuz I didn't think my oppo was going to bring a hazardz spam). I didn't want to lose against stall, so I added stallbreaker Mew (one of my fav mons) and last but not least Mega Sableye, with Fake out in order to win against Mane + Hazardz and with Foul Play cuz of Char X or Excadrill. The matchup was not that good, but I played correctly with Counter Skarmo against a mega sd chomp and luckily Excadrill didn't flinch with Iron head so Sable killed him with foul play.

Sableye (M) @ Sablenite
Ability: Prankster
EVs: 240 HP / 252 Def / 16 SpD
Impish Nature
- Foul Play
- Fake Out
- Will-O-Wisp
- Recover

Gastrodon (M) @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Scald
- Toxic
- Recover
- Earthquake

Azumarill (M) @ Leftovers
Ability: Sap Sipper
EVs: 240 HP / 16 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Refresh
- Protect

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 148 SpD / 120 Spe
Calm Nature
- Will-O-Wisp
- Roost
- Knock Off
- Taunt

Skarmory (M) @ Shed Shell
Ability: Sturdy
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Roost
- Spikes
- Iron Head
- Counter

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 216 HP / 164 Def / 120 SpD / 8 Spe
Calm Nature
- Stealth Rock
- Moonblast
- Protect
- Wish




Here the team I built in order to play against ABR. I started building around MLatias cuz it was really awesome against most of the cores ABR usually run (especially against Lando-T). Then I added CB Tar, as B plan against an eventual ABR stall. Since ttar was not scarfed, I needed a bird check and so i used Rotom-W. Amoonguss was good against the common diancie and cuz of a 100% sleep move. Then I was still not sure against fat balances etc so I dragged in 2Boost Lando with Eplate (good against sableye). In the end, there's cobalion, as Bisharp and Weavile answer.

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 208 HP / 48 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Roost
- Defog

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 236 HP / 252 Def / 20 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Will-O-Wisp
- Pain Split
- Hydro Pump
- Volt Switch

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 192 HP / 252 Def / 52 SpD / 12 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Hidden Power [Fire]
- Clear Smog
- Giga Drain

Cobalion @ Rocky Helmet
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Close Combat
- Iron Head

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish




Last but not least the team I built for Tricking. He liked the idea of LO Tornadus + Suicune against xray. I don't think there's too much to say about it. Mixed Altaria is underrated af in this phase of the metagame (currently better than the DD variant). Mew here is not stallbreaker since I needed a defogger, so it's not even that fast. Lo Nadus with Taunt + Scor was a good way to win against stall and Toxic Tran allows me to poison annoying stuff such as Rotom-W or Keldeo in switchin.

Altaria-Mega @ Altarianite
Ability: Cloud Nine
EVs: 168 HP / 252 SpA / 88 Spe
Quiet Nature
- Hyper Voice
- Fire Blast
- Earthquake
- Roost

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 72 Atk / 184 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Superpower
- Taunt

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 SpD / 72 Spe
Careful Nature
- Roost
- Facade
- Earthquake
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 4 SpA / 172 SpD / 84 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 4 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Sleep Talk

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 236 SpD / 32 Spe
Careful Nature
- Defog
- Knock Off
- Will-O-Wisp
- Roost


Teh Endh.
 
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Genesis7

LOIC stay loaded
is a defending Smogon Snake Draft Champion

WEPWNPOKEMON (Aerodactyl) @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Fire Fang

Used this in my game vs. Omfuga, this set really performs well vs. players who depend on lando as their sole fighting resist. Fire Fang hits ferro as well if that's their answer to Aerodactyl and it's kind of a panic button vs. sciz. This is the only "epic" set I used in WCOP so I felt like sharing it.


Keldeo is probably my most used Pokemon, I fooled around a lot with its 4th move during WCOP using a different one in each of my 3 games. Usually I would only use HP Electric but these ended up working to various degrees.

❤ mizu .///. (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Focus Blast

I used this vs. Omfuga and it did 99% to his Rotom-W turn 1, I was hoping I could nab the surprise kill but just got my keld weakened. Great for teams that are weak to Rotom and Tangrowth (hint: sand offense).

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

I used this vs. PDC where I almost caught his Mega-Lati on the switch but caught the Clef instead it did make him think I wasn't specs though which could've won me the game had I hit Hydro. Oh well I won anyway HAHA! Only use this if you are Mega-Slowbro/Lati weak otherwise it isn't that great. I handled Azu and Starmie well so I wasn't too concerned about losing HP Electric coverage and knew that PDC would probably bring a bulky mega anyway.

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

I want to preface this by saying I hate scarf keld but my team vs. TheEnder needed it (it was originally a band-tar voltturn team with Volcanion but I retooled it to fit mega sciz). I stole this 4th move from Omfuga and it's pretty cool, it wasn't revealed in my game but it is a nice panic button when there are +6 clefs or Mega-Slowbros staring you in the face. And honestly scarf HP Electric is stupid weak so why not just run this instead?
 

Alkov

plopping
is a Tutor Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnus
If anyone even wants bad team then here you go :>


Medicham (M) @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- Ice Punch
- Thunder Punch
- High Jump Kick

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Hydro Pump
- Volt Switch
- Thunder Wave
- Pain Split

Serperior (F) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 136 HP / 120 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Iron Tail

Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 244 Def / 12 Spe
Impish Nature
- Earthquake
- Fire Blast
- Dragon Tail
- Stealth Rock


The purpose is to just overload defensive cores with Medicham and Serperior and sweep with something late game. People tend to think their Slowbro or whatever water is safe against Medicham as I already have a Rotom-W and Serperior then get Thunder Punched in the face.

Gyarados-Mega (M) @ Gyaradosite
Ability: Intimidate
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Dragon Dance
- Ice Fang
- Waterfall
- Crunch

Talonflame (F)
Ability: Gale Wings
EVs: 248 HP / 116 Def / 144 SpD
Impish Nature
- Swords Dance
- Will-O-Wisp
- Acrobatics
- Roost

Tangrowth (F) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Knock Off
- Leaf Storm
- Hidden Power [Ice]

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Roost
- Draco Meteor
- Psyshock
- Hidden Power [Fire]

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Earthquake
- Rapid Spin

Tyranitar (F) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Thunder Wave
- Stealth Rock
- Pursuit
- Rock Slide


Really bad team stolen from Analytic that aims to weaken things with Excadrill and Talonflame and cripple things with that shit Tyranitar set before sweeping with Mega Gyarados.

Fun fact: I used Excadrill in all 3 games for R1. Plop
 
So for my first two opponents I ended up using teams built by my friends, but I can share this team I made for Geemick.

I wanted to build around beedrill because I noticed he was usually pretty weak to it. Magnezone is a great partner for it since magnezone can get rid of skarmory, ferrothorn etc. At first I was thinking of using a chople berry set but after finishing the rest of the team I realised specs would be better. These two form a strong volt -turn core, so I put in LO tornadus-t to abuse this, it has hp ice to lure landorus/gliscor for beedrill. The next 3 form a solid defensive backbone and also provide me with speed, hazards, and hazard control respectively.

Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Poison Jab
- U-turn
- Drill Run

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hurricane
- Hidden Power [Ice]
- Focus Blast
- Taunt

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

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

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

Replay: http://replay.pokemonshowdown.com/smogtours-ou-170797

Here's a team I built for Whitequeen but I decided against using it because I needed a lot of things to go my way if I wanted to beat stall (I thought there was a real possibility that Whitequeen would bring stall).

I decided on a core of stallbreaker mega alakazam + max attack kyurem with hp fire. These can beat most stall teams, but Whitequeen's team with doublade + mega altaria can still be surprisingly annoying to face which is why I decided not to use this team. The core is supported by spdef skarm + lando to provide hazards and amoonguss to provide some defensive support. It also features modest hp rock keldeo because I was very weak to zard y and this set can get a surprise KO on it provided it has a little prior damage.


Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Dazzling Gleam
- Knock Off

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 104 SpA / 152 Spe
Lonely Nature
- Dragon Claw
- Fusion Bolt
- Ice Beam
- Hidden Power [Fire]

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Defog
- Roost
- Iron Head
- Spikes

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpD / 30 Spe
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Rock]

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 240 HP / 136 Def / 112 SpD / 20 Spe
Calm Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Sludge Bomb

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
 
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast

Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Roost
- Dragon Dance
- Cotton Guard
- Facade

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 172 SpD / 88 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Taunt

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 208 Def / 44 SpD / 8 Spe
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Fire]

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 64 HP / 248 Atk / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- U-turn

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 172 Def / 76 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Will-O-Wisp
- Volt Switch

Vs balto

Heatran @ Leftovers
Ability: Flash Fire
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Earth Power
- Taunt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunder Wave
- Will-O-Wisp

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

Goodra @ Choice Specs
Ability: Sap Sipper
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Muddy Water
- Sludge Wave

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

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 240 HP / 52 Atk / 104 Def / 104 SpD / 8 Spe
Adamant Nature
- Bullet Punch
- Swords Dance
- Pursuit
- Roost

Vs welli0u

2 pretty subpar teams that I canned myself with but 1 has a goodra so if u lose u can say u were trolling
 
Here are some of the unique sets that either I personally used or my teammates used with my team/idea:



Garchomp (M) @ Life Orb
Ability: Rough Skin
EVs: 8 HP / 180 Atk / 68 SpA / 252 Spe
Naive Nature
- Outrage
- Draco Meteor

- Earthquake
- Fire Blast

This was used in my game vs -Snow. Unlike most offensive chomps, which usually have 1 dragon stab, I decided to forgo sd/sr and put dual dragon moves on this set. Draco is a helpful move vs the ever-common Lando-T and also allows me to hit hard without locking myself into outrage. Outrage itself is needed to power through AV tang, Chansey, Slowbro, Gliscor, and more. Additionally, you can lure some pokemon like Slowbro because they assume your strongest move after a draco is eq, while it actually is outrage. SR + Draco + Outrage kills any Slowbro Spread possible. The evs allow Garchomp to always 2hko standard 252/196 clef with eq, 8 hp for LO number, and the rest into draco power. This set really has no reliable switchins bar Cresselia (not used), already mega'd Slowbro, and Hippowdon (which is still forced to recover every time).



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

This is the set I made a few months ago, but it was first used in tours by Omfuga vs TheEnder this wcop. Most of the coverage options like icy wind and hp elec are really weak on scarf keld, while endeavor has a few really cool uses. It works best in scenarios where keldeo is burned, and on the turn keldeo is about to die, u just endeavor their suicune/clef switchin or whatever and then they're down to very low hp. This set works best alongisde a pursuit trapper to abuse a low HP slowbro/amoong. Scarf keld really can't break through a lot of pokemon so this set lets it do so in some situations.



Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Will-O-Wisp
- Protect
- Hyper Voice
- Focus Blast

The idea for this set actually came about when High Impulse said he wanted to try Protect Gardevoir in order to bypass the extremely high usage of pursuit, and it also has the added benefit of scouting scarfers like Jirachi/Lando. Then Leftiez and I realized that we really wanted wisp on this set, as otherwise skarm, rachi, and sciz would easily wall. Dropping Psyshock isn't a big deal because you can just wisp + hvoice the scarce poisons anyways. Being able to burn steels, avoid pursuit, and scout choiced mons all at once make this my favorite garde set atm by far. The game in which this was used really showcases the set well so I'll link that here: http://replay.pokemonshowdown.com/smogtours-ou-175030



Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Fake Out
- High Jump Kick
- Return
- Ice Beam

Ice Beam, for all intents and purposes, does the exact same thing as Ice Punch. However, there's one reason why you would want to use Ibeam over Ipunch: non-contact. When pokemon like helmet chomp/lando are pretty much the only targets for Ipunch, it's nice to avoid the 30-60% you would normally take for Ipunching these pokemon twice. Even contact aside, Ibeam is actually stronger vs lando:
> -1 252 Atk Mega Lopunny Ice Punch vs. 252 HP / 240+ Def Landorus-T: 180-212 (47.1 - 55.4%) -- 67.2% chance to 2HKO
> 12 SpA Mega Lopunny Ice Beam vs. 252 HP / 8 SpD Landorus-T: 196-232 (51.3 - 60.7%) -- guaranteed 2HKO
It's definitely weaker vs Glisc/Chomp but there's not much of a point being stronger vs chomp if you're going to take 60% anyways by hitting it twice. And even though it's weaker vs chomp, it still almost always 2hkos helmet after rocks. Basically, whenever I'm not Gliscor weak and would use Ice Punch normally, I just use Ice Beam instead. The game in which it was used by High Impulse actually showed its effectiveness by preventing the helmet/roughskin damage from Garchomp on turn 12: http://replay.pokemonshowdown.com/smogtours-ou-174629



Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk / 15 Spe
- Calm Mind
- Flamethrower
- Ice Beam

- Soft-Boiled

I don't remember how exactly it went down but Omfuga and I worked on his team vs PDC together and this clef set just fit perfectly. While it is seemingly walled by waters, this is not an issue in the slightest with the support of spikes + bandtar (his team had this). All OU water types are either spikes weak (literally all but rotom which can't kill you anyways), trapped by ttar (slowbro starmie), or cannot heal (keldeo volcanion azu). So, with this considered, we realized we could afford to run Flame + IB Clef. All of the pokemon that are immune to spikes, like Gliscor, Skarm, and Lando, are covered by this set, and you also have the normal benefits of hitting Ferrothorn, Excadrill, and Scizor. You also get to bluff Gliscors super hard once u reveal flamethrower (turn 13):
http://replay.pokemonshowdown.com/smogtours-ou-170539



Diggersby (M) @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Quick Attack
- Return
- Earthquake
- Fire Punch

Omfuga told me he wanted to use Diggersby and I like putting CB on everything (weavile) so this happened. It essentially does the same exact thing as normal digs sets except way better because it hits like a truck right off the bat:
> 252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 232+ Def Slowbro: 220-261 (55.8 - 66.2%) -- guaranteed 2HKO after Leftovers recovery
> 252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 144+ Def Hippowdon: 226-267 (53.8 - 63.5%) -- guaranteed 2HKO after Leftovers recovery
> 252+ Atk Choice Band Huge Power Diggersby Fire Punch vs. 252 HP / 252+ Def Skarmory: 180-214 (53.8 - 64%) -- guaranteed 2HKO after Leftovers recovery
> 252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 172 Def Clefable: 339-400 (86 - 101.5%) -- 12.5% chance to OHKO (lol)
I'll let the calcs speak for themselves but this set really appreciates voltturn support (the team it was used on had msciz, rotom, lando). Adamant nature is used to really just overpower everything and +speed really only lets u outspeed Heatran so it depends on the team.

I would still use a lot of these sets again and they were fun to use or see in action so I hope you all enjoy as well!
 
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Hi, I played adv in wcop but I mainly built teams in oras for my teammates, some friends I have on team greece, and some other people who asked me for help. Here are some teams I built:



Asuk4 insisted on using either volcanion or dual electrics vs carloo so I built this. It was originally specs volc but the team had a lot of trouble breaking past bulky waters (still does) so I figured haze toxic would work better. Clef is boltbeam cus carloo uses skarm+offensive check to beat clef. The team loses to serp so I dont think I will use it anymore

Replay: http://replay.pokemonshowdown.com/smogtours-ou-166837

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 232 HP / 176 Def / 100 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Flamethrower
- Toxic
- Haze

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

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Thunder Punch
- Pursuit

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

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Defog
- Recover

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Soft-Boiled




Built this for doughboy to use vs balto. Idea was just zam+weav with spikes since balto's zam answers were either jirachi or klefki. It was a rehash of a team I used in OST vs always which was zam/weav/amoonguss/heatran/rotom/latios and DeeJ later changed latios to scarfchomp.

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 60 Def / 196 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Spikes

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

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

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


kitchen flow (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Calm Mind

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

Deew (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 172 Def / 88 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Spore
- Stun Spore

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Heaterson (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 20 SpD / 240 Spe
Calm Nature
- Lava Plume
- Stone Edge
- Stealth Rock
- Taunt

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




Built this for starmaster cus his opp used a lot of balancy stuff that lost to offensive waters since his check was somethin like lati+ferro so i figured pursuit+either hp fire mana or volc would be nice. I actually built like 5 teams around the idea but this one was actually used by asuk4 in his game vs xray and star used a different version. the other teams had like diancie/weavile/manaphy etcetc

menis (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 216 SpD
Careful Nature
IVs: 0 Spe
- Bullet Punch
- U-turn
- Pursuit
- Roost

Johny Nash (Volcanion) @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Sludge Wave
- Hidden Power [Grass]

Landomus (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 248 Def / 12 Spe
Lax Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock

SPIN NINJUTSU (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Toxic

hele comes da pain (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Tomb
- Reflect

Winner's Circle (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Roost
- Metal Sound




c0mp asked if i could build some megabro teams and i said yea. i built like 4 different teams. they were all kinda offensive with this one being the fattest and also my least favorite but it won the game soo. pretty straightforward team i guess, its just 4 fat mons w a lati so mana doesnt auto win and a scarf lando

Slowbro-Mega (M) @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 124 Def / 116 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock
- Slack Off

Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- Will-O-Wisp
- Bulk Up
- Roost

Tangrowth (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Sleep Powder

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

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

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 232 Atk / 24 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion


this other version is p fun to use and prob my fav but i didnt know what to do w lando so the team can def be improved

Slowbro-Mega (M) @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 124 Def / 116 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Psyshock
- Slack Off

Tornadus-Therian @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Hidden Power [Ice]

Serperior @ Leftovers
Ability: Contrary
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Substitute
- Leech Seed

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

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

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




built this for asuk4 to play reiku. its pretty standard volturn w hera and serp is there cus reiku's serp answers are usually speed control, nothing direct. wish this team won since i really like it. mHera is super cool in general

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 120 HP / 152 Atk / 88 SpD / 148 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 132 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Taunt
- Toxic

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 244 HP / 124 Def / 140 Spe
Bold Nature
IVs: 0 Atk / 28 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


Some cool sets I used are:

Metal Sound Zapdos:


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Roost
- Metal Sound

The EVs can definitely be optimized but the premise was really not to lose to something like suicune while pressuring teams that use clefable as the electric check. the reason to use this over thundy is cus it brings defensive utility to the team while still having offensive presence. got the idea during oupl playing adv

Toxic Clefable:


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Toxic
- Soft-Boiled

The EVs arent specific for this set ofc, i just have bold cus the team its on wanted a cham answer. it helps beat things like unaware clef (unless some restalk shit which is actually p cool), curse quag, talon, cm bro, etcetc.

Fat mega hera:


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 120 HP / 152 Atk / 88 SpD / 148 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

urban actually first showed me this set during OUPL but the EVs are optimized to outpace rotoms while still being bulky enough so volt switches and random uturns dont break sub

Specs Hydreigon aka hoopa wannabe:


Hydreigon (M) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Flash Cannon

watch starmaster vs destiny device to see what this set does. special dark resists are hard to come by. its modest instead of timid cus modest pulse actually 2hkos everything that doesnt resist lol. timid pulse cant 2hko spdef talon or standard tran. i personally prefer timid to outpace neutral base 100s but it depends on the team i guess

Cofag:


Cofagrigus @ Spooky Plate
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Shadow Ball
- Trick Room
- Nasty Plot
- Hidden Power [Fighting]

deej and mattybrollic hyped this mon a lot and i see why. gengar is a dangerous mon on paper cus it has no real checks and cofag does a similar job by running thru offense with strong shadow balls and pressuring fatter teams with NP. its a cool mon with a lot of defensive utility as well.

I also used cool techs like toxic specs keld and scarf endeavour but those have been posted already

there are some other teams that i built which were and werent used (the Lopunny HO tadarinri used and a NP toge team i built for him to use vs ben gay). some other observations: dual electrics is really good but really hard to build around, gliscor is really good

anyway, had a lot of fun participating and looking forward to some great games in the finals
 
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-Tsunami-

Banned deucer.
is the 2nd Smogon Classic Winneris a Past SPL and WCoP Champion
I'm an Old Gens player, so unfortunately, I do not have that much innovation to share. However, I did use one really cool set vs xray that I did not get to show off.

Alice Carroll (Azumarill) (F) @ Power Herb
Ability: Huge Power
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Bounce
- Aqua Jet
- Play Rough
- Knock Off

Now, you may all think that this set is absolutely retarded. However, the team that I used was absolutely annihilated by Amoonguss, so I figured that it would be optimal to have an Amoonguss lure. Power Herb + Bounce accomplishes this feat beautifully, allowing Azumarill to lure and destroy any of these annoying mushrooms.

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 168+ Def Amoonguss: 127-150 (29.3 - 34.7%) -- 100% chance to 4HKO after Black Sludge recovery
252+ Atk Huge Power Azumarill Bounce vs. 252 HP / 168+ Def Amoonguss: 224-264 (51.8 - 61.1%) -- 94.1% chance to 2HKO after Black Sludge recovery

As you can see from the above calculations, Knock Off + Bounce has a solid change to KO Amoonguss after Stealth Rock, making it extremely useful. Now, I also thought that there was a high chance that xray would not use an Amoonguss. Because of this fact, I thought that Bounce would be superior to Natural Gift Fire since it can also hit Pokemon such eldeo on an overprediction for significant damage.

252+ Atk Huge Power Azumarill Bounce vs. 0 HP / 4 Def Keldeo: 246-290 (76.1 - 89.7%) -- guaranteed 2HKO

Bounce also has a ridiculous 30% chance to paralyze the foe, which goes hand-in-hand with Choice Scarf Jirachi's ability to flinch the opposition to death (it was paired with Azumarill on my team); Bounce gives me a way to paralyze threats that I need incapacitated for the future. For example, it can paralyze a Mega Venusaur on the switch, allowing Breloom to be much more a potent threat in the future.
 

PDC

street spirit fade out
is a Team Rater Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past WCoP Champion
hi! sadly, i went 0-4 and was perma-benched after round 2. i did however cook up some pretty cool sets during world cup.

i present to you:


Gyarados @ Expert Belt
Ability: Intimidate
EVs: 84 Atk / 252 SpA / 172 Spe
Mild Nature
- Fire Blast
- Crunch / Thunderbolt
- Iron Head
- Waterfall

so you may ask, what makes this set so special? it looks exactly like the typical ebelt gyarados set i see around, this isn't even a surprise!

the main difference he is iron head for clefable. while the previous incarnations of ebelt gyarados typically carry thunderbolt, this one carries iron head + crunch so that clefable and lati@s cannot annoy gyarados and wall it. tbolt + ihead is also an option if you wish to get the jump on other ebelt gyarados and keldeo.

but wait, there is more!

another option i have always enjoyed running is hidden power grass gyarados to completely shut down those pesky quagsires!

the reason ebelt gyarados does so well in this metagame is due to the over reliance on tangrowth / latios / ferro / amoong for water types. gyarados eliminates all of these rather swiftly, or at least doing 30%.
 
Tornadus-Therian (M) @ Wide Lens
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave / Taunt
- Knock Off
- U-turn

Let me preface by saying in most games in testing, I found that the best thing about tornadus is that nobody in the game carries flying resists. The best one is consistently rotom which just gets knocked and u-turned. So having a flying type is really awesome and a big advantage against many OU teams. Only issue is that hurricane is such a high-variance move. There are a few ways to combat this vacuum in the market for a good flying-STAB spamming mon. Mega pidgeot is one option, but it's bad because it's weak to SR with no regenerator, and it takes up a mega slot. Pinsir is another option but suffers from similar pitfalls. A lot of people lately, like ben gay for example, have resorted to itemless acro torn to fill the niche of a flying stab spammer, which is kinda cool but I have a better solution. hurricane is too good of a move to give up. It's like scald with its 30% chance, but it's even better due to torn's speed. if your opponent's team is slower than tornadus, you always have a win con by virtue of them simply not moving. moves like scald don't afford you this chance. so rather than give up on hurricane's benefits and go itemless acro, I simply dumped a wide lens on it and kept hurricane. this way i get the consistent damage that I want out of an acro spamming torn while maintaining the fisherman-esque qualities of your more traditional torn. in most other senses it functions similarly to an AV torn with a little bit less switching power. you don't need LO when you're hitting every hurricane since over the long run the 30% chance of confusion and your opponent losing a turn balances out and roughly equates to a 30% increase in power. this way, though, you have a more reliable hurricane and you don't take LO recoil so I think wide lens is a superior item to life orb.

the slash is more based on preference. when your opponent sees your damage output they will assume AV so you can surprise them with a taunt on their chansey and win the game. LO taunt torn's biggest weakness against stall is that if you taunt + attack then switch, stealth rock and LO recoil outdamage what you regain from regenerator, but without LO recoil taunt becomes much more effective as a stall killer since you can stay in longer rather than letting your opponent put you in positions where you have to choose between switching out or losing your torn. it's a really neat option if you hate bulky teams and don't mind the loss in coverage.

against quaggster, where I used this set, I ended up going with extra coverage because I didn't think he would go with stall, and as many of you know tornadus was the MVP that game. the extra security of knowing I would hit hurricane came in handy at several points in the game.
 

TDK

is a Community Leaderis a Tiering Contributoris a Contributor to Smogonis a Tournament Director Alumnusis a Site Staff Alumnusis a Super Moderator Alumnusis a Past WCoP Champion
OU & UU Leader

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 40 HP / 184 Atk / 32 SpA / 252 Spe
Naughty Nature
IVs: 30 Spe
- Gravity
- Earthquake
- Hidden Power [Ice]
- Knock Off

I played cosine180 in round one and the dude loves using Landorus-T and recently picked up a big interest in Rotom. Offensive Landorus is incredibly underrated as a Pokemon and this set in particular specializes in picking apart teams that rely on Landorus-T / Rotom-W / Skarmory as their Ground check. Landorus is so strong even Tangrowth and Slowbro can't switch in; HP Ice 2HKO's standard Tangrowth on the switch and Earthquake + Knock Off kills Slowbro thanks to Life Orb. Knock Off is used on this set over a Rock-type move as the ability to OHKO Latios on the switchin without needing Gravity is pretty important should you reveal Gravity earlier in the game; they're likely to assume your set can't immediately OHKO a Latios nor would it have U-turn. The biggest thing with this set is that you're going to need to be well equipped vs Charizard X without using a Landorus-T and you will also need an actual Ground resist or a Mega Slowbro, so opposing Grounds don't become too big of an issue. Another bonus is this set allows you to have the potential to clean late game with a Scarfed Ground or use a 'Mon with generally inaccurate moves without fear of missing while Gravity is up.


Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog / Recover
- Trick

I've been probably the biggest Scarf Latios advocate in the last few months. I thought about using it on a team after ben gay showed me some stuff with it and I figured I'd legitimately give it a try. The defensive synergy this brings to some standard bulky offense teams is amazing; Keldeo check, a scarfer that actually revenges Mega Charizard X, and is able to nab a few lures. Stuff like Heatran, Clefable, and Chansey are all switched into Latios fearlessly and all get crippled by a Trick, allowing certain Pokemon to have an easier time cleaning up later in the game. Latios is also able to lure really fast Pokemon into a false sense of comfort, like Weavile, Scarf Landorus-T, and a weakened Tornadus-T all could potentially get lured in by Scarf Latios. While Scarf Latios is so much worse than standard Life Orb, speed is so crucial in ORAS and it's the fastest viable scarfer while also having some pretty nice reasoning to use.


Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Focus Blast
- Hyper Voice

I originally used this set in Smogon Tour playoffs vs Shoka. It's a set I used a little bit prior but it's definitely my favorite Gardevoir set. The biggest reason to use Gardevoir over Diancie is because Gardevoir is capable of breaking past a lot of super common Diancie answers, stuff like Gliscor, Clefable, Slowking, etc, all lose to Gardevoir, and this set in particular doesn't rely on Focus Blast hitting vs Heatran which is a huge beneficial factor. bro fist used this to success vs reiku, who was incredibly weak to Gardevoir. This game in particular focuses on the reasoning to use Gardevoir over Diancie, as Gastrodon is one of the best Diancie counters and it's nothing more than set up fodder vs Gardevoir.

Shoutouts to Nedor for showing me the power of CB Crawdaunt and to ben gay for innovating Sub DD Nite. You both rule :toast:
 
Well now that the set was finally used in wcop (I never got to use it myself but I shared the idea with a few friends on Germany and they put it to good use):


Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Knock Off
- Toxic

Essentially what this set does is toxic stall everything until eq/knock range. You really poison every OU pokemon bar Clefable (knock + eq 2hkos or has a good shot to), Amoong (same), or you just EQ all the steels that are immune to toxic. Scizor and Skarmory, however, are not eq weak and thus require magnezone support usually, but otherwise lando-t does pretty much everything on its own. You can sub on other lando-t quite easily, a protect diancie, and much more because increasing toxic damage forces many switches. This set also has the unique ability to really shut down rotom because it's forced to hit like 5 pumps in a row while taking toxic damage + a knock.

http://replay.pokemonshowdown.com/smogtours-ou-177651 (cosine180 uses it)
http://replay.pokemonshowdown.com/smogtours-ou-183813 (Quaggster uses it)
 
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Nedor

thiccc
hey. this was my first wcop / major tournament in general & despite my poor results, i still felt sharing some of my ideas would be dope, even if some weren't used in my matches.
......


starmie @ life orb | analytic
timid nature | 252 spatk / 4 spdef / 252 speed
hydro pump | psychic / psyshock | ice beam | hp fire / thunderbolt

basically 4 attacks lo mie. my thought process was that this mon is incredibly annoying to switch into with its pretty solid coverage that can be taken multiple routes, but is often danced around by those slower sand balances until its in range of something faster (whatever the situation may be). typically, starmie lacks the last attack to really put dents into the opponent to help aid in a sweeper cleaning up or just helping your end-game goal. analytic is a blessing this mon has, sniping stuff like standard mixdef clefable with a 2hko, just proving to be a nuisance to not only bulkier teams, but trouble more offensive teams as well. hydro is a mandatory slot. psychic being capable of 2hkoing standard rotom-w is beautiful, but psyshock can be used for higher damage output on stuff like av torn-t (mie's main switchin aside from like chansey). ice beam i'm also keeping as a mandatory slot as nailing stuff like latis is incredibly useful, you also aren't forced to risk hydro's unreliable accuracy against some mons. last slot is sorta team dependent, i do enjoy hp fire for catching unsuspecting ferrothorn as well as bulky m-scizor which is extremely common right now. if the team has consistent & reliable ways of managing hp fire targets, tbolt can be used for better damage output on stuff like azumarill, slowbro, & manaphy, but again, its team dependent. this set is obviously used as a breaker on teams that benefit from what it provides as well as builds that don't necessarily require hazard removal. other options include specs trick which is a bw thing, you can try it if you'd like but i think the ability to switch up moves is nice.
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crawdaunt @ choice band | adaptability
jolly / adamant nature | 252 atk / 4 def / 252 speed
knock off | crunch | crabhammer | aqua jet

choice banded crawdaunt is a fucking savage. i originally used it in oupl against improbable (replay shown), & aside from some stuff that i'll get into later, i mainly used it as opposed to its most common set (sd lorb) cause it doesn't get worn down as quickly by recoil + hazards etc. i cannot stress how strong this thing is immediately; i used it alongside bulky sd uturn m-scizor to not only allow for some free switches on stuff like heatran, landorus-t, etc but also have fantastic synergy with each other offensively with the omnipresent keldeo easily getting put in range of +2 bp, as an example. firing off attacks are pretty risk-free due to the extremely limited amount of switchins this thing already has, with banded crunch dismantling its only real "defensive counter" in m-venusaur & just dealing harder damage to megas as opposed to knock off in some situations. this set is a little bit more prediction reliant than its counterpart as its not capable of switching up moves, but as i said, firing off any attack is pretty much risk-free. i had to slash jolly first cause people are pussies & rotom-w exists, but adamant can be used on teams that can afford it cause the difference in roles against stuff like keldeo, amoonguss, tangrowth is noticeable. fun shit, use it.
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garchomp @ salac berry | rough skin
jolly nature | 252 atk / 4 def / 252 speed
swords dance | endure | dragon claw | earthquake

this is a set featured in my recent rmt, also used it in my first game against mencemeat. its a pretty cool set & i decided to use it b.c most of his recent builds get pressured by sd chomp, whether that is as an early game breaker or just cleaning up a match, thus this set alongside some support had a very good matchup (this was definitely the case even with skarmory as i had multiple lures for it, he just did an excellent job with subcm raikou). again, i'm a fan of pretty much every offensive garchomp set, be it lo draco (chainchomp), abr's set somewhere above, sd stabs fire fang, etc as it pressures so many teams, even those lando-t / clef type builds get annoyed due to its strong attacks with the right spread. if you wanna know more about the set, feel free to read the section on it in my rmt.
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clefable @ leftovers | magic guard
bold / calm nature | 252 hp / 252 def / 4 spdef OR 252 hp / 172 def / 84 spdef
calm mind | thunderbolt / thunder wave | ice beam / moonblast | softboiled

i'll be covering two clefable sets cause there's no real point in doing it in two sections: cm boltbeam clefable as well as cm bold clefable. starting with the former, i've really grown to love this set b.c it beats through a large majority of its regular checks that can take advantage of it; stuff like spdef skarmory, talonflame, amoonguss, gliscor, heatran, lando-t variants, etc just get lured in by one of its coverage moves, enabling either itself to win, or a teammate such as sd garchomp (an idea i used vs mencemeat), which is incredible. i know i'm not the first person to use it but i just think its a really dope set that can be a good fit on a lot of teams. as for cm bold natured clefable, it is a set that i've built a lot of teams with & it is just very effective. its capable of taking on trends like non-zen headbutt m-medicham (avoids 2hko from hjk), adamant m-heracross' rock blast, & just matches up against a ton of physical threats much more efficiently. the lost spdef investment obviously has to be made up for with other members now managing what its not capable of, meaning it fits on a handful of teams, but is proficient at what it does nonetheless. keep in mind that cm bold can be used with either standard twave, boltbeam, or anything else your team may require.
......


mega latias @ latiasite | levitate
timid nature | 240 hp / 16 spdef / 252 speed
calm mind | reflect type | stored power | roost

just prefacing this by saying my good friend on ps / smogon paper dreams introduced & inspired me to use this set as well as that this set is optimal alongside tspikes (i'll get into this later). mega latias is a mon that does get taken advantage of relatively easily by common stuff in the tier; clefable, band ttar, m-scizor, ferrothorn, you get the drift. these days, i'd only ever use a reflect type variant cause less stuff exploits it, but this set takes that to a different level. once you're capable of getting up 1-2 layers of tspikes depending on the matchup & what the situation is, you simply find an opportunity to reflect type stuff like clefable, darks (weavile, ttar), etc & really just use them as setup fodder (scouting coverage moves will obviously be beneficial so you're win con isn't cut short) to win. it's a really underrated set that i wanted to use in wcop but never got a chance to. f.y.i the only tspikers i'd use with this are cofagrigus & tentacruel to an extent.

a few other latias sets i've experimented with include hp fire to avoid being spikes fodder for ferrothorn, as well as setup fodder for scizor & bisharp (can be used alongside something such as lo alakazam). cm surf is something i haven't used much, but have seen it been used to success.
......

i might post the teams i finalized for each of my games this wcop, but for now this is all i'm posting. there were other stuff like life orb landorus-t that i used & caught my opponent off-guard with a smart early game play on my part, shuca empoleon that i experimented with, subcm m-gardevoir which is gaining some popularity, cm toxic suicune which was one of my ideas for a volcanion / slowbro weak build, & a few others i'll reveal at a later date :p

i just wanna say that despite my poor results, i thank everyone on team canada for putting their trust in me with battling / builds, this was an extremely enjoyable experience for me & it was unfortunately cut short after some of my teammates did incredibly to almost clutch playoffs. thanks for picking me up & noticing something in me, i'm looking forward to destroying next year n_n

shoutouts east for portraying consistency, you guys deserved it.
 

Cobalion @ Leftovers
Ability: Justified
EVs: 24 HP / 224 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Flash Cannon
- Substitute
- Calm Mind

The idea for this set was originally given to me before world cup by Obliviate to take advantage of the rise of dark types/MZor, and also defensive grasses like amoonguss and tangrowth. Cobalion's typing and bulk give it some unique advantages over keldeo, most notably allowing it to abuse defensive grasses as set-up fodder, also beating rotom 1v1 usually (focus miss *_*), being able to threaten fairies like gardevoir, diancie, and even clefable, and also sporting a really good defensive stat to go alongside CM boosting. It took me a while to build a team with this but when I finally got a squad that clicked and really made good use of cobalion by both supporting it and also being supported by it, I knew I wanted to use it. This thing almost 6-0'd stall too, but then I messed up vs quagsire D: (also at the time, I had invested more into hp and so the rolls weren't as much in my favor). The given evs allow you to keep your sub 100% from a rotom's volt switch at +1, and the rest is poured into satk and speed. This cobalion set is usually surprising to the opponent, so timing its reveal of moves can contribute to its ability to clean sweep teams or not.

My team with this set (Cobalion / Tyranitar / Rotom-W / Amoonguss / Lando-T / Alakazam) was designed to support cobalion in a few ways. Tyranitar is essential imo, as trapping lati's and fat psychics is very helpful for cobalion, and it also pressures zards and talonflame. Rotom-W's defensive utility meshes very well with the two, and its ability to pressure in and volt switch out lati's so they can be trapped early is great. You can also lure in defensive grasses for coba to set-up on, or burn them and then volt to guss if it isn't the right time yet (this also helps with eq tang and such). Amoonguss's defensive typing is stellar with the team as it provides a reliable defensive answer to a lot of fairies (like clefable, azu, diancie, and even tanking psyshock from mgard to spore it, since cobalion needs a little chip + a cm to ko it). This gives cobalion a lot of breathing room and spore also offers set-up opportunities. Scarf Lando provides a necessary element of speed, a secondary ground immune, and in general is great with intimidate, u-turn, and a strong offensive presence. CM Megazam offers a faster and stronger sweeper/cleaner to pair with cobalion, and also gives the team another outlet to combat opposing spikes with magic guard. What I really enjoy about this team is that I wouldn't replace cobalion with another member because I think cobalion is one of the best fits with the other 5. The closest thing I would consider is heatran, but cobalion offers speed and sweping potential, and its typing gels better with the team to take on threats like kyurem or weavile.

Overall i'm extremely happy with this set (physical cobalion is bad btw, but you can make use of its other utilities like rocks, volt switch, and/or hp ice) and the team I made with it, so I thought it would be worthwhile sharing with you guys, despite the fact that its a pretty niche set/mon. Enjoy! :D
 
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