Let me clarify this for you bro..., it has nothing to do with IP you just asked late. By the time you asked the shop was closed :) hope it helpedi know. i requested a different core than he did. is that not allowed?
Let me clarify this for you bro..., it has nothing to do with IP you just asked late. By the time you asked the shop was closed :) hope it helpedi know. i requested a different core than he did. is that not allowed?
No it's fine it's just not built yet. Guys please be a bit patient there was a good like 30 or more requests being built.i know. i requested a different core than he did. is that not allowed?
Reverend
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Medicham and Volc are some of the underrated 'mons in ORAS and you putting them into a core is p damn cool so props. Now with the team, Garchomp was the best fit after I tested a bunch of rockers in its place. The contact damage it provided + its bulk let it cover so many threats in one slot, so it was too good to pass up. Because Volc needed SR off the field and I rly did not want Defog, I opted for offensive Starmie cause nothing wants to spin block it. Next mon I added was the infamous Scolipede. It looks like it may want to pass boosts to Medicham or set up T spikes but in actuality, it's a lure. It baits in and eliminates Talonflame with the help of Coba Berry and is capable of taking out Heatran, two problems for Volcarona. It's a kill 2 birds with 1 stone kinda thing. Decided to use Protect on it so it could rk Mega Gyarados, M-Alakazam, Mega Altaria (if you run P Jab) and others so its utility wouldn't just be in luring Volc checks. Skarmory was a last minute addition to check M-Diancie and Whirlwind out troubling boosters as well as set up spikes. It was originally Klefki but having no ground immunity in a tier where Landorus runs rampant = rofl. Feel free to experiment other moves on Medicham; Fake Out is there to get off chip damage, guarantee the m-evo and break sashes while Ice Punch hits Lando-T, a common-ish switch in to Cham. I decided against using BP on Medi but looking at it, it could work in gaining you momentum or forcing in checks to w/e you Bp into. Skarmory can also be customized so don't hesitate to mix it up (run counter, taunt, etc etc).Wii Fit Trainer (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Fake Out / Baton Pass
- Ice Punch / Thunder Punch
Mothra (Volcarona) @ Passho Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure / Toxic
Scolipede @ Coba Berry
Ability: Speed Boost
EVs: 72 HP / 196 Atk / 240 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Megahorn / Poison Jab
- Protect
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Whirlwind
- Roost
- Iron Head
Enjoy~
oh. they closed on pg 18, and i requested on page 17.Let me clarify this for you bro..., it has nothing to do with IP you just asked late. By the time you asked the shop was closed :) hope it helped
501 post :] I broke 500 barrier.
DarkNostalgia
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Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Stone Edge
- Earth Power
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Shadow Ball
- Scald
- Hidden Power [Fire]
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Spikes
- Roost
- Iron Head
- Whirlwind
Altaria @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 HP / 76 Def / 180 Spe
Impish Nature
- Dragon Dance
- Frustration
- Refresh
- Roost
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Toxic
{snip}
Quick question, are you using Refresh over Heal Bell for the extra PP (32 instead of 8)? Because otherwise, I'd tend to pick Heal Bell to cure the whole team instead.
ty so much for the team. i like it a lot.Brayne Wady
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sup man. here are the the two 'mons you requested, but i switched life orb to choice scarf diggersby because it is so much better on this kind of teams. diggersby plays as a surprise attacker early game, and once you reveal scarf, you can just spam u-turn and bring in mega gardevoir which is essentially equals a free kill. most of gardevoir's checks are grounded anyways, so bunny's earthquake forces them out and allows you to spam hyper voice again. keldeo is the secondary recipient of diggersby's momentum, and forces out hippowdon and landorus-t which will want to come in. keldeo has hidden power bug because celebi can be annoying to gardevoir, so it is a surprise lure. keldeo also allows easy double switches to mega gardevoir when latios is present on your opponent's team, so mega gardevoir can exercise its ability to kill. choice scarf diggersby can clean late-game with either of its stabs after these two punch holes. garchomp plugs in your weakness to physical attackers such as mega metagross and lopunny while specially defensive skarmory deals with mega diancie, landorus, etc.... by creating a double hazard stacking core, diggersby often puts your opponent in the checkmate position when hazards are up. gardevoir and keldeo (bar latis which you use double switches to take advantage of) are all grounded so spikes turn them in to liabilities. phazing with both hazard 'mons should be done to allow diggersby or keldeo to clean. latias finishes off the team for checking offensive water- and electric-types. it can use healing wish to allow gardevoir, keldeo, or diggersby to come back at full force. latios is an option because it hits manaphy a lot harder off the bat, but healing wish and bulk is more important considering how electric- and water- spam weak this team can be without it. one of the teams i feel good about ^_^Gardevoir @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Diggersby @ Choice Scarf
Ability: Huge Power
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Return
- Facade
- U-turn
Keldeo @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Bug]
Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Healing Wish
Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Stealth Rock
- Endure
BlazingFlareon
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wassup nigga! i really liked the idea of your core and i had fun building with it :] mega heracross was a great partner because it broke holes in the defense for landorus-t to take advantage of. latios was added to take on keldeo, mega charizard y, and landorus along with rotom-w. speaking of rotom-w, it brings a secondary water resist and a bird spam check. its access to volt switch could get mega heracross in safely too. powerful physical attackers were annoying, so i added garchomp which lures in ferrothorn with fire blast, sets up rocks, and lets mega metagross and mega lopunny from getting out of hand. latios could fire draco meteor on this team, so pursuit bisharp was added, so it not only switches in, but removes it preventing mega heracross from being revenge killed. i ended up using assault vest because serperior and mega diancie had a field day. it tanks an earth power with ease from the former and can take leaf storm + hidden power fire from the latter. assault vest metagross was used over bisharp in the first draft of this, but ghost- and dark-spam was too problematic. also, i tweaked the landorus-t set a bit because i never found myself using it until late-game and it lacked power at times because its utility overlaps with garchomp. instead of running double dance, i ran rock polish + 3 attack with life orb which was easier to sweep and came with only benefits. you can go back to traditional double dance @ earth plate, but i find using standard stuff boring haha. explosion can be used over knock off which can be clutch against bulkier teams, but heracross usually has a field day against these arechetypes. also the best part is this team is mostly blue, hope you like the squad frenHeracross @ Heracronite
Ability: Guts
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off / Explosion
- Rock Polish
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Bisharp @ Assault Vest
Ability: Defiant
Shiny: Yes
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
shoutouts for helping test these - AM Clone PhobiaBB
Yeah when shop opens back up that is the idea.Hello, Team Building Shop redux crews. May I ask a question? Will you guys accept new request again once you've done with the rest of the old requests?
BlazingFlareon
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wassup nigga! i really liked the idea of your core and i had fun building with it :] mega heracross was a great partner because it broke holes in the defense for landorus-t to take advantage of. latios was added to take on keldeo, mega charizard y, and landorus along with rotom-w. speaking of rotom-w, it brings a secondary water resist and a bird spam check. its access to volt switch could get mega heracross in safely too. powerful physical attackers were annoying, so i added garchomp which lures in ferrothorn with fire blast, sets up rocks, and lets mega metagross and mega lopunny from getting out of hand. latios could fire draco meteor on this team, so pursuit bisharp was added, so it not only switches in, but removes it preventing mega heracross from being revenge killed. i ended up using assault vest because serperior and mega diancie had a field day. it tanks an earth power with ease from the former and can take leaf storm + hidden power fire from the latter. assault vest metagross was used over bisharp in the first draft of this, but ghost- and dark-spam was too problematic. also, i tweaked the landorus-t set a bit because i never found myself using it until late-game and it lacked power at times because its utility overlaps with garchomp. instead of running double dance, i ran rock polish + 3 attack with life orb which was easier to sweep and came with only benefits. you can go back to traditional double dance @ earth plate, but i find using standard stuff boring haha. explosion can be used over knock off which can be clutch against bulkier teams, but heracross usually has a field day against these arechetypes. also the best part is this team is mostly blue, hope you like the squad frenHeracross @ Heracronite
Ability: Guts
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off / Explosion
- Rock Polish
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Bisharp @ Assault Vest
Ability: Defiant
Shiny: Yes
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit![]()
it takes on keldeo better which is nice because pursuit + keldeo cores can get out of hand while taking a draco meteor from latios since bisharp is your only switch in and it can be unreliable at times.Thanks so much for building this, tbh i must've had a brainfart or something because Lati was an obvious fit there lol. Mind explaining the SpDef evs on rotom?
sorry, i didn't save them. it doesn't needs to be demostrated anyways because u-turn takes zero skill :]ty so much for the team. i like it a lot.
by any chance do u still have the replays for testing the gardevoir+diggersby core?
Will someone notify me when I can post a core? Thanks.
Hey, I just wanted to say something about this team. I used a very similar one in OST (here), with the main difference being Calm Mind Slowbro, which I think has some important benefits over Mew on this build. Just saying, I'm not claiming you stole it or anything. That's silly and it's super easy to build similar teams in ORAS anyway! Mew is definitely a cool choice on the team with its ability to annoy many kinds of teams, stall break, and flat out "sit" on some teams, but I wanted to throw in some reasons for Slowbro to be considered over its place for people interested in giving TheEnder's team a go, namely:ZaChAttAcK101
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Ok, I started out building around the initial core of All-Out-Attacker Lopunny + Tank Garchomp + SpD Jirachi, but I felt like having Jirachi without it being a Stealth Rock setter was kind of redundant. Therefore I chose to use SpD Skarmory over Jirachi, which adds Spikes to the team, without loosing too much of the bulk Jirachi offered. Anyways, the core really struggled against Gengar, Keldeo, and Electric-types in general, so I added Assault Vest Raikou. While being relatively weak on the offensive side, it offers great utility versus offensive teams, and being able to force out Gengar is invaluable to the team. As it stood, the team didn't have any glaring weaknesses. I could either take it fully offensive, but I felt like those teams were kind of common and not that interesting. Thus, I chose to add some anti-metagame Stallbreakers: Mew and Knock Off Clefable. With Heatran becoming more and more uncommon, it is once again Mew's time to shine, like it did at the end of the XY metagame. Knock Off Clefable, on the other hand, cripples Chansey, Gliscor, Dragalge, and Heatran on the switch-in, allowing it to get rid of its own counters. Overall the team is solid, and it handles most offensive threats well. Lopunny + Mew + Clefable also do a great job at breaking bulkier cores with hazard support from Garchomp and Skarmory.Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 204 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Roost
- Psychic
- Will-O-Wisp
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Power-Up Punch
- Return
- High Jump Kick
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 12 Def / 224 SpD / 24 Spe
Impish Nature
- Spikes
- Taunt
- Roost
- Iron Head
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 80 SpD / 4 Spe
Calm Nature
- Calm Mind
- Knock Off
- Moonblast
- Soft-Boiled
Hey AM (not tagging since I know it's annoying), anyways, I have been testing this team for a while, and I found out that both landorus-incarnate (especially the rock polish version) and belly drum azumarill are a bit troublesome for the team, your only ground resist does not have hp ice, and charizard cannot hope to stay un-evolved for the entire match, meaning that everytime Landorus comes in, you'll sacrifice something in order to revenge kill it with Starmie or Azumarill if he rock polish'd, belly azu is also problematic, it can set up on non-boosted charizard, hippowdon, or azumarill locked on everything but play rough (see, how fun would it be a core of landorus+belly drum azuma), I'm trying Offensive Thunderbolt Latios over Starmie (Azumarill has some chances to resist Starmie's thunderbolt) in order to gain another ground immunity, one who can also kill Landorus with Draco Meteor and giving 17 speed evs on Ferrothorn, while they might seem strange, it allows you to outspeed jolly belly drum azumarill after paralysis from Thundurus and ohko it back with Power Whip, if Latios/Starmie took enough damage to enter the aqua jet's ohko range.GeeMick
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Pretty basic team that I was actually in the middle of working for a bit in the hopes to utilize Thundurus + Char-X since teams do a terrible job preparing for them these days it seems. Goal of the team is pretty straight forward I would think, set hazards, use Thundurus, Char-X, or Azumarill as the win cons depending on the position you're in and try not to get outplayed I guess haha. Anyways it's the basic 3 attack Zard didn't do anything particular fancy with the EV spread for the sake of outrunning stuff like Scarf Kyurem-B after a Dragon Dance. Nasty Plot Thundurus paired up with DDance Zard to break past walls with Grass Knot to handle fat grounds like Hippowdon easily. Band Azumarill cause I can probably look at teams these days and see that 80% of them hate switching into Azumarill, ironically this one doesn't either ;-; Hippowdon cause it's awesome while checking stuff like offensive TFlame variants and Bisharp for the team along with setting rocks and being part of that defensive backbone with Ferrothorn. Ferrothorn so you're not so Fairy weak and went ahead and used the spread arch had on the team he posted cause I sort of needed that hahaha. Running Spikes on it to let the offensive backbone clean up and net KOs much more easily than they would with just rocks, Shed Shell cause Gothitelle and trappers in general. Starmie set is just one I've been using for a while which is just a mix of offensive and defensive so you have a status absorber but something not so weak in power.Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Iron Tail / Dragon Claw / Roost
- Dragon Dance
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Nasty Plot
- Thunder Wave
Azumarill @ Choice Band
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Play Rough
- Superpower
- Aqua Jet
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Slack Off
- Stealth Rock
Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Thunderbolt
- Recover
- Rapid Spin
Defensive Starm > Offensive Starm, another one of the millionth Thundurus variants > the current one, Lefties Ferro > Shed Shell if you're feeling ballsy about trappers, Crunch Hippo > Stone Edge Hippo for Lati twins and Gengar all in one package are some changes you can try out. Theoretically you can run a fatter Zard-X spread or Adamant cause the logic of outpacing Scarf Lando-T is slowly becoming less and less relevant as time goes on. If there's any justification for Zard-X to run Jolly these days it's more than likely for more speed to outrun Kyurem-B as it does now or speed ties with stuff like M-Gardevoir so just a thought. Hazards alleviate the slight Keldeo issue and also pray you don't end up fighting bulky Glare Zygarde since I learned the hard way Fire / Ground coverage Zard-X variants just lose to it. Then again you can be cool and blame match-up if something goes wrong like everyone else does n_n. Anyways enjoy.
I Want Mega Blissey
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Before I get into this, I just want to mention that this team was built from start to finish with Nedor and FookMi? . This made for a fun build + thanks for the help guys ^.^Azelf @ Focus Sash
Ability: Levitate
EVs: 196 Atk / 60 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Fire Blast
- Taunt
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Hidden Power [Fire]
- Flash Cannon
- Psychic
Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Crunch
- Earthquake
- Dragon Dance
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Volt Switch
- Hidden Power [Ice]
Wobbuffet @ Custap Berry
Ability: Shadow Tag
EVs: 28 HP / 248 Def / 232 SpD
Bold Nature
IVs: 0 Atk
- Destiny Bond
- Encore
- Counter
- Mirror Coat
First, in your original core we changed Substitute to HP Fire, Leftovers to Expert Belt, and Psyshock to Psychic on Jirachi. TBH, Jirachi isn't the best CM user; it doesn't have enough power, it doesn't have the best speed, Psychic + Steel isn't the best coverage, and a CM set doesn't really take advantage of Serene Grace. It isn't bad by any means, but there are just some issues with it. To fix those issues, we decided that running HP Fire for coverage and Expert Belt for more power would be nice. After this, we decided on Mega Gyarados to help Rachi and Keld with fat Psychics (slows, latis, reun, etc.) mainly. Fairly standard set here... Waterfall + Crunch are STABS, EQ for coverage, and DDance to boost. With three boosting Pokemon on the team, we decided that Wobbuffet was a must. Wobbu allows these three to set up their CMs/DDance via Encore, and it's able to get rid of some threats to the team. Thundurus was added to alleviate Birdspam, to provide a non-suicide lead taunter to help stop hazard stack (mainly), and to provide Thunder Wave support. As I said before, Jirachi isn't the fastest, but it isn't the slowest. Nonetheless, Thundy spreading para makes shit a lot easier for Rachi and the team in general. Finally, Azelf is just the standard suicide lead here; it provides SR, Fire Blast for Ferro, Taunt for opposing leads, and Explosion for momentum.
This team struggles with speedy Electrics that carry Volt Switch (Mega Manectric, Raikou, Volt Switch Thundurus). Keld behind a sub, and Gyara after boosting can help, but that can be said about most threats... Wobbuffet is (oddly) able to pressure teams that carry these Pokemon; by Volt Switching out against Wobbu, your opponent is gonna have to bring in something to take the Mirror coat, and they risk knocking Wob down to Custap range. Ferro is a bit annoying, but you do have HP Fire Rachi and Fire Blast Azelf.
Rotom-W can also be fairly annoying (main reason AM suggested changing Psyshock to Psychic on Rachi, thanks for the help ^.^). We built this team like a week and a half ago, so sorry that I'm kinda foggy on the threats :/ been busy lately.
Hope you enjoy this team! It was a very fun and interesting build for sure. If you have any questions about the team/need help with it, feel free to PM me on here or on PS!.
Thanks for the team man. A few days after I requested the core, I built my own team and I realized that CM rachi is not really that good of a counter to fairies, and I wanted to have a CM user that could handle fairies well, I bid goodbye to my fave mon and ended up building another team without the core. I don't have a stable internet connection anymore so I don't know if I can test the team soon, but it is a really nice team. I've never thought of using wobbuffet on a team with multiple setup mons so that's one lesson I've learned
from this. I'm really grateful that the team structure also taught me some things on teambuilding.
Also, Since rachi ain't really doing good against the fairies I wanted her to face (clef has flamethrower, azu has knock off and water moves, MAltaria has EQ/Fire Blast), is it okay to change rachi to another CM user without changing the overall team structure? I'm thinking of Reuniclus, having a chance of winning the CM war against clef and also does good against bulky psychics with shadow ball.