Project Teambuilding Workshop v2 (Closed) [READ OP and Post #553]

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Hi, I was hoping someone could built around this core:
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Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Return
- Earthquake
- Roost
- Dragon Dance

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 Spe / 252 SpA / 4 Def
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

The core mainly revolves around MAlts+Magneton, which work realy well together since Mag can take care of things like Talon and Weavile which threaten Altaria, while also trapping Steel types that wall it. Offensive Lando-T is mostly used to set up rocks and also form a VoltTurn core with Magneton while not losing offensive presence, and it's also able to 2HKO Mega Venu thinking it's defensive Lando after rocks and some prior damage. Sets can be changed of course, like using defensive Lando. As for playstyles, I would personally love an offensive team, but of course it's up to you. But anyways, take your time and thanks in advance :]
 
Liem sorry for the wait. to make up for it I got 2 teams for you in here :)
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wobbuffet.png
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on sight (Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Dazzling Gleam
- Explosion

black skinhead (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

new slaves (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Swords Dance

hold my liquor (Manectric) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

guilt trip (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

bound2 (Wobbuffet) @ Custap Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
- Destiny Bond
- Encore
- Counter
- Mirror Coat
Okay so this is the main team for your request, and what I did here was kinda revive, tweak, and update a team i made about a month ago. This is mostly based around a core of Weavile (or any other frail setup sweeper) + Manectric + Wobbuffet, which is something I really like for HO. Mane can lower a threat's attack with Intimidate and hit them + switch into Wob with Volt Switch, making Wobbu's job a whole lot easier. In return, Wobbuffet allows shit to set up; this is the basic premise of Wobboffense of course :p. Anyways, onto the team. Bisharp has nice offensive synergy with Weavile by forming a "Darkspam" core. This + both carrying SD allows them to suffocate and overwhelm the opponent. If you'd like, you can run Pursuit on Bisharp/Weavile to better help with Latis (mainly), or you could run Low Kick on Weavile for better coverage. However, I'd definitely keep SD on one of the two. Dragonite was a solid choice because it abuses Wobbu, handles lots of common counters to Bish/Weavile with EQ/Fire Punch (you can run Fire Punch > EQ if needed), it can switch into lots of stuff thanks to Multiscale, and it can absorb a burn in emergency situations thanks to Lum Berry. On the topic of DDance + Wobbu: if you use Wobbu properly and get a Dragon Dance up, you can handle lots of stuff that this team normally doesn't like such as Char-X, Mega Lopunny, and Keldeo. Like I mentioned earlier, Wobbuffet works really nicely with frail setup sweepers, and it appreciates being brought in by Manectric, so it was a pretty solid choice for this team. I really like Wobbuffet/Wobboffense, so I'm pretty biased, but Wobbuffet makes it really easy for Dnite/Weav/Bish to set up, and it eliminates threats with Counter/Mirror Coat/Custap + DBond. Finally, Azelf for suicide lead. Dazzle is for non-specially defensive/invested Mega Sableyes, Explosion puts a dent in something + carries momentum, SR is SR, Taunt is for opposing leads. If you struggle with opposing HO teams, you can run Aerodactyl > Azelf; it outspeeds other leads, but it lacks the coverage Azelf has.

The main threats to this team are Charizard-X, Keldeo, and Mega Lopunny. Wobbu + Manectric's Intimidate definitely alleviate Zard, but it's still a problem for sure. Specs/Ebelt/Mystic Water Keldeo sets aren't much of a problem considering you have Manectric here. CM Keld can be problematic, but you can catch it with Wobbu (leading into setting up with Dragonite). The main annoying Keld set is Scarf, which really relies on being taken care of by Wobbu. Finally, Mega Lopunny is handled decently by Manec + Wobbuffet + boosted Dnite, but it can be problematic if you slip up of course. The thing that really bugs me about this team is that Keldeo weakness, but whenever I tried changing it around more, it'd be weaker to more and more shit sadly :/ sorry about that.

Here's the other team tho:
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legend (Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Taunt
- Dazzling Gleam
- Explosion

energy (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Swords Dance

know yourself (Hawlucha) @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

used to (Manaphy) @ Lum Berry
Ability: Hydration
EVs: 88 HP / 252 SpA / 168 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Shadow Ball
- Psychic

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

6pm in ny (Wobbuffet) @ Custap Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
IVs: 0 Atk
- Destiny Bond
- Encore
- Counter
- Mirror Coat
I'm not gonna go into too much detail on this one because I just kinda decided to throw it in, but tl;dr: same premise as the last one, not as good, BUT this one is a little more enjoyable to use cause Hawlucha IMO. Anyways, 4/6 Pokemon are the same as the other team here sooo... Manaphy take advantage of Wobbu and is able to break stall and balance cores really nicely. Shadow Ball + Psychic + Scald was something I was playing around with because it hits everything in the tier (cepy Hydreigon and Mega Gyarados) neutrally. Eball + HP Fire + Scald would probably be better here, but I haven't really tested cause I was enjoying SBall/Psy/Scald. Hawlucha has nice offensive synergy with Weavile, it takes advantage of Wobbu, it can sweep teams after boosted + behind a Sub, and it's just really enjoyable to use IMO.

This one is weak to the same stuff as before, but not as weak. However, off the top of my head this team struggles a lot with Mega Charizard Y and Scarf/fast Electric types (Raikou, Thundurus, Mega Manectric, Mags). You can check Zard-Y with Mane, and you can check most of those Electric types with Weavile, and of course, Wobbu can help :p

Hope you enjoy these teams man! If you have any questions/concerns about them, feel free to PM me and we can work on 'em n_n
wow! really nice! I cant wait to try it out! Really appreciate what you do, m00ns! Please keep up the great work. The long wait is nothing if I can get a nice looking team/teams from you. Thanks again, bud!
 
I've been trying to build a team with Weavile and Mega Heracross for a while now but I always come up short. As such I would love to see what you guys can do with these two!

Here are the sets I've been using but feel free to change them to your liking.

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

I'm using pursuit Weavile to trap and kill fast psychic types that trouble Heracross such as Alakazam, Starmie and Latios/Latias. Weavile also acts as a lategame cleaner once Heracross has weakened pokemon like Rotom-W, Ferrothorn, Clefable and Heatran. Weavile kills Landorus-T and rocky helmet Garchomps that otherwise would annoy Heracross.

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Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Swords dance Heracross wallbreaks for Weavile, allowing it to sweep lategame. Pretty much nothing walls this at +2 except unaware Clefable and Quagsire which I've had some trouble with. Talonflame is also a major pain in the ass to this core.

got this
 
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Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance/Substitute

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

I really like Heracross, it's an amazing wallbreaker but I find it quite hard to build a team around him.
I think that rotom-wash works well with heracross.Rotom can help heracross against fire and flying types like talonflame or heatran, while heracross can break trough special walls like chansey or ferrothorn that annoy rotom.
It would be nice if someone could build a balanced team around this core.If you think that rotom doesn't fit the core very well I don't mind it being removed, take your time to build the team.Thanks in advance :)

I'll take this , team be up soon ir0n !
 
It has been 10 days, and I notice that everybody else is having their cores built relatively impromptu, whereas I have not gotten even an update or acknowledgement that anybody is working on my core. I would like to re-post my request and ask if anybody is actually working on it, or if it has been untouched for the past ten days.

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Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Bug Buzz
- Will-O-Wisp

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 72 HP / 252 SpA / 4 SpD / 180 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Earth Power
- Baton Pass

The focus is a faster-paced offensive team built around Volcarona, who uses Will-O-Wisp + Sitrus Berry to lure in and burn Mega Altaria, Dragonite, and Azumarill, crippling them so they have a more difficult time handling Volcarona. Celebi's offensive Nasty Plot set features Earth Power to lure in Heatran, who would otherwise stop Volcarona cold. In return, Volcarona pressures Mega Scizor (who is very good at the moment due to being a good check to Weavile), as well as Ferrothorn, who would otherwise wear Celebi down. Psychic is chosen on Celebi so it is not complete Talonflame bait, though the core is still very weak to it. Volcarona's presence necessitates hazard removal, so a good spinner or Defogger is likely needed; however, I am not a particular fan of Latias at the moment, and Latios stacks too many weaknesses with Celebi.

(EDIT: If you are wondering about the speed EVs on Celebi, they outspeed Jolly Diggersby, even if Celebi lacks Giga Drain to easily dispatch it; it is a simple benchmark, though 208 speed EVs could be used to outspeed Jolly Gyarados instead)
 
It has been 10 days, and I notice that everybody else is having their cores built relatively impromptu, whereas I have not gotten even an update or acknowledgement that anybody is working on my core. I would like to re-post my request and ask if anybody is actually working on it, or if it has been untouched for the past ten days.
Needs some testing, I have a draft ready.
 
Alfalfa
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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

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

Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Will-O-Wisp

Celebi @ Leftovers
Ability: Natural Cure
EVs: 72 HP / 252 SpA / 4 SpD / 180 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Earth Power
- Baton Pass

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

Altaria @ Altarianite
Ability: Natural Cure
EVs: 52 HP / 252 Atk / 204 Spe
Naive Nature
- Dragon Dance
- Return
- Earthquake
- Fire Blast
I really liked the core, it broke down a lot of Balance teams that I faced while testing the team. I added Hippowdon+Excadrill because Talonflame, Bisharp. M-Metagross, M-Lopunny and a bunch other stuff threatened the core. Excadrill also functioned well vs HO teams and Volcarona handled stuff like Skarmory that gave it trouble which shows it had good synergy. SD Excadrill broke down so many teams which led me to adding Bulky Starmie to spin away hazards as well as being my secondary Keldeo check. Finally, Altaria made sense to be added as the last pokemon because TheEnder suggested that adding a Dragon-type would be a good idea and DD Fireblast Altaria rips past a lot of teams with surprise, catching the Ferrothorn / Skarmory on the switch and 2HKOing them in the process. Threats include SD Bisharp, DD ZardX, M-Gyarados and Specs Keldeo. Sorry for the wait dude, had this ready a couple of days back.

Closed.
 
First off, I think this is a really cool idea and it helps lesser experienced players get some insight into team building. Also, great work building so many teams in such a short time. Anyway:
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Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Encore
- Shadow Ball

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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard

Together these two just eat offense. They both have amazing speed tiers, powerful moves, and are quite anti-meta at the moment (although weavile is definitely rising in usage--for good reason). I would love to see a balance/bulky offense team with these two with some bulky mons that can take a hit and pivot into these attackers because they're extremely frail, as well as an answer to stall, seeing as how it is kinda common on the ladder and a massive pain to face. I prefer balance/bulky offense just because I like to have switch to stuff and not have to rely on double switches, etc, but I know this core is probably more suited to offense and HO, so just build whatever you think is best.
Thanks again!
damn sorry this is a while after you posted this, but i'll take this :]
i'll try to get it done ASAP
 
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Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance / Substitute

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Bisharp @ Assault Vest
Ability: Defiant
EVs: 36 HP / 192 Atk / 144 SpD / 136 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Pursuit

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge

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

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

Hey ir0n i really struggle a lot with this core, but finally I got a solid squad in my opinion so let's go to the explanation. First thing Mega Hera is one of the best stallbreakers in the tier bar Unaware Clef, in the defensive side Rotom-W is a nice partner because resist 2 of 4 weakness of hera, and for the other weakness i add AV Bisharp able to live with that ev spread a Modest Hyper Voice coming from Mega Gardevoir which is one or the most strong attack in the game also bisharp help with Lati@s and pursuit trapped, deals with Fairies like clefable. So the team look a bit too slow so i add two T-wave/Glare user the first is the support Clefable with Rocks and slow thing down so hera can sweep more easier, and the other is Serperior because people like to switch in Tornadus-T into this and you can glare it and rock blast with turns after is like a lure, all this support is for hera shine but serperior could sweep unprepared teams too. And last a check to Zards + revenge killer Scarf Tran also is my second fire resist because the team look a bit weak to fire. If you feel you can't handle sableyes with Clef put Substitute on mega hera. I thinks that's it hope the like it man, i tested a bit in tours / friends and was really solid just play agresively agaisnt set up mon and paralyze them quickly as posible. Enjoy
You can run Mandibuzz as Defoger over Bisharp if you feel haazard are problem for your team, imo only spikes hurt a lot this team but that's just me
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 100 SpD / 24 Spe
Bold Nature
- Foul Play
- Roost
- Taunt / Whrilwind
- Defog
 
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Qwanda Weavile HO's really fun to build :]
Also, tagging Liem here because he requested Mega Zam/Mega Manec + Weavile, and I build Mega Manec + Weavile for him. :p

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Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Iron Tail
- Explosion

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Focus Blast
- Shadow Ball
- Encore

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

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 24 HP / 4 Def / 252 SpA / 232 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge
Weavile + Mega Zam make for an excellent HO core; Weavile's great right now, and Mega Alakazam is able to handle lots of common threats to HO teams. However, they still struggle with some common HO threats like Birdspam, Scarfers, and generally speedy Pokemon. To help with speedy Electric types and birdspam a bit, I decided to add Thundurus-T. It's capable of wallbreaking thanks to its excellent SpA and Nastyplot, it has Volt Absorb, and it provides a Ground immunity for the team. From there, I wanted to cover Weavile, Keldeo, Talonflame (offensively), and more, so I decided on CB Azumarill. Azu helps to patch up lots of weaknesses to HO teams in general, and that stays true here. EVs are to outspeed uninvested Mega Scizor with some speed creep, but if you'd like, you can run 80 HP / 252 Atk / 176 Spe to outspeed uninvested base 70 Spe Pokemon (Skarmory mainly) and to have a bit more bulk. Also, you can run Superpower > Knock Off to hit bulky Steels like Ferrothorn a bit harder if you wish. Finally, Heatran was a nice choice for this team because it helps with Mega Manectric, Bisharp, Talonflame, (Mega) Scizor, and more. Originally I had Magma Storm Tran in this slot, but DennisEG convinced me to run Scarf. Stone Edge hits Talonflame (SpD set) and Zard-Y harder than Ancient Power, EVs are enough speed for Mega Lopunny + creep and a little bit of bulk, and the rest of the set is pretty self explanatory. If you find stall to be an issue for this team, you can run Magma Storm Tran (set provided below), and HP Fire > Encore on Alakazam. Also, if you don't like Encore on Zam, you can try out Taunt. Finally, Azelf the best suicide lead for HO, so it was a pretty obvious choice. Iron Tail is to hit Mega Diancie, but you can run Skill Swap instead of you wanna handle ALL Magic Bounce leads. The only issue with this is that lots of opponents predict Magic Bounce and don't Mega (if Sableye/Diancie).

Mega Scizor and Birdspam can be annoying to deal with if you slip up with your checks to them, but they are definitely manageable. Also, Mega Sableye can be a bit of a nuisance, but it's nothing major for the most part. Azu checks it offensively, Tran can switch into a predicted Wisp for a Flash Fire boost, and Torn-T can hit it pretty hard after a Nasty Plot. Also, if you run Magma Storm Heatran, that can trap and beat NON-CM Mega Sableyes. The main threats here are Kyu-B and Hazard Stack... Kyu-B switch-ins are pretty nonexistant, and the Scarf set definitely puts a dent in this team. If you get it locked into an Outrage somehow, Azu can come in and take care of it, but that's not too likely against a decent player. Hazard Stack teams are a bitch because this team has no hazard removal, and they tend to carry Mega Sableye. However, you're definitely able to muscle through them with all the powerful Pokemon on this team. Also, Mega Zam's Encore can lead into some easy set-ups with Thundy-T.

I hope you enjoy this team dude! I've built a ton of Weavile HO teams at this point, but oddly enough, they never get boring. n_n
Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

you can also run Stone Edge > Earth Power if want to hit Talonflame/Zard-Y with this set
 
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iSuicune

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Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 16 Def / 244 SpD
Careful Nature
- Iron Head
- Roost
- Whirlwind
- Spikes

Diancie @ Diancite
Ability: Clear Body
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Earth Power
- Protect
- Diamond Storm
- Moonblast

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

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

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 16 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Swords Dance
- Dragon Claw
Life Orb Alakazam + Mega Diancie was a perfect core to build an offenisve team around. I started by adding Rocky Helmet Garchomp with Stealth Rock and Swords Dance; it is a criminally underused and underrated set, being capable of dealing with Pokemon like Bisharp while maintaing offensive pressure. Garchomp also deals with Scizor, a Pokemon which walls both the members of the original core. The next member I added was specially defensive Skamory. Skamory gives he team a way of dealing with Fairy- and Ground-types, such as Clefable, Excadrill, and opposing Mega Diancie. As it stood the team lacked a solid Keldeo answer, as well as a secondary check to set-up sweepers such as Bisharp and Scizor. I decided to go with Hidden Power Fire Latias + Choice Specs Keldeo. Latias with Hidden Power Fire is one of the better lures to Mega Scizor and Ferrothorn, which allows you to run Earth Power on Mega Diancie. I chose Roost > Healing Wish simply becuase Latias is the only resist to Water-types, and between Scald burns and Life Orb recoil it is going to be whittled quickly without any means of recovery. Keldeo is the emergency check to the threats i mentioned above, and is capable of luring Starmie with Hidden Power Electric. In most cases you will be finding yourself leading with either Diancie or Garchomp. I chose to go with Protect over Rock Polish on Diancie to make matchup agaisnt opposing offensive teams a lot easier, becuase Mega Evolving against offense is so hard without Protect. Mega Evolving early on can be almost as important as getting Stealth Rocks, so try to analyse what your opponent might lead with when picking your lead of choice. Thanks to having Keldeo as the emergency check in the back, you can play Garhcomp recklessly, even if the opponent has a Scizor or Bisharp. Use Swords Dance to force out Starmie or weaken stuff like Clefable for the rest of the team to clean up. Alakazam and Mega Diancie excel at cleaning late-game, so preserving one of those is a good idea with this team. Have fun with the team n_n

Hey! Thanks so much for the team. I'm a huge fan of your squads and I like the use of SD chomp since it's a favorite of mine and not too common nowadays. Once again, thanks so much.
 
Qwanda Weavile HO's really fun to build :]
Also, tagging Liem here because he requested Mega Zam/Mega Manec + Weavile, and I build Mega Manec + Weavile for him. :p

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Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Iron Tail
- Explosion

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psychic
- Focus Blast
- Shadow Ball
- Encore

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

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 24 HP / 4 Def / 252 SpA / 232 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge
Weavile + Mega Zam make for an excellent HO core; Weavile's great right now, and Mega Alakazam is able to handle lots of common threats to HO teams. However, they still struggle with some common HO threats like Birdspam, Scarfers, and generally speedy Pokemon. To help with speedy Electric types and birdspam a bit, I decided to add Thundurus-T. It's capable of wallbreaking thanks to its excellent SpA and Nastyplot, it has Volt Absorb, and it provides a Ground immunity for the team. From there, I wanted to cover Weavile, Keldeo, Talonflame (offensively), and more, so I decided on CB Azumarill. Azu helps to patch up lots of weaknesses to HO teams in general, and that stays true here. EVs are to outspeed uninvested Mega Scizor with some speed creep, but if you'd like, you can run 80 HP / 252 Atk / 176 Spe to outspeed uninvested base 70 Spe Pokemon (Skarmory mainly) and to have a bit more bulk. Also, you can run Superpower > Knock Off to hit bulky Steels like Ferrothorn a bit harder if you wish. Finally, Heatran was a nice choice for this team because it helps with Mega Manectric, Bisharp, Talonflame, (Mega) Scizor, and more. Originally I had Magma Storm Tran in this slot, but DennisEG convinced me to run Scarf. Stone Edge hits Talonflame (SpD set) and Zard-Y harder than Ancient Power, EVs are enough speed for Mega Lopunny + creep and a little bit of bulk, and the rest of the set is pretty self explanatory. If you find stall to be an issue for this team, you can run Magma Storm Tran (set provided below), and HP Fire > Encore on Alakazam. Also, if you don't like Encore on Zam, you can try out Taunt. Finally, Azelf the best suicide lead for HO, so it was a pretty obvious choice. Iron Tail is to hit Mega Diancie, but you can run Skill Swap instead of you wanna handle ALL Magic Bounce leads. The only issue with this is that lots of opponents predict Magic Bounce and don't Mega (if Sableye/Diancie).

Mega Scizor and Birdspam can be annoying to deal with if you slip up with your checks to them, but they are definitely manageable. Also, Mega Sableye can be a bit of a nuisance, but it's nothing major for the most part. Azu checks it offensively, Tran can switch into a predicted Wisp for a Flash Fire boost, and Torn-T can hit it pretty hard after a Nasty Plot. Also, if you run Magma Storm Heatran, that can trap and beat NON-CM Mega Sableyes. The main threats here are Kyu-B and Hazard Stack... Kyu-B switch-ins are pretty nonexistant, and the Scarf set definitely puts a dent in this team. If you get it locked into an Outrage somehow, Azu can come in and take care of it, but that's not too likely against a decent player. Hazard Stack teams are a bitch because this team has no hazard removal, and they tend to carry Mega Sableye. However, you're definitely able to muscle through them with all the powerful Pokemon on this team. Also, Mega Zam's Encore can lead into some easy set-ups with Thundy-T.

I hope you enjoy this team dude! I've built a ton of Weavile HO teams at this point, but oddly enough, they never get boring. n_n
Heatran @ Power Herb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Solar Beam
- Taunt

you can also run Stone Edge > Earth Power if want to hit Talonflame/Zard-Y with this set

Thanks so much for the team, and ty for completing it so fast! Looks really cool and I cant wait to properly ladder with it (standard response to every team on this forums, but whatever). Anyway, just another thanks for getting this team even though it was so far back in the forum.
:]
 
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Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance / Substitute

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Bisharp @ Assault Vest
Ability: Defiant
EVs: 36 HP / 192 Atk / 144 SpD / 136 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Pursuit

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge

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

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

Hey ir0n i really struggle a lot with this core, but finally I got a solid squad in my opinion so let's go to the explanation. First thing Mega Hera is one of the best stallbreakers in the tier bar Unaware Clef, in the defensive side Rotom-W is a nice partner because resist 2 of 4 weakness of hera, and for the other weakness i add AV Bisharp able to live with that ev spread a Modest Hyper Voice coming from Mega Gardevoir which is one or the most strong attack in the game also bisharp help with Lati@s and pursuit trapped, deals with Fairies like clefable. So the team look a bit too slow so i add two T-wave/Glare user the first is the support Clefable with Rocks and slow thing down so hera can sweep more easier, and the other is Serperior because people like to switch in Tornadus-T into this and you can glare it and rock blast with turns after is like a lure, all this support is for hera shine but serperior could sweep unprepared teams too. And last a check to Zards + revenge killer Scarf Tran also is my second fire resist because the team look a bit weak to fire. If you feel you can't handle sableyes with Clef put Substitute on mega hera. I thinks that's it hope the like it man, i tested a bit in tours / friends and was really solid just play agresively agaisnt set up mon and paralyze them quickly as posible. Enjoy
Thanks, great team.Just to let you knw, it seems like you forgot to put stealth rocks on clefable on the team importable, but that's just a small note.Also, I have a question, why doesn't this team have a defogger/spinner?
 
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Thanks, great team.Just to let you knw, it seems like you forgot to put stealth rocks on clefable on the team importable, but that's just a small note.Also, I have a question, why doesn't this team have a defogger/spinner?

Ye i forgot that but I edited already it is SR Over CM, you can use a defogger being Mandibuzz over Bisharp if you want but then you lose pursuit trap, and for the other defoger is because all of them are pursuit trap and + ZardY completly 6-0 this team, still is hard to play around ZardY tho, and spinner i really cant fit on of them i try Donphan, Claydol, Excadrill but i always get destroy but zards so that why, but overall you can pressure all the user that lay hazards with Hera + hetran. SR isnt a big issue but spikes it is. try to run mandi if you feel a bit pressure with hazards ill edit later that alternatively !
 
Ye i forgot that but I edited already it is SR Over CM, you can use a defogger being Mandibuzz over Bisharp if you want but then you lose pursuit trap, and for the other defoger is because all of them are pursuit trap and + ZardY completly 6-0 this team, still is hard to play around ZardY tho, and spinner i really cant fit on of them i try Donphan, Claydol, Excadrill but i always get destroy but zards so that why, but overall you can pressure all the user that lay hazards with Hera + hetran. SR isnt a big issue but spikes it is. try to run mandi if you feel a bit pressure with hazards ill edit later that alternatively !
Ok, thanks for the explanation
 
I like to think that this thread is a reflection of how the meta has adapted around certain competitive archetypes, ex. balance and bulky offense, and displays how high-ladder and even tournament players teambuild as a result. Ketsuban already suggested rain + sand, and I really want to see how that goes, but something I'd like to see is the general state of moves like Future Sight or Doom Desire.

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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch

OH GOD WHY (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Doom Desire
- Psychic
- Wish / U-turn
- Protect

I know I've asked for a team before, but this is more for seeing how experienced teambuilders work with 'checkmate-type' moves in this meta, seeing as how things like Future Sight Slowking are rarities in OU.

Jirachi, for the sake of this suggestion, is running Doom Desire. 252+ SpA STAB Doom Desire will just about OHKO every Fairy in the tier bar Klefki, and even that doesn't appreciate eating such a large hit. Psychic is the reliable attack in place for Fighting-types and M-Venu, and is picked over Psyshock because Keldeo still can't stay in on the hit even with boosts, 2HKOs defensive M-Venu (which Psyshock can't), and deals with physically defensive threats like Rotom-W much better. The next moves are up for deliberation, as WishTect lets you scout and heal, U-turn with 108 Speed lets you slip away from Bisharp's Pursuit (but leaves it vulnerable to Sucker Punch), and even HP Ground if Heatran is that much of a pain in the ass. The EVs outside of 252 SpA Modest (which is absolutely necessary for this set to even work) are variable, based on the team built around it.

To best take advantage of Doom Desire, however, is the main point of this core. PuP Lopunny gets the most chances to run away with a lead, hands down. Considering Fairies and some physical walls give it trouble, Doom Desire hangs the threat of an OHKO or a generally heavy hit over their heads, allowing Lopunny to grab a free boost most of the time, making it incredibly hard for things like Hippowdon to repeatedly check it the following turn, especially after hazards like Spikes + Doom Desire + PuP. Its speed is certainly a great selling point, allowing it to outrun a fair number of its offensive checks, and is only made more oppressive by the fact that very few of them, like Talonflame, can even stomach a Doom Desire.

EDIT: Completely forgot to mention - for the sake of information, can the teambuilder who takes this on explain their thoughts on the strengths, weaknesses and overall viability of moves like Doom Desire / Future Sight? It'd help others better analyze when it is and isn't good, and why/where it might have a place in other teams.
popping up to say i tried working on this, and it wasn't really working out so good. i came up with 4 variations of this team, but sadly none were good enough to be posted by my standards. sorry i couldn't deliver on this one man :(

on doom desire/future sight stuff in general: i personally think they can be fun to play around with, but they aren't too favorable in the current meta. lots of offensive stuff like weavile and torn-t are rising, so it just plain becomes rather difficult to pull off future sight/doom desire. with that said, i feel like you could build a decent team with future sight reuniclus/slowking/slowbro, but rachi is just really lacking and underwhelming. it has issues hitting bulky steels as a whole, and it requires A LOT of team support to semi-pull off (even more than reuni/slows :/).

hopefully you could at least learn a bit from this, and again i'm really sorry about having to come back and decline this one. if you decide to build a team around this core/a different future sight/doom desire core, feel free to hmu if you need any help or if you have any questions :]
 
popping up to say i tried working on this, and it wasn't really working out so good. i came up with 4 variations of this team, but sadly none were good enough to be posted by my standards. sorry i couldn't deliver on this one man :(

on doom desire/future sight stuff in general: i personally think they can be fun to play around with, but they aren't too favorable in the current meta. lots of offensive stuff like weavile and torn-t are rising, so it just plain becomes rather difficult to pull off future sight/doom desire. with that said, i feel like you could build a decent team with future sight reuniclus/slowking/slowbro, but rachi is just really lacking and underwhelming. it has issues hitting bulky steels as a whole, and it requires A LOT of team support to semi-pull off (even more than reuni/slows :/).

hopefully you could at least learn a bit from this, and again i'm really sorry about having to come back and decline this one. if you decide to build a team around this core/a different future sight/doom desire core, feel free to hmu if you need any help or if you have any questions :]

Nah, it's cool. What matters is the fact that you've presented your reasoning why said moves aren't favoured in the current meta, and my knowledge of it now goes beyond 'lol 140 bp steel stab'. Sad to see a team couldn't be made out of it, but it is how it is.

Hopefully this has helped more people than just me, in case they had any questions about Future Sight/Doom Desire too.
 
I've been trying to build a team with Weavile and Mega Heracross for a while now but I always come up short. As such I would love to see what you guys can do with these two!

Here are the sets I've been using but feel free to change them to your liking.

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

I'm using pursuit Weavile to trap and kill fast psychic types that trouble Heracross such as Alakazam, Starmie and Latios/Latias. Weavile also acts as a lategame cleaner once Heracross has weakened pokemon like Rotom-W, Ferrothorn, Clefable and Heatran. Weavile kills Landorus-T and rocky helmet Garchomps that otherwise would annoy Heracross.

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Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Swords dance Heracross wallbreaks for Weavile, allowing it to sweep lategame. Pretty much nothing walls this at +2 except unaware Clefable and Quagsire which I've had some trouble with. Talonflame is also a major pain in the ass to this core.

I'll take this one.
 
Roscoe's Wetsuit

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Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 40 Def / 136 SpA / 80 SpD / 4 Spe
Modest Nature
- Scald
- Fire Blast
- Ice Beam
- Slack Off

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 240 HP / 112 Def / 156 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

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

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Overheat
- Volt Switch
- Thunder Wave / Will-O-Wisp
- Pain Split

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 160 Def / 92 SpD / 4 Spe
Bold Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt

I told you in PM that this team was going to be a bit semi-stallish, and as you can see I was true to my words. I ran this through many people and they didn't have any major criticisms on it and commented that the team looked fun and effective so I figured I'd just get this off of my chest now, because I feel I've done all I can to make this work. I tried to make this somewhat more offensively inclined. but it always kind of went to semistall despite having offensive Mega Slowbro on the team, but in practice this isn't usually a problem because the team itself isn't too passive thanks to Mega Slowbro and Tornadus-T. Anyways, I planned to make this team really, really centered around hazard stall because that's just generally better in this metagame and it also gives this team just a bit more of a damaging presence which is always good for semistall. So in other words: this team is based around getting a lot of chip damage with hazards on the opposing team and just switching around to cover threats. This easily called for the addition of Ferrothorn. This thing provided spikes which obv went well with Hippo's Stealth Rock, as well being the best answer to anything that troubled Slowbro, which was pretty awesome. It's really just an awesome blanket check to a lot of things which is pretty neat in itself.

Most people are going to first notice two very unorthodox Pokemon on this team; Rotom-H and Jellicent. Rotom-H did quite a bit for the team as it completed a bulky FWG core, provided a check to Mega Altaria, a backup check to Mega Zard X with T-Wave (I prefer T-Wave > WoW because I already have WoW on this team and the added paralysis utility is really favorable at times), Thundurus, Mamoswine, Serperior (which fucks this team up a bunch, anyone competent will predict the Torn switchin so Glare really screws it), and really just a bunch of things; this thing comes into play a lot more than you'd think. The utility of Thunder Wave I find to be extremely helpful at times especially given the amount of set up sweepers it fucks over and how many opportunities it gets to do so. On top of all of this, it completes a VoltTurn core with Tornadus-T, which is also sick as hell considering how Tornadus-T checks special attackers while Rotom-H covers physical attackers. Jellicent was chosen because it filled the bill for being a defensive Ghost-type which meant by virtue it spinblocked, which was excellent for a team with Stealth Rock and Spikes. It also stopped CM Clefable (I creep it) which set up on everything but Ferrothorn, and also was immune to hazards so that was nice. It also fills the 'bulky water' bill as Slowbro is more offensively inclined. Generally just fits the team really well.

At the end of it all, this team can be pretty hard to use, since semistall is hard to use in such a fast paced metagame, but if you lay down your hazards and play correctly, you should have some success. When I played with this team, a couple of double switches made using it a lot easier.

Edit: I just wanted to say CM Slowbro accommodates this team a lot better
 
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I don't think my core was ever added to the OP—did it just get overlooked, did someone pick it up without posting that they were working on it, or was it rejected?
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Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 164 SpD / 96 Spe
Calm Nature
- Scald
- Toxic
- Rest
- Sleep Talk

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stone Edge
- Pursuit
- Fire Blast
- Stealth Rock
Not quite a core per se, but I think it should fit within the thread's goals.

I read somewhere on these forums that users of weather-inducing abilities have a weird kind of synergy with each other because the supporting weather inducer minimises the chance of the primary weather inducer switching in on the tail end of their weather and wasting a turn. Support Tyranitar can play quite a few roles that rain teams like—it sets up rocks while taking on quite a few users of Defog and Rapid Spin, and it can remove Ferrothorn and Scizor with Fire Blast and Mega Charizard Y with Stone Edge. (The Chople Berry is to allow it to survive one Focus Blast, which otherwise has a 75% chance to OHKO after Stealth Rock damage, feel free to substitute Leftovers if that's not as necessary as I fear it to be; Fire Blast takes out Ferrothorn and Scizor, but it's another reasonably open slot if something else is a bigger threat.)

Politoed is the main weather inducer for the team; I opted for RestTalk rather than the more standard set with Encore since I would like Tyranitar to be capable of handling Mega Slowbro, but feel free to go for the standard defensive rain inducer set if it works better. I was tempted to include Kabutops, but truth be told I don't really mind what rain abusers are paired with this core.
 
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Roscoe's Wetsuit

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Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 40 Def / 136 SpA / 80 SpD / 4 Spe
Modest Nature
- Scald
- Fire Blast
- Ice Beam
- Slack Off

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 240 HP / 112 Def / 156 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

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

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Overheat
- Volt Switch
- Thunder Wave / Will-O-Wisp
- Pain Split

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 160 Def / 92 SpD / 4 Spe
Bold Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt

I told you in PM that this team was going to be a bit semi-stallish, and as you can see I was true to my words. I ran this through many people and they didn't have any major criticisms on it and commented that the team looked fun and effective so I figured I'd just get this off of my chest now, because I feel I've done all I can to make this work. I tried to make this somewhat more offensively inclined. but it always kind of went to semistall despite having offensive Mega Slowbro on the team, but in practice this isn't usually a problem because the team itself isn't too passive thanks to Mega Slowbro and Tornadus-T. Anyways, I planned to make this team really, really centered around hazard stall because that's just generally better in this metagame and it also gives this team just a bit more of a damaging presence which is always good for semistall. So in other words: this team is based around getting a lot of chip damage with hazards on the opposing team and just switching around to cover threats. This easily called for the addition of Ferrothorn. This thing provided spikes which obv went well with Hippo's Stealth Rock, as well being the best answer to anything that troubled Slowbro, which was pretty awesome. It's really just an awesome blanket check to a lot of things which is pretty neat in itself.

Most people are going to first notice two very unorthodox Pokemon on this team; Rotom-H and Jellicent. Rotom-H did quite a bit for the team as it completed a bulky FWG core, provided a check to Mega Altaria, a backup check to Mega Zard X with T-Wave (I prefer T-Wave > WoW because I already have WoW on this team and the added paralysis utility is really favorable at times), Thundurus, Mamoswine, Serperior (which fucks this team up a bunch, anyone competent will predict the Torn switchin so Glare really screws it), and really just a bunch of things; this thing comes into play a lot more than you'd think. The utility of Thunder Wave I find to be extremely helpful at times especially given the amount of set up sweepers it fucks over and how many opportunities it gets to do so. On top of all of this, it completes a VoltTurn core with Tornadus-T, which is also sick as hell considering how Tornadus-T checks special attackers while Rotom-H covers physical attackers. Jellicent was chosen because it filled the bill for being a defensive Ghost-type which meant by virtue it spinblocked, which was excellent for a team with Stealth Rock and Spikes. It also stopped CM Clefable (I creep it) which set up on everything but Ferrothorn, and also was immune to hazards so that was nice. It also fills the 'bulky water' bill as Slowbro is more offensively inclined. Generally just fits the team really well.

At the end of it all, this team can be pretty hard to use, since semistall is hard to use in such a fast paced metagame, but if you lay down your hazards and play correctly, you should have some success. When I played with this team, a couple of double switches made using it a lot easier.

Edit: I just wanted to say CM Slowbro accommodates this team a lot better
Thanks Mysteria, this team looks really cool. Jellicent is another mon I've been wanting to use and Rotom-Heat is super underrated :heart:
 
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