Resource The ORAS NU Teambuilding Lab (Kiyo'd)

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Solrock @ Life Orb
Ability: Levitate
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Rock Polish
- Zen Headbutt
- Earthquake
- Stone Edge

Can someone build a team around this rp solrock? I dont know how viable it is but its been extremely fun to use despite not having a good team to put it on and its one of the only rock polish users not forced to switch when vileplume comes in.
Alternatively special attacking rp Lunatone would be cool too

136 speed is to outspeed adamant ninjask after rp even though i rarely see them on the ladder
 
Solrock @ Life Orb
Ability: Levitate
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Rock Polish
- Zen Headbutt
- Earthquake
- Stone Edge

Can someone build a team around this rp solrock? I dont know how viable it is but its been extremely fun to use despite not having a good team to put it on and its one of the only rock polish users not forced to switch when vileplume comes in.
Alternatively special attacking rp Lunatone would be cool too

136 speed is to outspeed adamant ninjask after rp even though i rarely see them on the ladder
Im sorry but your request for a team with this set is simply unable to be fully utilised in the current state of the metagame and is just simply too niche or daresay, unviable.

I apologise for declining your request but please do feel free to submit again :]
 
Requesting a stall team based around Specially Defensive Gallade - I've given it a shot myself, but I'm pretty awful at teambuilding... Xatu's been a persistent problem for me, so a dedicated answer to that would be helpful? I've been building around this set, but any will do I guess:

Gallade @ Leftovers
Ability: Steadfast
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Drain Punch
- Will-O-Wisp
- Wish
- Protect
 
I know he isn't on the viability rankings, but I would love to see a team built around Octillery. I've tried using him on a couple Trick Room teams, but I'm rubbish at teambuilding. He has really cool coverage options like Fire Blast and Energy Ball and hits pretty hard, especially with Specs. Here is the set I've been using, but feel free to tweak it if you need to:

Octillery @ Choice Specs
Ability: Sniper
252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Fire Blast
- Energy Ball
- Ice Beam

Thanks
 
Looking for a team based around Choice Banded Sneasel
Sneasel @ Choice Band
Ability-Inner Focus
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
-Pursuit
-Ice Shard
-Ice Punch
-Knock Off


And maybe with a better moveset if you can think of one? I just used the one off Smogon analysis
Thanks so much!
 
Looking for a team based around Choice Banded Sneasel
Sneasel @ Choice Band
Ability-Inner Focus
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
-Pursuit
-Ice Shard
-Ice Punch
-Knock Off


And maybe with a better moveset if you can think of one? I just used the one off Smogon analysis
Thanks so much!
I'm sorry but I'm gonna have to decline your request because we have posted many teams using banded Sneasel or at least I have because it is so good. Take a look through the teams that have already been posted and then either feel free to request something new or pair another mon with Sneasel so we can keep posting different teams. Thanks!
 
Can I request a team around specs/scarf Chatot and scarf/specs Exeggutor?

Exeggutor @ Choice Specs
Ability: Chlorophyll
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Psychic

Chatot @ Choice Scarf
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Chatter
- Tailwind
- U-turn

These two together can break down most bulky mons on the other team leaving an opening for a setup sweeper and I'd love to see a proper team with them on it. Eggy takes care of bulky rocks/lanturn for Chatot to u-turn out of and both just hit really hard in general.

My earlier request got denied so idk if that affects my weekly request limit so if it does sorry about that
 
SlickHippo99

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Play Rough
- Sucker Punch
- Swords Dance
- Fire Fang

Octillery @ Choice Specs
Ability: Sniper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- Hydro Pump
- Fire Blast
- Energy Ball
- Ice Beam

Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Encore
- Healing Wish
- Yawn

Exeggutor @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Giga Drain
- Trick Room
- Psyshock
- Sleep Powder

Carbink @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Explosion
- Trick Room
- Stealth Rock
- Magic Coat

Hariyama @ Assault Vest
Ability: Thick Fat / Guts
EVs: 252 Atk / 4 Def / 252 SpD
Brave Nature
- Bullet Punch
- Close Combat
- Knock Off
- Thunderpunch


Hello there, building trick room is always fun and making it work with Octillery was pretty cool since it really doesnt get any usage. This team has a dedicated lead in Carbink, Carbink gets up rocks, trick room, and then explodes. Magic coat allows me to bounce back spikes and/or t-spikes as well as taunt. This ensures Carbink gets off whatever it needs to. Next on the team is the based lord Octillery. This mon is really cool because of its diverse coverage. I feel like switching up moves is nice every once in a while so maybe splash plate/e-belt/life orb would be better but its up to you. Next on the list is Exeggutor. This mon is incredile in trick room and imo, it is a necessity. It acts as a great water resist and fighting resist. It can also put something to sleep on the last turn of trick room, to then proceed to get it right back up again. It is also insanely strong. It is also my 2nd trick room user. My next mon is dedicated to setting up trick room and keeping momentum. Enter Audino. This mon can come in late game, eat a hit, trick room up, then either healing wish a mon of your choice or encore your opponent if they decide to set up. Next on the squad is the wallbreaker known as Mawile. SD Mawile can destroy the entire tier barring Quagsire. And with just a bit of damage on Quag, it is 2 hit ko'd on the switch in by play rough. I am running fire fang to lure Ferroseed and help Exeggutor have an easier time. Lastly i have a Hariyama. This mon can help me from getting 6-0'd by fire types. Guts is also an option since even with magic coat Carbink, t-spikes can still get set up since it has more pp. The moveset is standard barring thunderpunch. This helps me get past the rare Mantines or Pelippers. It can also hit Fletch and stuff like that. Enjoy the team! Here is a replay of it working well: http://replay.pokemonshowdown.com/nu-239862964
 

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Quick Attack
- Knock Off


Scyther @ Eviolite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Roost
- Tailwind

Build a balance team around this offensive core since I think Scyther and Zangoose have great synergy together. Try to include some sort of hazard setter in the team. Thank you in advance!
 
i wanna request a balance team built around SD mawhile , or a balance team around nasty plot mismag would be dope . Which ever one is easier for you guys :]

please and thankssssss
 
blaziken1337

Beheeyem @ Choice Specs
Ability: Analytic
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Psychic
- Thunderbolt
- Signal Beam
- Trick

Mawile @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 SpA
Relaxed Nature
- Play Rough
- Baton Pass
- Stealth Rock
- Grass Knot

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 152 Def / 212 SpD / 40 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Toxic

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Aerial Ace
- U-turn
- Roost
- Swords Dance

Sandslash @ Yache Berry
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Rapid Spin

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard


Hey man, building with Beheeyem was a lot of fun because the specs set literally annihilates the tier. I chose to run psychic over psyshock because other than Hariyama, psychic just hits everything harder (if you're worried about Cryogonal for some reason just pursuit it with Sneasel). Signal beam smacks psychic types, dark types.T-bolt helps me smack Xatu and it is also a nice middle ground to lock yourself into. Lastly i am running trick because i didnt know what else to run. Trick is just nice because it helps cripple any fat mon besides Audino ofc. Next on the team is defensive Mawile. This mon sponges dark moves which trouble Beheeyem as well as provide stealth rock and momentum. Grass knot can surprise Rhydon which would otherwise really hurt this team. Next on the list is my dedicated fire and water switch in. Lanturn just does this job so well because it also can keep up momentum. The reason momentum is so key is because it maximizes the switch ins to Beheeyem. Next up is a ground immunity and solid Malamar check that can also keep up momentum. With Magneton leaving, SD Scyther can shine again. I personally love SD u-turn because it allows you to bait certain moves and wear down checks which is cool. Next on the team is the obligatory hazard remover. I chose Sandslash for this job because it gives me a second switch in to volt switch and can also lure Sneasel which is dank. I'm running yache offensive spin Sandslash because people dont expect offensive Sandlash anymore which is why this set works so well. To round off the team, i'm running Sneasel. This mon fits on every team because it is so good. It gives this team speed, priority, and a fast revenge killer. Hope the team looks fun, it worked well in testing. Replay of Beheeyem claiming lives: http://replay.pokemonshowdown.com/nu-239914469
 
Could I request a team based around Life Orb Articuno? Ice/Flying coverage is so good plus Freeze dry makes cuno an awesome wallbreaker with good natural bulk and with the right support can function well in NU. I was thinking Freeze Dry/Hurricane/Roost and either Uturn/Sub/ Hp fire (for ferroseed). A good core with a steel trapper such as Magneton (r.i.p) Probopass could work to trap Seed/Klang/Mawile and hazard support could allow this forgotten monster to see some love (like Mega Mogwai did in OU lol).
 
DoubleBullShyte

Articuno @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Freeze Dry
- Hurricane
- Hidden Power [Fire]
- Roost

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 128 HP / 248 Def / 52 SpA / 80 Spe
Timid Nature
- Psyshock
- Roost
- Thunder Wave
- Signal Beam

Torterra @ Leftovers
Ability: Overgrow
EVs: 244 HP / 40 Def / 212 SpD / 12 Spe
Careful Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth rock

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 228 Atk / 116 Def / 120 SpD / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Fake Out

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Climb
- Zen Headbutt
- Substitute
- Endeavor


Hey there, building with Articuno was a lot of fun because its offensive STAB's hit incredibly hard against every play style. I opted to run hp fire to hit the common steel types like Mawile and Ferroseed. The next member on the team is Xatu. Xatu is my "hazard control". It also checks fighting types and Malamar. Thunder Wave cripples Gallade and the speed is for Adamant Sawk. The special attack is to 2 hit ko any variant of Malamar. Next on the list is Torterra. At this point in the team, i needed stealth rock, and an electric immunity. The ev's on Torterra allow it to live an acro or have a really good chance to live an acro from Archeops at full and then the rest in sp. def. Next on the team is Hariyama. This mon gives me priority and a fire/ice switch in. This mon also helps pressure steels to help Articuno. Next on the team is the obligatory normal resist. I opted for dual dance Rhydon since Articuno can handle bulky waters and grasses. At this point, i realized my team was a bit slow, and was 6-0'd by CM psychics. This is where sub endeavor Tauros comes in. This mon gives me a fast revenge killer as well as a way to be fat CM'ers. Enjoy the team!
 
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DoubleBullShyte

Articuno @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Freeze Dry
- Hurricane
- Hidden Power [Fire]
- Roost

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 128 HP / 248 Def / 52 SpA / 80 Spe
Timid Nature
- Psyshock
- Roost
- Thunder Wave
- Signal Beam

Torterra @ Leftovers
Ability: Overgrow
EVs: 244 HP / 40 Def / 212 SpD / 12 Spe
Careful Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth rock

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 228 Atk / 116 Def / 120 SpD / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Fake Out

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Climb
- Zen Headbutt
- Substitute
- Endeavor


Hey there, building with Articuno was a lot of fun because its offensive STAB's hit incredibly hard against every play style. I opted to run hp fire to hit the common steel types like Mawile and Ferroseed. The next member on the team is Xatu. Xatu is my "hazard control". It also checks fighting types and Malamar. Thunder Wave cripples Gallade and the speed is for Adamant Sawk. The special attack is to 2 hit ko any variant of Malamar. Next on the list is Torterra. At this point in the team, i needed stealth rock, and an electric immunity. The ev's on Torterra allow it to live an acro or have a really good chance to live an acro from Archeops at full and then the rest in sp. def. Next on the team is Hariyama. This mon gives me priority and a fire/ice switch in. This mon also helps pressure steels to help Articuno. Next on the team is the obligatory normal resist. I opted for dual dance Rhydon since Articuno can handle bulky waters and grasses. At this point, i realized my team was a bit slow, and was 6-0'd by CM psychics. This is where sub endeavor Tauros comes in. This mon gives me a fast revenge killer as well as a way to be fat CM'ers. Enjoy the team!
Wow man you made that in record time thanks :) With magneton gone I figured it was a nice time to suggest Cuno since it doesnt need to run Hp ground unless Probo gets more usage. Ive tried Sub /Endeavor tauros before and he is an underrated monster. I see you and other well known NU players running 44 speed on Yama is that to beat uninvested base 55's? Will try this team out asap and see how it works out for me. Thanks again fren :] !
 
Wow man you made that in record time thanks :) With magneton gone I figured it was a nice time to suggest Cuno since it doesnt need to run Hp ground unless Probo gets more usage. Ive tried Sub /Endeavor tauros before and he is an underrated monster. I see you and other well known NU players running 44 speed on Yama is that to beat uninvested base 55's? Will try this team out asap and see how it works out for me. Thanks again fren :] !
yea i hate being outsped so thats why i run that much speed
 
DoubleBullShyte

Articuno @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Freeze Dry
- Hurricane
- Hidden Power [Fire]
- Roost

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 128 HP / 248 Def / 52 SpA / 80 Spe
Timid Nature
- Psyshock
- Roost
- Thunder Wave
- Signal Beam

Torterra @ Leftovers
Ability: Overgrow
EVs: 244 HP / 40 Def / 212 SpD / 12 Spe
Careful Nature
- Earthquake
- Wood Hammer
- Stone Edge
- Stealth rock

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 228 Atk / 116 Def / 120 SpD / 44 Spe
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Fake Out

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Climb
- Zen Headbutt
- Substitute
- Endeavor


Hey there, building with Articuno was a lot of fun because its offensive STAB's hit incredibly hard against every play style. I opted to run hp fire to hit the common steel types like Mawile and Ferroseed. The next member on the team is Xatu. Xatu is my "hazard control". It also checks fighting types and Malamar. Thunder Wave cripples Gallade and the speed is for Adamant Sawk. The special attack is to 2 hit ko any variant of Malamar. Next on the list is Torterra. At this point in the team, i needed stealth rock, and an electric immunity. The ev's on Torterra allow it to live an acro or have a really good chance to live an acro from Archeops at full and then the rest in sp. def. Next on the team is Hariyama. This mon gives me priority and a fire/ice switch in. This mon also helps pressure steels to help Articuno. Next on the team is the obligatory normal resist. I opted for dual dance Rhydon since Articuno can handle bulky waters and grasses. At this point, i realized my team was a bit slow, and was 6-0'd by CM psychics. This is where sub endeavor Tauros comes in. This mon gives me a fast revenge killer as well as a way to be fat CM'ers. Enjoy the team!
Sorry back on topic this team has ben fun so far the only think I dont have is a dedicated water resist that you normally love to run :) Toad would have been perfect for electric/water immunity but alas he has left us :( Still a very solid team!
 
Lanturn@ Life Orb
Ability: Volt Absorb
EVs: 252 SpA, Not sure what it needs to creep
Modest Nature
- Agility
- Hydro Pump/Scald
- Thunderbolt
- Ice Beam/HP Grass

I'm really not entirely sure what it runs, but I have seen it before. I'd like a balance team if possible, with this Lanturn being the primary win-con among others. I typically like my teams on the more bulky side, so the fatter the additional mons the better.
I assume the rest of AgiliTurn's Evs go into HP and Speed, but I'd like to leave that to someone who has a much better understanding of the current meta than me. Thank you in advance. I'm excited to see what you come up with :)
Re-requesting this guy. I feel like Agility lanturn could do well as part of a balance team. It seems like a fun, unexpected way to clean at the end of a game.
 
Re-requesting this guy. I feel like Agility lanturn could do well as part of a balance team. It seems like a fun, unexpected way to clean at the end of a game.
We're getting to it, but its not exactly the easiest thing to build around. The reason why other requests have been filled before yours is that they follow pretty basic frameworks, or one of us already had a team built with it.
 
I've seen plenty of cool teams around here, but I've been wondering if anyone could build an HO team based around Life Orb Pyroar and Choice Scarf Sawk. I haven't really seen many teams here with Pyroar, and felt he could be worth building a team around, while Sawk is the classic revenge killer that also helps punch holes through some stuff Pyroar hates like Regirock.
 
May I request a team that involve:

Fletchinder
Ability: Gale Wings
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost

&

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spikes
- Gunk Shot
- Drain Punch / Seed Bomb
- Toxic Spikes

Thank you.
 
I'd like a team built around AoA Zebstrika, preferrably offense or volt-turn since those are the team styles it fits on well.

The set in question:
Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 252 Spe / 4 HP
Modest Nature
- Thunderbolt
- Overheat
- HP Grass
- Volt Switch
 
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