jolteon is honestly just bad in ou...
Do you have anyone in mind that could replace Jolteon? I'm sorry. I'm kinda new with team construction.
jolteon is honestly just bad in ou...
I'm not really sure if electric spam is that good honestly. Other team ideas? Post them on my profile insteadI really want to make a team consisting of Mega Manectric, Jolteon, and Tapu Koko, but I only have the set readied for MegaMan.
Do you guys have any idea who I can put in addition to my team? And recommended sets?
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power Ice
This would appreciate a really good Ground check, and I was wondering if either Mamo or Weavile would be good choices for the role?
I really want to make a team consisting of Mega Manectric, Jolteon, and Tapu Koko, but I only have the set readied for MegaMan.
Do you guys have any idea who I can put in addition to my team? And recommended sets?
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power Ice
This would appreciate a really good Ground check, and I was wondering if either Mamo or Weavile would be good choices for the role?
If you're looking for a ground check, Tangrowth is one of the best out there. With Regenerator, it's able to constantly pivot into the likes of Zygarde (watch out for Toxic tho) and Lando-T throughout the match. Weavile (or Ttar) makes for a good partner as well, but more so for pursuit trapping things like Latios
I will agree with the point that Jolteon is bad in OU and the Electric Spam core of Koko and MegaMan isn't too great either, but I won't stop you from building it. Personally, I would just try to fit MegaMan on a bulky offense team with some defensive mons to fall back on, but again I can't stop you. Good luck!
Cool teams but your first team dosen't have a toxapex spriteI just got adviced that opening a new thread for this is not welcomed, and that I should instead use another thread, like this, for it. Hence:
Morning ladies,
I ended up not playing in OURPL, so thought I might as well dump some of the Teams I made to prepare for it + some older ones that I still had lying around. I'm not a ben gay or ABR, so don't expect any metagame revolutions, but I hope this thread is still useful for new players and/or people looking for "new" Teams and/or Inspiration. Big shoutout to Talah/Eternam, Hayburner and Playerw17 who helped me a lot by discussing some mon, set and spread choices for hours.
Some generic Things that you'll see on all of my Teams are:
- Mons that have no Special attacks will have 0 SpA IVs. This has no practical use, because there's no Special Version of Foul Play, and is just one of my quirks
- All my Mons that can be female, will be. This is a relic from late ORAS ScoliPass, which was using Attract on Scolipede; and since there are more relevant auto-male Mons than auto-female, those Scolipdes were all female. Nowadays it doesn't really have any practical use anymore, since Attract isn't used on any competitive Teams, but there's still no reason NOT to do it, since you don't lose anything, and even if you face Attract once in a Million battles, might as well be prepared for it. An exception to this rule are, for example, mons like Greninja, which should be male to leave your Opponent guessing if it's Battle Bond or not, etc.
- All my clerics will have Aromatherapy over Heal Bell. The reason for this, is that there are several Mons that learn Heal Bell + Imprison, but no mon that learns Aromatherapy + Imprison. Just as with the attract Argument, this has almost no practical use since Imprison isn't a relevant move, but again, there's no reason not to do it, so might as well be prepared for it. Exceptions to this are Mons that have another move or ability that isn't legal with Aromatherapy, like Blissey with Wish for example.
- Some newer Players might wonder why some of my Mons run 252 HP EVs and some run 248. This is usually based on entry hazard and/or Status damage. Certain HP numbers will result in one more Point of damage when switching in on Hazards for the first or second time compared to others. If you want to calculate this for yourself on other Mons, just use this calculation pathing:
1.: Divide the HP value by the the fraction of damage a mon with this type combination takes from the hazard in question
2.: Subtract the result of 1. from your max HP value
3.: Subtract the result of 1. from the result of 2. This simulates the second switchin.
Repeat this process with the other starting HP value, 248 or 252 respectively, depending on what you used for the first runthrough. If the results of 3. are the same as in the first runthrough, it means that giving this mon 252 HP EVs will effectively result in one more Point of damage taken if you Switch into a hazard twice, and should therefore not be used. If the results are different in both runthroughs, the choice is yours and should be made according to other Arguments, like leftovers jumppoints, the existance of certain statboosting items like Eviolite or Assault Vest, or the simple desire of wanting that Little extra EVs in a certain stat.
Now to the Teams themselves. I'll give a short Explanation to Things that might seem odd or are simply out of the norm, but I'll try not to make this 10 RMTs in one.
Part 1: "Active" Teams. These are the ones I specifically prepared for OURPL and the most recent ones I've built. They're up to date to tackle the newest meta Trends. I tested them in scrims and on ladder and got to 1850-1900 on 3 accounts without much effort, mostly just taking one overnight session to do it.
DoubleTrap DoubleShed Stall:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Dugtrio (F) @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Reversal
- Screech
- Substitute
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp
Skarmory (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Counter
- Defog
- Roost
- Toxic
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 224 HP / 52 Def / 232 SpD
Careful Nature
IVs: 0 SpA
- Horn Leech
- Leech Seed
- Protect
- Whirlwind
Toxapex (F) @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 96 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Infestation
- Recover
- Toxic
This Team was built as a Variation of the current "Default" Stall, to give People a better direct matchup to threats at the cost of having less Options to Play aggressively and shorten games by making Plays or stacking multiple Hazards. Bulu was Chosen over Tangrowth because it provides an actual switchin to Lele, which, despite its decrease in usage, is still a massive threat to stall; removing the Need to trap it with Dugtrio, especially considering that most of them run Shed Shell. It also still deals with Things Tangrowth is most commonly used for, such as Koko, Fini and Zygarde, while also providing some passive recovery for Mons like MSab and Chansey. Due to Grassy Terrain weakening EQ, and the fact that it's almost impossible to completely Keep Hazards off the field nowadays, Dugtrio was Chosen to be Ground-Z over Sash to still have enough firepower in Terrain. It also helps deal with some threats that EQ alone can't, Terrain or not. MSab is max SPD, to stop protean Greninja from freely spiking on the Team, and because in reality, there's nothing you'd Need max def, or the mixed spread for, unless you fucked up somewhere and Need an emergency check. Chansey is near max HP, because the max SPD set is absolute trash and does nothing that this spread can't, but is a lot weaker to Pursuit and mixed attackers or Psyshock. Toxapex was Chosen over Quagsire or Clef, because while not having Unaware seems weird, you still have Haze and WW on bulu. Thapex is also a second switchin to Char-y and Volc if Chansey gets trapped by Dugtrio which those cores usually run, and is mostly SPD invested. To prevent itself from being trapped, it also runs Shed Shell over Black Sludge, since the lack of passive recovery from that rarely mattes with Regenerator, Recover and potentially Grassy Terrain. The set is the "stallbreaker" set, which can trap and remove fat Mons like AV Tang, Chansey, Fini, etc. This choice makes the team a bit weaker to Char-X, but this has becomee rarer and rarer nowadays and you can just spam Haze on it until it kills you and then RK with Duggy. Dugtrio is the usual set, Substitute to fuck with Sucker Punch users and Z moves, and IVs to bring it t 201 HP, letting it Sub 4 times or take 2 Seismic Tosses and ending up at 1 HP for a max BP Reversal. Skarm set is also Standard and is the only set and spread that gives you a Chance of beating Rock Z Lando... if you win four 50/50s in a row...
M-Venu Balance
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 224 Def / 32 SpD
Relaxed Nature
- Earthquake
- Flamethrower
- Leech Seed
- Protect
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Toxic
Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Rock Slide
- Spikes
- U-turn
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Soft-Boiled
- Will-O-Wisp
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Leech Seed
- Sludge Bomb
- Synthesis
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Thousand Arrows
- Toxic
This is an upgrade of the old Venu/Celest/Zyg Balance cores that have been popping up since early SM. Balance is in a weird state right now, since you are basically trying to cover the majority of the metagame's threats in only 3-4 defensive Slots, when even full Stall can't handle everything in 6. Nonetheless, this core, with the Addition of Balance
's new-found Lord and Savior, Mew, Comes pretty Close. MVenu runs Leech Seed over Giga Drain, to be able to check all non-CM variants of Magearna, as well as everything else it normally checks, like Ash Ninja, Koko, etc. Celesteela is physdef to handle Pinsir and other threatening Mons, with EQ over Slam to hit Heatran on the Switch. This is especially important since Zygarde is CB over SubCoil, which means it can't directly Switch in on Heatran, as other sets. Mew runs 112+ Speed to outspeed Zygardes and all non-max Speed + positive nature'd Landos to burn or damage them with Ice Beam. Clef runs rocks to help with the Stall matchup, and Toxic complements that, although this moveslot is really variable; knock off, TWave, Flamethrower and CM are all viable Options. Choice Scarf Greninja was used in the last Slot, since I needed a reliable revenge killer, especially for Things like Zard-y and Volc, but be careful about Dugtrio, a common Partner to those Mons, which can take Advantage of a rock-locked greninja. It can also set up Spikes due to the sheer amount of Switches it Forces, which the Team can take Advantage of, especially with double Leech Seeds forcing even more Switches.
M-Bro Semistall
Amoonguss (F) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Giga Drain
- Hidden Power [Fire]
- Spore
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Toxic
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Slowbro (F) @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Fire Blast
- Ice Beam
- Scald
- Slack Off
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpA
- Crunch
- Pursuit
- Stone Edge
- Superpower
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
A Color scheme straight out of ILPM's mind! This Team was based around M-Bro as a Pivot and Tank, and basically every mon on it Supports MBro somehow. 3 Attacks Bro can not just wall the most threatening physical attackers, but also hit most of them back with a super effective coverage move. Amoonguss is a nice check to threatening electric types like Koko, removes TSpikes, which Limit Mbro a lot, just by switching in, and provides a lot of Utility with Clear Smog and Spore. It also forms a Regenerator core with Mbro. Chansey Acts as the Special Counterpart to MBro and handles the Special attackers Amoonguss can't, as well as getting rid of Status for Mbro. Ttar can check and beat threatening Ghost types 1v1, and remove Chansey which is a Problem for the rest of the Team. It also generally Acts as the team's wallbreaker to make up for MBros lack of firepower. Clef is another way to help with the stall matchup and can double up as a win con with CM later. Magic Guard was Chosen since it fits this Team better than Unaware, and most Setup sweepers can be handled otherwise. Zapdos defogs, helps with Pinsir and can PP stall Things with Pressure if it Comes down to that.
DoubleDefog Balance:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stone Edge
- U-turn
Mantine (F) @ Leftovers
Ability: Water Absorb
EVs: 228 HP / 196 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Haze
- Roost
- Scald
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Soft-Boiled
- Stealth Rock
- Will-O-Wisp
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
IVs: 0 SpA
- Bullet Punch
- Defog
- Roost
- U-turn
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 224 HP / 52 Def / 232 SpD
Careful Nature
- Horn Leech
- Leech Seed
- Protect
- Swords Dance
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Hurricane
- Knock Off
- Taunt
Another Balance Team based on a different core. Torn-T is a greatly underrated mon and can work wonders against any archetype. M-Zor is a nice defensive Pivot and can defog for Torn-T, since rocks greatly Limits it's ability to Switch into threats. Mew is just Overall an insanely helpful mon for Balance and has been described above already. Mantine was a nice Addition to this Team, since it helps with Char-y, Volc, and, with this spread, both Ash and Prot Ninja. Adding another SR weakness to the Team, I actually decided to run double Defog with it too, and it worked out great tbh. Having TornT and Mantine on the Team also allows me to run a slower scarfer than most other Teams, and Lando fits great, being able to RK a lot of threats, like Gyarados for example. Bulu is insane role compression for this Team and Acts as a late game sweeper + switchin to threatening Electrics on this Team.
Part2: "Outdated" Teams: These are some older Teams that have given me great success, but were built before certain bans or metagame Trends. I'm convinced they can still be made viable with some minor adaptations to the Teams and/or sets, so feel free to take this as a base for your own innovations, and please share the results with me!
WonderTrio Stall:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Toxic
Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 17 SpD
- Earthquake
- Pursuit
- Reversal
- Sucker Punch
Quagsire (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Encore
- Recover
- Scald
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 SpA / 156 Spe
Rash Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD
- Baton Pass
- Protect
- Shadow Ball
- Will-O-Wisp
Skarmory (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Counter
- Defog
- Roost
- Toxic
This is propably the most infamous Team I've ever built, and it's the updated Version of one of my old RMTs. It has been used to success on both the ladder by People like Cartoon or myself, and in tournaments like SPL by Leftiez, after which he was falsely attributed to have created this Team. A simple look at my RMT and replays, or asking ILPM, who was involved in the teambuilding process should clear Things up though. Sab, Chansey and Skarm have been talked about earlier in this thread, and Duggy should be selfexplaining for Stall. The spread is Standard for Sash Duggy, 0 Def, 17 SPD and 20 HP IVs with 4 HP EVs and a Hasty nature allows Duggy to be brought down to Sash, and therefore a max BP Reversal, as fast as possible, while at the same time surviving 2 Seismic Tosses, and a Lava Plume from Utility tran including the burn. Sucker Punch was ran over Screech to deal with Metagross, which was still a roll, despite in my favor. Shedinja is the star of this Team, walling everyone and their mother if they didnt have Status, weather or a SE move. The prime examples were Pheromosa, non-pursuit Metagross', Koko, most Kartanas and most Magearnas. Since everything that can hit it, will kill it, there's no Need for any Investment in hp, def or SPD. Shadow Ball was the main offensive move and is Chosen Over the stronger Shadow Claw or priority Shadow Sneak because Iron Barbs, Rough Skin and Rocky Helmet damage would kill it, and the damage difference doesn't matter. A Rash nature is used to win the really niche matchup vs Ditto, considering your Sash is still intact. 156 Spe EVs are to underspeed Clefable by 1 Point, allowing this Team to forcefully PP Stall it with Dugtrio and Baton Pass. Quagsire has Unaware for Char-X etc., and deals with Zygarde which could toxic Shed. Encore can shut down a lot of Mons and is nice Utility. Shedinja is propably not viable anymore, with the rise of Tyranitar and ist Mega form, as well as Veil HO, but if you still want to use it, the Speed Tier doesnt matter since Baton Pass is banned, running a bug move or Shadow Sneak could work, even Toxic in some cases. Safety Goggles might be a niche Option, but giving up Focus Sash might hurt more than Goggles help. Oh and that will most likely upset the most People, is the fact that this Team doesn't run Rocks. This is the result of some week-long Brainstorming and theorycrafting with ILPM, after which we came to the conclusion that some Teams, including this, and his original Version of the mega-less Double Defog Stall, can get away with not using them, as the reliable Option of directly beating certain threats is worth more to them then "just" speeding up the game for a few turns.
Zygarde Balance:
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Hidden Power [Ice]
- Stealth Rock
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 120 Def / 124 SpD / 16 Spe
Impish Nature
IVs: 0 SpA
- Bullet Punch
- Roost
- Swords Dance
- U-turn
Tangrowth (F) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Hidden Power [Ice]
- Knock Off
Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Heat Wave
- Roost
- Volt Switch
Zygarde @ Leftovers
Ability: Aura Break
EVs: 240 HP / 56 Def / 212 SpD
Careful Nature
IVs: 0 SpA
- Coil
- Substitute
- Thousand Arrows
- Toxic
This Team was built with a lot of advice and doublechecking with Hayburner during the process, and ironically, it turned out almost exactly the same like one of his Teams, without me seeing his Team before. There are some differences in sets and spreads, but the Overall concept is the same. It revolves around voltturning in and out of checks while slowly wearing down the Opponent or Setting up a sweep with SubCoil Zygarde. Bronzong was a nice check for offensive Landos and Metagross versions, should M-Zor get worn down too much. The rest is pretty Standard, or at least was at that time, and I think the Team can mostly be run like this with some minor changes like Celest over Bronzong, FastDos over Defog, and Utility Zor over SD. Also make sure to alter spreads to adapt to meta Trends, like running 28 def on Tangrowth to tank +1 Devastating Drakes from Zygarde, etc.
M-Hera Sand Balance:
Amoonguss (F) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Clear Smog
- Giga Drain
- Hidden Power [Fire]
- Spore
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Excadrill (F) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Heracross (F) @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
IVs: 0 SpA
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
Tyranitar (F) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Ice Beam
- Pursuit
- Stealth Rock
- Stone Edge
This is one of my ORAS Teams, and was actually the first "legit" Team I've ever built after starting to become interested in competitive Pokemon, but is nonetheless more than viable up till today. ABR was both a big influence as well as a great help while Building this Team, and I owe him a lot for explaining to me how stuff works and why x would be better than y, etc. Without him or Albacore, this Team wouldn't have happened, and I'd still be trying to revive gen4 TSS Teams nowadays. The Team itself is a classic Sand Team, revolving around removing or weakening Excadrills checks and then sweeping with it in Sand, having his Speed doubled. Amoonguss checks bulky Waters and provides Utility, Rotom-W checks lando, Skarm and other flying/ground walls, Clef provides even more Utility, helps with Stall and provides a secondary win condition as well as Speed Control. Heracross is my main wallbreaker since I wanted something "out of the norm", so Char-y wasn't really an Option, even though I of Course considered it. Substitute was run on it to provide a buffer against Status, and because I felt like even without SD I'll dent Teams enough to clean up later. TTar was the Standard Support set back then, with Chople Berry to check Char-y. Excadrill as my only hazard removal was fine, since my Team really isn't bothered by rocks too much.
-----
That was it for now, I obviously have a lot more teams, but most others are either too "generic", aka not interesting enough to be shared, or I received them from other players and hence don't want to share them without their consent. Nonetheless, I hope you had fun reading it, and maybe I was able to help some Players with providing an interesting teeam for them, or giving them some tips they didn't know about. Also again, if you get inspired to build your own stuff based upon These Teams, please share them here, I'd love to see the result! Something to add: I don't save too many replays of my games, but will go through some of them later to see if there are some worth sharing.
For the last part, some Shoutouts:
- ABR and Albacore, for getting me started with competitive Pokemon and showing inhuman Levels of Patience for my infinite questions.
- Hayburner, Playerw17, I love Pink Mons and Talah for being great advisors and Brainstorming for hours with me about Teams and strategies.
- SavyJayJane for always supporting me, no matter the Situation ;D
PS: My apologies for the sprites, idk why the gen7 Mons are so big, I took them all from the same site :/ Gonna try to find a way to fix it
I just got adviced that opening a new thread for this is not welcomed, and that I should instead use another thread, like this, for it. Hence:
Morning ladies,
I ended up not playing in OURPL, so thought I might as well dump some of the Teams I made to prepare for it + some older ones that I still had lying around. I'm not a ben gay or ABR, so don't expect any metagame revolutions, but I hope this thread is still useful for new players and/or people looking for "new" Teams and/or Inspiration. Big shoutout to Talah/Eternam, Hayburner and Playerw17 who helped me a lot by discussing some mon, set and spread choices for hours.
Some generic Things that you'll see on all of my Teams are:
- Mons that have no Special attacks will have 0 SpA IVs. This has no practical use, because there's no Special Version of Foul Play, and is just one of my quirks
- All my Mons that can be female, will be. This is a relic from late ORAS ScoliPass, which was using Attract on Scolipede; and since there are more relevant auto-male Mons than auto-female, those Scolipdes were all female. Nowadays it doesn't really have any practical use anymore, since Attract isn't used on any competitive Teams, but there's still no reason NOT to do it, since you don't lose anything, and even if you face Attract once in a Million battles, might as well be prepared for it. An exception to this rule are, for example, mons like Greninja, which should be male to leave your Opponent guessing if it's Battle Bond or not, etc.
- All my clerics will have Aromatherapy over Heal Bell. The reason for this, is that there are several Mons that learn Heal Bell + Imprison, but no mon that learns Aromatherapy + Imprison. Just as with the attract Argument, this has almost no practical use since Imprison isn't a relevant move, but again, there's no reason not to do it, so might as well be prepared for it. Exceptions to this are Mons that have another move or ability that isn't legal with Aromatherapy, like Blissey with Wish for example.
- Some newer Players might wonder why some of my Mons run 252 HP EVs and some run 248. This is usually based on entry hazard and/or Status damage. Certain HP numbers will result in one more Point of damage when switching in on Hazards for the first or second time compared to others. If you want to calculate this for yourself on other Mons, just use this calculation pathing:
1.: Divide the HP value by the the fraction of damage a mon with this type combination takes from the hazard in question
2.: Subtract the result of 1. from your max HP value
3.: Subtract the result of 1. from the result of 2. This simulates the second switchin.
Repeat this process with the other starting HP value, 248 or 252 respectively, depending on what you used for the first runthrough. If the results of 3. are the same as in the first runthrough, it means that giving this mon 252 HP EVs will effectively result in one more Point of damage taken if you Switch into a hazard twice, and should therefore not be used. If the results are different in both runthroughs, the choice is yours and should be made according to other Arguments, like leftovers jumppoints, the existance of certain statboosting items like Eviolite or Assault Vest, or the simple desire of wanting that Little extra EVs in a certain stat.
Now to the Teams themselves. I'll give a short Explanation to Things that might seem odd or are simply out of the norm, but I'll try not to make this 10 RMTs in one.
Part 1: "Active" Teams. These are the ones I specifically prepared for OURPL and the most recent ones I've built. They're up to date to tackle the newest meta Trends. I tested them in scrims and on ladder and got to 1850-1900 on 3 accounts without much effort, mostly just taking one overnight session to do it.
DoubleTrap DoubleShed Stall:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Dugtrio (F) @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Reversal
- Screech
- Substitute
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp
Skarmory (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Counter
- Defog
- Roost
- Toxic
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 224 HP / 52 Def / 232 SpD
Careful Nature
IVs: 0 SpA
- Horn Leech
- Leech Seed
- Protect
- Whirlwind
Toxapex (F) @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 96 Def / 160 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Infestation
- Recover
- Toxic
This Team was built as a Variation of the current "Default" Stall, to give People a better direct matchup to threats at the cost of having less Options to Play aggressively and shorten games by making Plays or stacking multiple Hazards. Bulu was Chosen over Tangrowth because it provides an actual switchin to Lele, which, despite its decrease in usage, is still a massive threat to stall; removing the Need to trap it with Dugtrio, especially considering that most of them run Shed Shell. It also still deals with Things Tangrowth is most commonly used for, such as Koko, Fini and Zygarde, while also providing some passive recovery for Mons like MSab and Chansey. Due to Grassy Terrain weakening EQ, and the fact that it's almost impossible to completely Keep Hazards off the field nowadays, Dugtrio was Chosen to be Ground-Z over Sash to still have enough firepower in Terrain. It also helps deal with some threats that EQ alone can't, Terrain or not. MSab is max SPD, to stop protean Greninja from freely spiking on the Team, and because in reality, there's nothing you'd Need max def, or the mixed spread for, unless you fucked up somewhere and Need an emergency check. Chansey is near max HP, because the max SPD set is absolute trash and does nothing that this spread can't, but is a lot weaker to Pursuit and mixed attackers or Psyshock. Toxapex was Chosen over Quagsire or Clef, because while not having Unaware seems weird, you still have Haze and WW on bulu. Thapex is also a second switchin to Char-y and Volc if Chansey gets trapped by Dugtrio which those cores usually run, and is mostly SPD invested. To prevent itself from being trapped, it also runs Shed Shell over Black Sludge, since the lack of passive recovery from that rarely mattes with Regenerator, Recover and potentially Grassy Terrain. The set is the "stallbreaker" set, which can trap and remove fat Mons like AV Tang, Chansey, Fini, etc. This choice makes the team a bit weaker to Char-X, but this has becomee rarer and rarer nowadays and you can just spam Haze on it until it kills you and then RK with Duggy. Dugtrio is the usual set, Substitute to fuck with Sucker Punch users and Z moves, and IVs to bring it t 201 HP, letting it Sub 4 times or take 2 Seismic Tosses and ending up at 1 HP for a max BP Reversal. Skarm set is also Standard and is the only set and spread that gives you a Chance of beating Rock Z Lando... if you win four 50/50s in a row...
M-Venu Balance
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 224 Def / 32 SpD
Relaxed Nature
- Earthquake
- Flamethrower
- Leech Seed
- Protect
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Stealth Rock
- Toxic
Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Rock Slide
- Spikes
- U-turn
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Soft-Boiled
- Will-O-Wisp
Venusaur (F) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Leech Seed
- Sludge Bomb
- Synthesis
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Thousand Arrows
- Toxic
This is an upgrade of the old Venu/Celest/Zyg Balance cores that have been popping up since early SM. Balance is in a weird state right now, since you are basically trying to cover the majority of the metagame's threats in only 3-4 defensive Slots, when even full Stall can't handle everything in 6. Nonetheless, this core, with the Addition of Balance
's new-found Lord and Savior, Mew, Comes pretty Close. MVenu runs Leech Seed over Giga Drain, to be able to check all non-CM variants of Magearna, as well as everything else it normally checks, like Ash Ninja, Koko, etc. Celesteela is physdef to handle Pinsir and other threatening Mons, with EQ over Slam to hit Heatran on the Switch. This is especially important since Zygarde is CB over SubCoil, which means it can't directly Switch in on Heatran, as other sets. Mew runs 112+ Speed to outspeed Zygardes and all non-max Speed + positive nature'd Landos to burn or damage them with Ice Beam. Clef runs rocks to help with the Stall matchup, and Toxic complements that, although this moveslot is really variable; knock off, TWave, Flamethrower and CM are all viable Options. Choice Scarf Greninja was used in the last Slot, since I needed a reliable revenge killer, especially for Things like Zard-y and Volc, but be careful about Dugtrio, a common Partner to those Mons, which can take Advantage of a rock-locked greninja. It can also set up Spikes due to the sheer amount of Switches it Forces, which the Team can take Advantage of, especially with double Leech Seeds forcing even more Switches.
M-Bro Semistall
Amoonguss (F) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Clear Smog
- Giga Drain
- Hidden Power [Fire]
- Spore
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Toxic
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Slowbro (F) @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Fire Blast
- Ice Beam
- Scald
- Slack Off
Tyranitar (F) @ Choice Band
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpA
- Crunch
- Pursuit
- Stone Edge
- Superpower
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Discharge
- Heat Wave
- Roost
A Color scheme straight out of ILPM's mind! This Team was based around M-Bro as a Pivot and Tank, and basically every mon on it Supports MBro somehow. 3 Attacks Bro can not just wall the most threatening physical attackers, but also hit most of them back with a super effective coverage move. Amoonguss is a nice check to threatening electric types like Koko, removes TSpikes, which Limit Mbro a lot, just by switching in, and provides a lot of Utility with Clear Smog and Spore. It also forms a Regenerator core with Mbro. Chansey Acts as the Special Counterpart to MBro and handles the Special attackers Amoonguss can't, as well as getting rid of Status for Mbro. Ttar can check and beat threatening Ghost types 1v1, and remove Chansey which is a Problem for the rest of the Team. It also generally Acts as the team's wallbreaker to make up for MBros lack of firepower. Clef is another way to help with the stall matchup and can double up as a win con with CM later. Magic Guard was Chosen since it fits this Team better than Unaware, and most Setup sweepers can be handled otherwise. Zapdos defogs, helps with Pinsir and can PP stall Things with Pressure if it Comes down to that.
DoubleDefog Balance:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stone Edge
- U-turn
Mantine (F) @ Leftovers
Ability: Water Absorb
EVs: 228 HP / 196 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Haze
- Roost
- Scald
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Soft-Boiled
- Stealth Rock
- Will-O-Wisp
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
IVs: 0 SpA
- Bullet Punch
- Defog
- Roost
- U-turn
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 224 HP / 52 Def / 232 SpD
Careful Nature
- Horn Leech
- Leech Seed
- Protect
- Swords Dance
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heat Wave
- Hurricane
- Knock Off
- Taunt
Another Balance Team based on a different core. Torn-T is a greatly underrated mon and can work wonders against any archetype. M-Zor is a nice defensive Pivot and can defog for Torn-T, since rocks greatly Limits it's ability to Switch into threats. Mew is just Overall an insanely helpful mon for Balance and has been described above already. Mantine was a nice Addition to this Team, since it helps with Char-y, Volc, and, with this spread, both Ash and Prot Ninja. Adding another SR weakness to the Team, I actually decided to run double Defog with it too, and it worked out great tbh. Having TornT and Mantine on the Team also allows me to run a slower scarfer than most other Teams, and Lando fits great, being able to RK a lot of threats, like Gyarados for example. Bulu is insane role compression for this Team and Acts as a late game sweeper + switchin to threatening Electrics on this Team.
Part2: "Outdated" Teams: These are some older Teams that have given me great success, but were built before certain bans or metagame Trends. I'm convinced they can still be made viable with some minor adaptations to the Teams and/or sets, so feel free to take this as a base for your own innovations, and please share the results with me!
WonderTrio Stall:
Chansey @ Eviolite
Ability: Natural Cure
EVs: 244 HP / 252 Def / 12 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Aromatherapy
- Seismic Toss
- Soft-Boiled
- Toxic
Dugtrio (F) @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
IVs: 20 HP / 0 Def / 0 SpA / 17 SpD
- Earthquake
- Pursuit
- Reversal
- Sucker Punch
Quagsire (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Earthquake
- Encore
- Recover
- Scald
Sableye (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Protect
- Recover
- Will-O-Wisp
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 SpA / 156 Spe
Rash Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpD
- Baton Pass
- Protect
- Shadow Ball
- Will-O-Wisp
Skarmory (F) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Counter
- Defog
- Roost
- Toxic
This is propably the most infamous Team I've ever built, and it's the updated Version of one of my old RMTs. It has been used to success on both the ladder by People like Cartoon or myself, and in tournaments like SPL by Leftiez, after which he was falsely attributed to have created this Team. A simple look at my RMT and replays, or asking ILPM, who was involved in the teambuilding process should clear Things up though. Sab, Chansey and Skarm have been talked about earlier in this thread, and Duggy should be selfexplaining for Stall. The spread is Standard for Sash Duggy, 0 Def, 17 SPD and 20 HP IVs with 4 HP EVs and a Hasty nature allows Duggy to be brought down to Sash, and therefore a max BP Reversal, as fast as possible, while at the same time surviving 2 Seismic Tosses, and a Lava Plume from Utility tran including the burn. Sucker Punch was ran over Screech to deal with Metagross, which was still a roll, despite in my favor. Shedinja is the star of this Team, walling everyone and their mother if they didnt have Status, weather or a SE move. The prime examples were Pheromosa, non-pursuit Metagross', Koko, most Kartanas and most Magearnas. Since everything that can hit it, will kill it, there's no Need for any Investment in hp, def or SPD. Shadow Ball was the main offensive move and is Chosen Over the stronger Shadow Claw or priority Shadow Sneak because Iron Barbs, Rough Skin and Rocky Helmet damage would kill it, and the damage difference doesn't matter. A Rash nature is used to win the really niche matchup vs Ditto, considering your Sash is still intact. 156 Spe EVs are to underspeed Clefable by 1 Point, allowing this Team to forcefully PP Stall it with Dugtrio and Baton Pass. Quagsire has Unaware for Char-X etc., and deals with Zygarde which could toxic Shed. Encore can shut down a lot of Mons and is nice Utility. Shedinja is propably not viable anymore, with the rise of Tyranitar and ist Mega form, as well as Veil HO, but if you still want to use it, the Speed Tier doesnt matter since Baton Pass is banned, running a bug move or Shadow Sneak could work, even Toxic in some cases. Safety Goggles might be a niche Option, but giving up Focus Sash might hurt more than Goggles help. Oh and that will most likely upset the most People, is the fact that this Team doesn't run Rocks. This is the result of some week-long Brainstorming and theorycrafting with ILPM, after which we came to the conclusion that some Teams, including this, and his original Version of the mega-less Double Defog Stall, can get away with not using them, as the reliable Option of directly beating certain threats is worth more to them then "just" speeding up the game for a few turns.
Zygarde Balance:
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Hidden Power [Ice]
- Stealth Rock
Scizor (F) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 120 Def / 124 SpD / 16 Spe
Impish Nature
IVs: 0 SpA
- Bullet Punch
- Roost
- Swords Dance
- U-turn
Tangrowth (F) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Hidden Power [Ice]
- Knock Off
Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Recover
- Scald
- Toxic
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Heat Wave
- Roost
- Volt Switch
Zygarde @ Leftovers
Ability: Aura Break
EVs: 240 HP / 56 Def / 212 SpD
Careful Nature
IVs: 0 SpA
- Coil
- Substitute
- Thousand Arrows
- Toxic
This Team was built with a lot of advice and doublechecking with Hayburner during the process, and ironically, it turned out almost exactly the same like one of his Teams, without me seeing his Team before. There are some differences in sets and spreads, but the Overall concept is the same. It revolves around voltturning in and out of checks while slowly wearing down the Opponent or Setting up a sweep with SubCoil Zygarde. Bronzong was a nice check for offensive Landos and Metagross versions, should M-Zor get worn down too much. The rest is pretty Standard, or at least was at that time, and I think the Team can mostly be run like this with some minor changes like Celest over Bronzong, FastDos over Defog, and Utility Zor over SD. Also make sure to alter spreads to adapt to meta Trends, like running 28 def on Tangrowth to tank +1 Devastating Drakes from Zygarde, etc.
M-Hera Sand Balance:
Amoonguss (F) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Clear Smog
- Giga Drain
- Hidden Power [Fire]
- Spore
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Excadrill (F) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Heracross (F) @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
IVs: 0 SpA
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
Tyranitar (F) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Ice Beam
- Pursuit
- Stealth Rock
- Stone Edge
This is one of my ORAS Teams, and was actually the first "legit" Team I've ever built after starting to become interested in competitive Pokemon, but is nonetheless more than viable up till today. ABR was both a big influence as well as a great help while Building this Team, and I owe him a lot for explaining to me how stuff works and why x would be better than y, etc. Without him or Albacore, this Team wouldn't have happened, and I'd still be trying to revive gen4 TSS Teams nowadays. The Team itself is a classic Sand Team, revolving around removing or weakening Excadrills checks and then sweeping with it in Sand, having his Speed doubled. Amoonguss checks bulky Waters and provides Utility, Rotom-W checks lando, Skarm and other flying/ground walls, Clef provides even more Utility, helps with Stall and provides a secondary win condition as well as Speed Control. Heracross is my main wallbreaker since I wanted something "out of the norm", so Char-y wasn't really an Option, even though I of Course considered it. Substitute was run on it to provide a buffer against Status, and because I felt like even without SD I'll dent Teams enough to clean up later. TTar was the Standard Support set back then, with Chople Berry to check Char-y. Excadrill as my only hazard removal was fine, since my Team really isn't bothered by rocks too much.
-----
That was it for now, I obviously have a lot more teams, but most others are either too "generic", aka not interesting enough to be shared, or I received them from other players and hence don't want to share them without their consent. Nonetheless, I hope you had fun reading it, and maybe I was able to help some Players with providing an interesting teeam for them, or giving them some tips they didn't know about. Also again, if you get inspired to build your own stuff based upon These Teams, please share them here, I'd love to see the result! Something to add: I don't save too many replays of my games, but will go through some of them later to see if there are some worth sharing.
For the last part, some Shoutouts:
- ABR and Albacore, for getting me started with competitive Pokemon and showing inhuman Levels of Patience for my infinite questions.
- Hayburner, Playerw17, I love Pink Mons and Talah for being great advisors and Brainstorming for hours with me about Teams and strategies.
- SavyJayJane for always supporting me, no matter the Situation ;D
PS: My apologies for the sprites, idk why the gen7 Mons are so big, I took them all from the same site :/ Gonna try to find a way to fix it
Cool teams but your first team dosen't have a toxapex sprite
Use this for sprites: http://fulllifegamer.bplaced.net/ just copy paste your team in there and use the sprites from there
Mew does now runs enough speed for jolly bisharp at least, going as fast as choice banded zygarde. Run max speed jolly if u want to creep mews imo. Also toxic>dragon claw/outrage because u want to toxic landoTapu Bulu + Mew & Zard Y Balance
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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 248 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Stone Edge
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast/Earthquake
- Roost
Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Superpower
- Swords Dance
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Defog
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
Toxapex @ Black Sludge/Shed Shell
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- HazeThe team is built around the core Bulu+Mew. Heatran because of Mew and it puts up rocks and is a goog Fairy and psychic check, it's so good with grassy terrain like mew. Toxapex is an tha let me check zard y and some setup sweepers. Zard Y destroys almost everything and it's a really good wallbreaker that Tapu Bulu with fast Mew and steel types like fast heatran. Garchomp checks Volcarona an vives me some speed control.
Grassium Z is the best set of Bulu atm in myopinion. It runs enough speed to outspeed defensive mew. I lik fast mew because it burns band zyg and offensive lando. Zard Y can runs eq to check subtran better. Toxapex can run shed shell to check zard y + duggy better.
The main threat of the team is MPinsir and subtoxic Tran is also quite annoying to play around.
If you have any suggestions for this team, please , let me know
First off, you put experts belt on gren because of protean's amazing coverage, hitting a large portion of the metagame for super effective, this dosen't work the same with ash-gren, especially since it's running spikes over ice beam, i'd recommend z-move if you hate being choice locked, i also don't get why you need flare blitz on entei, bulldoze hits heatran which is an important target these days, the venusaur dosen't need giga drain, swap it for hp fire, your running speed to outspeed mawile for a reason, that's about it, maybe put swords dance on lando and drop the u-turn and put it on mandibuzz, but that's preference, good luck team building!I made this fun team, would anyone like to try it/give me their thoughts? The team is actually better than it looks but it could use some improvement. Its got some pretty big threats so if you make good doubles you usually get a kill. Let me know what you guys think. I'm a decent player but new to building so go easy on me please!
Greninja-Ash (M) @ Expert Belt
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Dark Pulse
- Water Shuriken
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Sacred Fire
- Stone Edge
- Extreme Speed
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Outrage
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fly
- U-turn
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Foul Play
- Defog
- Roost
- Knock Off
I made this fun team, would anyone like to try it/give me their thoughts? The team is actually better than it looks but it could use some improvement. Its got some pretty big threats so if you make good doubles you usually get a kill. Let me know what you guys think. I'm a decent player but new to building so go easy on me please!
Greninja-Ash (M) @ Expert Belt
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Dark Pulse
- Water Shuriken
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Sacred Fire
- Stone Edge
- Extreme Speed
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Outrage
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fly
- U-turn
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Foul Play
- Defog
- Roost
- Knock Off
Very cool team! A couple things though: Mew > Mandibuzz. This change is mainly due to your lack of a safe switch in to Medicham. You still retain defog and a strong Phys wall while making up for a few big weaknesses. You have no lele switchin or latios, Greninja, Tornadus, pinsir, gengar, Mimikyu switch in, so I'd replace Landorus with Celesteela. This team now has no rocks and loses to stall and nobody likes losing to stall so I'd run Marowak > Entei. Those are my own changes, feel free to not use them, but I think they would improve the team :)Thanks for the help! I made some of your guys changes and did some testing. I changed Greninja, gave Lando SD, and Entei got bulldoze for Heatran. I think its a bit Greninja weak so I'll keep playing around with it. By the way I'm only using lesser seen mons because I get bored of running the standard all the time, but these aren't that obscure anyway.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Dark Pulse
- Ice Beam
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 88 Def / 156 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Hidden Power [Fire]
- Leech Seed
- Synthesis
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Outrage
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Fly
- Stealth Rock
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Foul Play
- Defog
- Roost
- Knock Off
Your Keldeo is missing EVs.Popeye's $5 Box
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Hey guys, I have a Volt-Turn team that I built around what I call Funfetti Magearna. I wanted to keep a lot of offensive pressure on the opponent and force some switches, so I started with Mega Beedrill with T-Spikes, which helps against bulky threats like Mega Swampert and Chansey. Smack Down Yache Landorus helps with Zapdos, who is soo good right now it's crazy. LO Taunt Koko is a good wall/stall breaker and helps with Celesteela, who can be a pain. Kyu-B is a new addition, but helps with stall as well as bulky waters like Toxapex. Lastly Funfetti Magearna has pretty good coverage with BoltBeam and can spam one of the strongest moves in the game with no drawbacks thanks to Twinkle Tackle + Soul Heart. It's a favorite team of mine and I'd love to make it even better. Thanks :)Louisiana Fast (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 252 Spe
Naive Nature
- Scald
- Hydro Pump
- Secret Sword
- Stone Edge
Extra Crispy (Beedrill-Mega) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Toxic Spikes
White Meat (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Taunt
Cajun Fries (Landorus-Therian) @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Smack Down
- U-turn
- Stealth Rock
Biscuit (Magearna) @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Thunderbolt
- Ice Beam
Dark Meat (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]
http://replay.pokemonshowdown.com/gen7ou-601192154
Popeye's $5 Box
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Hey guys, I have a Volt-Turn team that I built around what I call Funfetti Magearna. I wanted to keep a lot of offensive pressure on the opponent and force some switches, so I started with Mega Beedrill with T-Spikes, which helps against bulky threats like Mega Swampert and Chansey. Smack Down Yache Landorus helps with Zapdos, who is soo good right now it's crazy. LO Taunt Koko is a good wall/stall breaker and helps with Celesteela, who can be a pain. Kyu-B is a new addition, but helps with stall as well as bulky waters like Toxapex. Lastly Funfetti Magearna has pretty good coverage with BoltBeam and can spam one of the strongest moves in the game with no drawbacks thanks to Twinkle Tackle + Soul Heart. It's a favorite team of mine and I'd love to make it even better. Thanks :)Louisiana Fast (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 252 Spe
Naive Nature
- Scald
- Hydro Pump
- Secret Sword
- Stone Edge
Extra Crispy (Beedrill-Mega) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Toxic Spikes
White Meat (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Taunt
Cajun Fries (Landorus-Therian) @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Smack Down
- U-turn
- Stealth Rock
Biscuit (Magearna) @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Thunderbolt
- Ice Beam
Dark Meat (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]
http://replay.pokemonshowdown.com/gen7ou-601192154
Hey, this isn't the right place to request teams, but rather to share some of your own, already finished teams. To request teams, go to the Teambuilding Workshop, it is currently closed, so wait until it is open before you postLopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Power-Up Punch
- Return
- High Jump Kick
Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Thunderbolt
Requesting a team around these 2
OK I'll post the finished team soonHey, this isn't the right place to request teams, but rather to share some of your own, already finished teams. To request teams, go to the Teambuilding Workshop, it is currently closed, so wait until it is open before you post