Project USM OU Teambuilding Competition - Mega Venusaur


Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Clanging Scales
- Focus Blast
- Flamethrower
- Stealth Rock

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 30 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 180 HP / 164 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Thunder Punch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 136 Atk / 84 Def / 208 Spe
Naive Nature
- Stone Edge
- Earthquake
- Hidden Power [Fire]
- U-turn

Greninja @ Expert Belt
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Gunk Shot
- Extrasensory
- Hidden Power [Fire]
3 Attacks+Rocks Kommo-o is a cornerstone of my team. Then I added Ferrothorn because Kommo-o loves Spikes and hates Fairies, and I need a pivot on Ash-Greninja and Psychics. Rotom-W completes my defensive backbone. SpD spread is so Rotom-W can switch on Heatran more freely and can act as a soft check to pre-Ash Greninja. M-Mawile gives me a lot of breaking power, improving my stall matchup and pressuring Kommo-o's answers. Landorus-T gives me speed control and a Ground. HP Fire is so first random Kartana won't fuck me. Originally it was Defog > Stone Edge and had more offensive spread but Lil Blaine suggested me current variant. Lastly, Greninja gives my team more speed, and its coverage lets it beat Kommo-o's answers like Tapu Fini and Toxapex.
 
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None So Vile - Brainless Webs


A classic webs structure with some interesting features. Slurpuff can do some unexpected tricks with Magic Coat, Unburden, and Endeavor, so I thought it could be fun. Garchomp acts as an offensive rocker that can spinblock with Rough Skin. Bisharp and Mega Heracross are the main webs abusers and wallbreakers. They are great partners against stall: Bis takes care of Clefable builds and Heracross breaks Quagsire and Pyuku builds. Magearna is the classic cleaner. Expert Belt gives you better rolls againts almost everything and is specially useful for weakening Pex. Kommo-O is the main sweeper, it takes advantage of its exclusive Z-move to nuke things and become extremely hard to handle. With webs it can opt for SD as the secondary set-up means; this helps breaking things like Mega Scizor.
 

Jordy

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Team A by Sickist



Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Flamethrower
- Taunt
- Close Combat
- Clanging Scales

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Stealth Rock
- Toxic

Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Defog
- Hurricane
- Knock Off

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 236 SpD / 24 Spe
Sassy Nature
- Volt Switch
- Iron Head
- Fleur Cannon
- Hidden Power [Fire]

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 108 SpD / 112 Spe
Jolly Nature
- Swords Dance
- Facade
- Earthquake
- Roost

Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- U-turn
- Rock Slide
- Ice Beam
- Gunk Shot
Basically, I started with Kommo-o, as it is the subject for this week. Went for a wallbreaker set that Ive used a couple times, utilizing Taunt, It's Z move, and its good mixed coverage. Next, I added Spdef Heatran to deal with Psychics and Fairies, as well as providing rocks. Tornadus is the Defogger on the team and the main Kartana and Landorus answer. AV Magearna forms a nice Voltturn core with Tornadus, forming the backbone of the team. It also reliably checks most Greninja (including Ash), as well as other Magearna. Gliscor is another Landorus answer, the main Heatran Answer, (If orb is activated) a Toxapex answer, and another Wallbreaker. Greninja is the last member of the team, and it's our speed control for the team, reliably revenge killing threats like Volcarona and Kartana.

Team B by Prisoner952


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hail
- Aurora Veil
- Safeguard
- Freeze-Dry

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Bulk Up
- Facade

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Swords Dance

Greninja @ Groundium Z
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dig
- Spikes
- Ice Beam
- Gunk Shot

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- Knock Off

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 52 HP / 204 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Drain Punch
- Thunder Punch

I wanted to build around bulk-up conkeldurr, which is busted when paired with ninetales. Naturally, landorus accompanies almost all hyper offense teams, and instead of spikes greninja, I went with Z-Dig to get rid of magearna (also just because i didn't have a z-move user anyway). Scizor appreciates heatran and toxapex gone as well as conkeldurr eating burns and smashing steels, which made him the next addition.

Kommo-o fit perfectly onto the team from there, as he can setup on ferrothorn, celesteela, toxapex (make sure they don't instantly haze you tho), and rotom, who can give scizor or conkeldurr problems. Also, I needed something to prevent the ash-gren 6-0.

Kommo-o really shaped up to be the star of the team, as it makes it very easy for kommo-o to sweep. I often find myself setting up with scizor despite an opponent's rotom, heatran, etc, and then sacrificing him for kommo-o's safe entry and game-winning sweep.


Team C by c kai



Kommo-o @ Weakness Policy
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Close Combat
- Poison Jab
- Ice Punch

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Light Screen
- U-turn

Greninja (M) @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Toxic Spikes
- Taunt
- Ice Beam

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earth Power
- Explosion
- Rock Tomb

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Calm Mind
- Fleur Cannon
- Focus Blast

Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Fire Blast
- Rock Polish
I wanted to build around the Weakness Policy Kommo-O set so I figured I’d go with a Dual Screens HO. Landorus-T and Gren for hazards and Koko to set up screens. Even behind screens Kommo-o gets smashed by fairy moves that’s why I paired it with the second sweeper being Magearna. Kommo-O + Mag are both walled against Pex, Celesteela, M-Venu that’s why I decided to complete the team with Mewnium-Z + Fire Blast.

Team D by Egor


Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Clanging Scales
- Focus Blast
- Flamethrower
- Stealth Rock

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Careful Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off

Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 30 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Defog

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 180 HP / 164 Atk / 164 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Thunder Punch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 136 Atk / 84 Def / 208 Spe
Naive Nature
- Stone Edge
- Earthquake
- Hidden Power [Fire]
- U-turn

Greninja @ Expert Belt
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Gunk Shot
- Extrasensory
- Hidden Power [Fire]
3 Attacks+Rocks Kommo-o is a cornerstone of my team. Then I added Ferrothorn because Kommo-o loves Spikes and hates Fairies, and I need a pivot on Ash-Greninja and Psychics. Rotom-W completes my defensive backbone. SpD spread is so Rotom-W can switch on Heatran more freely and can act as a soft check to pre-Ash Greninja. M-Mawile gives me a lot of breaking power, improving my stall matchup and pressuring Kommo-o's answers. Landorus-T gives me speed control and a Ground. HP Fire is so first random Kartana won't fuck me. Originally it was Defog > Stone Edge and had more offensive spread but Lil Blaine suggested me current variant. Lastly, Greninja gives my team more speed, and its coverage lets it beat Kommo-o's answers like Tapu Fini and Toxapex.

Team E by Slave Of Passion


Slurpuff (F) @ Focus Sash
Ability: Unburden
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Play Rough
- Sticky Web
- Magic Coat
- Endeavor

Garchomp (M) @ Focus Sash
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Swords Dance

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

Heracross-Mega @ Heracronite
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Rock Blast
- Bullet Seed
- Swords Dance

Kommo-o (M) @ Kommonium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Close Combat
- Poison Jab
- Clanging Scales
- Swords Dance

Magearna @ Expert Belt
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Focus Blast
- Shift Gear
A classic webs structure with some interesting features. Slurpuff can do some unexpected tricks with Magic Coat, Unburden, and Endeavor, so I thought it could be fun. Garchomp acts as an offensive rocker that can spinblock with Rough Skin. Bisharp and Mega Heracross are the main webs abusers and wallbreakers. They are great partners against stall: Bis takes care of Clefable builds and Heracross breaks Quagsire and Pyuku builds. Magearna is the classic cleaner. Expert Belt gives you better rolls againts almost everything and is specially useful for weakening Pex. Kommo-O is the main sweeper, it takes advantage of its exclusive Z-move to nuke things and become extremely hard to handle. With webs it can opt for SD as the secondary set-up means; this helps breaking things like Mega Scizor.


====

On a separate note, I'd like to request everyone to stop putting Pokepast.es in hide tags to make our life a bit easier. Thanks!
 

lyd

hi this is lyd
is a Smogon Social Media Contributoris a Community Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
congratulations to Egor for winning with their team!!
a:
b:
c:
d: •••••••
e: •

:Round 47:
Mega Gallade



Mega Gallade is a deadly yet overlook Mega Evolution on the current metagame, it has plenty of advantages that makes sure it's far from living in Mega Medicham's shadow. With Swords Dance, base 110 Speed, and better bulk on it's arsenal, Mega Gallade is a threat to be reckoned with.​
 

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Ice Beam
- Iron Head

Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 30 Spe
- Hydro Pump
- Volt Switch
- Thunder Wave
- Defog

Serperior @ Choice Scarf
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Glare
- Synthesis
- Hidden Power [Fire]

Crawdaunt @ Waterium Z
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
I decided to make a team featuring pretty common M-Gallade+VoltTurn structure. AV Magearna and Rotom-W form my VoltTurn core, being able to switch on Psychic-types, Ash-Greninja, and Heatran. Rotom-W has SpD spread to switch on Heatran more freely. I chose Scarf Serperior as my wincon because it appreciates M-Gallade beating Heatran, Amoonguss, and M-Venusaur and provides me with Glare, completing a paraspam core with Rotom-W. Synthesis lets me play Serperior early-game a bit more recklessly. SD ZWater Crawdaunt is an interesting tech that improves my stall and Reuniclus matchups a lot and pressures Serperior's answers. Lastly, defensive Landorus-T gives me some crucial things like Ground-type and Stealth Rock, eases my M-Mawile matchup, and runs U-turn to bring my mons on the field safely.
btw will the archive ever be updated?
 
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Gallade-Mega @ Galladite
Ability: Inner Focus
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Swords Dance
- Stealth Rock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Earthquake
- Defog
- Roost
- Toxic

Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Roost
- Heat Wave
Mega Gallade is something I have never used in my life. Anyways, so I started with SD+CC+Psychic STAB+Knock to hit as much as I could. I then added Garchomp to help pressure Zapdos, which Gallade hates, as well as get rocks up and help vs Tran. AV Magearna is my Zam/Lele Matchup as well as my Greninja answer. It also provides momentum via Volt Switch. Gliscor is the main defogger on the team, as well as my way of switching into pex (assuming Orb is activated, Gliscor always 1v1's Toxapex.) Kartana is the speed control on the build, as well as the dispatcher of anything named Quagsire. Zapdos is in the last slot to check Kartana, Hawlucha, Pinsir, etc. It also forms a potent volt switch core with Magearna that annoys anything, including grounds due to Hp Ice being a thing. Overall, the only annoying thing vs the team imo is Keldeo, as there really isn't a good specs Hydro Pump switch-in.
 


Wanted to use Lele along with M.Gallade as a breaking core, as Lele can augments Gallades Psychic moves, pressuring Psychic resists on both the physical and special side, as well as Gallades fighting typing breaking past a lot of Leles checks especially at +2. Z Rocks Garchomp pairs nicely with Gallade, able to help pressure naturally physically bulky mons for Gallade, as well as providing a nice Heatran switch in. I went with Zapdos as the Defoger as it can switch in to TornT and other flying moves safely, as well as punish physical attackers which aim to revenge Gallade, such as LandoT, and Kartana. Ferrothorn finishes up the core, providing an Ash Gren check, as well as being able to Twave faster threats that try and switch in to Ferro such as the Lati's making Gallade and Leles time easier. Jirachi provides a nice check to Lele and Zam, which the team is currently weak too, as well as Healing Wish support, allowing Gallade to be played more recklessly.
 


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Defog

Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Calm Mind

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Nikky Heat (Heatran) (F) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Earth Power

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake

Gallade + Lele is a core I've always liked, because the two wear out each other's counters / checks and complement each other quite nicely. Gallade is the standard SD + 3 attacks while CM Z-Psyshock Lele provides a nice nuke against faster teams and more freedom against stall / bulkier teams in general. Scarf Lando gives the team some form of speed control, Defog support for (Toxic) Spikes, and an effective emergency button for boosted threats, hence the bulkier spread. Rotom compliments the core by providing a relatively slow Volt Switch and a switch-in for most priority moves that would hurt Gallade / terrain-less Lele while Heatran and AV Tang provide a sturdier Torn check / SR setter and a Ground resist / SI for Ash-Gren respectively.
The team really dislikes Volcarona and relies on offensive pressure to keep it from setting up, while Ash-Gren can be annoying in case Tang falls prematurely and / or Rotom is weakened enough.
 



Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Zen Headbutt
- Close Combat
- Knock Off
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Protect
- Leech Seed
- Heavy Slam
- Flamethrower
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge
Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 248 HP / 16 Def / 236 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Defog
- Punishment

I made this team some weeks ago /w RequinBleu for a french tournament, so I decided to build around Gallade-M with Knock off because he was a huge fan of Mew and Reuniclus, I decided to team up Gallade and Koko because he was allowing to break through Landorus with HP Ice and Skarmory/Celesteela with tbolt, then I decide to add the Celesteela/Garchomp/Toxapex which is a very nice core in my opinion, Celesteela allows me to have a ground immunity and a strong Lele answer and also to struggle against Lopunny-Mega, Garchomp is my Heatran check and also my rocks setter, SD and z move to go through celesteela/Tornadus/Zapdos, and toxapex to check things like ash-gren, volcarona. For the last pokemon I needed a scarf a and a defogger so Landorus made sense.
 
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Jordy

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Moderator
Team A by Egor


Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Ice Beam
- Iron Head

Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
IVs: 30 Spe
- Hydro Pump
- Volt Switch
- Thunder Wave
- Defog

Serperior @ Choice Scarf
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Glare
- Synthesis
- Hidden Power [Fire]

Crawdaunt @ Waterium Z
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
I decided to make a team featuring pretty common M-Gallade+VoltTurn structure. AV Magearna and Rotom-W form my VoltTurn core, being able to switch on Psychic-types, Ash-Greninja, and Heatran. Rotom-W has SpD spread to switch on Heatran more freely. I chose Scarf Serperior as my wincon because it appreciates M-Gallade beating Heatran, Amoonguss, and M-Venusaur and provides me with Glare, completing a paraspam core with Rotom-W. Synthesis lets me play Serperior early-game a bit more recklessly. SD ZWater Crawdaunt is an interesting tech that improves my stall and Reuniclus matchups a lot and pressures Serperior's answers. Lastly, defensive Landorus-T gives me some crucial things like Ground-type and Stealth Rock, eases my M-Mawile matchup, and runs U-turn to bring my mons on the field safely.

Team B by Sickist


Gallade-Mega @ Galladite
Ability: Inner Focus
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Swords Dance
- Stealth Rock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 SpD / 112 Spe
Jolly Nature
- Earthquake
- Defog
- Roost
- Toxic

Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Roost
- Heat Wave
Mega Gallade is something I have never used in my life. Anyways, so I started with SD+CC+Psychic STAB+Knock to hit as much as I could. I then added Garchomp to help pressure Zapdos, which Gallade hates, as well as get rocks up and help vs Tran. AV Magearna is my Zam/Lele Matchup as well as my Greninja answer. It also provides momentum via Volt Switch. Gliscor is the main defogger on the team, as well as my way of switching into pex (assuming Orb is activated, Gliscor always 1v1's Toxapex.) Kartana is the speed control on the build, as well as the dispatcher of anything named Quagsire. Zapdos is in the last slot to check Kartana, Hawlucha, Pinsir, etc. It also forms a potent volt switch core with Magearna that annoys anything, including grounds due to Hp Ice being a thing. Overall, the only annoying thing vs the team imo is Keldeo, as there really isn't a good specs Hydro Pump switch-in.

Team C by Counting Sheep


Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Psyshock
- Hidden Power [Fire]

Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Swords Dance

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Ice]
- Defog
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Thunder Wave

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

Wanted to use Lele along with M.Gallade as a breaking core, as Lele can augments Gallades Psychic moves, pressuring Psychic resists on both the physical and special side, as well as Gallades fighting typing breaking past a lot of Leles checks especially at +2. Z Rocks Garchomp pairs nicely with Gallade, able to help pressure naturally physically bulky mons for Gallade, as well as providing a nice Heatran switch in. I went with Zapdos as the Defoger as it can switch in to TornT and other flying moves safely, as well as punish physical attackers which aim to revenge Gallade, such as LandoT, and Kartana. Ferrothorn finishes up the core, providing an Ash Gren check, as well as being able to Twave faster threats that try and switch in to Ferro such as the Lati's making Gallade and Leles time easier. Jirachi provides a nice check to Lele and Zam, which the team is currently weak too, as well as Healing Wish support, allowing Gallade to be played more recklessly.


Team D by Gladio



Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Defog

Gallade-Mega (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Swords Dance

Tapu Lele @ Psychium Z
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Calm Mind

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Nikky Heat (Heatran) (F) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Earth Power

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake
Gallade + Lele is a core I've always liked, because the two wear out each other's counters / checks and complement each other quite nicely. Gallade is the standard SD + 3 attacks while CM Z-Psyshock Lele provides a nice nuke against faster teams and more freedom against stall / bulkier teams in general. Scarf Lando gives the team some form of speed control, Defog support for (Toxic) Spikes, and an effective emergency button for boosted threats, hence the bulkier spread. Rotom compliments the core by providing a relatively slow Volt Switch and a switch-in for most priority moves that would hurt Gallade / terrain-less Lele while Heatran and AV Tang provide a sturdier Torn check / SR setter and a Ground resist / SI for Ash-Gren respectively.
The team really dislikes Volcarona and relies on offensive pressure to keep it from setting up, while Ash-Gren can be annoying in case Tang falls prematurely and / or Rotom is weakened enough.

Team E by MSnt


Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Zen Headbutt
- Close Combat
- Knock Off
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Protect
- Leech Seed
- Heavy Slam
- Flamethrower
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge
Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 248 HP / 16 Def / 236 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Haze
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Defog
- Punishment
I made this team some weeks ago /w RequinBleu for a french tournament, so I decided to build around Gallade-M with Knock off because he was a huge fan of Mew and Reuniclus, I decided to team up Gallade and Koko because he was allowing to break through Landorus with HP Ice and Skarmory/Celesteela with tbolt, then I decide to add the Celesteela/Garchomp/Toxapex which is a very nice core in my opinion, Celesteela allows me to have a ground immunity and a strong Lele answer and also to struggle against Lopunny-Mega, Garchomp is my Heatran check and also my rocks setter, SD and z move to go through celesteela/Tornadus/Zapdos, and toxapex to check things like ash-gren, volcarona. For the last pokemon I needed a scarf a and a defogger so Landorus made sense.

I will update the archive soon™.
 

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