Project What's His Last? V3 Finished. Mods Please lock this.

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Hi and thanks. I liked a lot of the noms they hit some good keypoints and non of them I was ever like "wow wtf bruh" so good to know hahaha. Anywaaays seeing as how I didn't have a mega the logical choice was a mega. I do agree, and I showed by liking it I think, with jacobs point earlier that the mon in question probably shouldn't be a mega as it would make it more challenging to figure out at the same time freeing up the options. Originally I told Erai to drop Lucario rofl but you guys would've never figured that one out. I was confused how this project runs so I guess it doesn't matter if you guys figured it out or not. I'll answer the mega noms since those were the more logical choices from what's left to pick. Anyways.
Glad to see this project back up and running :]

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Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Mega-Diancie brings a lot to this team. She pairs well with Hawlucha, comfortably taking out key threats such as Talonflame, Torn-T and M-Sableye, and helping the matchup vs fast electrics such as M-Mane which can trouble the team greatly, as well as punching holes in bulkier teams to pave the way for a sweep with her great coverage. The utility of magic bounce greatly aids the hazard stacking element, as well as providing a wisp absorber. She brings vital flying and fire resists without stacking weaknesses and appreciates Ferrothorn's T-wave support vs offensive teams.
Pairing well with Hawlucha is fine but it doesn't really remedy a M-Manectric issue as you stated here and the idea of a Wisp Absorber while shaky is still relegated to Starmie more or less, as you notice it's offensive Natural Cure Starmie. It also makes my electric absorber Ferro / Chomp only with Chomp having the ability to lose to most electrics. It does put less pressure from TFlame but it's not exactly difficult to put Diancie into the range of a +2 Brave Bird. The underlying issue is the M-Scizor weakness this would foster by using this.
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Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Toxic

This team is 6-0ed by any Zard-Y and Tornadus-T ever so Mega Manectric is used to check them. Volt Switch for momentum and pairs well with Spikes support. Also loves Hawlucha beating Mega Venusaur while it returns the favour by beating Azumarill and Talonflame. Toxic is run so that you can hit troublesome Lati@s, Hippo and Electric-types.
This was the mon I used btw, not with Toxic though, that's garbage don't use that lol. There's way better answers than what Toxic is going to hit. M-Manectric gives me some cushion from T-Flame, Weavile, Torn-T, a good amount of the mons mentioned along with hazards to pressure Mega Scizor, Mega Metagross, and the likes.
Cause AM is a lord so the last mon is anything but standard.

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Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Fabio is pretty cool, and it's able to check a ton of threats to the team like Talonflame, Mega Manectric, Zard Y and Torn-T. It's also able to help a little bit with Mega Venusaur, as Dragon Pulse is a 3HKO, meaning you should be able to PP stall out the 8 Synthesis and use Rest + Sleep Talk to help do so. Lucario and Hawlucha can't switch into anything safely, so Fabio's slow Volt Switch is really helpful to get them in safely.
This wasn't the one but it seems like a suitable idea if you wanted the team to be a bit more defensively inclined, granted I wouldn't want this from playing with this. I'm not a big fan of the resttalk set though and while I may not have good Zard-Y switch-ins barring teams with Lati and Ttar to some extent most teams will have to get used to playing around Zard-Y. This team is more offensively inclined the defensive backbone is to keep stuff at bay through appropriate double switches. I think originally I used this before and while in theory it sounds nice it kind of makes the team lose a lot of momentum. You could think it works because it checks stuff but it all has to apply in practice to.
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Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch

Is really not a common thing outside rain but is fit quite well on this team, i'ts allow this team to avoid being 6-0 by nasty plot thundurus, mega manectric and mega charizard x, and is REALLY love entry hazard support to get crucial OHKOs, is also love hawlucha for beating i'ts checks and counters and starmie to pressuring them. Ice punch over superpower because dragon types are more an issue than ferrothorn but superpower is playable too.

Overall, is give another potential late game sweeper for this team, and a check for many of would-be threats. The only disgusting thing is that is give a slight serperior weakness but is still possible to hind it with a well playing.
I never liked M-Swampert that much because the logic of what you're saying in to terms of what it checks is always a "easier said than done" thing and M-Swampert I find is an easier said than done mon to begin with. It does stop things like Raikou from getting annoying but I do have Ferrothorn and the other electrics are usually played around better already, barring M-Manectric as noted by others can be a bit annoying. M-Manectric 6-0ing my team is kind of an overstatement though lol since it needs some support to actually get it going.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Guess it helps with stallish builds, since Mega Sableye is a huge issue for this build, walling basically everything on this build and being annoying as heck. Hazard stacking teams also need a way to take care of Mega Sableye, and this team can easily abuse double switches to pressure the opposing team with Pixilate Hyper Voice. Also likes Spikes support to help break fat balance down.
Hawlucha and Lucario normally pressures stall builds through, again, appropriate switch ins help with conventional defensive teams granted Gothstall is sort of on another level of wtf in terms of managing it. So while this idea is good it just so happens it wasn't the one I used. Complicates a M-Zor weakness as well however if I was using it I'd probably just use Calm Mind.

Other things I've played with his Lando-T over Chomp for a more consistent ground immunity but the phasing of Dragon Tail helps procure hazard entries a bit more easily as such as that is why Garchomp is there.

So there you go I'm sure if you guys keep this going you'll see a couple more teams by me and others I have suggested to Erai already n_n.
 
Sorry for the lack of pics :[ , Im outside of my home town.

Thanks to bludz for the team!
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hidden Power [Fire]
- Roost
- Fusion Bolt

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Earthquake

Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Rest
- Sleep Talk

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

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

Offensive team here, Kyurem-B is the wallbreaker here, helping to get past trough fat mons like M-Venusaur and Hippo, it also lures Ferrothorn and Scizor with HP Fire, Keldeo is a check to Bisharp, and its set is made to stay healthy vs Dark Spam if its too pressured, M-Manectric is there to grab momentum and sweep offensive teams, Lando completes a VoltTurn core with mane and its the glue of the team, it also sets Rocks and checks physical attackers, and Metagross is there to pivot and trap psychics like Alakazam and M-Garde and check fairies.

So, what's his last?
 
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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog


The team needs hazard removal for Kyurem-Black, a Keldeo switch in, and a Zard Y switch in. Also provides a better answer to Rotom-W, since Latios can take the burn and then drop a Draco. Also fits in with the team being mostly blue mons ;)
 
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Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Counter
- Taunt

Skarmory fills a unique role on this team, being pretty much the only hazard remover that doesn't stack significant weaknesses to some combination of ice, fairy, dark, dragon, ground or fighting. Hazard removal is vital for VoltTurn and Kyurem-B but in addition to that, Skarm also brings a way to punish physical attackers with counter as well increasing the stall matchup with taunt.
 
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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

it's prob an offensive stallbreaker considering how kyurem-b doesnt beat chansey, and the team is weak to stall. provides secondary fairy check, and helps with things like mega sableye in case of a certain cancer pokemon removing keldeo.
 
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

This team is too reliant on Mega Manectric to check faster stuff, Lando-T to check physical threats and AV Metagross to check Special Attackers, which mean trouble if one of them fails at doing its job. It is also very weak against certain threats such as Mega Alakazam (AV Meta 2HKOed by Shadow Ball), Breloom (no switch-ins! Lando gets Spored), Bisharp (Keldeo only real check), Keldeo (no switch-ins), Sand Rush Excadrill (Lando-T only check), Mega Lopunny (Lando-T only check), Volcarona (no switch-ins) and Gengar (no switch-ins) . Choice Band Azumarill allows you to revenge kill some of these Pokemon when they are weakened while also keeping pressure on some annoying Pokemon like Zard-X, Weavile and Clefable.
 
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Bendiving, Skarmory

This seems the most logical choice to me because now you'll have a Defogger which attacks from the physical side of the spectrum being the third physical attacker of the team alongside three special attackers while stacking "only" another Electric weakness.

Latios fits better in an offensive team, but stacks annoying weaknesses to Ice, Dragon, Fairy and Dark.
 
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yuruuu, Heatran.

This is the only thing that doesn't make you click "X" when you face Stall. In return, you click "X" when facing Excadrill, Power up Punch Mega Lop and Mega Alakazam.
 
Team Pokepals, Latios

Although I dislike the extra fairy weakness Latios brings and the added pressure AV Metagross now has to handle Pokemon like Clefable and Mega Gardevoir, the chosen team has a lot of trouble switching in on Keldeo and Charizard-Y. Entry hazards can also be really annoying for this team. Good nominations by everyone, but I vote for Latios because it helps the most with these problems.
 
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Mega-Pokebattlerz asked me in a PM to show his team, so I'll do it.
Volnutt (Heracross-Mega) (M) @ Heracronite
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Rock Blast
- Close Combat
- Swords Dance

Thor (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Vulcan (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Toxic
- Roar
- Lava Plume

Cthulu (Tentacruel) (M) @ Black Sludge
Ability: Liquid Ooze
Bold Nature
EVs: 240 HP / 244 Def / 24 Spe
- Rapid Spin
- Toxic Spikes
- Scald
- Knock Off

Wuddafuguazzat? (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect

A Balanced team here, Heracross is well known as powerful wallbreaker that tears apart bulkier builds, not too much to say about about it, thundurus is a special sweeper and provides some handy speed control with cancer priority Thunder Wave, Heatran is a specially defensive pivot and brings hazards to the table, Tentacruel brings Toxic Spikes and Hazard removal, it's EV spread is for maximizing its Physical bulk, bacause its special bulk is good already, last, Clefable brings Wish Passing since the defensive backbone of the team lack reliable recovery.

The question is... What's his Last??
 
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Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Ferrothorn works great on this team since it brings a handful of really useful things to the table. The most notable of these are Spikes, turning this into a full hazard-stacking team. This team also appreciates Leech Seed a ton since, as mentioned, the defensive backbone of the team lacks reliable recovery.
But it also handles Fairies with Ground coverage (particularly Diancie as well as Altaria which Clefable needs to be very healthy to switch into), and complete the FWG core by giving the team an important Electric resist, preventing stuff like Raikou from wearing the team down with repeated Volt Switches.
Chople Berry is given here in order to let Ferrothorn beat MZam and MGarde and also helps vs Thundurus, all 3 of which the team is very weak to, and Max SpD is because it's only really supposed to take special hits within the context of this team.
 
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Imo the best round so far, as you've left the mega, rocks setter and hazard remover there, meaning there's a lot of variety in the options for the last slot :]

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Bisharp @ BlackGlasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

1. For a balanced team defensive synergy is really important. Bisharp brings vital rock, psychic and ghost resists.

2. The next thing every balance team benefits from is knock off for removing pesky leftovers, choice items, etc.

3. Bisharp brings powerful priority to help vs faster threats & weather, as the team lacks priority or a scarfer otherwise bar Thundurus's T-wave and can really struggle vs rain or sand.

4. Bisharp provides pursuit trapping support to remove annoying mons such as Alakazam which are a pain for the team.

5. Additional security vs fairies is needed as Tentacruel is kinda weak and the Heatran set doesn't really beat them.
 
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think it's some kinda ground type. hippo doesnt seem to fit, dont think it's chomp, so..

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

provides a check to fast mons like megazam and elecs, and gives a revenge killer for many mons. also helps with tflame since heatran doesnt have a rock move. mega heracross also likes volt-turn support to come in safely.
 
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Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 216 SpA / 236 Spe
Mild Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power

The Team has literally 0 for electric resist so Kyurem-Black can take that and use it to make free subs. It appreciates the rapid spin from tentacruel and can check mons like scarf land-t, manaphy,Mega Diancie, etc. It also beats starmie which sorta runs house thru the team and hippo which really annoy dis team.
 
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Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 164 Def / 96 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost

Bulky Scizor allows you to have a secondary check to threats such as Latios, Weavile, Mega Diancie and Mega Altaria. It can also revenge kill faster sweepers such as Mega Aerodactyl and Mega Alakazam. It's unfortunate that this stacks a weakness to Taunt Talonflame, Earthquake Zard-X and Thundurus but you can't have everything in life.

Erai14 ,Can we have the Teambuilder comment on the nominations here as AM did for the previous round? I think it might be interesting if they have the time to do it.
 
If its not standard then im gonna go with the bringer of doom: Bronzong
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Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Gyro Ball
- Earthquake
- Toxic
- Hidden Power Rock

Team has issues with diancie, earthquake altaria, sandy excadrill, megakazam, and gardevoir. Zong can manfight every single one easily (and really should only be needed for a single one because most of the big threats to the team are megas). Toxic is to annoy things like hippo which could try to take advantage of his passiveness to set up hazards. HP rock is to hit tflame, zards, and kinda volc who all may want to switch in if you havent revealed your rocker. It also helps keep him from getting too easily stalled out by sdef tflame, depending on the circumstances. I just spitballed the moveset though idk.
 
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Krookodile
@ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit

Krookodile has the potential to trap Pokemon like Gengar, Alakazam, Latios, and Latias. These threats are all issues for the goal of a Heracross sweep, so Krookodile supports the team well by potentially eliminating them. Trapping Starmie is a cool bonus because the team uses Toxic Spikes, making the removal of the opponent's spinner crucial. Also, like mentioned by other people, the team really needs an electric immunity. Krookodile provides this, making the team safer against Thundurus-I, Mega Manectric, and Raikou. Although it's not the most effective Pokemon in OU, it does have its benefits here.
 
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