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

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Halcyon.

@Choice Specs
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Darklatias92


Good ol' fashin, no-holds-barred Trick Room. Camerupt doesn't hit nearly as hard as you would expect, since most SF mons hold a LO too, but it's still very strong. Fire Blast kills a lot of stuff, 2HKOing even stuff like SDef Hippo. I wanted to try something fun, so I went with an offensive Ferrothorn. The two have surprisingly effective offensive synergy, with Ferro trouncing Lati and Rotom for Camerupt. Slowking is cool and better than Bro on TR teams I think, Nasty Plot is neat since it's a pretty self sufficient mon, and under TR you can force Bisharp to Sucker as you switch to Conk or something. Cress is the actual setter, with enough bulk to live pretty much anything and Lunar Dance to bring something back from the dead if need be. HP Fighting is to lure Bisharp and Weavile, which can't OHKO you with Knock Off. Conk is super powerful and this set under TR is scary. This is the main dark check on the team. Last, LO Tran can clan up after Camerupt has broken shit don, or vice versa. It's TR so it has plenty of weaknesses, but if you keep momentum on your side you should do fine.


Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Fire Blast
- Earth Power
- Ancient Power
- Hidden Power [Grass]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Bulldoze
- Knock Off

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Scald
- Psyshock
- Nasty Plot
- Trick Room

Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Lunar Dance
- Hidden Power [Fighting]
- Psychic

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Drain Punch
- Fire Punch
- Ice Punch
- Poison Jab

Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Fire Blast
- Earth Power
- Flash Cannon
- Stealth Rock




The non-TR version, which neded up being bulky offense/semi stall. Camerupt still tries to lure in and wear down stuff like Rotom-W and slowbro so that Talon can sweep. ferrothorn sets up rocks and is the main lati switch-in. Slowbro checks stuff like Excadrill + Zard and appreciates Camerupt's ability to switch into Electric types bar Rotom. Speaking of, Clef sets up all over Rotom and provides T wave support. Talon is the unfortunate Bish check, which is why i chose he acro set. Wisp for physical attackers and ground types. Makes Garchomp a liability. Lastly, Lati provides a secondary Rotom and Keld check while also defogging away hazards. This team isn't great, mostly cause Camerup can get worn don super easy. Consider Yawn>Ancient Power on Camerput since Zard Y and Talon are already covered pretty well.

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Hidden Power [Grass]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Stealth Rock
- Leech Seed

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Psyshock
- Thunder Wave
- Slack Off

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

Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Acrobatics
- Will-O-Wisp
- Swords Dance
- Roost

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost


littlelucario


I've said this before but I don't like DD Dragonite compared to Band, but it does ok against offense so I guess it's alright. Heatran is an alright partner for it, it can switch in on Clef (sometimes, not really tho cause T wave is everywhere). It can set up rocks, which is always nice though. Slowbro here checks water types and can switch in pretty much for free against Heatran. Excadrill spins and checks Electric types, which demolish this team otherwise. CM Keld can be very effective against some of the stuff that bothers D nite, like Skarm, Heatran, Lando-T, etc. CM takes full advantage of those switches and at +1 Keldeo can live a hit from stuff like Kou and Mane. Finally, the team gets destroyed by Lati, so I went with a Pursuit Mega Meta. It also shares some counters with Dnite so the two should be able to break through them together. Weavile adn Bisharp are big issues for the team so be careful and keep Keldeo healthy.

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Dragon Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Taunt
- Stealth Rock

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Psyshock
- Calm Mind / Thunder Wave
- Slack Off

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Calm Mind
- Substitute

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit
 
Hey, I really like this core but i am so bad at teambuilding :


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect

Stay with me (Magnezone) @ Choice Scarf / ( spec maybe ? )
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Speed
Timid Nature
- Hydro Pump
- Ice Beam
- Psychic
- Rapid Spin
 

AM

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LCPL Champion
Gonna be moderating thread per usual but removed myself from builders since I don't really take cores and rather focus on my own stuff / fixing other peoples builds. Just an fyi.
 
NinetyNineNo
[11:43:33 AM] recreant is emo: i rly don't want to drop it though
[11:43:37 AM] recreant is emo: i hate having to do that
[11:43:43 AM] oh: like building with it would leave a team
[11:43:56 AM] oh: but the outcome of the team
[11:43:59 AM] oh: will be poor
[11:44:03 AM] oh: thanks to the quality of the core
[11:44:22 AM] recreant is emo: hmm so what should i do
[11:44:31 AM] oh: dropping the core is fine
[11:44:42 AM] oh: unless ya still wanna do it
[11:44:46 AM] recreant is emo: ive been working on this for like a week and nothing is coming together
[11:44:51 AM] oh: i can see why mhm
[11:44:56 AM] recreant is emo: i do want to keep it but
[11:44:56 AM] recreant is emo: the team is going to suck
[11:45:03 AM] oh: exactly ;a;
[11:48:13 AM] recreant is emo: yeah i think i'm just going to
[11:48:18 AM] recreant is emo: drop this
[11:48:21 AM] oh: ya
[11:48:26 AM] recreant is emo: i don't want to put out a trash team

tl;dr this core isn't easy to build around. I've been working for close to a week on it and I've had to scrap every team with them in it. Hydregion and Altaria simply don't work together. I've tried everything I can, but the core stacks major weaknesses and they restrict team building a lot. I'm sorry that I made you wait just to say this, but I'm not going to be putting out an unfinished and / or bad team. If you'd like, you can PM me if you want and I'll show you what I had, but none of it is that good. Again, I apologize, I thought I could at least make something come together, and I love the two mons, but it's simply not going to work, at least for my style of building.
 

Halcyon.

@Choice Specs
is a Community Contributor Alumnusis a Contributor Alumnus
NinetyNineNo
[11:43:33 AM] recreant is emo: i rly don't want to drop it though
[11:43:37 AM] recreant is emo: i hate having to do that
[11:43:43 AM] oh: like building with it would leave a team
[11:43:56 AM] oh: but the outcome of the team
[11:43:59 AM] oh: will be poor
[11:44:03 AM] oh: thanks to the quality of the core
[11:44:22 AM] recreant is emo: hmm so what should i do
[11:44:31 AM] oh: dropping the core is fine
[11:44:42 AM] oh: unless ya still wanna do it
[11:44:46 AM] recreant is emo: ive been working on this for like a week and nothing is coming together
[11:44:51 AM] oh: i can see why mhm
[11:44:56 AM] recreant is emo: i do want to keep it but
[11:44:56 AM] recreant is emo: the team is going to suck
[11:45:03 AM] oh: exactly ;a;
[11:48:13 AM] recreant is emo: yeah i think i'm just going to
[11:48:18 AM] recreant is emo: drop this
[11:48:21 AM] oh: ya
[11:48:26 AM] recreant is emo: i don't want to put out a trash team

tl;dr this core isn't easy to build around. I've been working for close to a week on it and I've had to scrap every team with them in it. Hydregion and Altaria simply don't work together. I've tried everything I can, but the core stacks major weaknesses and they restrict team building a lot. I'm sorry that I made you wait just to say this, but I'm not going to be putting out an unfinished and / or bad team. If you'd like, you can PM me if you want and I'll show you what I had, but none of it is that good. Again, I apologize, I thought I could at least make something come together, and I love the two mons, but it's simply not going to work, at least for my style of building.
NinetyNineNo

I'll take this, I have a few ideas that I think can make it work.
 


I would like a team based around mamoswine. LO mamoswine is very underrated atm imo, and is extremely hard to switch into and I feel with the right team support it can shine in this meta. It performs very well against the fat balance teams (hippo,venu,clef,skarm,mana,t tar,ferro,slowbro,torn t) and stall teams(the usual suspects) that are quite common atm. The only thing I ask of you when you make this team is that you dont make mamo sash lead because I dont think thats a waste of potential. If you disagree with that please tell me why. Thanks for reading :]


Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Freeze-Dry
 
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Recreant That's alright. Thank you for trying, truly. I'd be grateful if you could show me what you did get -- I'm not looking to win any tournaments, just ladder a bit for fun.

Halcyon Thanks! I'd be stoked if you could. If you can't, though, no worries.
 
Hi, I just started playing a few days ago and I play OU (No Mega). I think this core is pretty good and would love to have you guys help build around it.

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 Hp / 80 Def / 180 SpD
relaxed Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
 
So, I was playing some OU. In the mid of the game, my opponent brings out his Mega-Blastoise. And I'm like, i remember when i chose squirtle. I wish B-Toise was viable. And then he goes mega.. aura sphere rips my kyruem, he took a b-bird from tflame like it's nothing and water pulses. He proceeds to sweep my team. Then I thought, I got to make a team on this! It also perfectly fits as I just finished my Pokemon Yellow run through with Blastoise as my MVP. Being terrible at team building, I'm back here :)


Blastoise@ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald
- Dark Pulse
- Aura Sphere

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Baton Pass
- Poison Jab
- Protect

Btoise says bye-bye to offensive teams, and takes hits like a boss. He's pretty much a tank (literally :3). He, however, doesn't like faster defensive threats, such as celebi. Scolopide, however, megahorns celebi and can count on btoise to take out flying and fire types. For this reason, I put BP over aqua tail, as Btoise can take a hit easily and return. Btoise also removes rocks for Scolipede. Scol, for Blastoise, removes grass types and can pass him a speed boost. Now the sets.. Scolipede's set is fine imo, SD can be put on. Btoise's set is just the standard set, you can change it to have ice beam if you want. Bulky Offense is preferred.

Thanks!

Oh, and P.S... you might want to include a cleric for the team,as both have no methods of recovery and are crippled easily.
 

Attachments

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I would like a team based around mamoswine. LO mamoswine is very underrated atm imo, and is extremely hard to switch into and I feel with the right team support it can shine in this meta. It performs very well against the fat balance teams (hippo,venu,clef,skarm,mana,t tar,ferro,slowbro,torn t) and stall teams(the usual suspects) that are quite common atm. The only thing I ask of you when you make this team is that you dont make mamo sash lead because I dont think thats a waste of potential. If you disagree with that please tell me why. Thanks for reading :]


Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Freeze-Dry
i'll take this then

sorry, i'm shit
 

MANNAT

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Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Close Combat
- Swords Dance
- Extreme Speed
- Iron Tail/Ice Punch/Crunch

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Hidden Power [Fire]

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Defog
- Roost


Nice Little Core Here that is designed to break through teams with sheer firepower, and it pretty much drops stall on its neck. Kyurem-B can take out mons that trouble Lucario like Mega Venu, Hippo, Azumarill, and others. This core is troubled heavily by Offensive oriented teams in general since it is slower, so some speed control or anti-offense mons would be appreciated. Also, Mega Heracross can OHKO each member of the core with lati only being a check, so that needs to be addressed as well. Latios provides a desperately needed fighting check as well as a defogger for Kyurem-B. Kyurem-B is running HP Fire so that the core doesn't get stepped on by steel types as much as it would otherwise, but Mega Metagross is still a problem. Lastly, Charizard X steps on this core quite easily, so a counter/check to zardx would be kindly appreicated.
 
i posted a core at the top of page 25, has it been taken yet? can someone update the O's "request being worked on" section?
 

DennisEG

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Hey DaRizzleMyShizzle a fun mon that nobody use in OU just because is outclased by Garchomp but nontheless have access to coil which paired with Substitute is capable to set up on common stuff right now like MSableye/Non-Whirlwind Skarmory/Chansey etc, basically almost every fat mon, I modify a bit your ev's spread with more HP to make 101HP subs and a lot of speed to outpace the fastest Bulky chomp running around. MSciz give the team a way to handle fairies with no fire types moves which is uncommon now on days, also able to check electric types due to incredible bulk. As the team support Zygarde it need hazard to start shuffle all teams with Dtail so i paired with Spikes Ches + Rocks Lando, this core help me to check most of the strong physical attacker in the current metagame, at this moment Chesnaught is my only water resist so i needed a spiner and water resist so Bulky Starmie was the mon for this rol, give the team spin support and a hard counter of keldeo ( In this spot i tryed a lot of stuff and another mon that fuction with this team if you feel way to weak to opposing electric types is Scarf Excadrill ). And last i need an abuser of hazard and lure at the same time, and the option is Grass Knot Thundy able to lure Quagsire and Hippo for scizor late game sweep or even Zygarde due to his amazing bulk. Threats for the team is electric types and manaphy basically, so watch out for that. Zygarde is able to eat 1 HPIce coming from any electric type and unboosted IB from Manaphy too. Hope u enjoy the team is very fun tbh and gl, I'll leave the excadrill set if you wanna try it out over Starmie.

Zygarde @ Leftovers
Ability: Aura Break
EVs: 192 HP / 152 SpD / 164 Spe
Careful Nature
- Substitute
- Earthquake
- Dragon Tail
- Coil

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

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

Landorus-Therian @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 204 Def / 8 SpD / 48 Spe
Impish Nature
IVs: 0 Atk
- Stone Edge
- Earthquake
- Stealth Rock
- U-turn

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 156 Def / 16 SpD / 84 Spe
Impish Nature
- Wood Hammer
- Drain Punch
- Leech Seed
- Spikes

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hidden Power [Ice]
- Thunderbolt
- Thunder Wave
- Grass Knot

------------------------------
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
 
I was gonna post a rotom/torn-t core since its so flexible and I wanted to see how creative y'all would get with it but decided to work on it myself. instead I wanted a team featuring pursuit sciz. I feel like it's underrated asf so yeah.

Scizor Scizorite
Ability: Technician
EVs: 248 HP / 16 Atk / 44 Def / 200 SpDef
IVs: 26 Spe
Impish Nature
-U-Turn
-Pursuit
-Bullet Punch
-Roost

Keldeo Leftovers
Ability: Justified
EVs: 4 Def / 252 SpAtk / 252 Spe
IVs: 0 Atk
Timid Nature
-Substitute
-Secret Sword
-Icy Wind
-Scald


yeh basic ass core, gets the dick by talon/mag etc. if you're wondering about the speed iv's on scizz, some people run 28 speed IVs to out slow 29 speed iv sciz, but some niggas run 27 speed iv sciz to creep on them niggas. y'all really think it's on the DL. but yeah scizor and keldeo complement eacother nicely and whatnot. just go balls deep wild creative with it. keldeo sets are flexible, i just want the scissors set to stay the same. ev's can be optimized i guess, as long as the role stays the same. i prefer balanced/semi stall teams as that's my general playstyle. thanks again if you decide to do it, if not i'll stop being lazy and make my own lol
 
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Camerupt-Mega @ Cameruptite

Ability: Sheer Force

EVs: 252 HP / 4 Def / 252 SpA

Quiet Nature

IVs: 30 Atk / 30 SpA / 0 Spe

- Fire Blast

- Earth Power

- Ancient Power

- Hidden Power [Grass]



Celebi @ Weakness Policy

Ability: Natural Cure

EVs: 252 HP / 156 Def / 100 SpD

Relaxed Nature

IVs: 0 Spe

- Trick Room

- Baton Pass

- Trick Room

- Giga Drain


Hey let’s get this out of the way I don’t have much time you are allowed to change the sets I don’t care the whole point is to have fun. Team is Balance. Also a team that abuse trick room.


Another core is:



Breloom @ Toxic Orb

Ability: Poison Heal

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Focus Punch

- Seed Bomb

- Substitute

- Spore



Weavile @ Life Orb

Ability: Pressure

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Icicle Crash

- Low Kick

- Knock Off

- Ice Shard


Pick one and have fun or do both and find me a lopunny counter now. Team Offense. Anyways I am serious I want to be unique on the latter and I hate dealing with the same crap or other people building the same team over and over again.
Sorry for the images
 
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bludz

a waffle is like a pancake with a syrup trap
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Core: SD Acro Talon + Mega Blastoise + Ferrothorn

Ksh13

I haven't really built a nice team with Mega Blastoise yet so I was psyched to pick up this core. I also love Talonflame sets that are out of the ordinary - basically not standard SD Blitz or SpDef Wisp - I think they're insanely effective and I almost considered running something like Sub Bulk Up haha. Anyway onto the team.

or


Talonflame
Ability: Gale Wings
EVs: 248 HP / 136 Atk / 76 SpD / 48 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- Will-O-Wisp

Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Dark Pulse
- Aura Sphere

Ferrothorn @ Leftovers / Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Impish Nature
- Power Whip
- Spikes
- Thunder Wave
- Leech Seed

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Recover

OR

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost


Ok so I went ahead and gave Talonflame Will-O-Wisp since this lets it break down its checks pretty nicely, and I kept running into teams that were hurt more by Wisp than Taunt in my testing. EV spread outspeeds Adamant base 100s for wisping, and I took some out of attack and moved it into SpDef so it could set up a bit more easily. The attack always KOs Keldeo after Rocks. Anyway if you want you can take out Wisp and go back to Taunt in which case I'd drop the speed EVs down to about 20 or so just to get the jump on other bulky Talonflames. Blastoise set remained the same; shit's bread n butter and dude spins on bulky grounds and Heatran with ease. I changed up the Ferrothorn set - I didn't think Gyro Ball seemed that necessary with Talonflame being a nice DD Altaria check already so I opted to give it Thunder Wave. Balance teams love speed control so that was my reasoning, and I gave it Spikes > Stealth Rocks because it takes advantage of the free turns better when it can stack multiple layers. Ok so the original core was weak to electric types and since I had taken Rocks off Ferrothorn, Hippowdon was the obvious next choice. Standard set gives a check to Lopunny / Talon / Mega Zard X / Bisharp and just does its thing. At this point I wanted something speedy that could check water types and Scizor / Ferro / Skarm were annoying so Magneton was added. The additional speed to beat out Torn-T, Weavile and check Talonflame is nice over Magnezone's extra bulk and power. In the last slot I opted to go with Latios; this gives the team more speed, another check to Manaphy and also helps the team from getting steamrolled by Specs Keldeo. CM set to wallbreak since I have a nice defensive backbone at this point and I need to just nuke shit. It helps with electrics a bit too if Hippowdon goes down.

Now the main issue with the build is that Mega Sableye teams can be a real pain in the ass even with Talon / Blastoise / Latios. So the other option is to run a Stallbreaker Togekiss which pretty much takes a dump on those teams, enjoys Magneton's steel trapping and forms sort of a birdspam type of core with Talonflame. It also makes the team a little less susceptible to HP Fire Lati and Heal Bell support is nice. Ultimately I think the Latios build is better since its less susceptible to Manectric (Mane teams have ways to weaken Hippo) and Specs Keldeo, but the Togekiss version was fun to play with as well.

EDIT: Oh yeah Chople Ferro is also great on this build, I'll slash that in as an option.
 
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DennisEG

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First time posting here, hope I do it right :]

Here's a core I've seen in the ORAS Core Analysis thread and I think it has a lot of potential.



Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Frustration
- High Jump Kick
- Baton Pass


Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball / Hex
- Sludge Wave
- Focus Blast
- Taunt / Will-O-Wisp



Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Tail Glow
- Rain Dance

The idea of the core is to basically take on as many playstyles as possible. Gengar can take on Balance incredibly well, Mega Lopunny shits on most forms of offence and Manaphy takes on stall with ease, especially with RD + Hydration. Mega Lop is the star of the show, with Sub + BP being the set I went for. The reason for this is that Baton Passing into either of these two monsters is a force to be reckoned with, but an AoA version can be used. Chansey is a massive pain to Manaphy and Gengar (Manaphy less so thanks to RD + TG + Hydration) so Mega Lopunny is here to deal with that Blob. Assault Vest users are a pain for Manaphy and Gengar so Mega Lop can deal with them too. Tornadus-T is a bit of a pain so you can switch out BP + Sub for Ice Punch + Coverage if needed. Feel free to change any of the sets if need be and sorry if I did anything wrong :]
Mio
 

Nedor

thiccc
Core: Mega Lopunny + Raikou

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Encore
- Power-Up Punch

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Fairy Lock / Magnet Rise / Toxic
- Thunder Wave

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Hidden Power [Fire]

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

Sup Mega Magic Bounce, m00ns gave me permission to take over the core and post as well. When I was analysing the core, I immediately thought of Encore + PuP M-Lop + CM Volt Raikou as that specific M-Lop set is capable of eliminating common switch-ins like Hippowdon, which allows Raikou to put a lot of pressure on balanced teams as they typically run only 1-2 Electric checks. I decided on CM + Volt Switch Raikou to keep up momentum as it is appreciated on offensive builds such as this one. Next, I created a general formula of M-Lop / Raikou / Ground check / Water check / Fairy check / filler while maintaining as much role compression as possible.

Having a consistent and solid Ground resist / immunity allows the team to not get swept easily by stuff like Sand Offense or Scarf Grounds such as Landorus-T, Excadrill or Garchomp. I had multiple choices in this slot such as TankChomp or Hippo, but Landorus-T fit best as the other two would leave more vulnerable to SD Grounds. I was torn between SD Rocks Landorus-T to pressure common checks to the original core, but Defensive Landorus-T is what I stuck with so I don't get too pressured by mons like Talonflame in general, as well as gaining an extra pivot. At this point, I realized a sweeper check or revenge killer of some sort (Thunder Wave, Scarfer, or priority) and a Dragon resist check would be most optimal as the team was susceptible to a few common set-up sweepers; Klefki was the final decision, it provides a nice Fairy and Dragon resist, Spikes which pressure checks to CM Raikou to an even greater degree. Thunder Wave + Dazzling Gleam allow it to deal with a threat to the team which is offensive variants of Mega Altaria, as well as providing speed control which is crucial due to the fact that M-Lop lacks Fake Out. Fairy Lock was also chosen as it is capable of providing set-up opportunities, it also allows the breakers of the team to do their job easier. Despite this, there are other options as fillers such as Magnet Rise which would offer a secondary Ground resist, or Toxic which would cripple common switch-ins like Landorus-T, Hippowdon, Rotom-W or Thund.

Landorus-T + Klefki also provides a solid defensive backbone, hazard stacking capabilities, and checking relevant threats in the metagame. My next choice was between Offensive Starmie and Latios which both had their pros and cons, however, I decided on Latios for a secondary Ground immunity, secondary Electric check which is always appreciated on offense, and its ability to lure stuff like Ferrothorn and M-Scizor with HP Fire. When deciding the final slot of the team, I had multiple options that would help against fatter builds so Encore + PuP M-Lop wouldn’t have to deal with them itself. My possibilities included Gengar, Bisharp or Manaphy, in the end, I wanted something that was capable of pressuring hazard removal mons such as Latios and Starmie, and so it came down to SD Bisharp or Taunt Gengar; Bisharp fit the overall build better as it provides priority which is nice for revenge killing stuff like Excadrill, Lando-T, Raikou, M-Mane etc., while being able revenge spinners while also deterring Defog. I'm Lookin' forward to future builds and I'm seriously excited to be apart of this workshop. Hope you like it fren. n_n
 
Core: Mega Lopunny + Raikou

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Encore
- Power-Up Punch

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Fairy Lock / Magnet Rise / Toxic
- Thunder Wave

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Hidden Power [Fire]

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

Sup Mega Magic Bounce, m00ns gave me permission to take over the core and post as well. When I was analysing the core, I immediately thought of Encore + PuP M-Lop + CM Volt Raikou as that specific M-Lop set is capable of eliminating common switch-ins like Hippowdon, which allows Raikou to put a lot of pressure on balanced teams as they typically run only 1-2 Electric checks. I decided on CM + Volt Switch Raikou to keep up momentum as it is appreciated on offensive builds such as this one. Next, I created a general formula of M-Lop / Raikou / Ground check / Water check / Fairy check / filler while maintaining as much role compression as possible.

Having a consistent and solid Ground resist / immunity allows the team to not get swept easily by stuff like Sand Offense or Scarf Grounds such as Landorus-T, Excadrill or Garchomp. I had multiple choices in this slot such as TankChomp or Hippo, but Landorus-T fit best as the other two would leave more vulnerable to SD Grounds. I was torn between SD Rocks Landorus-T to pressure common checks to the original core, but Defensive Landorus-T is what I stuck with so I don't get too pressured by mons like Talonflame in general, as well as gaining an extra pivot. At this point, I realized a sweeper check or revenge killer of some sort (Thunder Wave, Scarfer, or priority) and a Dragon resist check would be most optimal as the team was susceptible to a few common set-up sweepers; Klefki was the final decision, it provides a nice Fairy and Dragon resist, Spikes which pressure checks to CM Raikou to an even greater degree. Thunder Wave + Dazzling Gleam allow it to deal with a threat to the team which is offensive variants of Mega Altaria, as well as providing speed control which is crucial due to the fact that M-Lop lacks Fake Out. Fairy Lock was also chosen as it is capable of providing set-up opportunities, it also allows the breakers of the team to do their job easier. Despite this, there are other options as fillers such as Magnet Rise which would offer a secondary Ground resist, or Toxic which would cripple common switch-ins like Landorus-T, Hippowdon, Rotom-W or Thund.

Landorus-T + Klefki also provides a solid defensive backbone, hazard stacking capabilities, and checking relevant threats in the metagame. My next choice was between Offensive Starmie and Latios which both had their pros and cons, however, I decided on Latios for a secondary Ground immunity, secondary Electric check which is always appreciated on offense, and its ability to lure stuff like Ferrothorn and M-Scizor with HP Fire. When deciding the final slot of the team, I had multiple options that would help against fatter builds so Encore + PuP M-Lop wouldn’t have to deal with them itself. My possibilities included Gengar, Bisharp or Manaphy, in the end, I wanted something that was capable of pressuring hazard removal mons such as Latios and Starmie, and so it came down to SD Bisharp or Taunt Gengar; Bisharp fit the overall build better as it provides priority which is nice for revenge killing stuff like Excadrill, Lando-T, Raikou, M-Mane etc., while being able revenge spinners while also deterring Defog. I'm Lookin' forward to future builds and I'm seriously excited to be apart of this workshop. Hope you like it fren. n_n
Thanks for the team man, looks real good! I just love Klefki on offensive builds since it can reliably switch into Weavile and fairies. Also I love haxing opponents with it :P
I can't wait to try this squad out. Glad I could be both you and Clone's first teams n_n
 

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
serperioriscool

I was interested to take this core because I haven't used Feraligatr much and it's a pretty cool mon. I love Zard X too, thing is a beast. Anyway onto the team.



Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Aqua Jet
- Crunch

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 164 Def / 96 SpD
Impish Nature
- Defog
- Bullet Punch
- U-turn
- Roost

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 108 Def / 136 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Giga Drain
- Recover

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Solar Beam
- Ancient Power


Alright so I kept Zard X standard cuz that's most threatening set even for opposing teams that are prepared. Gatr I swapped out Ice Punch for Aqua Jet because these two sorta get floored by fast stuff at the moment and the priority is nice for cleaning up weakened stuff / catching Talonflame off guard when you're at +1. I wanted a check to Mega Diancie and fairies because they were big threats, so I went with Scizor. It's a Defog variant to clear hazards and the spread lets it take on things like Weavile, Mega Metagross, as well as Gardevoir semi-reliably. Next up I wanted a ground immunity and a check to physical attackers so Lando-T fit the mold pretty nicely. It checks sand offense and dishes out some pretty solid damage while holding an Earth Plate. It's an all out attacker variant since the team loves both completing the U-turn core and Knock Off support. At this point I was pretty damn weak to Keldeo and a lot of water types so I added a support Celebi set. Mixed defensive spread lets it take on a variety of things like most Latis and Diancie while still being an ok check once again to Sand rush Excadrill which is a major threat to most offense. Thunder Wave is for speed control since the team doesn't have a scarfer and nothing is particularly fast, Stealth Rock and the rest of the moveset is basically mandatory. Last up I was a bit weak to Talonflame and Mega Venusaur, and I needed a stallbreaker as well. Heatran was added with Power Herb + Solar Beam since bulky waters can present issues to this team. Ancient Power is for Talonflame and Zard X can already check Zard Y / Volcarona so Stone Edge wasn't really necessary.

Team's kinda weak to Quagsire, Gengar, Bisharp and a couple of other things, but there is counter play to all of them. Some options you can consider are Ice Punch on Gatr to break shit like Amoonguss, Rock Polish Lando-T to clean offense and Baton Pass Celebi for momentum purposes. The team's not gonna consistently floor other builds really but allows you a solid amount of counterplay to most things. Big thanks to AM and Vertex for their help testing and suggestions. Hope you enjoy!
 
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