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[closed] teambuilding workshop yet again


Reignited'Light

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bored as hell. So gonna make teams for you guys. Only for a week though. Simple rules

1. No shit gimmicks (this depends. List a set and I'll try to work with it)
2. Post a set/core with sets you want me to work on. Won't work with "build a talon" or "give me bisharp/gallade" or something similar.

3. OU teams only

My other rules in previous teambuilding shops still apply, so reference to that as well. I'll link it later. Now start asking

nvm rules except rule number three. I'll just build whatever is posted unless it is really bad.

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I'd like to see what you'd come up with for a team that features Aggron (Non-Mega). I've played around with it in the past and had varying success, though I've only tried in OU.

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How about a CM Sableye and Unaware Clef core (sets in the spoilers)?

Avarice (Sableye) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Dark Pulse
- Recover
- Shadow Ball

Envy (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Moonblast
- Thunder Wave
- Wish
- Protect

Happy building!

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ayyyyee!! ms ctc,,,

Can you make me a team with transform mew and/or phisical tornadus w/ acrobatics. I feel like transform mew can beat HO with t-wave and then transform into them and acrobatic tornadus-t can beat stall if you give it taunt or with u-turn momentum into a stall breaker. [fuck hurricane accuracy]

thanks!!

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Nosepass @ Berry Juice

Ability: Sturdy

Level: 1

Serious Nature

IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe

- Toxic

- Stealth Rock

- Pain Split

- Magic Coat


can i get a team involving this silly nosepass?

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Ok, if anyone has any questions regarding changes or any EV spreads, PM me instead of posting here to prevent clutter.

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Aggron sets up sr so easily because of it's good typing, although fighting and ground hurts. I paired it with things that resist fighting, water and ground. Team was a bit weak to sand, so I have two will o wisp users to reduce sand damage while also checking stuff like gardevoir. Cotton Guard Altaria just so things like mega lopunny and bisharp won't be too much of a issue.


Aggron @ Leftovers
Ability: Sturdy
EVs: 232 HP / 100 Def / 80 SpD / 96 Spe
Careful Nature
- Stealth Rock
- Roar
- Earthquake
- Iron Head

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 192 SpA / 244 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Roost

Victini @ Leftovers
Ability: Victory Star
EVs: 240 HP / 208 SpD / 60 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- V-create
- Bolt Strike

Chansey @ Eviolite
Ability: Natural Cure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Seismic Toss
- Heal Bell

Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 240 HP / 24 Atk / 244 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Roost
- Cotton Guard

Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Substitute
- Hex
- Sludge Wave



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I didn't like the Clefable and Sableye sets/spreads you used, so I chose spreads that I thought would be better overall. You're free to replace them with your own sets anyway. Team... is just a standard stall team. It's kind of type matchup based because of all the wallbreakers there is in the ORAS meta, especially Hoopa, but real men/women don't care about that and march into the battlefield anyway. Stall teams rule.

Avarice (Sableye) @ Sablenite

Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Calm Mind
- Will-O-Wisp
- Recover
- Shadow Ball
Envy (Clefable) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Heal Bell
- Wish
- Protect
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 224 HP / 24 Def / 252 SpD / 8 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Roost
- Brave Bird
Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 148 Def / 120 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Spikes
- Roost
- Iron Head
- Whirlwind

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I tried Taunt physical torn-t, and I didn't really like it cause it was too weak. So I gave it a bulk up set. Max speed because it's important, and the HP EVs let it tank a Weavile's Icicle Crash at +1 def unless Adamant Weavile, but no one runs that anyway...
Paired the team with things to break scizor/ferro so torn-t can sweep easily. Also Mega Lopunny can't revenge if at +1. Raikou has Signal Beam because fuck Hoopa-U, although that's going to be banned eventually y/y? Keldeo has HP Flying because team kinda gets fucked by Venusaur. Torn-T isn't a switch in because of poison/rocks due to sludge wave and stuff, so make sure you play absolutely well.

Tornadus-Therian
Ability: Regenerator
EVs: 120 HP / 136 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Acrobatics
- Knock Off
- Superpower
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 192 SpA / 244 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Healing Wish
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Signal Beam
- Hidden Power [ice]
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Healing Wish
- Return
- High Jump Kick
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Flying]

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Cool Balanced team. weaken everything so either Bisharp or Gardevoir can sweep. I don't like Calm Mind Gardevoir that much, but with the right support, it puts in work.

Gardevoir (F) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Superpower
- Knock Off
- U-turn
Bisharp (M) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Stealth Rock
- Fire Blast
Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Sludge Wave
- Substitute

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Kinda a cookie-cutter squad, but that's how I used the core. Healing Wish+HP Fire Latias beats Scizor and heals one of your sweepers. Choice Scarf Keldeo because it's a excellent revenge killer to beat Mega Lopunny and Mega Aero, things that outpace Gardevoir.

Gardevoir (M) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [ice]
- Focus Blast
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 192 SpA / 244 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Healing Wish
- Defog
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

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... not sure what's the purpose of nosepass, so I just made a hyper offense-ish team for this request.

Nosepass @ Berry Juice
Ability: Sturdy
Level: 1
Serious Nature
IVs: 0 HP / 0 Atk / 0 Def / 0 SpA / 0 SpD / 0 Spe
- Toxic
- Stealth Rock
- Pain Split
- Magic Coat
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Healing Wish
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Encore
Keldeo @ Leftovers
Ability: Justified
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Calm Mind
- Substitute
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond

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Lead with Landorus-Therian to get up rocks and explode. You can use Azelf in this slot, but you can beat stuff like Tyranitar and is also a electric immunity to prevent volt-turn spam if you don't use explosion right away or want to preserve lando. I paired the Altaria with things to remove its counters. Talonflame removes Heatran/Ferro/Scizor with Fire/Ground coverage (Apicot is Ground). Scizor and Feraligatr are just helpful to remove fairys/fire types respectively. Starmie lures Ferrothorn and scizor (kinda) and bop them with HP Fire.

Scizor (F) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Bug Bite
- Swords Dance
- Superpower
- Bullet Punch
Talonflame @ Apicot Berry
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Natural Gift
Altaria (F) @ Altarianite
Ability: Cloud Nine
EVs: 240 HP / 28 Atk / 240 Spe
Adamant Nature
- Cotton Guard
- Roost
- Facade
- Dragon Dance
Landorus-Therian (M) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Knock Off
- Explosion
- Earthquake
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Hidden Power [Fire]
- Ice Beam
- Rapid Spin
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Superpower
- Aqua Jet

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I really liked the team! It was a bit fairy weak but with jirachi > raikou seems to do the trick.
can you make a team with transform mew c: it is really cool

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Will-O-Wisp
- Transform
- Thunder Wave
- Defog
Thanks again... you da best
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I really liked the team! It was a bit fairy weak but with jirachi > raikou seems to do the trick.

can you make a team with transform mew c: it is really cool

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Will-O-Wisp
- Transform
- Thunder Wave
- Defog
Thanks again... you da best
[18:31:57] +Myѕtic: But if it's really a problem, replace Raikou with Healing Wish Jirachi
[18:32:00] +Myѕtic: Choice Scarf
[18:32:01] +Myѕtic: U-Turn
[18:32:09] +Myѕtic: Iron Head/Zen
[18:33:03] ECH0: o kk

Yeah. My suggestions bro.

I'll start the requests soon

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Garchomp-Mega @ Garchompite

Ability: Sand Force

EVs: "optimal EV spread goes here"

??? Nature

- Draco Meteor

- Earthquake

- filler

- filler


Mega chomp gets completely outclassed by regular chomp as a defensive mon, not only that but it's also outclassed offensively since regular chomp is faster and hits harder when packed with a LO/Earth Plate. But mixed mega chomp isn't outclassed by regular because it gets way more special attack when it mega evolves , so it means that it's stronger than a regular chomp's draco meteor while also having a strong EQ (And more bulk). Draco Meteor hits common switch-ins: lando-t, rotom and mega sableye. Put whatever you think is good on the last moveslots, and Idk about mega chomp's best spread because almost no one uses it lol. But I want at least enough speed for adamant excadrill.

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Probably not hella amazing but it got some cool things it could do in OU being Pangoro. ((Example: Scrappy would let it punch Mega Sable upside his mouth for SE damage.)) That and I feel like using it... I think it's kinda outclassed a tad by other wallbreakers but it certainly isn't the worst one you could have lol. I'm just a fella who likes using UUish mons in OU for the fun and novelty of it I suppose.

That might make me weird... But I'm weird already so... yea XD.

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Could you build something around CM Reuniclus?

Reuniclus @ Kee Berry

Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
Psyshock is STAB damage and beats other CM users in a CM battle, Focus Blast hits dark types well. The Kee Berry is the hidden gem; As long as the first attack against you isn't a Sheer Force Attack or Knock Off, you get a defense boost which lets Reuniclus live almost anything and simply Recover to heal up. Then, with the exception of Phaze users, nothing can defeat you and you are able to sweep freely.
252+ Atk Adaptability Mega Beedrill U-turn vs. +1 252 HP / 252+ Def Reuniclus: 216-256 (50.9 - 60.3%) -- guaranteed 2HKO
No legendaries in the team, please, I dislike using them.

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Can you make a team around Mega Aerodactyl and Serperior? They seem to compliment each other offensively with aero taking care of the poison/grass and flying types which serp hates and serp taking care of bulky stuff aero has trouble with.

Thanks in advance!

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Can I has balanced team around this Mega Diancie pls;

Diancie @ Diancite

Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Diamond Storm
- Rock Polish
- Moonblast
- Earth Power

Currently running Garchomp/Zapdos/Dragonite/Gengar/Weavile/Diancie, but I'd like something different around a Mega Diancie core.

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Well, since the main reason almost no one runs Mega Medicham is it's speed, how about a Trick Room team with it? It outslows everything that's neutral base 75 Speed and above. I'd prefer either Bronzong or Cofagrigus as Trick Room setter, but I really don't mind if you use something that works better.

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- High Jump Kick
- Psycho Cut
- Ice Punch
- Bullet Punch?

Bronzong @ Leftovers/Macho Brace
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Trick Room
- Toxic/Explosion

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]/Will-o-WIsp

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Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Ice Fang

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost

The two objectives here are 1 - to get Mega Gyarados the chance to sweep and 2 - clear the steel type Pokemon that stand in it's way.

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I know it's far from a win condition, but I'd like a four attacks Starmie. I use Bolt-Beam and two STABs but pick whatever you want as mad coverage. HP Fire? Signal Beam for HoopaU? Grass Knot for the rare and superannoying Quagsire or Gastrodon stall? As long as it has 4 attacks to bluff the spin and lure stuff out, it's good.

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PM me any questions if you want to ask about a team/EV spread/whatever.

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You're better off using Bisharp instead of Mawile, but Mawile is kinda innovative I suppose, since it takes fairy hits better then bisharp, lol.

Mawile @ Life Orb
Ability: Sheer Force
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Iron Head
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Spikes
- Flash Cannon
- Thunder Wave
- Magnet Rise
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Diamond Storm
- Moonblast
- Earth Power
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

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Wigglytuff lead beats lando-t/chomp/sableye/ferrothorn. Just a HO team that benefits from Wigglytuff's removal of entry hazard users and stuff. Not that good of a team, but it's Wigglytuff. Use Diancie to throw back Stealth Rock as your means of hazard control.

Wigglytuff @ Life Orb
Ability: Competitive
EVs: 192 HP / 252 SpA / 8 SpD / 56 Spe
Modest Nature
- Stealth Rock
- Fire Blast
- Ice Beam
- Dazzling Gleam
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Earthquake
- U-turn
- Fire Punch
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Protect
- Diamond Storm
- Moonblast
- Earth Power

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Don't know what Mew set this is good for, but Mew's ability to spread status makes Gengar really good for this team. Ferrothorn also spreads T-wave as well, so that's pretty cool. keep scizor alive at all costs otherwise you get doomed by weavile and a well played bisharp I guess, but mostly weavile.

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 16 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Transform
- Thunder Wave
- Defog
Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Sludge Wave
- Will-O-Wisp
- Substitute
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Bug Bite
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Thunder Wave
- Knock Off
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 148 Def / 120 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off

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Pretty sexy sand team. Garchomp's Draco Meteor OHKOs most Tank Garchomps. Outspeeds Adamant Excadrill like you asked, and is just a good Bulky offense breaker. slowly chip away at the opp's health, and bring in Garchomp safely through a resisted hit or something.

Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 148 Atk / 120 SpA / 240 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Roost
- Draco Meteor
- Psyshock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Spikes
- Iron Head
- Whirlwind
- Roost
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 148 Def / 120 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 240 HP / 136 Def / 132 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

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some broken hoopa-u trick room shit. Once it gets banned, you can use banded crawdaunt or life orb medicham as a replacement I guess, lol. Pangoro breaks fat teams, although has trouble vs hippo even with ice punch, so weaken it with reuniclus/hoopa/camurupt.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 232 HP / 24 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Dark Pulse
- Psyshock
- Drain Punch
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Psychic
- Focus Blast
- Trick Room
- Shadow Ball
Pangoro @ Life Orb
Ability: Scrappy
EVs: 232 HP / 252 Atk / 24 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Knock Off
- Gunk Shot
- Ice Punch
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Fire Blast
- Earth Power
- Ancient Power
- Hidden Power [Grass]
Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm

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ho squad with breloom. I think having focus sash is better than life orb, but it's just what I think as I don't know the OHKO/2HKO differences off the top of my head. Everything is pretty standard. Altaria is mixed dd fire blast because we're so cool like that. OHKO's Ferrothorn after stealth rocks unless it's 252/252+Sassy, but no one runs that.

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Spore
- Bullet Seed
- Mach Punch
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Altaria-Mega @ Altarianite
Ability: Cloud Nine
EVs: 116 Atk / 152 SpA / 240 Spe
Rash Nature
- Dragon Dance
- Return
- Earthquake
- Fire Blast
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

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dual cm with reuinclus and clefable help each other break through shit. Reuinclus can beat opposing cm users, while clef beats dark types. Sableye handles physical attackers with will-o-wisp. T Tar traps stuff like latios and various bulky psychic and also beats stall. HippoSkarm for hazards and whirlwinds because damage is great

Reuniclus @ Kee Berry
Ability: Magic Guard
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
Hippowdon @ Rocky Helmet
Ability: Sand Stream
EVs: 240 HP / 228 Def / 40 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Moonblast
- Thunder Wave
- Flamethrower
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Spikes
- Iron Head
- Roost
- Whirlwind
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 152 HP / 252 Atk / 4 Def / 100 Spe
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 240 HP / 168 Def / 100 SpD
Careful Nature
- Will-O-Wisp
- Foul Play
- Knock Off
- Recover

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EV spread on Aero makes it live a Draco Meteor from a Latios at full health, and outpacing stuff like Mega Beedrill. Dump the rest in atk EVs. Gave Fire Fang over anything else because it weakens scizor/ferro to the point where clefable can sweep later on. Serperior has taunt to break stall and clears steel types bar heatran. Hippo/Mandibuzz are cool, since sr and hazard removal are really important, and both have good bulk. Mandibuzz handles Gengar better and also Hoopa-U without Tbolt, but that should be banned soon, lol. Dragalge breaks Clefable, although you can run Hex Gengar. In return, you're more weak to Scarf Tyranitar since it can pursuit trap you. If Mandibuzz's utility of checking Gengar/Hoopa-U isn't needed, run a specially defensive skarmory to beat gardevoir/azu better.

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 168 HP / 124 Atk / 216 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Fire Fang
- Roost
Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Taunt
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 148 Def / 120 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Calm Mind
- Thunder Wave
- Moonblast
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 224 HP / 148 Def / 120 SpD / 16 Spe
Impish Nature
- Defog
- Roost
- Foul Play
- U-turn
Dragalge @ Draco Plate
Ability: Adaptability
EVs: 120 HP / 240 SpA / 148 Spe
- Draco Meteor
- Sludge Wave
- Focus Blast
- Hidden Power [Fire]

OR

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Iron Head
- Stealth Rock
- Whirlwind
- Roost
Gengar (M) @ Black Sludge
Ability: Levitate
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Sludge Wave
- Substitute

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To achieve a Mega Diancie sweep, handle the opponent's steel types users with magnezone and azumarill. Lando-T checks talonflame and u-turns into magnezone which is cool. Celebi is a diancie check as well. Nasty Plot+BP into Diancie if you wish, although you can run HP Fire and Earth power instead if you don't like BP at all. Latias is just a mon that forms a good offense dragon+steel+fairy core.

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 68 Atk / 252 SpA / 188 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 136 Def / 112 SpD / 20 Spe
Calm Nature
- Substitute
- Giga Drain
- Baton Pass
- Recover
Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 4 Def / 196 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 200 HP / 216 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog

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idk about mega medicham in trick room. feel free to try mega heracross as I think it's a bit better. similar to Hukuna's Pangoro Trick Room, which is ok.

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- High Jump Kick
- Psycho Cut
- Ice Punch
- Bullet Punch
Bronzong @ Macho Brace
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Trick Room
- Explosion
Cofagrigus @ Life Orb
Ability: Mummy
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 232 HP / 24 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Psychic
- Drain Punch
Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Sassy Nature
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance
Diancie @ Mental Herb
Ability: Clear Body
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm

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pretty standard except for the lopunny. Use lopunny as a mean to stallbreak. people switch in their skarm/hippo/clef to tank mega lop, so you can fake out and switcheroo the next turn rendering them unable to use any utility moves thanks to AV+Klutz.

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Ice Fang
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Icy Wind
- Secret Sword
Lopunny @ Assault Vest
Ability: Klutz
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Switcheroo
- Healing Wish
- Fake Out
- Return
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure

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standard ho squad. Starmie lures ferro/scizor with hp fire so dragonite and diancie have a easy time sweeping. Not much really tanks starmie anyway, except t tar can revenge as long as it doesn't switch in on hydro or something. quick and easy

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Ice Beam
- Thunderbolt
- Hidden Power [Fire]
- Hydro Pump
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Protect
- Moonblast
- Diamond Storm
- Earth Power

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I don't really like Baton Pass teams that much, but quick pass is cool I guess.

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
- Slack Off
- Earthquake
- Stealth Rock
- Whirlwind
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Focus Blast
Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Substitute
- Close Combat
- Pin Missile
- Rock Blast
Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 84 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Rock Polish
- Taunt
- Roost
- Baton Pass
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Jolly Nature
- Will-O-Wisp
- Taunt
- Brave Bird
- Roost



Since there's been a lot of requests, I'll probably just pick ones I'll do. If you don't see a team you asked for, probably means I didn't like the idea or something, though I will try my best if I'm up for it.

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