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Time for the Revival~ [Closed]


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Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Ice Beam
- Fire Blast

Keldeo @ Leftovers
Ability: Justified
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Icicle Crash
- Knock Off
- Poison Jab
- Pursuit

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 240 HP / 16 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Roost
- Thunderbolt
- Ice Beam

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

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance


So the team idea looks great. I suggest flamethrower>fire blast, unless fire blast gets any notable KOs that life orb flamethrower doesn't? not sure, but lure clef seems like a cool idea. I used Mega Latias since it slows down threats for Clefable to pick at them later. Weavile is the Clef/Azu fairy lure with poison jab, so that's nice. Exca and Lando-T further bring down offensive teams and defensive ones, thanks to sd lando-t. The team doesn't do well against flamethrower clef, but I would say having weakened exca is a fair trade for having Clefable out of the game, since Latias and Clef can win after opposing clef is out.

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 172 Def / 96 Spe
Jolly Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Skarmory @ Leftovers
Ability: Sturdy
EVs: 240 HP / 16 Def / 252 SpD
Careful Nature
- Spikes
- Iron Head
- Roost
- Whirlwind

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 16 HP / 248 SpA / 244 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Scald
- Psychic
- Hidden Power [Fire]

Latios (M) @ Life Orb
Ability: Levitate
EVs: 28 Atk / 236 SpA / 244 Spe
Hasty Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Earthquake
- Hidden Power [Fire]
- Roost

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Pursuit
- Low Kick

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Heal Bell


alright so it seems like you're trying to get altaria to sweep late game, with the manaphy set you provided. Psychic>Ice Beam, to hit Mega Venusaur harder than Ice Beam. The team is designed to get rid of most altaria checks/counters. Heatran/Ferro/Skarm/bulky steel/poison.... basically, bunch of stuff. Lots of things on this team should catch most of the Altaria counters off guard, like EQ+HP Fire Latios. I even ordered the team it should ideally be used in. (get hazards up with chomp skarm, break walls with manaphy, pick at other threats with latios and weavile, then sweep with altaria)

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Marshy Point (Toxicroak) @ Life Orb
Ability: Dry Skin
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Ice Punch

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Focus Blast
- Shadow Ball

Weavile @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Pursuit
- Ice Shard

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

Keldeo @ Coba Berry
Ability: Justified
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Secret Sword

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 40 HP / 216 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Knock Off


Team just needs weakened chomp/lando-t and random fat balance so toxicroak can put in decent work. Zam helps break down walls as well so toxicroak can clean up well. Coba Keldeo lures talon so it doesn't 6-0. Torn-t helps the team from being completely demolished by something like Scarf EQ users. Missing is annoying, but can't really do anything about that. Regardless, this is a pretty solid team. Be careful of Manectric, although Zam/Scarf Exca and prolly toxicroak can handle it.

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Charizard-Mega-X @ Charizardite X

Ability: Blaze
EVs: 168 HP / 144 Atk / 52 SpD / 144 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw


Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 172 Def / 96 Spe
Jolly Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Swords Dance


Just by merely looking at this team, it's probably one of my better lookin teams here. I changed the EVs and set on Zard, Power Whip Twave>Gyro Tect, Ferrothorn. Also Choice Band Azu so Clefable doesn't breeze through this team. If Clefable is twaved from ferro, it's much easier to break. Sand balance to bluff the zard-y, which is nice. I feel like DD zard-x would be a bit more efficient for this team, so you don't get stopped by Crocune. This team might have trouble against fast electrics if you don't evolve asap. Team has good offensive and defensive synergy tho

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uhhh, lord squads incoming,

i had a lot of fun thinking about/making these sets bc its pretty much heatah fajitah

core with ddance scrafty/work up mpidgeot and dnite. i didnt make the dnite set because i dont care but i want one on my team that boy cheesin. blame miguel for not opposing it

Scrafty @ Leftovers

Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Poison Jab
- Drain Punch
- Ice Punch
Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hurricane
- Heat Wave
- Work Up
- Hidden Power [Fighting]

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hnnnnnnyello build me a team for my bday yn

Venomoth @ Life Orb
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Sleep Powder
- Bug Buzz
- Sludge Bomb
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
you could also do 252 atk diancie i guess :o
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Slowking @ Leftovers
Ability: Regenerator
EVs: 216 HP / 48 Def / 232 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Scald
- Psyshock
- Fire Blast

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 64 HP / 236 Atk / 208 Spe
Adamant Nature
- Dragon Dance
- Superpower
- Dragon Claw
- Poison Jab

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 240 HP / 56 Def / 212 SpD
Impish Nature
- Will-O-Wisp
- Recover
- Knock Off
- Foul Play

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Psychic
- Ice Beam
- Rapid Spin

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Taunt
- Brave Bird
- Roost


slowking n' haxorus squad. both mons break down defensive teams really well, as well as lure clefable. i turned this team into a mega sableye balance squad figuring it's something you'd probably more comfortable with the playstyle. talonflame for the stallbreaking purposes and stuff. play with caution vs manectric.

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Scrafty @ Leftovers

Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Poison Jab
- Drain Punch
- Ice Punch


Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Hurricane
- Heat Wave
- Work Up
- Hidden Power [Fighting]

Dragonite @ Leftovers
Ability: Multiscale
EVs: 248 HP / 52 SpD / 208 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Roost
- Fly

Keldeo @ Coba Berry
Ability: Justified
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Rest
- Sleep Talk

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Earthquake
- Iron Head
- Stealth Rock
- Rapid Spin

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Fairy Lock
- Spikes
- Thunder Wave
- Foul Play


don't know if this bullshit works, but you trap something with keys so pidgeot can kill, or whoever else can beat the opp. flynite then sweeps teams when you remove steels, which this team does well at.

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Venomoth @ Life Orb

Ability: Tinted Lens
EVs: 32 HP / 236 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Sleep Powder
- Bug Buzz
- Sludge Bomb
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Defog
- Memento
- Hidden Power [Fire]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Belly Drum
- Knock Off
- Aqua Jet
- Play Rough
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance
Scizor @ Life Orb
Ability: Technician
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower


Memento Latios seemed pretty good with Venomoth. team is a lil' bit weak to scizor/rotom-w balance, but you can weaken them. LO scizor is late game sweeper as well as mega zam check (shaky one at best and scout for hp fire somehow). Jolly Azu outspeeds Suicune, univested rotom-w, which is nice.

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This looks interesting...

There are two mons that I've wanted to try out, but I'm not sure what to put on the team aside from them...

Kyurem-B and M-Gardevoir

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Iron Head
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Not overly attached to the sets. Things can be changed as you see fit.

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IDK how common this is(Haven't played OU that much in a while) but drop me something with Mega Pinsir+Bulky Spinner Exca. This is what I'm thinking rn:

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Feint
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic

Feel free to change/adapt things as much as you want.

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 32 HP / 252 SpA / 224 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 240 SpA / 244 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Focus Blast
- Hidden Power [Fire]

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stone Edge
- U-turn

Heatran @ Leftovers
Ability: Flash Fire
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Lava Plume
- Toxic

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish


team breaks stall very easily. even with fast sr heatran on the team, hp fire on voir is mandatory so you don't lose momentum vs scizor trying to switch in heatran against it (MAKE SURE YOU GET THE SCIZOR ON THE SWITCH). everything on team is pretty standard but very effective against majority of the OU meta, god forbid lando-t get weakened, cause lop can sweep endgame if you play recklessely without no plan.

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Charizard @ Choice Specs

Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Fire Blast
- Focus Blast
- Hidden Power [Grass]
- Ancient Power
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 172 Def / 96 Spe
Jolly Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 136 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 40 Def / 188 SpD / 40 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn


basically specs zard is just a zard-y, except weaker+can't switch moves+can't use solarbeam... so overall it's really terrible, but no mega teams are interesting. watch out for mega gyara, if it's something like eq/ice fang/waterfall. if garchomp fails to stop it even with endure, and rotom-w dies, hit the x.

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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Feint
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Toxic
- Earthquake
- U-turn
- Stone Edge
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 136 Def / 132 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Chansey @ Eviolite
Ability: Natural Cure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Healing Wish
- Soft-Boiled
- Seismic Toss
Keldeo @ Leftovers
Ability: Justified
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Substitute

mk so idk where this was going, but this is some dumb pinsir balance. pinsir/keldeo sweep endgame. also i gave sr on exca, so you can get rocks past diancie/sableye. lando-t has toxic though, for insurance vs sand team/exca/ground. random chansey on the team for fat wall and to hw pinsir/keldeo/ w/e you really need healthy if they get weakened.
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Last core, I promise!

Dragonite @ Leftovers
Ability: Multiscale
EVs: 248 HP / 56 SpD / 204 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Roost
- Fly
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Quick Attack
Flynite is a pretty big threat in this meta and one of the perks is that it can set up on most lop counters/checks such as lando-t and protect ferrothorn. It also has somewhat of a defensive synergy with lop in that dragonite can eat up fighting moves while lop can kind of tank rock moves from t-tar and stuff. Addy Lop is pretty powerful because even though it is out-sped by a lot of pokes, it can still beat most of them. Weavile and Alakazam, for example, die to fake out + QA (weavile after taking rocks damage) even though they out speed addy variants. Addy lop is also a good lure for skarms (which, with quagsire/unaware clef, is like the only flynite counter) since it has a high chance of two shoting even the most defensive skarms at full after taking rocks damage. a spinner/more dedicated stall breaker may or may not also be nice on the team but I didn't know where to go after that. Thanks for taking all of my requests!

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Beauty and the Beast~

Meloetta @ Choice Specs

Trait: Serene Grace
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hyper Voice
- Psychic
- Focus Blast
- U-turn

Chesnaught (M) @ Rocky Helmet
Trait: Bulletproof
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Leech Seed
- Drain Punch
- Spiky Shield

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You can use Life Orb or Silk Scarf if needed.

Exploud @ Choice Specs
Ability: Scrappy
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Boomburst
- Surf
- Focus Blast
- Flamethrower
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Latios @ Life Orb

Ability: Levitate

EVs: 4 Def / 252 SpA / 252 Spe

Hasty Nature

- Draco Meteor

- Psyshock / HP Fire / T-Wave / Memento

- Earthquake

- Defog / T-Wave / Memento


Charizard-Mega-X @ Charizardite X

Ability: Tough Claws

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Dragon Dance

- Flare Blitz

- Dragon Claw

- Roost



Double Dragon, with Latios luring in Tran for Zard X to DD and sweep. If you want use a different hazard controler and let Latios have T-wave or Memento to help Zard. The reason I put HP Fire slashed with Psyshock is to just lure Ferro instead of having Zard forced to Flareblitz it, take a trillion from recoil and barbs and get screwed.


Please have something that deals well with Quag in addition to Chomp/Lando. A lure would also be appreciated. Idk, how bad is Grass Knot - Icy Wind Jirachi? :P

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Dragonite @ Leftovers
Ability: Multiscale
EVs: 248 HP / 52 SpD / 208 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Roost
- Fly

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Return
- Fake Out
- Quick Attack

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Toxic
- Earthquake
- Iron Head
- Rapid Spin

Clefable @ Leftovers
Ability: Magic Guard
EVs: 216 HP / 216 Def / 76 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Stealth Rock
- Soft-Boiled

Slowbro @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 164 Def / 84 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Scald
- Psyshock
- Slack Off

Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off


flynite+adamant lop squad. tbh team don't really need that much of an explanation, but you're just weakening mons like medicham and talon, so dragonite can put in work. adamant lop isn't all that great imo since you lose to torn-t, but this is a fun squad. cb azu for the stallbreaking and ice/dark resist.

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Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Focus Blast
- U-turn

Chesnaught (M) @ Rocky Helmet
Ability: Bulletproof
EVs: 240 HP / 252 Def / 16 SpD
Impish Nature
- Spikes
- Leech Seed
- Drain Punch
- Spiky Shield

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Moonblast
- Hidden Power [Fire]
- Diamond Storm
- Protect

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 172 Def / 96 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Toxic
- Dragon Tail

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Rapid Spin
- Ice Beam
- Thunderbolt


meloetta loses to sableye stall, so I built the team with mega diancie to have a great offensive dual. slap magnezone to remove scizor/ferro for both mons to destroy the opposition's balance. Meloetta+mag gives good voltturn, which is sweet. chesnaught+rh chomp to stop all physical attackers. finally, add starmie to remove any hazards, since chesnaught is passive at times, so you might get hazards that you don't want on your field if they somehow get past diancie.

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Exploud @ Silk Scarf

Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Surf
- Focus Blast
- Flamethrower
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Baton Pass
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 248 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Fairy Lock
- Flash Cannon
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Roost
- Draco Meteor
- Psyshock
- Hidden Power [Fire]


exploud is pretty cool, breaking down stall teams so easily. Lopunny does well with exploud, beating offense that exploud doesn't fare well against, while exploud breaks stall teams that lopunny really can't do. wacan berry manaphy so stuff like manectric can't run you over. team originally had cm latios>3 atk roost, but I decided it was better to have longevity than stallbreak capabilities, which manaphy/exploud can already do.

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Latios @ Life Orb
Ability: Levitate
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Defog
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 168 HP / 144 Atk / 52 SpD / 144 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Earth Power
- Focus Blast
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 172 Def / 96 Spe
Jolly Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast
Metagross @ Assault Vest
Ability: Light Metal
EVs: 240 HP / 172 Atk / 96 Spe
Adamant Nature
- Meteor Mash
- Bullet Punch
- Ice Punch
- Pursuit
Clefable @ Leftovers
Ability: Magic Guard
EVs: 216 HP / 216 Def / 76 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled

dragon spam is pretty cool. I always was a fan of dragon spam. just need a few fairy checks and some dragon checks of your own to make a solid team. specs kyurem-black tears down defensive chomp/lando, as well as quagsire. most stall teams are reliant on chansey to check kyurem-b, which zard-x handles very nicely. clef for scizor and skarmory that may be threatening early game or mid game.
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Could you build around volt switch mew and cb terrakion? It seems most of mews switch-ins like heatran, zards, and some extent even talonflame and sablye dont like giving terrak a free switch. The spread i found for mew was EVs: 240 HP / 156 Def / 80 SpD / 32 Spe calm (idk exactly what is does), but you can change that up if you see fit. Thanks in advance!!

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Mew @ Leftovers

Ability: Synchronize
EVs: 240 HP / 40 Def / 116 SpD / 112 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Soft-Boiled
- Defog
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Rock Slide
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Keldeo @ Life Orb
Ability: Justified
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Rest
- Sleep Talk
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 240 HP / 56 Def / 212 SpD
Impish Nature
- Will-O-Wisp
- Recover
- Knock Off
- Fake Out
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 40 Def / 188 SpD / 40 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn


for mew, you can go either defog or psychic or w/e you really want. i went defog just cause of hazard removal incase sableye fails to stop them. team is sorta passive, although it checks many threats in ORAS meta, like diancie/gengar/mega zam/zard-x(also got that great voltturn going on, so not extremely passive). can go foul play>fake out or protect on sableye, just so you aren't swept by anything like scizor/zard-x/whatever. zard-y is extremely annoying vs this team, but terrakion should break it easily (if it hits with rock slide/stone edge) and keldeo can beat weakened ones. zard-y also isn't as common anymore, but still something to watch out for

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deciding to close the thread at the end of july (next sunday), so if there's anything you guys want built, just post here! also feel free to message me your own team, so I can critique it, if you guys want. Don't post teams here please

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Lucario @ Life Orb

Ability: Steadfast
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Hidden Power [ice]
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 140 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 20 Atk / 236 SpA / 252 Spe
Hasty Nature
- Hidden Power [Fire]
- Diamond Storm
- Moonblast
- Protect
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Healing Wish
- Iron Head
- U-turn
- Heart Stamp
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost


NP Lucario wallbreaks pretty good. hp ice beats chomp/lando-t who try to come in to take the physical version of lucarios. lando-t+rotom helps lucario switchin safely and fire off some good damage. Diancie mega helps lure in steel types like scizor and beat it with hp fire for lucario, which is good. finally, jirachi and latios for the glue. Jirachi helps the team with the speed issues the team may have, while latios breaks down the opposition even further, for lucario to clean up late game.


EDIT: Also, I might end this early, depending on my schedule for the rest of the week. By the way, no shame in requesting for a team either. Feel free to flood this topic with ideas you may have (no don't literally flood, but don't feel like it's a bother to ask for a team)

Edited by Reignited'Light
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Manectric-Mega @ Manectite

Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [ice]
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Pursuit
- Knock Off
- Icicle Crash
- Poison Jab
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Trick
- Defog


pretty simple but effective team. voltturn into victini or wallbreak user, then you nail them with the coverage moves. one heatran/latis are removed, victini and manectric puts in so much work vs the opposition, they're going to click x as soon as you pursuit trap their lati. be careful of mega zam or opposing manectric, but scarf latios is there to revenge them... so that's cool. can probably go ice shard>poison jab on weavile, but I feel like breaking clefable balance is much better than having quick priority

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Talonflame @ Liechi Berry
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Natural Gift

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

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Thunder Punch
- Ice Punch
- Hammer Arm

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off


use talonflame as a means to remove bulky waters (especially gastrodon) that trouble azu/chomp/lati. the team removes heatran/ttar well, so it doesn't need to run the fighting type berry. playstyle is pretty easy to use and can be unpredictable at times, thanks to talonflame's lure, changing from a supposedly unwinnable matchup to your own favor.

Laziness is kicking in... will probably close the workshop even earlier. Whenever shop reaches to page 4, probably.

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