Project OU Teambuilding Competition V8 (Round 24: Building: Post #721 Page 29: Mega Latias + Togekiss)

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AM

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Bro Kappa has won Round 16 with Team 4. Teams in hall of fame as I type this post out. I scrapped the concept portion and going with another core this week. Something more basic, one you all love and know, the other a pretty underrated mon. This weeks core is...

Round 17 Core: Talonflame + Gastrodon


Enjoy.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
[12/17/15, 6:45:50 PM] Starmei: AM
[12/17/15, 6:45:52 PM] Starmei: for ur comp
[12/17/15, 6:45:53 PM] Starmei: I guarantee
[12/17/15, 6:45:56 PM] Starmei: you'll get a team with
[12/17/15, 6:46:03 PM] Starmei: Talon, gastro, sab, ferro, clef, filler
[12/17/15, 6:46:07 PM] Starmei: at least 1
[12/17/15, 6:46:15 PM] AM: remind me if that happens
[12/17/15, 6:46:17 PM] AM: actually
[12/17/15, 6:46:24 PM] Starmei: probably like skarm
[12/17/15, 6:46:25 PM] Starmei: as last
[12/17/15, 6:46:26 PM] Starmei: maybe hippo
[12/17/15, 6:46:27 PM] Starmei: idk
[12/17/15, 6:46:28 PM] AM: I got a better idea

We're on to you
 

MegaStarUniverse

Banned deucer.


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Protect
- Hidden Power [Fire]

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

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Taunt
- Toxic

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Brave Bird
- Taunt
- Roost
- Bulk Up

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Earthquake
- Scald
- Recover

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Psyshock
the aim of this team is to wear down the other persons team with status, hazards, knock off , scald, taunters, and sweep with either curse gastrodon, bulk up talon, or clean with M-Diance or Keldeo. This team has great synergy together switching into to pokemon that give the other member trouble example being Ferrothorn switching out into Gastrodon or Keldeo in the fear of heatran, Keldeo switching out into Ferrothorn or M-Diance in the fear of Latios, Gastrodon switching out into Talonflame in the fear of celebi etc.. some of the sets are not that common like Toxic Keldeo and most of the time Knock Off Ferrothorn. They aim to cripple there Switch ins and get past them later on in the battle. Ferrothorn can Knock Off Heatran's Leftovers and Keldeo can poison Slowbro, Latios, Latias, AV-Torn, Azumarill, etc.. You find what on your team can win and wear down down the other persons team with Spikes/Rocks, Status Moves, etc.
 
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MANNAT

https://spo.ink/aq7
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
venu.png

(in commemoration of star wars^)

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Scald
- Earthquake
- Recover

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Knock Off
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Body Slam

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

Alomomola @ Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald
I had a few stall teams lying around with these two in them, so I just picked one that didn't have sableye talon in it because there's probably 50 million of those lol. The basic premise of this team was to build an effective stall/semi-stall team based around mega venusaur. Venu's main problems are powerful flying, steel, and psychic types, so gastrodon, talonflame, jirachi, and mandibuzz really help out with these as they can check virtually any mon that falls under these categories for Venu. Since Venu relies on synthesis for recovery, I needed something that could do well vs sand, so I added in Gastrodon because of its ability to check sand decently well. Talon can also pressure rotom-w while checking Keldeo, so this team doesn't completely rely on venu to check all of these threats. Mandibuzz not only checks psychic types, but it also checks hoopa u, which is a nightmare for bulkier teams, being able to OHKO with foul play, while also defogging away hazards to keep spikes and rocks from decimating the team. Kyurem-B is also a pretty big threat to venu, so spdef rachi+gastrodon+alo is a pretty solid core of mons that can check it decently well. Additionally, BU Talon+Curse Gastrodon is a pretty solid wincon core that can pressure opposing teams a lot and can really go ham against opposing stall while both being really big threats to offense after their checks have been removed or severely weakened/crippled. The pivoting that jirachi provides allows it to get its teammates in with pretty slow u turns and it can spread status to the opposing team with body slam. Gastrodon's ability to check physical attackers like talonflame and zardx to a lesser extent is really nice and can really be useful on this team. Alomomola was added as a glue mon to deal with many of the weaknesses that I had at this point. I was pretty much curbstomped by zardx, and there was way too much pressure on jirachi to check kyub, so it made a really nice glue mon. Additionally, alomomola passes really big wishes, being able to heal up teammates that can't take a turn to heal up, and it can heal up jirachi, who lacks reliable recovery. Scald is also an amazing move that can cripple sweepers and toxic stops to from being setup bait for like zardx and Mega Altaria. This was a pretty solid build, and I really enjoyed making it, so I hope you guys like it :]
 
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i see fire (Talonflame)
Ability: Gale Wings
EVs: 168 HP / 252 Atk / 88 Spe
Jolly Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp

come home (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

undiscovered (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

dreaming with a broken heart (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

lightning bolt (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

i'm yours (Altaria) @ Altarianite
Ability: Cloud Nine
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Hyper Voice
- Fire Blast
- Roost
- Earthquake
don't really have an explanation for this, I picked all six mons at once. talon outspeeds mega pinsir, being its only check, ferro is only sand check so max def, also helps with azu. tbolt lati to help with bulky waters in case ferro isnt enough / gets burned. cloud nine altaria because sand is seriously a huge issue. huge issue with mega diancie, i basically pray it doesnt have hp fire. that is all.
http://replay.pokemonshowdown.com/ou-307236868 why does AM get so darn lucky smh
 
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LirikThump (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 Def / 112 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Roost

Kappa (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

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

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

ResidentSleeper (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 32 Def / 168 SpD / 60 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Brave Bird
- Roost

Kreygasm (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Curse
- Earthquake
- Scald
- Recover
Team I made for POCL with improbable and won my match. Started off with Curse Gastrodon because it was (and still is) a really good pokemon. Talonflame was there for good synergy and could take care of Gastrodon's problems. Added Latios to Defog rocks away and fit with the team synergy wise. Ferrothorn for the FWG core and to check Dragon-types etc (Chople for Azumarill mostly). Sableye-Mega because my opponent was usually weak to it and Sableye-Mega really fit the team. Last, but not least, I added SD Gliscor, which checks Bisharp and Talonflame, two major problems. I also wanted another win con besides Gastrodon, so Gliscor was a good fit.
 
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Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Scald
- Earthquake
- Recover

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

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Psyshock
- Hidden Power [Fire]
- Recover

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

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge
Nice core, Gastrodon switches in to electric and water attacks aimed at Talonflame, Talon takes on hard stops to Gastro such as M-Venu, Serperior, Amoongus, Breloom. Curse is by far Gastro's best set IMO and bulk up/wisp Talon just sets up on so much stuff it's not even funny. Altaria seemed a perfect fit - core hates toxic so I wanted a cleric, M-Alt provides heal bell support, brings another bulky wincon, and loves the ability of Gastro and Talon taking care of steel types, fire types, and poison/grass types such as M-Venu. Between them they wear down all of each other's counters and can pave the way for one of them to sweep, forming a really bulky and strong core both offensively and defensively.

Now I had a choice, I could either go full on defensive/semi-stall or take a more bulky-offence approach. I chose offence and added Starmie next to bring a decent speed tier to the table for revenge killing, and providing reliable spin control for Talon. Natural cure is a bit redundant as I already have Altaria to absorb status so analytic to nuke things on the switch, psyshock because an extra Keldeo check is always nice, also hurts M-Venu, HP Fire to lure Ferro and Scizor, recover to outlast the things it's supposed to check. Also provides an important ice resist. I had rapid spin over defog, so spike-stack seemed the next logical step. Team was also a bit on the slow side and I had no steel type yet - Ferrothorn provides reliable spikes, important resists, and neuters a ton of threats with T-wave. Power whip to help with bulky waters and grounds. Finally Gastrodon was my only check to sand, CharX and M-Mane, defensive SD Lando-T provides additional insurance for all the above, lures M-Mane with Yache berry, provides rocks, and sets up on stuff like M-Scizor which thinks it can set up for free. Manaphy can be annoying before its set is scouted but Ferro handles non-HP fire variants, starmie and Gastro non-energy ball, and Altaria non-ice beam.
 
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AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Fyi if you see your post getting edited, that's me getting the formatting ready for the voting stage so don't freak out. It's usually a pain to do it all at once so as I meant to start doing 3 weeks ago, which I didn't. I'll be formatting it the way you see the teams now prior to voting for the sake of uniformity and simplicity.

Pokemons (xyani sprites)
Team
Description
Replays

That's how I'm going to do formatting btw if you haven't caught on. Titles of your team are cool and all but I won't be including that or anything extra. Keep up the submissions feel free to change w/e prior to voting period.
 

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Defog
- Draco Meteor
- Psyshock
- Earthquake

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Rock Blast
- Substitute

Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Toxic
Bulk Up Talonflame + Gastro and Ferro seemed like a great defensive core to start out with for this balance team. Talonflame acts as a win condition and has Will-o-Wisp so that it has something do to against Flying resists early and mid game. Gastrodon and Ferrothorn give more of a physically defensive backbone and perfectly complement Talon in typing. Ferro's Stealth Rock and T-Wave support and general Steel-type perks really help this team.

I wanted some more offensive presence on this team since I wanted to build for balance, so I added Latios as a reliable offensive Defogger. It also carries Earthquake to lure and KO Heatran and keep Bisharp from switching in too safely. Mega Heracross is the wallbreaker for the team and checks Bisharp and sand. Raikou is the final member, helping with its Speed to outpace offensive threats like Mega Metagross and Thundurus and it uses a SubToxic set to pressure Hippowdon and other Electric resists and immunities.
 
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Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Recover
- Earthquake
- Scald
- Curse

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Brave Bird
- Bulk Up
- Will-O-Wisp
- Roost

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 80 Def / 176 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Nasty Plot

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

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Thunder Wave
- Stone Edge
- Pursuit
- Stealth Rock
This core was actually really cool IMO; Gastro & Talon have a lot of defensive synergy. I wanted to avoid just going with a basic, boring M-Sableye hazard stacking stall build, so I went with a basic, boring balance team with Venu instead. I chose curse>toxic on Gastrodon to prevent it from being pressure stalled by Crocune, and it can be a pretty decent win condition at times since it can set up on a decent amount of mons such as bulky starmie. Bulk Up/Wisp Talon is nice to burn Excadrill and thundurus' checks such as Quag/Hippo etc, and is one of the most reliable win conditions against slower teams. Gastro and Talon act as a pretty solid defensive core, with Gastro hard-walling electrics, resisting/walling rock, and absorbing water moves that can threaten talon. Talon sets up on shit that forces Gastro out such as Venu/Ferro; Gastro sets up on Ttar/Tran (W/O power herb) etc. Venu is a really nice mon' on balance and stall, completes a F/W/G core, and acts as a reliable counter to Azu which can power through Gastro with ease if banded. Venu also checks most Manaphy variants, and appreciates Gastro's storm drain since it does not have to switch in on a scald and risk getting burned. I went with a more offensive spread that I stole from one of Cosine's teams, since max defense Venu is kind of redundant imo since it doesn't need max defense to check what it needs to. Venu can be annoyed at times by Ttar's sand, but sand is fairly ephemeral without Smooth Rock and Gastro can take a lot of pressure off of Venu, so it's not really an issue. Gastro should be used as the go-to scald switch-in, since Venu getting burned is pretty annoyng. The fourth slot was originally a CM Lati, then a manaphy, but I finally settled on thundurus: Thundurus gives me a check to bulky talon that can burn ttar, pinsir which shits on everything, and some much needed speed while checking shit like psychic manaphy and roar suicune. NP 3 attacks because a ton of teams are really weak to it right now, and I already have ttar for twave. Lefties>life orb because on NP I find the extra power isn't really necessary most times, and lefties can add up over time since thundurus forces a lot of switches. I considered grass knot, but hp ice is just really nice and I already have talon to lure quag/hippo with wisp and excadrill has a balloon to set up on hippo anyways. Exca removes hazards while shitting on offense which is nice; also a nice fairy check and obligatory steel type. Balloon lets it set up on common checks such as lando and hippo (although I don't see Hippo too often anymore, but I've seen it on the rise a little bit). Ttar provides rocks, as well as sand support for exca. The set is standard support Tar, but I went with Twave instead of ice beam/fblast since ferro/lando aren't really issues (other than RP), and twave is nice to not have to rely on SE hitting and to just spam in general because I'm shit at this game and things are a lot easier to kill when they're para'd. Tar pursuits lati, gengar, zam, torn, and other shit like talon, and is just a great support mon' in general. Tar is also the only reliable Zard-X counter on the team, but exca under sand and gastro can check it decently, and rocks + sand prevent it from being too much of a nuisance. Manaphy with psychic can be annoying as fuck to deal with since, but every other set is dealt with pretty handily by gastro/venu and thundurus checks every set. I've noticed chansey can be a little irritating with toxic, but it's fairly easy to pressure and pivot around and full stall isn't too common right now. Fuck medicham too.

tl;dr it's a bunch of shit with setup moves + venu
 
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AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Building stage for Round 17 is now over with 7 teams to choose from. Voting stage will end around the same time Thursday.
Team 1


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Protect
- Hidden Power [Fire]

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

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Taunt
- Toxic

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Brave Bird
- Taunt
- Roost
- Bulk Up

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Earthquake
- Scald
- Recover

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Psyshock
the aim of this team is to wear down the other persons team with status, hazards, knock off , scald, taunters, and sweep with either curse gastrodon, bulk up talon, or clean with M-Diance or Keldeo. This team has great synergy together switching into to pokemon that give the other member trouble example being Ferrothorn switching out into Gastrodon or Keldeo in the fear of heatran, Keldeo switching out into Ferrothorn or M-Diance in the fear of Latios, Gastrodon switching out into Talonflame in the fear of celebi etc.. some of the sets are not that common like Toxic Keldeo and most of the time Knock Off Ferrothorn. They aim to cripple there Switch ins and get past them later on in the battle. Ferrothorn can Knock Off Heatran's Leftovers and Keldeo can poison Slowbro, Latios, Latias, AV-Torn, Azumarill, etc.. You find what on your team can win and wear down down the other persons team with Spikes/Rocks, Status Moves, etc.
Team 2

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Scald
- Earthquake
- Recover

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Foul Play
- Roost
- Knock Off
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Body Slam

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

Alomomola @ Leftovers
Ability: Regenerator
EVs: 36 HP / 220 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Scald
I had a few stall teams lying around with these two in them, so I just picked one that didn't have sableye talon in it because there's probably 50 million of those lol. The basic premise of this team was to build an effective stall/semi-stall team based around mega venusaur. Venu's main problems are powerful flying, steel, and psychic types, so gastrodon, talonflame, jirachi, and mandibuzz really help out with these as they can check virtually any mon that falls under these categories for Venu. Since Venu relies on synthesis for recovery, I needed something that could do well vs sand, so I added in Gastrodon because of its ability to check sand decently well. Talon can also pressure rotom-w while checking Keldeo, so this team doesn't completely rely on venu to check all of these threats. Mandibuzz not only checks psychic types, but it also checks hoopa u, which is a nightmare for bulkier teams, being able to OHKO with foul play, while also defogging away hazards to keep spikes and rocks from decimating the team. Kyurem-B is also a pretty big threat to venu, so spdef rachi+gastrodon+alo is a pretty solid core of mons that can check it decently well. Additionally, BU Talon+Curse Gastrodon is a pretty solid wincon core that can pressure opposing teams a lot and can really go ham against opposing stall while both being really big threats to offense after their checks have been removed or severely weakened/crippled. The pivoting that jirachi provides allows it to get its teammates in with pretty slow u turns and it can spread status to the opposing team with body slam. Gastrodon's ability to check physical attackers like talonflame and zardx to a lesser extent is really nice and can really be useful on this team. Alomomola was added as a glue mon to deal with many of the weaknesses that I had at this point. I was pretty much curbstomped by zardx, and there was way too much pressure on jirachi to check kyub, so it made a really nice glue mon. Additionally, alomomola passes really big wishes, being able to heal up teammates that can't take a turn to heal up, and it can heal up jirachi, who lacks reliable recovery. Scald is also an amazing move that can cripple sweepers and toxic stops to from being setup bait for like zardx and Mega Altaria. This was a pretty solid build, and I really enjoyed making it, so I hope you guys like it :]
Team 3

i see fire (Talonflame)
Ability: Gale Wings
EVs: 168 HP / 252 Atk / 88 Spe
Jolly Nature
- Acrobatics
- Roost
- Swords Dance
- Will-O-Wisp

come home (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

undiscovered (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

dreaming with a broken heart (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

lightning bolt (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

i'm yours (Altaria) @ Altarianite
Ability: Cloud Nine
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Hyper Voice
- Fire Blast
- Roost
- Earthquake
don't really have an explanation for this, I picked all six mons at once. talon outspeeds mega pinsir, being its only check, ferro is only sand check so max def, also helps with azu. tbolt lati to help with bulky waters in case ferro isnt enough / gets burned. cloud nine altaria because sand is seriously a huge issue. huge issue with mega diancie, i basically pray it doesnt have hp fire. that is all.
http://replay.pokemonshowdown.com/ou-307236868 why does AM get so darn lucky smh
Team 4


LirikThump (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 152 Def / 112 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Roost

Kappa (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Knock Off
- Foul Play
- Will-O-Wisp
- Recover

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

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

ResidentSleeper (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 32 Def / 168 SpD / 60 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Brave Bird
- Roost

Kreygasm (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Curse
- Earthquake
- Scald
- Recover
Team I made for POCL with improbable and won my match. Started off with Curse Gastrodon because it was (and still is) a really good pokemon. Talonflame was there for good synergy and could take care of Gastrodon's problems. Added Latios to Defog rocks away and fit with the team synergy wise. Ferrothorn for the FWG core and to check Dragon-types etc (Chople for Azumarill mostly). Sableye-Mega because my opponent was usually weak to it and Sableye-Mega really fit the team. Last, but not least, I added SD Gliscor, which checks Bisharp and Talonflame, two major problems. I also wanted another win con besides Gastrodon, so Gliscor was a good fit.
Team 5

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Scald
- Earthquake
- Recover

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

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Psyshock
- Hidden Power [Fire]
- Recover

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

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Swords Dance
- Stone Edge
Nice core, Gastrodon switches in to electric and water attacks aimed at Talonflame, Talon takes on hard stops to Gastro such as M-Venu, Serperior, Amoongus, Breloom. Curse is by far Gastro's best set IMO and bulk up/wisp Talon just sets up on so much stuff it's not even funny. Altaria seemed a perfect fit - core hates toxic so I wanted a cleric, M-Alt provides heal bell support, brings another bulky wincon, and loves the ability of Gastro and Talon taking care of steel types, fire types, and poison/grass types such as M-Venu. Between them they wear down all of each other's counters and can pave the way for one of them to sweep, forming a really bulky and strong core both offensively and defensively.

Now I had a choice, I could either go full on defensive/semi-stall or take a more bulky-offence approach. I chose offence and added Starmie next to bring a decent speed tier to the table for revenge killing, and providing reliable spin control for Talon. Natural cure is a bit redundant as I already have Altaria to absorb status so analytic to nuke things on the switch, psyshock because an extra Keldeo check is always nice, also hurts M-Venu, HP Fire to lure Ferro and Scizor, recover to outlast the things it's supposed to check. Also provides an important ice resist. I had rapid spin over defog, so spike-stack seemed the next logical step. Team was also a bit on the slow side and I had no steel type yet - Ferrothorn provides reliable spikes, important resists, and neuters a ton of threats with T-wave. Power whip to help with bulky waters and grounds. Finally Gastrodon was my only check to sand, CharX and M-Mane, defensive SD Lando-T provides additional insurance for all the above, lures M-Mane with Yache berry, provides rocks, and sets up on stuff like M-Scizor which thinks it can set up for free. Manaphy can be annoying before its set is scouted but Ferro handles non-HP fire variants, starmie and Gastro non-energy ball, and Altaria non-ice beam.
Team 6

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Toxic
- Recover

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Defog
- Draco Meteor
- Psyshock
- Earthquake

Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Rock Blast
- Substitute

Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Toxic
Bulk Up Talonflame + Gastro and Ferro seemed like a great defensive core to start out with for this balance team. Talonflame acts as a win condition and has Will-o-Wisp so that it has something do to against Flying resists early and mid game. Gastrodon and Ferrothorn give more of a physically defensive backbone and perfectly complement Talon in typing. Ferro's Stealth Rock and T-Wave support and general Steel-type perks really help this team.

I wanted some more offensive presence on this team since I wanted to build for balance, so I added Latios as a reliable offensive Defogger. It also carries Earthquake to lure and KO Heatran and keep Bisharp from switching in too safely. Mega Heracross is the wallbreaker for the team and checks Bisharp and sand. Raikou is the final member, helping with its Speed to outpace offensive threats like Mega Metagross and Thundurus and it uses a SubToxic set to pressure Hippowdon and other Electric resists and immunities.
Team 7

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Recover
- Earthquake
- Scald
- Curse

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 236 SpD / 24 Spe
Careful Nature
- Brave Bird
- Bulk Up
- Will-O-Wisp
- Roost

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 80 Def / 176 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Nasty Plot

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

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Thunder Wave
- Stone Edge
- Pursuit
- Stealth Rock
This core was actually really cool IMO; Gastro & Talon have a lot of defensive synergy. I wanted to avoid just going with a basic, boring M-Sableye hazard stacking stall build, so I went with a basic, boring balance team with Venu instead. I chose curse>toxic on Gastrodon to prevent it from being pressure stalled by Crocune, and it can be a pretty decent win condition at times since it can set up on a decent amount of mons such as bulky starmie. Bulk Up/Wisp Talon is nice to burn Excadrill and thundurus' checks such as Quag/Hippo etc, and is one of the most reliable win conditions against slower teams. Gastro and Talon act as a pretty solid defensive core, with Gastro hard-walling electrics, resisting/walling rock, and absorbing water moves that can threaten talon. Talon sets up on shit that forces Gastro out such as Venu/Ferro; Gastro sets up on Ttar/Tran (W/O power herb) etc. Venu is a really nice mon' on balance and stall, completes a F/W/G core, and acts as a reliable counter to Azu which can power through Gastro with ease if banded. Venu also checks most Manaphy variants, and appreciates Gastro's storm drain since it does not have to switch in on a scald and risk getting burned. I went with a more offensive spread that I stole from one of Cosine's teams, since max defense Venu is kind of redundant imo since it doesn't need max defense to check what it needs to. Venu can be annoyed at times by Ttar's sand, but sand is fairly ephemeral without Smooth Rock and Gastro can take a lot of pressure off of Venu, so it's not really an issue. Gastro should be used as the go-to scald switch-in, since Venu getting burned is pretty annoyng. The fourth slot was originally a CM Lati, then a manaphy, but I finally settled on thundurus: Thundurus gives me a check to bulky talon that can burn ttar, pinsir which shits on everything, and some much needed speed while checking shit like psychic manaphy and roar suicune. NP 3 attacks because a ton of teams are really weak to it right now, and I already have ttar for twave. Lefties>life orb because on NP I find the extra power isn't really necessary most times, and lefties can add up over time since thundurus forces a lot of switches. I considered grass knot, but hp ice is just really nice and I already have talon to lure quag/hippo with wisp and excadrill has a balloon to set up on hippo anyways. Exca removes hazards while shitting on offense which is nice; also a nice fairy check and obligatory steel type. Balloon lets it set up on common checks such as lando and hippo (although I don't see Hippo too often anymore, but I've seen it on the rise a little bit). Ttar provides rocks, as well as sand support for exca. The set is standard support Tar, but I went with Twave instead of ice beam/fblast since ferro/lando aren't really issues (other than RP), and twave is nice to not have to rely on SE hitting and to just spam in general because I'm shit at this game and things are a lot easier to kill when they're para'd. Tar pursuits lati, gengar, zam, torn, and other shit like talon, and is just a great support mon' in general. Tar is also the only reliable Zard-X counter on the team, but exca under sand and gastro can check it decently, and rocks + sand prevent it from being too much of a nuisance. Manaphy with psychic can be annoying as fuck to deal with since, but every other set is dealt with pretty handily by gastro/venu and thundurus checks every set. I've noticed chansey can be a little irritating with toxic, but it's fairly easy to pressure and pivot around and full stall isn't too common right now. Fuck medicham too.

tl;dr it's a bunch of shit with setup moves + venu
 
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Team 4. It's the only one that doesn't straight up lose to Mega Medicham. I actually find this to be a common problem when people attempt to build stall/semi-stall/balance. Because Mega Medicham is very limited in its counters (Slowbro, Mega Sableye, Mew, Cresselia, etc.), people often don't account for it. Especially if they already have ample counterplay to other physical attackers. However, people often ignore Mega Medicham because 1. I assume a lot of builders use Orda-Y's teambuilding BreakMyTeam and don't even notice that they are weak to it because they have mons like Talonflame and Latios, and so the teambuilder shows that they already have enough counterplay to it. People rarely scroll down to see other possible weaknesses to their team. 2. Another reason that people's stall/semi-stall teams are often weak to Mega Medicham is because it's counters are not the easiest to fit onto a team. I often finding myself heavily restricted by Mega Medicham when building because I don't always have room to fit on a Psychic type that beats Mega Medicham or Mega Sableye.
 
Team 4. It's the only one that doesn't straight up lose to Mega Medicham. I actually find this to be a common problem when people attempt to build stall/semi-stall/balance. Because Mega Medicham is very limited in its counters (Slowbro, Mega Sableye, Mew, Cresselia, etc.), people often don't account for it. Especially if they already have ample counterplay to other physical attackers. However, people often ignore Mega Medicham because 1. I assume a lot of builders use Orda-Y's teambuilding BreakMyTeam and don't even notice that they are weak to it because they have mons like Talonflame and Latios, and so the teambuilder shows that they already have enough counterplay to it. People rarely scroll down to see other possible weaknesses to their team. 2. Another reason that people's stall/semi-stall teams are often weak to Mega Medicham is because it's counters are not the easiest to fit onto a team. I often finding myself heavily restricted by Mega Medicham when building because I don't always have room to fit on a Psychic type that beats Mega Medicham or Mega Sableye.
Ya that's pretty much why I normally just give up on covering mega medicham as long as I have like 2+ checks to it because it's impossible to cover. Talon + Lati is about as solid as you are ever gonna get if you don't wanna put a Mega Sableye. I have no idea what else you expect offense and balance to do. 3 psychics???
 
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