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

Status
Not open for further replies.

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
Alrighty then so voting stage for Round 10 is up now. General reminder if you put secondary slashes I'm going with the first option provided rarely will I make an exception on that. Dread I put the Mamoswine variant for the sake of team competition as an fyi, this is an example of an exception to slashes.

Team 1

Something about Gourgeist just screams Trick Room, so I decided to build around that premise. On the notion of Trick Room, the common setters usually comes down to Cresselia, Diancie and Porygon2. However, using all 3 of them + Gourgeist obviously means I will be left with only 2 good abusers of TR, which is rather undesirable. Having experimented with all 3, Porygon2 is just too weak to Taunt, and also has no way of sacking itself into the sweepers, and just kills momentum too much to be useful.

Diancie obviously gets a slot as it is one of the very few users of TR that isn't weak to Knock Off, and can sack itself with Explosion for the rest of the team to come in. On top of that, Diancie offers immense role compression, being able to put up hazards, as well as checking many Fire and Flying types in the tier. Diamond Storm is chosen over Moonblast precisely for that purpose. Cresselia is meant to stick around a little longer, in fact usually being the last user of TR alive. Moonlight is especially needed considering Diancie usually will boom early and it is essential to have at least 1 TR user alive. Ice Beam is more useful than Moonblast or Psychic because Garchomp and Landorus-T simply love to come in on Cresselia, and Ice Beam is the only one that can 2HKO them consistently. Gourgeist (For some reason I thought L was the largest size and used that for my playtestings) is useful as a worse Cofra a decent spinblocker sans Excadrill + Keldeo check. The biggest problem with Gourgeist is that it lacks any decent physical STAB, which would result in momentum lost. Destiny Bond ensures that any momentum lost from Gourgeist does not stockpile into pressure for the rest of the team. Orca Berry allows it to take down an unsuspecting HP Fire Serperior or Heatran, who always like to come in on Gourgeist for free momentum.

Crawdaunt is by far one of the best physical attackers under TR and would often down half a team by itself. Adaptability Knock Off is brutal enough that even resists like Keldeo take more than half from it. Talonflame simply dies outright to Aqua Jet before it has a chance to BB. Adamant with 21 Spe IV is chosen over 0 IV Brave as it allows Crawdaunt to outpace Chansey, considering there is no point putting up TR against stall teams. Heracross is chosen over Camerupt and Abomasnow for its ability to beat Bisharp, which can be especially troublesome to set up TR against. Heracross destroys bulky Grass/Water types which can give Crawdaunt trouble. Mega Venusaur and Slowbro are both 2HKOed by Pin Missile; Ferrothorn loses to Close Combat; practically every other Water type is cleanly OHKOed by Bullet Seed. Sylveon provides complementary coverage with the 2 powerful physical wallbreakers, by destroying stuff on the special side, and has really good synergy with Crawdaunt, with Hyper Voice eliminating anything that resists Knock Off. On top of that, Sylveon also takes care of Conkeldurr who naturally underspeeds Crawdaunt, and Garchomp who causes lots of chip damage on Crawdaunt.
Gourgeist-Super @ Occa Berry
Ability: Frisk
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Will-O-Wisp
- Seed Bomb
- Destiny Bond

Cresselia @ Mental Herb
Ability: Levitate
EVs: 252 HP / 32 Def / 224 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Ice Beam
- Moonlight
- Lunar Dance

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Stealth Rock
- Explosion

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 21 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Hyper Voice
- Psyshock
- Hidden Power Fire
- Baton Pass
Team 2

Gourgeist-Super @ Focus Sash
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Speed
- Trick Room
- Explosion
- Seed Bomb
- Shadow Sneak

Honchkrow @ Life Orb
Ability: Moxie
EVs: 248 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Speed
- Brave Bird
- Sucker Punch
- Pursuit
- Superpower

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 21 Spe
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Victini @ Life Orb
Ability: Victory Star
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- U-turn
- Trick Room

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Dark Pulse
- Hidden Power [Ice]
- Gunk Shot

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 180 Atk / 76 SpD
Brave Nature
IVs: 0 Spe
- Heavy Slam
- Earthquake
- Stealth Rock
- Stone Edge
This is a kinda gimmicky but extremely fun offensive trick room / dark spam team.

I've never used Gourgeist before and I was quite uninspired by the sets on the analysis page, so I was thinking, how else can I use this thing? Well, with decent bulk and attack and horrible speed, Gourgeist is a pretty cool trick room setter. Seed bomb takes out bulky waters which can threaten the team, shadow sneak out-prioritises annoying mons such as Talonflame, and in a bad matchup or if you just don't need him any more, explosion allows you to capitalise on trick room turns to quickly gain momentum and safely bring in sweeper/breaker of your choice.

Crawdaunt and Victini complete a neat trick room FWG wallbreaking core. Victini brings another trick room setter, fusion bolt again for the bulky waters which can be troublesome, u-turn to gain momentum after setting up TR. V-create speed boosts can quickly spiral out of control under TR making him a great cleaner. Crawdaunt can punch holes with adaptability-boosted STABs, aqua jet for outspeeding opposing priority or for when TR runs out, and swords dance makes him a powerful wincon. Edit: Crawdaunt IV spread shamelessly stolen from escarlata to outspeed Chansey outside of TR.

Next, dark spam. It's Halloween, why not! Along with Crawdaunt these three smash through each others' checks and counters. Hoopa is an unreliable TR setter but I feel like I don't really need any further coverage and it can come in handy occasionally. Not much can withstand fully invested dark pulses coming from this thing, plus HP Ice for Lando, Chomp, Gliscor and gunk shot for fairies. Honchkrow brings further priority which is always useful, and between sucker punch and pursuit has no problems getting that first moxie boost to get the ball rolling. Even out of trick room this thing makes for a surprisingly effective and unprepared-for cleaner with sucker punch, trick room is just the icing on the cake.

Mega Steelix provides rocks, general tankiness, bug and fairy switch-ins, and under TR is another scarily powerful breaker/sweeper to apply offensive pressure. Stone edge for flying types such as CharY & Talonflame, EQ for electrics, Heavy Slam to destroy fairies amongst other things. Thanks to his incredible defence, can still pull weight outside of TR as he can tank most hits and retaliate.

The team is based on applying immediate offensive pressure to capitalise on TR turns and as such should be played in an aggressive HO sack-happy style. Although the team is completely based around trick room many of the members can still pull their weight outside of it thanks to priority or defences. The spreads probably want tweaking and I'll try to get some decent replays later especially as I'm using some low-tier mons.
Team 3

Gourgeist-Super @ Focus Sash
Ability: Frisk
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Trick Room
- Explosion
- Seed Bomb
- Shadow Sneak

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Magic Coat
- Thunderbolt
- Ice Beam

Diancie @ Babiri Berry
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Diamond Storm
- Explosion

Machamp @ Life Orb
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Dynamic Punch
- Stone Edge
- Earthquake
- Ice Punch

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Confuse Ray
- Volt Switch
- Dragon Pulse
- Focus Blast

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Earthquake
- Icicle Crash
- Freeze-Dry
- Ice Shard
Upon realizing that every single team was gonna be Gourgeist + Porygon2/Diancie + Cress + Daunt/Hoopa-U + Tflame Counter/TR Sweeper + Random RU/NU TR Sweeper, I decided to say fuck it and make some really heinous dumb TR. The first three mons are standard TR setters. Then I added Machamp to avoid getting destroyed by Bisharp + skilled confusion hax. I needed a way to stop Tflame, so I added Mega Ampharos for yet more swagplay-era throwbacks and a neato TR sweeper. Finally, I added Delibird because of how big a meta threat it is...or Mamoswine if you're in that "Delibird is unviable wtf" boat.AM Edit: I put Mamoswine for the sake of team competition refer to original comment if you want the delibird version

In conclusion, please don't vote for this team, just take it on low ladder and enjoy fucking with people :D
Team 4

Gourgeist-Small @ Leftovers
Ability: Frisk
EVs: 252 HP / 88 Def / 168 Spe
Impish Nature
- Will-O-Wisp
- Synthesis
- Leech Seed
- Shadow Sneak

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 208 SpD / 48 Spe
Calm Nature
- Taunt
- Earth Power
- Lava Plume
- Stealth Rock

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Roost
- Spikes
- Iron Head
- Whirlwind

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 164 SpA / 216 Spe
Timid Nature
- Trick
- Rest
- Psychic
- Calm Mind

Swampert @ Swampertite
Ability: Torrent
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Curse
- Waterfall
- Sleep Talk

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 16 Def / 240 Spe
Timid Nature
- Scald
- Recover
- Rapid Spin
- Thunder Wave
When I saw Gourgeist, I knew right away that everyone would go for a trick room team, so I wanted to add a little bit of spice and choose a bulky leech seed Gourgeist, and not any, but the small version.

The set was just max hp, speed to outspeed excadrill, and rest put in Def with an Impish Nature. Can survive 2 LO Iron Heads from Excadrills and synthesises up. I chose Small version because my team is very bulky and having a speedy defensive thindy would be nice, especially because it outspeeds Bisharp and Excadrill.
Heatran w/ E-power was added because the match up was looking dismal vs. fire types, especially heatran and talonflame.
SpD Skarmory was nice because it handled most fairies and Lati@s. Spikes were added because with a nice spinblocker, I felt hazard stacking would be very nice.
My team was looking pretty weak to stall and really bulky balanced, so I added this amazing of a mon, Gothitelle. The HP EVs allow me to live 3 EQs from Quagsire including Leftovers
Like I said, I wanted to add a little bit of spice, and with Gothitelle, I felt confident about this: Curse RestTalk Mega Swampert w/ Waterfall, I know, sounds weird and situational, but its bulky is actually out of this world, and after curse nothing can knock it out at all. I was gonna choose EQ > Waterfall and Ice Punch > Sleep Talk but I decided that I'd use this since it's more consistent
Finally, I needed a spinner so I just added Starmie, I didn't make it super bulky because I felt that my team was really slow so a little bit of speed would be appreciated. It was also a nice keldeo check.
http://replay.pokemonshowdown.com/ou-288204255 - matchup was horrible with Heatran+Ferro+Rotom-W and even Lopunny, managed to win
http://replay.pokemonshowdown.com/ou-288203880 - 6-0'ing stall ALL DAY
Team 5

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Iron Head
- Whirlwind
- Roost

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Will-O-Wisp
- Leech Seed
- Synthesis
- Seed Bomb
I wanted to build around an entry hazard based team with the help of Gourgeist as spin blocker,i wanted to use the core Hippowdon/Skarmory to have my hazards,Bisharp was a good idea to punish defogger.I wanted to have check to Heatran/Talonflame so i used Rotom-W which can support team effectively with volt switch and which can check some threats,i had a free mega slot and i wanted another Heatran check,than the idea of the 'dark spam' came in my mind and than i decided to use M-Gyarados.
Team 6

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Icy Wind

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Poison Jab
- Drain Punch
- Mach Punch
- Knock Off

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 132 HP / 124 Def / 252 SpD
Careful Nature
- Leech Seed
- Will-O-Wisp
- Synthesis
- Seed Bomb

Delphox @ Leftovers
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Fire Blast
- Psyshock

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

Golbat @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Super Fang
- Roost
- U-turn
- Defog
Gengar is Gengar really. It's the Shadow Pokémon, and I find it just fits this theme pretty well. Many Ghost- types were in my mind at the time, like Cofagrigus, but I felt this would probably be the best option.


Conkeldurr resembles a Clown, and actually has solid synergy with Gengar. It can take on most dark types with ease. For this mon, I have the lure set. Pretty cool for beating Clefable.


Gourgeist resembles a Jack-O-Lantern. Despite it stacking common weaknesses with Gengar, it actually beats a few of the premier threats to my team. It can 1v1 most physical threats like Scizor, Garchomp, Landorus-Therian, etc. That's it main niche on this team; handling physical attackers. It also fits the theme of this competition!


Delphox resembles a witch. I felt it worked nice as a set up sweeper for this team. I feel that Delphox is actually a cool mon, and wanted it to fit on any one of my OU teams. On this team, it seems to fit well. It targets most fighting types, and actually does a ton of work behind a sub and/or with a Calm Mind up.


Zoroark is one of my favorite Pokémon in the series. Now, I don't know how it fits here other than it fits in the trick part of Trick-Or-Treat, since it uses the Illusion ability, tricking opponents. Now my team lacked a choiced mon so far, so I slapped a scarf on this thing.


I felt Tyranitar fit much better than Zoroark for reasons that aren't just fitting with the Halloween theme. It checks Lati@s for my team, as well as Talonflame. Looking at it again, my team struggles against Talonflame! However Tyranitar can ease that struggle.


Golbat... Now, why Golbat over something like Crobat? It is the evolved form of Golbat, no? Well, my friend, Digital Edge, discovered something rather interesting about Golbat. It can check Mega Lopunny very well, taking hits easily and dealing tons of damage back. It can remove the hazards too, which is what I was looking for.

I'll explain each thing that isn't 'standard'. Conkeldurr has 124 speed EVs to outspeed Clefable, which allows it to efficiently outspeed and KO with Poison Jab. There isn't a reason for Gourgeist's somewhat mixed defenses, but it gives it max SpDef bulk as well as some physical bulk instead of just max / maxing HP and SpDef. Leech Seed provides great residual damage, and gives solid recovery when combined with Leftovers. Will-O-Wisp cripples majority of the physical attackers, and even deals a lot of damage when you combine it with Leech Seed. Delphox is cool, packing a Sub CM set. This beats stuff like Breloom (if doesn't have sash + rock tomb), Venusaur, Amoonguss, etc. Golbat is actually cool. It checks Mega Lopunny well, only being 3HKOd by Ice Punch and/or Return. It can 2HKO with a Brave Bird, while Super Fang cripples bulkier threats that Golbat wouldn't be able to touch otherwise (like Skarmory). This team struggles against Mixed Attacker Thundurus, so keep that in mind. Try and keep Tyranitar alive so it can KO with Stone Edge, or keep Gourgeist at a reasonable amount of HP to beat it. Tyranitar checks electrics like Mega Manectric, while also checking Lati@s. Team is actually 17 - 4, did not expect it to get 17 wins but ok (do /rank halloween squad). >.>
Team 7

Sally (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Leech Seed
- Will-O-Wisp
- Seed Bomb
- Shadow Sneak

Kaiju Eiga (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

John Matrix (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Best Friend (Charizard) (M) @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

Souvenirs (Garchomp) @ Rocky Helmet
Ability: Sand Veil
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast

Hermes (Raikou) @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
Ok so I went for a balanced team because Gourgeist Super is my fav gourgeist and I thought it would fit well in a balanced team, as it make a cool defensive pivot and can threaten with burns. I have a classic defensive set on it and put 2 stabs even if some people often choose only one stab with gourgeist, because I think its a shame to not pick that stab priority (shadow sneak), furthermore when that stab directly threaten mons that would otherwise be dangerous for Gourgeist, such as Gengar and Zam/Mega Zam. So yes, having a clutch shadow sneak to be able to ohko with some prior damage, is great imo (0 Atk Gourgeist-Super Shadow Sneak vs. 0 HP / 0 Def Gengar: 132-156 (50.9 - 60.2%) (0 Atk Gourgeist-Super Shadow Sneak vs. 0 HP / 4 Def Alakazam: 162-192 (64.5 - 76.4%))
The immediate mon I thought would be annoying was mega sable so I chose to give Gourgeist that good friend of mine since my first adventures: Charizard. Charizard is not only cool but also very powerful and i like to spam fire moves with that dude. Also, I like how gourgeist also has the utility of being able to make a decent spinblocker, annoying things like starm and drill, and Zard can decimate blanced builds withs rocks on the field to help him. Roost is to be able to come anytime on said mega Sable. 0iv attck of course to take less from foul play versions. Flamethrower because i don't really like to miss when I have the choice not to. I prefer a little bit less power than having to miss a crucial hit. And flamethrower is not that weak. Timid nature to be able to tie with manaphy if I have to, let's say Raikou is weakened.
Which leads us to Raikou. Raikou is an offensive pivot i chose for manaphy and keldeo. Of course, theres a bunch of mons which would be better to check these monsters but hey raikou was the one that I thought would fit best in the team, being also able to help Excadrill break stuff such as skarm and being able to pivot on stuff like ferro to bring in safely Zard. Furthermore, its is one more check to talon which is really annoying for gourgeist and can spread status easily enough. Moveset is basic with decent coverage. Drill did not came along, it came with Tyranitar which i made scarf to trap lati@s who otherwise a huge threats. Its also my second check to bisharp in case that thing becomes frightening after an SD. It also helps with birds who frighten gourgeist. And sand I felt was good to have speed control which I lacked without drill and to help against more offensive oriented teams. Finally jolly nature because even if i brought sand offense i don't have crazy solid answers neither to other sand (I have chomp and gourgeist) so jolly nature to beat adamant drillers and being able to hit mega garde before it mega evolves because mega garde is also very threatening.
My first check to bisharp and some fast powerful stuff (such as mega bunny) and prios (the team is lacking a bit of prio so at least having an answer to it is not bad) being Garchomp. Good old rocky helmet chomp, enough speed to outspeed bisharp and loom, because i don't want to let loom spore my dragon. Plus chomp gives the mandatory rock supports (wich I think goes fine with ttar being able to trap starmies).
And there u go!
Team 8

Trick-or-Treat (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Will-O-Wisp
- Synthesis
- Seed Bomb
- Trick-or-Treat

Boo! (Gengar) @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Sludge Wave
- Hex

Designated Driver (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Magnet Rise
- Flash Cannon

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

Herpes (Slowbro-Mega) @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 80 Def / 172 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Calm Mind
- Slack Off

Auschwitz (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Taunt
- Toxic
Since Gourgeist-Super's main niche is being the only 'mon capable of spin-blocking Excadrill, I decided to go with a hazard-stacking semi-stall build. Trick-or-Treat is absurdly gimmicky, but I wanted to go with the Halloween theme. The basic idea is to give switch-ins (Such as Zard-X) the ghost type so T-Tar can pursuit trap them. The standard Foul play/Leech Seed/Shadow Sneak is a better option in reality though, so use that if you hate fun. The 96 Sp. Def EVs allow Gourgeist to switch in on Keldeo's specs Hydro Pump 100% of the time, and the rest go into physical bulk for Excadrill etc. I then chose Hex Gengar for a few reasons: It destroys Clefable, which completely walls and counters Gourgeist due to Magic Guard; Hex synergizes well with the status/scald/lava plume spam on the team; and most importantly, hex Gengar is cool. Sub was chosen over taunt or pain split to deal with bisharp easier, dodging sucker punch and burning it in return. Since Gardevoir is a major threat to any fat team and I wanted spikes, Klefki is the 'mon of choice. I didn't opt for ferrothorn since it does not synergize well with Gourgeist in my opinion, and Klefki allows me to setup spikes while also preventing set-up sweeps, spreading status for gengar, and not being completely passive unlike Skarmory. Klefki also counters Weavile, which is a huge threat to the dual-ghost core of Gourgeist + Gengar as well as dark-types in general. Flash Cannon + Magnet rise let Klefki check Diancie more effectively, which is a generally threatening 'mon. Scarf-Tar is Scarf-Tar, and is pretty much a staple on any semi-stall build since Hoopa-Unbound is a major threat. Scarf-Tar lets me trap lati@s, allowing me to prevent defog and attempt to win the hazard war; it traps Tornadus-T, which destroys Gourgeist and Gengar, especially AV variants that can pretty safely switch in on Gengar if not statused; it traps Zard-Y, which destroys the rest of my team; and Genagr, which also destroys everything as I have no switch in and everything else either gets outsped and OHKOd, outsped and nearly OHKOd, or speed ties and gets OHKOd. It also traps Talonflame, and acts as a very splashable electric/bird check. Mega-Slowbro acts as a nice win condition, with scald being extremely difficult to switch into with hazards up. It is an extremely hard 'mon to kill in general, and can help me deal with Heatran, Metagross, Lopunny, and physical attackers/water types/fire types in general. It also counters Keldeo, and the combination of Slowbro + Gourgeist can hard-counter pretty much any variant of Keldeo. Lastly, I chose fast taunt Heatran to set up rocks, taunt opposing hazard setters, and deal with scizor, which is a massive threat to the team. Max speed is needed to outspeed Jolly M-Sciz, which otherwise sweeps the team with ease, and is also useful to taunt Sp. Def Tran lacking EP, and to prevent recovery from weakened 'mons. Overall the main win-condition of the team is to stack hazards with Gourgeist preventing defensive Starmie and Excadrill from rapid spinning, and T-Tar pursuit trapping Lsti@s and Starmie. Manaphy, Hoopa, and other generic stallbreakers are always a threat, but T-Tar is able to pursuit a decent amount of them and prankster T-Wave is always available as an emergency button. Also look out for Scizor and Bisharp.
Team 9

Yum (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Encore
- Fake Out

TheThreat (Gourgeist-Small) (M) @ Life Orb
Ability: Frisk
Shiny: Yes
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Seed Bomb
- Shadow Sneak
- Will-O-Wisp
- Synthesis

KeysToTheCity (Klefki) (M) @ Shed Shell
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 112 Def / 88 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Heal Block
- Thunder Wave
- Spikes

Jason Derulo (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 240 HP / 152 Def / 116 SpD
Impish Nature
- Earthquake
- Whirlwind
- Slack Off
- Stealth Rock

4thFavoriteFrench (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 52 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Bond (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Heat Wave
So I built this with yuruuu along with help from a lot of the comp tutoring guys. Gourgiest is a really crappy mon and yuruu and I decided that a more offensive approach that wasn't TR seemed like something fun to build around. I always thought gourgeist super was the most overrated thing in existence. It's slow, it doesn't exert any real sort of presence it doesn't threaten anything as such the smaller faster variant seemed a bit more promising. We went with stuff like Lando-T / Mana / Raikou as the backbone at first but it was pretty sloppy and had tons of problems initially. After some talks we went with Hippo to check electrics and Zard-X, Rotom-W to check TFlame and Torn-T with a speedier variant to outpace base 80s with the choice of burning them or switching out with Volt Switch, and AV Torn-T to pivot into Serperior, Keldeo (a bit), Gengar, and to provide utility and grab momentum. Klefki is the spiker of the team and utilizes Heal Block to help hinder Clefable and defensive cores relying on recovery. Lopunny was added as the mega of choice and after much testing I went with Encore as it helped, again, with Clefable who was a bigger problem before along with providing some sort of utility on set up sweepers who set up early like Manaphy.

Team is kind of weak to Zard-Y but otherwise most match ups can be played around enjoy.
Team 10

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Leech Seed
- Synthesis
- Shadow Sneak
- Will-O-Wisp

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

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Roost

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

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 SpD / 24 Spe
Careful Nature
- Spikes
- Roost
- Brave Bird
- Whirlwind
I figured i didn't want to build a trick room team, since I thought literally all of the teams up here would be tr teams. Gourgeist is pretty useful, as it has a niche being a m-meta switch in, as well as a Keldeo switchin. First in mind, I had a semi-stall team, but that team was weak to far too much to be a decent semi-stall, so I decided to up the ante and create a slightly more offensively aggressive balance team. Hippo was the first mon I added to the team, since I needed an SR setter, and a birdcheck, and Gourgeist loses to limitlessly everything. I then added Latias, so that I have a subtle defogger, and revenge kills a lot of threats such as Manaphy, Garchomp and Kyurem-Black, also putting some amount of work in against Gengar, which still looks an enormous threat to the team. Then, after realising this team got destroyed by fairies, in particular Mega Garde and Mega Altaria, looked annoying, I added Skarmory to the team, I chose SpDef since it acts as the best fairy check, particularly against Garde and Clefable. I also had in mind to put a mon that exerts a lot of offensive pressure to opposing teams, hence I added the Megazard X, which is a very good Pokemon in the meta, and can perform excellently given spikes support, which I supplied with Skarmory. The build in itself had a bit of trouble with water types, in particular, Starmie was an extremely awkward situation for the team, as was targets on rain teams such as Kingdra and Kabutops, therefore I added Gastrodon, which checks tons of Water-types and absorbs paralysis status as well.
Team 11

Gourgeist-Small @ Choice Scarf
Ability: Frisk
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Destiny Bond
- Trick
- Leech Seed
- Seed Bomb

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Substitute

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Hydro Pump
- Pain Split
- Thunderbolt
- Will-O-Wisp

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

Politoed @ Choice Specs
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Ice Beam
- Scald
- Focus Blast
- Hidden Power [Fire]

Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Power-Up Punch
The team starts with Gourgeist obviously since that's the base this time, so to cover weaknesses of Fire/Bug/and that other stuff etc. Terrakion was implemented to cover these weakness and to also take advantage of those ever so annoying Knock Offs'. To work around Ground types and just to be used as a dedicated start or pivot, Rotom-W was used to cover any weaknesses terrakion and gourgeist might have while also able to burn set-ups like Salamance and etc. who take advantage of high attack stats. Zapdos was included as a defensive wall/defogger to back up the Special def/burn wall of rotom-w (I can't english:pirate:). Lastly (I ran out of ideas) I decided to run a WOMBO-COMBO of Mega Swampert and Politoed. Mega Swampert is unexpected in most cases and is underestimated but it also covers pretty much every weakness for gourgeist except ice, (and stupid grass knot). I really suck at descriptions......
Team 12

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Will-O-Wisp
- Leech Seed
- Synthesis
- Seed Bomb

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Stealth Rock
- Scald
- Earthquake
- Knock Off

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 30 Atk / 30 Def
- Volt Switch
- Heat Wave
- Defog
- Roost

Altaria @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 104 Def / 156 SpD
Bold Nature
- Hyper Voice
- Earthquake
- Heal Bell
- Roost

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 96 Atk / 160 Spe
Adamant Nature
- Substitute
- Toxic
- Iron Head
- Fire Punch

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Body Slam
- Wish
- Protect
Went with super bc I have a thing for fatties. Toad was added as a check to electric types and provide rocks, as well as secondary insurance against Keldeo. Also serves as a backup Zard-X check if the need arises. Zapdos is the defogger, handling birds and certain steels (such as Scizor, Ferrothorn, Bisharp, Rachi). Fat Altaria was added to handle Zards primarily, EQ for tran, w/ heal bell support for the rest of the squad. Rachi is there to check Latis and annoy behind a sub with toxic + flinch hax. Licky is the main cleric, as taunt Gar really fucks with the squad otherwise and oblivious takes care of that. Team's weak as balls to Weavile but i can't be fucked to change it at this point. enjoy
Team 13

Gourgeist-Super is a cool mon, checking things like Keldeo, Mega Lopunny, and Breloom while also spin blocking very effectively vs common spinners such as Excadrill and non-IB Starmie which is really cool. I wanted to take advantage of a cool Spike Stack core so I added Skarmory, Hippowdon, and Tentacruel. Knock Off Tenta was chosen to help gid rid of items to make it even easier to play vs stall and wear it down with seeds and hazards. I then added Excadrill to be a cool wincon while being boosted in Sand. Altaria was added last as a secondary wincon and water resist
healing wounds (Gourgeist-Super) @ Leftovers
Ability: Frisk
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Will-O-Wisp
- Leech Seed
- Shadow Sneak
- Seed Bomb

from broken parts (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 228 HP / 252 SpD / 28 Spe
Careful Nature
- Spikes
- Whirlwind
- Roost
- Iron Head

counterpart (Hippowdon) (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Slack Off
- Earthquake

shooting stars (Tentacruel) (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 236 HP / 224 SpD / 48 Spe
Calm Nature
- Toxic Spikes
- Knock Off
- Scald
- Rapid Spin

broken heart (Altaria-Mega) (F) @ Altarianite
Ability: Pixilate
Shiny: Yes
Happiness: 0
EVs: 228 HP / 64 Atk / 216 Spe
Jolly Nature
- Dragon Dance
- Roost
- Frustration
- Heal Bell

survivors (Excadrill) (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide

Hope you had a good Halloween and fun time building around such a nice crappy mon :^)
 
Lmao how did a core of fucking Gourgeist get so many submissions? I guess people like building around shitmons ¯\_(ツ)_/¯
(Not a dig, was a fun week!)

Lots of teams to look through but here's my thoughts. I probably missed a ton of stuff so sorry if I overlooked something in your team.

Team 1: Solid well-thought-out TR team. Good wincons supported by reliable TR setters, very weak to fairies though especially CM Clef.

Team 2: mine, no comment. Was super fun to build and use though :]

Team 3: Another TR team another team extremely weak to Clefable. By author's admission not a serious team but also does look fun to use.

Team 4: so weak to Gengar and darkspam. Solid replays so props for that. Lacks a secondary wincon if Swamp goes down, not too hard considering lots of things carry grass coverage for Quagsire and Hippowdon.

Team 5: seems solid. M-Lop could be a problem.

Team 6: huge props for sticking with Halloween theme. But can't seem to decide what it wants to be. Lacks recovery for a balanced/bulky team and lacks solid wincon(s) for an offensive team.

Team 7: seems solid. Weak to certain priority in particular Weavile and Azu.

Team 8: seems solid and I like how it utilises Gourgeist to its fullest extend, building round its niche rather than just covering its weaknesses. Nearly got my vote, but certain Manaphy sets can be a huge problem, too much to overlook.

Team 9: seems solid. Weak to CharY by own admission but can be played around with Lop/Torn/Klefki, also weak to fast/scarfed grounds.

Team 10: weak to Weavile, dragons in general, uses Latias as a Gengar check.

Team 11: props for interesting mix. Weak to CharY if Terrak goes down and also opposing weather in general, but can play around it with smart switching.

Team 12: saw Lickilicky, thought it was trash, on closer inspection has good reason to use it and seems solid. Extremely weak to Weavile though (by own admission).

Team 13: seems solid, no glaring weaknesses, switchins for most things, bulky and kinda passive core but with 2 solid wincons to make up for it. I also like how it utilises Gourgeist well, similar to team 8.

I know every team will be weak to something so not sure how useful this is and like I said I probably missed a ton of stuff but this was my though process. Tried to base my vote around a team's ability to play around its own weaknesses, utilising Gourgeist to its fullest extent, and originality. So with that said my vote goes to-

Team 13
 
Last edited:

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
Voting ends around an hour and a half or so from now. tomorrow
 
Last edited:

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
Team 13 by slurmz has won Round 10 for the Gourgiest concept congrats I'll be adding team to hall of fame after I post this. Round 11 we're going to be doing a core. Figured I'd give you something somewhat more challenging to build on in terms of threat control so here it is. Round 11 core is....

Round 11 Core: Mamoswine + Slowking



Enjoy and feel free to discuss ideas on how to utilize said core. Starting Round 11 and onwards I'll close voting on Friday instead of Thursday. Seems better that way to get a more balanced voting period.
 

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 136 SpA / 32 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Scald
- Dragon Tail
- Fire Blast

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Superpower

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP /228 SpD / 32 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Taunt

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Iron Head
- Whirlwind

I know, I know, I'm still testing Excadrill over Skarmory...

Looking at this core, I couldn't see anything other than an offensive team working. I always wanted to try Future Sight Slowking, but never had the opportunity, so here we go. Psyshock is a very solid option, but subcm keld is seen much less now, and I like the pressure that Future Sight gives. Added Talonflame to take care of Serperior and other Grass types, since Mamoswine doesn't switch in well on it, and I needed a very good check to this thing. edit: had sd talon but a bit too stall weak... Breloom was next to round off coverage. SD LO is the only real set worth using, sash is just weak...it's an option, I guess. Added Mega Tyranitar, as this was pretty weak to Talonflame, Gengar, etc, and provides a nice win-con with good offensive synergy with Breloom. I added Skarmory as a defensive backbone to fall back on, as well as defog support + ground immunity, but I think Excadrill would work better, especially in conjunction with Mega Tyranitar, still testing-!

*edit surprisingly i dont like excadrill...
 
Last edited:

eren

je suis d'ailleurs



Built with Nedor
This was really fucking hard to build around ngl. My first initial thought was that similar of yuruu with running lure Mamoswine to lure in bulky waters for an SD Tflame, which synergizes really well with the core, resisting Grass and being amazing vs Offense with its Swords Dance SpD set. I opted for a CM Slowbro because it helps beat down Rotom and also sorta lures in other electric types such as NP Thundy or M-Mane which can be potentially lethal to a Talonflame sweep and beats them down too, making it way easier to sweep in the end with SD Tflame. I felt balance was more optimal with this core, as did Nedor, so we subsequently added it as a steel type and a great way to grab momentum as well as clear hazards even though im not a particular fan of Defog Zor itself. Rotom-Wash was added to check the many a flying types such as Tornadus-Therian, Talonflame, as well to check Sand Offense quite effectively. Serp was added as a nice wincon to back up the team and provides a way to break down CM Cune, CM Manaphy without clicking X and it also lures Heatran to clear the way for SD Tflame. Overall I really enjoy this team and I hope you do too, enjoy n-n.

what a shame (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

close the door (Slowking) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 92 Def / 136 SpA / 32 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock

sense of poise (Talonflame) (M)
Ability: Gale Wings
EVs: 248 HP / 112 Atk / 112 SpD / 36 Spe
Careful Nature
- Will-O-Wisp
- Acrobatics
- Roost
- Swords Dance

pour champagne (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 96 Def / 164 SpD
Impish Nature
- U-turn
- Defog
- Bullet Punch
- Roost

well imagine (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 Def / 88 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

i write sins (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Taunt
- Dragon Pulse


 

Slowking's greatest strength is undoubtedly how it blanket checks many threats to balance, including and not limited to Metagross, Manaphy, Keldeo, and as such it fits best in a balance team. Pairing it with Mamoswine not only means its Electric weakness is answered, it also deals with many of Mamoswine's weakness, allowing Slowking to switch into many faster special attackers who force Mamoswine out. A classic VenuTran core has great type synergy with Slowking, and is added to deal with the likes of Scizor, Serperior and Fairies, which can threaten both Mamoswine and Slowking. Venusaur serves as a secondary Electric check, considering Mamoswine lacks longevity, and serves as a Knock Off sponge for Slowking. Heatran on the other hand, checks Talonflame, absorbs WoW, provides SR, as well as luring the likes of Hippowdon in and dropping Toxic on them. Heatran also benefits from having Future Sight support from Slowking, since fighting types like Keldeo would otherwise really like to switch into it. Clefable serves as a Kyurem-B check, which is known for breaking VenuTran + bulky Water cores. It also serving as a secondary status and Knock Off sponge on top of providing paralysis support for the rest of the team, as well as serving as a win-con late game. For balance in general, Spikes stacking can be fatal, hence a defogger is added despite a lack of any major SR weaknesses. Skarmory is chosen in that regard over Latios mainly because it can defog in the face of Garchomp, Hippowdon, Landorus-T etc without taking too much damage from Dragon Tail/Toxic/U-turn, hence having greater longevity; also checks physical attackers like Pinsir to an extent.
Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Earthquake
- Icicle Spear
- Freeze-Dry

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

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

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

Skarmory @ Leftovers/Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
 
Description hath been added:


HO-kay, so, first thing's first, what we got ourselves here is a standard sash Mamo. I settled on this before even considering what to add to the rest of the team, as I feel the LO set is too similar and generally inferior to Weavile's, and is a waste of Mamo's actual niche of being a SR setter that can't be taunted. Once that was settled, AssVest Slowking was slapped on, not really because of anything to do with Mamo, but because it's such a great standalone set, serving as a fantastic pivot from both an offensive and defensive standpoint. Sash Mamo is a gr8 partner to CB D-Nite, gettin' rocks up n' shiet, and Slowking can handle mons that otherwise give Nite trouble, such as Skarmory and Keldeo, and so I added this bad boy to the squadron. At this point, I'm looking pretty weak to Azu and Scizor, and, while rare, Gastrodon really gives me shit, so Mega Venu joins the party. I now needed something to deal with birds and Sharp, and M-Gyara really gives me shit; plus, D-nite needs himself some hazard removal, so Skarmory was tacked on. I like B-Bird to fuck up Mega Venu, but I've found Counter isn't a terrible option here, either. Taunt > Whirlwind, as status/hazard mons bust my nuts more than setup sweepers, generally. Lastly, I added CM Raik, but I found it annoyingly difficult to set up on this team for some reason, and Volcarona was being a cunt to the squad, so ScarfTran took his place. CB Mega Sableye is probably the biggest threat to this team, and TBH I might rebuild it with Superpower Azu > Slowking, but I'm pretty happy with how it turned out with what we were given to work with here, so hey. Sorry for the shit explanation, hopefully I got the gist across, at the very least

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Endeavor

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Earthquake
- Fire Punch

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Overheat
- Flash Cannon
- Earth Power
- Stone Edge

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog
- Brave Bird
- Taunt
- Roost

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail
 
Last edited:

Dread Arceus

total cockhead

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 HP / 252 Atk / 16 SpA
Brave Nature
IVs: 0 Spe
- Earthquake
- Ice Shard
- Icicle Crash
- Freeze-Dry

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Nasty Plot
- Scald
- Flamethrower

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Thunderbolt
- Ice Beam

Breloom @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Mach Punch
- Bullet Seed
- Power-Up Punch/Force Palm
- Spore

Ampharos @ Ampharosite
Ability: Plus
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Thunderbolt
- Dragon Pulse
- Focus Blast

Jirachi @ Macho Brace
Ability: Serene Grace
EVs: 236 HP / 180 Atk / 92 SpA
Brave Nature
IVs: 30 Atk / 30 Def / 1 Spe
- Iron Head
- Trick Room
- Healing Wish/U-turn
- Hidden Power [Ice]/Zen Headbutt

this core seemed immensely hard to build balance around, but given that Mamo has incredible coverage and raw power I decided that a TR team was the way to go. I started with the given core, then added another TR setter in Porygon2 (pmuch the only thing that can lay down a TR on Bish). As with every TR team, I have to consider the big priority mons when making these teams - Bisharp, TFlame, Weavile, Azumarill, and Scizor are the biggest names in OU as far as that goes. I added Breloom since it added a resist to both Bisharp and Azu's priority and can hit pretty hard, plus fast Spore is always obnoxious to deal with. Ampharos I used on my last TR build, and while it was a joke team, I discovered that Amph was actually pretty amazing in TR. The ability to resist TFlame, Azu, and Scizor's priority, hit incredibly hard with good coverage, and Volt Switch out to keep momentum is incredibly appealing. Amph also stops the team from getting walled by Skarmory. Finally, I added Jirachi as a final TR setter to help with Fairy-type mons. Given that Jirachi has a rather high speed tier for a TR mon, I decided to do something a bit more gimmicky and give it Macho Brace to halve its speed, allowing it underspeed even things like Slowbro and Amoonguss.

The movesets on these are more out-of-left-field than most people are used to. Mamo and Amph are pretty standard, everything else is more designed for this specific build. Slowking is running NP + Scald/Flamethrower coverage. The reason for NP > CM is TR's need to have immediate power. Flamethrower is chosen as coverage mainly to help with team threats like Mega Scizor, Ferrothorn, and Skarmory, and it also synergizes pretty well with Scald. Porygon2 is running standard BoltBeam coverage given that it needs max coverage in two moves, and Normal-type STAB can't really do that. Breloom is another gimmicky-looking set that utilizes PuP to start a sort of pain train with fast Spore. If that's a little too gimmicky, Force Palm can be taken over PuP to provide more immediate firepower, but it should be noted that Loom hits pretty ridiculously hard with Mach Punch and can sweep outside of TR. Rachi's Macho Brace is to reduce it's unusually high speed tier for TR, and the moveset incorporates HP Ice, mostly to lure out bulky grounds. Being able to spam Iron Head in TR is a pretty skillful way to win too ;). Zen + U-turn can be taken for more consistency out or Rachi tho, but generally it's more of a suicide setter.
 
Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Scald
- Psyshock
- Nasty Plot
- Trick Room

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Defog

Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Giga Drain
- Focus Blast
- Substitute
Nasty plot trick room Slowking is a boss. Surprise factor allows an unexpected sweep especially if the opponent is saving something like Thundurus or Serperior to deal with it. Mamoswine brings priority & threatens the grass and electric types which threaten Slowking, plus sets rocks for the team - actually makes a great rocks setter as he forces out other setters such as Lando and Chomp plus defoggers such as Lati twins. The core struggles with steel types so Magnezone makes an ideal teammate, trapping Ferrothorn and Scizor which can be problems, provides a fairy killer with flash cannon, revenge killer with scarf, brings momentum with volt switch and destroys water types which wall the core with thunderbolt. Skarmory brings useful role compression - hazard removal, spikes to support the wallbreakers, mixed wall, additional insurance vs fairies. Azumarill wrecks the dark and fighting types that threaten the team, knock off for bulky psychics, has powerful priority for revenge killing/cleaning, can benefit from Slowking's trick room in a pinch, and loves the spikes support provided by Skarmory. Finally, M-Sceptile brings blazing speed, outspeeding and taking out key threats such as the water types which wall Slowking, a plethora of useful resistances (electric, grass, fighting, ground). Sceptile also loves the spikes support in its hit-and-run-wallbreaker role, with substitute to capitalise on forced switches. Team initially looks really weak to Gengar but in reality it can be played around as 4/6 members can outspeed and the other two can tank a hit and retaliate, so it doesn't get more than one kill in a game.
 



Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Ice Shard
- Icicle Spear

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Fire Blast
- Scald
- Slack Off
- Thunder Wave

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

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 240 HP / 44 Atk / 16 Def / 192 SpD / 16 Spe
Impish Nature
- Swords Dance
- U-turn
- Bullet Punch
- Roost

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

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


thought i'd try doing this as the core looks ridiculous and i've never built for this thread before. wanted to try scarf mamoswine and see if i could support it correctly. the fact that it's 1.5x factor than your opponent expects can completely change the game, as opponents try to revenge it with things like lopunny, diancie etc. to be ohkoed instead. on the surface it looks like the team has problem with electrics, but in reality it's not difficult to deal with. Sableye is a huge pain but it isn't hard to pressure it with torn-t/keld. volcarona can also be sort of miserable to deal with, but it needs to hit a lot of fire blasts to win the game, lol. overall i like the way it turned out despite being based off of a terrible core.
 
Last edited:
AM, arch literally was writing up our team description, mind if it goes up in like 30 mn and then you'd add it to the teams list ?
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top