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

Status
Not open for further replies.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 32 Def / 228 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Will-O-Wisp
- Taunt
- Soft-Boiled

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 248 HP / 100 Def / 160 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Victini @ Flame Plate
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Zen Headbutt

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Defog
- Toxic
- Roost
- Knock Off

this team was based off azumarill. often offense has no switchins to azu, but what stops it from sweeping is the fact that it is slow, leaving it prone to revenge killers. that's why it's paired w/ tr. next, i looked for a mon that has enough bulk to setup tr, as well as beat some of the passive mons that annoy azu, such as ferro, slowbro and suicune. mew seemed to fit the bill, having nice synergy with azu as well as stallbreak p well. i figured the best way to add on to the rest of the team was a good defensive backbone as well as hazards. the team seemed weak to things like bisharp, electrics, waters, cube and lots of other shit as well, which are p big threats to tr, which is why i added spdef hippo and ferro. they let azu clean up the mess, while providing sufficient switchins for lots of common threats. victini was added later as a zardy and garde check, as well as another strong wallbreaker. w/ azu, they can break teams. lastly, the team didn't have many weaknesses, besides hoopa-u and gengar, so i fixed this w/ mandibuzz.

tldr: this team uses a strong defensive backbone with hazardstacking to support azu+tini to break down different playstyles.
 

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 stage for Round 15 the Trick Room concept is now up and running. Get your votes in voting closes Thursday around this time.

Team 1


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 176 Def / 60 SpD / 32 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Giga Drain
- Recover
- Baton Pass

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Ancient Power
- Fire Blast
- Earth Power
- Hidden Power [Ice]

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
I didn't like the concept of full trick room. Lost my train of thought when my computer restarted suddenly. TankChomp helps with Sucker Punch Bisharp, Talonflame, Scizor and such. Fire Blast because this is Scizor check alongside Mega Camel. Celebi is TR setter. Klefki for Spikes to help Mega Camel break teams and generally help with fatter teams, Azu is secondary wallbreaker, Kyurem-B the Mega Venu check. I'm running regular speed on all these mons instead of going to 0 because I don't want to just lose if I can't get trick room up.
Team 2


Emboar @ Life Orb
Ability: Reckless
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Hammer Arm
- Sucker Punch
- Wild Charge

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Recover
- Giga Drain
- Baton Pass

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Diamond Storm
- Stealth Rock
- Trick Room
- Explosion

Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Rapid Spin
- Hydro Pump
- Dark Pulse
- Aura Sphere

Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Frustration
- Earthquake
- Quick Attack

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit
I decided to build this team around Emboar, since it's a slow wallbreaker without safe switchins and its kamikaze-like nature really works for Trick Room. Having Sucker Punch for priority is also really helpful to beat Talonflame during Trick Room and stuff like Lati@s, Gengar, and most other fast, frail attackers outside of Trick Room.

Celebi and Diancie are the two TR setters and form a nice defensive core since they cover nearly all of their weaknesses. Celebi's Baton Pass is really useful for giving its teammates opportunities to come in and its reliable recovery allows it to continuously set TR. Diancie provides Stealth Rock support and, while it's a great lead, it can also be good to safe late-game for Mega Charizard X or Talonflame.

Since other spinners didn't fit on this team so well and Defoggers would remove Diancie's SR, Mega Blastoise was a perfect fit for the spinner, mega, and secondary Trick Room abuser. It's defensive synergy with Celebi and Diancie along with Emboar is really good and it forms a FWG core w/ Celebi and Emboar. It also beats a lot of the things that Emboar doesn't like to touch so much (TankChomp, Lando-T and Slowbro, though Emboar can still 2HKO them all sans Mega Slowbro).

Diggersby and Weavile were added as Pokemon which could excel outside of Trick Room, but can still function in it if necessary. They also both carry priority moves, which is really nice. Diggersby is an extra wallbreaker that can sweep offensive, balanced and defensive teams alike outside of Trick Room, while Weavile is added for extra utility against offense overall since it beats stuff like Torn, regZam, Starmie, Thundurus, weakened Raikou, etc.
Team 3

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 176 Def / 80 SpD
Impish Nature
- Trick Room
- Roost
- Defog
- U-turn

Victini @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Zen Headbutt
- Trick Room

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Pangoro @ Choice Band
Ability: Scrappy
EVs: 168 HP / 252 Atk / 88 Def
Brave Nature
IVs: 16 Spe
- Superpower
- Knock Off
- Gunk Shot
- Parting Shot

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 160 SpD
Brave Nature
IVs: 0 Spe
- Heavy Slam
- Earthquake
- Stealth Rock
- Curse

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
Imagine if Mega Blaziken got close combat - that's basically Victini in trick room, except Victini hits harder. The speed drops from V-create can just spiral out of control so easily. With the HP investment it's also bulky enough to re-set TR itself. Azumarill compliments Tini excellently, taking care of dark types with play rough, belly drum to become a terrifying trick room sweeper with Aqua jet to out-prioritise the likes of Talonflame. Under TR can beat M-Venu with knock off which is usually a hard counter. CB Pangoro brings momentum and gives Azu set-up opportunities as well as trick room users opportunities to easily re-set TR with parting shot, as well as being a slow and extremely powerful breaker in his own right. 16 speed IVs to outspeed Chansey outside of TR and defence EVs avoid the KO from Conkeldurr's drain punch so it can be beaten in and out of TR. Steelix sets rocks and provides an electric immunity and fairy check as well as using curse to act as a sweeper, and thanks to its massive bulk can also function out of TR. With magic bounce Xatu is a TR setter immune to taunt, which is fantastic, as well as bouncing back hazards etc, also a defogger and u-turn for momentum after setting up. I didn't really want to use Porygon2 but I needed a reliable TR setter that wasn't weak to pursuit and a special attacker compliments all the physical attackers on the team, boltbeam coverage for Lando, chomp, bulky waters such as Manaphy and Slowbro, etc. Overall the team is kinda hard to use but as long as you play your trick room setters conservatively and play smart with when to set-up and when to attack it can be very rewarding.
Team 4

Trick Room is pretty much just Trick Room. This is/was a really fun team that I used back when ORAS just came out and Adaptability Dragalage was released. Trick Room setters being Uxie and Cress, both of which have a way to suicide into your TR wallbreakers and just proceed to take a huge ass dump all over your opponent's team. Lead Uxie was chosen due to it's decent speed as well as access to Memento. I chose Azu to pair with Dragalge because its just fun to click play rough and watch something die. TR teams typically carry a minimum of 1 fast mon but mine lacks it so to make up for it, I just spammed priority wherever I could. Msciz + Emboar is pretty fun since both packed extremely hard hitting moves and priority. My initial version had Crawdaunt over Azu but having no Fairies on such a team just left me feeling a teensy bit uncomfortable. But yeah, this is a Trick Room team. It works very similarly to manual weather so just put TR up and just click moves. No need to think, just click.
Uxie @ Red Card
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Memento
- Magic Coat

Azumarill @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Lunar Dance
- Ice Beam

Dragalge @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Draco Meteor
- Dragon Pulse
- Sludge Wave
- Hidden Power [Fire]

Emboar @ Life Orb
Ability: Reckless
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Flare Blitz
- Wild Charge
- Sucker Punch

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost
Team 5

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 20 Spe
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Slowbro @ Wise Glasses
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Scald
- Psychic
- Fire Blast

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 8 SpA / 248 Spe
Timid Nature
- Moonblast
- U-turn
- Trick Room
- Encore

Cofagrigus @ Colbur Berry
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot

Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Moonlight
- Lunar Dance
- Psychic

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fire Blast
- Earth Power
- Stealth Rock
- Eruption
- One of the better TR teams I have made. Mega Camerupt is very nice on TR as it is very hard to switch into, can set up Stealth Rocks fairly easily, and has formidable bulk which allows it to counter the likes of Mega Manectric and Raikou which can normally Volt Switch all over TR teams. Eruption is a fantastic move on Camerupt as it actually out damages Sheer Force Fire Blast at full HP, and even after Stealth Rock, it's perfectly accurate. However, Rock Slide is a decent alternative to Eruption because this set struggles to get past specially defensive Talonflame.
- Whimsicott was another Pokemon I wanted to build around on TR because its access to priority encore is fantastic for TR and OU in general with the likes of powerful set up sweepers like Manaphy being all over the place. It's a solid check to Keldeo both offensively and defensively with Max speed and HP investment. Also, a slow u-turn under TR can be glorious for momentum, Memento as well.
- Slowbro is a nice check to Keldeo as well as bulky Talonflame. It's also quite potent offensively. I'd suggest Wise glasses, or leftovers over Life Orb though since the team is slightly weak to Talonflame and it can use as much HP as possible. Great coverage, bulk, and good power make Slowbro an all around solid Pokemon and nice fit for the team.
- Cofagrigus can be one of, if not the scariest offensive TR setter. Mummy is a fantastic ability to check some powerhouse Pokemon and Megas, and + 2 Shadow Balls 2hko most Pokemon on bulky teams. Colbur berry is certainly inferior to leftovers in most cases, but this team is so weak to Bisharp and Weavile that Colbur hp fighting Cof is actually an effective lure for the aforementioned threats. A well played Cofagrigus will usually result in a win.
- Cresselia = insanely fat = multiple TRs a game = nearly guaranteed Lunar Dance to aid sweeping. Psychic is for Venusaur and can wear down many offensive Pokemon that fail to break it.
- Crawdaunt because how can TR reach its full potential with out it? It's a soft check to Bisharp and Weavile even outside of TR as long as they don't pack Low Kick, and it is pretty much the strongest Pokemon in OU.
=]
Team 6


We decided to build the team around Dragalge. With Toxic Spikes, it provides good support to the team by getting chip damage to any counters to the breakers. Dragalge can also abuse Trick Room itself with a strong Adaptability Draco Meteor or Sludge Wave. We then chose Cofagrigus for multiple reasons: it provides Trick Room support for Dragalge, is a breaker itself with Nasty Plot, and it works well when paired with Toxic Spikes. We thought that we would need another setter besides Cofagrigus so we are able to get more turns of Trick Room, so we went with Porygon2. Cofagrigus and Porygon2 have excellent defensive synergy in the OU tier as Trick Room setters. This team is able to set up Trick Room against large majority of mons in OU between the two of them. After we got our Trick Room setters we decided to go with Mega Heracross as our Mega and on addition Trick Room abuser. Mega Heracross is one of the better abusers because it has good bulk and doesn't need to outspeed things to put in work, it has a very small list of mons that are not 2HKO'd by it, and it was able to beat mons like Bisharp and Weavile that beat the Trick Room setters. At this point, the team was weak to Mega Charizard X, Heatran, Keldeo, Fairies, and lacked a Stealth Rock user. To remedy the team's weaknesses, we chose to go with Heatran and Life Orb Azumarill in the last two slots.
mocked by peers (Dragalge) @ Life Orb
Ability: Adaptability
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 2 Spe
- Draco Meteor
- Sludge Wave
- Focus Blast
- Toxic Spikes

can't get a job (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

repeatedly stabbed (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Recover
- Thunderbolt
- Ice Beam

smokes heavily (Heracross-Mega) @ Heracronite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed

raped&can'tabort (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Flash Cannon
- Stealth Rock

beliefsnottolerated (Azumarill) @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
Team 7

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 32 Def / 228 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Will-O-Wisp
- Taunt
- Soft-Boiled

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 248 HP / 100 Def / 160 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Victini @ Flame Plate
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Zen Headbutt

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Defog
- Toxic
- Roost
- Knock Off
this team was based off azumarill. often offense has no switchins to azu, but what stops it from sweeping is the fact that it is slow, leaving it prone to revenge killers. that's why it's paired w/ tr. next, i looked for a mon that has enough bulk to setup tr, as well as beat some of the passive mons that annoy azu, such as ferro, slowbro and suicune. mew seemed to fit the bill, having nice synergy with azu as well as stallbreak p well. i figured the best way to add on to the rest of the team was a good defensive backbone as well as hazards. the team seemed weak to things like bisharp, electrics, waters, cube and lots of other shit as well, which are p big threats to tr, which is why i added spdef hippo and ferro. they let azu clean up the mess, while providing sufficient switchins for lots of common threats. victini was added later as a zardy and garde check, as well as another strong wallbreaker. w/ azu, they can break teams. lastly, the team didn't have many weaknesses, besides hoopa-u and gengar, so i fixed this w/ mandibuzz.

tldr: this team uses a strong defensive backbone with hazardstacking to support azu+tini to break down different playstyles.
 

eren

je suis d'ailleurs
Team 7 seems cool because it doesn't look like TR and isn't overly reliant on it. It gives a bit more surprise factor and more flexibility with your game plan instead of more match up reliant games. Team 7 gets my vote :]
 

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 176 Def / 80 SpD
Impish Nature
- Trick Room
- Roost
- Defog
- U-turn

Victini @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Zen Headbutt
- Trick Room

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Pangoro @ Choice Band
Ability: Scrappy
EVs: 168 HP / 252 Atk / 88 Def
Brave Nature
IVs: 16 Spe
- Superpower
- Knock Off
- Gunk Shot
- Parting Shot

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 160 SpD
Brave Nature
IVs: 0 Spe
- Heavy Slam
- Earthquake
- Stealth Rock
- Curse

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
Imagine if Mega Blaziken got close combat - that's basically Victini in trick room, except Victini hits harder. The speed drops from V-create can just spiral out of control so easily. With the HP investment it's also bulky enough to re-set TR itself. Azumarill compliments Tini excellently, taking care of dark types with play rough, belly drum to become a terrifying trick room sweeper with Aqua jet to out-prioritise the likes of Talonflame. Under TR can beat M-Venu with knock off which is usually a hard counter. CB Pangoro brings momentum and gives Azu set-up opportunities as well as trick room users opportunities to easily re-set TR with parting shot, as well as being a slow and extremely powerful breaker in his own right. 16 speed IVs to outspeed Chansey outside of TR and defence EVs avoid the KO from Conkeldurr's drain punch so it can be beaten in and out of TR. Steelix sets rocks and provides an electric immunity and fairy check as well as using curse to act as a sweeper, and thanks to its massive bulk can also function out of TR. With magic bounce Xatu is a TR setter immune to taunt, which is fantastic, as well as bouncing back hazards etc, also a defogger and u-turn for momentum after setting up. I didn't really want to use Porygon2 but I needed a reliable TR setter that wasn't weak to pursuit and a special attacker compliments all the physical attackers on the team, boltbeam coverage for Lando, chomp, bulky waters such as Manaphy and Slowbro, etc. Overall the team is kinda hard to use but as long as you play your trick room setters conservatively and play smart with when to set-up and when to attack it can be very rewarding.
Xatu can't have both Magic Bounce and Defog.
 

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
MattyBrollic has won Round 15 with his Team 5 Trick Room team. Team is up in the archives already. Round 16 I said I was going to do a concept but I decided to hold it off until next week to see the verdict of the current suspect test. So instead we'll do a core. Round 16 core is....

Round 16 Core: Victini + Terrakion



Have fun.
 

Victini @ Life Orb
Ability: Victory Star
EVs: 16 Atk / 252 SpA / 240 Spe
Naughty Nature
- V-create
- Focus Blast
- Thunder
- Glaciate

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Taunt

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Fly
- Earthquake
- Extreme Speed

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 48 Def / 208 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

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

v nice offensive core, added wp dragonite to clean up after these two mons break the opposing team apart. who needs lum, gotta be hippie. fast rotom-w is the future, outspeeds mega scizor, dragonite, mega altaria so you can get a crucial burn if needed - slow volt switch is so overrated and unnecessary. volt switch always helps momentum for offensive teams too, which is nice. mega garde was added next, since i have 3 physical attackers, and the fairy typing helps if i need to predict dragon tail from chomp and stuff. it's also nice to stop dragons from just spamming their dragon stab mindlessly (nothing likes mega garde coming in for free honestly, unless you have like rachi or gross). hp fire starmie to weaken ferro since i dont have superpower on dnite, and ferro is always annoying af. no steel, no ground, but i dont think it's that necessary, and i cant really fit one anyway.

 

So starting off with the core of Victini and Terrakion, I realized that they pressure passive, bulky water types and ground types to switch-in. I then put on Manaphy to take advantage of the situations Victini and Terrakion are likely to create. Normally you do not want to build offense with the mindset of "Latios switches into Keldeo, so I'm going to put on Weavile because it beats Latios. Not only that, but Keldeo beats Scizor for Weavile". This is a flawed mindset to have because while yes, they do beat each other's counters and checks, they are not really exerting any pressure upon them. However, this is different in the case of set-up mons like Manaphy because it can actually punish the opposing team for bringing in their ground and water types against Terrakion or Victini by setting up with Tail Glow. Manaphy instantly becomes a threat, especially to slower, defensive teams. After adding on Manaphy, The team appeared weak to Garchomp, Excadrill, Mega Charizard X, Mega Pinsir, Mega Manectric, etc. while also lacking speed. To remedy this, I decided to add on a standard Choice Scarf Landorus-T. At this point, the team was pressured by Azumarill, Latios, Keldeo, and fairy types; in addition, I had not chosen a mega evolution for the team yet. Mega Metagross seemed to fit best in this slot because not only did it patch up the team's weaknesses, but it also had good offensive synergy with Victini, Terrakion, and Landorus-T because they all share similar checks and counters that can be pressured by each one of them, allowing one of them to clean up at the endgame. However, the team was still a little weak to water types even though they were pressured by the four aforementioned mons because not much was stopping them from spamming their water moves. Besides this fact, the team was still a little slow without priority, and needed something in addition for Bisharp. Toxicroak seemed a really good fit here because it really discourages the spamming of water moves, added priority to the team in Sucker Punch, and provided another Bisharp Check.

college dropout (Victini) @ Leftovers
Ability: Victory Star
EVs: 248 HP / 132 Atk / 68 Def / 60 Spe
Jolly Nature
- Taunt
- V-create
- Will-O-Wisp
- Bolt Strike

cult follower (Terrakion) @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Swords Dance

indeepdepression (Manaphy) @ Leftovers
Ability: Hydration
EVs: 4 Def / 248 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

judges others (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

sexist employer (Metagross-Mega) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit

ignorant to gays (Toxicroak) @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance
 
Last edited by a moderator:
Status
Not open for further replies.

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

Top