Project OU Teambuilding Competition V9 (Done! See you all in Sun & Moon)



Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 32 Def / 224 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch

Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Toxic

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
- Lava Plume
- Taunt
- Stone Edge
- Stealth Rock

Landorus-Therian @ BrightPowder
Ability: Intimidate
EVs: 132 HP / 56 Atk / 216 Def / 104 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Healing Wish
- Trick
- Draco Meteor
- Psyshock

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Iron Head
- Counter
- Roost
- Spikes


haha okay. offensive build ofc. toxic m-lop lures azu and slowbro which are huge issues for the team. shuca instead of air balloon tran because serp pops balloon on the switch in and hp ground volc/serp are both huge issues, better to lure them with shuca. EV spread outruns rotom-w or something. double dance lando-t to add offensive presence alongside dd feraligatr. scarf latias for speed control and break stall with trick, healing wish gives one of the three physical sweepers another lease of life. counter skarm because azumarill. given offensive nature of team and no weak to hazards i went with spikes over defog. things like ferro are annoying, but easy enough to play around. put lots of offensive pressure.
 
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Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Superpower
- Crunch
- Dragon Dance

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

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

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Rock]
- Flash Cannon

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


This is a balanced/offensive team I made long time ago and just for fun around Feraligatr and Mega Pidgeot. Standard Feraligatr with Superpower because Ferro is a bit annoying, only Heatran can switch in but Pidgeot can kill it easily. Pidgeot weakens Rotom-W with Hurricane (confuse) and U-Turn to Clefable or Latios who are safe switch ins. Tbolt on Latios for Skarmory, who can take a +1 hit from Feraligatr and whirlwind out. Hippo stops Lopunny, (non-gk) Metagross and electric types who can be a threat to Pidgeot and Gatr. Heatran is my grass type switch in (Venu, Serperior, Ferro) and the scarf of the team because it's a bit slow despite having a twave user. Sorry about my english jaja.
 


Feraligatr @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Heal Bell
- Roost

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Rest
- Sleep Talk

Heatran @ Power Herb
Ability: Flash Fire
Shiny: Yes
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
- Magma Storm
- Solar Beam
- Earth Power
- Taunt

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


This is a very funny team based on the core Feraligatr+Altaria, this is a nice core which can hit hard very much 'Mons and not be breaked by Stalls Status Based, at the first I put Landorus-T, 'cause you can't play Offensive Teams without Garchomp or Landorus, it's my SR Setter and with U-Turn it opens some ways for my first Core. Next, I put Choice Scarf Excadril 'cuz is a very nice spinner-sweeper on core with Landorus.
At the fifth slot I put Heatran, 'cause I was walled by some Steels (Ferrothorn, Skarmory..) and with its set I can bait Water Types, check Rocks, Electrics, Fairies and stallbreak. This is the greatest set of Heatran of this Metagame, it can do all. At last, I choose Keldeo Restalker for check out the latest things that put me in difficulty (d a r k s).
Now the team is complete! As you see, it put a lot of pressure!^^
 

Feraligatr (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Knock Off

Reuniclus (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Infestation
- Psyshock

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Slide

Manectric (M) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Def
- Volt Switch
- Flamethrower
- Thunderbolt
- Hidden Power [Ice]

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Stone Edge
- Lava Plume
- Protect


Standart DD Feraligatr. I started with a double CM blob core because easily absorbs status from Mega Sableye / Rotom-W. Clefable Knock Off is awesome against Stall, removes Leftovers from Heatran, Talonflame and others. Chansey without Eviolite is 2HKO against +6 Moonblast.
Reuniclus is my answer against Mega Medicham and Mega Venusaur, Infestation helps to setup or switch freely.
Landorus-T is the sand check, Rocks and momentum, Ground immunity.
Mega Manectric completes the Intimidate-volt-turn-core, outspeed Manaphy, Weavile and others.
Finally, Heatran is my response to Charizard Y and Talonflame, Stone Edge is a good lure, 48 speed EVs to outspeed Mega Venusaur and Mandibuzz. Fairy check.
No Defog / Rapid spin because the team does not suffer much from entry hazards.
 
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Feraligatr (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Knock Off

Reuniclus (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Infestation
- Psyshock

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Slide

Manectric (M) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Def
- Volt Switch
- Flamethrower
- Thunderbolt
- Hidden Power [Ice]

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Stone Edge
- Lava Plume
- Protect


Standart DD Feraligatr. I started with a double CM blob core because easily absorbs status from Mega Sableye / Rotom-W. Clefable Knock Off is awesome against Stall, removes Leftovers from Heatran, Talonflame and others. Chansey without Eviolite is 2HKO against +6 Moonblast.
Reuniclus is my answer against Mega Medicham and Mega Venusaur, Infestation helps to setup or switch freely.
Landorus-T is the sand check, Rocks and momentum, Ground immunity.
Mega Manectric completes the Intimidate-volt-turn-core, outspeed Manaphy, Weavile and others.
Finally, Heatran is my response to Charizard Y and Talonflame, Stone Edge is a good lure, 48 speed EVs to outspeed Mega Venusaur and Mandibuzz. Fairy check.
No Defog / Rapid spin because the team does not suffer much from entry hazards.
I don't mean to be that guy, but infestation is awful lol, please just use shadow ball or focus blast
 

Phantom Me

Banned deucer.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Crunch
- Dragon Dance

Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower
- Bullet Punch
- Bug Bite
- Swords Dance

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Nasty Plot
- Thunder Wave
- Hidden Power [Flying]

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Calm Mind
- Recover

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpD / 30 Spe
- Flamethrower
- Flash Cannon
- Earth Power
- Hidden Power [Rock]

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance

setup spam rocks. This was an Hyper Offense I made around the time when everyone was hating on Offensive Mega Scizor. I personally believe that Hyper Offense is the way to go with DD Feraligatr since it things just drop like flies after it boosts and it isn't to hard to supplement it. Mega Scizor and Gatr was the starting core and it was obvious they simply lost to quite a few things, especially Water-types and Mega Venusaur which was annoying. So next came NP + Twave Thundurus packing Hidden Power [Fly] to lure Mega Venusaur and other Grasses like Tangrowth. I didn't want to rely too much on TWave for raw speed and sand just lol'd at my team so I added CM + BP Celebi and Scarf Heatran with the strategy in mind of passing a few CM boosts to it and clean up late game with it if nothing else could secure one. I went with Hidden Power [Rock] since I didn't want to lock myself into a move that didn't take advantage of Calm Mind boosts.Finally I lacked Stealth Rock so I added LO + SD Garchomp since it's jesus maintain the "momentum" piece and breaks early game alongside Feraligatr or Thundurus to have a smoother endgame.

Another option I've experimented with was Healing Wish over Calm Mind on Celebi since this is the sort of team that'd immensely appreciate that support.
Wouldn't ancient power on heatran be a better choice?
Whatever,a great team.
 
Too Early to Win Too Late to Know


Feraligatr (M) @ Life Orb
Ability: Sheer Force
EVs: 16 HP / 252 Atk / 4 Def / 236 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Ice Punch

Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch

Latios-Mega @ Latiosite
Ability: Levitate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Outrage
- Zen Headbutt

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled

Hippowdon @ Lum Berry
Ability: Sand Stream
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Stone Edge
- Slack Off
- Stealth Rock
- Earthquake

Skarmory (M) @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 16 Def / 244 SpD
Careful Nature
- Spikes
- Iron Head
- Roost
- Taunt
I didn't understand whether dd gatr was mandatory or not, so i put it regardless. Considering I had to start from the dd set, I decided to build a double Dragon Dance team. Therefore i inserted the rare Mega Latios in tandem with Feraligatr. I added the former because I got reminded to the old bw times in which I used dragon dance Latios. These two Pokemon share some counters such as Skarmory, Ferrothorn and Scizor, so I opted for Magnezone so as to trapkill them. Moreover, it helps gain momentum for the team. In the fourth slot, I added Clefable, as it has great synergy with Latios and Magnezone and, most importantly, because it benefits from Magnezone's trapping ability and Latios' lure ability. I preferred a Special Defense variant, as it allowed me to deal with thundurus, raikou, manectric-mega, and manaphy. I really love Hippowdon, because it's the only member that allows me to deal with Charizard X. Additionally, I put Lum Berry over Leftovers to deal with stallbreaker talonflame which could be a serious threat to the team. Finally, I put Skarmory as my last slot so that I can break through Amoonguss, Mega Venusaur, Clefable, and Spikes users. It helps against the likes of Mega Gardevoir and Mega Diancie, which are both annoying for the rest of the team
 

Amferocious
I decided to build a team around an SD variant of Feraligatr. Everyone knows that to bring the best out of a wallbreaker they need free switch-ins so I opted for a Volt-Turn core to compliment Feraligatr. Due to it's pure water typing it is only weak to Grass and Electric. With this in mind I decided to add Ampharos due to it's x4 resistance to Electric and x2 resistance to Grass. It can be used to give Feraligatr free switch-ins and switch-in to things that scare Gatr out. Rest-Talk gives it longetivity. I don't feel like auto-losing to Serperior I added the most inconsistent check to Grass-types ever. I opted for LO Hurrimiss, Knock Off, U-Turn, and HP Steel to lure in Diancie which can be difficult for my team to face. Heatran for rocks and functioned as Fairy/Dragon switchin. Also helped vs. Scizor and Ferrothorn (Enough speed for Offensive SD). I finished the team off with SD Salac Chomp and CM Clefable because I wanted two strong win-cons. Garchomp helps break heatrans and mags for Clefable while Heatran breaks Ferro and Scizor. SD Salac Chomp is really unprepared for and functioned as a win-con for the team. Overall a pretty offensive team. Feraligatr is used to maybe get a kill a game and wallbreak vs. fat teams. Ampharos and Tornadus for momentum. Heatran for rocks and switch-in into things. Chomp and Clefable as win-cons. Idk whatdoyathink

I saw potential in Feraligatr before with DD, but I think SD can be really strong vs. fat stuff. Sadly Feraligatr suffers from 4MSS :(

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Waterfall
- Ice Punch
- Superpower
- Swords Dance

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Hidden Power [Steel]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 20 SpD / 240 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Garchomp (M) @ Salac Berry
Ability: Rough Skin
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Dragon Claw
- Earthquake
- Substitute
- Swords Dance

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


yay for 69th post on smogon
 
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MrAldo

Hey
is a Social Media Contributoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Forum Moderator Alumnus
You are all amazing, time to gather teams and I say

Voting time!

Core: Feraligatr

Team 1


Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch

Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch

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

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Fire Blast

Standard feraligatr set.Ice Punch hits Grass- and Dragon-types like Serperior, Amoonguss, Mega Altaria, and notably bulky Garchomp. Crunch hits Psychic-types like Mew and Slowbro while sharing coverage with Ice Punch on Latios, Latias, and Celebi.Added Raikou threatens Pokemon that check feraligatr(mainly Azumarill,skarmory,keldeo etc),in turn feraligatr kills ground types.It also helps against opposing manectric and Thundurus.It also gives me a wincon and provides volt-switch support so that feraligatr can come in safely.Hippowdon sets up Stealth Rock and wear down opposing fast offensive threats such as Mega Lopunny and Talonflame. Hippowdon in particular checks opposing Electric-types bar Rotom-W very well.Spike setters such as Klefki work well with Feraligatr because the entry hazard wears down opposing checks through repeated switches in, making a sweep easier.Klefki can help to check Latios and provide speed control with Thunder Wave.Tornadus-T can threaten all Grass-types with its STAB moves and bulky Steel-types such as Skarmory, Mega Scizor, and Ferrothorn with Fire-type coverage.Altaria gives yet another win con,and also lures scizor and ferrothorn with fire blast.


Team 2

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Crunch
- Dragon Dance

Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower
- Bullet Punch
- Bug Bite
- Swords Dance

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Nasty Plot
- Thunder Wave
- Hidden Power [Flying]

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
- Giga Drain
- Baton Pass
- Calm Mind
- Recover

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpD / 30 Spe
- Flamethrower
- Flash Cannon
- Earth Power
- Hidden Power [Rock]

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance

setup spam rocks. This was an Hyper Offense I made around the time when everyone was hating on Offensive Mega Scizor. I personally believe that Hyper Offense is the way to go with DD Feraligatr since it things just drop like flies after it boosts and it isn't to hard to supplement it. Mega Scizor and Gatr was the starting core and it was obvious they simply lost to quite a few things, especially Water-types and Mega Venusaur which was annoying. So next came NP + Twave Thundurus packing Hidden Power [Fly] to lure Mega Venusaur and other Grasses like Tangrowth. I didn't want to rely too much on TWave for raw speed and sand just lol'd at my team so I added CM + BP Celebi and Scarf Heatran with the strategy in mind of passing a few CM boosts to it and clean up late game with it if nothing else could secure one. I went with Hidden Power [Rock] since I didn't want to lock myself into a move that didn't take advantage of Calm Mind boosts.Finally I lacked Stealth Rock so I added LO + SD Garchomp since it's jesus maintain the "momentum" piece and breaks early game alongside Feraligatr or Thundurus to have a smoother endgame.

Another option I've experimented with was Healing Wish over Calm Mind on Celebi since this is the sort of team that'd immensely appreciate that support.


Team 3

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 32 Def / 224 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch

Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Toxic

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 136 SpD / 120 Spe
Calm Nature
- Lava Plume
- Taunt
- Stone Edge
- Stealth Rock

Landorus-Therian @ BrightPowder
Ability: Intimidate
EVs: 132 HP / 56 Atk / 216 Def / 104 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Healing Wish
- Trick
- Draco Meteor
- Psyshock

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Iron Head
- Counter
- Roost
- Spikes

haha okay. offensive build ofc. toxic m-lop lures azu and slowbro which are huge issues for the team. shuca instead of air balloon tran because serp pops balloon on the switch in and hp ground volc/serp are both huge issues, better to lure them with shuca. EV spread outruns rotom-w or something. double dance lando-t to add offensive presence alongside dd feraligatr. scarf latias for speed control and break stall with trick, healing wish gives one of the three physical sweepers another lease of life. counter skarm because azumarill. given offensive nature of team and no weak to hazards i went with spikes over defog. things like ferro are annoying, but easy enough to play around. put lots of offensive pressure.


Team 4

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Superpower
- Crunch
- Dragon Dance

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

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

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Rock]
- Flash Cannon

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

This is a balanced/offensive team I made long time ago and just for fun around Feraligatr and Mega Pidgeot. Standard Feraligatr with Superpower because Ferro is a bit annoying, only Heatran can switch in but Pidgeot can kill it easily. Pidgeot weakens Rotom-W with Hurricane (confuse) and U-Turn to Clefable or Latios who are safe switch ins. Tbolt on Latios for Skarmory, who can take a +1 hit from Feraligatr and whirlwind out. Hippo stops Lopunny, (non-gk) Metagross and electric types who can be a threat to Pidgeot and Gatr. Heatran is my grass type switch in (Venu, Serperior, Ferro) and the scarf of the team because it's a bit slow despite having a twave user. Sorry about my english jaja.


Team 5

Feraligatr @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Heal Bell
- Roost

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Rest
- Sleep Talk

Heatran @ Power Herb
Ability: Flash Fire
Shiny: Yes
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
- Magma Storm
- Solar Beam
- Earth Power
- Taunt

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

This is a very funny team based on the core Feraligatr+Altaria, this is a nice core which can hit hard very much 'Mons and not be breaked by Stalls Status Based, at the first I put Landorus-T, 'cause you can't play Offensive Teams without Garchomp or Landorus, it's my SR Setter and with U-Turn it opens some ways for my first Core. Next, I put Choice Scarf Excadril 'cuz is a very nice spinner-sweeper on core with Landorus.
At the fifth slot I put Heatran, 'cause I was walled by some Steels (Ferrothorn, Skarmory..) and with its set I can bait Water Types, check Rocks, Electrics, Fairies and stallbreak. This is the greatest set of Heatran of this Metagame, it can do all. At last, I choose Keldeo Restalker for check out the latest things that put me in difficulty (d a r k s).
Now the team is complete! As you see, it put a lot of pressure!^^


Team 6

Feraligatr (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Knock Off

Reuniclus (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Infestation
- Psyshock

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Slide

Manectric (M) @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 30 Def
- Volt Switch
- Flamethrower
- Thunderbolt
- Hidden Power [Ice]

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 212 SpD / 48 Spe
Calm Nature
- Taunt
- Stone Edge
- Lava Plume
- Protect

Standart DD Feraligatr. I started with a double CM blob core because easily absorbs status from Mega Sableye / Rotom-W. Clefable Knock Off is awesome against Stall, removes Leftovers from Heatran, Talonflame and others. Chansey without Eviolite is 2HKO against +6 Moonblast.
Reuniclus is my answer against Mega Medicham and Mega Venusaur, Infestation helps to setup or switch freely.
Landorus-T is the sand check, Rocks and momentum, Ground immunity.
Mega Manectric completes the Intimidate-volt-turn-core, outspeed Manaphy, Weavile and others.
Finally, Heatran is my response to Charizard Y and Talonflame, Stone Edge is a good lure, 48 speed EVs to outspeed Mega Venusaur and Mandibuzz. Fairy check.
No Defog / Rapid spin because the team does not suffer much from entry hazards.


Team 7
Feraligatr (M) @ Life Orb
Ability: Sheer Force
EVs: 16 HP / 252 Atk / 4 Def / 236 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Ice Punch

Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch

Latios-Mega @ Latiosite
Ability: Levitate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Outrage
- Zen Headbutt

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled

Hippowdon @ Lum Berry
Ability: Sand Stream
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Stone Edge
- Slack Off
- Stealth Rock
- Earthquake

Skarmory (M) @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 16 Def / 244 SpD
Careful Nature
- Spikes
- Iron Head
- Roost
- Taunt

I didn't understand whether dd gatr was mandatory or not, so i put it regardless. Considering I had to start from the dd set, I decided to build a double Dragon Dance team. Therefore i inserted the rare Mega Latios in tandem with Feraligatr. I added the former because I got reminded to the old bw times in which I used dragon dance Latios. These two Pokemon share some counters such as Skarmory, Ferrothorn and Scizor, so I opted for Magnezone so as to trapkill them. Moreover, it helps gain momentum for the team. In the fourth slot, I added Clefable, as it has great synergy with Latios and Magnezone and, most importantly, because it benefits from Magnezone's trapping ability and Latios' lure ability. I preferred a Special Defense variant, as it allowed me to deal with thundurus, raikou, manectric-mega, and manaphy. I really love Hippowdon, because it's the only member that allows me to deal with Charizard X. Additionally, I put Lum Berry over Leftovers to deal with stallbreaker talonflame which could be a serious threat to the team. Finally, I put Skarmory as my last slot so that I can break through Amoonguss, Mega Venusaur, Clefable, and Spikes users. It helps against the likes of Mega Gardevoir and Mega Diancie, which are both annoying for the rest of the team.


Team 8


Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Waterfall
- Ice Punch
- Superpower
- Swords Dance

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Hidden Power [Steel]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 20 SpD / 240 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Garchomp (M) @ Salac Berry
Ability: Rough Skin
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Dragon Claw
- Earthquake
- Substitute
- Swords Dance

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

I decided to build a team around an SD variant of Feraligatr. Everyone knows that to bring the best out of a wallbreaker they need free switch-ins so I opted for a Volt-Turn core to compliment Feraligatr. Due to it's pure water typing it is only weak to Grass and Electric. With this in mind I decided to add Ampharos due to it's x4 resistance to Electric and x2 resistance to Grass. It can be used to give Feraligatr free switch-ins and switch-in to things that scare Gatr out. Rest-Talk gives it longetivity. I don't feel like auto-losing to Serperior I added the most inconsistent check to Grass-types ever. I opted for LO Hurrimiss, Knock Off, U-Turn, and HP Steel to lure in Diancie which can be difficult for my team to face. Heatran for rocks and functioned as Fairy/Dragon switchin. Also helped vs. Scizor and Ferrothorn (Enough speed for Offensive SD). I finished the team off with SD Salac Chomp and CM Clefable because I wanted two strong win-cons. Garchomp helps break heatrans and mags for Clefable while Heatran breaks Ferro and Scizor. SD Salac Chomp is really unprepared for and functioned as a win-con for the team. Overall a pretty offensive team. Feraligatr is used to maybe get a kill a game and wallbreak vs. fat teams. Ampharos and Tornadus for momentum. Heatran for rocks and switch-in into things. Chomp and Clefable as win-cons. Idk whatdoyathink

I saw potential in Feraligatr before with DD, but I think SD can be really strong vs. fat stuff. Sadly Feraligatr suffers from 4MSS :(


Voting ends on Friday around 10:00 pm GMT -5. May the best one win.
 

zbr

less than 99% acc = never hit
is a Tiering Contributor Alumnus
no one actually used vertex's special gatr? people should actually try that set it's super duper fun!

anyway, gonna vote for team 3 jk brightpowder is disgusting.

team 8 is actually the team i tried and rly fell in love with. (ofc i did some minor alterations of my own to the team to better suit my style) so yeah my vote is with 8

e: mraldo is cute
 
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MrAldo

Hey
is a Social Media Contributoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Forum Moderator Alumnus
Team 4 by Seirle has won this round. Congratulations! Will be added to the hall of fame shortly.

Alright, guess it is time to move on to the next round right now as we speak:

ROUND 32:

+

Here is a defensive core so people dont think Im strictly biased with just offensive cores :V Slowbro + Mandibuzz are a really solid defensive cushion against a multitude of stuff. Slowbro handle mons like keldeo, terrakion, mega metagross and fighting types mandibuzz simply cant handle, while mandibuzz helps with stronger psychic types like latios, mega alakazam and punishing mega scizor and bisharp if they dare to setup. Mandibuzz also helps with hoopa-U a lot! (Dont care about the suspect, until the results are on, one should considering hoopa). As always, the option of using Mega Slowbro is present.

Good luck to everyone in this round! Cheers!
 

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Wow, looking at it, this team's looking like it came straight out of XY lol (Crystalised, anyone?) But this team was based on the defensive core of VenuBroTran, a really effective defensive core. Venusaur is there to wall key threats such as Azumarill, Keldeo, along with other pokemon due to its great bulk. Heatran is the stallbreaker variant to help with other defensive teams. Defensive Slowbro is here to spread paralysis and burns in order for the other members of the team to function better with certain threats neutralized. And of course Mandibuzz for its great bulk and ability to deal with annoying setup sweepers with Foul Play. And rounding off the team is Band Terrakion, which is here to blow holes in opposing teams early game in order to help weaken threats for the rest of the team. Finally SubCM Raikou is the team's main wincon, helpful for beating other mons like CM Bro, who could otherwise easily set up on this team.

EDIT: Adding replays!!

http://replay.pokemonshowdown.com/oususpecttest-354298360 - This team is REALLY weak to Kyurem, as basically my only check is Terrakion, but here I was able to get around that, and this replay mainly shows off how insane Band Terrakion is (admittedly, his team really didn't have any switchins for the thing)

http://replay.pokemonshowdown.com/oususpecttest-354300406 - Venusaur is fat. That is all. (Also another replay against a team with a Kyurem)

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Sleep Powder

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Magma Storm
- Earth Power

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Thunder Wave
- Slack Off

Mandibuzz @ Leftovers
Ability: Big Pecks
EVs: 248 HP / 176 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Taunt
- Defog
- Roost
- Foul Play

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Quick Attack
- Iron Head

Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
 
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