Project RU Teambuilding Factory V3 (Read the OP and all that jazz)

Cheryl.

Celesteela is Life
Might as well revive this thread with a new request since I still can't build teams lol

Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

It may be Durant food, but Malamar seems like a pretty cool mon to use right now as it can be a pain for defensive teams to handle because of it's ability to set up on mons like Alomomola and even Amoonguss (Unless it's Clear Smog e_e) thanks to RestTalk. Sadly, it still is Ant food, and can be pressured by strong mons like Venusaur. Also I'm bad at building and am lazy, so that's why I'm asking you to build a balance or bulky offense team made around Malamar! Good luck and thanks in advance builders! n_n
 

feen

control
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BrandonBeast

Malamar @ Leftovers
Ability: Contrary
EVs: 248 HP / 108 SpD / 152 Spe
Jolly Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Haze

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rapid Spin
- Scald
- Toxic
- Refresh

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 30 Atk / 30 SpA / 2 Spe
- Hidden Power [Fire]
- Stealth Rock
- Gyro Ball
- Toxic

Virizion @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Focus Blast
- Hidden Power [Ice]

Spiritomb @ Black Glasses
Ability: Infiltrator
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Will-O-Wisp
- Foul Play
- Pursuit
- Sucker Punch

Malamar functions best when there's Spikes support. Garbodor was chosen in order to check physical attackers and grass types. Having a spinner is appreciated over having a defogger so decided to go with Blastoise which also checks fire types. Bronzong was chosen as a check for Glalie Abomasnow Tyrantrum, but mainly because of checking Flygon. Bronzong also acts as a Durant check, could optimize the EV spread. Virizion forms a nice core with Malamar since it lures LO Tang, Granbull, and beats Diancie with CM set. Finally I needed a Medicham, Psychic, and Fighting check so chose Spiritomb as last slot.
 

Take Azelfie

More flags more fun
For the suspect can someone make me a team around

Omastar @ White Herb
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shell Smash
- Hydro Pump / Surf
- Ice Beam
- Hidden Power Grass
+ Memento somthing

The other Omastar team is pretty outdated
 
Because I still can't build teams, requesting either balance or semi-stall around Lanturn.


Lanturn @ Leftovers
Ability: Water Absorb / Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Thunder Wave
- Volt Switch
- Heal Bell
- Thunderbolt / Scald

Lanturn is pretty cool and underrated in my opinion. It hard stops Fletchinder, stops Slowking and Delphox easily, and has two useful abilities to allow it to sponge hits from Electric types like Jolteon and Manectric, or Water Absorb to stop Seismitoad, Slowking even more, and other things like Ludicolo. It also has Heal Bell to be a cleric and Thunder Wave to spread status.

Thanks in advance!
 

Cheryl.

Celesteela is Life

Jynx @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lovely Kiss
- Ice Beam
- Psychic / Psyshock
- Focus Blast

So Jynx has been a mon I've been wanting to use forever, but everytime I build around it the teams I build turn out like butt. That's why I want you guys to build a Jynx offense built around the underrated Jynx, of course! It has a great offensive typing to use, and it can immobolize a mon with Lovely Kiss for it or another teammate to take advantage of. (Also has a Water immunity, which is great) Thanks in advance builders! n_n
 

MrAldo

Hey
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RESURRECTION!

Take an Azelfie

/

Omastar @ Shuca Berry
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Hidden Power [Grass]
- Ice Beam
- Hydro Pump

Accelgor @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Spikes
- Bug Buzz
- Sludge Bomb
- Focus Blast

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Psyshock
- Dazzling Gleam
- Healing Wish

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Stone Edge
- Close Combat

Emboar @ Expert Belt / Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Sucker Punch
- Superpower

Absol @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Iron Tail
- Sucker Punch

OR

Drapion @ Choice Band
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Poison Jab
- Knock Off
- Earthquake

So Omastar needs a good amount of stuff to be viable but thankfully that isnt extremely hard to supplement. So we start with shell smash omastar, shuca berry over white herb because with this the helix possesses much more important utility, being able to setup on many ground type staples like rhyperior, flygon and most importantly, mega steelix. Omastar loves having hazards support so it can get 2hkos on bulky waters like alomomola and slowking at +2 so enter accelgor. Accelgor gives teams a lot of freedom since thanks to its amazing speed tier one can forgo the scarfer and outspeeding many notable scarfers itself like tyrantrum and medicham. Mesprit is godly for offense, provide stealth rock, a decent fighting type check, dark type lure and most importantly, healing wish! One of the best moves you could ask for on offensive teams.

Virizion is just a staple on so many teams it is crazy, complements omastar extremely well and is just a fantastic mon in general. Stone edge so you dont cry when you face a sigilyph or a delphox, bitchy mons to go against. Adamant emboar is insane, flare blitz being extremely spammable and having fantastic coverage to use against water types among others. Expert belt provides surprise factor bluffing choice items most of the time in order to apply pressure on spinners like blastoise when necessary. No life orb cause this is your secondary, and main, ice resist so mons like mega glalie and sneasel doesnt destroy you but life orb is an option if real. Last, needed a psychic check and a secondary wallbreaker to decimate stuff and a pursuit trapper for mons like hoopa and meloetta that could make omastar life hell. Enter absol! Jolly so you dont have to go on annoying 50/50s against timid hoopas.

Now, if you face toxic spikes you are gonna be on quite some trouble so I will leave you the option to use choice band drapion over absol on the last slot to absorb the toxic spikes. No dragon resist sucks so play around tyrantrum carefully, you have the tools to pressure it. Offensive trick room diancie is also a nightmare hence why iron tail on absol is so important.

Miyami~~


Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 192 Def / 212 SpD
Calm Nature
- Volt Switch
- Scald
- Toxic
- Heal Bell

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 232 HP / 100 Atk / 176 Spe
Adamant Nature
- Stealth Rock
- Toxic
- Earthquake
- Heavy Slam

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Mach Punch
- Bulk Up
- Knock Off
- Drain Punch

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Knock Off
- Aerial Ace
- Giga Drain
- Focus Blast

Diancie @ Life Orb
Ability: Clear Body
EVs: 232 HP / 24 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Moonblast
- Earth Power
- Diamond Storm
- Trick Room

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Psychic
- Heat Wave
- Roost

Lanturn is some wacky mon to be honest but it has many interesting individual traits that make it worth, and it is really cute that makes the team look so aesthetically pleasing! Anyways, lanturn. Being a water type unable to pivot on ground types like the tier many bulky water staples is certainly a problem but having heal bell is really sick. Standard lanturn set to be honest, with toxic to punish grass types switch-ins like tangrowth and virizion and volt switch to pivot out on predicted venu switch-ins. Now, lanturn makes using mega steelix so much easier since one of the notable things lanturn can do is wall manectric, an electric mon mega steelix cant block so yeah, standard rock setter mega steelix here. Best mon in the tier, etc, etc.

Next added a gurdurr cause it is amazing mon, great bulky win condition that can pivot into the majority of the physical metagame and helps with scrafty which is one scary mon let me tell you. Next, needed a water resist, ground resist and pseudo psychic check since it was either gurdurr or scrafty and I went with gurdurr so, enter spdef assault vest tangrowth! Outstanding pivot and can tank super effective attacks that it is diffuclt to believe. Aerial ace so virizion doesnt get out of control since it is always a massive threat. Offensive trick room diancie gives this team a great response against offense and a sexy win condition. Also a very important secondary fire check so lanturn isnt overwhelmed. Last, needed a solid fighting check so enter sigilyph! Dual STAB sigilyph so you have some malleability against dark types and psychic to hit stuff like poison types much more harder.

Meloetta is always a threat so play around carefully. Big shoutouts to lighthouses since this team took inspiration from him (one of his teams)

Hope both of you enjoy!
 
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Hi, lately i have turned out to be a fan of resttalk munchlax, but i cant build a team with mucnhlax for the life of me.
Thats why i have turned to you guys and request a balanced team around resttalk curse munchlax.
Its a mon who can take a whole lot of special hits with its amazing bulk wich is backed by an eviolite. Besides that it can start setting up on quite a good amount of mons in the tier (mega steelix without roar for example). It does gets punched to pulp by the common fighting types in the tier and gets walled by ghost types. So it does need the support of its teammates to be able to sweep.

the set:

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Sleep Talk
- Curse
- Return/ body slam

Change the EV's the way you like if you feel it would improve the teambuilding process
 

Lord Death Man

i cant read
is a Community Contributoris a Tiering Contributor
I have a munchlax balance team already if you'd be interested in it, its not perfect though.
TheWall22

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Curse
- Rest
- Sleep Talk

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 76 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Toxic

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

Spiritomb @ Black Glasses
Ability: Infiltrator
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Pursuit
- Sucker Punch
- Will-O-Wisp
- Foul Play

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 120 Def / 136 SpD
Calm Nature
- Scald
- Rapid Spin
- Refresh
- Toxic

Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost


I was trying to keep more towards balance than stall, because I felt that Munchlax was often unfavorably comparable to bulky waters if I had the room to check several threats over a wider group of mons. Fletchinder + Virizion is a great core, and I opted to go with Life Orb over Lum Berry because I don't think Virizion is needed to pivot into waters directly; Lum (and Zen Headbutt) are both choices over what is listed. Spiritomb blanket checks a lot of fighting types and fletchinder revenges a lot of them, which helps open up breathing room for Munchlax to sweep.

Munchlax is this teams primary check to Delphox, Sigilyph, Glalie, Jynx, Venusaur, Meloetta, and Houndoom, so its important to keep it healthy when you see these threats. I don't actually know what the ev spread is, it's just the Curselax set for Snorlax and I assume the evs are at least decent; max hp didn't feel right and it needs special defense in order to check key threats, like Psychics and Fires.
 

gorex

penguin council
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LCPL Champion
BrandonBeast



Drapion @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake

Jynx @ Focus Sash
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lovely Kiss
- Ice Beam
- Psyshock
- Focus Blast

Gurdurr @ Eviolite
Ability: Guts
EVs: 204 HP / 252 Atk / 36 Def / 16 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Rapid Spin
- Toxic
- Refresh

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Ice Beam
- Stealth Rock
- Healing Wish

Tyrantrum @ Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Dragon Claw
- Superpower



for this team, i felt the necessity to alter the jynx set to sash to act as a anti-lead in certain situations and as a contingency check in others. it foregoes the power of life orb, but trades some sort of matchup advantage, which i felt was essential to this team. i then added drapion for a switch-in on bulky psychic types and as a possible win-con with the standard sd set. gurdurr helps alleviate the pressure of steel types such as megalix and registeel and doubles up as a bulky wincon for late game and against stall, which was always nice. blastoise was something that i felt was compulsory for a secondary option against the aforementioned steels and also as hazard removal to prevent pressure on most of the team. mesprit was, in a sense, a different rocker that i wanted to try and it seems to work in the sense that it handles venusaur. finally, tyrantrum helps handle the matchup against fletch while providing speed control and amazing offensive presence with it's dual stab



Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost

Jynx @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lovely Kiss
- Ice Beam
- Psyshock
- Focus Blast

Torterra @ Rocky Helmet
Ability: Overgrow
EVs: 248 HP / 220 Def / 40 SpD
Impish Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Rapid Spin
- Toxic
- Refresh

Manectric @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

Gurdurr @ Eviolite
Ability: Guts
EVs: 204 HP / 252 Atk / 36 Def / 16 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off


an alternative team that i built that was more built to balance out certain threats in the meta as of right now. with this team, i stuck with life orb just because i saw no reason to alter it to sash. fletchinder aids in adding pressure on the most common steels by crippling it with wisp as they often are the first switch-ins to fletch. it also helps against av esca, which heavily threatens jynx with pursuit/iron head. torterra was added as a rock resist with the means of getting up rocks. the reason why i used it over megalix for example was because of the utility of synthesis in providing preservation for the long run. blastoise was added for spin to alleviate the pressure of rocks on fletch in particular. manectric was added as a secondary special mon that could provide something against bulky waters and bring momentum. it was chosen over jolteon just for overheat which can help heavily weaken or get rid of megalix to aid a fletch sweep in the late game. gurdurr was added as a secondary means to beat mlix while being a bulky wincon at the same time.

hope you liked the teams! if there are any alarming threats that i never noticed in the process of building the teams, please let me know and i'll do my best to remedy them
 

Tauros @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Zen Headbutt
- Rock Slide

Requesting a offensive team around scarf Tauros. Scarf tauros has some cool utility in intimidate, and how it also outspeeds many offensive threats in the tier. Thanks!
 
Hitmonlee @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Stone Edge
- Close Combat / Rapid Spin

+

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 208 Def / 48 Spe
Timid Nature
- Substitute
- Calm Mind
- Psyshock
- Focus Blast

Hey guys!
I'm very new to the tier and after a couple of attempts, I realized I do not yet quite have enough knowledge about the meta game to build complete teams, but I think I am slowly starting to get a grasp how this tier works. That being said, these are two mons I am interested in running together.mI am not completely set on the sets and very willing to accept changes by the builders. Really, I just want to see the idea of Meloetta + Fighting type work well. The fighting type lures in the slow, wally mons Meloetta wants to set up on and gets rid of pursuit trappers a well as steel mon. I would assume this team needs both heal bell and defog support, as well as maybe a pursuit trapper of their own in case there's popular ghosts that wall scarfed Hitmonlee regardless of Knockoff. I don't know if RU has anything that fits the bill, though.

Considering the archetype of the team, I could see voltturn working pretty well here, giving Melo more opportunities to get in safely, but a simple bulky offense team would suffice, too.

Thanks in advance to whoever will build this.
BTW, do you guys impose a limit on how many requests a person can make?
 
Last edited:

lighthouses

Inordinary
is a Tiering Contributor
It's one per week or something, but the thread is extremely dead so ask away i guess

Deeerpz


Paired them with pursuit houndoom as it is able to trap fighting resists for hitmonlee and is the best spiritomb counter, which is in turn, melo's best counter. Not running rh drudd os toad here as u wanted to keep the momentum going, so i went with mawile, helps with glalie/tyrantrum/scrafty and has toxic for fletchinder, which is a pretty big threat to this team;although you can run rhyperior if you'd like(isnt as good of a check to tyrantrum though). I was in need of a ground immunity as well as a check to bulky waters(and a balance breaker), going with rotom-c, life orb willo is my personal favorite set, but theres a ton of variants you can run, such as ebelt or specs, hidden power flying is slashed alongside willo so you can hit virizion who doesn't mind willo as much as the other targets(venusaur and amoonguss), was still in need of a fighting resist as well as something to pivot around offensive gon, i went with colbur slowking here as it + houndoom can really help squeez out the most value out of meloetta, slowking can lure shit like houndoom or sneasel which in turn helps melo a lot.

Hitmonlee @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Close Combat
- Rapid Spin

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

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 232 Atk / 24 SpA / 252 Spe
Hasty Nature
- Pursuit
- Crunch
- Fire Blast
- Sucker Punch

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Play Rough
- Baton Pass
- Stealth Rock
- Toxic

Rotom-Mow @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Leaf Storm
- Thunderbolt
- Will-O-Wisp/Hidden Power [Flying]

Slowking @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 42 Def / 198 SpA / 16 Spe
Modest Nature
- Scald
- Slack Off/Thunder Wave
- Psyshock
- Fire Blast
 
Last edited:
Fineonbae



Hey Finneon, I've changed your set from scarf to LO Tauros just bc scarf isn't that good D:. Rock Climb is stab, Iron Tail for Diance, FB for M-lix and ZH for stuff like Gurduur. I wanted to pair Tauros with mons who could pressure his counters weakning them started with SD Vizirion what's works as a wincon, water resist for the team, Mega Steelix for mandatory rocks and Tyrantrum/Fletchinder check Slowking as the Fighting/Fire check and second wincon, Colbur helps to lure Sneasel and Houdoom, Hariyama was added as a secondary fire resist and the team Ice resist also acting as an overall special check thanks to AV and finaly SD Pursuit Drapion for helping the tem to break walls and taking psychic/ghost mons.


Aldebaran (Tauros) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Zen Headbutt
- Iron Tail
- Fire Blast

Shura (Virizion) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Zen Headbutt

Fullmetal (Steelix) @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 76 SpD / 84 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Stone Edge

Hisoka (Slowking) @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Murasakibara (Hariyama) @ Assault Vest
Ability: Thick Fat
Shiny: Yes
EVs: 212 Atk / 160 Def / 136 SpD
Adamant Nature
- Close Combat
- Knock Off
- Heavy Slam
- Ice Punch

Vícios e Virtudes (Drapion) @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Pursuit
- Poison Jab

 
Fineonbae



Hey Finneon, I've changed your set from scarf to LO Tauros just bc scarf isn't that good D:. Rock Climb is stab, Iron Tail for Diance, FB for M-lix and ZH for stuff like Gurduur. I wanted to pair Tauros with mons who could pressure his counters weakning them started with SD Vizirion what's works as a wincon, water resist for the team, Mega Steelix for mandatory rocks and Tyrantrum/Fletchinder check Slowking as the Fighting/Fire check and second wincon, Colbur helps to lure Sneasel and Houdoom, Hariyama was added as a secondary fire resist and the team Ice resist also acting as an overall special check thanks to AV and finaly SD Pursuit Drapion for helping the tem to break walls and taking psychic/ghost mons.


Aldebaran (Tauros) @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Zen Headbutt
- Iron Tail
- Fire Blast

Shura (Virizion) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Zen Headbutt

Fullmetal (Steelix) @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 76 SpD / 84 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Stone Edge

Hisoka (Slowking) @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Murasakibara (Hariyama) @ Assault Vest
Ability: Thick Fat
Shiny: Yes
EVs: 212 Atk / 160 Def / 136 SpD
Adamant Nature
- Close Combat
- Knock Off
- Heavy Slam
- Ice Punch

Vícios e Virtudes (Drapion) @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Pursuit
- Poison Jab

thanks brick small :D
 

Take Azelfie

More flags more fun
Gourgeist-Small @ Leftovers
Ability: Frisk
EVs: 152 HP / 132 Def / 224 Spe
Jolly Nature
- Substitute
- Leech Seed
- Will-O-Wisp
- Protect

You want buisness so here is a cool Pokemon i want to try but have absolutely no clue how to build around. It is basically just a giant nuisance and likes to spread status and stuff everywhere. It is also a really nice spin blocker since Top, Kabu (kind of), and Blastoise can't really touch it.
 

fran17

(1999)
is a Tiering Contributor Alumnus
Take Azelfie, I changed Gourgeist from Small to Super because after some testing I thought it would've fit the team better. The set is a mixed wall with WoW and Synthesis, with Seed Bomb as a STAB to hit decently hard Water types and Rock Slide to lure Fire types, which are a bit threatening to the team. Then I added Rhyperior to check flying and fire types, and it also gave Stealth Rock support. Garbodor was added in order to check Venusaur and other grass types who looked a bit threatening, and the Toxic Spikes combined with the Gourgeist ability to spinblock is really nice. Sigilyph and Sneasel were added as an offensive combo that scared many defoggers of the tier, while also weakening their counters each other. Ice Beam Sigilyph is something I thought about after seeing that Tyrantrum usually was the best reply offensive teams on the ladder had for Sigi (idk why), and it OHKOes defensive Flygon which is nice! Low Kick Sneasel takes care of Glalie and Houndoom who were threatening for the team. Granbull was the last in order to have another Tyrantrum check and a cleric for the team, and he also gave speed control :)
This is all, you can still try your set over this one if you really want to use it. Another option is Calm Mind/Roost/Flash Cannon over Ice Beam on Sigilyph since idk if you're relly going to find Ice Beam effective.

Gourgeist-Super (M) @ Leftovers
Ability: Frisk
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Will-O-Wisp
- Rock Slide
- Synthesis
- Seed Bomb

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 28 Atk / 232 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Ice Punch

Garbodor @ Black Sludge
Ability: Aftermath
EVs: 204 HP / 136 Def / 168 SpD
Impish Nature
- Pain Split
- Toxic Spikes
- Gunk Shot
- Seed Bomb

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Air Slash
- Ice Beam
- Heat Wave
- Energy Ball

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Icicle Crash
- Knock Off
- Ice Shard

Granbull (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Play Rough
- Earthquake
- Heal Bell
- Thunder Wave
 
Hello you fine people of RU,

so the first team I got via this thread did loads of work for me. I want to branch out a bit, and experiment with Pokemon I haven't seen a lot on ladder yet, just to expand my knowledge on how to play against them. That being said, I got utterly destroyed by a Sub BU Braviary because I expected it to be scarfed, and it looked like a pretty cool set to use, so I would like to use it.

The set:


Braviary @ Leftovers
Ability: Defiant
EVs: 252 HP / 168 SpD / 88 Spe
Careful Nature
- Substitute
- Bulk Up
- Roost
- Brave Bird

I would imagine this set goes super well with a strong ground type, as it functions both as something to wear down rocks and steel types, as well as offering a switch in to expected Electric attacks. I would also imagine that a fighting type like Hitmonlee works well, because it helps with the aforementioned rock and steel types and offers rapid spin support. That's just what I've come up with thinking about how to build around this set, but I have no idea how to go from there or which pokemon work best for fulfilling braviarys needs.

I have no specific preference on what type of team this should be, as I'm not aware in what context Braviary can or can't work, but a balanced/bulky offense build seems fine. If it works in (semi)stall, that's OK too, it's just an archetype I haven't played a lot yet.
 
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Pyroar @ Life Orb
Ability: Unnerve
EVs: 8 Def / 252 SpA / 248 Spe
Timid Nature
- Hyper Voice
- Fire Blast
- Dark Pulse
- Hidden Power [Ice] / Will-O-Wisp

Requestind a Team around Pyroar with T-Spike support

As Pyroar is a fast Fire type like Delphox and suffers from it due to a worse typing and a slightly worse Sp. Atk it has the niche that it cannot be puruit trapped and knocked out and being faster than non-scarf Delphox by a few Points.
Imo it greatly benefits from T-Spikes so if you could include that it would be nice. Also I would prefer a offensive team but I don't care too too much about the playstyle. Thanks in advance!
 

feen

control
is a Top Tiering Contributoris a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
Hi Deeerpz



Braviary @ Leftovers
Ability: Defiant
EVs: 252 HP / 24 Def / 136 SpD / 96 Spe
Careful Nature
- Substitute
- Bulk Up
- Roost
- Brave Bird

Sawk @ Choice Band
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Poison Jab
- Earthquake

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Pain Split
- Gunk Shot
- Haze

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Signal Beam

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Toxic
- Thunder Wave

Hoopa @ Choice Scarf
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Trick
- Focus Blast
- Psyshock

Okay so the main target of the team was to build a Spike stacking team with Substitute + Bulk Up Braviary. Obviously some sort of Steel breaker is needed, I could have just gone for the common Mega Steelix or Flygon, but decided on something that would provide much more offensive pressure, and Choice Band Sawk was the best Pokemon for the role. Garbodor is my Virizion check, and a blanket check to all Fighting-type barring Medicham. Garbodor can also check Malamar by Haze and can stack Spike. I added Blastoise as a spinner because Sawk and Braviary appreciates hazard being removed but having a Defogger meant my Spikes would be gone as well. At this point, Venusaur and Grass-types looked very dangerous, so I added Registeel in order to counter Venusaur and check Special Attackers. Finally, I desperately needed some Speed control on the team, as well as a check to Choice Scarf Medicham, and thus, Choice Scarf Hoopa was chosen for the team.

http://replay.pokemonshowdown.com/ru-356967685 Here's a replay


Hope you like it! :toast:
 
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Hi Deeerpz



Braviary @ Leftovers
Ability: Defiant
EVs: 252 HP / 24 Def / 136 SpD / 96 Spe
Careful Nature
- Substitute
- Bulk Up
- Roost
- Brave Bird

Sawk @ Choice Band
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Poison Jab
- Earthquake

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Pain Split
- Gunk Shot
- Haze

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Signal Beam

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Toxic
- Thunder Wave

Hoopa @ Choice Scarf
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Trick
- Focus Blast
- Psyshock

Okay so the main target of the team was to build a Spike stacking team with Substitute + Bulk Up Braviary. Obviously some sort of Steel breaker is needed, I could have just gone for the common Mega Steelix or Flygon, but decided on something that would provide much more offensive pressure, and Choice Band Sawk was the best Pokemon for the role. Garbodor is my Virizion check, and a blanket check to all Fighting-type barring Medicham. Garbodor can also check Malamar by Haze and can stack Spike. I added Blastoise as a spinner because Sawk and Braviary appreciates hazard being removed but having a Defogger meant my Spikes would be gone as well. At this point, Venusaur and Grass-types looked very dangerous, so I added Registeel in order to counter Venusaur and check Special Attackers. Finally, I desperately needed some Speed control on the team, as well as a check to Choice Scarf Medicham, and thus, Choice Scarf Hoopa was chosen for the team.

http://replay.pokemonshowdown.com/ru-356967685 Here's a replay


Hope you like it! :toast:
Jesus you guys are FAST. Both of the teams I have requested in this thread have been created the very same day of the request. Serious props to the RU community.

Also thanks for th team Arifeen, it looks super solid, features my favourite ex-NU mon in Sawk... Not much more I could wish for. I will give it a try and see where it takes me!

edit: got a game in, super fun team, will definitely use this for a while.
http://replay.pokemonshowdown.com/ru-363184368

edit 2: Arifeen, I just realized there's Signal Beam on the Blastoise. Is that an accident and if not, what exactly does that moveslot do for me, except hit expected grass switchins?
 
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lighthouses

Inordinary
is a Tiering Contributor
BelmontGabriel


Okay so, i wanna do offense. As long as tyrantrum is on the tier you literally cannot build offense w/o mawile so let's have that(it also helps with getting the dog in w bpass), kabutops for spin and as a nice fletchinder check, it's also nice for 4x resisting flare blitzes form scarf emboars and both mons we had were settup fodder for fletch so. Sigilyph patches up the ground/fighting weakeness and gives us a win con, i figured that you can probably wear down diancie with pyroar in the long run for sigilyph to be able to lg some teams, scarf gon as our speed control since i cannot run medicham and having one only having tops as the fire resist probably isn't ideal, i'm also not running emboar because flygon is able to u-turn around which is important if you want that useless dog to do anything although emboar would probably work best in this slot, idk. AV tang on the last slot as a reliable water resist that can pivot out of lo gons and even specs melo, it's also a much sturdier ground resist than what we previously had, aerial ace beats every virizion set which is nice.

Pyroar @ Life Orb
Ability: Unnerve
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Fire Blast
- Hidden Power [Grass]
- Will-O-Wisp

Kabutops @ Lum Berry
Ability: Battle Armor
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Knock Off
- Aqua Jet
- Stone Edge

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Roost
- Air Slash
- Heat Wave
- Calm Mind

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Play Rough
- Super Fang
- Baton Pass

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Earthquake
- Outrage
- Tailwind

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Focus Blast
- Aerial Ace
 

freezai

Live for the Applause
is a Tiering Contributor


Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 192 Atk / 64 SpA / 252 Spe
Naive Nature
- Focus Blast / Hurricane
- Knock Off
- Sucker Punch
- Leaf Storm


So this is a set that scythe. posted in the spl set dump, and I've really loved it. The idea is that it punishes common metagame trends and also has priority to boot While building with it myself my results have been more or less average and want someone else to take a crack at it and provide a second pair of eyes. I want it to be a hyper offensive team, but i guess I would settle for a bulky offensish team if HO is too tough. (I just feel bulky offense teams are a dime a dozen and just seen so much that i really really really really want something different than just a standard fare bulky offense team which is so common in ru at least imo)
 

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