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

HailFall

my cancer is sun and my leo is moon

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Thunderbolt
- Recover

Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Roar
- Scald

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Roost
- Knock Off

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 220 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Stealth Rock
- Moonblast

Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Power Whip
- Gyro Ball

posted this team in some other thread a while back iirc but basically just incredibly fat lati balance/semistall. Started with lati because MLATI IS STILL GOOD and also checks a bunch of important stuff for this build as well as provides a wincon against stall. added roarcune to check zardx/scizor/metagross/bish/weavile/talon/everything else in the fucking game. gliscor was next for a handy check to diancie, clef, and gengar while also soft checking bish and sponging status for latias. zapdos checks torn-t, offensive sd scizor, etc while providing defog support because this team is fat and spikes are broken. bold clef to beat most medi and hera and probably some other stuff im forgetting. last was ferro for switchin to azu stabs, manaphy check, and serp check with occa berry. spikes + defog is questionable but its still a thing. feel free to make set changes if you like.
 
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Ninetales @ Heat Rock
Ability: Drought
EVs: 240 HP / 160 SpA / 108 Spe
Calm Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Will-O-Wisp
- Flamethrower
- Solar Beam
- Hidden Power [Ground]

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Solar Beam
- Dark Pulse
- Sucker Punch

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Growth
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Reversal

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost


I built this team a few days ago based around Sun when I was bored, and it happened to have a zapdos on it. Ninetales has enough speed to outspeed + natured base 70s, and enough spA to 2hko offensive heatran with hp ground because its too risky to always rely on dugtrio for the kill. Rest of the evs are in bulk.

Venusaur is pretty much the only reason you use sun teams so ofc I have that, growth venu is extremely threatening in this meta and can actually 6-0 stall lacking a chansey since it kills both unaware mons.

Dugtrio to kill heatran to allow venu to sweep, Latios is there to defog and it also benefits a lot from dugtrio.

Next is Mega Houndoom since it can offensively check Bisharp and Weavile, as well as abuse sun to great effect with its ability and access to solar beam.

The last slot fell to zapdos since it is a nice phys def mon to check pokemon such as Lopunny. It is especially good because it doesnt lose me any momentum and can do a number to offense with its' excellent coverage and bulk.
 

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus

Lopunny-Mega @ Lopunnite
Ability: Scrappy
Happiness: 0
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Fake Out
- Ice Beam
- Frustration
- High Jump Kick

Hawlucha @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Discharge
- Heat Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Flamethrower
- Moonblast
- Soft-Boiled

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 152 HP / 96 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Psychic
- Surf

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


So I wanted to build with Hawlucha, and I started off by pairing it with Ice Beam Lopunny to handle the likes of Tangrowth/Lando better. Hawlucha is Liechi Berry since it's nice to nab a boost of some sort in case you can't manage to get up an SD. Next up is Zapdos, which is the team's main birdspam check/defogger and provides great utility in handling the likes of Scizor and blanket checking many physical attackers. Next is Rocks Flamethrower Clefable, I was between this and Toxic so that I could get Rocks up against Zapdos more easily (I'll test it a bit more and see what works better) and I forget exactly what the spread does, but I think it was to handle both M-Diancie spreads. Next is bulky Latias with Roost+3 attacks which is always appreciated and a great blanket check to stuff like Keldeo. Finally SubTox Rachi helps wear down many opposing builds and is just a general nuisance to face. First time I've ever built with Lucha myself (I've always found the mon boring tbh) but it's a nice fun team that I certainly enjoy using, and i'll give it some more test runs to fix up some errors here and there, nobody's perfect. :]


http://replay.pokemonshowdown.com/ou-450940735 - Sacked my Lucha in the stupidest fashion, but other than that it at least slightly shows the team being able to work well together (don't mind the consecutive freeze-hax, i'm just lucky af ;_;)
 

Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 180 Def / 64 SpD / 16 Spe
Bold Nature
IVs: 30 HP / 1 Atk / 30 Def
- Discharge
- Defog
- Roost
- Hidden Power [Ice]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Hidden Power [Grass]

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

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

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute

I'll be honest, I wasn't even aware Zapdos got moved to UU... anyways, on to the team! Zapdos is a fun 'mon to build around, with only two weaknesses to cover and a solid niche on any team. I decided to throw on Ferrothorn and Volcanion to cover these two weaknesses. I realized that I was a little weak to things like Mega Charizard and Lati, so I threw on both Clefable and Tyranitar because why not? Tyranitar was originally Banded, but got changed to Scarf after the addition of Mega Medicham. However, Mega Cham wasn't really synergizing well with the team due to lack of Healing Wish, not to mention I hate missing HJK, so it got traded out for the bulkier Mega Heracross.
 


Pressure Stall with Zapdos + Duo Doge

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 156 Def / 68 SpA / 32 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Roost
- Toxic

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Substitute
- Scald
- Calm Mind

Entei @ Leftovers
Ability: Pressure
EVs: 252 HP / 96 Def / 160 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Will-O-Wisp
- Substitute
- Lava Plume

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature
- Protect
- Will-O-Wisp
- Recover
- Knock Off

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Soft-Boiled

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Wish
- Moonblast
- Heal Bell


This team is a mix of stall and pp pressure stall, Zapdos is nice since it beats talonflame + mega pinsir nicely while pressuring opponent's pp and helps clear hazards + weaken mons with toxic, this team involves the duo doge suicune and entei both having pressure + sub and protect, sub protect suicune is pretty important to this team as its the only good heatran switch in and helps beat opposing stall alot more easier, entei's usual role is to sacred fire + espeed but I find entei a pretty useful tool on stall thanks to its access to pressure and has actual bulk of 115 hp and 85 defence which is handy, will o wisp helps weaken physical attackers like landorus and makes entei difficult to take out and I chose lava plume so I can have attack option and may get free burn with it, 160 speed evs to outspeed jolly excadrill and rest is invested to hp and defence for extra bulk, mega sableye is glue to any stall team and just helps bounces out hazards and helps not lose to mega medicham, my main reason for calm mind blissey instead of chansey since I really don't like losing to tg manaphy and stall usually doesn't like manaphy match up anyways and clefable was my last option as I need unaware + cleric in one package and clefable fills in the role nicely.
 

Zapdos @ Leftovers
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Roost
- Heat Wave
- Thunderbolt
- Hidden Power [Ice]

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Yawn
- Earth Power

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Dragon Claw

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Recover

Zapdos has always been solid as a defensive defogger, but on a whim I decided to make a more offensive variant. To my surprise, it was actually pretty great. I decided to build around stunfisk and zapdos as I felt they were two terribly underrated electric types in the current meta. The most glaring hole left is how to deal with weavile, kyub, medi, just any wallbreaker. The obvious solution is to just throw a clef on the team. Amoongus was there as a pivot, and fairy check, it has clear smog to stop set-up and it beats mons like serperior who were also issues for the other three members. From there I was looking for a way to beat more offensive steels in bish, sciz and the likes. As well as a loose check for things like torn and weavile. So that led mo to choose defensive zard x to fill that role. For the final slot if i wanted to use zard i needed hazard control. For that role i chose a pseudo defensive starmie to stop keld and diancie as well as picking up the hazard control role
 

p2

Banned deucer.
mraldo keeps forgetting about this im gonna help him out !_!

Voting time

Team 1

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Fake Out
- Knock Off
- Recover
- Will-O-Wisp

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Screech
- Reversal
- Aerial Ace / Stone Edge

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Baton Pass
- Shadow Sneak
- Protect
- Will-O-Wisp

Alomomola @ Eject Button
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell
Zapdos is a decent addition to Wonder Trio, since he can control Clefable Stealth Rock + Thunder Wave.
Alomomola Eject Button to take a Lava Plume Heatran / Ttar move and be able to safe switch to Dugtrio. Maybe Mirror Coat can replace Toxic, or not.
Chansey to cure and absorb status without run unnecessary Heal Bell PP, thanks to Natural Cure.
Dugtrio Stone Edge for Volcarona or Aerial Ace to remove Breloom after Stealth Rock and LO Recoil.
Probably already existed some teams based on Wonder Trio + Zapdos but ... This is ORAS.


Team 2

Zapdos @ Leftovers
Ability: Static
EVs: 252 HP / 144 Def / 96 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Stun Spore
- Hidden Power [Fire]

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled
I decided to go for Discharge Zapdos because of the extra paralyze chance which can come in handy versus things that think can freely switch into a Tbolt or Volt Switch. The rest of the set is standard, however I changed the EV spread to 96+ SpA so you can still OHKO Mega Pinsir

Mega Metagross is a super strong fast attacker and I went with the standard Jolly 4Atk set. Ice Punch over ThunderPunch or Bullet Punch because I don't feel like priority is necessary and catching chomps and landos on switches is hot

Choice Band Tyranitar hits super super hard and has an easier time trapping a lot of stuff. I really like being able to trap stuff with ttar but missing out on a latios ohko with scarf is pretty nasty. also crunch just wears down common switch ins much much easier and makes it very difficult for the opponent to switch in

amoonguss is a super nice defensive pokemon being able to defensively pivot so many things is ridiculous. spore + stun spore is really fantastic because some people will feel forced to switch out with their sleeping mon into their amoong check. stun sporing a mega pinsir or tornadus-therian is just hilarious :D
also clear smog wasn't necessary because we have megagross which can shut down CM clef anyway and amoonguss gets dealt with quite easily with amoong/keld

i felt choice scarf keld was the way to go, you still miss out on quite a bit of speed if you don't run scarf on ttar and i just in general really like the revenge killing that scarf keld offers, even though I guess you could go for specs here too if you're confident enough with some matchups

and i went with the very boring clefable here, i still need a rock setter. thunder wave utility is nice even though i guess you could just run toxic if you're not too confident with stall matchups or unaware if you don't feel too confident with your azu/opposing clef matchup


Team 3
Zapdos @ Expert Belt
Ability: Static
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost

Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Stealth Rock
- Moonblast
- Diamond Storm

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Thunderbolt

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Poison Jab

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
I started with three-attacks Zapdos because I don't like its Defog set and I fucking love Static. SR Atk-invested Mega Diancie keeps status and hazards away from Zapdos while setting up rocks (even against stall) to net it KOs; the spread lets it perform against Heatran and standard Clefable. Standard Bisharp dissuades defoggers from removing Diancie's rocks (Zapdos scares the spinners), and also clicks Knock Off on things Diancie hates. It also capitalizes on Zapdos's paralysis support to sweep. Tbolt bulky Starmie spins, has longevity vs. stall & status users, and checks Water and Ground-types. AV Conkeldurr is a special tank that makes status users uncomfortable and also checks Thundurus and Weavile nicely (and fills out Dark/Psychic/Fighting). CB Talonflame is the revenge killer, backup Ground immunity, and Fairy check.


Team 4

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Thunderbolt
- Recover

Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Roar
- Scald

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Roost
- Knock Off

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 220 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Defog
- Heat Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Stealth Rock
- Moonblast

Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Power Whip
- Gyro Ball
posted this team in some other thread a while back iirc but basically just incredibly fat lati balance/semistall. Started with lati because MLATI IS STILL GOOD and also checks a bunch of important stuff for this build as well as provides a wincon against stall. added roarcune to check zardx/scizor/metagross/bish/weavile/talon/everything else in the fucking game. gliscor was next for a handy check to diancie, clef, and gengar while also soft checking bish and sponging status for latias. zapdos checks torn-t, offensive sd scizor, etc while providing defog support because this team is fat and spikes are broken. bold clef to beat most medi and hera and probably some other stuff im forgetting. last was ferro for switchin to azu stabs, manaphy check, and serp check with occa berry. spikes + defog is questionable but its still a thing. feel free to make set changes if you like.


Team 5

Ninetales @ Heat Rock
Ability: Drought
EVs: 240 HP / 160 SpA / 108 Spe
Calm Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Will-O-Wisp
- Flamethrower
- Solar Beam
- Hidden Power [Ground]

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Solar Beam
- Dark Pulse
- Sucker Punch

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Growth
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Reversal

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost
I built this team a few days ago based around Sun when I was bored, and it happened to have a zapdos on it. Ninetales has enough speed to outspeed + natured base 70s, and enough spA to 2hko offensive heatran with hp ground because its too risky to always rely on dugtrio for the kill. Rest of the evs are in bulk.

Venusaur is pretty much the only reason you use sun teams so ofc I have that, growth venu is extremely threatening in this meta and can actually 6-0 stall lacking a chansey since it kills both unaware mons.

Dugtrio to kill heatran to allow venu to sweep, Latios is there to defog and it also benefits a lot from dugtrio.

Next is Mega Houndoom since it can offensively check Bisharp and Weavile, as well as abuse sun to great effect with its ability and access to solar beam.

The last slot fell to zapdos since it is a nice phys def mon to check pokemon such as Lopunny. It is especially good because it doesnt lose me any momentum and can do a number to offense with its' excellent coverage and bulk.


Team 6

Lopunny-Mega @ Lopunnite
Ability: Scrappy
Happiness: 0
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Fake Out
- Ice Beam
- Frustration
- High Jump Kick

Hawlucha @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Discharge
- Heat Wave

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 192 Def / 64 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Flamethrower
- Moonblast
- Soft-Boiled

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 152 HP / 96 SpA / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Psychic
- Surf

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 96 Atk / 160 Spe
Jolly Nature
- Substitute
- Toxic
- Iron Head
- Fire Punch
So I wanted to build with Hawlucha, and I started off by pairing it with Ice Beam Lopunny to handle the likes of Tangrowth/Lando better. Hawlucha is Liechi Berry since it's nice to nab a boost of some sort in case you can't manage to get up an SD. Next up is Zapdos, which is the team's main birdspam check/defogger and provides great utility in handling the likes of Scizor and blanket checking many physical attackers. Next is Rocks Flamethrower Clefable, I was between this and Toxic so that I could get Rocks up against Zapdos more easily (I'll test it a bit more and see what works better) and I forget exactly what the spread does, but I think it was to handle both M-Diancie spreads. Next is bulky Latias with Roost+3 attacks which is always appreciated and a great blanket check to stuff like Keldeo. Finally SubTox Rachi helps wear down many opposing builds and is just a general nuisance to face. First time I've ever built with Lucha myself (I've always found the mon boring tbh) but it's a nice fun team that I certainly enjoy using, and i'll give it some more test runs to fix up some errors here and there, nobody's perfect. :]
http://replay.pokemonshowdown.com/ou-450940735 - Sacked my Lucha in the stupidest fashion, but other than that it at least slightly shows the team being able to work well together (don't mind the consecutive freeze-hax, i'm just lucky af ;_;)


Team 7

Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 180 Def / 64 SpD / 16 Spe
Bold Nature
IVs: 30 HP / 1 Atk / 30 Def
- Discharge
- Defog
- Roost
- Hidden Power [Ice]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Hidden Power [Grass]

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

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

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute
I'll be honest, I wasn't even aware Zapdos got moved to UU... anyways, on to the team! Zapdos is a fun 'mon to build around, with only two weaknesses to cover and a solid niche on any team. I decided to throw on Ferrothorn and Volcanion to cover these two weaknesses. I realized that I was a little weak to things like Mega Charizard and Lati, so I threw on both Clefable and Tyranitar because why not? Tyranitar was originally Banded, but got changed to Scarf after the addition of Mega Medicham. However, Mega Cham wasn't really synergizing well with the team due to lack of Healing Wish, not to mention I hate missing HJK, so it got traded out for the bulkier Mega Heracross.


Team 8

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 156 Def / 68 SpA / 32 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Roost
- Toxic

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Substitute
- Scald
- Calm Mind

Entei @ Leftovers
Ability: Pressure
EVs: 252 HP / 96 Def / 160 Spe
Jolly Nature
IVs: 0 Atk
- Protect
- Will-O-Wisp
- Substitute
- Lava Plume

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 160 Def / 96 SpD
Careful Nature
- Protect
- Will-O-Wisp
- Recover
- Knock Off

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Soft-Boiled

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Protect
- Wish
- Moonblast
- Heal Bell
This team is a mix of stall and pp pressure stall, Zapdos is nice since it beats talonflame + mega pinsir nicely while pressuring opponent's pp and helps clear hazards + weaken mons with toxic, this team involves the duo doge suicune and entei both having pressure + sub and protect, sub protect suicune is pretty important to this team as its the only good heatran switch in and helps beat opposing stall alot more easier, entei's usual role is to sacred fire + espeed but I find entei a pretty useful tool on stall thanks to its access to pressure and has actual bulk of 115 hp and 85 defence which is handy, will o wisp helps weaken physical attackers like landorus and makes entei difficult to take out and I chose lava plume so I can have attack option and may get free burn with it, 160 speed evs to outspeed jolly excadrill and rest is invested to hp and defence for extra bulk, mega sableye is glue to any stall team and just helps bounces out hazards and helps not lose to mega medicham, my main reason for calm mind blissey instead of chansey since I really don't like losing to tg manaphy and stall usually doesn't like manaphy match up anyways and clefable was my last option as I need unaware + cleric in one package and clefable fills in the role nicely.


Team 9

Zapdos @ Leftovers
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Roost
- Heat Wave
- Thunderbolt
- Hidden Power [Ice]

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Yawn
- Earth Power

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Dragon Claw

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Recover
Zapdos has always been solid as a defensive defogger, but on a whim I decided to make a more offensive variant. To my surprise, it was actually pretty great. I decided to build around stunfisk and zapdos as I felt they were two terribly underrated electric types in the current meta. The most glaring hole left is how to deal with weavile, kyub, medi, just any wallbreaker. The obvious solution is to just throw a clef on the team. Amoongus was there as a pivot, and fairy check, it has clear smog to stop set-up and it beats mons like serperior who were also issues for the other three members. From there I was looking for a way to beat more offensive steels in bish, sciz and the likes. As well as a loose check for things like torn and weavile. So that led mo to choose defensive zard x to fill that role. For the final slot if i wanted to use zard i needed hazard control. For that role i chose a pseudo defensive starmie to stop keld and diancie as well as picking up the hazard control role


Voting will end Saturday night
 

p2

Banned deucer.
ok

Team 6 by CrystalRam wins with 4 votes, while Team 2 by Elise is the runner up with 3 votes, congrats. papi aldo will update the thread soon

ROUND 53: VINCUNE

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

Keep in mind you're not limited to this exact set, but as long as cune has sub+cm it's fine.


SubCM Suicune, otherwise known as Vincune has been picking up a good bit of traction lately and since this thread is running dry on ideas, why not go with this mon?

Building round ends sometime Thursday night GMT+1
 

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Substitute
- Calm Mind
- Protect

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 248 HP / 100 Def / 160 Spe
Impish Nature
- Will-O-Wisp
- Flare Blitz
- Roost
- Earthquake

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Stone Edge
- Dragon Claw

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 76 Atk / 96 SpD / 96 Spe
Adamant Nature
- Stealth Rock
- U-turn
- Iron Head
- Fire Punch

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 40 HP / 184 Atk / 32 SpA / 252 Spe
Naughty Nature
- Gravity
- Earthquake
- Hidden Power [Ice]
- Knock Off

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic

 

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Protect

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 4 Atk / 244 Def / 4 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Earth Power

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Heracross @ Heracronite
Ability: Moxie
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Substitute


I started this team with Suicune and Ferrothorn, a very common partner to Vincune. But this set is a Ferrothorn without hazards. Thunder Wave helps Suicune beat Secret Sword Keldeo, and Power Whip is good ways to deal with pokemon like Landorus and Garchomp. It also serves as a Mega Gardevoir check, which is very important for another member. I then added bulky Landorus-Therian to help against Talonflame and other Flying types, and as a way to set up hazards. Volcanion serves as a check to Weavile, and in some cases, Kyurem-Black. HP Grass is for bulky waters, and Earth Power is for Heatran. Starmie provides hazard removal for the team, something that Vincune appreciates greatly. Finally, Mega Heracross is a very powerful wall-breaker that beats Pokemon like Chansey, Zapdos, and sometimes Mega Sableye.


Hopefully I did this right!
 


OU Dear (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Protect
- Substitute
- Calm Mind

OU Glue Mega (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Superpower / U-Turn
- Bullet Punch
- Roost

Ban Me UU (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Psychic
- Healing Wish

OU Hate Me (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Soft-Boiled
- Moonblast

OU Every Team (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 30 Spe
- U-turn
- Knock Off
- Earthquake
- Stone Edge

OU Pursuit Me (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Thunderbolt
- Defog
- Roost


Vincune hates status and Knock Off, so I added Mega Scizor as one of the best responses to Knock Off mons of the game, plus a secondary WinCon.
Celebi is here to switch in Keldeo, Breloom, absorb status and give the Healing Wish support.
Clefable Stealth Rock to press M-Sableye, Toxic instead of Thunder Wave to punish Electric and Ground type trying to switch free in Thunder Wave.
At this point, Charizards are problems, then Lando for X and Latios to Y, and Defog support, not that the team is weak the Rocks, but Spikes and Toxic Spikes are catastrophic.


 
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