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

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silhouettes (Gengar) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Will-O-Wisp
- Sludge Wave
- Hex

who knows? (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 152 Def / 84 SpD / 20 Spe
Calm Nature
- Thunderbolt
- Ice Beam
- Soft-Boiled
- Calm Mind

time lapse (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Baton Pass

focus and fire (Alakazam) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Hidden Power [Fire]
- Shadow Ball

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

break of day (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 244 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge

This team is a sorta revamp on an old XY team made by gr8bastard. I began with the core, leaving their sets for later. Lop was added because it generates momentum for gengar, which i decided to be Wisp Hex later. Alakazam is another great mon, which i actually decided on last. it couples extremely well with Ferrothorn + Landorus-T, a cool spike stack core as well as cleaning up a lot vs offense. Hp fire was chosen on zam because fuck Scizor. BoltBeam Clef was chosen to lure Tflame. enjoy
http://replay.pokemonshowdown.com/smogtours-ou-98128
couldn't help but notice (gengar is hex, clef is ibeam, zam is hpfire...)
also that team is scizor weak af which is why u kinda need chomp, altho exca is a prob then but still less than sciz
 

eren

je suis d'ailleurs
http://replay.pokemonshowdown.com/smogtours-ou-98128
couldn't help but notice (gengar is hex, clef is ibeam, zam is hpfire...)
also that team is scizor weak af which is why u kinda need chomp, altho exca is a prob then but still less than sciz
wow, i didnt even realize that i swear

i realized i needed wisp gar, ib clef, and hp fire zam when i examined that i needed a way to lure in scizor as u mentioned, as well as talonflame,

Also when i built it, i didn't want to be 6-0ed by zard x, taunt wisp tflame, or exca as you mentioned. so i choose lando-t over chomper. its kinda gratifying i built a team so similar rofl
 

AM

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Voting stage ends in about 9-10 hours from this post, around 6 pm est for reference.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
I'm late on posting Round 19 winner and Round 20 because I was watching SPL matches. This rounds winner is Jaguar360 with Team 10. Your team is already in hall of fame and good job.

So before I start I want to lay down a new rule so I can nip this potential problem quickly. One of these teams was supposably copied from someone else, I won't name anybody specifically but just so you know I'm pretty aware. No this isn't referring to the comments by Reymedy and ABR regarding the specific teams they were commenting on. Coincidences happen and I mean it's OU it's not exactly a surprise some teams will look the same. It's more along the lines of this example here.

SomeDude: I'm working on this build think you can help me give me some ideas
OtherDude: sure here's a team to give you an idea, insert process you can try out
SomeDude: Thanks
10 minutes later.....
SomeDude: Here's my team (which is actually the OtherDudes team, every single detail letter for letter)

I can go into more detail but I think you get the point. If you're accused of doing this, which btw everything will remain confidential as much as it can be these days, I'm gonna go ahead and make a judgement call of whether or not I will omit the user copying the team from being able to provide a team in the building stage. It's pretty clear if you get caught doing this I won't put it in the voting stage. So word of advice build your own teams. Coincidences happen with some team builds but I'm not going to endorse blatant stealing of a team and calling it your own. I'll be putting this rule into the rules section more clearly. Now that the sour part is over let's get to the sweet part Round 20.

The core for Round 20 is......

Round 20 Core: Manaphy + Thundurus-I



Enjoy.
 

YO (Thundurus) @ Leftovers
Ability: Prankster
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Sludge Wave

LISTEN (Manaphy) @ Lum Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Hidden Power [Fire]

UP (Cobalion) @ Air Balloon
Ability: Justified
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Hidden Power [Ice]
- Iron Head
- Magnet Rise

HERE'S (Altaria) @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Substitute
- Roost
- Frustration

A (Garchomp) @ Rocky Helmet
Ability: Sand Veil
EVs: 252 HP / 160 Def / 76 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Toxic
- Earthquake

STORY (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Fire]

 
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Weed (Thundurus) @ Life Orb/Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave/Psychic
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]/Hidden Power [Flying]

Yolo (Manaphy) @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Tail Glow
- Scald
- Ice Beam/Psychic

Metagross @ Assault Vest
Ability: Clear Body
EVs: 208 HP / 252 Atk / 48 SpD
Adamant Nature
- Ice Punch
- Meteor Mash
- Pursuit
- Zen Headbutt

Hong Kong (Garchomp) @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage/Dragon Claw

Loltios (Latios) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Defog
- Draco Meteor
- Energy Ball
- Psyshock/Trick

Dragon Fire @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Fang
- Waterfall/Earthquake
- Crunch


This is blue offense, the best kind of offense, and was the first teambuild that popped to mind when i saw Manaphy+Thundurus =0; We have SD/SR Yache Garchomp to obviously get up rocks and help the team versus, stuff like MLopunny/MManectric and assorted electrics like Raikou/Thundurus that the team struggles again. Thunder Wave Thundurus-I helps check setup sweepers and helps chip away at MVenusaur/Clefable, in the hope that they'll be chipped enough for Mega Gyarados to go to town. Manaphy with HP:Fire helps chip away at Ferrothorn(read OHKO), and also has Wacan cause stuff like Thundurus can spoil MGyarados' day. MGyarados is the star of the show and has Waterfall/Crunch/Ice Fang cause it offers the best coverage; Latios with Defog and Scarf is fun, cause its fast can remove hazards, and offers some much needed speed on the team, and can has Energy Ball for an extra rain check. AVest Gross is there so that fairies and dragons don't rain on my parade, enjoy~
 
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So before I start I want to lay down a new rule so I can nip this potential problem quickly. One of these teams was supposably copied from someone else, I won't name anybody specifically but just so you know I'm pretty aware. No this isn't referring to the comments by Reymedy and ABR regarding the specific teams they were commenting on. Coincidences happen and I mean it's OU it's not exactly a surprise some teams will look the same. It's more along the lines of this example here.
I know you said it wasn't to do with my team and Reymedy's comment, but it's there regardless and people have read it so I'd just like to quickly address it anyway if that's ok. I debated posting this and if you want to delete it I'm fine with that.

I didn't copy the team and never have. I used a core of gengar/m-lop/bish that I posted in the type cores thread here back on 5th October, because it synergises well with Clefable and is fun to use (not saying I'm the only one to come up with that core, it's a solid and popular core). Then I needed rocks, Chomp is the only obvious choice here due to the the huge (m)Scizor weakness. At that point the final slot in Azu was pretty much mandatory as nothing else checks Talonflame, Keldeo, sand and rain apart from Slowbro which stacks weaknesses with Gengar, also Azumarill ends up on like 1/2 my teams lol as a quick search for my posts in this thread will show (17 teams submitted, Azu is in 7 of them). I probably pigeonholed myself a bit starting off with what was essentially a 4-mon core but there you go.

I know I can't exactly prove anything either way but I really enjoy taking part in this thread so just wanted to try to set the record straight. Thanks for reading.

Anyway, new core looks fun and effective and extremely splashable, looking forward to building for this round :]
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
I know you said it wasn't to do with my team and Reymedy's comment, but it's there regardless and people have read it so I'd just like to quickly address it anyway if that's ok. I debated posting this and if you want to delete it I'm fine with that.

I didn't copy the team and never have. I used a core of gengar/m-lop/bish that I posted in the type cores thread here back on 5th October, because it synergises well with Clefable and is fun to use (not saying I'm the only one to come up with that core, it's a solid and popular core). Then I needed rocks, Chomp is the only obvious choice here due to the the huge (m)Scizor weakness. At that point the final slot in Azu was pretty much mandatory as nothing else checks Talonflame, Keldeo, sand and rain apart from Slowbro which stacks weaknesses with Gengar, also Azumarill ends up on like 1/2 my teams lol as a quick search for my posts in this thread will show (17 teams submitted, Azu is in 7 of them). I probably pigeonholed myself a bit starting off with what was essentially a 4-mon core but there you go.

I know I can't exactly prove anything either way but I really enjoy taking part in this thread so just wanted to try to set the record straight. Thanks for reading.

Anyway, new core looks fun and effective and extremely splashable, looking forward to building for this round :]
It wasn't you anyways lol. Anyways carry on.
 

MANNAT

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If you thought that you couldn't get any more blue teams! When I saw Mana+Thundy, I immediately thought about zardx offense, and the team kinda followed suit from there. I decided to run grass knot thundy to lure in hippowdon, quagsire, rhyperior, and anything else I forgot that walls charizard. Thundy is also a great way of beating down the water types that trouble zard as well as luring in ground types that beat zard. Thundy also provides speed control with prankster twave. Manaphy was a really nice addition to the team after thundy since it could provide a secondary wincon alongside charizard as well as destroying bulkier teams that the other two members of the core pressure, but can't really break. Manaphy has the option of running a veriety of coverage moves to help out the team, if the team has a hard time breaking venu, it can run psychic, hp fire for ferro, eball for megabro, etc. After that, I was weak to a lot of common shit like opposing zardx, kyub, and hoopa u, so I added landot with 236 speed to outspeed the most common kyub variant, outspeed hoopa, and still check opposing zardx pretty well. Opposing zardx wasn't too big a worry since I had thundy in the back to paralyze it along with what I already had. Next, a scarfed jirachi was added to check a lot of things that troubled the team like serp, mega alt, garde, and clef along with having scarfed healing wish to give zardx a second chance at a sweep or it can even cheese late game with iron head and pivot around with u turn to wear down the opposing team. Latios was added as this team necessitated some method of hazard removal, and Empoleon did that while checking a few key threats that were a problem for the team. It adds another mon to pressure kingdra which was a threat to the team. Also, Azumarill is a problem for this team and lati is a decent check for it so that is really nice. Lastly, it switches decently well into Keldeo, which goes ham on the rest of the team. All in all, this is a really solid team that I like, and I hope that you like it as well.
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

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

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost
None as of now n_n
 
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AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
About You (Scizor-Mega) (M) @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 248 HP / 44 Def / 200 SpD / 16 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

Good Enough (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Tail Glow
- Rain Dance

Fields (Thundurus) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Nasty Plot

TIED2U (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Pursuit
- Stone Edge
- Superpower
- Crunch

Set It Off (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Thunder Wave
- Recover
- Stealth Rock

Breeze (Landorus-Therian) @ Earth Plate
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish
I haven't built with Manaphy in awhile mostly cause I've been using other waters and lots of goon based offenses, which inspired me to do something around a Manaphy core this week. I kind of don't like bulky M-Zor but it worked pretty well on this build with SD U-Turn as it compliments the momentum grabbing with the whole insert sweepers and wall-breakers here type of deal. Manaphys TG / RD build threatens fat cores while pressuring more defensive builds while Thundurus uses its speed control in Thunder Wave to nurture offense and help things the slower team-mates out. Nasty Plot cleans up late-game. BandTar isn't really underrated more so it's a dark horse set that punches a lot of holes in teams that prepare for Scarftar but not band. Celebi as the rocker, Keld switch in, and support mon to help with handling M-Diancie and M-Lopunny among the normal things it switches into. I originally had SubSalac Chomp but it wasn't doing a whole lot. I changed to double dance Lando-T which I found a bit more useful barring making the team slightly weaker to Zard-Y. Teams sort of weak to Gengar and it's best not to have stuff like Klefki set up Spikes all over you so apply pressure accordingly. Brownie points if you know the reference of the nicknames.
Being slow right now I'll grab some later
 
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore

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

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance
HO team designed to apply immense pressure with multiple setup sweepers. Modest rain dance Manaphy with surf is incredibly powerful and can easily break through bulky teams including its normal stops such as unaware Clef and Chansey. Psychic for Amoongus, M-Venu, fighting types such as Conkeldurr, etc. Thundurus provides the speed control for offence especially as I'm running modest on Manaphy. CharX makes a great partner as it appreciates Manaphy and Thundy taking care of the likes of Heatran and Slowbro and loves the T-wave support to make up for its average initial speed. Breloom stops the team getting wrecked by Quagsire and sand rush Excadrill, and just has great synergy with the team in general. Fist plate over life orb because it's too easily worn down otherwise and is needed to check those specific threats. Ttar and Excadrill provide further pressure, much needed speed for revenge killing and in case Thundy goes down, pursuit support, and hazard control. Ice beam to tank and surprise scarfed Lando-T or Garchomp who can be slightly tricky to deal with. Ttar and Manaphy can also reset each others' weathers which can be useful. Overall a solid offensive team which applies a ton of power and offensive pressure right from the start.
 
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Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rain Dance
- Rest

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

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

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Outrage
- Earthquake
- Swords Dance

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch
When I saw this core, I thought directly about HO. While Charizard X is perhaps the best mega with this core, I chose M-Metagross. It appreciates Ferrothorn being burned and Thundurus luring Hippowdon with Grass Knot. After that, I needed a SR setter. Garchomp has SD Lum Berry, because Sableye-Mega is annoying as hell. I'm not too too weak to Talonflame / M-Lopunny so I don't think it is really necessary to have a defensive set. Breloom acts like a Bisharp "check" and has good synergy with M-Meta: M-Meta checks Lati when Breloom weaken Water / Ground types. Finally, I finally chose Hoopa-Unbound Scarf, which is really good against offense.
 
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Well yeah, obviously this team started with the core of Thundy + Manaphy and I straight away realised that electric couldn't be handed easily so for that reason I added chomp not only for that reason but for the reason that it has access to rocks and has the ability to cripple talon. I also added wacan berry manaphy just incase if it wants to get that kill on manectric who usually tend to stay in but manaphy can live a tbolt and is able to OHKO with scald at +3. Now I noticed the team was extremely weak kyurem black so for that reason I added in mega scizor. Not only does mega scizor take up my mega slot but it also gives me a set up sweeper, it might not be able to take the hp fire from kyurem-black but it can OHKO back with bullet punch. Now I noticed this team needs a spinner/defogger so for that reason I decided to go for starmie. Starmie is a nice offensive spinner with a decent speed stat being able to take on other competitors such as latios and OHKO with ice beam. For the final slot I decided to add a lati check, bisharp. Yes, Yes Bish can't really take an HP fire from a latios but that's where pursuit comes in and allows to trap it. SD could be ran if you want to deal with stall better though. Anyways I think this team is decent tbh what do y'all think?
Man Cloud (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Manaphy286 (Manaphy) @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

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

shofu?????? (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

xd (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Ice Beam
- Thunderbolt
- Hydro Pump

bish (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit / Swords Dance
- Iron Head
- Sucker Punch
0 Yet :(
 
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Infernal

Banned deucer.

I started by looking for threats to the core, and Mega Manectric and Raikou stood out. Latios and Mega Venusaur also looked annoying, although the core has ways of dealing with them through certain coverage moves. I thought it would be better to wait until the end before picking sets for Manaphy and Thundurus-I, and decided I wanted to have electrics covered right away. So, I went with Mega Venu. This gives me a great response to electric types while providing a solid answer to a whole host of other threats, including Mega Altaria, Serp, Keld, and so on. The amount of Pokemon that Mega Venu handles would give me a lot of flexibility when deciding the other slots.

With Thund, Mana, and Mega Venu on the team, Latios was looking scary. Picking a steel looked like a no brainer, but I decided to delay picking one for later and go with Weavile as the fourth member instead. With Pursuit, Weav provides invaluable support for the other members by eliminating Latios and other offensive psychic types that could be a nuisance, like Hoopa and regular Alakazam. This support combined with Weav's good offensive presence and reputation for pressuring so many builds made it a great addition to the team.

At this stage, there were a few things missing, mainly SR, a ground, and steel. For the SR and ground role, Chomp only seemed natural. It's one of the best rockers in the game and gives the team an important check to the likes of Bisharp and offensive Talon, both of which looked very threatening to the team after a SD. Even with Weav to trap it, a Latios switch in was mandatory. Heatran was my choice, fulfilling this role and providing the team with a good response to Char-X and Mega Venu, who are quite threatening otherwise. A back up check to Mega Sciz and Talon was also appreciated, especially because the checks on the team are prone to being worn down.

With the Pokemon decided, I started looking for weaknesses. An annoying weakness I noticed was Kyurem-B. To help with this I decided to use Dazzling Gleam Manaphy as a lure. I rounded off the coverage with Psychic to lure and avoid being walled by opposing Mega Venu, something Thund likes. The next set was the genie, and I know I definitely wanted Focus Blast for Kyurem-B and Ferro. I picked a simple 3 atks set with Thunder Wave to help against rain and other Pokemon like Mega Alakazam, which looked annoying to deal with. With 2 SR weaknesses on the team I didn't want Thund taking more recoil than necessary, hence the choice of Leftovers. Chomp, the standard RH variant was the obvious choice. However, I went with SD instead of Fire Blast because I really liked the idea of softening up Clef for my Thund and Mana. The speed EVs are to further decrease the threat of Kyurem-B. Heatran was given a fair amount of bulk and max speed to get the jump on offensive Mega Sciz, which is helpful since Chomp doesn't have fire coverage. Mega Venu was made offensive with enough bulk added in to stomach hits from Mega Lopunny and other Weavile better. This is especially helpful because opposing Weavile can be dangerous for this team. My own Weavile is self explanatory, with Pursuit mainly for Latios as said before.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Taunt
- Toxic
- Protect

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Dazzling Gleam
- Psychic

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 112 Def / 132 SpA / 32 Spe
Modest Nature
- Sludge Bomb
- Hidden Power [Fire]
- Giga Drain
- Synthesis

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 160 Def / 100 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
 

mega scizor was a no brainer since thundurus and manaphy are able to get rid of everything that can stop it from ripping teams apart. azumarill for the obligatory keldeo check + it resist fire + it doesn't have many guaranteed switch ins so it'll fit. weavile has an amazing speed tier + dark types are op + its even deadlier when paired with an electric type since there shouldn't be anything that resist dark + elect + ice. landorus-t is super splashable i also needed stealth rock, swords dance so it isn't useless.

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Icicle Crash
- Pursuit

Azumarill @ Choice Band
Ability: Huge Power
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Superpower
- Waterfall
- Play Rough
- Aqua Jet

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

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

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Building stage for round 20 ends tomorrow at 6 pm est. So if you made a team and it needs edits you have until then and if you plan on building one that is the deadline.
 



Instead of making another boring Zard X or Mega Scizor offence that I've made a thousand times with these two, I decided to try something a little bit different. Mega Pinsir is kind of a forgotten threat in OU. It was S rank at one stage in X and Y and since then it has dropped to UU and been banned there in a heartbeat thus spending its time trapped in BL. A lot of people are sleeping on just how good this 'mon is, while not as good as it was in X and Y, it still manages to be quite a potent threat. Manaphy, Thund and Pinsir have some nice synergy with each other, all pressuring Ferrothorn (or in Manaphy's case luring with Hp Fire for the rest of the team), Thundy luring Lati@s with Knock Off for Manaphy (Pinsir appreciates this too) and a neat little intricacy I thought of while testing to run Wacan Manaphy to lure and remove common Manaphy revenge killers such as Thundurus and to a lesser extent Raikou opening the door for Pinsir to tear through the opposing team. Next, I added a Sand core. Sand has brilliant synergy with Mega Pinsir and was often used with it back in its heyday in X and Y. They too appreciate Ferrothorn gone, freeing up a moveslot on T-tar for T-wave (No pursuit because of Thundy Luring which is far more skillful than pursuit trapping imo). They also have the added bonus for dealing with the majority of electrics. Originally I ran Rapid Spin on Excadrill but after looking at the team's weaknesses I saw a gaping weakness to Keldeo and added Latios who I decided may as well have Defog so Excadrill can have SD. Hp Fire is a secondary lure for Ferro/Sciz just in case Manaphy is unsuccesssful at this endeavour or Latios is in a better position to lure these mons as I really need Ferrothorn gone.

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 96 HP / 248 SpA / 164 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Hidden Power [Fire]

Thundurus @ Life Orb
Ability: Prankster
EVs: 64 Atk / 192 SpA / 252 Spe
Naive Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Knock Off

Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Ice Beam

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

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
 

Started off with mana-thundy obviously. Added latios for hazard removal and good synergy with first 2 members. Was looking weak to electrics so added DDD altaria. Venu builds looked kinda annoying and I wanted something to spread status so added sp def talonflame,which does well against typical venu balance. Was looking weak to most physical attackers and wanted a secondary clef check so added CM slowbro.

If you see some changes that'd make the team better please PM me them because I really like this core and want a solid team with it :]

team- http://pastebin.com/L8fxZs9R
 
Last edited:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
The voting stage for Round 20 has begun. Just a reminder of two things. One, if you slash moves I'm using the first move there. One or the other don't imply both, it's fine you want to suggest it as an option in the description stage. Two, Me and ur mom not to try and call you out but for everyone else as well please use the formatting that has been shown in other builds. I'm not going to go into the pastebin (I made an exception this time) and format every single thing for you. If the formatting isn't right, granted I'm not too anal about it but the post I'm referring to is a good example, or you're missing stuff entirely I may decide not to put it in voting slate. Voting will end Friday from now on. I believe a longer voting period will give the thread a bit more competition instead of those 5 vote things where I have to just naturally decided based on like a 3-2 vote which is silly. Voting will end Friday 6 PM est.
Team 1

YO (Thundurus) @ Leftovers
Ability: Prankster
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Sludge Wave

LISTEN (Manaphy) @ Lum Berry
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Hidden Power [Fire]

UP (Cobalion) @ Air Balloon
Ability: Justified
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Close Combat
- Hidden Power [Ice]
- Iron Head
- Magnet Rise

HERE'S (Altaria) @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Substitute
- Roost
- Frustration

A (Garchomp) @ Rocky Helmet
Ability: Sand Veil
EVs: 252 HP / 160 Def / 76 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Toxic
- Earthquake

STORY (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Fire]
Team 2
Weed (Thundurus) @ Life Orb/Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave/Psychic
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]/Hidden Power [Flying]

Yolo (Manaphy) @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Tail Glow
- Scald
- Ice Beam/Psychic

Metagross @ Assault Vest
Ability: Clear Body
EVs: 208 HP / 252 Atk / 48 SpD
Adamant Nature
- Ice Punch
- Meteor Mash
- Pursuit
- Zen Headbutt

Hong Kong (Garchomp) @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage/Dragon Claw

Loltios (Latios) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Defog
- Draco Meteor
- Energy Ball
- Psyshock/Trick

Dragon Fire @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Fang
- Waterfall/Earthquake
- Crunch
This is blue offense, the best kind of offense, and was the first teambuild that popped to mind when i saw Manaphy+Thundurus =0; We have SD/SR Yache Garchomp to obviously get up rocks and help the team versus, stuff like MLopunny/MManectric and assorted electrics like Raikou/Thundurus that the team struggles again. Thunder Wave Thundurus-I helps check setup sweepers and helps chip away at MVenusaur/Clefable, in the hope that they'll be chipped enough for Mega Gyarados to go to town. Manaphy with HP:Fire helps chip away at Ferrothorn(read OHKO), and also has Wacan cause stuff like Thundurus can spoil MGyarados' day. MGyarados is the star of the show and has Waterfall/Crunch/Ice Fang cause it offers the best coverage; Latios with Defog and Scarf is fun, cause its fast can remove hazards, and offers some much needed speed on the team, and can has Energy Ball for an extra rain check. AVest Gross is there so that fairies and dragons don't rain on my parade, enjoy~
Team 3

If you thought that you couldn't get any more blue teams! When I saw Mana+Thundy, I immediately thought about zardx offense, and the team kinda followed suit from there. I decided to run grass knot thundy to lure in hippowdon, quagsire, rhyperior, and anything else I forgot that walls charizard. Thundy is also a great way of beating down the water types that trouble zard as well as luring in ground types that beat zard. Thundy also provides speed control with prankster twave. Manaphy was a really nice addition to the team after thundy since it could provide a secondary wincon alongside charizard as well as destroying bulkier teams that the other two members of the core pressure, but can't really break. Manaphy has the option of running a veriety of coverage moves to help out the team, if the team has a hard time breaking venu, it can run psychic, hp fire for ferro, eball for megabro, etc. After that, I was weak to a lot of common shit like opposing zardx, kyub, and hoopa u, so I added landot with 236 speed to outspeed the most common kyub variant, outspeed hoopa, and still check opposing zardx pretty well. Opposing zardx wasn't too big a worry since I had thundy in the back to paralyze it along with what I already had. Next, a scarfed jirachi was added to check a lot of things that troubled the team like serp, mega alt, garde, and clef along with having scarfed healing wish to give zardx a second chance at a sweep or it can even cheese late game with iron head and pivot around with u turn to wear down the opposing team. Latios was added as this team necessitated some method of hazard removal, and Empoleon did that while checking a few key threats that were a problem for the team. It adds another mon to pressure kingdra which was a threat to the team. Also, Azumarill is a problem for this team and lati is a decent check for it so that is really nice. Lastly, it switches decently well into Keldeo, which goes ham on the rest of the team. All in all, this is a really solid team that I like, and I hope that you like it as well.
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Psychic

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

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

About You (Scizor-Mega) (M) @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 248 HP / 44 Def / 200 SpD / 16 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

Good Enough (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Tail Glow
- Rain Dance

Fields (Thundurus) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Nasty Plot

TIED2U (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Pursuit
- Stone Edge
- Superpower
- Crunch

Set It Off (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Thunder Wave
- Recover
- Stealth Rock

Breeze (Landorus-Therian) @ Earth Plate
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish
I haven't built with Manaphy in awhile mostly cause I've been using other waters and lots of goon based offenses, which inspired me to do something around a Manaphy core this week. I kind of don't like bulky M-Zor but it worked pretty well on this build with SD U-Turn as it compliments the momentum grabbing with the whole insert sweepers and wall-breakers here type of deal. Manaphys TG / RD build threatens fat cores while pressuring more defensive builds while Thundurus uses its speed control in Thunder Wave to nurture offense and help things the slower team-mates out. Nasty Plot cleans up late-game. BandTar isn't really underrated more so it's a dark horse set that punches a lot of holes in teams that prepare for Scarftar but not band. Celebi as the rocker, Keld switch in, and support mon to help with handling M-Diancie and M-Lopunny among the normal things it switches into. I originally had SubSalac Chomp but it wasn't doing a whole lot. I changed to double dance Lando-T which I found a bit more useful barring making the team slightly weaker to Zard-Y. Teams sort of weak to Gengar and it's best not to have stuff like Klefki set up Spikes all over you so apply pressure accordingly. Brownie points if you know the reference of the nicknames.
Team 5

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

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore

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

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance
HO team designed to apply immense pressure with multiple setup sweepers. Modest rain dance Manaphy with surf is incredibly powerful and can easily break through bulky teams including its normal stops such as unaware Clef and Chansey. Psychic for Amoongus, M-Venu, fighting types such as Conkeldurr, etc. Thundurus provides the speed control for offence especially as I'm running modest on Manaphy. CharX makes a great partner as it appreciates Manaphy and Thundy taking care of the likes of Heatran and Slowbro and loves the T-wave support to make up for its average initial speed. Breloom stops the team getting wrecked by Quagsire and sand rush Excadrill, and just has great synergy with the team in general. Fist plate over life orb because it's too easily worn down otherwise and is needed to check those specific threats. Ttar and Excadrill provide further pressure, much needed speed for revenge killing and in case Thundy goes down, pursuit support, and hazard control. Ice beam to tank and surprise scarfed Lando-T or Garchomp who can be slightly tricky to deal with. Ttar and Manaphy can also reset each others' weathers which can be useful. Overall a solid offensive team which applies a ton of power and offensive pressure right from the start.
Team 6

Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rain Dance
- Rest

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

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

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Outrage
- Earthquake
- Swords Dance

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch
When I saw this core, I thought directly about HO. While Charizard X is perhaps the best mega with this core, I chose M-Metagross. It appreciates Ferrothorn being burned and Thundurus luring Hippowdon with Grass Knot. After that, I needed a SR setter. Garchomp has SD Lum Berry, because Sableye-Mega is annoying as hell. I'm not too too weak to Talonflame / M-Lopunny so I don't think it is really necessary to have a defensive set. Breloom acts like a Bisharp "check" and has good synergy with M-Meta: M-Meta checks Lati when Breloom weaken Water / Ground types. Finally, I finally chose Hoopa-Unbound Scarf, which is really good against offense.
Team 7


Well yeah, obviously this team started with the core of Thundy + Manaphy and I straight away realised that electric couldn't be handed easily so for that reason I added chomp not only for that reason but for the reason that it has access to rocks and has the ability to cripple talon. I also added wacan berry manaphy just incase if it wants to get that kill on manectric who usually tend to stay in but manaphy can live a tbolt and is able to OHKO with scald at +3. Now I noticed the team was extremely weak kyurem black so for that reason I added in mega scizor. Not only does mega scizor take up my mega slot but it also gives me a set up sweeper, it might not be able to take the hp fire from kyurem-black but it can OHKO back with bullet punch. Now I noticed this team needs a spinner/defogger so for that reason I decided to go for starmie. Starmie is a nice offensive spinner with a decent speed stat being able to take on other competitors such as latios and OHKO with ice beam. For the final slot I decided to add a lati check, bisharp. Yes, Yes Bish can't really take an HP fire from a latios but that's where pursuit comes in and allows to trap it. SD could be ran if you want to deal with stall better though. Anyways I think this team is decent tbh what do y'all think?
Man Cloud (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Manaphy286 (Manaphy) @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

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

shofu?????? (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

xd (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Ice Beam
- Thunderbolt
- Hydro Pump

bish (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit / Swords Dance
- Iron Head
- Sucker Punch
Team 8

I started by looking for threats to the core, and Mega Manectric and Raikou stood out. Latios and Mega Venusaur also looked annoying, although the core has ways of dealing with them through certain coverage moves. I thought it would be better to wait until the end before picking sets for Manaphy and Thundurus-I, and decided I wanted to have electrics covered right away. So, I went with Mega Venu. This gives me a great response to electric types while providing a solid answer to a whole host of other threats, including Mega Altaria, Serp, Keld, and so on. The amount of Pokemon that Mega Venu handles would give me a lot of flexibility when deciding the other slots.

With Thund, Mana, and Mega Venu on the team, Latios was looking scary. Picking a steel looked like a no brainer, but I decided to delay picking one for later and go with Weavile as the fourth member instead. With Pursuit, Weav provides invaluable support for the other members by eliminating Latios and other offensive psychic types that could be a nuisance, like Hoopa and regular Alakazam. This support combined with Weav's good offensive presence and reputation for pressuring so many builds made it a great addition to the team.

At this stage, there were a few things missing, mainly SR, a ground, and steel. For the SR and ground role, Chomp only seemed natural. It's one of the best rockers in the game and gives the team an important check to the likes of Bisharp and offensive Talon, both of which looked very threatening to the team after a SD. Even with Weav to trap it, a Latios switch in was mandatory. Heatran was my choice, fulfilling this role and providing the team with a good response to Char-X and Mega Venu, who are quite threatening otherwise. A back up check to Mega Sciz and Talon was also appreciated, especially because the checks on the team are prone to being worn down.

With the Pokemon decided, I started looking for weaknesses. An annoying weakness I noticed was Kyurem-B. To help with this I decided to use Dazzling Gleam Manaphy as a lure. I rounded off the coverage with Psychic to lure and avoid being walled by opposing Mega Venu, something Thund likes. The next set was the genie, and I know I definitely wanted Focus Blast for Kyurem-B and Ferro. I picked a simple 3 atks set with Thunder Wave to help against rain and other Pokemon like Mega Alakazam, which looked annoying to deal with. With 2 SR weaknesses on the team I didn't want Thund taking more recoil than necessary, hence the choice of Leftovers. Chomp, the standard RH variant was the obvious choice. However, I went with SD instead of Fire Blast because I really liked the idea of softening up Clef for my Thund and Mana. The speed EVs are to further decrease the threat of Kyurem-B. Heatran was given a fair amount of bulk and max speed to get the jump on offensive Mega Sciz, which is helpful since Chomp doesn't have fire coverage. Mega Venu was made offensive with enough bulk added in to stomach hits from Mega Lopunny and other Weavile better. This is especially helpful because opposing Weavile can be dangerous for this team. My own Weavile is self explanatory, with Pursuit mainly for Latios as said before.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Lava Plume
- Taunt
- Toxic
- Protect

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Dazzling Gleam
- Psychic

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 112 Def / 132 SpA / 32 Spe
Modest Nature
- Sludge Bomb
- Hidden Power [Fire]
- Giga Drain
- Synthesis

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 160 Def / 100 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
Team 9


mega scizor was a no brainer since thundurus and manaphy are able to get rid of everything that can stop it from ripping teams apart. azumarill for the obligatory keldeo check + it resist fire + it doesn't have many guaranteed switch ins so it'll fit. weavile has an amazing speed tier + dark types are op + its even deadlier when paired with an electric type since there shouldn't be anything that resist dark + elect + ice. landorus-t is super splashable i also needed stealth rock, swords dance so it isn't useless.
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Knock Off
- Icicle Crash
- Pursuit

Azumarill @ Choice Band
Ability: Huge Power
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Superpower
- Waterfall
- Play Rough
- Aqua Jet

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Team 10

Instead of making another boring Zard X or Mega Scizor offence that I've made a thousand times with these two, I decided to try something a little bit different. Mega Pinsir is kind of a forgotten threat in OU. It was S rank at one stage in X and Y and since then it has dropped to UU and been banned there in a heartbeat thus spending its time trapped in BL. A lot of people are sleeping on just how good this 'mon is, while not as good as it was in X and Y, it still manages to be quite a potent threat. Manaphy, Thund and Pinsir have some nice synergy with each other, all pressuring Ferrothorn (or in Manaphy's case luring with Hp Fire for the rest of the team), Thundy luring Lati@s with Knock Off for Manaphy (Pinsir appreciates this too) and a neat little intricacy I thought of while testing to run Wacan Manaphy to lure and remove common Manaphy revenge killers such as Thundurus and to a lesser extent Raikou opening the door for Pinsir to tear through the opposing team. Next, I added a Sand core. Sand has brilliant synergy with Mega Pinsir and was often used with it back in its heyday in X and Y. They too appreciate Ferrothorn gone, freeing up a moveslot on T-tar for T-wave (No pursuit because of Thundy Luring which is far more skillful than pursuit trapping imo). They also have the added bonus for dealing with the majority of electrics. Originally I ran Rapid Spin on Excadrill but after looking at the team's weaknesses I saw a gaping weakness to Keldeo and added Latios who I decided may as well have Defog so Excadrill can have SD. Hp Fire is a secondary lure for Ferro/Sciz just in case Manaphy is unsuccesssful at this endeavour or Latios is in a better position to lure these mons as I really need Ferrothorn gone.
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 96 HP / 248 SpA / 164 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Hidden Power [Fire]

Thundurus @ Life Orb
Ability: Prankster
EVs: 64 Atk / 192 SpA / 252 Spe
Naive Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Knock Off

Pinsir-Mega @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Ice Beam

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

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
Team 11

Started off with mana-thundy obviously. Added latios for hazard removal and good synergy with first 2 members. Was looking weak to electrics so added DDD altaria. Venu builds looked kinda annoying and I wanted something to spread status so added sp def talonflame,which does well against typical venu balance. Was looking weak to most physical attackers and wanted a secondary clef check so added CM slowbro.
Thundurus @ Life Orb Ability: Prankster EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Psychic - Thunder Wave - Hidden Power [Ice] - Thunderbolt

Manaphy @ Wacan Berry
Ability: Hydration
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Brave Bird
- Roost

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Slack Off
- Calm Mind
- Psyshock

Altaria @ Altarianite
Ability: Cloud Nine
Shiny: Yes
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh
 
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