Other Metagames Team Dump

Approved by Eevee General
Idea by ManOfMany, check his PU Thread out


Other Metagames Team Dump
Welcome to the Other Metagame's Team Dump! This is a thread that serves as a more fun thread, allowing for more creativity than a Sample Team and somewhat less effort than an RMT. Plus, this could be a cool resource for people to try out fun teams in underplayed OMs!

All you have to do to submit a team is:

1. Post an importable of your team, with sprites. (Use this site if you want an easy way to get minisprites)
2. Post a short description of the team. This doesn't have to be RMT levels, but make sure you explain the point of the team and it's members.
3. (Optional, but preferred) Post replays of the team in action


A submission could look something like this:
Peef Rimgar said:

Throh Semistall
Metagross @ Assault Vest
Ability: Clear Body
EVs: 248 HP / 160 Atk / 100 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Pursuit

Salamence @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Roost
- Dragon Dance

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

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

Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch

Throh @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Circle Throw
- Bulk Up
- Sleep Talk
- Rest
Me and LaxLapras built this little gem, all around the idea of RestTalk Throh. The first addition to the team was Forretress, as we concluded Throh's phasing capabilities paired well with hazard stacking. Sableye is both a passive means of keeping hazards up and the team's Ghost counter so that Throh can more easily sweep. Clefable finds itself as the teams cleric, healing the status of anything and passing wishes into Forre so that it can continue to set hazards and spin. Salamence offers the team Ground immunity and a secondary sweeper in one. Metagross finds itself being the catch all for a lot of things, as it is the team's Ice and Flying resist and can pursuit trap Psychics

No replays because I'm bad at playing semistall but I can build it
Any teams deemed usable will be archived in the following posts. Have fun and try all the teams you like!
 
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Mq

It's Megaqwer's Time!
Kyogre Offense


Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Roar
- Stealth Rock
- Will-O-Wisp

Kyogre-Primal @ Blue Orb
Ability: Drizzle
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Sleep Talk

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 176 HP / 152 Atk / 180 Spe
Adamant Nature
- Iron Head
- U-turn
- Healing Wish
- Ice Punch

Arceus-Rock @ Stone Plate
Ability: Multitype
Happiness: 0
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Judgment
- Calm Mind
- Recover

Arceus @ Lum Berry
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Swords Dance
- Earthquake
- Magic Coat

Gengar-Mega @ Gengarite
Ability: Shadow Tag
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Focus Blast
- Protect
- Taunt


The team is build around one of ag's finest Kyogre.The idea is to first set up rocks and do most damage as I can with Ghost arceus.Then depending upon the situation I lead with Arceus and Kyogre, and eventually set up and sweep.Plus, i got two annoying revenge killer[Jirachi and Mega gengar to take out the rest of the opposing mons.While I have a weakness to yveltal, my rockceus just comes in, will-o-wisps or kills it with a judgment.Although you may find lack of defog on this team, but this team doesn't need defog tbh


http://replay.pokemonshowdown.com/anythinggoes-372770853


Inb4 Peef adds this
 
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sin(pi)

lucky n bad
this is an excellent idea

will edit in a couple of teams once I can find them if they're any good

Inverse - Linoone Balance

Obamasnow (Abomasnow) @ Abomasite
Ability: Snow Warning
EVs: 224 HP / 252 Atk / 32 Spe
Brave Nature
- Swords Dance
- Blizzard
- Wood Hammer
- Ice Shard

Egg Bomb (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Stealth Rock
- Seismic Toss
- Soft-Boiled

Mega Charmander (Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Dragon Dance
- Roost
- Extreme Speed
- Dragon Claw / Ice Beam

Linoooooooone (Linoone) @ Sitrus Berry
Ability: Pickup
EVs: 172 HP / 252 Atk / 40 Def / 44 SpD
Adamant Nature
- Belly Drum
- Extreme Speed
- Thief
- Protect

Porygon3 (Porygon2) @ Eviolite
Ability: Trace
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Tri Attack
- Recover
- Thunder Wave
- Psyshock

Megaraptor (Staraptor) @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double-Edge
- Quick Attack
- Facade / Toxic
- U-turn

So I wanted to build around Linoone, since Bellyspeed is fun. The spread is just ripped from the NU analysis, then it has Bellyspeed for obvious reasons, Protect to stop it dying to Lopunny's Fake Out shenanigans, and Thief which is kinda a meme but has super cool applications in stealing P2/Chansey's Eviolite - this allows it to OHKO both of these from full at +6. I wanted a way to break through Chanslugg, particularly the latter since P2 is pitifully weak, so I made this Abomasnow set (description can be found here). Chansey and P2 were added as walls and because I wanted rocks (Chansey is a pretty bad rocker though), P2 also counters Melo which is kinda important. Adamant Band raptor was added as something that 2HKOs every single wall in the metagame bar Avalugg, and you can run Toxic to lure that if you want. Finally Dnite was added as a secondary wincon - you can (and probably should) change Dragon Claw to Ice Beam to beat Avalugg, though. The team isn't amazing because Linoone kinda sucks but it's pretty fun. If you want to go more offensive you can switch out Chansey for something, though P2 is probably good to keep.
No replays bc I don't save them lol
 
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Balanced Hackmons: Dual MMY Offense

(Mewtwo-Mega-Y) @ Stone Plate
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Earth Power
- Secret Sword
- Moonblast / Magma Storm

(Ho-Oh) @ Toxic Orb
Ability: Magic Guard
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 1 Spe
- Brave Bird
- Flare Blitz
- Recover
- Defog

(Mewtwo-Mega-Y) @ Earth Plate
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- King's Shield
- Judgment
- Ice Beam / Magma Storm
- Sludge Wave

(Tyranitar-Mega) @ Toxic Orb
Ability: Poison Heal
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Knock Off
- Diamond Storm
- Shift Gear
- Will-O-Wisp

(Giratina) @ Griseous Orb
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Dragon Tail
- Roost
- U-turn

(Diancie-Mega) @ Life Orb
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Diamond Storm
- Fake Out
- Extreme Speed
- V-create / Precipice Blades


This team was made to fool around with Judgment types other than Ghost. Ground had already proven itself to be very good(see: my ILC team), but i wanted to try to fool around with Imposter proofing. Since no Imposters would be running plates other than Earth and Spooky, I chose Ho-oh to Imposter proof, allowing me to be more creative with coverage types while still scaring out near everything. Stone Plate lets this thing force out, or more likely KO, one of the more "reliable" checks in Ho-oh. Physical Refrigerate Diancie was created to lure in and KO both Ho-oh and Registeel and allow me a free activation of Tyranitar's Toxic Orb should it be impostered. (Since your best move is actually V-Create, don't expect this thing to beat Giratinas and Tyranitars, but you can still force them out in fear of Pixilate). Magic Bounce Giratina was added as a glue and can set up hazards on Shedinja and force it out with Dragon Tail. This team struggles with Magic Bounce + Shedinja, so Magma Storm can be run on either Mewtwo to surprise it for a KO.


Replays:
http://replay.pokemonshowdown.com/balancedhackmons-370679928

This team is unusable now that Protean is suspected(and likely banned).
 
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Laxpras

One small yeet for man, one giant yeet for mankind
Balanced Hackmons: Sand Balance



Regirock @ Smooth Rock
Ability: Sand Stream
Level: 99
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Diamond Storm
- Stealth Rock
- Slack Off
- U-turn

Tyranitar-Mega @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Shift Gear
- Knock Off
- Diamond Storm
- Sacred Fire

Diancie-Mega @ Pixie Plate
Ability: Pixilate
Shiny: Yes
EVs: 156 Atk / 252 SpA / 100 Spe
Mild Nature
IVs: 0 Def / 0 SpD
- Fake Out
- Extreme Speed
- Boomburst
- Precipice Blades

Giratina @ Safety Goggles
Ability: Fur Coat
Level: 99
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Roost
- Metal Burst
- Defog
- Whirlwind

Registeel @ Safety Goggles
Ability: Levitate
Level: 99
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Recover
- Knock Off
- Metal Burst
- U-turn

Latios-Mega @ Soul Dew
Ability: Sand Rush
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psystrike
- Draco Meteor
- Blue Flare
- King's Shield
Description: This is a fun sand team that I have had success with on ladder. Diancie is really powerful, and can spam boomburst a lot. Precipice blades can bop checks, and let it win the game. Registeel improofs the Diancie, as well as checks opposing -Atespeeders, but it is weak to fire as it runs Levitate. I ran levitate because this team has a huge weakness to ground, and my own Diancie loves Precipice Blades. Outside of that, Regirock sets sand for Latios to just kill everything and give Tyranitar an easier job to set up. Giratina holds the team together against strong physical attackers.

Replays:
http://replay.pokemonshowdown.com/balancedhackmons-365819527
http://replay.pokemonshowdown.com/balancedhackmons-365813737

Tier Shift: Godly Balanced Squad


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- U-turn

Golbat @ Eviolite
Ability: Infiltrator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Defog
- Roost
- Brave Bird
- U-turn

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Stealth Rock

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 80 SpD
Calm Nature
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Giga Drain
- Dark Pulse
- Sucker Punch
- Spikes

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Return
- Poison Jab

Description: Me and Peef Rimgar built this team around a Kekturne Barbaracle devastatingly fun core I came up with. Both of those mons hit crushingly hard, and Barbaracle is a solid wincon that I guarantee you literally no one thought of when teambuilding, so its not necessarily prepared for. It also has the brute force to tear through checks. Cacturne is really strong with a LO mixed set, and can also spread spikes. We added clefable to absorb status for both of our threats, as well as act as a physical wall. We chose Camerupt as the rock setter because, hell, this team was already a lord squad, but we wanted a god squad. Fire/Ground is also crazy strong coverages so if it manages to live a hit or outspeed your foe it will do massive damage. Golbat is our special wall and defogger, and also provides momentum via U-turn. Finally, Hydreigon was necessary to have speed control, and Draco is just a nuke.

Replays:
http://replay.pokemonshowdown.com/tiershift-372112817 gg Kingslayer2779
http://replay.pokemonshowdown.com/tiershift-373107893
http://replay.pokemonshowdown.com/tiershift-372193577 gg Deathly ♛The King
 
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InfernapeTropius11

get on my level
I said I would post mix and mega
Here be mix and mega



Klinklang @ Pinsirite
Ability: Clear Body
Happiness: 0
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Frustration
- Wild Charge

Entei @ Altarianite
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Extreme Speed
- Will-O-Wisp
- Sacred Fire
- Stone Edge

Vaporeon @ Sablenite
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Roar

Nidoking @ Lucarionite
Ability: Poison Point
EVs: 212 Atk / 96 SpA / 200 Spe
Naive Nature
- Poison Jab
- Earthquake
- Thunderbolt
- Toxic Spikes

Raikou @ Red Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
IVs: 0 Atk
- Weather Ball
- Discharge
- Volt Switch
- Aura Sphere

Gastrodon @ Slowbronite
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 SpD
Calm Nature
- Scald
- Toxic
- Recover
- Earth Power


This was a fun team I made near the end of the MnM's second stint as OMotM. Klinklang was the starting point, because it's one of the best late game cleaners in the meta imho. It has the power to beat stall, the set up move to beat offense, and the bulk/typing to set up on half the meta. Nidoking was a mon I wanted to test as with Lucarionite it hits decently hard, outspeeds and obviously OHKOs Red Orb Raikou, and provides Toxic Spikes which helps weaken opposing walls. Gastrodon was another mon I wanted to test and it was a good addition due to being an excellent Red Orb Raikou counter, and Red Orb Raikou happens to be one of the best Klinklang answers, due to resisting all of its attacks post-Mega. Entei was added next as a revenge killer, and with Will-O-Wisp it can cripple Blue Orb Skarmory, another of Klinklang's few checks. Raikou acts as a great pivot, luring in special walls, such as Blissey, for Klinklang to set up on, scaring out Blue Orb Skarm/Ferro, and generally being a strong attacker. Finally, Vaporeon rounds out the team as the -ate check and only form of hazard control (it's usually the lead, and people don't know what to expect from it tbh). Overall this is a pretty solid and fun team around one of my favourite mons in the meta, Pinsirite Klinklang :D

Sorry, no replays with this version of the team, I have some with Dugtrio over Gastrodon though :^)
 

Sylveon Bulky VoltTurn (Tier Shift)

Yet another cobuild with LaxLapras (we did like 4 in one day), this team is built primarily around the core of Sylveon + Magneton. Sylveon can wallbreak a fair few Pokemon with Specs Pixilate Hyper Voice, but has little to no options vs stuff like Skarmory, Scizor, and Ferrothorn. Enter: Magneton. EV'd to be able to outspeed and Volt Switch on max+ Heatran, it can take down all of these threats. ZardX is the teams primary sweeper, which benefits from its checks and counters being weakened by the VoltTurn component of the team. Alomomola passes fat wishes to the whole team, especially Magneton. Torn-T gives the team a much needed ground immunity, and is as inconvenient as it is to fight in OU. Gligar sets SR and keeps opposing rocks up, while being really annoyingly bulky. All around fun stuff to use!
Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 252 HP / 64 Def / 192 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Defog
- Roost
- Stealth Rock

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 60 Atk / 196 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- U-turn

Alomomola @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 132 Def / 76 SpD
Calm Nature
IVs: 0 SpA
- Wish
- Protect
- Scald
- Mirror Coat

Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

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

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Baton Pass
 
That sprite converting website is a godsend

Dual Mega Rayquaza Offense


Rayquaza-Mega @ Fist Plate
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- King's Shield
- Judgment
- Ice Beam
- Shell Smash

Rayquaza-Mega @ Sky Plate
Ability: Aerilate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Fake Out
- Extreme Speed
- Boomburst
- Precipice Blades

Chansey @ Eviolite
Ability: Fur Coat
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Metal Burst
- U-turn
- Whirlwind
- Roost

Chansey @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Fake Out
- Perish Song
- Trick
- Roost

Audino-Mega @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Aromatherapy
- Baton Pass
- Recover

Gengar-Mega @ Spooky Plate
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Sludge Wave
- Substitute
- Infestation


Many of you may be aware of my long-standing love affair with Protean Fist Plate Judgment, a set that even forced its way into the Other Options section of the Mega Mewtwo Y analysis. Basically, you can hit an Imposter for super-effective damage regardless of which move it chooses to use. For this time I combined that with Shell Smash to make a nice Mega Rayquaza set that lures and kills typical checks to the -ate set. If you're feeling particularly bold you can even Shell Smash on a Protean user's King's Shield. Otherwise it's perfectly reasonable to use this set to rack up damage on typical checks like Registeel, Mega Tyranitar, and Regirock. Ice Beam is good coverage and provides the obligatory means of damaging Giratina. King's Shield is super cool against Mega Diancie. Overall, a super fun set, and the rest of the team is built around it. The Aerilate Mega Rayquaza hits Aegislash, something the other one misses out on, and generally does Aerilate Mega Ray kind of things. Fur Coat Chansey and Choice Scarf Imposter Chansey provide nice checks to Protean (what a novel idea), and the latter set is an incredibly amusing way of lulling the opponent into a false sense of security and removing a key member of their team. Mega Audino and Mega Gengar check things like Shedinja that the team struggles with. Knock Off is a serious problem for this team, one I attempted to mitigate by means of adding Audino itself, but there's always room for improvement. Perhaps not the most tournament-viable team but an extremely fun one that I'm pretty proud of, and a nice exhibition of Protean's brokenness versatility.

Replays:
http://replay.pokemonshowdown.com/balancedhackmons-335643699 vs bp scrub
http://replay.pokemonshowdown.com/balancedhackmons-278882534 vs DonnoTheFirst

and just for fun, an early version of this team vs sin(pi) in one of the worst battles in recent memory (sometimes I forget Shedinja checks altogether!) http://replay.pokemonshowdown.com/balancedhackmons-272814941

will post more later, it's the least i can do after having a whole post dedicated to me :))
 
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Move Equality (Hey, you opened the door for underplayed OMs)

Have some Char-X Hyper Offense.


Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Roost
- Flame Charge
- Dragon Claw

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 8 HP / 252 Atk / 16 Def / 232 Spe
Adamant Nature
- Rock Polish
- Bulldoze
- Smack Down
- Swords Dance

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 148 Def / 108 SpD
Calm Nature
- Reflect
- Light Screen
- Draining Kiss
- Thunder Wave

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

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Extrasensory
- Discharge

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Dragon Breath
- Luster Purge
- Defog
- Trick
This is a hyper offense squad featuring some heavy hitters that get serious buffs from the Move Equality mechanics. The general gameplan is to use Klefki to set up screens and spread paralysis to support your three setup sweepers, who will be tasked with breaking down walls or sweeping when they get the opportunity, with AV Raikou pivoting about and Latios squeezing several utility roles into one set. The team is a bit old, but the Move Equality meta hasn't really developed in a while, so it should still work as a solid starting point.

First up we have Mega Charizard X, which carries an absolutely terrifying Belly Drum + Flame Charge set. I really cannot stress enough how powerful this thing is at +6. Think of it this way: How many things can take a +2 100BP STAB from Mega Charizard X neutrally? Because that's how bulky resists have to be to stop this thing. You basically need to be Quagsire to have a tolerable chance of switching into this at +6. And with Flame Charge, it can boost its speed too. Basically, it's SD+Tailwind 'zard X on steroids. Use it to eat souls.

Next up is Landorus-Therian, which checks Rock- and Ground-types that Mega Charizard X doesn't like very much. Much like ZardX, it can opt to fuck up faster teams or slower teams with a classic double-dance set. While its damage output is exactly the same as it is in standard OU, its Edgequake coverage is upgraded to include Smack Down for stuff like Zapdos, Skarmory, and Rotom-Wash that want to get cheeky about it. Bulldoze is probably fine too, slows down switch-ins I guess but anything switching into that is not gonna check Lando by outspeeding it *shrug*. It still hates bulky Grass-types and has to switch out of Scald, but that's what Mega Charizard X is for. Soft Sand is necessary to chance a 2HKO on Quagsire, however rare that might be.

The team's third and final setup sweeper is Feraligatr. Discounting the Life Orb boost, standard Feraligatr is basically running a 104-BP STAB, putting it on par with Normal-types for actual damage output. In Move Equality, it's packing a 130 BP STAB and 130 BP coverage moves. So basically, it's strong, it doesn't take Life Orb recoil, and it's unpredictable. It backs up Zard and Lando by drawing in Grass-types and hitting them with Ice Punch, forcing out Rock- and Ground-types with its STAB, and setting up on Water-types if you feel lucky (punk). Power-Up Punch is generic Fighting coverage to maximize its self-sufficiency.

Now, because Move Equality usually has a higher power level than standard and a lot of coverage moves get more viable, these three all have a bit of a rough time setting up against opposing offense. And also, Mega Charizard X needs Dragons dealt with before it sweeps, and all of them really hate Scarf users. Enter Klefki. This Klefki is optimized for supporting my setup core and frustrating opposing setup all at once, carrying screens to give room to set up and Thunder Wave to cripple the team's checks. With a 100BP Draining Kiss, Klefki can apply offensive pressure and keep itself healthy to spread chaos throughout the match all in one moveslot. Behind some screens, it can even nab a kill itself against fragile opponents. I don't remember what the EVs do.

My setup mons all hate paralysis (save Lando-T [unless the opponent has a fast Glare user...]) and risk getting worn down before Talonflame takes them out. So basically, I wanted an Electric-type that would tank hits and provide momentum and specially offensive presence. Hence, Raikou. A Vest set seems a bit antique, but this ain't OU so who gives a crap. Anyways, with the advent of 100BP Hidden Power, checking Electric-types is not just a matter of running a sufficiently bulky Ground-type -- HP Ice 2HKOs mixed wall Hippowdon and OHKOs standard Tankchomp. Discharge and Volt Switch are the optimal STABs, with the former even fishing for a little more paralysis support. Extrasensory lets it crack Mega Venusaur, which Lando-T and Feraligatr aren't fans of.

Lastly, I needed some revenge killing, defogging, something to shut off troublesome utility mons, a Ground immunity and more special offense. Specifically, I wanted something that could soft check other Bellyzards. Choice Scarf Latios fills the role nicely, finally gaining a truly spammable Dragon STAB (which can get EVEN MOAR PARALYSIS) and loving its signature Psychic STAB. Defog and Trick+Scarf round out the set, with the latter providing yet more setup opportunities for my sweepers. I don't really worry about carrying something to hit Steel-types, since the team doesn't really struggle with Steels.

As a hyper offense squad, this team doesn't really have switch-ins for many offensive threats, up to and including your mom. Get some fucking screens up if you think that's going to be a problem. As damage output is really not a huge issue for the team, hazards weren't deemed so necessary that they could replace stuff like Thunder Wave or one of Lando's setup moves.
replay eventually, though what you should really do is mesage me so we can make one together :D
 
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lax

cloutimus maximus
is a Community Leader Alumnusis a Top Tiering Contributor Alumnuswon the 10th Official Ladder Tournamentis a Past SPL Championis a Past WCoP Champion
RBTT Champion
Beedrill + Magneton Hyper Offensive Tier Shift Team
Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Zen Headbutt
- Fire Blast
- Earthquake

Beedrill-Mega @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Drill Run

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- U-turn
- Earthquake
- Toxic

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Focus Blast
- Ancient Power

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
I used this team in every single game of OMGS leading up to finals, and it remained undefeated. For my first opponent, I didn't know what to do because I'm clearly not an experienced TS builder. I saw someone before use Mega Bee and that seemed like a really solid mon in TS, so I went with it. Supporting it was quite easy, as there were many mons that fit on the team while keeping up lots of offensive momentum like Lando-T, Tang, and AV Azu. I slapped on a Tauros because I love using that mon in NU and it seemed really solid in TS due to its 125 base speed with the boosts and amazing coverage. I realized I just had to click x vs Skarmory so I opted for Magneton in order to trap it.
That's really it, give the team a go if you want to, I promise it's fun :)

edit: replays here
http://replay.pokemonshowdown.com/tiershift-373645667
http://replay.pokemonshowdown.com/tiershift-366556633
http://replay.pokemonshowdown.com/tiershift-369158982
 

shiloh

is a Member of Senior Staffis a Top Tiering Contributoris a Contributor to Smogonis a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnusis an Administrator Alumnusis a Dedicated Tournament Host Alumnusis a Past WCoP Champion
Tiering Lead
here are all the aaa teams i built during playoffs



this team was built around a cool manaphy set that lax showed me that breaks through klangs teams. sd pass gliscor was a fun idea i was toying around w/ and passed to mold breaker gyara its pretty deadly. lucario is a great late game cleaner and a wya to patch up how slow the team was, and heatran is there to trap steels like scizor / skarmory. ferro was added as the last mon in order to beat sheer force mons / give a cushion w/ spikes and leech seed.​



lax wanted a team w/ lorb hydreigon so i decided to build w/ the mega launcher set which can be devastating to bulky teams. lucario was added to support in breaking down steel types and other bulky special walls like chansey for a easier hydreigon sweep. aegislash was added as a normal / flying resist and a bulky hard hitter i could rely on. lo thundy just destroys so many teams on its own and paired with wall breakers like hydrei / lucario its scary as hell. gliscor gives a fire switch in as well as a rocker and a pivot into hydrei / luc / thuny. mew was added so hazards dont go too out of control, and prankster transform has always been something i wanted to play around with.​



after trying out lo zam i wanted to use lo azelf, which is just as deadly but lacks focus blast and has nasty plot to break past the bulkier teams. paired w/ bulletproof krook to switch into and trap things like doublade / zam which can revenge kill azelf while getting up rocks. skarm is a great normal / flying check and an alternative win condition. scarf heracross appreciates the weakening of things like doublade for it to sweep late game and it acts as a revenge killer do to how powerful its tough claws boosted moves are. sd chomp is an old favorite which once again goes w/ the idea of breaking down bulky teams for another sweeper to win. and tg manaphy was added as the late game sweeper due to its much better match up against certain types of offense.​



band adapt tar is a huge threat due to the lack of rock resists in general on most teams, as people just through on lando / skarm and feel prepared for physical attackers which they can't really do against bandtar. i then wanted some pivots to get into bandtar safely which is where regen melo + lando came into play, both being able to cushion physical / special hits and get their hp up by spamming u-turn and getting tar in safely. raikou is there to trap steels for skarm / tar and is a pretty cool mon in general due to cm cleaning up slower teams. sd skarm is a great late game sweeper against offense as well, due to steel types being killed by raikou and band tar weakening physical walls. gengar was added as a hard hitting special attacker to take advantage of physical walls.​



probably one of the hardest teams to use that ive made, but its the most fun that ive had using an aaa team. its pretty bare bones offense w/ the same core of bulletproof krook + sf mon. raptor was chosen as the offense breaker for this team, and manaphy is there to beat both offense / bulkier teams esp w/ a motor drive boost. sash volc is a cool set that acts as the "normal / flying resist" since i accidently built a team w/o them but its also really good at threatening teams that have "fast mon gale wings skarm" which gets annihilated by sash + fire blast and can clean sweep after that.​



i really do regret bringing this against klang as i dont feel it was the best aaa team i made or even close to a good one at all. it has some cool sets like sf deo and specs cune, but aside from that its fairly standard and not really much to say about it.​
 
Last edited:

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
I have a STABmons and a Got Talent (self-promotion ftw!) team for you guys n_n

STABmons

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 140 HP / 252 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Dark Pulse
- Aura Sphere
- Rapid Spin

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Precipice Blades
- Brave Bird
- Roost
- Stealth Rock

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Moonlight
- Moonblast

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

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psystrike
- Hidden Power [Fire]
- Lunar Dance

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Diamond Storm
- Close Combat
- Mach Punch
- Swords Dance
The initial idea behind this team was to build around Origin Pulse Mega Blastoise. I saw it as just a really fun Pokemon particularly since Origin Pulse got the Mega Launcher boost. Next up, I went with Gliscor as thanks to it gaining some powerful STABs in Precipice Blades and Brave Bird, it can use its Poison Heal ability to heal back all the recoil from Brave Bird. The last moveslot sadly had to go to Stealth Rock as I have no room on the rest of the team, but Swords Dance is a nice option there if you really wanna forgo Rocks. Klefki was added next as it is a reliable Spikes user and can spam TWave to slow down more offensive teams for Megatoise and Gliscor. Moonlight allows it to continue tanking hits while Moonblast is a reliable STAB. At this point, I needed some speed so I went with arguably one of the better offensive mons in Weavile as STAB Sucker Punch backed by LO and base 125 Attack is pretty powerful. It also serves as an emergency trapper to wear down things that lack recovery. Latias's special wallbreaking power not only complements Weavile's physical wallbreaking power, but it also brings along Lunar Dance to give its teammates a second chance, allowing them to play more aggressively throughout the match. Lastly, I wanted a win condition and I found a somewhat unique option in SD Terrakion. With Mach Punch, it could afford to go Adamant while also potentially boosting its Defense with Diamond Storm, making it more resilient to physical priority. Terrakion normally sweeps teams if it gets to +2 as this team has a ton of power behind it backed by entry hazard support

Got Talent?
Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Barrier
- Scald
- Earthquake
- Sludge Wave

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Wood Hammer
- Drain Punch
- Spikes
- Synthesis

Heatran @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Stealth Rock

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Taunt
- Will-O-Wisp
- Soft-Boiled
- Zen Headbutt

Sylveon @ Assault Vest
Ability: Pixilate
EVs: 92 Def / 252 SpD / 164 Spe
Calm Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Secret Power
- Shadow Ball
- Hidden Power [Ground]
- Synchronoise

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 244 HP / 252 SpD / 12 Spe
Calm Nature
- Knock Off
- Hidden Power [Flying]
- Defog
- Roost
This team was built around Barrier Mega Swampert, a very underrated threat. Mega Swampert takes advantage by having a way around opposing Grass-types such as Chesnaught and Mega Altaria with Sludge Wave while also having solid STABs in Scald and Earthquake. I added Chesnaught because despite being physically defensive, Spikes support is really nice for wearing down opposing Pokemon that may switch into Swampert and the rest of the team. Heatran is added to complete the FWG core while being a solid Stealth Rock setter and powerful attacker and MAlt check despite not actually investing in its defenses thanks to STAB Flash Cannon and an amazing 130 Special Attack stat. Mew serves as the special wall on the team that has the ability to bop Amnesia Mega Venusaur as well as become a stallbreaker, forcing mons that sort of rely on setting up, such as Mega Altaria, to attack. Sylveon is a weird set, but nonetheless effective. Assault Vest essentially gives it the power of Specs on Clever moves and Pixilate-boosted Secret Power is essentially a Fairy-type Psyshock, allowing Sylveon to hit the opponent on their Defense stat hard. Shadow Ball and Hidden Power Ground provide Sylveon with the coverage it needs, nailing Aegislash and other Fairy resists hard. The last slot is Synchronoise, which is basically filler, but can be somewhat effective against Mega Altaria as it 2HKOs despite not hitting supereffectively as Cotton Guard lowers the damage of Secret Power since it is a physical move. Mandibuzz is probably the best Defogger in Got Talent? thanks to its amazing natural bulk and good resistances. Defog w/ hazard stack seems counter intuitive, but most Rapid Spinners are not that good in Got Talent? unfortunately.
 

sin(pi)

lucky n bad
and just for fun, an early version of this team vs sin(pi) in one of the worst battles in recent memory (sometimes I forget Shedinja checks altogether!) http://replay.pokemonshowdown.com/balancedhackmons-272814941
holy shit that was painful to watch, I used to be awful
★sin(pi):s/o to everyone who noticed me

to make this not a complete shitpost, have another inverse team:

Voltturn ft Spikes Chesnaught
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Spikes
- Drain Punch
- Seed Bomb
- Leech Seed

Haxorus @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Dragon Claw
- Aqua Tail

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 68 SpA / 188 Spe
Modest Nature
- Substitute
- Calm Mind
- Hyper Voice
- Psyshock

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Extrasensory
- Signal Beam
- Volt Switch

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Facade
- Quick Attack
- U-turn

Voltturn with Bees and Kou, Kou is worse than M-Mane but Bees is just so good that it's worth it, and specs doge hits fairly hard. Haxorus is the scarfer of choice because it outspeeds everything up to Mega Zam with Adamant, and hits v hard with Outrage. Raptor wallbreaks and Melo sweeps, though you could change Melo for something else and probably be fine, since this team handles Chanslugg fairly well with some spikes up (though Rocky Helmet is :/).
 

EV

Banned deucer.

Not OU Mega Pinsir Offense (STABmons)

I really enjoy taking standard-ish concepts and morphing them into OM teams. STABmons is one of the few OMs that has the most compatibility with the OU tier in terms of team composition: you can basically grab any successful OU team and tweak a few sets to compensate for the metagame. It's a fun way to explore both metagames imo, because you can insert threats that players don't usually see into the STABmons metagame but that still function well, and for the reverse, you can re-conceptualize the OU metagame by incorporating what you learned in the OM sandbox.

For this team itself I chose an underrated and unseen mega to build around. Pinsir is generally outclassed by other physical attackers mainly because of its SR weakness and finding a hard time to setup in a metagame where Flying, Electric, and Ice rule. However, if it manages to boost with Swords Dance, you're probably going to kill something. I added Safety Goggles Heatran to tackle any Ferrothorn which can be a bit tricky to play around for Pinsir due to constant recoil, the threat of King's Shield, and residual Leech Seed damage. It also helps with the rare Skarmory. Zapdos > Thundurus because Static is awesome for FakeSpeed contact plays, plus it checks Scizor and Landorus-T nicely, and Defogs. It has some Special Attack EVs to help versus Mega Bro. Good mon overall. Keldeo is going Specs because why not. Bisharp competes with Weavile due to the latter's higher natural Speed and awesome dual STABs, but Defiant is a great ability which can deter Intimidaters trying to weaken Mega Pinsir. Scarf is odd I know but it's a lot of fun and a fast Parting Shot on Dark-weak mons (rather than Pursuit) can help you get in Mega Pinsir on a -1/-1 target the next turn and ease setup. Lastly Lum DD Dragonite is a backup cleaner and lols at Fake Out revenge hits and just explodes them with Dragon Ascent after a +1. Multiscale is still really good though but should be run with Roost imo.

Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Heal Order
- Frustration
- Earthquake / Close Combat

Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Blue Flare
- Earth Power
- Doom Desire

Zapdos @ Leftovers
Ability: Static
EVs: 248 HP / 132 SpA / 128 SpD
Calm Nature
- Oblivion Wing
- Thunderbolt
- Defog
- Nuzzle

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Secret Sword
- Water Spout
- Vacuum Wave

Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Crunch
- Parting Shot

Dragonite @ Lum Berry
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Ascent
- Fire Punch
- Extreme Speed
 
Things that I want to make public:

1. If you edit a team into a post, please find some way to notify me. You aren't limited to one post in this thread by any means. In fact, I somewhat prefer less teams per post as it's easier for archiving purposes!

2. If I've liked your post, that means your team is in the archives. If I miss your team, let me know!
 
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Geomancy
- Moonblast
- Focus Blast
- Thunder

Pineco @ Custap Berry
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rapid Spin
- Spikes
- Stealth Rock
- Explosion

Arceus-Ghost (Arceus) @ Life Orb
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Stone Edge

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Heat Wave

Groudon @ Red Orb
Ability: Drought
Shiny: Yes
EVs: 252 Atk / 6 Def / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake
- Stone Edge
- Dragon Claw

Torchic @ Focus Sash
Ability: Speed Boost
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Swords Dance
- Protect
- Baton Pass
- Flamethrower

http://www.smogon.com/forums/threads/350-cup.3512945/
Basically, set hazards with pineco- its the god of that. You then clean midgame, and then pass speed and attack to Groudon. I really wanted to cheese baton pas, and +4/4 Pdon is basically unbeatable. The coverage is weird, but its specific to 350 cup. I peaked with it, and generally had a good time.

http://www.smogon.com/forums/threads/gods-and-followers.3545230/
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Return
- Earthquake

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Healing Wish
- Defog
- Draco Meteor
- Psyshock

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Calm Mind
- Draco Meteor
- Psyshock
- Roost

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

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Swords Dance
- Flare Blitz
- Roost

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

A team focused around Mega Salamence! Talonflame revenge kills, Thundurus stops enemy sweeps, Latios is a second special attacker, and latias breathes life into the main event, mega Salamence. I chose it for a bunch of reasons- It being oneof the best GaF god, it having the best followers, and because I thought it would be cool. It wasn't particularly thought out, but it was very successful.

Blaziken-Mega @ Blazikenite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Flare Blitz
- Knock Off
- Protect

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- V-create
- Bolt Strike
- Blue Flare

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Serious Nature
- Acrobatics
- Swords Dance
- Roost
- Will-O-Wisp

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Scald
- Secret Sword
- Hidden Power [Flying]
- Icy Wind

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Flash Cannon

Ninetales @ Focus Sash
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hypnosis
- Fire Blast
- Energy Ball
- Nasty Plot

I made this when the game was only playable on aqua, and while it put in work it wasn't hte greatest. i brought it back out to cteam OM room's ferrogod, however, and it worked amazingly! I then tested it on ladder, and it continued to perform. I geuss people just weren't prpared, but its not a slouch even if you were.

That's all I can add without cluttering it, so post your team please Peef Rimgar
 

Anything Goes MMX Offense

I should absolutely RMT this team but I'm so lazy. Shoutouts Betathunder for getting this team up to somethin like 1840 or 1940, don't quite remember the peak. This team was originally made around Mega Lopunny, but I quickly realized it was horribad so I switched to actual Darkrai and Arceus check MMX. To support, PoisonCeus was an obvious choice to beat fairies, namely GeoXern. Pdon is pdon, sets rocks all that jazz. Y-God checks MegaRay and Ekiller fairly reliably, as long as PoisonCeus keeps rocks up. Rayquaza (yes regular) can be mega if i so choose, but usually just gets a kill on pdon as surprise value. Ho-oh is a Darkrai check which switches in, that's always nice.
Mewtwo-Mega-X @ Mewtwonite X
Ability: Pressure
EVs: 112 Atk / 144 Def / 252 Spe
Jolly Nature
- Low Kick
- Taunt
- Earthquake
- Ice Punch

Arceus-Poison @ Toxic Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Defog
- Recover
- Poison Jab
- Will-O-Wisp

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Roar

Yveltal @ Rocky Helmet
Ability: Dark Aura
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Foul Play
- Sucker Punch
- Taunt
- Roost

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 188 Atk / 68 SpA / 252 Spe
Adamant Nature
- Dragon Ascent
- Surf
- V-create
- Extreme Speed

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk
 
Protean Palace: Dual-Scarf offense.



Copied directly from the Protean Palace thread. It's about ten months old, but I doubt the meta's really developed since it was last OMOTM, so it should be fine.
twitter (Excadrill) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 144 Def / 112 SpD
Adamant Nature
- Protect
- Stealth Rock
- Earthquake
- Toxic / Rapid Spin

A lot of teams in Protean Palace don't run hazard control, even if they're running Dragonite or Shedinja; I suppose people think it's hard to fit on their team? In any case, entry hazard leads are good, and since people kept bringing Mega Sableye or Espeon backup in lieu of Defog or Rapid Spin, I went with Excadrill and its Mold Breaker. Knowing that Mega Medicham is a big threat that most people put in the lead spot, I ran Protect to let Excadrill keep its sash. Against opponents who aren't that smart, Protect can be used after rocks are set to bait another HJK. The spread does... something! I think it's intended to have the highest damage output possible while reaching some physically defensive benchmark. Earthquake is its strongest attack, 2HKOing Dragonite. Last slot goes to Rapid Spin or Toxic, to deal with other entry hazard setters and with bulky opponents, respectively.

reddit (Dragonite) @ Leftovers
Ability: Multiscale
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Extreme Speed
- Brick Break
- Thunder Wave
- Roost

Dragonite is a powerful Extreme Speed user with reliable recovery that can be quite hard to break -- a top threat. Of the things that Dragonite can't beat, I don't know that boosting helps with many of them, so I opted for a bulky attacker set. Extreme Speed is obligatory. Brick Break, while weaker than Earthquake, hits opponents using moves like Recover/Slack Off/Softboiled, Protect, and Extreme Speed. Thunder Wave makes life a lot easier for Dragonite against fast attackers it can't just wipe up with Extreme Speed -- it can tank a hit, use Thunder Wave to make the opponent slower than it, and either Roost off the damage or use Brick Break freely against things stuck in Rock- or Steel-type. Roost + Multiscale + Leftovers can make Dragonite a pain in the ass to take down, and I've had more than one person forfeit in its face.

facebook (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Moonblast / Dazzling Gleam
- Energy Ball / Thunderbolt / Draco Meteor
- Trick

Dragonite and Mega Medicham are huge threats with their powerful priority. One thing that does a reliable job of dealing with them both is faster (default) Steel-types, of which I decided to run two. I also wanted to make sure I was running at least one special attacker so I could have some sort of answer to burn spreaders, and I know that Scarf users with unusual sets are good at getting surprise kills. Another thing I knew I wanted somewhere on the team was Trick-Scarf, which would help neutralize Shedinja for another member of my team to handle (provided it hadn't set up too many Swords Dances) and any miscellaneous walls I was likely to encounter. It pairs well with Dragonite's Thunder Wave as well. To this end, I added a special Scarf Jirachi onto the team. Moonblast hits the many things that end up using Fighting- or Dark-type moves, and nobody expects it ever, and Fairy's a pretty solid defensive typing. Flash Cannon because Steel is another good defensive type to get locked into. Trick as already described. The last slot is something I've had trouble with. I've run Draco Meteor in the past to surprise things with heavy damage, but the Special Attack drop was really disappointing. Energy Ball and Thunderbolt are both options for bulky Water-types.

instagram (Metagross) @ Metagrossite
Ability: Clear Body
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Meteor Mash
- Hammer Arm
- Frustration

When I think of "Offensively inclined, bulky, speedy Steel-types ideally with priority", the only thing that properly fits the description is Mega Metagross. It can be a little tricky to mega-evolve it in time, but I doubt I have to talk up its prowess afterwards afterwards. Steel is a good type to have after KOing an opponent, so after I added Bullet Punch, Meteor Mash was option 2. I liked having the Fighting-type move on Dragonite to beat up on Normal-types, so I added that again with Hammer Arm -- powerful, but a bit tricky to play with. Frustration takes Slot 4 by virtue of being a powerful, reliable move with no recoil that shifts me into a reasonable defensive typing.

pinterest (Diggersby) @ Choice Scarf
Ability: Huge Power
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Foul Play
- U-turn
- Wild Charge
- Ice Punch

If you haven't guessed already, I like going fast and I like hitting hard. One trick that I picked up from Hidden Type is Foul Play Diggersby. Foul Play is interesting in that it uses the opponent's Attack stat and the user's Huge Power, making Diggersby's STAB Foul Play incredibly powerful -- for example, it OHKOs Mega Medicham if it's not Fighting-type (another benefit of Protect on Excadrill). A Choice Scarf lets me outspeed most of the meta, and combines with U-Turn lets Diggersby pivot quite well. Wild Charge and Ice Punch were chosen from among Diggersby's multitude of "coverage" options (this coverage, incidentally, is much of why I chose Diggs over Lando-T -- the unpredictability lets me nab kills) for the BoltBeam combo, and if you ever run a similar set, I encourage you to figure out for yourself which moves your team needs for those slots -- one potential change is to run Earthquake to hit Arcanine. Diggersby is pretty weak to priority (hating both Mach Punch and Ice Shard, as well as risking an OHKO from Megacham's Fake Out + BP), but that's what Megagross and Jirachi are for.

tumblr (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Roost
- Heal Bell
- Will-O-Wisp
- Defog

While I would consider my teambuilding pretty solid, the above five slots did leave a few things to be desired -- Dragonite really wants some hazard control (this is the most pressing concern), all of them really appreciate clerics, status spreading is really helpful... I was sort of pigeonholed into using Mew, as the only hazard controller that gets the appropriate moves. This set right here is only the most recent iteration of a bunch of different things I've tried on the set, so don't take it as seriously as any of the other sets. I would love to use Starmie here for its Rapid Spin, but it can't run Heal Bell, which really hurts me against defensively-inclined Pokemon/teams. Taunt is nonexistent, so I decided to run some Roost for longevity. Scald is an option for Arcanine, which is mean to the team.
Dragonite: Ideally, impaled on entry hazards, and wiped up by Jirachi or Megagross. If they're running hazard control, I have to find some way to get damage on it. They usually don't run Roost, so it's not incredibly hard. My own Dragonite can mop it up if the latter's Multiscale is broken, as mine can take two banded/+1 Adamant Extreme Speeds through Multiscale and 2HKO back. Mew is an option, but risky unless they've revealed an item other than Lum Berry.

Medicham-Mega: Excadrill sets rocks up against it as a lead. Diggersby can revenge it from full health with Foul Play. Dragonite can Espeed through it if it has a reasonable amount of prior damage. Megagross, if it's managed to Mega-Evo, outspeeds and KOs. Mew can get off a WoW if it's still Psychic-type.

Porygon-Z: If it doesn't have a scarf, literally anything besides Mew and broken-sash Excadrill can handily take care of it. If it's scarfed, Diggersby won't cut it unless it locks itself into Thunderbolt, in which case you get a free switch-in. However, note that Megagross can't BP its way through Electric-type Pory-Z.

Shedinja: Stealth Rocks from Excadrill if it's not a lead, EQ or Toxic if it is. If they've gotten the rocks off the field, Jirachi's Trick+Scarf neutralizes it if you don't let it set up too many Swords Dances. Mew can cut through it with Will-O-Miss, but it's also susceptible to Shadow Sneak. Dragonite can handle some sets, as that and Swords Dance render it susceptible to Brick Break if it loses a turn to paralysis. Diggersby, being immune to Shadow Sneak, can use Foul Play to sometimes revenge opponents that aren't smart enough to scout with Protect first.

Zygarde: This is troublesome to the team. Jirachi's Trick+Scarf is your best bet; after taking on a Scarf, Zygarde can be cut down by various things, depending on what it locks itself into. Your second best bet is to try and paralyze it with Dragonite and then start Breaking Bricks against it, unless it gets locked into Coil, in which case you get a free turn to do what you want.

Starmie: Spins against my entire team. Diggersby and Jirachi can OHKO if it hasn't changed type yet. Threatens most of the team with Scald, if not coverage moves. Consider conserving Excadrill if the opponent has this, because they will probably have one of the aforementioned threats.

Leech Seeders: A pain in the ass for this team, as they're usually bulky enough that I can't necessarily 2HKO them, meaning that they take out huge chunks of my HP. Hope that the opponent doesn't bring one, improvise if they do. Offensive pressure is your friend.

Arcanine: Chopin wasn't kidding when he said this was a good wall -- Will-O-Wisp, Intimidate, and Rocky Helmet are all very painful for this physically inclined team. Mew with Scald is the best option, followed by Jirachi's Trick-Scarf. If it leads, Toxicing it with Excadrill may very well be a higher priority than setting up Rocks. If they're also running Shedinja, though, pray that they decide to burn you instead of just Flare Blitzing you so that you can afford to set up Rocks on turn one.
I'm mad at my past self for being stingy with the replays. But I did hit spots 4 and 7 on the ladder with this squad so it should be goodish.
 

AWailOfATail

viva la darmz
Scizor Semi-Stall (Balanced Hackmons)

Surprise! It's Pixilate in disguise! This team was essentially the only one I used before the Protean suspect was announced. Afterwards, I made two teams for the two BH reqs ladders (one of which will be making an appearance in the team dump soon).

The team basically disguises Scizor as a Flash Fire from Team Preview, leading to some surprise KOs: specifically MMX and MegaRay, both of which could heavily damage the team with Audino-Mega gone. As a whole, the game plan is pretty much the same. Use Chansey to gather as much data as you can. That way, you can easily switch into the proper wall for the occasion. I always make it a rule to have a Magic Bouncer, as it greatly helps against opposing status spreaders and/or hazard stackers. Registeel was a large figure in BH at the time of this team's creation for walling the -ates. However, I didn't want a Flash Fire Registeel, as that would possibly give away the illusion of Scizor. So, just to be safe, I also added PH Regirock to counter more physical-based attackers, and simply to be a nuisance to Imposter, added Thousand Waves. From there, I needed more dedicated walls to a side of the spectrum instead of type-based to deal with the looming threat of Protean. I had been a large fan of Specially Defensive Fur Coat Audino, especially when paired with a Prankster Parting Shot to take all attacks more easily. Giratina fit as a Specially Defensive Prankster pivot (not the Prankster Curse kind). Chansey was simply a part of the "gathering data" plan and a check to Contrary sweepers and out-of-hand attackers. Scizor, on the other hand, was designed specifically to net a surprise KO or damage on some part of the offensive core. In the meta this was created in, most teams generally speaking were stall plus a really strong offensive Pokemon, so Scizor just wanted to hide undercover.

Most of all though this team is just really fun to screw around with; it certainly might not be able to take down teams that know about Scizor, but it's ultimately very enjoyable. My teambuilding for future teams is usually based off of trends I notice in the current meta, and this team really let me see how those trends were progressing.

hi there (Giratina) @ Griseous Orb
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Encore
- Milk Drink
- Destiny Bond
- Parting Shot

screw knock off (Audino-Mega) @ Audinite
Ability: Fur Coat
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Knock Off
- Metal Burst
- Recover
- U-turn

adrian marin (Chansey) @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Fake Out
- Roost
- Skill Swap
- Whirlwind

try it (Scizor-Mega) @ Life Orb
Ability: Pixilate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Extreme Speed
- Heal Order
- Sacred Fire

steeling is bad (Registeel) @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Defog
- Milk Drink
- Whirlwind
- Baton Pass

like a hurricane (Regirock) @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Thousand Waves
- King's Shield
- Heal Order
- Stealth Rock
 

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