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

Martin

A monoid in the category of endofunctors
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I've built so many typespam teams in the past I just couldn't think of anything fun to make and got bored so I hit "fuck it" and built this fire squad. It's matchup reliant AF as well as relying on surprise factor to an extent (I don't recommend this for high ladder play) but it's so fun to use that I felt I just had to post it.
Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Low Kick
- Ice Shard

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Aerial Ace
- Icicle Crash
- Knock Off
- Ice Shard

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

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

Azelf @ Colbur Berry
Ability: Levitate
EVs: 128 HP / 128 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Explosion
- Taunt

Magnezone @ Chople Berry
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Thunder Wave / Mirror Coat
So the way that this team functions is pretty simple. Azelf lays hazards turn 1 and then between the two linespams you basically aim to overwhelm Dark-type answers. I'll go over all the moveset choices in detail now.

Choice Band allows Sneasel to almost match the power of LO Weavile. Low Kick is used to allow you to dent Tyranitar, Heatran etc. nicely. LO can also be used if the ability to switch moves is valuable to you, and it may even be better than CB honestly. Aerial Ace Weavile is there to dent Mega Heracross and Keldeo, with you being able to KOff Keldeo as it comes in against you to remove potential Scarfs and proceed to Aerial Ace it into a range where it can be picked off by something else. SD Pawniard is there because it's too weak for unboosted luring options to be worth it, and it helps it clean up more consistently late-game without forcing it to sacrifice Eviolite. Grass Knot Bisharp allows it take out Quagsire nicely, with KOff-->Grass Knot netting the KO nicely. Azelf lays rocks, and I have used Koiro.'s set because it's just better than Sash will ever be. I used to have Tanga Berry Celebi here to OHKO Keldeo while also laying rocks, but it just wasn't consistent enough at laying them to be worth it. Chople Magnezone is nice to consistently trap and eliminate Mega Scizor, and it is also nice as it eases the Keldeo matchup slightly by tanking a Secret Sword with it's Chople Berry (especially considering that they literally only ever use Secret Sword vs. this team) and proceeding to take it out with Thunderbolt.

There are probably other Dark-types that'd be better than Pawniard, but if you want to use them you'll have to find them yourself as I can't think what works best off of the top of my head and don't have time to test right now.

Edit: LittleLucario suggested Craw>Pawniard, which would proabably be better tbh. I'm gonna try it later but make sure to give it a try if you're using this team.
 
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Fairy Triple Wriple Wombo Combo Spam


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

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

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

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

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

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast


This team concept while basic its very effective in-game, this team involves around hazard stack, double thunder wave for speed control and of course fairy spam since fairy type is one of the best typings in the game.
I started out with clefable when creating this team and used the calm mind set simply being one of the best sets in the entire ou tier and of course its clefable, latios was my next choice to help stop opposing keldeos and made latios all attacking since while I was doing some tests on ladder I found it hard to deal with pokemon like ferrothorn so I gave latios hp fire while surf to hit tyranitar and heatran, keldeo was my next choice to deal with dark spam and have a nice strong water spammer on the team, landorus-t has a very important role since it is the only effective counter to excadrill and talonflame while lando helps setting up rocks, klefki is my 5th choice and helps contribute to hazard stack with spikes while it also provides double status spam with toxic and thunder while foul play to hit steel types like excadrill and jirachi and finally mega gardevoir to complete the team being able to spam hyper voice for fairy spam and to help break down stall teams easier.
 



Lost almost 300 points on my secondary account to build something efficient but still fancy enough to satisfy my ego, so in the end here we are with HO Steel Spam Trap Fetish M-Pinsir Team. The gameplan is to trap&kill M-Pinsir checks and counters and proceed to sweep with the monster himself.
Started with Sash Klefki, who sets up spikes and traps common leads (and Pinsir checks) like Chomp, Lando, Tran, Ttar, Ferro, Skarmory etc. before fainting. Magnezone completes the steel core and is the notoriously M-Pinsir's best buddy. Offensive Lando provides rocks while obliterating some of the aforemantioned checks (when trapped) or putting pressure on them in general. Bulky Starmie was added for spinning duties and for its good offensive synergy with M-Pinsir (OHKOing trapped Lando-Chomp is not something to ignore too). Breloom helps vs bulky waters, provides added priority & makes sure we don't get murdered by sand.
All in all a really fun team to use.


Klefki @ Focus Sash
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Fairy Lock
- Flash Cannon
- Dazzling Gleam

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

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

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
 

AM

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LCPL Champion

Wu-Tang Clan



Rock + Fighters

This team isn't by all means fantastic, having no ground kind of sucks to and the others above I kind of like being more practical, but I think peoples susceptibility to Rocks is nice to always take advantage of. It's really easy to over-load mons such as Lando-T and Garchomp since they're usually used to check the fighters and rocks. Tangrowth and Rotom-W help deal with some pivot relief and slow down the presence of Excadrill doing too much. Toxic on Tangrowth helps with non Magic Guard Calm Minders while Knock Off removes the item on mons such as Amoonguss and Heatran to wear down bulkier builds overtime. Tangrowth is key to keeping Breloom in check so keep tht in mind. Heatran provides a check to bulkier grasses and the mandatory steel slot. Band T-Tar for wall-breaking Scarf Terrakion cause it's underrated as a way to stop teams from being steamrolled by Volcarona, Char-X and others threats to offense. The sets are pretty customizable I ended up just sticking to what's shown here for the time being. Importable provided below.
RZA (Lopunny-Mega) (M) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Frustration
- High Jump Kick
- Ice Beam
- Fake Out

Raekwon (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Pursuit
- Stone Edge
- Aqua Tail
- Crunch

Method Man (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Toxic

ODB (Tangrowth) (M) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 188 Def / 56 SpD / 12 Spe
Bold Nature
- Giga Drain
- Knock Off
- Toxic
- Sleep Powder

InspectahDeck (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 240 HP / 160 Def / 20 SpD / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

GhostfaceKillah (Heatran) (M) @ Chople Berry
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
 
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MrAldo

Hey
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In my country there is the particular idea of telling other about a potential deadline but then you dont follow the deadline yourself, so you scare other people and they give you their assignments, in the case of school related stuff, some days "earlier". I used the same for gathering more teamsand votes. Panamanian Tech for everyone!

Anyways, finally, on to Voting Time we go!

Team 1

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

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Grass Knot
- Focus Blast

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

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit
Out of all the OU Pokemon that share a typing, I felt that Zapdos and Thundurus work best together. They have completely different roles considering they share a typing, as Thundurus is an offensive T-Wave spammer, while Zapdos is a defensive defogger.
One popular core with Thundurus is with Mega Metagross and Keldeo, as it's an offensive core that covers many of the more popular pokemon in the tier, so I started with that core.
Then I added Zapdos as the defogger as this team needs hazard control and a check to Talonflame, as it destroys the other members of the core. Normally I would use Tank Chomp, but Zapdos is an alternative that can better counter some fighting & ground type attackers.
I added Heatran as another rock resist, a fire type attacker, and a stealth rocker. Max speed is run to counter M-Scizor and M-Heracross, who can do a lot of damage to this tean. It resists rock, which hurts both Thundurus & Zapdos pretty hard. It can also tank a lot of other hits due to it's nice defensive typing. And finally, it gets up rocks, which is very important to this team.
Finally, I added Weavile, since this team has tons of trouble with bulky psychic types like Latios & Latias, and Landorus-T. Landorus-T can destroy almost every other member of my team, especially when scarfed, so Weavile is on the team to revenge kill it. My team also has trouble breaking through Latios & Latias, so Weavile runs pursuit to trap & Kill them.


Team 2

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunder Wave

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

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

fists for ears, fam (Diggersby) (M) @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- Fire Punch
- Quick Attack

Lopunny-Mega (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
Pretty generic-looking bulky offense based around Lop + Diggers. Rotom-W helps the initial core deal with huge threats like Slowbro, Landorus-T, Garchomp, etc., while pressuring Clef for Lop with Volt Switch chip damage. I opted for T-Wave on Rotom to give me a counterplay to Zard-X, as Heatran is commonly relied on to deal with Zard on teams like this. 'Rachi is the designated Clef check and does its job extremely well because it doesn't have to play around Clef's T-Wave as much as Heatran does; it also checks things like Kyu-B, Diancie-Mega, and Alakazam-Mega pretty well—all of which are typically huge annoyances to BO squads. Bold Clef and Lati form a pretty potent duo that round out the team, giving the team a wincon, a Medi switch-in (for non-Zen variants, which are pretty rare anyway), a Keld switch-in, and so on and so forth. Surf Lati helps lure out Heatran for Flame Clef, so after Heatran's been taken out Clef is generally pretty set to win with a CM or two up.

Pretty weak to Scarf Driller but that thing's broken so idk. Diggersby is pretty interchangeable with like a million different breakers so whatever you want to put there is realistically up to you I suppose.


Team 3

Azelf @ Focus Sash
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Explosion

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

Diancie @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Protect
- Moonblast
- Diamond Storm
- Hidden Power Fire

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- Double-Edge
- U-turn

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Earthquake
- Roost
This is a really fun bird spam team that I like using for fun because of the hyper offensive style of the team and frankly how rewarding it is to stunt on people with this team. Azelf is a mon that's here a couple gens too late, but it's solid at stopping my opps from getting up rocks early game and setting its own. Also, the fact that offense runs hazard control a lot less than it used to with things like lo 3 attacks Latios being more common than lo defog these days when comparing it to a few months ago makes azelf cooler because it's hazards are more likely to stay when coupled with the offensive nature of this team. Mega diancie makes sure that my birds don't get impaled by rocks while also breaking through some key threats to birds like rotom w lando and tar. Talon flame is the team's main wincon and is the main centerpiece of the team and keeps offensive mons in check with priority brave bird. The original rendition of the team uses banded u turn talon, but I despise band flame with a burning passion, so I chose not to use it here. Staraptor helps break shit like rotom that wall talon while generally being very strong and being able to dent walls easily. Raikou beats down offensive elecs (mainly thund) as well as fatter waters that the birds on the team struggle with while also denting shit and chunking Hp from mons like tran with specs volt switch. Lastly, Latios is here as a Keld check as well as being a strong special nuke that can bust through shit p easily. Overall, this is a really fun team to use and really rewards prediction, but if you don't wish to rely on aggressive doubles and such to win, then you probably shouldn't use this team.


Team 4

Pidgeot-Mega (M) @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hurricane
- Heat Wave
- Roost

Dugtrio (M) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Earthquake
- Stone Edge
- Memento

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

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Defog
- Psyshock
- Draco Meteor

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- U-turn
- Healing Wish
- Stealth Rock
Yo, first I would like to say thank you for all who voted for me during the last comp. This is my first time winning in this comp and I can get one in before the meta-game ends. Anyways to the team as you can tell this is "basic" bird spam with volturn concept credited to DennisEG with a Mega Pidgeot. And if you don't get the title you are too young for me. On to the team.

First on the team is the mega pidgeot very standard ou set with u-turn for momentum and to help the next mon to his job and roost for longevity. Next on the fine list of mons is Dugtrio. Honestly never used this mon before but it is fun. The idea is to beat what pidgeot can't besides rotom-w for example t-tar, tran and etc. with sucker punch for a last hit effort and memento for again the next mon can set up on. Which is indeed the 2014 version of talonflame. Offensive swords dance nothing more to say it is a late game sweeper. Latias to at least take a hit from rotom, and others in the tier that destroys bird spam with roost for longevity and for some kind of hazard control. Next on the list is rotom-w for more of way to stop bird spam itself. Finally jirachi as a answer for lati@ and faries and a rocker with healing wish to bring a mon back in the fight.


Team 5

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 92 Atk / 164 SpA / 252 Spe
Hasty Nature
- Hidden Power [Ground]
- Iron Head
- Icy Wind
- Thunderbolt

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

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Roost
- Whirlwind
- Stealth Rock
- Iron Head

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

Clefable @ Leftovers
Ability: Cute Charm
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled
The real core is not Jirachi + Skarm, but Mega-Venu + LureRachi, but I have two steel pokemon on my team I think the team is valid anyway :]
LuraRachi can beat just everything apart Steel (who cares, we have HP Fire Venusaur) Icy Windy on stupid Garchomp, Tbolt on bulky water to help Gliscor's sweep in case Venu dies, Iron Head is the stab and is good on everything after an Icy Windy and HP Ground for Heatran, so this can help offensive Mega-Venu that can hit everything without Heatran (i think). Both Slowbro and Clefable have TWave instead of CMind and Flamethrower, why ? SR Clef is horrible with FT and Twave help too much for the team, because offensive Venu and SD Gliscor con sweep, so, that's all. Hope you enjoy and try this, because is a good team and fun to play


Team 6

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Bug]

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Stealth Rock

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Swords Dance

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off
Basically the idea is pokemon like latios that want to come in on keldeo and rotom-w are going to spamed and burned worn down very easily so keldeo and rotom-w are left to cause many problem for the the remainder of the team as on many teams the only switch in to keldeo is latios also the team also has a T-tar to take advantage of rotom-w's volt switch for much easier trapping of latios or other theats like torn-t and mew sorry if this was a bit short.


Team 7

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Dragon Dance
- Flare Blitz
- Outrage
- Roost

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

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

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

Gengar @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Icy Wind / Taunt

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
That's some cool hyper offense as you can see...

I decided that building a dragon spam team would be very interesting because I haven't seen dragon spam in ages.

The core I started to build around is Mega Charizard X and Garchomp. Decided to use an offensive rocks Garchomp to increase the core's effectiveness weakening similar switch-ins like Landorus-T, Mega Altaria and what not. Decided it would be cool to use Outrage on Charizard instead of Dragon Claw. Because of OLT, lots of people are spamming stall nowadays. Stall's main switch-in to Charizard-Mega-X is Quagsire, which gets 2HKO'd by Outrage, leaving a clear way to Garchomp and the other team members. Added a Bisharp because it's the second best ladder mon and I figured it would benefit from the two dragons weakening Garchomp and Landorus-T. It also scares Defog users. Then added Starmie because Heatran could be annoying to Mega Charizard X even though Outrage is a 2HKO at +1 if rocks are up and my the team really needed a spinner. Gengar is another wallbreaker which is a spin blocker too. It mainly weakense Heatran so Charizard would have a happier time killing it. Thought an offensive Talonflame would be perfect as the 6th member because not only it weakens Heatran for Charizard, it also appreciates from the removal of Landorus-T and Garchomp.

252 Atk Tough Claws Mega Charizard X Outrage vs. 252 HP / 252+ Def Quagsire: 204-241 (51.7 - 61.1%) -- 96.1% chance to 2HKO after Leftovers recovery

+1 252 Atk Tough Claws Mega Charizard X Outrage vs. 252 HP / 0 Def Heatran: 182-214 (47.1 - 55.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Team 8

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Moonblast
- Soft-Boiled
- Flamethrower
- Stealth Rock

Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Fusion Bolt
- Ice Beam
- Hidden Power [Fire]

Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Earthquake
- Psyshock
- Roost
Here's a DragonSpam team based around the combination of Kyurem-B as a wallbreaker and ScarfChomp as a cleaner. The inclusion of Latios as a third Dragon is entirely coincidental- I just needed a Defogger and a bit more speed. DragonSpam may seem suboptimal in Gen 6 due to the prevalence of Fairy types, but many pokemon that annoy Dragon types, like Heatran, Rotom-W, Landorus-T, and Weavile, lack reliable recovery and are fairly easy to wear down (Clefable being the obvious exception). Mega Scizor offers nearly perfect synergy with my dragons. It takes opposing fairy, dragon, and ice type moves, working as a hard counter to otherwise team-breaking threats like Weavile, and as a soft check to Clefable. Even though Scizor doesn't like Clefable's yellow magic, Clefable tends to be overwhelmed by the collective might of my dragons. Rotom-W provides a nice check to Heatran and a complement to Scizor's U-Turn, allowing me to pivot into nasty threats like Kyurem-B to punch holes in the opposing team. Thunder Wave stops Zard-X from using Rotom-W as set-up fodder, because it otherwise just walks through my team. Clefable is there because it completes my DFS (or DDDFS) core, adding another solid pivot that can lure Steel-types with Flamethrower (Scizor can be really annoying otherwise). The team handles Fairies mainly with Scizor, who can OHKO M-Diancie and (after rocks) M-Gardevoir, and 2HKO all but the bulkiest Clefable. There is a lot of pressure on Scizor on this team, but once you scout for random HP-Fires, it's nearly impossible to take down.

I'll be honest- Clefable is frustrating for this team to take down. T-Wave is tough to switch in to, but it isn't really all that bulky and really can't cover everything this team can throw at it. If I see a Clefable on the opposing team, it's immediately one of my main focuses. I can't ever give it a free turn, because it will suck this team's momentum dry. But if I can predict its switch-ins, I can force it to keep recovering and eventually take it down.


Team 9

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Ice Punch

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Close Combat
- Stone Edge

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 208 Def / 48 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

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

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Iron Head

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Medicham is one of the best mega currently, a huge offensive presence and ease that other mega do not have to find partners with so many options to build, resistance against SR, coverage and really few things in the metagame can enter secure it.

Medicham click hjk and break a leg. This move is insane. Jolly to have tie speed with Mana and Chars.
Terrakion to increase the pressure Fight-moves and still prevent flying-types freely switch with a second STAB Rock.
Clefable is the switch for Mega Sableye, extra evs in def is to prevent HJK another Medicham is 2HKO.
Tornadus-T as well as being a decent response against Gengar and Alakazam, has Iron Tail to lure Diancie, and as always, a great pivot.
Excadrill for hazard and Clefable control, only immunity for Volt Switch on the team.
Next, bird-check and pivot, Rotom-W.


Team 10

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Heatran @ Leftovers
Ability: Flash Fire
EVs: 200 HP / 56 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Solar Beam
- Earth Power

Metagross @ Assault Vest
Ability: Clear Body
EVs: 160 HP / 252 Atk / 96 SpD
Adamant Nature
- Meteor Mash
- Pursuit
- Earthquake
- Bullet Punch

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

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

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Focus Punch
- Bullet Seed
This is a team i build not too long ago. Its an offensive oriented team that utilises the Sun weather effect Charizard Y provides and makes that Heatran set viable. This Heatran set helps in hard walling Spdef Heatrans, trapping and killing starmies, rotoms and other things like that under the sun which are the main heatran switchins. I decided to use this specific Heatran spread because i realised that it doesnt need special attack to get the kos i wanted it to get and spdef helped more overall. Heatran can also trap and kill some Lati Variants, specifically the non surf and non eq ones. The next thing i needed was a Pursuit Trapper, since latis are a real annoyance for Zard Y. I decided to use Metagross because, although its not he best trapper, it sure is the one that takes the most hits and thats the reason its here. Furthermore, one shoting Clefable is a big priviledge, definately giving it extra points. The next thing i needed was hazzards and hazzard removal so i preffered Latios as it is the best OU Defogger , it also provided a bulky water + volcanion switch-in. T-bolt is here for things like Volcanion, Manaphy and Gyarados. I chose Landorus as my Stealth Rocker to face things like Talonflame and Charizard X. As for the last pokemon i chose Breloom because this team needed some priority/speed and Breloom works really well with Charizard Y and especially alongside Heatran.


Team 11

Duosion @ Eviolite
Ability: Magic Guard
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Calm Mind
- Recover

Reuniclus @ Colbur Berry
Ability: Magic Guard
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Calm Mind
- Recover

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Keldeo @ Splash Plate
Ability: Justified
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Sleep Talk
- Rest

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Reuniclus paves the way for Duosion by luring annoying Dark- and Steel-types with Colbur + Focus Blast. Magnezone traps stuff like SpDef Jirachi and Defensive Mega Scizor which are hard to beat. Keld + Lati + Lando is just 3 rly good mons that provide Rocks and removal and patches up ur team vs most things like Exca, Bisharp, Manaphy, Keldeo etc.

Team 12

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

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Aerial Ace
- Icicle Crash
- Knock Off
- Ice Shard

Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Knock Off

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

Azelf @ Colbur Berry
Ability: Levitate
EVs: 128 HP / 128 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Explosion
- Taunt

Magnezone @ Chople Berry
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Thunder Wave / Mirror Coat
So the way that this team functions is pretty simple. Azelf lays hazards turn 1 and then between the two linespams you basically aim to overwhelm Dark-type answers. I'll go over all the moveset choices in detail now.

Choice Band allows Sneasel to almost match the power of LO Weavile. Low Kick is used to allow you to dent Tyranitar, Heatran etc. nicely. LO can also be used if the ability to switch moves is valuable to you, and it may even be better than CB honestly. Aerial Ace Weavile is there to dent Mega Heracross and Keldeo, with you being able to KOff Keldeo as it comes in against you to remove potential Scarfs and proceed to Aerial Ace it into a range where it can be picked off by something else. SD Pawniard is there because it's too weak for unboosted luring options to be worth it, and it helps it clean up more consistently late-game without forcing it to sacrifice Eviolite. Grass Knot Bisharp allows it take out Quagsire nicely, with KOff-->Grass Knot netting the KO nicely. Azelf lays rocks, and I have used Koiro.'s set because it's just better than Sash will ever be. I used to have Tanga Berry Celebi here to OHKO Keldeo while also laying rocks, but it just wasn't consistent enough at laying them to be worth it. Chople Magnezone is nice to consistently trap and eliminate Mega Scizor, and it is also nice as it eases the Keldeo matchup slightly by tanking a Secret Sword with it's Chople Berry (especially considering that they literally only ever use Secret Sword vs. this team) and proceeding to take it out with Thunderbolt.

There are probably other Dark-types that'd be better than Pawniard, but if you want to use them you'll have to find them yourself as I can't think what works best off of the top of my head and don't have time to test right now.

Edit: LittleLucario suggested Craw>Pawniard, which would proabably be better tbh. I'm gonna try it later but make sure to give it a try if you're using this team.


Team 13

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

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

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

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

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

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast
This team concept while basic its very effective in-game, this team involves around hazard stack, double thunder wave for speed control and of course fairy spam since fairy type is one of the best typings in the game.
I started out with clefable when creating this team and used the calm mind set simply being one of the best sets in the entire ou tier and of course its clefable, latios was my next choice to help stop opposing keldeos and made latios all attacking since while I was doing some tests on ladder I found it hard to deal with pokemon like ferrothorn so I gave latios hp fire while surf to hit tyranitar and heatran, keldeo was my next choice to deal with dark spam and have a nice strong water spammer on the team, landorus-t has a very important role since it is the only effective counter to excadrill and talonflame while lando helps setting up rocks, klefki is my 5th choice and helps contribute to hazard stack with spikes while it also provides double status spam with toxic and thunder while foul play to hit steel types like excadrill and jirachi and finally mega gardevoir to complete the team being able to spam hyper voice for fairy spam and to help break down stall teams easier.


Team 14

Klefki @ Focus Sash
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Fairy Lock
- Flash Cannon
- Dazzling Gleam

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

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

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Lost almost 300 points on my secondary account to build something efficient but still fancy enough to satisfy my ego, so in the end here we are with HO Steel Spam Trap Fetish M-Pinsir Team. The gameplan is to trap&kill M-Pinsir checks and counters and proceed to sweep with the monster himself.
Started with Sash Klefki, who sets up spikes and traps common leads (and Pinsir checks) like Chomp, Lando, Tran, Ttar, Ferro, Skarmory etc. before fainting. Magnezone completes the steel core and is the notoriously M-Pinsir's best buddy. Offensive Lando provides rocks while obliterating some of the aforemantioned checks (when trapped) or putting pressure on them in general. Bulky Starmie was added for spinning duties and for its good offensive synergy with M-Pinsir (OHKOing trapped Lando-Chomp is not something to ignore too). Breloom helps vs bulky waters, provides added priority & makes sure we don't get murdered by sand.
All in all a really fun team to use.


Team 15

RZA (Lopunny-Mega) (M) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
- Frustration
- High Jump Kick
- Ice Beam
- Fake Out

Raekwon (Tyranitar) (M) @ Choice Band
Ability: Sand Stream
Shiny: Yes
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Pursuit
- Stone Edge
- Aqua Tail
- Crunch

Method Man (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Toxic

ODB (Tangrowth) (M) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 188 Def / 56 SpD / 12 Spe
Bold Nature
- Giga Drain
- Knock Off
- Toxic
- Sleep Powder

InspectahDeck (Rotom-Wash) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 240 HP / 160 Def / 20 SpD / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

GhostfaceKillah (Heatran) (M) @ Chople Berry
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
This team isn't by all means fantastic, having no ground kind of sucks to and the others above I kind of like being more practical, but I think peoples susceptibility to Rocks is nice to always take advantage of. It's really easy to over-load mons such as Lando-T and Garchomp since they're usually used to check the fighters and rocks. Tangrowth and Rotom-W help deal with some pivot relief and slow down the presence of Excadrill doing too much. Toxic on Tangrowth helps with non Magic Guard Calm Minders while Knock Off removes the item on mons such as Amoonguss and Heatran to wear down bulkier builds overtime. Tangrowth is key to keeping Breloom in check so keep tht in mind. Heatran provides a check to bulkier grasses and the mandatory steel slot. Band T-Tar for wall-breaking Scarf Terrakion cause it's underrated as a way to stop teams from being steamrolled by Volcarona, Char-X and others threats to offense. The sets are pretty customizable I ended up just sticking to what's shown here for the time being. Importable provided below.

Really satisfied with most of the submissions provided, lovely stuff :D Koiro. your excessive formatting is really annoying me.

Voting lasts until Wednesday at 11:59 PM GMT -5 (Central Time). May the best one win!​
 

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
Just gonna go with Team 10

I wouldn't have picked the gimmick teams anyways so those are off the table for me. I like Team 1 to just had to pick one or the other. Char-Ys Sun + Heatran is a powerful combo works with Specs Tran to and I built a similar team awhile back so it an interesting concept to test out. So yeah my vote goes to that.
 
I think most of these teams look great but my vote is on team 1 since I really like how both thundurus and zapdos share the same type while both doing their own roles and really like how the team is built with alot of speed control and good offensive pressure, team 10 also looks cool with nice sun spam from zard-y and heatran also liked how team 8 looked with a nice dragon spam core which I'm usually a big fan and the rest of teams I liked but I did enjoy how team 1 looked the most so it gets me vote.
 

zbr

less than 99% acc = never hit
is a Tiering Contributor Alumnus
i would've went with team 7 if this was a "make the most cookie cutter team" competition.

going with team 2 cause i love dual bunny offense . also why didn't you go triple bunny ? you've disappointed me D:
 
There's a few teams I feel missed the mark altogether. Type spam is supposed to overload mutual checks; why am I looking at submissions with passive Steel type cores? I'm sure that Klefki and Skarmory work fine, I'm not doubting that the teams work or anything, but you're kinda ignoring the idea of this round when you're adding mons with zero offensive presence just because they share a type.

Gonna vote for Team 15, 2 and 10 look really fun as well.
 

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