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Dark Azelf March 23rd, 2015 3:02 AM

Having used Klefki, play rough actually sucks on it. It doesnt hit sableye for relevant damage and not being shat on by Excadrill helps every time you go for spikes, also doesnt hit starmie for any damage. Foul Play is so much better imo. I kinda prefer Toxic over Wave too but thats just me.

Magnet Rise is amazing though so id keep that. Seeing Landorus and friends go oh shit and give up momentum against you is hilarious.

As for Spinners you're basically stuck with Starmie and Excadrill offensively lol. Unless you wanna run Tentacruel (rofl) or Cloyster (lool).

Quote:

Originally Posted by Dusclops101 (Post 8652546)
So, it's good for a first time creation?

Id use CM Clefable with MGuard over Sylveon. That is just asking to be burned and worn down and then crushed by MSable which your whole team is otherwise.

Detox March 31st, 2015 10:30 AM

What’s up thread. Today I had the idea of building a Diancie-Mega squad. I settled on the standard all out attacker set and was wondering where you guys thought I should go from here. I added a bulky Stealth Rock Garchomp because it’s a cute way to get up rocks and check a few things that Diancie doesn’t want any part of. Anyways, suggestions are appreciated. A few of the other pokemon I have considered using are Hetran, Magnezone, Rotom - Wash, and Ferrothorn. The current setup is below:

http://sweepercalc.com/css/images/sprites/garchomp.png
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 8 Atk / 160 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

http://sweepercalc.com/css/images/sprites/diancie-mega.png
Diancie @ Diancite
Ability: Clear Body
EVs: 16 Atk / 240 SpA / 252 Spe
Timid Nature
- Protect
- Moonblast
- Diamond Storm
- Earth Power

Anti March 31st, 2015 11:00 AM

Quote:

Originally Posted by Dark Azelf (Post 8668281)
Having used Klefki, play rough actually sucks on it. It doesnt hit sableye for relevant damage and not being shat on by Excadrill helps every time you go for spikes, also doesnt hit starmie for any damage. Foul Play is so much better imo. I kinda prefer Toxic over Wave too but thats just me.

Magnet Rise is amazing though so id keep that. Seeing Landorus and friends go oh muk and give up momentum against you is hilarious.

As for Spinners you're basically stuck with Starmie and Excadrill offensively lol. Unless you wanna run Tentacruel (rofl) or Cloyster (lool).

Thanks for this. I didn't ignore, just got busy and wanted to test the current version which you've no doubt seen by now.

So, I have actually appreciated Play Rough in random situations like "I just need a hit on Mega Diancie to put it into Weavile KO range" or "this is the only thing that stands up to this Gardevoir and I need to hit it." Anecdotal, but it has its uses. Nevertheless, I will test Foul Play, especially if some of the stuff that Play Rough hits are handled by the team a little better than they are now.

I have enjoyed Charizard X, and for once, I have seen my team-building strategy actually playing out in real battles which is always neat, but I dislike that Charizard X compounds some of Klefki's weaknesses (Heatran, Exca) and forces me to run hazard control, which I don't want to have to run. I'll be experimenting with other megas that enjoy Spikes. Some ideas so far have including Mega Lopunny, Mega Gyarados, and Mega Gardevoir. (In terms of non-megas, Gegnar seems to be an excellent candidate as well!) If any particularly nice offensive cores come to mind I'm willing to hear them, as I want to run a bulky offense build here.

Oh yeah, and I've definitely missed Toxic at times, though I like the extra freedom Thunder Wave gives both in-battle (can play more aggressively) and in building (failsafe to some set-up sweepers). If anything I'd replace Magnet Rise even though it is pretty hilarious as you mentioned.

I'll keep you posted on the progress. Trying to iron out Lopunny at the moment and seeing if it will yield the results I want.

Quote:

Originally Posted by King Syn (Post 8683261)
What’s up thread. Today I had the idea of building a Diancie-Mega squad. I settled on the standard all out attacker set and was wondering where you guys thought I should go from here. I added a bulky Stealth Rock Garchomp because it’s a cute way to get up rocks and check a few things that Diancie doesn’t want any part of. Anyways, suggestions are appreciated. A few of the other pokemon I have considered using are Hetran, Magnezone, Rotom - Wash, and Ferrothorn. The current setup is below:

http://sweepercalc.com/css/images/sprites/garchomp.png
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 8 Atk / 160 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

http://sweepercalc.com/css/images/sprites/diancie-mega.png
Diancie @ Diancite
Ability: Clear Body
EVs: 16 Atk / 240 SpA / 252 Spe
Timid Nature
- Protect
- Moonblast
- Diamond Storm
- Earth Power

Diancie is a beast lol.

Run Naive on it so you don't weaken Diamond Storm. (Naive over Hasty for Lati Psyshock/EQ and Brave Birds etc.)

That tweak aside, before adding supporting pieces like Heatran, Rotom, Ferro, etc., I would try to form an offensive core with Diancie.

One poke that might be cool is mixed Thundurus. Its Knock Off is really nice for weakening Ferrothorn and a lot of Diancie's soft checks like Celebi, Hippowdon, and even Clefable (though you can just mow this poke down it's always nice to weaken it no matter what you're running lol). Its Speed tier is also very nice so you don't have to risk Diancie to a Speed tie in a pinch. Thundurus in general is good for softening up cores and can form a powerful duo with Diancie.

If you wanna go a little hipster, I think a Victini could be neat, though it will reinforce some defensive weaknesses. It checks/pressures all of Diancie's checks. Scarf or Band could both work. An offensive Heatran could also fill this function, and I actually like the Magma Storm set's offensive synergy as it can help remove Chansey in stall match-ups. It has similar problems with Victini defensively though. And then you mentioned Mag. Very self-explanatory. It works. Use it if you want. :P

If you want to go a bulkier route, then I think Keldeo is a very standard but solid option, mostly because it can help with Mega Scizor and Ferrothorn. If you ran it, I would definitely go Specs, as I think the immediate power and breaking ability would support Diancie well.

Nah April 13th, 2015 6:48 AM

Felt like making another OU team but then realized I can't make OU teams worth a shit so I need some help again.

Black Kyurem @ Leftovers/Life Orb/Expert Belt/some other shit
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]/or something

Like the previous team I posted about in here this one has Cube in it.....idk i just like it for some reason despite the fact that it's part Ice and has bleh Speed. Not sure what to do with the last move slot or the item though.

Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Pursuit

Then I thought that maybe I could do a little Dragon/Steel/Fairy core (that is a thing right?) so I put in Bisharp. Went with the AV set because base 70 Speed doesn't sound like it's gettin' anywhere fast even with max investment (it has Sucker Punch anyway) and I never liked how the non-bulky versions die so fast.

Gardevoir (F) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

And then threw in Garde because you're not gonna get very far if you don't have something to deal with stall/defensive cores and Garde does a pretty good job at dealing with that and 4x resists Fighting.


But idk where to go from here. There's some obvious things like SR and hazard control but idk what'd be the best fit. I probably could complete the team myself but that'd probably result in some really meh team that'll just end up getting stuck in the low 1400s on the ladder like all my OU teams tend to do. None of the above stuff absolutely has to stay on the team, and I don't care if it becomes a HO or a semi-stall team or whatever (just not balance or full stall pls). I suppose that what I'm really getting at is that after doing this for nearly 4 years now I need to learn how one builds a good team because I never really know wtf I'm doing when I make teams and need people to enlighten me. Even though that's probably asking a lot of y'all.....

Anti April 13th, 2015 11:02 AM

Quote:

Originally Posted by Zekrom (Post 8705102)
Felt like making another OU team but then realized I can't make OU teams worth a muk so I need some help again.

Black Kyurem @ Leftovers/Life Orb/Expert Belt/some other muk
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]/or something

Like the previous team I posted about in here this one has Cube in it.....idk i just like it for some reason despite the fact that it's part Ice and has bleh Speed. Not sure what to do with the last move slot or the item though.

Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Iron Head
- Knock Off
- Sucker Punch
- Pursuit

Then I thought that maybe I could do a little Dragon/Steel/Fairy core (that is a thing right?) so I put in Bisharp. Went with the AV set because base 70 Speed doesn't sound like it's gettin' anywhere fast even with max investment (it has Sucker Punch anyway) and I never liked how the non-bulky versions die so fast.

Gardevoir (F) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

And then threw in Garde because you're not gonna get very far if you don't have something to deal with stall/defensive cores and Garde does a pretty good job at dealing with that and 4x resists Fighting.


But idk where to go from here. There's some obvious things like SR and hazard control but idk what'd be the best fit. I probably could complete the team myself but that'd probably result in some really meh team that'll just end up getting stuck in the low 1400s on the ladder like all my OU teams tend to do. None of the above stuff absolutely has to stay on the team, and I don't care if it becomes a HO or a semi-stall team or whatever (just not balance or full stall pls). I suppose that what I'm really getting at is that after doing this for nearly 4 years now I need to learn how one builds a good team because I never really know wtf I'm doing when I make teams and need people to enlighten me. Even though that's probably asking a lot of y'all.....

I would pick two of the above Pokemon. All three of them together are compounding weaknesses. The biggest one, as weird as it sounds, is just how slow they are overall. Speed is nice in its own right, as it gives you flexibility dealing with threats you simply do not have if you (and your opponent) know that you have to take a hit first. Sucker Punch has some nice utility but can be used as set-up bait. They also just don't cover that much, so you'll have to cram checks to a lot of threats into the last three slots (Altaria, Zards, Metagross, etc.) which will basically force you to run a balance.

I'll focus on the Gardevoir. Gardevoir is a very nice breaker Pokemon, and its team support is pretty much just "pressure Ferro/Tran and have switch-ins to Metagross and Scizor." Kyurem-B is a nice way to wear down Ferrothorn, and even getting chip damage on non-mega Scizor is nice. I like it better than AV Bisharp here, so I'd make Bisharp the one you replace.

The best Pokemon in terms of offensive synergy for Gardevoir is probably Choice Specs Keldeo. It gives a decent rush of Speed (albeit less, relatively speaking, than in XY) and rips up Ferro/Tran/Scizor. Finding offensive checks for Metagross is a pain, but it can be done. I think. I'm going to go douse myself in kerosene, so give me a minute.

I think a Garde/Keld/Cube core looks much more sound offensively. (I also like that Celebi is easy pickings for the Cube.) You'd need something for Fairy-types and Metagross, so you could run a sand core with it or go with a more conservative backbone, but it sounds like you want something more aggressive. Excadrill would actually fit nicely, providing Rapid Spin support and a failsafe against numerous sweepers while Tyranitar could fill Bisharp's shoes nicely.

If you want aggressive but not sand, Jirachi is a very nice fit. You'll need backup against Metagross still (hnng) but can provide SR, a check to Fairy-types, and status, momentum...really, whatever you want it to. Fire Punch can even lure Scizor, which is a nice bonus.

If you don't like those options I can come up with others. GL.

Nah April 13th, 2015 11:32 AM

Quote:

Originally Posted by Anti (Post 8705514)
I would pick two of the above Pokemon. All three of them together are compounding weaknesses. The biggest one, as weird as it sounds, is just how slow they are overall. Speed is nice in its own right, as it gives you flexibility dealing with threats you simply do not have if you (and your opponent) know that you have to take a hit first. Sucker Punch has some nice utility but can be used as set-up bait. They also just don't cover that much, so you'll have to cram checks to a lot of threats into the last three slots (Altaria, Zards, Metagross, etc.) which will basically force you to run a balance.

I'll focus on the Gardevoir. Gardevoir is a very nice breaker Pokemon, and its team support is pretty much just "pressure Ferro/Tran and have switch-ins to Metagross and Scizor." Kyurem-B is a nice way to wear down Ferrothorn, and even getting chip damage on non-mega Scizor is nice. I like it better than AV Bisharp here, so I'd make Bisharp the one you replace.

The best Pokemon in terms of offensive synergy for Gardevoir is probably Choice Specs Keldeo. It gives a decent rush of Speed (albeit less, relatively speaking, than in XY) and rips up Ferro/Tran/Scizor. Finding offensive checks for Metagross is a pain, but it can be done. I think. I'm going to go douse myself in kerosene, so give me a minute.

I think a Garde/Keld/Cube core looks much more sound offensively. (I also like that Celebi is easy pickings for the Cube.) You'd need something for Fairy-types and Metagross, so you could run a sand core with it or go with a more conservative backbone, but it sounds like you want something more aggressive. Excadrill would actually fit nicely, providing Rapid Spin support and a failsafe against numerous sweepers while Tyranitar could fill Bisharp's shoes nicely.

If you want aggressive but not sand, Jirachi is a very nice fit. You'll need backup against Metagross still (hnng) but can provide SR, a check to Fairy-types, and status, momentum...really, whatever you want it to. Fire Punch can even lure Scizor, which is a nice bonus.

If you don't like those options I can come up with others. GL.

Yeah, I think that you're right about Bisharp so I'ma drop that. It's not a bad poke and it has its uses but maybe it's just not for this particular team. Are there other options for the Keldeo slot though? It is very good but I just wanna know what my options are. I'm not sure which to go with on the Jirachi/sand pair thing though. On one hand the Sand Rush Exca+T-tar provides a couple of really useful things (Mega Meta check, Rapid Spin, possibly SR, beats a lot of sweepers), but then there's the fact that it's weather reliant, there's the chip damage on the rest of the team, and Excadrill is pretty frail (not to mention the shared Fighting weakness between Exca, Cube, and T-tar).

But in either scenario, where do I go from here?

Charcoal Embers May 2nd, 2015 11:27 AM

Alright, so I am working on a team for a Tournament that I am going to be in at the end of this month. And I have a few ideas for what I can do. But I am locked into Grass and Normal types, and one idea that I had for singles was was going with Ambipom and then using Sticky Web to support him and let him out speed the few pokemon that are faster than him. Problem is, I don't know exactly what other pokemon to put on the team. So far, here is all I have. And I know that the Aibipom set is strange, but it works surprisingly well for what it's worth.

Spoiler:
Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Last Resort

Leavanny @ Focus Sash
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 30 Atk / 30 SpA
- Grass Whistle
- Sticky Web
- Leaf Blade
- Struggle Bug

Serperior @ Focus Sash
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Glare

Anti May 5th, 2015 7:52 AM

Quote:

Originally Posted by Zekrom (Post 8705577)
Yeah, I think that you're right about Bisharp so I'ma drop that. It's not a bad poke and it has its uses but maybe it's just not for this particular team. Are there other options for the Keldeo slot though? It is very good but I just wanna know what my options are. I'm not sure which to go with on the Jirachi/sand pair thing though. On one hand the Sand Rush Exca+T-tar provides a couple of really useful things (Mega Meta check, Rapid Spin, possibly SR, beats a lot of sweepers), but then there's the fact that it's weather reliant, there's the chip damage on the rest of the team, and Excadrill is pretty frail (not to mention the shared Fighting weakness between Exca, Cube, and T-tar).

But in either scenario, where do I go from here?

sorry for taking soooo long to get to this.

kyurem-b and mega gardevoir form a nice breaker duo that you'll have to cover defensively. you can either speed the team up and make it a bulky offense, or slow it down and make it a balance. i definitely think cube with life [email protected] + 3 atks is your best bet. rotom-w fits nicely so you don't get rolled by mega scizor and you can't voltturn your breakers in. offensive stealth rock heatran is nice, but you might be getting into "slow and overly reliant on resistances" territory. dd gyarados would be cool since it would give you a sweeping threat to clean up messes from cube and garde. i like rotom-w since it lets you switch into mega scizor, but you'll want to be prepared to actually damage it. an offensive garchomp could work.

if i'm being truthful, keldeo just really fits like a glove here. you certainly don't *have* to use it, but it'd be really optimal. i think the other really excellent option would be magnezone. it's deterministic and annoying etc., but it would be a very nice poke for you. either of those two mons would be my choice, and then you can round it out with either fastmons or slowmons (or a combo, your call). i like keld better defensively, though mag's trapping is super nice.

sorry, this was kinda rushed, feel free to reject keld again/mag as well haha. but the options i listed above are usable too.

Quote:

Originally Posted by Charcoal Embers (Post 8733704)
Alright, so I am working on a team for a Tournament that I am going to be in at the end of this month. And I have a few ideas for what I can do. But I am locked into Grass and Normal types, and one idea that I had for singles was was going with Ambipom and then using Sticky Web to support him and let him out speed the few pokemon that are faster than him. Problem is, I don't know exactly what other pokemon to put on the team. So far, here is all I have. And I know that the Aibipom set is strange, but it works surprisingly well for what it's worth.

Spoiler:
Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Last Resort

Leavanny @ Focus Sash
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 30 Atk / 30 SpA
- Grass Whistle
- Sticky Web
- Leaf Blade
- Struggle Bug

Serperior @ Focus Sash
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Glare

run miracle seed or life orb on the serp, sash isn't great.

that ambipom is too inconsistent in a metagame crawling with ferrothorn, rh garchomp, heatran, gengar, sableye-mega, etc. it also doesn't offer defensive utility, so i think now would be a good time to replace.

i'm not sure i love webs + serp synergy since serp is already so fast and webs don't hurt its two main checks (tornadus-t and talonflame). since serp is a very good mon, i'm going to focus on that. i think sr is your key hazard here with a major focus on removing heatran. i would also toss hp fire over dragon pulse or glare, as leaf storm blows past most mons that dpulse hits, though it has its uses (especially the zards).

manaphy is an awesome partner for serp, and zard x can lure heatran with eq. keldeo fits on any team, but i might refrain from adding it this early. there are lots of options! grounds and waters are particularly good - take your pick.

Charcoal Embers May 5th, 2015 8:04 AM

Quote:

Originally Posted by Anti (Post 8737574)
sorry for taking soooo long to get to this.

kyurem-b and mega gardevoir form a nice breaker duo that you'll have to cover defensively. you can either speed the team up and make it a bulky offense, or slow it down and make it a balance. i definitely think cube with life [email protected] + 3 atks is your best bet. rotom-w fits nicely so you don't get rolled by mega scizor and you can't voltturn your breakers in. offensive stealth rock heatran is nice, but you might be getting into "slow and overly reliant on resistances" territory. dd gyarados would be cool since it would give you a sweeping threat to clean up messes from cube and garde. i like rotom-w since it lets you switch into mega scizor, but you'll want to be prepared to actually damage it. an offensive garchomp could work.

if i'm being truthful, keldeo just really fits like a glove here. you certainly don't *have* to use it, but it'd be really optimal. i think the other really excellent option would be magnezone. it's deterministic and annoying etc., but it would be a very nice poke for you. either of those two mons would be my choice, and then you can round it out with either fastmons or slowmons (or a combo, your call). i like keld better defensively, though mag's trapping is super nice.

sorry, this was kinda rushed, feel free to reject keld again/mag as well haha. but the options i listed above are usable too.



run miracle seed or life orb on the serp, sash isn't great.

that ambipom is too inconsistent in a metagame crawling with ferrothorn, rh garchomp, heatran, gengar, sableye-mega, etc. it also doesn't offer defensive utility, so i think now would be a good time to replace.

i'm not sure i love webs + serp synergy since serp is already so fast and webs don't hurt its two main checks (tornadus-t and talonflame). since serp is a very good mon, i'm going to focus on that. i think sr is your key hazard here with a major focus on removing heatran. i would also toss hp fire over dragon pulse or glare, as leaf storm blows past most mons that dpulse hits, though it has its uses (especially the zards).

manaphy is an awesome partner for serp, and zard x can lure heatran with eq. keldeo fits on any team, but i might refrain from adding it this early. there are lots of options! grounds and waters are particularly good - take your pick.

Two things I have to say. 1, I can't agree with Life Orb or Miracle Seed on Serperior. The results I have had have shown me that Focus Sash works great. 2, I can't use Manaphy or Ground and Waters because I have to use either Grass Types or Normal Types with this team. And off the top of my head, I can't think of many Ground types that are also Normal or Grass (besides Tortera)

Anti May 5th, 2015 8:12 AM

oh sorry, oversight. what is the ruleset for the tournament you're in?

Charcoal Embers May 5th, 2015 8:15 AM

Quote:

Originally Posted by Anti (Post 8737603)
oh sorry, oversight. what is the ruleset for the tournament you're in?

6v6, can be doubles or singles (depending on preference), I can only use 2 types, and I can change my team between battles. Smogon rules.

I think that is everything.

Anti May 5th, 2015 8:21 AM

Quote:

Originally Posted by Charcoal Embers (Post 8737606)
6v6, can be doubles or singles (depending on preference), I can only use 2 types, and I can change my team between battles. Smogon rules.

I think that is everything.

does your opponent have the same restriction, and if so, do you know what types your opp is using? can you change yours or are you stuck?

Charcoal Embers May 5th, 2015 8:27 AM

Quote:

Originally Posted by Anti (Post 8737611)
does your opponent have the same restriction, and if so, do you know what types your opp is using? can you change yours or are you stuck?

Yes. Everyone in the tournament has the same restrictions. Everyone has 2 types they can use and only those types. And every type can only be used by two people. So if one person has Ghost and Dark as their types, they can only use pokemon who has at least one type that is Ghost or Dark. And if someone else was using Ghost and Ice, they have the same restriction. But since Ghost was chosen by two people no one else can use Ghost.

Anti May 5th, 2015 8:28 AM

Quote:

Originally Posted by Charcoal Embers (Post 8737616)
Yes. Everyone in the tournament has the same restrictions. Everyone has 2 types they can use and only those types. And every type can only be used by two people. So if one person has Ghost and Dark as their types, they can only use pokemon who has at least one type that is Ghost or Dark. And if someone else was using Ghost and Ice, they have the same restriction. But since Ghost was chosen by two people no one else can use Ghost.

what are your opp's types?

Charcoal Embers May 5th, 2015 8:36 AM

Quote:

Originally Posted by Anti (Post 8737617)
what are your opp's types?

Fighting Flying, Ground Dragon, Water Ground, Electric Bug, Ice Ghost, Ghost Dark, Dark Fairy, Psychic Fairy, Poison Fairy, Grass Rock, Poison Steel, Fire Bug, Water Dragon

Nah May 5th, 2015 8:55 AM

Quote:

Originally Posted by Anti (Post 8737574)
sorry for taking soooo long to get to this.

kyurem-b and mega gardevoir form a nice breaker duo that you'll have to cover defensively. you can either speed the team up and make it a bulky offense, or slow it down and make it a balance. i definitely think cube with life [email protected] + 3 atks is your best bet. rotom-w fits nicely so you don't get rolled by mega scizor and you can't voltturn your breakers in. offensive stealth rock heatran is nice, but you might be getting into "slow and overly reliant on resistances" territory. dd gyarados would be cool since it would give you a sweeping threat to clean up messes from cube and garde. i like rotom-w since it lets you switch into mega scizor, but you'll want to be prepared to actually damage it. an offensive garchomp could work.

if i'm being truthful, keldeo just really fits like a glove here. you certainly don't *have* to use it, but it'd be really optimal. i think the other really excellent option would be magnezone. it's deterministic and annoying etc., but it would be a very nice poke for you. either of those two mons would be my choice, and then you can round it out with either fastmons or slowmons (or a combo, your call). i like keld better defensively, though mag's trapping is super nice.

sorry, this was kinda rushed, feel free to reject keld again/mag as well haha. but the options i listed above are usable too.

Nah I understand the love for Keld {XD} Just to clarify though, are you suggesting DD Gyarados/Rotom-Wash in place of Keldeo or alongside Keldeo? Garchomp sounds good though, just dunno if I wanna do offensive SR or SD.....


Oh, and the tournament that Charcoal Embers is talking about is this, in case that helps.

Anti May 5th, 2015 8:58 AM

you should change your team depending on the match-up then. lots of good mons to choose from too like m lop, serp, m venu, amoonguss, blissey/chansey (bliss would be better in certain matchups), chesnaught, etc.

edit: definitely don't run keld and gyara together, youre going to get creamed by fast voltturns if you do.

sd chomp can offensive sr too if youre into that X)

KorpiklaaniVodka May 7th, 2015 4:32 AM

Garchomp @ Focus Sash
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature

- Swords Dance
- Outrage
- Earthquake
- Stealth Rock

Emboar @ Life Orb
Trait: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature

- Flare Blitz
- Sucker Punch
- Wild Charge
- Superpower

I would really like to bulid around this core (yeah yeah using Emboar once again). chomp takes out a lot of early-game threats and provides SR support while Emboar breaks down a lot of walls and is almost impossible to switch into. I'll probably need to cover Mega Alt, so I guess AV Meta, Mega Gardy or CB Scizor would make a good partner.

srinator July 16th, 2015 5:51 AM

I was planning to build a wincon scoli team with swords dance poison jab mega horn and substitute, I was wondering if someone can help me in figuring out how the team would look like? I used a version in this week's Pcl match but that was purely non-serious. But I noticed it could actually work.
Any suggestions?


Also @aps I found this nice emboar ho you could look at for some inspiration, ironically tho it can be better without emboar lol! I will pm it to u if u want

Dark Azelf July 16th, 2015 8:35 AM

Quote:

Originally Posted by static (Post 8848718)
I was planning to build a wincon scoli team with swords dance poison jab mega horn and substitute, I was wondering if someone can help me in figuring out how the team would look like? I used a version in this week's Pcl match but that was purely non-serious. But I noticed it could actually work.
Any suggestions?


Also @aps I found this nice emboar ho you could look at for some inspiration, ironically tho it can be better without emboar lol! I will pm it to u if u want

If you're using Scoli i suggest either Mag or Dug to trap steels or both lol. Probs want hazard control and some way to stop shit like Talon/Lando smiting you. [email protected] would remove Talon. Stuff like Lando and Gliscor are another problem though. Aforementioned Aqua Tail or Ice Punch CB Tar might be nice to "lure" those in or weaken then.

WingedDragon July 18th, 2015 9:24 PM

So with this check list. Do you need some sort of counter for EVERY one of these scenarios?


Also are there ways to build a team around a Mega Garchomp or even regular one?

Anti July 18th, 2015 10:03 PM

Quote:

Originally Posted by AdrianD (Post 8852167)
So with this check list. Do you need some sort of counter for EVERY one of these scenarios?

You definitely don't want to straight-up auto-lose to something. I would build your team with your own strategy being the focus (as opposed to focusing on trying to stop others), but you'll want a defensive backbone of some sort. It depends on what type of team you're building.

Quote:

Originally Posted by AdrianD (Post 8852167)
Also are there ways to build a team around a Mega Garchomp or even regular one?

Both are perfectly fine. Regular Garchomp tends to be more of a supporting Pokemon. The chic set right now is the defensive Stealth Rock set with Rough Skin + Rocky Helmet to pile stack chip damage, but offensive Stealth Rock Garchomp is still perfectly viable. It isn't used much beyond that though, though SD and Scarf sets theoretically exist.

MegaChomp is a very strong breaker and can definitely be the foundation of a successful team. It very much appreciates Hippowdon or Tyranitar so it can get the power boost from Sand Force, though I think the team support it really needs is pivoting or some other way to regain momentum from faster revenge killers that will force it out (especially the ubiquitous Lati twins) since its goal is to maximize damage output rather than to have the staying power of a sweeper. You'll probably want some more reliable win conditions of your own to maximize the impact of Garchomp's breaking.

WingedDragon July 18th, 2015 10:20 PM

Quote:

Originally Posted by Anti (Post 8852194)
You definitely don't want to straight-up auto-lose to something. I would build your team with your own strategy being the focus (as opposed to focusing on trying to stop others), but you'll want a defensive backbone of some sort. It depends on what type of team you're building.

Thing is Ive had the strategy of strike first and hard doesnt seem to work. Especially since Everyone likes to bulk up. I would try to do some bulking and then I dont have enough punch in my hits. I couldnt figure this out which is why I left a year ago

Anti July 18th, 2015 10:31 PM

Quote:

Originally Posted by AdrianD (Post 8852212)
Thing is Ive had the strategy of strike first and hard doesnt seem to work. Especially since Everyone likes to bulk up. I would try to do some bulking and then I dont have enough punch in my hits. I couldnt figure this out which is why I left a year ago

breaking down well-played defensive teams is one of the higher learning curve parts of the game and could be in-battle execution as much as team structure. (i'd have to see replays to say with any certainty.) mega garchomp is very solid but can be a little difficult to use, so if you want more straightforward breakers to make breaking down defensive cores more intuitive for you, i might try using regular garchomp as a stealth rock setter (assuming you really want to use garchomp--there are lots of pokes that can fill that role) and pairing with something like manaphy, kyurem-black, mega gardevoir, gengar, or mega charizard y. regular garchomp is actually pretty difficult to switch into, which helps as well.

WingedDragon July 19th, 2015 7:54 AM

Quote:

Originally Posted by Anti (Post 8852221)
breaking down well-played defensive teams is one of the higher learning curve parts of the game and could be in-battle execution as much as team structure. (i'd have to see replays to say with any certainty.) mega garchomp is very solid but can be a little difficult to use, so if you want more straightforward breakers to make breaking down defensive cores more intuitive for you, i might try using regular garchomp as a stealth rock setter (assuming you really want to use garchomp--there are lots of pokes that can fill that role) and pairing with something like manaphy, kyurem-black, mega gardevoir, gengar, or mega charizard y. regular garchomp is actually pretty difficult to switch into, which helps as well.

I dont generally play on Smogon. I play in the battle spots in game


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