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  • Formerly here; u can find a little description there. Drop a request below naming a team gimmick or pkmn u would like me to build around i will do so. I've been a pretty serious competitive battler for well over a year now so i think u can trust me to get u something half decent. I might eventually make this multi tiered but we're sticking to ou for now as that's what we use in the official fantendo tourneys and i want to make these with an actual purpose.

    Reminders

    • IV modifications r usually for hidden powers, but occasionally w clerics we decrease the speed iv by one to make clearing status easier. any poke 0 ivs in attack is a pure special attacker, meaning that we dont need attack so we minimize it to lower foul play/confusion damage.
    • Suggest whatever u want, but i would recommend it be not too much of a limiting gimmick so we have a bit more synergy and viability freedom. ur best bet is picking a poke from here if u r not v familiar w ou usage and viability.
    • Any EV spreads that aren't 252 / 252 / 4 or 248 / 252 / 8 have a purpose and are not spread randomly. They are usually explained but if you have questions just ask.

    Pending Requests

    Completed

    Whether or not I've posted it yet, if your request is not on the request list it means it's done and to be uploaded soon.

    Request: M-Alakazam w/ Psychic - Lumoshi (tbc)

    Alakazam @ Alakazite
    Ability: Magic Guard
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Psychic
    - Focus Blast
    - Shadow Ball
    - Calm Mind
    
    Azumarill @ Choice Band
    Ability: Huge Power
    EVs: 160 HP / 252 Atk / 96 Spe
    Adamant Nature
    - Play Rough
    - Waterfall
    - Aqua Jet
    - Knock Off
    
    Heatran @ Leftovers
    Ability: Flash Fire
    EVs: 248 HP / 252 SpD / 8 Spe
    Calm Nature
    IVs: 0 Atk
    - Lava Plume
    - Will-O-Wisp
    - Earth Power
    - Stealth Rock
    
    Scizor @ Choice Band
    Ability: Technician
    EVs: 40 HP / 252 Atk / 216 Spe
    Adamant Nature
    - Pursuit
    - U-turn
    - Superpower
    - Bullet Punch
    
    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 248 HP / 88 Def / 172 SpD
    Relaxed Nature
    IVs: 0 Spe
    - Spikes
    - Leech Seed
    - Power Whip
    - Gyro Ball
    
    Clefable @ Leftovers
    Ability: Unaware
    EVs: 248 HP / 252 Def / 8 SpD
    Bold Nature
    IVs: 0 Atk / 30 Spe
    - Moonblast
    - Heal Bell
    - Wish
    - Protect

    Yet another balance team, featuring a very fun mega that i dont get to using too often. mega alakazam's set is pretty self-explanatory; just make sure to set up on a forced switch as chances r u arent surviving many hits. azumarill can deal with bulky dark types or special walls such as chansey or tyranitar. scizor can trap other psychic types that shadow ball doesn't quite handle and heatran deals w steel walls like ferrothorn. our own ferrothorn can get up hazards to support a kazam sweep while also dealing with water-type wallbreakers and other threats such as mega diancie. clefable tops things off with cleric support and an additional way to deal w the lati twins.

    Request: Flygon - TheFoxyRiolu (tbc)

    Flygon @ Choice Scarf
    Ability: Levitate
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - U-turn
    - Defog
    - Outrage
    - Earthquake
    
    Heatran @ Power Herb
    Ability: Flash Fire
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Magma Storm
    - Stone Edge
    - Taunt
    - Solar Beam
    
    Keldeo @ Choice Specs
    Ability: Justified
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
    - Hydro Pump
    - Secret Sword
    - Icy Wind
    - Hidden Power [Flying]
    
    Magnezone @ Choice Specs
    Ability: Magnet Pull
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Hidden Power [Fire]
    - Volt Switch
    - Thunderbolt
    - Flash Cannon
    
    Landorus-Therian (M) @ Leftovers
    Ability: Intimidate
    EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
    Impish Nature
    - Earthquake
    - Knock Off
    - Stealth Rock
    - U-turn
    
    Metagross @ Metagrossite
    Ability: Clear Body
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Meteor Mash
    - Zen Headbutt
    - Hammer Arm
    - Pursuit

    Flygon rly isn't that great in ou due to avg stats and being almost 100% outclassed by scarfed chomp; if we r using flygon, we r obviously going to be taking advantage of the points of it that separate it from garchomp as we otherwise might as well be just using that. flygon has the nice ability to u-turn making it a nice utility scarfer on top of a quick defog, outrage to deal w dragon dancers, and earthquake for stab coverage. heatran helps out w eliminating some bulky tanks on balance teams that flygon's sad 100 base attack can't rly do much abt. keldeo eliminates hippowdon and such while also luring m-venusaur and being able to deal w it using hp flying. metagross pairs well w keldeo due to its ability to deal w psychics and such. magnezone gets rid of steel walls and finally landorus deals w sand offense and can get up rocks.

    Request: Baton Pass w/ Electivire - PabloDePablo (tbc)

    Gorebyss @ Focus Sash
    Ability: Swift Swim
    EVs: 248 HP / 8 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Substitute
    - Scald
    - Shell Smash
    - Baton Pass
    
    Electivire @ Life Orb
    Ability: Motor Drive
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Wild Charge
    - Cross Chop
    - Earthquake
    - Ice Punch
    
    Garchomp @ Rocky Helmet
    Ability: Rough Skin
    EVs: 248 HP / 164 Def / 80 SpD / 16 Spe
    Impish Nature
    - Stealth Rock
    - Earthquake
    - Dragon Tail
    - Fire Blast
    
    Metagross @ Metagrossite
    Ability: Clear Body
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Meteor Mash
    - Zen Headbutt
    - Brick Break
    - Ice Punch
    
    Hoopa-Unbound @ Leftovers
    Ability: Magician
    EVs: 92 Atk / 164 SpA / 252 Spe
    Mild Nature
    - Dark Pulse
    - Focus Blast
    - Hyperspace Hole
    - Gunk Shot
    
    Starmie @ Life Orb
    Ability: Analytic
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Hydro Pump
    - Ice Beam
    - Psyshock
    - Rapid Spin

    SmashPass teams are kinda gimmicky in ou and dont usually go incredibly far if played incorrectly; a tip i personally have finding a win condition poke that can sweep the team under a boost once certain things r gone, then using the other pokes to get rid of those things, bringing in gorebyss, passing and sweeping from there. each mon is p self-explanatory except for mayb the hoopa-u spread; it's set up to ohko standard torn-t w gunk shot under a boost to avoid dying to u-turn. garchomp is there to set up hazards and potentially do some work, and starmie is a spinner that makes keeping gorebyss' sash intact easier.

    Request: Goodra - TheFoxyRiolu (tbc)

    Goodra @ Assault Vest
    Ability: Sap Sipper
    EVs: 152 HP / 252 SpA / 4 SpD / 100 Spe
    Modest Nature
    IVs: 0 Atk
    - Draco Meteor
    - Fire Blast
    - Sludge Bomb
    - Muddy Water
    
    Heatran @ Leftovers
    Ability: Flash Fire
    EVs: 248 HP / 184 SpD / 76 Spe
    Calm Nature
    IVs: 0 Atk
    - Lava Plume
    - Will-O-Wisp
    - Earth Power
    - Stealth Rock
    
    Gallade (M) @ Galladite
    Ability: Justified
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Close Combat
    - Knock Off
    - Zen Headbutt
    - Ice Punch
    
    Alomomola @ Leftovers
    Ability: Regenerator
    EVs: 24 HP / 252 Def / 228 SpD / 4 Spe
    Impish Nature
    - Wish
    - Knock Off
    - Scald
    - Toxic
    
    Excadrill @ Leftovers
    Ability: Mold Breaker
    EVs: 248 HP / 228 SpD / 32 Spe
    Careful Nature
    - Earthquake
    - Iron Head
    - Rapid Spin
    - Rock Slide
    
    Thundurus (M) @ Life Orb
    Ability: Prankster
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk / 30 Def
    - Thunderbolt
    - Thunder Wave
    - Psychic
    - Hidden Power [Ice]

    Fun little bulky offense team with some cool mons. Goodra was our basis by request and can hold its own p well especially against special attackers. heatran synergizes well and walls a ton of shit while supplying rocks w enough speed to burn some common tanks before they can attack. alomomola provides us w toxic, which this team can abuse, a solid physical backbone and wish support. spdef excadrill gets rid of hazards and provides some cool coverage for our team against stuff like heatran and magnezone. thundurus helps out our struggle against bulky water types, and finally gallade runs an all-out attacker set that can tear through many tanks that goodra has trouble facing.

    Request: 5 NU + 1 OU - Shadow Inferno (tbc)

    Politoed @ Damp Rock
    Ability: Drizzle
    EVs: 248 HP / 164 SpD / 96 Spe
    Calm Nature
    IVs: 0 Atk
    - Scald
    - Toxic
    - Encore
    - Rest
    
    Ludicolo @ Life Orb
    Ability: Swift Swim
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Hydro Pump
    - Giga Drain
    - Ice Beam
    - Focus Blast
    
    Weezing @ Black Sludge
    Ability: Levitate
    EVs: 248 HP / 252 Def / 8 Spe
    Bold Nature
    IVs: 0 Atk
    - Toxic Spikes
    - Sludge Bomb
    - Will-O-Wisp
    - Pain Split
    
    Kabutops @ Life Orb
    Ability: Swift Swim
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Waterfall
    - Stone Edge
    - Rapid Spin
    - steathrock
    
    Electivire @ Life Orb
    Ability: Motor Drive
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Wild Charge
    - Earthquake
    - Ice Punch
    - Cross Chop
    
    Bisharp @ Dread Plate
    Ability: Defiant
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Iron Head
    - Knock Off
    - Swords Dance
    - Sucker Punch

    I first read this request and wanted to slam my head against the wall as my first resort was to just slap on all the viable nu mons+some decent mega but instead i made the smart choice and tried to find some diamonds in the rough that synergized well. i ended up going w a pretty self-explanatory rain team: politoed and two abusers, one physical and one special. weezing is a nice defensive wall that is backed up by some good special bulk from toed, and electivire can smack most things with great coverage after luring in an electric move w a water type and pulling a switch for the motor drive boost. bisharp can deal w some stuff that gives the team trouble. not promising its amazing or anything especially w the gimmicky basis but it should be fun if played properly.

    Request: Clefable w/ a few partners such as gengar, volcarona, gardevoir-m, cresselia, weavile, diancie-m, audino-m, breloom, azumarill, victini, heracross-m and dragonite - Peppermint Princess (tbc)

    Clefable @ Leftovers
    Ability: Magic Guard
    EVs: 252 HP / 172 Def / 80 SpD / 4 Spe
    Calm Nature
    IVs: 0 Atk
    - Stealth Rock
    - Moonblast
    - Thunder Wave
    - Soft-Boiled
    
    Manectric @ Manectite
    Ability: Lightning Rod
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk / 30 Def
    - Thunderbolt
    - Volt Switch
    - Hidden Power [Ice]
    - Overheat
    
    Breloom @ Focus Sash
    Ability: Technician
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Bullet Seed
    - Mach Punch
    - Spore
    - Rock Tomb
    
    Weavile @ Life Orb
    Ability: Pressure
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Pursuit
    - Ice Shard
    - Icicle Crash
    - Knock Off
    
    Scizor @ Choice Band
    Ability: Technician
    EVs: 40 HP / 252 Atk / 216 Spe
    Adamant Nature
    - U-turn
    - Superpower
    - Bullet Punch
    - Knock Off
    
    Starmie @ Life Orb
    Ability: Analytic
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Hydro Pump
    - Ice Beam
    - Psyshock
    - Rapid Spin

    I was originally gonna try somethin different with the clefable request like a cosmic power set but we already have so many unconventional basises built that i wanted to go more stereotypical. either way i ended up shaking it up bc some of the partners requested just formed a rly fun offensive core and i couldnt help but make some sort of hyper offense team, so clefable might be kinda out of place but ah well. anyways clefable kinda acts as some sort of glue for this team providing utility and bulk; sorta kills initiative but whatev. weavile supports m-man by dealing w lati twins and other bulky mons whole m-man forms a voltturn core w a pivoting scizor, which kinda patches up the clef issue. breloom is always fun to use (standard technician set) and provides neat utility that gives a bit more switching freedom that offense doesnt usually get, and starmie tops it off by assisting its team w a good speed tier, coverage and spin support. kinda a goofy offense team but it can be v effective when played carefully.

    Request: M-Altaria w/ a few partners prioritized (gengar, volcarona, sylveon, froslass, reuniclus, crobat) - AngelicCrystalFae (tbc)

    Altaria @ Altarianite
    Ability: Natural Cure
    EVs: 80 HP / 252 SpA / 176 Spe
    Modest Nature
    - Earthquake
    - Fire Blast
    - Hyper Voice
    - Roost
    
    Volcarona @ Passho Berry
    Ability: Flame Body
    EVs: 72 HP / 252 SpA / 184 Spe
    Timid Nature
    IVs: 0 Atk
    - Quiver Dance
    - Fire Blast
    - Giga Drain
    - Bug Buzz
    
    Bisharp @ Dread Plate
    Ability: Defiant
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Knock Off
    - Iron Head
    - Sucker Punch
    - Pursuit
    
    Hippowdon @ Leftovers
    Ability: Sand Stream
    EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
    Impish Nature
    - Stealth Rock
    - Earthquake
    - Rock Slide
    - Slack Off
    
    Excadrill @ Air Balloon
    Ability: Sand Rush
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Earthquake
    - Rapid Spin
    - Rock Slide
    - Iron Head
    
    Gengar @ Life Orb
    Ability: Levitate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Shadow Ball
    - Sludge Wave
    - Focus Blast
    - Icy Wind

    Yet another sand team. this one is actually kinda standard outside of a somewhat out-of-place gengar, but it should function well either way if played properly. i havent built around mega alt in ages even tho its one of my faves, and i ended up going w a special variant. this m-altaria works well on sand offense as it provides a specially offensive damage sponge w key resistances and i think it'll do this job well. we also have gengar as a nice gliscor lure and volcarona to get rid of those annoying bulky waters and grass types that trouble sand teams. bisharp also helps m-alt deal w fairies and such.

    Request: Light Ball Pikachu - TerrariaBoss (tbc)

    Pikachu-Belle @ Light Ball
    Ability: Lightning Rod
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Icicle Crash
    - Knock Off
    - Wild Charge
    - Agility
    
    Talonflame @ Choice Band
    Ability: Gale Wings
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - U-turn
    - Brave Bird
    - Flare Blitz
    - Tailwind
    
    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 248 HP / 88 Def / 172 SpD
    Relaxed Nature
    IVs: 0 Spe
    - Stealth Rock
    - Gyro Ball
    - Power Whip
    - Leech Seed
    
    Rotom-Wash @ Chesto Berry
    Ability: Levitate
    EVs: 248 HP / 216 Def / 44 Spe
    Bold Nature
    IVs: 0 Atk
    - Volt Switch
    - Hydro Pump
    - Will-O-Wisp
    - Rest
    
    Latias @ Life Orb
    Ability: Levitate
    EVs: 72 HP / 184 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Draco Meteor
    - Psyshock
    - Defog
    - Healing Wish
    
    Azumarill @ Sitrus Berry
    Ability: Huge Power
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Aqua Jet
    - Belly Drum
    - Waterfall
    - Play Rough

    Pikachu kinda sucks in ou especially if it isn't played carefully but this should be fun nevertheless. I'm running a physical agility set that needs to be played very carefully and brought in at the right time to dodge a hit and get away with setup once all priority is out of the way, but there's no denying it hits like a truck with the light ball. latias' healing wish also gives second chances if by luck u get hit without dying. the rest of the team is p self-explanatory featuring basic offensive staples including a belly drum azumarill as a secondary sweeper, which outpaces most rotom-w nowadays and pairs up well with the tflame we're running to bypass other priority.

    Request: Manaphy+Cincinno - RosettaChiko (tbc)

    Manaphy @ Leftovers
    Ability: Hydration
    EVs: 96 HP / 252 SpA / 160 Spe
    Timid Nature
    IVs: 0 Atk
    - Tail Glow
    - Rain Dance
    - Scald
    - Ice Beam
    
    Cinccino @ King's Rock
    Ability: Skill Link
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Bullet Seed
    - Tail Slap
    - Rock Blast
    - U-turn
    
    Magnezone @ Choice Specs
    Ability: Magnet Pull
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Thunderbolt
    - Volt Switch
    - Hidden Power [Fire]
    - Flash Cannon
    
    Tornadus-Therian @ Assault Vest
    Ability: Regenerator
    EVs: 132 Atk / 160 SpA / 216 Spe
    Hasty Nature
    - Hurricane
    - Focus Blast
    - Knock Off
    - U-turn
    
    Charizard @ Charizardite X
    Ability: Blaze
    EVs: 248 HP / 100 Def / 160 Spe
    Impish Nature
    - Will-O-Wisp
    - Flare Blitz
    - Roost
    - Earthquake
    
    Clefable @ Leftovers
    Ability: Magic Guard
    EVs: 252 HP / 172 Def / 80 SpD / 4 Spe
    Calm Nature
    IVs: 0 Atk
    - Stealth Rock
    - Moonblast
    - Thunder Wave
    - Soft-Boiled

    well this was a blast to build. manaphy is rly good in today's meta w the proper support, which I tried to provide as well as possible; I went with a neat tail glow+rain dance set to abuse hydration to the max. clefable gets up rocks for the team and provides para support to deal w manaphy' slightly lower speed tier. defensive zard soaks up electric hits and hinders annoying physical attackers. Tornadus can deal with the latis and misc fighting types and zone gets ferro out of the way. Cincinno is here by request; an unusual choice in ou but coming with a great speed tier that can be fun to screw around with with its kings rock I've provided it with, which has a high chance to flinch targets of its multi hit moves. lopunny is usually the better choice and it's kinda weak for the tier, but since it was requested it's here and should at least spice things up a bit.

    Request: Mono Steel - GreatSageSpike (tbc)

    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 248 HP / 88 Def / 172 SpD
    Sassy Nature
    IVs: 0 Spe
    - Stealth Rock
    - Power Whip
    - Gyro Ball
    - Leech Seed
    
    Empoleon @ Life Orb
    Ability: Torrent
    EVs: 252 SpA / 4 SpD / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Agility
    - Hydro Pump
    - Ice Beam
    - Grass Knot
    
    Heatran @ Power Herb
    Ability: Flash Fire
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Magma Storm
    - Earth Power
    - Taunt
    - Solar Beam
    
    Skarmory @ Leftovers
    Ability: Sturdy
    EVs: 248 HP / 252 Def / 8 SpD
    Impish Nature
    IVs: 30 Spe
    - Roost
    - Spikes
    - Brave Bird
    - Whirlwind
    
    Metagross @ Metagrossite
    Ability: Clear Body
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Hammer Arm
    - Meteor Mash
    - Zen Headbutt
    - Earthquake
    
    Scizor @ Choice Band
    Ability: Technician
    EVs: 40 HP / 252 Atk / 216 Spe
    Adamant Nature
    - Bullet Punch
    - U-turn
    - Superpower
    - Knock Off

    monotype teams aren't rly the best in this meta but I don't think this one should be terrible, even while it's not rly prepped for a few popular threats. either way,we've got hazard support, a variety of attackers and good offensive coverage. it's a pretty self-explanatory balance team except for maybe the lure heatran that is built to trap and deal with rotom-w, something our team tends to have a bit of trouble with.

    Request: Vileplume - Kirbymariomega (tbc)

    Vileplume @ Black Sludge
    Ability: Effect Spore
    EVs: 248 HP / 80 Def / 176 SpD / 4 Spe
    Calm Nature
    IVs: 0 Atk
    - Aromatherapy
    - Sleep Powder
    - Giga Drain
    - Sludge Bomb
    
    Bisharp @ Dread Plate
    Ability: Defiant
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Pursuit
    - Knock Off
    - Iron Head
    - Sucker Punch
    
    Excadrill @ Air Balloon
    Ability: Sand Rush
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Earthquake
    - Rapid Spin
    - Rock Slide
    - Iron Head
    
    Tyranitar @ Smooth Rock
    Ability: Sand Stream
    EVs: 248 HP / 80 Def / 176 SpD / 4 Spe
    Relaxed Nature
    - Stealth Rock
    - Stone Edge
    - Pursuit
    - Ice Beam
    
    Charizard @ Charizardite Y
    Ability: Blaze
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Fire Blast
    - Solar Beam
    - Focus Blast
    - Roost
    
    Klefki @ Sitrus Berry
    Ability: Prankster
    EVs: 248 HP / 252 SpD / 8 Spe
    Careful Nature
    - Spikes
    - Thunder Wave
    - Magnet Rise
    - Play Rough

    vileplume is kinda outclassed in ou by mega Venusaur or amoonguss and I can't promise it'll function toooo well, but I think I found a way to make it work. it acts as a nice utility wall with sleep powder and aromatherapy which makes setting up the sand easier, allowing excadrill to sweep effectively. Charizard gets rid of the bulky grass and water types that annoy sand teams, and our suicide lead, klefki, gets up hazards that make the job easier that can be prevented from disappearing by our lati check, bisharp.

    Request: Starter, 4 Version Exclusives and something that takes a while to evolve, all from the same game - Darth Phazon (tbc)

    Serperior @ Life Orb
    Ability: Contrary
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Leaf Storm
    - Dragon Pulse
    - Giga Drain
    - Glare
    
    Garchomp @ Rocky Helmet
    Ability: Rough Skin
    EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
    Impish Nature
    - Stealth Rock
    - Earthquake
    - Dragon Tail
    - Rock Slide
    
    Latios @ Life Orb
    Ability: Levitate
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk / 3 SpA
    - Draco Meteor
    - Psyshock
    - Calm Mind
    - Roost
    
    Magnezone @ Choice Specs
    Ability: Magnet Pull
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Hidden Power
    - Flash Cannon
    - Volt Switch
    - Thunderbolt
    
    Lopunny @ Lopunnite
    Ability: Limber
    Happiness: 0
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - High Jump Kick
    - Healing Wish
    - Frustration
    - Fake Out
    
    Mandibuzz @ Leftovers
    Ability: Overcoat
    EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
    Bold Nature
    IVs: 0 Atk
    - Foul Play
    - Roost
    - Taunt
    - Defog

    Request was pretty limiting and gimmicky but I think we might have something. Standard stuff all around, based off of Black 2; tank chomp for rocks+offensive lati backed up by a trapping zone. serperior takes advantage of chomp's tflame-ridding abilities and also provides paralysis support. lopunny works well for utility and cleanup, and Mandibuzz provides the team with Defog support and a solid backup defensive wall.

    Request: Lilligant - HammerBroBuddy (tbc)

    Lilligant (F) @ Life Orb
    Ability: Chlorophyll
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    - Quiver Dance
    - Hidden Power [Fire]
    - Energy Ball
    - Sleep Powder
    
    Hippowdon @ Smooth Rock
    Ability: Sand Stream
    EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
    Impish Nature
    - Earthquake
    - Slack Off
    - Rock Slide
    - Stealth Rock
    
    Weavile @ Life Orb
    Ability: Pressure
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Icicle Crash
    - Knock Off
    - Ice Shard
    - Low Kick
    
    Excadrill @ Air Balloon
    Ability: Sand Rush
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Earthquake
    - Iron Head
    - Rock Slide
    - Swords Dance
    
    Heatran @ Choice Scarf
    Ability: Prankster
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 0 Atk / 30 Def
    - Thunderbolt
    - Hidden Power [Ice]
    - Psychic
    - Thunder Wave
    
    Latias (F) @ Life Orb
    Ability: Levitate
    EVs: 72 HP / 184 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Draco Meteor
    - Psyshock
    - Defog
    - Healing Wish

    Lilligant obviously isnt too prevelant in ou, as its kinda outclassed as a quiver dancer (volcarona etc) so i cant promise this team will fare too well, but i do think the sleep powder+quiver dance combo should be pretty fun to use. i found a nice niche for it on a sand team a the offensive grass-type role that serperior occasionally plays to get rid of bulky water types. excadrill should be able to come in on the sand given by hippowdon to sd up and sweep through teams after its checks are gone, and with support from offensive heatran and lilligant, which get rid of bulky water and grass types, that shouldnt be too hard. latias can heal up a harmed lilligant or excadrill and deal w the team's fighting weakness. weavile is here to deal w common bulky dragons and ground types that could potentially give our team issues. like i said lilligant isnt the best mon in ou so i cant promise that this team will be amazing on the higher ladder, but im sure it will be fun to mess around with; good luck!

    Request: Charizard - Hamclub13 (tbc)

    Charizard @ Charizardite X
    Ability: Blaze
    EVs: 252 Atk / 72 Def / 184 Spe
    Jolly Nature
    - Dragon Dance
    - Flare Blitz
    - Dragon Claw
    - Earthquake
    
    Scizor @ Choice Band
    Ability: Technician
    EVs: 40 HP / 252 Atk / 216 Spe
    Adamant Nature
    - U-turn
    - Bullet Punch
    - Knock Off
    - Superpower
    
    Raikou @ Choice Specs
    Ability: Pressure
    EVs: 252 SpA / 16 SpD / 240 Spe
    Timid Nature
    IVs: 0 Atk / 30 Def
    - Volt Switch
    - Hidden Power [Ice]
    - Shadow Ball
    - Thunderbolt
    
    Starmie @ Leftovers
    Ability: Natural Cure
    EVs: 248 HP / 16 SpD / 244 Spe
    Timid Nature
    IVs: 0 Atk
    - Rapid Spin
    - Scald
    - Reflect Type
    - Recover
    
    Ferrothorn @ Rocky Helmet
    Ability: Iron Barbs
    EVs: 248 HP / 52 Def / 208 SpD
    Sassy Nature
    IVs: 0 Spe
    - Power Whip
    - Gyro Ball
    - Spikes
    - Leech Seed
    
    Hippowdon @ Leftovers
    Ability: Sand Stream
    EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
    Impish Nature
    - Rock Slide
    - Stealth Rock
    - Earthquake
    - Slack Off

    almost mirrors a team that a friend gave me a while back, but in good reason as it is very effective and one of the best currently legal balance cores i have seen since the start of xy. mega zard x can generally set up after some of its checks/counters r weakened, which this team can help out with. rocks are spun away with reflect type starmie's help, raikou and scizor form a very offensive voltturn that keeps u ahead of the game for much of the match (scizor can speedcreep magnezone+defensive heatran, raikou can serperior). hippowdon can soak up a lot of threat from opposing zard x, thundurus, tflame and other threats. ferrothorn doesnt have to use the usual spread to check manaphy as raikou already does this job, so instead we can run a rocky helmet. the spread is designed to live one lava plume from most defensive heatran to get up another layer of spikes before going down, come this necessary at any time.

    Request: Breloom, Gallade (offensive), Dragonite (offensive), Lapras (defensive), Aromatisse (defensive), Magnezone - TheFoxyRiolu (tbc)

    Gallade @ Galladite
    Ability: Justified
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Swords Dance
    - Close Combat
    - Knock Off
    - Zen Headbutt
    
    Breloom @ Focus Sash
    Ability: Technician
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Bullet Seed
    - Spore
    - Rock Tomb
    - Mach Punch
    
    Dragonite @ Lum Berry
    Ability: Multiscale
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Dragon Dance
    - Earthquake
    - Extreme Speed
    - Outrage
    
    Lapras @ Leftovers
    Ability: Water Absorb
    EVs: 248 HP / 252 SpD / 8 Spe
    Calm Nature
    IVs: 0 Atk
    - Perish Song
    - Whirlpool
    - Surf
    - Protect
    
    Magnezone @ Choice Specs
    Ability: Magnet Pull
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Hidden Power [Fire]
    - Thunderbolt
    - Volt Switch
    - Flash Cannon
    
    Aromatisse @ Leftovers
    Ability: Aroma Veil
    EVs: 240 HP / 252 Def / 16 Spe
    Bold Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Moonblast
    - Aromatherapy

    idk how I feel abt this team syngergy/viability-wise but a whole set of mons was requested; turns out it can go pretty far with the dnite/zone pairing, magnezone trapping ferro, skarm and other defensive steels that give dnite problems. lapras doesn't usually fare too well in ou so I tried something different, a whirlpool perish trap set. aromatisse is a nice cleric that can take a lot of hits and is backed up pretty well by zone, which sponges its weaknesses well. additionally Gallade makes a purely offensive sd appearance that can tear through certain slower threats with ease. finally we have breloom, and I chose to go with what is probably the only viable set this generation except the situational sd. this set brings lots of nice utility and works as a great switch-forcer and lead and is actually fun enough to use to have inspired my username, I'm sure you'll enjoy screwing around with it especially if it's played carefully.

    Request: Gallade - TerrariaBoss (tbc)

    Gallade @ Galladite
    Ability: Justified
    EVs: 252 Atk / 4 SpD / 252 Spe
    Jolly Nature
    - Skill Swap
    - Close Combat
    - Zen Headbutt
    - Swords Dance
    
    Bisharp @ Dread Plate
    Ability: Defiant
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Knock Off
    - Pursuit
    - Iron Head
    - Sucker Punch
    
    Ferrothorn @ Leftovers
    Ability: Iron Barbs
    EVs: 248 HP / 88 Def / 172 SpD
    Relaxed Nature
    IVs: 0 Spe
    - Leech Seed
    - Spikes
    - Power Whip
    - Thunder Wave
    
    Rotom-Wash @ Chesto Berry
    Ability: Levitate
    EVs: 248 HP / 216 Def / 44 Spe
    Bold Nature
    IVs: 0 Atk
    - Rest
    - Hydro Pump
    - Volt Switch
    - Will-O-Wisp
    
    Landorus-Therian @ Leftovers
    Ability: Intimidate
    EVs: 248 HP / 240 Def / 12 SpD / 8 Spe
    Impish Nature
    - U-turn
    - Stealth Rock
    - Earthquake
    - Rock Slide
    
    Sylveon @ Choice Specs
    Ability: Pixilate
    EVs: 232 HP / 252 SpA / 24 Spe
    Modest Nature
    IVs: 0 Atk / 30 SpA / 30 Spe
    - Hyper Voice
    - Shadow Ball
    - Hidden Power
    - Baton Pass

    Offensive gallade/Bisharp core featuring Skill Swap Gallade, a personal favorite that screws with many common offensive threats. Bisharp is a nice pursuit trapper that deals with fairies and can switch in on common defoggers such as the lati twins for an attack boost and trap them with pursuit. ferrothorn can check manaphy with its spread as well as get up spikes. sylveon trucks through two physical walls that trouble Gallade, mega slowbro and mega sableye. rotom-w is a nice pivot that creeps max speed azumarill, forming a voltturn core with defensive a landorus-t that gets up stealth rock and can live an hp ice from mega manectric.

    Request: Mega Swampert w/ Hammer Arm - Lumoshi (tbc)

    Swampert @ Swampertite
    Ability: Damp
    EVs: 252 Atk / 4 Def / 252 Spe
    Adamant Nature
    - Hammer Arm
    - Ice Punch
    - Waterfall
    - Earthquake
    
    Politoed @ Damp Rock
    Ability: Drizzle
    EVs: 248 HP / 164 SpD / 96 Spe
    Calm Nature
    IVs: 0 Atk
    - Scald
    - Toxic
    - Encore
    - Rest
    
    Scizor @ Choice Band
    Ability: Technician
    EVs: 40 HP / 252 Atk / 216 Spe
    Adamant Nature
    - U-turn
    - Bullet Punch
    - Knock Off
    - Superpower
    
    Latias @ Life Orb
    Ability: Levitate
    EVs: 72 HP / 184 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Draco Meteor
    - Psyshock
    - Defog
    - Healing Wish
    
    Serperior @ Life Orb
    Ability: Contrary
    EVs: 4 Def / 252 SpA / 252 Spe
    Timid Nature
    IVs: 30 Atk / 30 SpA / 30 Spe
    - Leaf Storm
    - Dragon Pulse
    - Hidden Power
    - Giga Drain
    
    Omastar @ Choice Specs
    Ability: Swift Swim
    EVs: 4 Def / 252 SpA / 252 Spe
    Modest Nature
    IVs: 0 Atk
    - Hydro Pump
    - Ice Beam
    - Scald
    - Stealth Rock

    kinda standard offensive rain team with some of my personal favorites. cb pivot scizor that speedcreeps defensive heatran and max speed magnezone to smack them with superpower. omastar deals w tflame and hits hard. latias is a standard support spread that can survive two hp ices from thundurus and hit it with a draco meteor. swampert is a standard swift swimmer with hammer arm as its fighting mive of choice. serperior is also kinda standard but a unique choice for rain teams that helps get rid of bulky water-types. finally a defensive politoed that sets the rain for the team and can speedcreep azumarill to encore it into belly drum.

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