Resource Ultra SM OU Bazaar

King Sceptile

Banned deucer.
Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Earth Power

Mew @ Leftovers
Ability: Synchronize
EVs: 184 HP / 140 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Defog
- Soft-Boiled

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-Turn

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Flare Blitz
- Grass Knot
- Stone Edge
- U-turn

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 60 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Ice Beam
- Hidden Power [Fire]
- Volt Switch

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Here's a fun team around Subzero Slammer Kyurem-Black that I just made recently that's currently undefeated on ladder (not that it means anything lol) and I really liked. I started the build by adding Specs Ash Ninja due to its offensive synergy with Kyurem-Black, setting hazards to wear down the fat steels that commonly try switching into it (Scizor, Ferro, Magearna, etc.). They also pair well together because Kyurem-Blcak lures in Chansey for Ash Ninja, allowing the core to bust past fat teams if played well. Afterwards, Mew was added because it provided a bit of a bulky complement to Kyurem-Black that could check offensive grounds and Defog away rocks. The speed provided lets Mew outspeed max speed Jolly Lando-T and has enough defense to always avoid being 2HKO'd by Mega Medicham's High Jump Kick after rocks. With Mew being somewhat of a blanket check for physical attackers, Magearna was added to function as a blanket special attacker check that could deal with stuff like Ash Greninja that otherwise ran house on the team. At this point, the team lacked a rocker and a electric immunity, so Landorus-T was naturally added to fill both of these roles. I opted for an offensive set because Mew checks opposing Lando-T and Zygarde and the team wasn't exactly perfectly equipped to face stall. At this point, I noticed that the team got dunked on by Zard-Y and Volcarona while lacking a scarfer. Choice Scarf Garchomp is a garbage set aside from those two targets specifically, and I already had a little bit of a voltturn core going with Landorus-T + Magearna, so I figured that Choice Scarf Infernape was a good edition. The team's rain matchup is pretty abysmal because the "water resist" is Magearna, so I opted for Grass Knot over Close Combat revenge kill slightly weakened Mega Swampert. I hope you guys enjoyed the team and have a wonderful day n_n
 
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Swampert-Mega (M) @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stone Edge/Focus Punch/Sludge Wave

Pelipper (M) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk / 30 Spe
- Scald/Knock Off
- Hurricane/Knock Off
- U-turn
- Roost

Nihilego @ Life Orb
Ability: Beast Boost
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Fire]/Hidden Power [Ice]/Thunder/Toxic Spikes
- Stealth Rock

Tangrowth (F) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Fire]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 192 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Will-O-Wisp
- Roost
- Defog

It´s been a while since I post a team here (since OU beta). Decided to jump into OU after not playing for quite some time, and I wanted a straightforward team to shake off the rust. Anyways. I decided to build a team around Rain, most specifically, around it´s 2 best members, Pelipper and Mega Swampert. Right of the bat, their defensive synergy is outstanding honestly. Together they provide a bunch of resistances and immunities. Thanks to Drizzle, Pelipper can shut down opposing weather completely, whereas Swampert shuts down all Electric Types in the tier bar Rotom-Wash (as it fears Will-O-Wisp). Offensively, Pelipper can grant Swampert a safe switch in with a slow U-turn, and sets up Rain making Swampert a fearsome sweeper that outspeeds a big portion of the metagame. Next I chose Nihilego as my Stealth Rock user because it also gave me a check to Grass Types, and it´s particularly hard to switch into it´s dual STAB for most teams. The EVs spread allows Nihilego to get a boost in speed upon knocking out an opponent through Beast Boost, thus making it harder to revenge kill. Then I added Tornadus-Therian, Tangrowth and Mew as my defensive core. Tornadus and Tangrowth are my main answers to Grass and Water Types respectively, and just special and physical attackers in general, while Mew acts as my Defog user. Mew also gave me a solid switch in to Shift Gear Magearna (non Fairium Z variants) and Fighting Types, most specifically Mega Medicham. The EVs Mew has in speed allows it to outspeed any variant of the aforementioned Magearna.
 
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Felixx

I'm back.
- - -Cofag the TR Sweeper- - -


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

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Defog
- Recover

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Hasty Nature
- Stone Edge
- Scald
- Secret Sword
- Hydro Pump

Cofagrigus (M) @ Ghostium Z
Ability: Mummy
EVs: 252 HP / 16 Def / 240 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Mawile-Mega (F) @ Mawilite
Ability: Intimidate
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Fire Fang
- Sucker Punch

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn


I made this team with the core of TR Cofagrigus and Mega Mawile as my breaker in mind

-Ferrothorn is here to set up spikes and help with Ash-gren

-Latios defogs hazards and has surf instead of recover for Heatran

-Scarf Keldeo is a must on my teams because it revenge kills Gren and Volcarona.

-Cofag is amazing in my opinion because it can be stand alone sweeper with Trick Room, blow something up with Ghostium Z, while also soft checking Medicham, Trick Room also supports Mega Mawile when played correctly.

-Mega Mawile breaks down walls, has enough speed for Celesteela to smack it with T-punch.

-Defensive Lando with Leftovers is to deal with Banded Zygarde, knock off instead of protect means Tangrowth is easier to break past with Latios since I'm using psychic and not psyshock. (soul dew psychic has a chance to 2HKO Clef)

252 SpA Soul Dew Latios Psychic vs. 252 HP / 252+ SpD Tangrowth: 192-226 (47.5 - 55.9%) -- 78.5% chance to 2HKO (No Assault Vest)
 
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have some teams some of them are old but thats ok there's also a lot of memes but the bottom two are legit

Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Fire Punch
- Earthquake
- Sucker Punch

Magearna @ Assault Vest
Ability: Soul-Heart
Happiness: 0
EVs: 236 HP / 56 SpA / 216 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Hidden Power [Fire]
- Grass Knot

Zapdos @ Expert Belt
Ability: Pressure
EVs: 248 HP / 20 Def / 56 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Ice]
- Heat Wave
- Discharge
- Roost

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Ice Punch
- Fire Punch
- Dragon Dance

Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Shadow Claw
- Shadow Sneak
- Swords Dance

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 196 Def / 64 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Thunder Wave
- Hidden Power [Ice]
- Recover


Ninetales @ Firium Z
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Nasty Plot
- Hidden Power [Ice]
- Solar Beam

Dugtrio @ Lum Berry
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
IVs: 28 HP
- Earthquake
- Endure
- Screech
- Reversal

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Hidden Power [Ice]
- Roost

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 96 Def / 100 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Will-O-Wisp
- Volt Switch

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 88 SpD / 168 Spe
Adamant Nature
- Pursuit
- Stone Edge
- Crunch
- Earthquake

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Moonblast
- Hidden Power [Fire]


Leafeon @ Groundium Z
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Dig
- Leaf Blade
- Knock Off

Greninja (F) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Ice Beam
- Hydro Pump
- Water Shuriken

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 152 SpD / 104 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Superpower

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 96 Def / 100 SpD / 64 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Soft-Boiled
- Ice Beam

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Swords Dance
- Knock Off
- Bullet Punch
- Roost


Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Knock Off

Tapu Bulu @ Terrain Extender
Ability: Grassy Surge
EVs: 252 Atk / 24 Def / 232 Spe
Adamant Nature
- Nature's Madness
- Taunt
- Stone Edge
- Horn Leech

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 212 Def / 44 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Synthesis
- Sleep Powder

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Stealth Rock
- Bonemerang

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Secret Sword
- Stone Edge
- Hydro Pump
- Hidden Power [Electric]

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


Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 1 Atk / 0 Spe
- Trick Room
- Hyper Voice
- Psyshock
- Hidden Power [Fire]

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Thunderbolt
- Ice Beam
- Fleur Cannon

Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Swords Dance
- Bonemerang

Bronzong @ Mental Herb
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 30 Atk / 0 Spe
- Trick Room
- Hidden Power [Ice]
- Stealth Rock
- Explosion

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Mirror Coat
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 220 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Healing Wish
- Recover
- Giga Drain


Azumarill @ Normalium Z
Ability: Huge Power
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Aqua Jet
- Knock Off

Garchomp @ Earth Plate
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Toxic
- Poison Jab
- Stealth Rock

Heatran @ Leftovers
Ability: Flash Fire
EVs: 224 HP / 4 Def / 32 SpA / 248 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Substitute
- Toxic

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Ice Fang
- Aerial Ace

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 96 Def / 100 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Will-O-Wisp
- Volt Switch


Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Giga Drain
- Fire Blast
- Quiver Dance

Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Jolly Nature
- Screech
- Earthquake
- Substitute
- Toxic

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 76 Def / 184 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Moonblast
- Taunt
- Scald

Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Rock Slide
- Extrasensory
- U-turn

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Stealth Rock
- Play Rough
- Sucker Punch
- Fire Fang

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off
- Earthquake
- Hidden Power [Ice]
- Giga Drain


Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Heal Bell

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Power Gem
- Sludge Wave
- Hidden Power [Fire]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
IVs: 0 Spe
- Spikes
- Power Whip
- Leech Seed
- Gyro Ball

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 96 Def / 100 SpD / 64 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Roost
- Ice Beam

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 124 SpD / 132 Spe
Adamant Nature
- Pursuit
- Crunch
- Stone Edge
- Fire Punch

Latios @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Trick
- Surf


Gallade-Mega @ Galladite
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Ice Punch

Greninja @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Gunk Shot
- Hidden Power [Fire]

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Thousand Arrows
- Extreme Speed

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Protect
- Power Whip

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 220 Def / 8 SpD / 32 Spe
Impish Nature
- Protect
- Hidden Power [Ice]
- Stealth Rock
- Earthquake
 


Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 244 HP / 104 Def / 160 SpD
Sassy Nature
- Scald
- Earthquake
- Toxic
- Recover

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Psychic
- Draco Meteor
- Trick

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Hidden Power [Ice]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 96 HP / 192 Atk / 220 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Swords Dance

Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Ice Beam
- Focus Blast

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Knock Off
- Hidden Power [Ice]
- Sludge Bomb
- Giga Drain


This team is offense with a defensive slant in Tangrowth and Gastrodon. I really wanted to use gastrodon in this meta because of its ability to wall so many major threats. To prevent gastrodon taking much chip damage from rocks, I added latios, which is my favourite defogger in this meta due to it's ability to revenge kill volcarona. Latios also had the added benefit of defogging rocks for char y, which helped against tapu bulu, celesteela and other mons my core was weak to. Landorus is there to get up rocks and have an offensive presence as well. I decided to use rocky helmet (an inspired choice!) because of my teams weakness to strong physical attackers, which could then be easily worn down with chip from the rocky helmet. Tangrowth is there to help against zygarde and other mons my team was weak to, while magearna functions quite well as a late game cleaner/sweeper, especially after char y's wallbreaking.

I've used this team for the past few days now and it's been showing some success! Hope you guys will enjoy the team.
 

Camerupt @ Cameruptite
Ability: Magma Armor
Shiny: Yes
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
- Fire Blast
- Earth Power
- Rock Slide
- Substitute

Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Dark Pulse
- Ice Beam
- Hydro Pump

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Wild Charge
- Hidden Power [Ice]
- Taunt

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Defog

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 132 Def / 124 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower
So I really wanted to make a M-Camerupt team, because it absolutely shreds through a lot of prominent bulk mons including Tangrowth, Celesteela, Clefable, M-Venusaur, Ferrothorn, and Toxapex while also checking threats like most Tapu Koko, M-Mawile, and Magearna sets. The aforementioned bulk mons are often checks to prominent mons in the meta, such as Tapu Koko and Greninja. Latios, meanwhile, is a Ground immunity and good Defogger for the team that also hits hard and baits in Camerupt-fodder. Tyranitar provides a weather-changer and Pursuit trapper, and Celesteela is yet another Ground immunity and overall bulky nuisance.

So basically, the goal is to get Camerupt in on bulk that prevents Koko, Greninja, and Latios from sweeping. The best way to do this, double out when you have one of those three in. For example, U-Turn with Koko on a Tang switch, bring in M-Camerupt. Now your opponent will likely swap, so instead of attacking, use Sub on Camerupt. Now you have scouted their Camerupt switch-in, and said switch-in may still end up crippled by M-Camerupt (i.e. they swap into Tapu Fini expecting Fire Blast, they now take over half from EP with you behind a Sub). This means that their potentially only Camerupt switch-in may no longer even function as a M-Camerupt switch-in.

Taunt Koko is typically the best lead option as it prevents hazards, webs, and Aurora Veil from being set-up. It's typically faster than the rest of the opponent's team as well meaning you can usually get a U-Turn off. Greninja is good if you expect something like Lando-T or Garchomp to lead, either letting you drop them or start Spikes-setting. While I'm sure there's threats that harass/best this team, I have enjoyed moderate success with it against a lot of "standard" teams.

P.S. Rock Slide is on my M-Camerupt to OHKO Volcarona after a QD, as Ancientpower would fail to do so. You can build your M-Camerupt however you want really. A Rock-setter or four attacks M-Camerupt would work well, and Nature Power with E-Terrain would give you Sheer Force boosted Thunderbolts.
 



So I really wanted to make a M-Camerupt team, because it absolutely shreds through a lot of prominent bulk mons including Tangrowth, Celesteela, Clefable, M-Venusaur, Ferrothorn, and Toxapex while also checking threats like most Tapu Koko, M-Mawile, and Magearna sets. The aforementioned bulk mons are often checks to prominent mons in the meta, such as Tapu Koko and Greninja. Latios, meanwhile, is a Ground immunity and good Defogger for the team that also hits hard and baits in Camerupt-fodder. Tyranitar provides a weather-changer and Pursuit trapper, and Celesteela is yet another Ground immunity and overall bulky nuisance.

So basically, the goal is to get Camerupt in on bulk that prevents Koko, Greninja, and Latios from sweeping. The best way to do this, double out when you have one of those three in. For example, U-Turn with Koko on a Tang switch, bring in M-Camerupt. Now your opponent will likely swap, so instead of attacking, use Sub on Camerupt. Now you have scouted their Camerupt switch-in, and said switch-in may still end up crippled by M-Camerupt (i.e. they swap into Tapu Fini expecting Fire Blast, they now take over half from EP with you behind a Sub). This means that their potentially only Camerupt switch-in may no longer even function as a M-Camerupt switch-in.

Taunt Koko is typically the best lead option as it prevents hazards, webs, and Aurora Veil from being set-up. It's typically faster than the rest of the opponent's team as well meaning you can usually get a U-Turn off. Greninja is good if you expect something like Lando-T or Garchomp to lead, either letting you drop them or start Spikes-setting. While I'm sure there's threats that harass/best this team, I have enjoyed moderate success with it against a lot of "standard" teams.

P.S. Rock Slide is on my M-Camerupt to OHKO Volcarona after a QD, as Ancientpower would fail to do so. You can build your M-Camerupt however you want really. A Rock-setter or four attacks M-Camerupt would work well, and Nature Power with E-Terrain would give you Sheer Force boosted Thunderbolts.
Really nice team bro. I always like teams that use underrated stuff. Haven´t played OU in a while, so I can´t really give you a proper suggestion on how to improve the team. A few things that I noticed is that your team is EXTREMELY weak to Ash Greninja. That monster can OHKO/2HKO your entire team if it´s Specs (which is the most common variant). You do have Celesteela but I feel it´s pressured way too much by Ash Greninja. Another thing I noticed is that you have HP Fire on Latios for Scizor and Ferrothorn, but since you have Mega Camerupt already and Flamethrower on Celesteela you can change it to Recover for longevity, or Thunderbolt to hit Tapu Fini harder. And 1 last thing is Trick Room. I feel that Mega Camerupt MUST have a partner with acces to Trick Room, it´s incredible under it. You don´t have to change the entire team to a Trick Room heavy variant, just try to see if you can slap a Trick Room setter. Celebi is probably the best partner for Mega Camerupt. As a Grass Type, it resist Water and Ground which are Mega Camerupt´s only 2 weaknesses, it also has reliable recovery and acces to BOTH U-turn and Healing Wish to grant free switch ins to Mega Camerupt. Heck, it even becomes better since you have a Tyranitar already on your team. Hope this helps.
 
BeardyBennett Just a small Quality-of-life Change, you usually run Soul Dew when relying only on stab. With coverage moves, you want to make it either Life Orb, or, the most common set right now, scarf + defog and trick. Apart from that i Looks good.

Red_GT95 Camel has been used multiple times without a TR setter on WCOP. It's just a matter of knowing how to Play it without
 
BeardyBennett Just a small Quality-of-life Change, you usually run Soul Dew when relying only on stab. With coverage moves, you want to make it either Life Orb, or, the most common set right now, scarf + defog and trick. Apart from that i Looks good.

Red_GT95 Camel has been used multiple times without a TR setter on WCOP. It's just a matter of knowing how to Play it without
Yeah but I still feel he truly shines with Trick Room. He's perfectly viable outside of it.
 
i made these teams on a plane from seattle to beijing.

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Zen Headbutt

Tapu Koko @ Expert Belt
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hidden Power [Ice]
- Thunderbolt
- Taunt

Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Focus Blast
- Fleur Cannon

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 76 Def / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Flare Blitz
- Stone Edge
- Close Combat

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 24 Def / 232 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Calm Mind
- Scald


Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Aqua Jet
- Knock Off
- Toxic

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Taunt

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Water Shuriken
- Hydro Pump
- Dark Pulse

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Fly
- Earthquake
- Gravity

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 96 Def / 100 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Will-O-Wisp
- Flamethrower

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Sludge Bomb


Lopunny-Mega @ Lopunnite
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Power-Up Punch
- Encore

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

Zapdos @ Expert Belt
Ability: Pressure
EVs: 248 HP / 20 Def / 56 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge

Heatran @ Firium Z
Ability: Flash Fire
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Magma Storm
- Toxic
- Earth Power

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- Spikes


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Lovely Kiss
- Magic Coat

Tapu Bulu @ Occa Berry
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Stone Edge
- Horn Leech
- Superpower

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

Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Claw
- Play Rough
- Swords Dance
- Shadow Sneak

Thundurus @ Life Orb
Ability: Defiant
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Nasty Plot
- Sludge Wave
- Hidden Power [Ice]

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Ice Beam


Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Toxic
- Flamethrower
- Hidden Power [Grass]

Thundurus-Therian @ Electrium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Agility
- Nasty Plot
- Hidden Power [Ice]

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 92 Def / 104 SpD / 64 Spe
Impish Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Dragon Tail

Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 24 Atk / 252 SpA / 232 Spe
Naive Nature
- Knock Off
- Ice Beam
- Fire Blast
- Sucker Punch

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 112 Def / 144 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Earthquake
- Sludge Wave

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Aerial Ace
- Smart Strike
- Sacred Sword


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Impish Nature
- U-turn
- Roost
- Swords Dance
- Bullet Punch

Dugtrio @ Groundium Z
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Earthquake
- Toxic
- Screech

Serperior @ Leftovers
Ability: Contrary
EVs: 56 HP / 212 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 40 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Infestation
- Toxic
- Recover
- Haze

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Flamethrower
- Soft-Boiled

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 156 Def / 92 SpD / 12 Spe
Relaxed Nature
- Protect
- Leech Seed
- Flamethrower
- Heavy Slam

edit:

Infernape @ Ganlon Berry
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Flare Blitz
- Natural Gift

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Extrasensory
- Hydro Pump
- Dark Pulse
- Water Shuriken

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Thunder Punch
- Sucker Punch
- Swords Dance

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Soft-Boiled
- Flamethrower

Heatran @ Leftovers
Ability: Flash Fire
EVs: 104 HP / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Toxic
- Magma Storm
- Earth Power

Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wood Hammer
- Horn Leech
- Superpower
- Swords Dance

haven't tested any of them except the cb crawdaunt team
 
Last edited:
Here's a fun ass squad I've been using. Shed Shell on Tran is probably better but just predict against Dug. :v]
I can't find the proper gif for Bulu just imagine it's here.
Aggron (M) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Careful Nature
- Thunder Wave
- Heavy Slam
- Earthquake
- Fire Punch

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Trick

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

my name clef (Clefable) (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 212 HP / 44 Def / 252 Spe
Timid Nature
- Substitute
- Toxic
- Magma Storm
- Earth Power

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 220 HP / 166 Atk / 122 SpD
Adamant Nature
- Horn Leech
- Superpower
- Substitute
- Swords Dance

Edit: Thank you user matthewc20090 I appreciate the site and shall use it for my further escapades.
 
Last edited:
i made these teams on a plane from seattle to beijing.

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Fire Punch
- Zen Headbutt

Tapu Koko @ Expert Belt
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Hidden Power [Ice]
- Thunderbolt
- Taunt

Magearna @ Fightinium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Thunderbolt
- Focus Blast
- Fleur Cannon

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 76 Def / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Hidden Power [Ice]
- Stealth Rock

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Flare Blitz
- Stone Edge
- Close Combat

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 24 Def / 232 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Calm Mind
- Scald



Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Aqua Jet
- Knock Off
- Toxic

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Taunt

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Water Shuriken
- Hydro Pump
- Dark Pulse

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Fly
- Earthquake
- Gravity

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 96 Def / 100 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Will-O-Wisp
- Flamethrower

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Sludge Bomb
Great teams, man, thanks for sharing. The first team handles great and is similar to a volt-turn team I've built so it was easy to use. Don't sleep on Band Hoopa-U, my goodness. Second team is fun to use, has a nice Knock Off core in Crawdaunt and Tangrowth that makes handling bulkier threats manageable. Obvious issues with Steel types like Ferrothorn and Celesteela, and I might consider going HP Fire >>> HP Ice on Tangrowth.
 
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Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Stealth Rock
- Soft-boiled
- Calm Mind

Heatran @ Leftovers
Ability: Flash Fire
EVs: 232 HP / 4 Def / 32 SpA / 240 Spe
Modest Nature
- Magma Storm
- Toxic
- Substitute
- Earth Power

Latias @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Shaymin @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 252 Def / 16 SpD
Calm Nature
- Synthesis
- Seed Flare
- Leech Seed
- Earth Power

Tapu Koko @ Electrium Z
Ability: Electrium Z
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- U-turn
- Hidden Power Ice
- Taunt

i'm not even gonna flex, this team was an older one i had but i just swapped out mega medicham for mega gallade. clefable is a naturally good partner for gallade since it sets up rocks against stall. i don't usually use calm mind, but it was pretty good on this team so why not. subtox tran is a pretty godly set that's super annoying for any balance / stallish team to face. i paired that up with physical koko because koko breaks annoying checks to both clefable and heatran so clef can sweep easier and tran becomes even more devastating. i was tired of using tangrowth since that mon loses to just about everything, so I figured shaymin would be cool to use and it really is (it isn't exactly better but it doesn't lose to tspikes / burns). it's very very niche but wearing things down through leech and not instantly losing to tspikes unless i defog them makes it fun. also wears down the oppo wildly fast in conjunction with tox tran.


Camerupt @ Cameruptite
Ability: Magma Armor
EVs: 192 HP / 176 SpA / 140 Spe
Modest Nature
- Fire Blast
- Earth Power
- Rock Slide
- Stealth Rock

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- Hidden Power Ice
- U-turn
- Taunt

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
- Will-O-Wisp
- Psychic
- Soft-boiled
- Defog

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power Fire

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 200 HP / 56 SpA / 252 Spe
Timid Nature
- Calm Mind
- Shift Gear
- Ice Beam
- Thunderbolt

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- U-turn
- Rock Slide
- Ice Beam
- Hydro Pump

mega camel is a fun mega. i personally think nature power is overrated and tapu koko is the better partner, offensively speaking, over bulu. physical koko decimates a good portion of mega camel's defensive checks while bringing a lot of speed to the table. defensive mew is here for ensuring i don't autolose to mega medicham at the expense of losing to gallade, but what can you do? av tang is here for checking grounds and waters. i wanted a sweeper that appreciates koko smashing special walls like mew and av magearna, so dd magearna was a good fit here. i like bulky variants because you have some type of defensive application just like av does while maintaining speed and good power when backed by calm mind. shuca berry is my item of choice because z-fly landorus-t is scary asf and magearna baits it in pretty well. i needed a scarfer, so i figured greninja would be nice since it's one of the best "fast" scarfers available. super fun and solid.


Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Ice Punch
- Fire Punch
- Dragon Dance

Tapu Bulu @ Grassium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Wood Hammer
- Horn Leech
- Superpower

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Psyshock
- Moonblast
- Hidden Power Fire

Landorus-T @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 44 SpD
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Protect

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 148 Def / 112 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Soft-boiled
- Defog

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
- Scald
- Toxic Spikes
- Recover
- Haze

mega tyranitar + tspikes is incredibly deadly and makes for easy sweeping. tapu lele was chosen as the scarfer since toxapex is a functional charizard-y and volcarona check and landorus-t is the rocker. i didn't usually use the protect set but it's honestly pretty good since it makes for great scouting and amplifies your typical lando-t longevity. mew is the defogger, specifically the fast variant since it fits the dynamics of the team as well as functioning as an emergency check to middling speed mons like tapu bulu. finally, tapu bulu fit the team as a stallbreaker while posing pretty great offensive synergy with mega tyranitar. very solid overall.


Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Play Rough
- Sucker Punch
- Thunder Punch
- Fire Fang

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
- Scald
- Toxic Spikes
- Recover
- Haze

Zygarde @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Thousand Arrows
- Dragon Dance
- Extreme Speed

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 148 HP / 112 Spe
Timid Nature
- Ice Beam
- Will-O-Wisp
- Roost
- Defog

Landorus-T @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 44 SpD
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Protect

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Psyshock
- Moonblast
- Hidden Power

this team started with the concept of a dual physical breaking core of aoa mega mawile + cb zygarde. at the end of the team building process, dd zygarde proved to be more threatening with the tools this team provides. toxapex + mew is a great defensive core that brings a lot of utility to the table, namely toxic spikes and defog. landorus-t sets rocks while scarf tapu lele is the absolute best scarfer if you can afford to run it.


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

Latias @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog

Landorus-T @ Leftovers
Ability: Intimidate
EVs: 248 HP / 216 Def / 44 SpD
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Protect

Greninja @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Hydro Pump
- Dark Pulse
- Spikes

Magearna @ Electrium Z
Ability: Soul Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Shift Gear
- Focus Blast

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Def
- Thunder Wave
- Counter
- Psychic
- Hidden Power Fire / Focus Blast

a pretty ballsy offense based off of electrium z magearna luring in and eliminating celesteela / skarmory for mega pinsir. latias is a fantastic scarf that deserves more love because healing wish is such a boon as well as fitting defog onto it too. landorus-t is the generic rocker setter and i really wanted spikes on this build to cater to bringing forth a magearna sweep when pinsir can't. sash zam was something popular, but it apparently died down. it's a good catch-all for this type of team considering that it has some issues with a lot of things on a defensive standpoint. it pretty much guarantees that the oppo is going to lose at least one mon with another crippled by twave. the choice between hp fire and focus blast is up to you.


Garchomp @ Garchompite
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Fire Fang
- Outrage
- Swords Dance

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

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
- Scald
- Toxic Spikes
- Haze
- Recover

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power Ice

Celesteela @ Flyinium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Air Slash
- Flamethrower
- Giga Drain
- Automotize

a sand squad i made around mega garchomp. it's a straight up savage as it pretty much ravages balance and stall when under sand (even without it tbh). tyranitar + excadrill was added next and pursuit trapping is pretty hot right now considering the popularity of latios, even chandelure. excadrill was pretty much tacked on since it functions somewhat as a scarfer while also brining hazard removal in rapid spin, so i had no quarrels with it. toxapex + tangrowth is a really cool regen core that checks about 2/3's of the tier itself. toxic spikes is also very good to assist in mega chomp breaking or celesteela's sweep. speaking of, celesteela fit pretty well as it checks scary mons like mega pinsir while feeding off of how much tangrowth will be switching into literally every teammate.

enjoy !
 

Voltage

OTTN5
is a Pre-Contributor
Was at work today a bunch and had a ton of time on my hands, since I basically sit in a room. Showdown's blocked unless I work offline so I haven't been able to test the teams much, but whatever. Two teams for you right now which are probably at least the most decent of the trash I built, of course if you've got better recommendations, hit me with them, otherwise here you go.


Press Garden (Altaria-Mega) @ Altarianite
Ability: Cloud Nine
EVs: 252 HP / 136 Def / 92 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Facade
- Earthquake

Mirage Saloon (Landorus-Therian) @ Soft Sand
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn

Studiopolis (Magnezone) @ Assault Vest
Ability: Magnet Pull
EVs: 140 HP / 192 SpA / 176 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon

Lava Reef (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Stone Edge

Titanic Monarch (Latios) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Psyshock
- Surf

Flying Battery (Thundurus) @ Electrium Z
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]

Team here looks decently standard Mega Altaria Offense with a few VoltTurn, though I wanted to try something different. Malt fears status like crazy, so I opted to try out Facade with a DDD spread. Pre-Mega Ability is Cloud Nine to stop any Rain/Veil/Sand shennanigans, as well as promote getting status (as dumb as that sounds). Landorus is an Adamant+Soft Sand to beat Clef as well as other stall plus rocks, and Smack Down further promotes mindlessly clicking EQ. Mag is Malt's ideal partner that traps things like Skarm, Celesteela and Scizor pretty nicely. I opted for AV here if only because it works better with Landorus, though you're welcome to use njnp's Sub Mag set. Nape is a clean clean clean revenge killer that can easily handle things like Volc, Tang, Mag, Bulu and other set up sweepers (Nape > Keldeo here if only because this team otherwise eats shit to Bulky Grass). Latios is your defogger, though I opted for Soul Dew so you could potentially bluff things if you really had to. Surf is on there to hit Duggy, Tar, Landy-T, Exca and Tran. Lastly I originally ran Koko, but I found myself being extremely Duggy weak, so I made a change. I still wanted the electric coverage and the stallbreaking availability, so I opted with a Taunt+NP set with Electrium Z just to break through things that might not expect Thundy to be your Z move user.


Weavile @ Groundium Z
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Icicle Crash
- Dig

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 72 Def / 140 SpD / 56 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Soft-Boiled
- Defog

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 21 HP
- Earthquake
- Reversal
- Pursuit
- Stealth Rock

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Surf
- Recover

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shift Gear
- Thunderbolt
- Ice Beam
- Focus Blast

Found a cool Groundium Weavile set, and I enjoy building around unexpected and weirdly fun things, so I said fuck it and I'm running with it. Obviously, Weavile lures in things like Tran, Mag, Toxapex and said mons get blown back by Tectonic Rage. Obviously I wanted somethign that also bust through things like Mega Scizor and Ferro, so I put on a standard Zard-Y set, plus its two pals, Defog Mew with Volt Switch, and Sash Duggy with rocks. From there, my team was super weak to anything fast than it, so I slapped on Scarf Latios to help deal with things like Zygarde (Since Weavile Lacks priority), and Keldeo, as well as fat pink blobs. Lastly I wanted something that could work as a cleaner late game, and Shift Gear Mag was my choice. It's a little weird since I have the Z lure on Weavile, so I opted for Shuca just so that it doesn't literally die to a ground move as it sets up, then return fire with Ice Beam. Additionally, Focus Blast beats Tran, which otherwise gives the team issue. I can completely understand if you think it might be better to give Mag something like Twinkle Tackle and give Weavile a Band, which would work fine too.
 

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
EVs: 216 HP / 168 SpA / 124 Spe
Modest Nature
IVs: 30 Atk
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Rock Slide

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Trick

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- U-turn
- Hidden Power [Ice]
- Roost

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Ice]

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 116 Def / 144 SpD
Sassy Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower


I built this team around Camel + Tapu Koko.Tangrowth checks Zyg and ashgren which were huge threats to this core. Also Chomp SD Z was an important problem so I chose clefable + mixed celes to check it a lot of different threats in the metagame such as pinsir, chomp, av magearna (sg magearna is checked boy camel)... The glue of the team was Latios Scarf because I needed more speed control, defog and something to check Volcarona, non bug buzz.Camel runs rock slide to check bug buzz volc, I think naturte power or yawn is not neccesary bc I have a switch in to Mantine. Koko runs Z Wild Change to break special walls and to win against stall more effectively. Clefable is SR CM because it puts ton of work against stall and teams without a good fairy resist. Mixed Celesteela to check diancie better and some physical pokemon like chomp, lando...
 
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General Specific (Ampharos-Mega) (M) @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Focus Blast
- Toxic

Thomas the Tank (Araquanid) @ Choice Band
Ability: Water Bubble
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Leech Life
- Liquidation
- Rest
- Sleep Talk

Cannons (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 132 Def / 124 SpD
Relaxed Nature
- Leech Seed
- Protect
- Flamethrower
- Heavy Slam

Don't Ask Don't (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Soft-Boiled
- Stealth Rock

Little Boy (Zygarde) @ Dragonium Z
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Thousand Arrows
- Extreme Speed
- Dragon Dance

Red Baron (Kartana) @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Defog
- Leaf Blade
- Sacred Sword

This is a team I built before MAmpharos was released in anticipation. I wanted to highlight one of the worst and one of my favorite Megas, since it has great bulk and the universe's slowest Volt Switch with base 165 SpA. I paired him with band Araquanid, who appreciates Flying types being checked and can check Ice and Ground moves for the former. Plus he's a great wallbreaker on his own and needs very little support. You might run Heal Bell >>> Toxic to let Araquanid just spam Liquidation, but it makes you slightly weaker to bulky teams. Because Fire types are handled between the two, I felt comfortable running Celesteela and Clefable as my defensive backbone. As my sweepers, I chose DD Z-Zygarde for sheer power and versatility, and Scarf Defog Kartana to steamroll a weakened team. Obvious obvious weakness to MMedicham, MGallade, Gengar, and Tapu Koko...basically any moderately fast sweepers since my team is pretty slow. Considering Defensive Mew >>> Clefable, but that just creates new problems. I could also use help optimizing EVs on Ampharos and Araquanid.

http://replay.pokemonshowdown.com/gen7ou-619088839
 
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So recently I've made a Sticky Web team with Mega Diancie, and it's been doing really well so far. No replays sadly, but I've done 25 matches and only lost 3 times and two of those times were my opponent making completely moronic plays that caught me off guard.



Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 0 Atk
- Sticky Web
- Taunt
- Spore
- Memento

Kartana @ Fightinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Smart Strike

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Magma Storm
- Toxic
- Stealth Rock

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Power Gem
- Earth Power

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Volt Switch
- Hidden Power [Ice]

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Hidden Power [Fire]
- Energy Ball


Smeargle is pretty much the only viable Sticky Web setter in OU. Even with Misty and Electric Terrain, I've still found Spore very useful to put something out of commission for a few turns. Taunt prevents slower Defoggers doing their thing as well as opposing hazard setters setting up, while Memento lets Smeargle prevent Defog, and give my 2 sweepers space to come in and set up. Diancie is my first sweeper, and my god this thing is fucking awesome. The buff to mega evolution means it doesn't need to run Protect any more, freeing up the slot for...well anything you want. Mine is a simple Calm Mind + 3 attacks set, and it's deadly late game. Sticky Web lets it outrun stuff that could otherwise have revenge killed you and smack it with your attacks. Moonblast and Power Gem get STAB, while Earth Power has perfect neutral coverage with the STABs (bar Bronzong but I never see that). Kartana is my secondary sweeper. It can smash through Chansey, Unaware Clefable and specially defensive Celesteela with All Out Pummelling. Generally, if one of them doesn't sweep, one will clear the way for the other. Next up, I needed a stall breaker. I rarely invent my own sets, but this one's served me pretty well. It's like a fusion of the specially defensive and trapper sets. Magma Storm traps the opponent, Taunt renders weak walls helpless, Toxic slowly wears them down while Stealth Rock helps chip away at Volt Turn teams. Magma Storm + Taunt + Toxic lets Heatran lure in and kill Chansey. The EVs are the standard specially defensive set. Toxic Spikes completely screw up my team, so I needed emergency hazard removal. Zapdos can also beat Scarf Landorus-T, which can be troublesome for my team. Volt Switch lets it scout switch ins and grab momentum, Defog removes hazards, Roost keeps it healthy, Hidden Power Ice at worst 2HKOes Landorus-T. EVs let it outrun max speed neutral base 75s, with the rest in HP and defence for maximum physical bulk. Lastly, I needed a revenge killer, and Tapu Lele is one of the best. Standard Scarf set, not much to say. Psychic for strong STAB, Moonblast to hit Dark types, Hidden Power Fire for Steels and Energy Ball lets it revenge kill Swampert in the Rain, although I may switch it for Thunderbolt for specially defensive Celesteela.

Threats

Scarf Landorus-T is a huge problem once Zapdos is gone, and it can still 2HKO the bird with Stone Edge after Stealth Rock
Greninja. Why hasn't this thing been banned already, it has no switch ins. If it gets in safely and webs aren't up, I'm pretty much forced to sack something.
Dragon Dance Zygarde can wreck my team if I haven't got webs up, and even then it can use Z-Dragon Dance to negate the Speed drop. +1 Thousand Arrows does around 60% to Zapdos (if it hasn't been Smacked Down).
 
Shuckle @ Iapapa Berry
Ability: Gluttony
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Toxic
- Infestation

Is this a good idea? I playtested some games (with a team made around it, of course.) and wanna know if this is a good idea.
Infestation traps the oponent, then Toxic, then you set the Sticky Web and the Stealth Rock. The berry is to you survive better.
 
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mantine.gif
tapukoko.gif
magearna.gif


BALANCE: Mega-Diancie Hazard Stack

Hey its me again. Im going to share with you one of my most successful teams that I've ever made. I know that njnp also posted this team on his discord server, but after obtaining it from me after a ladder match. He has made a couple improvements here and there so I'd like to give a shoutout to him for his help. So, I really wanted to use Mega-Diancie and love the defensive core of Hippowdon + Mantine, so I ended up making a first draft adding Ferrothorn to the team to check some main weaknesses of the team. The team turned out to have a theme surrounding hazards stacking and originally, the team had Flyinium-Z Bulk Up Thundurus, to switch into defogs and get a boost from Defiant. However the team turned out to be a bit slow and lost to Stall teams. This is where NJNP helped out by replacing Thundurus with Physical Tapu Koko, which does a great job of solving both issues. I added Magearna last to add another offensive presence to the team, while still retaining the ability to check threats. It holds the Shuca Berry to lure Landorus-T, Zygarde, and Garchomp, which really annoy the team a lot. The team functions by slowly chipping down opposing Pokemon's HP with Hippowdon, Ferrothorn, and Mantine mainly. Towards the middle of the game you will want to start using Magearna to either try to deal out a lot more consistent damage. Its main role in mid to end-game is to act as a pivot to bring Tapu Koko and Diancie in safely. That is usually the gameplan, however there are always exceptions, so just do what you might have to do to make the team succeed during those exceptions. One main exception is playing against Stall. Here, Tapu Koko is your lord and savior. If it goes down, unless the Stall team is weak enough, you will probably lose to any good Stall player. All of the Pokemon on the team serve an important role against stall, but Tapu Koko is going to be the main source of heavy damage that you can deal. Well anyways, I hope you all enjoy the team if you use it. I'd just like to thank NJNP again for his help. As always, feel free to change anything or make suggestions. Have a nice day :)


Import:

Mantine (F) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 180 Def / 80 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Roost
- Haze

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 224 Def / 32 SpD
Impish Nature
- Toxic
- Stealth Rock
- Earthquake
- Slack Off

Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 248 HP / 124 Def / 136 SpD
Calm Nature
IVs: 0 Atk / 6 Spe
- Hidden Power [Fire]
- Fleur Cannon
- Ice Beam
- Volt Switch

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- U-turn
- Roost
- Taunt

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Knock Off

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

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