Project Doubles Teambuilding Competition - ON HIATUS

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Idyll

xD
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RBTT Champion
With a slim 2-vote lead, miltankmilk comes out on top this round with his Mega Metagross-lead squad, congrats!

This week, we'll be building around...


Tapu Lele, another one of the Alolan Guardian deities! With its stellar 130 Special Attack and Psychic Terrain, it's capable of smashing through teams with its boosted Psychic, letting it stand out as one of the strongest attackers in the metagame. As an offensive threat, it has just enough Speed, 95, to let it get the job done and its bulk on the special side doesn't hurt, either. Having access to STAB Moonblast also helps its Psychic offensive, giving it solid coverage for Dark-types that could otherwise handle Tapu Lele. With its ability to just punch through holes with its ridiculous power, Tapu Lele might very well be one of the top threats in the metagame!

Deadline of building on Saturday GMT noon!

cough follow my format on the op when submitting cough
 

Sylveon.

Penny saved is still a fucking penny
Alright, here's my obligatory team of the week (.feat Char-y and Tapu Lele) ::


Importable :
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Psyshock
- Moonblast
- Hidden Power [Ground]
- Dazzling Gleam

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Fire Blast
- Solar Beam
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Protect

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 160 Def / 96 SpD
Sassy Nature
- Heavy Slam
- Leech Seed
- Wide Guard
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 144 HP / 132 Atk / 24 Def / 24 SpD / 184 Spe
Adamant Nature
- Earthquake
- Superpower
- U-turn
- Stone Edge

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 212 HP / 188 Def / 80 SpA / 28 SpD
Relaxed Nature
IVs: 0 Atk
- Icy Wind
- Earth Power
- Recover
- Protect


Description :
Since, we are building around/using tapu lele, so you obviously got to use psychic terrain effectively. Choice Scarf lele is excellent right now, it patches up it's speed issues while still hitting obscenely hard.Well, the first and pretty much easiest to use thing with it is deoxys-attack. I don't think I need to tell you how hard psycho boost + psychic terrain hits. I even added knock off on deo, to punish jirachi switch-ins and also celesteela doesn't like losing it's lefties. You can use pursuit to potentially trap mega-gengar, but seeing how we have scarfed lele, it's pretty much unnecessary. But this core has a massive weakness against bulky steels(specially celesteela) which is where char-y comes in, dispatching most steels with heat wave while punishing wide guard spams with a powerful sun-boosted fire blast. Even though mega-mence is everywhere I still like char-y in this meta a lot, as evident by my last team also. Lando-t and celesteela form a good core defensively helping out a lot against various trends going on right now in the meta. Another mon I am really liking right now, is Gastrodon. Though it is passive but it still manages to fill certain holes for the team like countering rain well, since ludicolo is non existent right now and gastro + lando comfortably beats rain+electric terrain teams. I also use hp ice on lando sometimes, to ease up my match-up further against mega-mence.
 
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.....


Tapu Lele + Mega Mence is the core of choice, and the main focus of this team is Tailwind. The core's sets are relatively standard, with Tapu Lele having HP Ground to deal with Heatran and Mega Mence with Tailwind to support the team. Aegislash was the next mon of choice, giving the core, or rather the team, a safe pivot and a hardcore Ghostium Z (Never Ending Nightmare) backbone. I also chose AV Landorus-T because it never fails to impress, especially with Zapdos to provide additional Tailwind support. Lastly, Volcanion was selected as an alternative to deal with Steel types. I got to admit, its use of Firium Z (Inferno Overdrive) is quite handy. (Roar is there to stop Trick Room.)

Other Notes:
Tapu Lele outspeeds Deoxys-A (and doesn't need Tailwind to do so).
Aegislash outspeeds Mega Gengar and Tapu Koko under Tailwind.
Landorus-T survives Steam Eruption from Volcanion.
Volcanion outspeeds Adamant Scarfed Landorus-T & Deoxys-A under Tailwind.


Salamence-Mega @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Protect
- Tailwind

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 92 HP / 252 SpA / 164 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Shadow Ball
- Hidden Power [Ground]
- Psychic
- Moonblast

Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 156 HP / 252 SpA / 100 Spe
Timid Nature
IVs: 0 Atk / 30 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 168 HP / 120 Atk / 36 SpD / 184 Spe
Adamant Nature
- Earthquake
- Superpower
- U-turn
- Stone Edge

Zapdos @ Life Orb
Ability: Static
EVs: 252 HP / 148 Def / 108 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Tailwind

Volcanion @ Firium Z
Ability: Water Absorb
EVs: 208 HP / 124 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Roar
- Protect
 
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GenOne

DOU main. GMT-7. PS!: GenOne
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Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Psychic
- Moonblast
- Hidden Power [Ground]
- Shadow Ball

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Double-Edge
- Earthquake
- Tailwind
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dark Pulse
- Nasty Plot
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 112 HP / 4 Atk / 16 Def / 208 SpA / 168 Spe
Timid Nature
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Stone Edge

Victini @ Choice Scarf
Ability: Victory Star
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Final Gambit

Cresselia @ Iapapa Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Psyshock
- Icy Wind
- Calm Mind
- Moonlight
I wanted to build around a hyper offense Tapu Lele + Deoxys-A core and this was the result. S/O to Iapapa Berry Cresselia :)
  • Tapu Lele: Modest Scarf set lets Tapu Lele hit hard and fast with its STAB moves. Hidden Power gives it momentum against Heatran. Shadow Ball lets it hit Aegislash and Jirachi.
  • Mega Salamence: Full Atk and Spe+ investment to hit hard and fast with Aerilite-boosted Double Edge. Earthquake hits the bulky steels as well as Electric types. Tailwind > Dragon Dance for the speed control, since this team is designed around immediate offensive pressure.
  • Deoxys-Attack: Under Psychic Terrain, there's no need for Psycho Boost; Psychic hits almost as hard as unboosted Psycho Boost. Dark Pulse hits whatever resists Psychic attacks. Nasty Plot applies immense offensive pressure, if played in the right situation. Deo-A benefits from the priority immunity that Lele grants it. A Scarf Lele + Deo-A lead will definitely kill something against unprepared teams.
  • Landorus-I: AV special Landorus is a compromise between Lando-I's good movepool and physical Lando-T's attack control. Earth Power for steels and fires. Sludge Bomb for faeries. HP ice for opposing Landos and Salamences. Stone Edge for Charizard and Volcanion.
  • Victini: This is the standard Scarf set from ORAS, but it applies further offensive pressure - especially when assisted by Psychic Terrain which negates priority attacks. It's worth noting that Scarf Victini outruns opposing Scarf Lele sets and threatens huge damage. V-Create will kill or severely hurt most enemies. Final Gambit, combined with Victini's good HP stat, covers most things that V-Create doesn't. Bolt Strike gives it more coverage options. U-Turn lets it hit and run.
  • Cresselia: Sleep spam is a lot rarer in SM, and in any event this team threatens everything that can induce sleep. So, I decided to run Iapapa Berry on Cresselia instead of Goggles. For those who don't know, Iapapa Berry (and similar berries) got a boost in SM; they now recover a mon by 50% if it reaches 25% or less. If there was ever a mon that could pull of Iapapa Berry reliably, its Cress. And Iapapa Berry is essentially a Moonlight that Cress doesn't have to manually activate, so it grants Cres considerable longevity. Icy Wind > Trick Room for a more relevant speed control option, as well as a reliable answer to Salamence and Lando.


E: The Cres EVs were bugged before, and only had for 4 def for some reason. That's now fixed :)
 
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Magic Mammal (Tapu Lele) @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Protect

Vertical Reptile (Salamence-Mega) @ Salamencite
Ability: Aerilate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Return
- Substitute
- Dragon Dance
- Protect

Metal Mammal (Jirachi) @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect

Land Fish (Volcanion) @ Safety Goggles
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Steam Eruption
- Sludge Bomb
- Protect

Muscular Susan (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Earth Power
- Ice Beam
- Protect

Aerial Mammal (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- U-turn
- Superpower
- Earthquake


Mega Salamence is nasty and Jirachi makes it super nasty and when it's faster than everything ever and behind a sub it just kills things just by looking at them funny. Tapu Lele stops things like Weavile who can it hurt it with priority plus Tapu Lele is grossly strong and with speed control from Jirachi it can bop a lot of things in one or two hits. Volcanion makes the rain match up better to stop things like Kingdra being a fast boy and OHKOing Salamence so it can do the "kill everything" thing it does so well. Scarf Landorus is just good at beating steel types that wall Salamence, that one dancing bird guy that's always paired with Volcarona and the duo of Tapu Koko and Alolan Raichu (outspeeding both if you can get Tapu Lele on the field to remove Electric Terrain). Nidoqueen is a neat dude who is really good at popping nearly everything that came in Gen 7 so until the meta is stable its nice to be able to do big chunks o' pain to all the random new mons on the ladder. With speed control from Jirachi and their fairly decent typing synergy Nidoqueen actually manages to do a whole lot of work most games and is pretty good for taking on the Tapu's and any Dragons that Tapu Lele doesn't want to risk dying to. Also Zygarde. Zygarde is ew. Although it looks like this team is super weak to Trick Room you'll have to take my word when I say that it manages to KO most Trick Room users before they set up and even once it is up can stall it out pretty nicely. Pretty fun team and Tapu Lele, Salamence and Jirachi are a disgusting core.
 
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Platinum God n1n1

the real n1n1
is a Tiering Contributor

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk
- Substitute
- Heat Wave
- Earth Power
- Protect

Gastrodon @ Sitrus Berry
Ability: Storm Drain
EVs: 232 HP / 176 Def / 48 SpA / 52 SpD
Quiet Nature
IVs: 0 Spe
- Muddy Water
- Earth Power
- Ice Beam
- Recover

Tapu Lele @ Leftovers
Ability: Psychic Surge
EVs: 252 HP / 108 Def / 148 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Dazzling Gleam
- Substitute
- Calm Mind

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Draco Meteor
- Protect

Hoopa-Unbound @ Safety Goggles
Ability: Magician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 24 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk
- Trick Room
- Recover
- Ice Beam
- Thunderbolt


Heatran next to Gastodon was the core I chose to build around because with Storm Drain and shuca behind a sub I make it very difficult to break the core. Gastodon also provides nice water and ice coverage along side Heatran; both with great bulk that makes them a difficult core to break

With water covered, Heatrans other major weakness is fighting. Tapu Lele wrecks all fighting types. I'm using Calm Mind sub on her because it was a very effective set on Sylveon. Likewise Heatran and Gastodon remove the steel types and have great match ups very viable poison mons.
I Salamence offers useful Intimidate support, another huge check to fighting types, ground immune, and missing coverage.
And of Salamences weakness are resisted by Heatran.

Now to add 2 TR setters
All mons up to this point have a spread move so Hoopa is great for breaking Wide Guards. He adds dark coverage and gets increased power on his psychic move
Porygon2 is just an incredibly reliable setter and adds Thunderbolt for a second bulky water check.
 
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qsns

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VGCPL Champion

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 20 HP / 4 Def / 164 SpA / 68 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Protect

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Fire Blast
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 44 Atk / 212 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Ice Beam
- Knock Off
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off

Milotic @ Psychic Seed
Ability: Competitive
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Protect

Life Orb Lele is an absolute terror to switch into, barring obvious Steels such as Aegislash and Jirachi, so I decided to pair with with Knock Off Deoxys-A, which has the obvious Psychic Terrain synergy, and Mega Gengar. I don't think people are giving Gengar enough credit in this metagame, as being able to pressure with Shadow Tag much more effectively the first turn it's out is fuckin nuts. Gengar reliably traps and beats Tapu Koko, which annoys the team with its excessive power and ability ruining Deoxys' and Lele's power. Hydreigon, something I haven't seen much of this gen, rounds out the breakers of the team with coverage that beats all the steels that cross its path, including Celesteela, the criminally underused UB which handily walls a good portion of the team. Scarf Lando is scarf Lando, run Jolly this gen for Deo-A. Finally, Milotic is a defensive pivot that takes advantage of the omnipresent Lando and the quite common Salamence. Psychic Seed is a sick item that immediately boosts its Special Defense if the Terrain has been set, giving it the ability to check threats such as special Salamence much more convincingly.
 

Matame

New Rules

I used this in like two games to get no1 on ladder and I won a room tour with this so obviously top tier team!!!
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Rock Slide
- Drill Run
- Earthquake

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Crunch
- Waterfall
- Protect

Tapu Lele @ Life Orb
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Taunt
- Protect

Rotom-Heat @ Firium Z
Ability: Levitate
EVs: 252 HP / 156 Def / 48 SpA / 52 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Electroweb
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect


With this team I wanted to try out Scarf Excadrill, since on paper it should thrive in a meta where the most dominating forces are fairy types. The core I went with was Mega Gyara and Tapu lele. Scarf Exca does well vs a lot of other tapu lele builds while Gyara can switch in on and set up on Landorus. Tapu lele covers dragons, fixes my Ammong matchup and beats trick room with taunt. I went with Rotom H next to help cover steels like Celesteela, speed control and a way to threaten bulky waters. It also acts as a nice pivot with volt switch. Amoong has amazing synergy with Mega Gyara and this is amplified with its support movepool in redirection and spore, making setting up with Gyara much easier. Bisharp was filler to further improve my matchup vs trick room and to have an additional fall back against tapu lele. It also deters Intimidate from coming in and weakening gyarados.
 


Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Shadow Ball

Weavile @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Fake Out
- Protect

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Draco Meteor
- Tailwind
- Protect

Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Iron Head
- Icy Wind
- Follow Me
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
Shiny: Yes
EVs: 64 Atk / 252 SpA / 192 Spe
Hasty Nature
- Psycho Boost
- Ice Beam
- Protect
- Superpower

Volcanion @ Safety Goggles
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Earth Power
- Protect


I built this team based on a hyper-offense core I thought about one day. Deo-A + Tapu Lele absolutely tears through anything that isn't Aegis or Celesteela. Since the core was so focused on applying offensive pressure and punching holes in the opposing team, I went with Salamence as my mega. At this point, I had no way of hitting Aegislash, so I added Volcanion to beat it. Volc adds coverage to the team that it otherwise sorely lacks. Next came Weavile. I needed something disruptive to the opponent. As the team stood before, It either won in 3 turns, or lost in 4. Fake Out gives me a bit more safety when it comes to opposing TW and TR. Finally, I needed something else for support. I decided on Jirachi. Jirachi grants the team redirection support, a secondary form of speed control, and Steel-type fake out.

Playing this team has been a lot of fun, and I'd recommend trying it out. I got second in a room tournament using only this team.
 
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