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  1. [SIZE=5][B]Teambuilding Frameworks[/B][/SIZE]
  3. If you're stuck on where to go next when building a team, or unsure of where to start, you can check out this thread to find out what successful Doubles teams have looked like and what some of these teams have in common. Viewing teambuilding frameworks can also be helpful to notice similarities and differences accross compositions to get a better grasp of building with a particular Pokemon or core or archetype. If you want to contribute feel free to post similarities between [B][U]successful[/U] [/B]teams that you've spotted! Your post can be a framework for me to add to the OP, or a comment on an existing framework. Please [B][U]contribute[/U] [/B]as much as possible: good discussions are always healthy and welcome on the forums, and it's good practice in team analysis!
  5. As a side note, I've been trying to keep this as updated as possible, which might seem a little hectic but new teams always reveal new ways of building which means new updated frameworks are necessary to keep up with the meta.
  7. [B]General[/B]
  8. [hide="general checklist"]
  9. No matter what kind of team you make, there are certain things that your Doubles OU team needs to have in order to function properly and succeed. Here are some very basic points to go over during team building to help you out! Please note that these are general guidelines.
  11. [INDENT]• 2 Kangaskhan switchins OR 1 switchin and 1 check[/INDENT]
  12. [INDENT]• 2 ground immunities OR 1 ground immunity and 1 resist[/INDENT]
  13. [INDENT]• 2 Fire resists / Sun Checks[/INDENT]
  14. [INDENT]• 2 Water resists[/INDENT]
  15. [INDENT]• 1 Rock resist[/INDENT]
  16. [INDENT]• 2 Fairy resists (preferably resists Psychic as well)[/INDENT]
  17. [INDENT]• 1 Sleep immunity / strong Amoonguss checks[/INDENT]
  18. [INDENT]• 1 Kyurem B check, avoid over-reliance on team members that give Kyurem-Black free substitutes (Amoonguss, Rotom-Wash)[/INDENT]
  19. [INDENT]• 2 steels checks[/INDENT]
  20. [INDENT]• 2 different forms of Trick Room checks (Taunt/Spore/TR user/Strong Dark or Ghost/Fake Out/Substitute user)[/INDENT]
  21. [INDENT]• 1 CM Cress check[/INDENT]
  22. [INDENT]• 1 check to Azumarill + Amoonguss / Jirachi[/INDENT]
  23. [/hide]
  24. [IMG][/IMG][B]Mega Kangaskhan[/B]
  25. [hide=Mega Kangaskhan Framework]
  26. [B][URL='']Memoric's Tailwind Offense[/URL]
  27. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  28. [URL='']Stax's Kangaskhan SemiRoom[/URL]
  29. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  30. [URL='']Qsns' Kangaskhan Hyper Offense[/URL][/B]
  31. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  32. [B][URL='']Stratos' Kangaskhan Balance[/URL]
  33. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  34. [URL='']CheckRoom[/URL][/B]
  35. [IMG][/IMG][IMG][/IMG][IMG][/IMG][B][IMG][/IMG][IMG][/IMG][IMG][/IMG][/B]
  37. [B]1: Kangaskhan[/B]
  38. Mega Kangaskhan is practically the face of the doubles meta, presenting a huge threat but also having significant drawbacks, many of which have to be supplemented by its teams. Overall, Kangaskhan teams tend to be more balance-oriented, able to switch in for Kangaskhan in sticky situations (as it lacks Protect and high speed) while dealing with many common threats Kangaskhan hates to pave the way.
  39. [B]2: Aegislash/Jirachi Check, Fire Resist and Sun Check[/B]
  40. Kangaskhan often struggles with these steels, as they can play around Kangaskhan's normal methods of hitting opposing Steel-Types. In addition, this slot also functions as a Fire resist and a Talonflame/Sun check to varying degrees of effectiveness.
  41. [B]3: Psychic-Type: [/B][I]Amoonguss, Kyurem-Black, Soft Fighting-Types Check[/I]
  42. Amoonguss along with opposing Intimidate represents a serious problem to Kangaskhan, being able to redirect and sleep it and then recover the HP back, cycling itself and Intimidate at the same time. This slot puts a stop to that. In addition, while Kangaskhan itself isn't particularly threatened by Kyurem-Black, its compositions frequently leave it vulnerable to Kyube (LandoT, Thundurus, Heatran, Amoonguss, all common Kangaskhan partners that struggle against Kyurem-Black), necessitating a check to prevent Kyube from subbing and destroying these more balance-centric teams. Fighting types such as Terrakion also heavily threaten the first two slots, and running a Psychic-Type helps as a switchin and a way of KO'ing opposing Fighting-Types.
  43. [B]4: LandoT Switchin/Check, Soft Kangaskhan switchin[/B]
  44. Pretty straightforward. Bringing in your Kangaskhan at the same time as opposing LandoT hampers Kangaskhan as it gets Intimidated, softening its damage considerably. These options help to inhibit opposing Landorus-Therian and prevent it from doing too much. Most choices in this slot can switch into opposing Kangaskhan. While suicune takes Kangaskhan on poorly, Memoric's team features Breloom in the 5th slot.
  45. [B]5: Keldeo Killer, Trick Room Check, Soft Rain Check[/B]
  46. Keldeo is an obvious high-tier threat to Kangaskhan that can be KO'd by this slot, while it also functions to inhibits Trick Room and Rain to varying degrees of success. It should be noted that most all of these teams can get away with having both Heatran and Landorus-Therian due to Kangaskhan's intrinsically good Rain matchup. Kangaskhan is also relatively good against Trick Room but functions better to support a partner that does well against Trick Room using its own Fake Out, as lacking Protect can hold it back significantly.
  47. [B]6: Mega Diancie Check, Kangaskhan Check[/B]
  48. Mega Diancie resists all of Kangaskhan's coverage while Diamond-Storm boosting on it very well, necessitating team members dedicated to dealing with it. Landorus-Therian, Aegislash/Jirachi, and bulky Waters all do this pretty well, though it should be noted that LandoT cannot KO Diancie after a defense boost, while Aegislash is forced to position awkwardly with Stance Change. Opposing Kangaskhan can also present an issue to slower, more balance-oriented teams, so Kangaskhan checks and switchins are vital. Qsns' more offensively focused team uses Jirachi, which is a more active counter to Kangaskhan on the field, helping its frail teammates, whereas teams that are better suited for absorbing hits utilize burn or Intimidate here.
  50. [B]Some notes:[/B]
  51. -Steel, Fire, Psychic, Intimidate, are all staples
  52. -Anything that's not FullRoom has a LandoT: helps immensely vs Diancie and opposing Kangaskhan while being very versatile as a pivot.
  54. Memoric's Latios is Tailwind, since he has Breloom which appreciates the Tailwind support. On the other hand, Stratos uses Recover to give more staying power, and also to better function as a Fire resist, while Amoonguss does not benefit from Tailwind support like Breloom does.
  56. Kyurem-Black seems rather unpopular... Rain checks aren't a necessity (one of Kyube's biggest draws) and Kyube has the worst Sun matchup of all the dragons, maybe? Kyube also compounds Fighting-Type weaknesses, to an extent. Hydreigon does the same thing, but Qsns gets away with it by running two Psychic-Types, LandoT, and Talonflame. Hydreigon is also notably better at dealing with opposing Aegislash.[/hide]
  57. [IMG][/IMG][IMG][/IMG][B]Mega Kangaskhan + Aegislash[/B]
  58. [hide=KangAegis Framework]
  59. [B][URL='']Qsns Kangaskhan Tailwind Offense[/URL]
  60. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  61. [URL='']Memoric Kangaskhan Balance[/URL]
  62. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][/B]
  63. [URL=''][B]N10siT Kangaskhan Balance[/B][/URL]
  64. [B][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  65. Braverius Kangaskhan Azumarill Offense[/B]
  66. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  68. [B]1: Mega Kangaskhan[/B]
  69. Mega Kangaskhan is practically the face of the doubles meta, presenting a huge threat but also having significant drawbacks, many of which have to be supplemented by its teams. Overall, Kangaskhan teams tend to be more balance-oriented, able to switch in for Kangaskhan in sticky situations (as it lacks Protect and high speed) while dealing with many common threats Kangaskhan hates to pave the way.
  70. [B]2: Aegislash[/B]
  71. So part of the purpose of this frameworks is exploring how running Kangaskhan + Aegislash instead of some other steel (ie Heatran) changes the team-building process. Aegislash provides a strong Faerie-types counter while also beating Trick Room rather handily. In addition, Aegislash's Ghost typing allows it to function as a Fighting-types counter, unlike other Steel-types. On the other hand, Aegislash can make Keldeo more difficult to deal with and also leave a team vulnerable to opposing Fire-types and Sun.
  72. [B]3: Offensive Ground-Type[/B]: [I]Thundurus, Steels, Sun Check.[/I]
  73. [B]4: Sun Check, Fighting Resist/Keldeo Counter, Ground Immunity[/B]
  74. This slot and the next one are both focused on dealing with opposing Keldeo, while slot 4 also beats Mega Charizard-Y. This team member also functions as a Ground immunity for the team's ground type but also against opposing Ground-types. In some sense, slot 4 can be thought of as a "'steels check' check", doing extremely well against traditional counters to Aegislash.
  75. [B]5: Second Fighting Check[/B]
  76. Three out of the four options here resist Fighting while Rotom-Wash deals with all Fighting-types rather well (being able to burn physical Fighting-types and use Thunderbolt Keldeo).
  77. [B]6: Water Resist, Heatran/LandoT Check[/B]
  79. [B][U]Some notes on differences from Kangaskhan without Aegislash:[/U][/B]
  81. Well the first thing that comes to mind is the lack of a Psychic-type in the other Kangaskhan framework. In addition, Jirachi and Diancie checks aren't as much of a deal due to having Aegislash to deal with both of these threats. On the other hand, Kangaskhan+Aegis tends to cram as many Keldeo checks as it can get its hands on while still having a Fire-type, which almost necessitates Talonflame.[/hide]
  82. [B][IMG][/IMG][B]Mega Gardevoir[/B][/B]
  83. [hide=Mega Gardevoir]
  84. [URL=''][B]Sam Gardevoir Trick Room[/B][/URL]
  85. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  86. [URL=''][B]Sam Gardevoir Balance[/B][/URL]
  87. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  88. [URL=''][B]Dawg Gardevoir Trick Room[/B][/URL]
  89. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  90. [URL=''][B]Sam Gardevoir Rain[/B][/URL]
  91. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  92. [B]1: Mega Gardevoir[/B]
  93. Obviously the first step in a successful Mega Gardevoir team is the Gardevoir. The set on Garde can range from Timid Encore to slow, bulky Trick Room setter.
  94. [B]2: Landorus-T / Intimidate[/B]
  95. The second slot on the team should be something to compensate for Gardevoir's lack of physical bulk. Landorus-Therian is the most commonly used Intimidate Pokemon here, but Scrafty is a worthwhile choice on some builds.
  96. [B]3: Sun Check / Fires Check[/B]
  97. Gardevoir struggles to deal with opposing Fire-types, mandating both resists and threats that can hit those Fire-types such as Charizard-Y or Talonflame.
  98. [B]4: Bulky Talonflame Check / Soft Rain Check
  99. 5: Kangaskhan, Diancie, Fairy Check[/B]
  100. Gardevoir appreciates having a redirector in order to spam Pixilate Hyper Voice more effectively, so Amoonguss and Jirachi are commonly seen on Gardevoir teams, while also dealing with Kangaskhan and Diancie. Aegislash works well with Gardevoir by switching into Kangaskhan Return.
  101. [B]6: Additional Sweeper that deals with Aegislash/Heatran[/B]
  102. Finally, Gardevoir appreciates another means of applying pressure, allowing yourself to control the flow of the match and position yourself properly. In addition to those listed here, Volcanion is a very strong Pokemon in this role on Gardevoir teams.
  105. [B][U]Teambuilding Checklist[/U][/B]
  106. [LIST]
  107. [*]2 Kang Checks/Counters
  108. [*]3 Talon Counters
  109. [*]3 soft LandoT Checks
  110. [*]2 or more Heatran Checks
  111. [*]2 or more Aegislash Checks
  112. [*]Intimidate
  113. [*]Steel Type
  114. [*]Water Type
  115. [*]At MOST 1 other team member that can't hit Aegislash
  116. [/LIST]
  118. [B][U]Notes On Building Mega Gardevoir[/U][/B]
  120. Gardevoir is a very powerful but needs some support to prevent it from falling to physical attackers and steels. Thus, Intimidate (usually Lando-T) is almost auto-include to start. The best Mega Gardevoir teams tend to run Trick Room but also some way of slowing down opponents (Icy Wind, Thunder Wave). It's crucial to watch for opposing threats like Talonflame, Heatran, and Aegislash, making sure to account for these in team-building.
  121. [/hide]
  122. [IMG][/IMG][B]Mega Diancie[/B]
  123. [hide="Mega Diancie Framework"]
  124. [B][URL='']KyleCole Mega Diancie[/URL]
  125. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  126. [URL='']Deoxys Speed Lol & Checkmater Mega Diancie[/URL]
  127. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  128. [B][URL='']Sam Mega Diancie Rain[/URL][/B]
  129. [IMG][/IMG][B][IMG][/IMG][IMG][/IMG][B][B][IMG][/IMG][IMG][/IMG][/B][IMG][/IMG][/B][/B]
  130. [URL='']Vinc2612 Mega Diancie[/URL]
  131. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  132. [URL='']Stratos Mega Diancie + Volcarona[/URL]
  133. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  134. [URL='']Nido-Rus Mega Diancie + Volcarona[/URL][/B]
  135. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  136. [B][URL='']Mishimono Mega Diancie Offense[/URL][/B]
  137. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  139. [B]1: Diancie[/B]
  140. In the current meta, Diancie-Mega is a huge threat. It's got good matchups against the numerous dragons, flying types, and three musketeers along with a great speed tier. However it tends to struggle against top tier threats such as Aegislash and Landorus-Therian, while also having difficulties with bulky Grass types and Water-types in general (especially rain).
  142. [B]2: Fire-type[/B]
  143. As Stratos notes, "a strong fire beats almost every single Diancie check" by having good matchups vs bulky steels such as Aegislash and Ferrothorn and filling the role of Amoonguss-killer while also checking sun to a varying degree. Most teams use Talonflame, but other options such as Blaziken and Volcarona function well too. It should be noted that, of the available Fire-Types, Talonflame is probably the most popular due to being the most splashable while also having the best Rain matchup and bringing a Ground Resist. Other Fire-types can work; it's just that these traits make Talonflame a near-staple.
  145. [B]3: Rain Check/Water Resist and Soft Amoonguss Check/Switchin[/B]
  146. Grass types, Dragons, or Thundurus all serve as good rain-checks and cover weaknesses to rain. Togekiss functions as a Rain check by possessing Thunder Wave, a heavy deterrent to Swift Swimmers. This slot also helps to beat Amoonguss, though (generally) in a more passive manner.
  148. [B]4: Second Aegis/Jirachi Check[/B]
  149. Aegislash and Jirachi are big threats to Diancie-Mega compositions, meriting a second check alongside with the Fire type already included. This is most often fulfilled by Pokemon that can threaten Aegislash with super-effective moves; however, Water-types that, in the case of Keldeo, 2HKO without triggering Weakness Policy, or in the case of Assault Vest Ludicolo and Rotom-Wash, find it easy to switch into Aegislash and absorb its hits, beat Aegislash for Mega Diancie rather handily.
  151. [B]5: Landorus-Therian Check/Counter, Second Rain Check[/B]
  152. Since Landorus-Therian can both lower Mega Diancie's Attack and threaten it with Earthquake, a Landorus-Therian check helps alleviate this issue. On these teams, this ranges from Amoonguss to Kyurem-Black or Rain in general to deal with Landorus-Therian. This slot also functions as a second rain check in all the teams.
  154. [B]6: Steel-type: [/B][I]Kangaskhan Check, Grass/Fairy Resist, Trick Room Check[/I]
  155. Used to round out Dragon (typically one of the previous slots) Fairy (Diancie) Steel, Bulky Steel types help against Kangaskhan-Mega while also providing a Fairy resist and Grass resist.  Aegis, Ferrothorn, and Jirachi each serve to greatly hamper Trick Room's effectiveness and serve as good Trick Room checks.
  157. So the first thing that jumps out immediately is that many Mega Diancie teams use a really simple formula of 2 popular tri-cores that give the team strong defensive synergy (providing resistances for the other members weaknesses) and offensive coverage (several strong attacks of different type): Fairy/Steel/Dragon and Fire/Water/Grass. KyleCole's team doesn't have a Water-Type but it utilizes Kyurem-Black which switches into many of the Pokemon a Water-type would help with.
  158. [/hide]
  159. [IMG][/IMG][IMG][/IMG][B]Mega Charizard Y + Venusaur[/B]
  160. [hide="Sun Framework"]
  161. [B][URL='']Stratos Sun[/URL]
  162. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  163. [URL='']KyleCole/ Mizuhime Sun[/URL]
  164. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  165. [URL='']Shaian Sun[/URL]
  166. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  167. [URL='']Mizuhime Sun[/URL]
  168. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][/B]
  170. Just like the XY sun teambuilding framework, sun gives you a little bit more freedom in where you assign each specific role, as long as you have them. The first 3 slots are fairly obvious on all teams:
  171. [LIST=1]
  172. [*][B]Charizard Y[/B]
  173. [*][B]Venusaur[/B] (in the past this was "fast offensive support grass" but with Skymin banned, Venusaur becomes the best option here)
  174. [*][B]Check to Electrics and Heatran. Shaky Kangaskhan switch-in.[/B]
  175. [*][B]Bulky Electric and/or speed control and/or ground immune[/B] with Cresselia serving as an all purpose switch in, and ground immune being made up for in the last slot on Shaians team (Raikou has Thunder Wave and Latios does not have Tailwind). Though less obvious, this slot also serves as a check to Talonflame and Thundurus. The first 3 team choices obviously accomplish this, but the Cresselia actually has Ice beam & Trick Room which stop Thundurus. These two Pokemon are so important to beat because they essentially ignore whatever speed control is being used to boost Charizard (possibly the Pokemon that appreciates Tailwind/TR more than any other).
  176. [*][B]Fire Resist / Sun Check / Second Amoonguss killer.[/B] While Charizard itself fares rather well against Amoonguss having only 1 check to Amoonguss is a dangerous path. Similarly, Sun teams are hard-pressed to find good Fire resists and checks to opposing Charizard and Heatran, necesitating good partners to deal with these threats.
  177. [*][B]Kangaskhan Check. [/B]Charizard and Venusaur's inability to handle Kangaskhan require more checks
  178. [/LIST]
  179. Some notes (creds to Stratos):
  180. While Mizuhimes team only has 2 Ground immune Pokemon to everyone else's 3, the other 3 teams have Landorus-T as one of them, meaning they want 2 more teammates to Earthquake beside.
  182. Picking a steel type is more than just picking your favourite Steel. The teams that used a fighting type Pokemon in the last slot opted for Heatran as the Steel. You can look at this as a decision to compensate for a weakness to Talonflame in the last slot, or the fighting mon alleviating the weakness to Kyurem-B that Heatran adds.[/hide]
  183. [IMG][/IMG][B]Mega Charizard Y without Venusaur[/B]
  184. [hide=No Venusaur]
  185. [B][URL='']MajorBowman's Sun Semiroom[/URL][/B]
  186. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  187. [B][URL='']KyleCole's Sun SemiRoom[/URL][/B]
  188. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  189. [B][URL='']Biosci Sun SemiRoom[/URL][/B]
  190. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  191. [B][URL='']BLOOD TOTEM's Sun Balance[/URL][/B]
  192. [IMG][/IMG][B][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  193. TheFourthChaser's SemiRoom
  194. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][/B]
  196. [B]Slot 1: Fire Dino
  197. Slot 2: Fighting-Type[/B]
  198. Help check Kangaskhan and Heatran. All Fighting-Types in this slot also check Thundurus to a degree. Sun Compositions are traditionally weak to these threats so being able to bring a Fighting type (since teams can afford the cost of hurting the Talonflame matchup as they aren't running Venusaur) is one of the first things that sets apart Charizard-Y with and without Venusaur, helping the Kang and Heatran matchups considerably from the onset.
  199. [B]Slot 3: Talon / Sun Check[/B]
  200. Running a Fighting along with Zard leaves these teams rather Talonflame-weak, requiring a dedicated Talonflame check. Team members in this slot also deal with opposing Thundurus rather handily. Sun teams also have a habit of struggling to find solid Sun Checks, but not running Venusaur gives more room for more Fire resists.
  201. [B]Slot 4: Check to Dragons and Thundurus[/B]
  202. Opposing Dragon-types deal well with Zard's Fire/Grass coverage while also being strong offensive threats that previous team members tend to be shaky on checking. Steel/Fairy types or Pokemon that deal well with Special coverage (Hoopa) or can easily threaten most dragons (Latios, Weavile) greatly help this matchup.
  203. Whiile the previous two slots deal with Thundurus rather handily, the more checks the better. Pokemon in this slot tend to trade well with opposing Thundurus.
  204. [B]Slot 5: Mega Diancie Check / Rock Slide switchin / Kangaskhan switchin[/B]
  205. Steel types or Intimidate all fill this role rather nicely, taking Rock-Type coverage easily while also switching into Kangaskhan for team members
  206. [B]Slot 6: Landorus-Therian Check[/B]
  207. Pokemon here function to varying degrees of effectiveness against opposing Landorus-Therian, either switching in, forcing it out, or taking its coverage with relative ease. In addition, Blood Totem's Landorus-Therian is actually mixed with Hidden Power Ice, making it an extremely good Landorus-Therian check, despite being Landorus-Therian itself.
  209. [B]No Venusaur Sun Checklist:
  210. -[/B]1 Fighting Type
  211. -2 or more Heatran checks
  212. -3 or more Amoonguss killers/counters (including Char Y)
  213. -3 Kangaskhan checks (KyleCole runs both Overheat and HP Ground)
  214. -2 solid checks to opposing Dragons
  215. -Some form of speed control: 4/5 have Trick Room whereas BLOOD TOTEM runs Icy Wind Gengar
  216. -AT LEAST 1 Fire resist/immune (outside of Char Y)
  217. -2 Diancie checks (Totem has Flash Cannon on his Thundurus)
  218. -2 or 3 Landorus-Therian Checks
  219. -1 bulky Steel Type
  221. Some [B]notes on compositions[/B]:
  223. Thundurus can used here whereas it isn't with Venusaur because of overlapping status
  224. No Water types besides Volcanion. Seems like halving your damage under sun hurts these waters too much.
  225. 4/5 teams are some form of SemiRoom. Something that Venusaur teams struggle to do is have the same kind of flexibility and fluidity that lends Non-Venu Sun the ability to effectively run SemiRoom teams
  226. Teams with both Char Y and Conk still differ heavily, showing there's a lot of options open and diverse possibilities with teams.
  227. The team with only 1 Talon check outside of the first 2 mons has Terrakion, which helps against opposing Talon. The Terrakion team is also the only to feature a grass-type, probably because out of the 3 fighting types used, Terrakion has the best Char Y and Heatran matchup.
  228. All Semiroom teams, to varying degrees, have the ability to bluff not being SemiRoom, possibly catching opponents by surprise.
  230. Analysis on [B]differences from traditional Venusaur Sun[/B]:
  232. These teams get to run Fighting-Types, whereas Venusaur teams are hardpressed to do so due to a worsened Talonflame matchup, being forced to run things like Zapdos or Rhydon to alleviate that matchup
  233. All of these teams have [B]very good[/B] matchups against FullRoom: being more balance-oriented lets them give hell to Full Trick Room teams even when the screen is purple
  234. While the Heatran matchup can still be a problem, besides a few mons most things on these teams actively prevent Heatran from setting up Substitute
  235. Lacking a Grass type as a Amoonguss switchin means having to run more goggles and more Amoonguss killers, overall
  236. [/hide]
  237. [B][IMG][/IMG]  Azumarill[/B]
  238. [hide=Azumarill]
  239. [B][URL='']Checkmater's Mega Gengar Bunny Hyper Offense[/URL]
  240. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  241. Braverius' Kangaskhan Bunny
  242. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][B][IMG][/IMG]
  243. [URL='']TheTalkingTree's Charizard X Bunny[/URL][/B][/B]
  245. [B][IMG][/IMG][IMG][/IMG][IMG][/IMG]  [IMG][/IMG][IMG][/IMG][IMG][/IMG]
  246. [B][URL='']Laga's Semi-Room Hail Bunny[/URL][/B][/B]
  248. [B][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  249. Fangame10's Full TR Bunny
  250. [B][IMG][/IMG][/B][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][/B]
  252. [B]Slot 1 - A cute bunny.[/B]
  254. [B][B]Slot 2 [/B]- Fire Type.[/B] Fire types act as blanket checks to many of the things that Azumarill can struggle against. A check to Grass, Steel, and Fairy types is vital to aid Azumarill in pulling off an easier time setting up.  Opposing Charizard Y is also very threatening to Azumarill as it both halves Aqua Jet damage and lives a +5 Aqua Jet, so these fire types also function as Sun checks prevent this matchup from being a huge problem.
  255. [B][B]Slot 3 - Secondary Grass-types / Amoonguss check.[/B] [/B]Grass Types restrict Amoonguss and directly threaten it from setting up, but thankfully most are easily checked or slow enough that a partnered Fire type can actively prevent this from being a problem.
  256. [B][B]Slot 4 - Water Resist / Bulky Waters check.[/B] [/B]Also functions as a Rain check. While it may seem that Azumarill should beat opposing Rain, it will often struggle to find the right time to come in, as even a resisted Hydro Pump severely hurts its sweeping capabilities. Bulky Waters such as Volcanion and Rotom-Wash can also be troublesome for Azumarill, requiring dedicated checks to beat.
  257. [B]Slot 5 - Thundurus / Talonflame check. [/B]In most cases this also serves as a Kangaskhan check, or something that comfortably switches into a Kangaskhan Fake Out. While it can be difficult to find proper Talonflame checks that work well with Azumarill all teams sport some kind of damper / inhibition to opposing Talonflames. In the case of Terrakion, it provides Quick Guard and threatens to KO Talonflame with Rock Slide. LandoT brings intimidate and a threatened KO, while Porygon finds Talonflame an easy target to setup Trick Room on while also being able to KO Talonflame with Thunderbolt. Pokemon in this slot generally deal with opposing Thundurus pretty well (especially offensive Thundurus variants).
  258. [B][B]Slot 6 - 3rd or 4th Kangaskhan check.[/B] [/B]Mega Kangaskhan is a huge problem for our bunny friend as Kangaskhan threatens to both restrict its maneuverability with Fake Out while also threatening to break it out of Belly Drum range with a Return. While most teams already feature at least 2 Kangaskhan checks, the more the better. Jolly Kangaskhan and Bulky Low Kick Kangaskhan (Braverius' and Yoda's teams respectively) both function as soft checks whereas Keldeo and Mega Gengar are excellent hard stops to Kangaskhan. Jirachi finds it easy to switch into and redirect all of opposing Kangaskhans' attacks.
  260. Interestingly enough I didn't find myself writing "Heatran check" or "Trick Room check" or "Landorus-Therian check" as Azumarill is phenomenal at setting up and destroying against these threats, nullifying the need to cover them with other team members.
  262. A general Azumarill teambuilding checklist includes the following (outside the standard range of threats):
  264. 2 Amoonguss/Grass types Checks
  265. 1 Rain Check
  266. 1 Bulky Steels Check
  267. 3 Kangaskhan Checks (Intimidate, Burns, or team members that directly threaten to OHKO Kangaskhan)
  268. 1 or more Talonflame checks
  269. At most 1 team member that is OHKOd by Talonflame OR multiple mons that are OHKOd by Talonflame but featuring some form of a Talonflame counter (Laga's team has Rotom-Heat)
  270. At least 1 form of utility that aids in setting up Belly Drum (Fake Out or Redirection)
  272. Some[B][B] [B]similarities between compositions:[/B][/B][/B]
  274. All teams have fire types
  275. All teams have steel types (great synergy with Azumarill's threat coverage and typing)
  276. All teams have redirection, except for Yoda's Full TR
  277. All teams have priority of some form
  278. Every team except for the one with Amoonguss has some kind of speed control. This can be greatly beneficial against more offensive teams and give not-quite-as-offensive Azumarill teams room to breathe[/hide]
  279. [B][IMG][/IMG] Mega Gengar[/B]
  280. [hide="Mega Gengar Framework"]
  281. [B][URL='']Memoric SemiRoom Mega Gengar[/URL][/B]
  282. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  283. [B][URL='']Florist Mega Gengar Balance[/URL][/B]
  284. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  285. [B][URL='']Blood Totem Mega Gengar Rain Offense[/URL]
  286. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  287. [URL='']Checkmater Mega Gengar Bunny Hyper Offense[/URL]
  288. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  289. [URL='']Nido-Rus Balanced Mega Gengar[/URL]
  290. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  291. [URL='']KyleCole Mega Gengar FullRoom[/URL]
  292. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  293. 1: Mega Gengar[/B]
  294. Mega Gengar contrasts from other powerhouse megas (Kangaskhan, Charizard Y, Diancie, Gardevoir) in that its main contribution to a team is support and speed, rather than sheer power. In particular, fast Will-O-Wisp combined with Shadow Tag makes Gengar-Mega a potent Kangaskhan Check. In addition, teams utilizing Mega Gengar can lean on it to cover Fairy weakenesses, either letting them skip Steel- or Fire-Types or complement especially Fairy-weak compositions.
  295. [B]2: Water-Type[/B]
  296. Strong Waters complement Gengar's weaknesses almost perfectly, beating opposing steels handily while also dealing with Landorus-Therian.
  297. [B]3: Fire Type/Sun Check[/B]
  298. So here most teams run a Fire-Type to deal with opposing Sun teams, but Nido-Rus' team already has a Volcanion. While Volcanion can absorb Heat Waves, it's not as good at checking Char Y as other Fires and therefore requires more support to deal with opposing Charizard.
  299. [B]4: Rain Check/Water Resist[/B]
  300. Gengar lacks resists to elemental coverage and this includes issues with Rain, so rain checks and rain switchins are important key aspects of Gengar teams. While Cresselia isn't the best at dealing with Rain, it does provide crucial speed control and Memoric's other members (Hydreigon, Ferrothorn) are extremely well adapted to dealing with Rain.
  301. [B]5: Bulky Pivot / Kangaskhan Switchin[/B]
  302. Bulky Intimidate/Steels that can pivot are complemented by Mega Gengar's ability to trap physical attackers such as Kangaskhan
  303. [B]6: Steels Check[/B]
  304. Both Heatran and Aegislash are rather difficult to deal with for Gengar teams, thus necessitating more checks to these threats
  306. [B]General Teambuilding Checklist:[/B]
  307. -Water type
  308. -Fire Type
  309. -At least 2 Sun checks
  310. -3/more Aegislash Checks
  311. -Intimidate
  312. -1-2 Kangaskhan switchins (other than Gengar)
  313. -Every team but the KyleCole's FullRoom team has a Dragon - Gengar deals with opposing Fairy types (including Mega Gardevoir, unlike the other poison type in the meta, Amoonguss) very well
  314. -2/more LandoT hard-stops
  315. -At least 2 T-Wave switchins/Thundurus Checks[/hide]
  318. [I]The point of noticing frameworks like this isn't to limit creativity or say "you MUST build this way." this framework catalogue exists as a resource for when you're starting out on a new team to help you take a top level thing and put your own spin on it. [/I]- Keith
  320. [B][SIZE=5]Frameworks continued[/SIZE]
  322. [IMG][/IMG] Rain[/B]
  323. [hide="rain framework"]
  324. [B][B][URL='']KyleCole's Mega Swampert Rain[/URL][/B]
  325. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  326. [B][URL='']Checkmater's Diancie Rain[/URL][/B]
  327. [IMG][/IMG][IMG][/IMG][B][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  328. [URL='']Sam's Diancie Rain[/URL][/B]
  329. [IMG][/IMG][IMG][/IMG][B][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  330. [URL='']Blood Totem's Mega Gengar Rain[/URL][/B]
  331. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][/B]
  332. Rain is a powerful team archetype that excels given the room, but faces pitfalls in accounting for numerous rain checks, such as Mega Charizard-Y, Kyurem-Black, Amoonguss, and Ferrothorn. In many ways, this is due to being forced to run Politoed, a rather mediocre team member, in order to get Rain.
  333. [B]1: Politoed
  334. 2: Thundurus Counter, Talonflame Counter, Sun Check, Kyurem-Black Check[/B]
  335. On all teams this slot serves to alleviate tough matchups against Thundurus, Talonflame, and Sun. Although Blood Totem's Landorus doesn't carry Rock Coverage, he has Explosion and rain trapping with Gengar (the Politoed is Eject Button) to alleviate the sun matchup. It should be noted that Terrakion is the shakiest of these options, being severely hampered both by opposing Steel-types and Intimidate, but KyleCole makes up for it by running Swampert-Mega which does all of these things, except for being a Sun Check.
  336. [B][B]3[/B]: [B]Talonflame[/B][/B]
  337. Simply put, Talonflame is an almost 100% include for rain teams. Unlike other fire types it can still function well inside of Rain, while handily beating the Grass-types that Rain teams struggle with. In addition, Talonflame is valuable as it can KO an Amoonguss before a Swift Swim partner.
  338. [B]4: Third Sun Check/Lure[/B]
  339. It's difficult to over-emphasize how difficult of a matchup opposing Sun is. Charizard's ability to override Rain with its Mega Evolve, and the fact that Rain teams tend to sport more than one water-type attacker (which gets completely neutered by Sun) make facing Char Y extremely difficult without adequate checks. Although Mega Gengar doesn't beat Char Y in itself, it provides Shadow Tag along with Politoed's extra switching mobility thanks to Eject button, and Landorus-Therian's Explosion. Simply put, Blood Totem has the ability to outmaneuver opposing Char Y and trap it with Rain. Jirachi has Rain Dance to reset weather while also carrying Safety Goggles to stop opposing Venusaur.
  340. [B]5: Second Kyurem-Black / Dragons Check[/B]
  341. While Grass-types pose a threat to Rain, Dragon-types also resist Water-type coverage and pressure rain teams back. In particular, Kyurem-Black is especially worrying as it isn't weak to Ice, though the other Dragon-types output more overall offensive pressure.
  342. [B]6: Waters / Volcanion Check[/B]
  343. Opposing Water-types tend to sit in on Rain sweepers, in particular Gyarados, Keldeo, Volcanion, or Suicune all take advantage of rain or stall it heavily, while hampering opponents. Ludicolo or Thundurus deals with this pretty easily, as either Grass coverage or Thundurus' T-Wave / Thunderbolt prevent opposing Water-types from being a problem.
  344. [B]A general Rain teambuilding checklist includes:[/B]
  345. -3 sun checks
  346. -Some form of Electric-type coverage (Jirachi is Thunder)
  347. -At least 1 Kangaskhan switchin
  348. -2 Kyurem-Black Checks
  349. -2 Ferrothorn Checks
  350. -At least 3 Talonflame checks[/hide]
  351. [B][IMG][/IMG]Dedicated Trick Room[/B]
  352. [hide="Trick Room Framework"]
  353. [B][B][URL='']Stratos HailRoom[/URL][/B]
  354. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  356. [B][URL='']Croven & Yoda2798's Gothitelle FullRoom[/URL][/B]
  357. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  359. [B][URL='']KyleCole's GardeRoom[/URL][/B]
  360. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  361. [B][URL='']Checkmater's CamelSylv Trick Room[/URL][/B]
  362. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  364. 1: Amoonguss Hard-Stop[/B]
  365. For Trick Room teams, Amoonguss represents a huge threat to both setup and sweep due to its low speed and Spore. Croven's Gothitelle can both trap Amoonguss and neuter it with Taunt.
  366. [B]2: Second Amoonguss Check, Soft Dragon Check[/B]
  367. While not as strong of a check, this second slot serves to also prevent opposing Amoonguss from being an issue, threatening it heavily especially outside of Trick Room. While both slots 1 and 2 check Amoonguss, it can be said that this second slot is more of a heavy deterrent to Amoonguss leads and switchins.
  368. [B]3: Bisharp+Keldeo Check and Kangaskhan Check[/B]
  369. A Bisharp+Keldeo lead from a HO team tends to be [I]very[/I] threatening to unprepared Fullroom teams. A combination of Quick Guard and Defiant, and powerful physical Dark coverage means that Scrafty either has to play a prediction game (where the opponent's worst case scenario is to get one KO on Scrafty at the expense of Trick Room being setup) or avoid the two altogether. Amoonguss redirects both, Talonflame threatens both while also having offensive initiative, Jellicent is untouched by Keldeo while also possessing Colbur Berry, and Conkeldurr's Mach Punch let it priority KO Bisharp while also easily threatening Keldeo under Trick Room.
  370. [B]4: Steels check and Intimidate[/B]
  371. Bulky Steels are one of the best options for stalling Trick Room, and tend to be everywhere. Thus, Trick Room teams should pack checks (water types that can threaten them, Dark coverage, Ground coverage, Porygon's excellent bulk and Ghost-immunity, Fire-types) to these annoyances. Intimidate is also crucial on TR teams for giving partners room to breathe against physical attackers such as Kangaskhan and Talonflame.
  372. [B]5: Second Steels check
  373. 6: Dragon switchin/slayer[/B]
  374. Dragon-types often find it very easy to come in on opposing elemental coverage and stall out Trick Room. Having at least 2 ways to actively stop opposing Dragon-types from stalling TR turns helps teams greatly. Stratos' Porygon2, while extremely bulky, isn't as active of a check (Blizzard though), but his first slot features Abomasnow, a potent dragon slayer.
  376. While the teams are very diverse, they can generally be categorized into these roles. Most of them are pretty intuitive (and explained in rather beginner terms above)  but it's there are a few interesting things to note. First, there are almost no steels, as these typically struggle against hard-hitters and Fire/Ground types that TR hates dealing with. Also, some teams sport 2 defensive setters, a mix of both, or both offensive setters (KyleCole's team) but this lack of offense or lack of defense is made up for in other partners. When building Full Trick Room, lack of "good options" (only real fake out is Kang and scrafty, very few strong AND slow mons) creates a lot of room for creativity, but a general theme can be seen across these different team compositions.
  378. [B]Trick Room Threatlist:[/B]
  379. [LIST]
  380. [*]Talonflame
  381. [*]Powerful Spread attackers (Charizard Y, Landorus-T, Pixilate Hyper Voice etc.)
  382. [*]Amoonguss (specifically in combination with Azumarill and Subtran)
  383. [*]Aegislash
  384. [*]Bisharp Keldeo
  385. [*]Taunt (strong setters basically)
  386. [*]Kangaskhan in general (specifically Kang+Taunt or Kang+Spore or Kang +Serene Grace)
  387. [*]Hoopa-U/Bisharp + Fake Out/Redirection/Serene Grace Flinch
  388. [*]Bulky Pokemon that can sit through Trick Room (Mega Venusaur, Suicune, Jirachi, Togekiss, Cresselia, Dragons etc.)
  389. [/LIST]
  390. [/hide]
  391. [B][IMG][/IMG] Mega Metagross[/B]
  392. [hide="Mega Metagross Framework"]
  393. [B][B][URL='']Braverius Mega Metagross[/URL][/B]
  394. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  395. [B][URL='']Stratos Mega Metagross[/URL][/B]
  396. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  397. Kamikaze Mega Metagross
  398. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]   [IMG][/IMG] [IMG][/IMG]
  399. Finally Mega Metagross
  400. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  402. [B]Slot 1[/B]. Mega Metagross
  403. [B]Slot 2.[/B] Landorus-T - [/B]Bulky pivot, provides Intimidate support as well as a Ground Immunity for Mega Metagross. Not all Landorus-T in this slot are scarfed.
  404. [B][B]Slot 3.[/B] Offensive water [/B]to check a wide range of threats, namely fire types and grounds. Keldeo provides a check to the standard Kangaskhan/Landorus-T/Heatran core (among other things) while Azumarill is a great late game cleaner to beat a wider range of threats providing it can get set up. Slot 3 also has a great matchup vs Kyurem-B.
  405. [B][B]Slot 4.[/B] Speed Control & Levitate [/B]in all cases but 1. Blaziken provides the check to the popular core I mentioned above that Keldeo covered in the other teams. It also gets around Tailwind / Icy Wind with Speed Boost. This lack of active speed control is somewhat compensated by priority from Azumarill as well as Speed Boost.
  406. [B][B]Slot 5.[/B] Bulky Support & TR check. [/B]Sableye and Amoonguss are obvious picks for this role with Taunt/Fake Out and Spore, Ferrothorn is a decent check to CM Cress as well if you can get up Leech Seed before it sets up too much, and all picks picks besides Sableye check Jellicent & Waters. This slot also serves as a Kangaskhan switchin (of varying effectiveness)
  407. [B][B]Slot 6. [/B]Filler. [/B]This slot is usually a catch-all Pokemon to cover the already strong 5 mons in the rest of the team. Victini has V-Create to destroy all non-resists and of course Final Gambit, and Rotom-W/Kyurem-B both cover a huge range of mons. Darkrai has Foul Play in conjunction with Swagger users on the first team which also covers a huge range of Pokemon.
  408. [/hide]
  409. [B][IMG][/IMG] Mega Venusaur Framework[/B]
  410. [hide=Mega Venusaur]
  411. [B][URL='']Kamikaze Mega Venusaur[/URL][/B]
  412. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  413. [B]Arcticblast's Mega Venusaur
  414. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  415. [B][B][B][URL='']BLOOD TOTEM's Mega Venusaur[/URL][/B][/B][/B]
  416. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  417. Hashtag's Mega Venusaur
  418. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  419. Stratos' Mega Venusaur
  420. [IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG][IMG][/IMG]
  421. [B][B][B][URL='']MajorBowman's Mega Venusaur[/URL][/B][/B][/B]
  422. [IMG][/IMG][B][B][IMG][/IMG][/B][/B][IMG][/IMG][B][B][IMG][/IMG][IMG][/IMG][B][B][B][B][B][B][IMG][/IMG][/B][/B][/B][/B][/B][/B][/B][/B]
  424. 1: Mega Venu
  426. 2: Kang Check, Fires Check[/B]
  427. Kangaskhan and Fire Types are both very annoying opponents to deal with for Venusaur, either being capable of mostly ignoring  Venusaur's prescence or threatening large chunks of damage. While typically this slot is a fighting type, MajorBowman opts for running two ground types instead, using Gastrodon in his second slot to beat Volcanion in particular. Kamikaze uses Azumarill here to help against Fire Types and Steel Types.
  428. [B]3: Ground-Type[/B]
  429. Either Landorus form is invaluable in dealing with troublesome steels (many of which carry substitute) and clearing checks for Mega Venusaur. Gastrodon is also an interesting option that enables a team to deal very well with opposing Volcanion.
  430. [B]4: Fire Type[/B]
  431. Fire Types help out tremendously with KO'ing opposing Grass types that Venusaur struggles to touch while also dealing with opposing Mega Gardevoir decently well.
  432. [B]5: Trick Room Check / Kangaskhan Check[/B]
  433. While Venusaur can be very good at sitting inside Trick Room, it struggles to truly pressure opposing Trick Room teams as it lacks damage output to damage Trick Room setters. Aegislash can switch into Kangaskhan, Darkrai is faster and burns it, while Jirachi redirects Kangaskhan with ease.
  434. [B]6: Soft Lando Check, Water Resist/Rain Check, Steel Check[/B]
  435. While Venusaur itself isn't weak to these threats the way it is built with often leaves teams susceptible to being swept by some combination of Talonflame and Rain, thus requiring a check to these two.
  436. [B]General Venusaur teambuilding checklist:[/B]
  437. 3 Talon checks
  438. At MOST 1 team member that is outsped and KO'd by Talonflame
  439. 3 checks to bulky steels (opposing Aegislash, Heatran)
  440. 1 Intimidate
  441. 1 Water resist/Rain check
  442. 3 Kangaskhan checks
  443. [/hide]
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