OM Sample Teams

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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Metagame: Type Reflectors
Team Type: Fighting Offense
Team Importable:
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch / Iron Tail
- Crunch / Extreme Speed

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Destiny Bond / Memento
- Sludge Wave / Taunt / Will-O-Wisp

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Heat Wave

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

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Thunder Wave
- Volt Switch
- Focus Blast
How it works: Lucario is one of the few decent Fighting Reflectors and it is also the primary Fairy Reflector check for this team. Gengar synergizes well with Lucario, switching into Ground- and Fighting-type moves, while also providing special wallbreaking power to get rid of physical walls that switch into Lucario. It's last slot is filler, but can provide utility or a lure to the team, making it unpredictable. Landorus-Therian provides the team with Stealth Rock and a nice defensive pivot that still has quite a bit of power. It also makes it a nice VoltTurn deterrent with its new Ground/Fighting typing. Tornadus-Therian is the special pivot of the team, allowing it to take decently powerful special hits for the team and regain the health with Regenerator. Mega Gyarados is one of the better Megas for a Fighting Reflector team as it can provide a Psychic immunity and a way around abilities that give immunities such as Levitate and Water Absorb thanks to Mold Breaker. Thundurus takes the last slot as the stallbreaker for the team, using Taunt + Thunder Wave to cripple quite a few teams and even give this team a chance against Ghost Reflector stall.
Replays:
vs. Ethansun8818
vs. Eternally
vs. Atael
(nothing unfortunately on the main server, but this showcases the team nonetheless and replays aren't required so I decided to include these)​
 
OK I had actually forgotten that I hadn't updated the op with pages 2 and 3. However, that's done now and if any of the links do not work/i missed any teams, let me know here and I'll fix it.

Changes:
-title shortened
-outdated/bad teams (ones i received complaints about) have been removed
-no irrelevant posts. the OP does say that this will be heavily moderated and starting from now, i'll make sure that it is.
-new art coming soon (tm)

(this post and any non team post will be deleted after any necessary fixes are made)

All right that's it, happy posting!
 

Metagame:
AAA
How it works: http://www.smogon.com/forums/threads/aaa-rip-numbers-peaked-1.3574077/
Team Export:
Chesnaught @ Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Hammer Arm
- Superpower

Swampert @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Protect
- Earthquake
- Stealth Rock

Jirachi @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 23 Spe
- Iron Head
- Fire Punch
- U-turn
- Icy Wind

Kyurem @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Dragon Pulse
- Earth Power

Tyranitar @ Choice Scarf
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Pursuit
- Crunch
- Earthquake

Braviary @ Sharp Beak
Ability: Gale Wings
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- U-turn
- Brave Bird
- Roost
- Defog
 

dragonite drake

i go by zanglooser on ps

Metagame: BH
Team Type: Balanced
How it works: This team is build around gengarite gengar w/ illusion. Rayquaza and diancie are the main wall breakers while aegi/regi are the main walls. gengar can switch into predicted status moves or pivoted into by aegislash. then encore trap the opponent and use the nicknames to play mind games with the opponent(all pokemons are nicked "i am not gengar").encore+disable is a nice way to deal with stall mons, while its two other moves are to trap and kill mons that are frail/ weak to it. registeel has priority taunt and parting shot to impsoster prove gengar, while aegislash's infestation+entrainment will help imposter prove diance and rayquaza. use registeel to deal with setup sweepers and to fast pivot.use chansey after opponents teams wall have been removed by gengar, or weakened by diance/rayquaza.
Team importable:
i am not gengar (Gengar) @ Gengarite
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Disable
- Shadow Ball
- Encore
- Secret Sword

i am not gengar (Diancie-Mega) @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Head Smash
- Light of Ruin
- Flare Blitz
- Stealth Rock

i am not gengar (Registeel) @ Safety Goggles
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
IVs: 0 Atk
- Parting Shot
- Topsy-Turvy
- Recover
- Taunt

i am not gengar (Rayquaza-Mega) @ Sky Plate
Ability: Aerilate
EVs: 100 Atk / 156 SpA / 252 Spe
Hasty Nature
- Boomburst
- Extreme Speed
- Close Combat
- Magma Storm

i am not gengar (Chansey) @ Eviolite
Ability: Imposter
Happiness: 1
EVs: 252 HP / 252 Def /4 SpD
Bold Nature
- Fake Out
- Skill Swap
- U-turn
- Parting Shot

i am not gengar (Aegislash) @ Safety Goggles
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Infestation
- Entrainment
- U-turn
- Soft-Boiled

Replays:
http://replay.pokemonshowdown.com/balancedhackmons-381953013
http://replay.pokemonshowdown.com/balancedhackmons-381973174
 

Fairy MMM

Banned deucer.

Metagame: Custom Power
Type: Dragonspam/Hyper Offense
How it works: Trap Fairies with Scizor (Steel Pursuit ftw), trap Steel types with Magnezone, bounce hazards back with Espeon (killing most hazard setters in the process) and clean house with the dragons. The Custom Power typings allow Magnezone to switch out while dealing damage even to ground types using Fire type Volt Switch, Espeon to kill Steel types (notably Ferrothorn, Scizor and Skarmory) using Fire type Hyper Voice, Zygarde not to be revenge killed by Scizor using Fire type Espeed (Yes I love Fire type CP), Kyurem-B to get the physical Ice type STAB it always wanted, Charizard to hit Diancie with a super effective contact move and Scizor to put fairies in a checkmate position with Steel-type Pursuit.
Replays: Only decent replay there is afaik http://replay.pokemonshowdown.com/custompower-382879234
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 SpA / 30 SpD
- Frustration
- Flare Blitz
- Dragon Claw
- Dragon Dance

Espeon @ Life Orb
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psychic
- Dazzling Gleam
- Shadow Ball

Zygarde @ Lum Berry
Ability: Aura Break
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Extreme Speed
- Earthquake
- Outrage
- Dragon Dance

Kyurem-Black @ Choice Scarf
Ability: Teravolt
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Def
- Frustration
- Outrage
- Fusion Bolt
- Dragon Claw

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
IVs: 30 SpD
- Pursuit
- Bullet Punch
- U-turn
- Knock Off

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Electroweb

Shoutout to Quantum Tesseract for teaching me how to make this hide tag fancy(er)

Edit: Having looked at the team right below this one this team has little against Quagsire as it is, so Grass-Frustration on Char-X or Grass Knot>Shadow Ball on Espeon (or both) can be used to remedy that weak spot.
 
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Haven't been many teams for this meta yet and I won't be using this anymore so thought I'd drop it here. Currently #3 on ladder and won an OM room tour the other day. (also peaked ladder but that was day 2 so doesn't really count)
Metagame: Custom Power
Type: Stall
How It Works: Mew is the main thing holding this team together. It checks almost all Extreme Speeders used in the meta and lots of other Physical and Special attackers as well. It spreads burns easily with Rock Foul Play to scare out Fire types. Scarf Ditto is a great revenger for lots of set-up sweepers and Ice is used to hit Gliscor, Landorus, Zygarde, and other Dragons. Zapdos removes hazards and is a good pivot with Ice Volt Switch. Assault Vest Tornadus is a great pivot that checks many Special attackers like Keldeo. With Regenerator it's also useful to see what move Choiced attackers like Volcanion and Noivern use since this lets me switch to different things to counter. Quagsire beats the many physical set up sweepers in the tier, and Audino is the cleric and gives support with Wish and Regenerator. I usually don't Mega evolve it unless there is a powerful physical attacker the rest of my team can't check like Adamant Kyurem Black. I have Steel Flamethrower mainly because I'm very weak to Mega Diancie and it also hits KyuB and Weavile for some damage. Some potential changes I haven't tested are Taunt on Mew over U-turn to stop hazard spam and set up, and making Quagsire Specially Defensive so I don't lose to bulky special set up like Calm Mind Sylveon. (also helps against Diancie.)
Ditto @ Choice Scarf
Ability: Imposter
Shiny: Yes
Happiness: 128
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 30 Spe
- Transform
-
-
-

Zapdos @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 30 Spe
- Volt Switch
- Thunderbolt
- Defog
- Roost

Mew @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 30 Def / 30 SpD / 30 Spe
- Foul Play
- Will-O-Wisp
- Soft-Boiled
- U-turn

Tornadus-Therian @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- U-turn
- Superpower
- Knock Off
- Foul Play

Quagsire (F) @ Leftovers
Ability: Unaware
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 30 Spe
- Scald
- Waterfall
- Earthquake
- Recover

Audino (F) @ Audinite
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 30 SpD
- Flamethrower
- Protect
- Wish
- Heal Bell

VS new tiem
VS Chopin
VS Official Fissure
VS Spandan
I should really upload replays instead of downloading

Edit: Yeah use Taunt over U-turn on Mew.
 
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Metagame: Got Talent
Type:
Bulky Offense
How it works: Ninjask is the main mon, ohking or 2hkoing nearly the entire metagame, and what it doesn't clean is prey to Darmanitan. Not only does ninjask have an insanely powerful pivot move to get it out of bad situations, it also has good mixed attacking moves. In a pinch Ninjask can revenge boosted threats with final gambit, but I avoid that whenever possible. Skarmory removes stealth rock so ninjask can continue to switch in, checks opposing ninjask, and takes on several top threats like Metagross. Darmanitan uses its rediculous power to wallbreak- it 3hkos everything, and 2hkos nearly everything relevant. The last two moves are filler I never end up using, so feel free to swap them for sleep talk/rock slide/insert move. Gallade and Lairon are both slow nukes- they hit incredibly powerfully even without boosting and can provide utility for the team with priority+item removal or stealth rocks. Metagross, however, is the real gem. In 6 moveslots, it has all of 0 counters, so its basically picking and choosing what you beat. EQ hurts heatran/volcanion, hammer arm beats skarm/ferro/Mega Scizor, Sludge Bomb beats boosted altaria/furfou as well as MegaBro, and bullet punch picks off ninjask and stops sucker punch from mons like mega sableye, umbreon, and kekleon. Quag can theoretically wall it, but it has to avoid getting poisoned at all costs. If it really bothers you, swap out something for grass knot, which uses your good speed stat and takes on slow(bro/king) for good measure as well.
Ninjask @ Choice Scarf
Ability: Speed Boost
Happiness: 0
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Uproar
- U-turn
- Frustration
- Final Gambit

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Whirlwind
- Iron Head
- Roost

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Focus Blast
- U-turn
- Earthquake

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Iron Defense
- Iron Head
- Earthquake/Hammer Arm
- Bullet Punch/Sludge Bomb

Gallade @ Assault Vest
Ability: Steadfast
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Knock Off
- Shadow Sneak
- Hidden Power [Fighting]

Lairon @ Eviolite
Ability: Rock Head
EVs: 168 HP / 252 Def / 4 SpD / 84 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Head Smash
- Iron Defense
- Earthquake
 
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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus

Metagame: Got Talent
Team Type: Balance
How it works: Mega Venusaur and Uxie provide a solid core with a nice physical wall in the former that checks things like Mega Diancie and other Pokemon trying to hit on Uxie's weaker defensive stat while Uxie gives a solid win condition to the team. Heatran is a nice solid glue that appreciates Uxie's Ground immunity and provides Stealth Rock for the core. Heatran also helps blast past most Steel-types, softening them up for Uxie to win. Zygarde was added as a secondary win condition that can take advantage of when SR is up thanks to Dragon Tail and bop Mega Altaria with Sludge Wave since it outspeeds the common bulky variants. Suicune was added next to be a defensive check to the Steel-types in the metagame as well as a powerful Scald that can burn them, potentially neutering them for the rest of the match. Mandibuzz grabbed the last slot as an emergency check to the common Amnesia boosters such as Uxie and Mega Venusaur as well as runnign Defog to get rid of hazards, allowing the team to be potentially more resilient than the foe. Fly is a neat tech option in case you are really scared of Mega Venusaur, despite the charge turn, although this team can wear it down if it lacks Synthesis and Uxie can win if it boosts first.
Importable:
Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Power Whip
- Sludge Bomb
- Synthesis
- Sleep Powder

Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Amnesia
- Zen Headbutt / Psychic
- Knock Off
- Hidden Power [Fighting] / Hidden Power [Fire]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 216 HP / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Flash Cannon
- Earth Power

Zygarde @ Leftovers
Ability: Aura Break
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Coil
- Dragon Tail
- Earthquake
- Sludge Wave

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Roar

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 244 HP / 252 SpD / 12 Spe
Calm Nature
- Knock Off
- Taunt / Hidden Power [Flying] / Fly
- Defog
- Roost
 

Illusio

Bold and Brash

Metagame:
2v2 Doubles
Team Type: Heavy Offense
Team Description:

[18:22:59] +Radiant Sun: why have 4 mons
[18:23:02] +Radiant Sun: when you could have 3?​

Let's begin with a little backstory into the making of this team. One night, I decided to make a 2v2 Doubles team for a tour. However, I didn't have enough time to add a 4th mon, so I sent the team in with 3 mons and later won the tour with only 3 mons. I later won 2 more tours with this team and came in the semi-finals in a daily tour with this team.

This is a pretty generic rain team in 2v2, created back when Sun teams were extremely overused in the metagame.

Politoed is a bulky rain-setter that both allows Kingdra/Azu to sweep the opposing team, while also taking out their biggest threats, be it with Scald or Hypnosis. You should always use Politoed in the match.
Kingdra is honestly the most underrated mon in 2v2 Doubles. It can kill a large majority of the meta with either Surf or Ice Beam and also outspeeds everything not Scarfed in the meta.
Azumarill beats everything that Kingdra can't beat (mainly Kyurem-Black and Chansey) while still dealing a lot of damage and abusing the rain.

As for the fourth mon, you could put whatever you want in it as bait. However, I wouldn't recommend adding a fourth Pokemon, as I feel that Politoed + Azu/ beats a sweeping majority of 2v2 teams, and the added fourth Pokemon is a big question mark that could potentially ruin the team.​

Politoed @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hypnosis
- Scald
- Ice Beam
- Rest

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Draco Meteor
- Hydro Pump

Azumarill @ Focus Sash
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
 

Metagame: Almost Any Ability
How It Works: http://www.smogon.com/forums/threads/i-have-no-idea-aaa-stall-peaked-1-91-6-gxe.3576022/
Importable:
Skarmory @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Stealth Rock
- Whirlwind
- Brave Bird

Chansey @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Heal Bell
- Thunder Wave

Chesnaught @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spiky Shield
- Spikes
- Drain Punch
- Leech Seed

Heatran @ Leftovers
Ability: Desolate Land
EVs: 248 HP / 232 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Substitute
- Taunt

Sableye-Mega @ Sablenite
Ability: Mold Breaker
EVs: 200 HP / 116 Def / 144 SpD / 48 Spe
Careful Nature
- Knock Off
- Recover
- Will-O-Wisp
- Fake Out

Blastoise @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Roar
- Protect
 
(moved from team dump per request)



Metagame: STABmons
Team Type: Hyper Offense
Description: The goal of this team is basically to pivot around with Tangrowth and Slowbro and break things down for one of my 3 wincons to sweep. Specs Slowbro has very few switchins, the most common of which being other slowbro, which lets tangrowth usually get a free seed flare off. Heatran is a blanket check/revenge killer, sylveon is the obligatory fake-speeder, Bisharp gives me more of a physical presence, a priority move, a secondary sylveon revenge killer, and pursuit, while Keldeo is for revenge killing what sylveon and heatran can't, while also sort of acting like a win-con.

This team is very fun to use, because it allows you to play incredibly aggressively due to slowbro and tangrowths' regenerator with such powerful items complemented by pursuit bisharp. It's extremely easy to get slowbro in and basically pick up a kill or cripple something with steam eruption as long as it is played correctly.

Other options: stealth rock > pursuit on bisharp, grass knot/shadow ball/ice beam > psycho boost on slowbro, Ancient Power/HP Fire > spore/sludge bomb on tangrowth, HP Ground > Rapid spin on Sylveon (not recommended), Water Spout/HP Bug/Focus Blast > Toxic on Keldeo, Sleep Talk>Flash cannon on Heatran.

replay:
http://replay.pokemonshowdown.com/stabmons-391780140 (1490 vs 1489, #1 and #2)

Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Seed Flare
- Sludge Bomb
- Focus Blast
- Spore

Slowbro @ Choice Specs
Ability: Regenerator
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Psystrike
- Psycho Boost
- Steam Eruption
- Fire Blast

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Flash Cannon
- Earth Power
- Ancient Power

Sylveon @ Pixie Plate
Ability: Pixilate
EVs: 240 HP / 252 Atk / 16 Spe
Naughty Nature
- Fake Out
- Extreme Speed
- Boomburst
- Rapid Spin

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Gear Grind
- Pursuit

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Secret Sword
- Toxic
- Icy Wind
 

Metagame: AAA
Team Type: Stall
Importable:

Diancie @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Diamond Storm
- Moonblast
- Stealth Rock
- Protect

Meloetta @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- U-turn
- Hyper Voice
- Psyshock
- Knock Off

Manaphy @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- U-turn
- Scald
- Heal Bell
- Knock Off

Chansey @ Eviolite
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Wish
- Thunder Wave

Zygarde @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Coil
- Dragon Tail
- Earthquake
- Protect

Skarmory @ Leftovers
Ability: Gale Wings
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Swords Dance
- Brave Bird
- Roost
- Taunt

How it works: This team is a Stall team that plays somewhat similar to balance; while every mon is a bulky wall that can stall out the opponent, it also contains quite a bit of offensive pressure, including some solid Win Conditions. Usually, either Zygarde or Skarmory get a chance to set 2 or 3 times almost for free on something they wall, and in many cases that ends the match. To that end, you should get stealth rocks up as quickly as possible; Thundurus and other flying types are perhaps the greatest threat to the sweepers. After that, attempt ti remove some items and get in some burns with Manaphy and Meloetta: their sets are almost entirely unexpected, and even in the case of recognition still perform admirably.
Diancie checks generic physical attackers, sets up rocks, and serves as an emergency stop to anything that gets by Zygarde and Skarmory. Chansey does a similar walling job for special: Between unaware and the keldeo ban, only a select few special mons (and not all of the physical ones either) can actually break past. Specifically, it beats Manaphy, which is otherwise a major headache. Meloetta is another special wall, and one of the few that can actually help Chansey. It beats the Latis, Thundurus, and Gengar. Manaphy spreads burns, cures status, and walls fire, water, and ice types types. Meanwhile, Zygarde is a physical wall, an electric check, and a win condition, while Skarmory handles Ground Types, Lucario, and weakened setup sweepers.
 

Sylveon.

Penny saved is still a fucking penny


Metagame: STABmons
Team Type: Bulky Offense

Micheal (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Vacuum Wave
- Secret Sword
- Steam Eruption

The thing (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Diamond Storm
- Sucker Punch
- Knock Off
- Pursuit

Elena (Lopunny-Mega) @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- High Jump Kick
- Swords Dance

Marcus (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Oblivion Wing
- Hidden Power [Fire]
- Defog
- Roost

Donny (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Blue Flare
- Eruption

Claire (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Spore
- Seed Flare
- Stealth Rock
- Recover

Okay as far as the team goes it was made about a month ago, I peaked with it on the ladder and won a few room tournaments so somebody asked me to post it on om samples forum so here it is.

How it works:

Basically the team is based around two of the best wall-breakers imo in current STABmons meta namely specs keldeo and band ttar. Specs Keldeo does its thing spamming its high base power water moves to break through common cores. Vacuum Wave is changeable as it was more useful in kyurem-black meta. Band ttar works like it does in OU switching into latis(even better as most run stuff like spacial rand so you tank hits even better) and trapping them and breaking through common psychics(2khoes mega bro with knock off). It also helps against mega lati, against which this team kind of cries if ttar is dead. Speed investment can be run but due to its habit of switching into stuff bulk is useful in long run. Lopunny acts as a revenge killer and late game sweeper with swords dance easily beating others espeeders due to higher speed and fighting STAB. Heatran also acts as another revenge killer out-speeding common stuff like aero. It does helps that it resists common espeeds which means I can nab them at low health. Now as far as BO goes I needed a solid defensive core so def. Lando-t + spdef Celebi fit so well. Only being weak to STAB ice attacks(special defensive bulk on celebi means it takes non-STAB ice moves like a champ) which is just easily checked by ttar/heatran/lopunny, now here is something I have been running for quite some time: special lando, which beats most common switches of physical defensive lando and has pretty good match-up with common setters like ferro with hp fire(BONUS :: doesn't allow scizor to set-up). Celebi takes care of keldeo which generally don't run hp bug and most special attackers barring fire ones but even they have trouble switching in due to spore and gives rock support. Giga drain is an option but drops from seed flare are generally preferable.
Why this team works : Between lando, heatran and ttar, most of the espeeders are easily taken care of and lopunny gives you a nice revenge killer. Though I don't have pivoting moves good natural bulk and typing means ttar and keldeo easily switch a number of times to break defensive cores thus opening holes for lopunny and heatran to start a sweep late game.
Stuff the team is weak to :
Char-Y : Zero switch-ins but easily revenge killed.
Offensive gyarados :: Again can only revenge kill as it bops my defensive core.
Replays :
http://replay.pokemonshowdown.com/stabmons-366535697
http://replay.pokemonshowdown.com/stabmons-378772660
http://replay.pokemonshowdown.com/stabmons-383285206
http://replay.pokemonshowdown.com/stabmons-378713863
 
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thesecondbest

Just Kidding I'm First
Here's a mix and mega rmt that got me to top ten (thus meeting the requirements)


ESPEED SPAM THE TEAM
i beat espeed (Scizor) @ Blue Orb
Ability: Light Metal
EVs: 248 HP / 216 Def / 44 SpD
Impish Nature
- Defog
- Roost
- U-turn
- Bullet Punch

espeed is cool (Rayquaza) @ Lum Berry
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Ascent
- V-create
- Extreme Speed

espeed is fair (Entei) @ Altarianite
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Sacred Fire
- Bulldoze
- Stone Edge

espeed is gross (Arcanine) @ Pinsirite
Ability: Intimidate
Happiness: 0
EVs: 68 HP / 252 Atk / 188 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge

i, espeeder (Arceus) @ Lum Berry
Ability: Multitype
Happiness: 0
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Earthquake
- Extreme Speed
- Swords Dance
- Aqua Tail

espeed all day (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 176 Atk / 40 Def / 44 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Fire Punch

This team got me to top ten of the ladder as you can see in my signature. It got me 23-2 record for the blazikenite suspect (should have been 24-1 but stone edge likes missing :()
It's fairly self explanatory. VS offense, you have two espeeder checks in pdon and scizor. scizor can also remove hazards if they try stacking them (entei and arcanine don't like hazards)
skarm isn't a problem for this team because arcanine can wild charge it, ray can vcreate because air lock, and even arceus has air lock. pidgeotite gengar isn't a threat because of two lum berrys on the normal type espeeders, while the ate speeders can slap it in the face. Pdon is just so good. The speed evs on arcanine let you outspeed adamant entei, and the evs on arceus are there for some reason. groudon has some speed creep, some bulk, rest in attack.
This team isn't the greatest ever, but because it's ho you can climb to the top of ladder very quickly. and it's good enough.
 

Metagame: Mix and Mega
Team Type: Bulky Offense
This team is built around supporting a sweep from Landorus or Klingklang, as they have the attack to sweep and the bulk to live an -ate Extreme Speed. To that end, we have pokemon to remove their check sand counters. Keldeo and Raikou weaken Giratina-O, which is a common answer to both of my sweepers, while the former removes Blissey and the latter Arceus. They also both handle steel types like Skarmory. Mega Gengar deals with Primal Groudon, Mew, Altarianite and Heatran while Entei revenge kills fast threats such as Weavile and Zekrom.

Raikou @ Red Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Rash Nature
IVs: 0 Atk
- Weather Ball
- Calm Mind
- Thunderbolt
- Aura Sphere

Keldeo @ Lucarionite
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Calm Mind
- Secret Sword
- Focus Blast

Landorus-Therian @ Blazikenite
Ability: Intimidate
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Stone Edge
- Protect

Gengar @ Pidgeotite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Hypnosis
- Shadow Ball
- Focus Blast

Entei @ Altarianite
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Extreme Speed
- Sacred Fire
- Will-O-Wisp
- Stone Edge

Klinklang @ Pinsirite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Shift Gear
- Return
- Gear Grind
- Wild Charge
 

Knuckstrike

Hi I'm FIREEEE
is a Tiering Contributor
Hiya, FIREEEE here. I've been an enthousiast of some metas, depending if they were original really. I've tried out many metas, and since ladders are pretty bad usually I've gotten top 10, top 5 or top 1 with all of these teams. Anyway, I'll share my quote-on-quote succesful teams from some of the more popular metas. If you need me to post ladder reqs for this stuff tell me, think I have pics from most of them. Anyway,



Metagame: 1v1
A cliche team with some of the titans of 1v1, it's rather easy to use and has a good matchup vs most teams.
All three mons are designed to check some of the more questionable matchups that the pokemon normally have. Chansey wins vs the powerhouses of the tier, while kyurem and mawile can either outlast or outspeed some of the more tricky mons to face. I got 2nd on the ladder with this team during prime 1v1 time, like 20 points below #1.

Mawile's set is a bit physically defensive to deal with opposing mawile and fighting types. The speed creep is there to deal with other mawile too. You might want to tinker with them a bit yourself. The missing attack ev's are rarely needed to net an extra KO. Mawile has pretty well defined counters, but chansey and kyurem usually deal well with them.
Chansey's set is without seismic toss as it's illegal with charm. Regardless, it's hardly necessary as slowly stalling others to death is what chansey does anyway: it doesn't need the few extra turns. Use Thunder Wave and Charm on any physical attacker that thinks it can deal with chansey such as non-sub+roost zard, mawile, etc. You outlast swords dances with the para chance. Once the threat is neutered you can wear them down with echoed voices or wait for them to kill themselves. Always keep in mind how much a crit does to chansey and make sure you're above that benchmark once the opponent is neutered; don't take unnecessary risks.
Kyurem is the fast mon on the team and deals with zards and fast nukes that might overpower chansey. Outrage is its most powerful neutral move which can kill most frailer mons while the other three are coverage. Ice beam works nicely with your teravolt to surprise venusaur who think you're spamming outrage. Don't forget about the freeze chance either: a mon such as sableye which doesn't get 2hko'd by outrage and can stall out your outrages, has an over 2/3 chance to get frozen or critted in the 7 turns it tries to stall you out.
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 248 HP / 200 Atk / 36 Def / 24 Spe
Adamant Nature
- Iron Head
- Play Rough
- Swords Dance
- Sucker Punch

Chansey @ Eviolite
Ability: Serene Grace
EVs: 252 Def / 248 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Thunder Wave
- Charm
- Echoed Voice

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 156 Atk / 100 SpA / 252 Spe
Naughty Nature
- Outrage
- Earth Power
- Ice Beam
- Fusion Bolt
 
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I just thought I'd share one of my only "still legal and still good" AAA team for anyone who wants to try and get reqs on the suspect ladder.


Lucario @ Life Orb
Ability: Adaptability
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Vacuum Wave
- Dark Pulse
- Nasty Plot

Krookodile (F) @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 16 SpD / 240 Spe
Adamant Nature
- Knock Off
- Pursuit
- Earthquake
- Crunch

Volcarona @ Leftovers
Ability: Desolate Land
Shiny: Yes
EVs: 240 HP / 216 Def / 20 SpA / 32 Spe
Bold Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Roost
- Quiver Dance

Zapdos @ Leftovers
Ability: Primordial Sea
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Roost
- Defog
- U-turn
- Thunder

Genesect @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- U-turn
- Thunderbolt
- Ice Beam
- Flamethrower

Braviary @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Superpower
- Brave Bird
- Return
- U-turn

A team I used a lot for the last suspect, on the ladde, for OM frontier and a bunch of times in friendly battles.
Break walls and pursuit trap Lucario counters with krook until Lucario can sweep. That's the base but of course every battle can differ, Volcarona can end up sweeping a lot of the time and special luk is also really useful against stall. Dual weather means you have a good control against weather teams and against powerful attackers like Volc and Victini. Most of the rest is self explanatory (Band entei can be beaten, LO is super hard to deal with since only Zapdos can take a hit).
 

Knuckstrike

Hi I'm FIREEEE
is a Tiering Contributor

Metagame: 2v2 doubles

This prediction-based double-mega team has been doing well not only on the ladder while it was still up, but also in room tours. Watch out while playing with this team that you don't accidentally pick the two mega pokemon expecting to be able to use both of them, cause I know I have :]

Aegislash has a fairly standard set with full HP and Special Attack investment. The only uncommon aspect is its item: mental herb. King's shield is the crux of aegislash's working in 2v2 doubles, being able to scare any physical attacker into not attacking it. Being able to always go for the King's shield and play mindgames is a big part of playing with Aegislash. It's fairly easy to use though: if you feel like your opponent doesn't have an amazing matchup vs aegislash, use it to simply overpower your opponent with its great typing, stabs and effective 700 base stat total.
Kyurem-Black is on the team if you need some speed and power vs frailer teams. With great coverage and 2 possible pokemon to hit, it rarely isn't able to hit a mon for major damage. Watch out for outrage's random element: you can't pick what opponent to hit with it. Regardless, its sheer power and speed are to be feared.
Lopunny not only has the speed but also the versatility of a non-choice-locked mon. With protect not being too common on lopunny, it can surprise opponents who expect to be able to beat lopunny easily. Drain punch is chosen over HJK for a more reliable move that isn't made much worse by the abundance of protect in the meta. With the assistance of fake out, it's often useful to double-target a mon to be able to knock it out in conjunction with a teammate's fast attack. Pick it if the speed tier is good against the opponent, and if fake out looks useful.
Sableye is the second ghost on the team, and also the second mega. Usually picking them both will not make a very solid team, better is pairing it up with Kyurem who can pick off the mon that Sableye might have trouble with. Sometimes not megaing with Sableye can be a good tactic, gauge whether you need the speed or bulk for the first turn or two. It deals well with the more stally teams that would run around: taunt and will-o-wisp disrupt them well.

Aegislash @ Mental Herb
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- King's Shield
- Shadow Ball
- Flash Cannon
- Shadow Sneak

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 76 SpA / 180 Spe
Naughty Nature
- Ice Beam
- Outrage
- Earth Power
- Fusion Bolt

Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- Drain Punch
- Protect

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 240 Def / 8 SpA / 8 Spe
Bold Nature
IVs: 0 Atk
- Dark Pulse
- Will-O-Wisp
- Recover
- Taunt
 

Sylveon.

Penny saved is still a fucking penny
Metagame: STABmons
Team Type: Hazard Offense

Blastoise's girlfriend (Sylveon) (F) @ Pixie Plate
Ability: Pixilate
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Boomburst
- Sleep Talk
- Extreme Speed
- Fake Out

Blastoise's dog (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Oblivion Wing
- Spikes
- Earth Power
- Roost

Blastoise's baby (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Spore
- Seed Flare
- Recover

My Love (Blastoise-Mega) @ Blastoisinite
Ability: Mega Launcher
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Aura Sphere
- Rapid Spin

Blastoise's lamp (Chandelure) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Destiny Bond
- Shadow Ball
- Blue Flare

Blastoise's bird (Braviary) @ Life Orb
Ability: Defiant
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- Dragon Ascent
- Superpower





Okay as far as the team goes I made it a little while back as a challenge between some of my friends to build a STABmons team with at-least 3 mons with A- or less viability, I peaked with it on the ladder with 1542 or something, so kind of wanted to share this one before this generation ends.

How it works:
Okay, so to start I really wanted a hazard stacking team and seeing that with more powerful moves in this metagame, how easy it is to pressure teams using hazards as most of the time people just slap on defog on def. lando and call it a day which can easily be countered. Thus I somehow again used my solid core consisting of celebi + lando-t. Luckily celebi gets rocks and lando gets spikes, so both of them gave my team 4 other slots to fulfill necessary offensive roles. Sylveon does its usual thing boom-bursting things into oblivion and also has sleep talk for annoying things like pidgeot over any other coverage(Even mono sleep talk with specs boomburst could be run). Sylveon actually appreciates hazards a lot as after 1 layer of spikes standard STABmons ferro gets 2hkoed. Blastoise was chosen over keldeo due to rapid spin and it having naturally good match-up with most hazard setters. Not to say that origin pulse is terrifyingly powerful. Next up, scarf chandelure acts as a cool spin-blocker and it actually provides some speed to the team + scarf destiny bond is hilarious(Unluckily no better ghost STAB). And finally, to discourage defogs and add an obligatory fake-speeder, braviary finds itself a place on the team. And though it by no means is the best fake-speeder or something, but it works so well for the team with naturally good bulk and being able to beat common defensive counters like lando courtesy defiant.

Why this team works : Hazard Stacking along with powerful moves like boomburst and origin pulse puts immense pressure on most teams. With 2 fake-speeders offense match-up is p good. Scarf destiny bond on chandy works surprising well, trading itself for some powerful shit like aero and +2 braviary is scary af to face late game.
Stuff the team is weak to :
Char-Y : Zero switch-ins but generally revenge killed.
Offensive gyarados :: Again can only revenge kill as it bops my defensive core.
Ice Punch lopunny :: As it can bop my lando, but generally with ice punch they don't run swords, dance so rest of the team can deal with it.
Replay(Only a recent one) :http://replay.pokemonshowdown.com/stabmons-453860973
 
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Metagame: Return'd
Team Type: Bulky Offense

Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Swords Dance
- Roost
- Flare Blitz

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Earthquake
- Zen Headbutt
- Ice Punch

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt

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

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Knock Off
- Superpower
- Play Rough

Team Description:
This team was built with supporting Mega Metagross in mind, so all of the Pokemon here do so in some fashion. Tyranitar and Magneton do so by trapping, the former of which eliminates bulky Pokemon such as Zapdos, Rotom, and Doublade (as well as trapping Talonflame, which is a great Rker), and the latter of which removes steel type walls like Ferrothorn and Scizor while pivoting with a powerful volt switch. While Magnezone is a viable replacement, you can no longer revenge KO Talonflame.
Metagross runs adamant as it is clicking bullet punch 90% of the time, and the power is great for things like 2HKOing Rotom. Azumaril is a backup wallbreaker+single use water switchin. Since it has similar checks and counters to Metagross, they can wear them down. Excadrill abuses sand to sweep and can remove hazards, but its an entirely customization slot that can easily fit the likes of Doublade, Crawdaunt, and Chesnaught.
 
I would delete those two posts but this is actually funny. Also, Starting sun/moon we're mandating sample teams to be integrated into the metagame threads so this thread's outlived it's usage. There's no reason to keep this open as accepting teams now is kind of useless.

Anyway, been a nice ride. Big thanks to everyone who contributed teams here. Welcome to gen7. Locking this.
 
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