HighSchool dxd BorN

DKFirelord

Back this time I swear!
is a Tiering Contributor Alumnus
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Credit for this amazing Art goes to Blue Frog
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Introduction:

Hello everyone today I'm showing you a teamed I built around Houndoom and Meloetta themed around the new season of Highschool dxd Born which is amazing and if you haven't watched none of the seaons then.... So some of you may know from the RU Room on Showdown I decided to build around Houndoom and Meloetta after seeing and hearing about tye Specs set and say how good the Offensive synergy it's has with Houndoom. The second part was also buil around Hitmonchan and Rotom-C since Rotom gets rid of the annoying fish and momentum. Overall this team has done pretty good.

Music:

Here is my Favorite 2 Openings of Highscool dxd Favorite being Born <3 enjoy


Teambuilding:

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I started the team off with an offensive core of Specs Meloetta and NP Houndoom. Specs Meoloetta pretty much OHKOes or 2 hit OHKO all of Houdoom switch in while Houndoom can switch into Dark, Steel, and Psyschic-Types that Meoloetta can't get past. Houndoom also appraites the momentum Meloetta provides letting it sometimes get a free NP up.

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Hitmonchan was added next as it provided Razard Removel and also helps allowing with Wallbreaking at the same time. I added Rotom-C after seeing o add no switch in to Water Types and wanted a Ground-Type immunity. Rotom also made the infamous Volturn Core and away to cripple Walls and Sweepers.

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I wanted Stealth Rocks and a switch into Mega-Steelix, Fire Check, Water-Types switch in , Flentchinder, and stop to CM Slowking Seismitoad fit the bill. As for my last slot I wanted something fun and original to not make this a Standard.jpg team so since I didn't have a Mega wanted a Spin Blocker Mega Banette also was super fun to use PRANKSTAR PLUS D-BOND is Bea af <3 but seriouslly ii might be a niche mon but it's actually pretty good functioning as a Wallbreaker and Status Spreader.

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After looking over it I realized something I had a weakened to Slurpuff or could come in on Hitmonlee Rotom-C after a Leaf Storm drop and Toad letting to Sey-Up though Bannete can Destony Bond it -Oh wait it doesn't get Pranstar tell the next turn so I just change it out for Doublade which still is a Spin Nlacker while along me to not get mollywhoped my Slurpuff.

Closer look:

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"Boobs outweigh a man life."-Issei [One of the best and funniest quotes lol]
Issei (Houndoom) (M) @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Nasty Plot
- Flame Charge
Houndoom was choosen as said in the intro for the amazing offensive synergy it has with Meloetta. Houndoom also offers an fire immunity for stuff like Emboar and other Houndoom. It also can Set-Up and sweep on more defensive or just straight out Attack for more offensive team. Fire Blast is mollywops any Pokemon that down't resist it or bulky. Dark Pulse has 100 % accuracy letting you spam it if you don't want to risk the miss. Dark Pule also hits Slowking or other Fire-Types. Nasty Plot boosts Houndoom SpAtk which gives it the ability to break Defensive team. Hidden Power Grass was changed out for Flame Charge letting out speed some Pokemon that would come in to revenge kill it like Dugtrio,Virizion,and Cobalion.

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"Issei Remeber even a Pawn can take down a King"-Rias
Rias (Meloetta) @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Shadow Ball
- U-turn
- Psychic
Meloetta was changed to Choice Scarf as it offered more consisty un like Rotom which is it used Leaf Storm it would be used as Set Up or a free switch in thanks to how weak it is while Meloetta can always hit hard.

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"I....will become a sword for my Comrades"-Yuuto
Yuuto (Qwilfish) @ Focus Sash
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Scald
- Explosion
- Spikes
- Toxic Spikes

As 49 mentioned this looks more like and offensive team and Hitmonlee didn't fit will on this team so I replaced it with Qwilfish and I'm not disappointed my the outcome this gives help me more weaken down walls limiting switch in and outing a timer on a Pokemon thanks to Spikes and Roxic Spikes

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"Those who even try to lay a hand on my president, shall be punished endlessly"-Akeno
Akeno (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Volt Switch
- Thunderbolt
- Trick

Rotom was changed to Specs as it's a better beater the Meloettabecause scarf as the inability to clean late game unlike Scarf Meloetta. It's a lot better as this role because if resisted hit coming of this thing do like 40% and after Spikes and Rock not making it a switch in to it anymore.

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"I want to sleep with Issei-san to"-Asia
Asia (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 72 Def / 224 SpA / 12 Spe
Modest Nature
- Earth Power
- Hydro Pump
- Stealth Rock
- Sludge Bomb
Seismitoad was changed to a more offensive set since this is a more offensive team the bulk was not really needed it also keeping Spinners like Hitmontop retained. Sludge Bomb took Toxic place OHKOing Whisascoot ,Tangrowth,and Abomasnow after a switch in on Hydro or Earthpower. Hydro Pump replaced Scald because it's more stronger. IT can still serve as a Drapion check and Doulblade check.


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"Flat chest are sinners, Flat Chests are cruel- I WILL DESTROY YOU"-Koneko
Doublade (Koneko) (F) @ Eviolite
Ability: No Guard
EVs: 204 HP / 252 Atk / 44 Spe
Adamant Nature
- Shadow Sneak
- Shadow Claw
- Iron Head
- Swords Dance
Doublade replaced Mega Mega Bannete kindly doing the same thing Spin Blocking and hitting hard after an SD. Doublade also can which into Meloetta and 2 hit KO it (if not invested in Def ) with Iron Head. Also gives me away not to Get Sweeped by Slurpuff. Shadow Claw Shadow Sneak Iron Head and SD pretty standard on Doulblade. Shadow Claw for a powerful stab Shadow Sneak for Priorty and Finishing off weaken Pokemon Iron Head for Fairies, Rock-Types, and hits Normal and Dark-Types for Neutral Damage SD boost Attack. 44Speed EVs allow me to outspeed 0 speed Rhyperior.


Shout Out:
Kableye
thecrystalonix
KingT
tehy
lighthouses
gorex
[Thanks for help me figure out members for the team or help Testing]
And to the Whole RU Room- You guys are amazing :]

Threat List:
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SD Drapion : The only thing that can check this thing in the team is Seimatoad tho Soulblade can take a hit you crop its defense when evolite is removed just try to keep Seismatoad healthy and you'll be find.
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Choice Specs Exploud: All most no team never has anything for this nothing on this team can switch in without being OHKOed or 2 hit OHKOed but it's easy to revenge kill.

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Bell Drum Slurpuff: Keep Doublade healthy once If it's either low or out of the game you have to depend on offensive pressure to not let in Set-Up.


Rias (Meloetta) @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Shadow Ball
- U-turn
- Psychic

Issei (Houndoom) (M) @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Nasty Plot
- Hidden Power [Grass]

Asia (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 72 Def / 224 SpA / 12 Spe
Modest Nature
- Earth Power
- Hydro Pump
- Stealth Rock
- Sludge Bomb

Yuuto (Qwilfish) @ Focus Sash
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Scald
- Explosion
- Spikes
- Toxic Spikes

Akeno (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunderbolt
- Trick

Koneko (Doublade) (F) @ Eviolite
Ability: No Guard
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Shadow Claw
- Iron Head

Changes are Bolded (also changed the import)
 
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Thx for the shout out man, Im going to test this team on the ladder, might post some replays for you. I don't notice any flaws right off the bat though, its a pretty solid squad :]
 
Thx for the shout out man, Im going to test this team on the ladder, might post some replays for you. I don't notice any flaws right off the bat though, its a pretty solid squad :]

So double shadow claw on doublade is not a flaw nowadays?
 
bulky toad / np houndoom / specs meloetta / sd doublade / hitmonlee / scarf rotom-c

This seems like a well built, mostly standard bulky offense team. It has a strong offensive core and a general glue mon of seismitoad. It has few weaknesses overall, and the ones you mentioned are difficult to deal with for this type of build - SD drap is always a major threat to offensive builds like this, but seismitoad covers it quite well. Exploud is always an issue for any offensive team that lacks mega lix imo, but lee + specs melo should be enough to handle it.

In terms of little changes you could make - I would consider running sacred sword on doublade over shadow claw, as it allows doublade to get past mega lix and kill houndoom on the switch. Your team doesn't really like switching into houndoom, and it opens the way for melo I guess. I feel as though houndoom is already weakening bulky waters for doublade, but if you feel like shadow claw is necessary to deal with mola etc. then keep it. Also sucker punch on doom > hp grass might be nice to stop being auto-trapped by dugtrio, and priority in general is always useful.

As for mon changes, running whimsicott over rotom-c could be a change worth exploring. It still has u-turn and has utility against stall with encore, and still outspeeds most important things such as virizion and heliolisk. The fairy typing gives you another good check to hitmonlee and virizion - if doublade gets weakened, these two could be big issues. You do lose out on rotom-c's ability to check durant, but you already have doublade and bulky toad so that isn't too much of a threat. Encore is a fantastic utility move for getting free switches when paired with u-turn, and also gives you a backup against slurpuff as you can encore the BD. Generally I feel like you rely on doublade to deal with a lot of threats and adding whimsi as another fighting check will certainly help take the pressure of doublade to deal with so many threats.

Changes:
Sucker punch over hp grass on doom (?)
Sacred sword over shadow claw on doublade (?)
LO whimsicott over scarf rotom-c
 
yo

neat team; a little standard in format (fwg / steel / psychic / fill is hardly anything ground-breaking as far as frameworks go), but that in no way diminishes its consistency, so i can't complain about that. what i immediately glean from this team is a. an evident underplaying of the team's match-up with offense and b. a vulnerability to toxic spikes. in its current state, the team comes off as a rather breaker-heavy, which is all well n good for the defensive match-up, but in taking this approach, you really skimp on your end-game v.offense, relying on a soft defensive core + revenge-killer to stifle offensive threats. this approach is much more acceptable on teams that fringe on the more defensive end of the spectrum, but this team quite evidently skews on the offensive side, which bothers me, since it doesn't allow for an 'active' end-game v.opposing offense that you would like to hold in the back here imo. regarding the tspikes point, this largely boils down to concession (ie.how many free turns you grant to tspike users), which is something i've found to be a fairly constant factor in most hitmonlee offense nowadays, which somewhat diminishes its efficiency as a spinner here (which i've touched upon elsewhere).

what i might suggest here is a significantly more offensive approach to the build at hand, so take this with a pinch of salt. i dislike hitmonlee here; as mentioned prior, it doesn't perform its hazard removal function particularly well at all, and i would say that for conceding toxic spikes to qwilfish and garbodor, it's perhaps the most active facet in developing a hazards weakness in the first place. what i might suggest in its stead is a focus sash qwilfish; your current build already retains almost all the necessary support to function as an efficient spike-stack, and in incorporating additional hazards, you can transition into techs for a more offensive match-up that much more readily. having a dedicated 'lead' vs offense really helps even out your performance against opposing offense, particularly in restricting omastar / crustle leads, and qwilfish's ability to maintain mid-game utility as an intimidate buffer and tspike absorber allows to retain sizable value in the balance / defensive match-ups. you will lose access to immediate hazard removal, but the majority of your team has the ability to pressure most common hazard setters reasonably well, or at least pivot out to one that does, so i find this change to be fairly accommodating.

as for addressing your offensive match-up, i would consider switching the roles of meloetta and rotom-c, making rotom-c specs and meloetta scarf. particularly in the environment presented here, it seems more logical to allow rotom-c to serve as the 'beater' for this team, as its inability to consistently clean late-game makes it a rather unbecoming scarf 'mon for an offensive build, while meloetta (still being a good beater here, i won't say it isn't) offers a much more consistent performance as a cleaner, while generally revenge-killing what is needed w/some prior damage, which isn't overly difficult given hazard support in tandem with the consistent offensive presence the team exerts.

personally, i consider sucker punch / flame charge to be a necessity on np doomer in the current metagame, even were it exclusively for dugtrio (which it isn't, but it's the reason it's currently non-negotiable), and i don't find hp grass to be excessively valuable here; it helps break down rhyperior, yes, but dark pulse still shaves a healthy 40-45% off it, which amounts to a solid 45% chance to ohko at +2 after sr + spikes + 1 turn of lefties recovery. in this context, i'd say that sucker punch is the better of these two options, given the presented hazards can punish players for attempting to 'play around' sucker punch, and this build has decent fallbacks to fast fighters (though cm virizion can be moderately problematic if given too much breathing room, which i'll touch upon in brief).

lastly, and i realize just how obvious this one is, but i'd consider a more offensive seismitoad spread; was this a metagame with more passive grass-types, i would say this type of set is more passable on offense, but with the type of value whimsicott, mega abomasnow, tangrowth, and so forth can wring out of a free turn, i don't feel this is quite as appropriate. i don't consider speed to be too much of a necessity on this particular team, so perhaps consider a spread of 200 hp / 72 def / 224 spa / 12 spe @ modest, running sludge bomb > toxic and hydro pump > scald. in addition to keeping grass types that much more honest, consistently 2hkoing aboma, ohkoing whimsicott, and koing tangrowth after an ep hit, etc., it also serves as a means to keep spinners such as hitmontop that much more honest, retaining the ability to 2hko w/hydro pump at a favorable rate (66.8% of the time) after 1 round of spikes damage, accommodating the potentially temporary nature of your spiker. toad retains some natural defensive capabilities here, still being able to check doublade and drapion once (which should be all you need, ideally), and while it can no longer tank hits with the proficiency it once could, i consider this to be a wholly positive shift.

hope my comments were of some use to you, gl in the future

qwilfish.png

Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Spikes
- Taunt
- Explosion
- Scald
 
yo

neat team; a little standard in format (fwg / steel / psychic / fill is hardly anything ground-breaking as far as frameworks go), but that in no way diminishes its consistency, so i can't complain about that. what i immediately glean from this team is a. an evident underplaying of the team's match-up with offense and b. a vulnerability to toxic spikes. in its current state, the team comes off as a rather breaker-heavy, which is all well n good for the defensive match-up, but in taking this approach, you really skimp on your end-game v.offense, relying on a soft defensive core + revenge-killer to stifle offensive threats. this approach is much more acceptable on teams that fringe on the more defensive end of the spectrum, but this team quite evidently skews on the offensive side, which bothers me, since it doesn't allow for an 'active' end-game v.opposing offense that you would like to hold in the back here imo. regarding the tspikes point, this largely boils down to concession (ie.how many free turns you grant to tspike users), which is something i've found to be a fairly constant factor in most hitmonlee offense nowadays, which somewhat diminishes its efficiency as a spinner here (which i've touched upon elsewhere).

what i might suggest here is a significantly more offensive approach to the build at hand, so take this with a pinch of salt. i dislike hitmonlee here; as mentioned prior, it doesn't perform its hazard removal function particularly well at all, and i would say that for conceding toxic spikes to qwilfish and garbodor, it's perhaps the most active facet in developing a hazards weakness in the first place. what i might suggest in its stead is a focus sash qwilfish; your current build already retains almost all the necessary support to function as an efficient spike-stack, and in incorporating additional hazards, you can transition into techs for a more offensive match-up that much more readily. having a dedicated 'lead' vs offense really helps even out your performance against opposing offense, particularly in restricting omastar / crustle leads, and qwilfish's ability to maintain mid-game utility as an intimidate buffer and tspike absorber allows to retain sizable value in the balance / defensive match-ups. you will lose access to immediate hazard removal, but the majority of your team has the ability to pressure most common hazard setters reasonably well, or at least pivot out to one that does, so i find this change to be fairly accommodating.

as for addressing your offensive match-up, i would consider switching the roles of meloetta and rotom-c, making rotom-c specs and meloetta scarf. particularly in the environment presented here, it seems more logical to allow rotom-c to serve as the 'beater' for this team, as its inability to consistently clean late-game makes it a rather unbecoming scarf 'mon for an offensive build, while meloetta (still being a good beater here, i won't say it isn't) offers a much more consistent performance as a cleaner, while generally revenge-killing what is needed w/some prior damage, which isn't overly difficult given hazard support in tandem with the consistent offensive presence the team exerts.

personally, i consider sucker punch / flame charge to be a necessity on np doomer in the current metagame, even were it exclusively for dugtrio (which it isn't, but it's the reason it's currently non-negotiable), and i don't find hp grass to be excessively valuable here; it helps break down rhyperior, yes, but dark pulse still shaves a healthy 40-45% off it, which amounts to a solid 45% chance to ohko at +2 after sr + spikes + 1 turn of lefties recovery. in this context, i'd say that sucker punch is the better of these two options, given the presented hazards can punish players for attempting to 'play around' sucker punch, and this build has decent fallbacks to fast fighters (though cm virizion can be moderately problematic if given too much breathing room, which i'll touch upon in brief).

lastly, and i realize just how obvious this one is, but i'd consider a more offensive seismitoad spread; was this a metagame with more passive grass-types, i would say this type of set is more passable on offense, but with the type of value whimsicott, mega abomasnow, tangrowth, and so forth can wring out of a free turn, i don't feel this is quite as appropriate. i don't consider speed to be too much of a necessity on this particular team, so perhaps consider a spread of 200 hp / 72 def / 224 spa / 12 spe @ modest, running sludge bomb > toxic and hydro pump > scald. in addition to keeping grass types that much more honest, consistently 2hkoing aboma, ohkoing whimsicott, and koing tangrowth after an ep hit, etc., it also serves as a means to keep spinners such as hitmontop that much more honest, retaining the ability to 2hko w/hydro pump at a favorable rate (66.8% of the time) after 1 round of spikes damage, accommodating the potentially temporary nature of your spiker. toad retains some natural defensive capabilities here, still being able to check doublade and drapion once (which should be all you need, ideally), and while it can no longer tank hits with the proficiency it once could, i consider this to be a wholly positive shift.

hope my comments were of some use to you, gl in the future

qwilfish.png

Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Spikes
- Taunt
- Explosion
- Scald
Thanks
bulky toad / np houndoom / specs meloetta / sd doublade / hitmonlee / scarf rotom-c

This seems like a well built, mostly standard bulky offense team. It has a strong offensive core and a general glue mon of seismitoad. It has few weaknesses overall, and the ones you mentioned are difficult to deal with for this type of build - SD drap is always a major threat to offensive builds like this, but seismitoad covers it quite well. Exploud is always an issue for any offensive team that lacks mega lix imo, but lee + specs melo should be enough to handle it.

In terms of little changes you could make - I would consider running sacred sword on doublade over shadow claw, as it allows doublade to get past mega lix and kill houndoom on the switch. Your team doesn't really like switching into houndoom, and it opens the way for melo I guess. I feel as though houndoom is already weakening bulky waters for doublade, but if you feel like shadow claw is necessary to deal with mola etc. then keep it. Also sucker punch on doom > hp grass might be nice to stop being auto-trapped by dugtrio, and priority in general is always useful.

As for mon changes, running whimsicott over rotom-c could be a change worth exploring. It still has u-turn and has utility against stall with encore, and still outspeeds most important things such as virizion and heliolisk. The fairy typing gives you another good check to hitmonlee and virizion - if doublade gets weakened, these two could be big issues. You do lose out on rotom-c's ability to check durant, but you already have doublade and bulky toad so that isn't too much of a threat. Encore is a fantastic utility move for getting free switches when paired with u-turn, and also gives you a backup against slurpuff as you can encore the BD. Generally I feel like you rely on doublade to deal with a lot of threats and adding whimsi as another fighting check will certainly help take the pressure of doublade to deal with so many threats.

Changes:
Sucker punch over hp grass on doom (?)
Sacred sword over shadow claw on doublade (?)
LO whimsicott over scarf rotom-c
Thanks for the help and yeah the team is standar .jpg lol I'll test out the Qwilfish Flame Chatge Houndoom and Offensive Toad And the Switch To Vhoice Scarf Melowtta and Specs Rotom
 
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