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Synchronoise

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  1. Rotom-H for sure. It's an amazing blanket check to a large number of threats, yet he's not used much because SR weakness and the opportunity cost of using Rotom-W. Shedinja's another favourite of mine, he makes such a wonderful pivot and wall. The only issue is that you have to build a team around Sheddy, which is probably why he isn't used as much
  2. Sup! Right off the bat, some general changes I'd recommend would be to run Power Up Punch > Healing Wish on M-Lop. While Healing Wish is an amazing move in it's own right, nobody in your team truly benefits from it, since they're for the most part very self-sufficient. Power Up Punch lets you combat fat teams more easily, since common checks like Hippowdon get obliterated by a +1 Return/HJK. In a similar vein, I recommend running SD Stallbreaker Gliscor > 3 Attacks Gliscor. Your team also has issues dealing with stall, and this provides you a reliable wincon against them. For reference, Gliscor @ Toxic Orb Ability: Poison Heal EVs: 244 HP / 8 Def / 200 SpD / 56 Spe Careful Nature - Swords Dance - Earthquake - Facade - Roost Aside from that, I recommend you run Reflect Type Starmie > Tentacruel as a spinner. While Tenta is no slouch defensively, he lacks the recovery that Starmie is able to capitalise on, which means he gets worn down relatively quickly. Starmie on the other hand is able to capitalise on Reflect Type+Recover to effectively combat potential checks like Sharp/Zone, and wear them down more easily. For reference Starmie @ Leftovers Ability: Natural Cure EVs: 252 HP / 4 SpD / 252 Spe Timid Nature - Scald - Rapid Spin - Recover - Reflect Type Something that strikes me as weird in this team is Sylveon's role. Heal Bell seems really counter-productive on a team that's able to absorb status easily, be it via Natural Cure Celebi or PH Gliscor, and the only status that really bothers the team is either a burn or a para on Lopunny. Considering that you're already cramming so many roles into Celebi, you could consider running Dual Screens Klefki > Sylveon. The main benefit Klefki has is the ability to beat common Chomp leads, as well as M-Diancie leads. For reference, Klefki @ Light Clay Ability: Prankster EVs: 252 HP / 4 Def / 252 SpD Calm Nature - Reflect - Light Screen - Magnet Rise - Flash Cannon This means you can free up Celebi's moveset a bit, and run more support moves to make better use of Celebi. Celebi @ Leftovers Ability: Natural Cure EVs: 252 HP / 148 Def / 108 Spe Bold Nature - Baton Pass - Substitute - Giga Drain - Stealth Rocks Sub+Pass further eases your issues with status, and eases prediction at very little cost. Nothing on the team can really deal with Rotom-W, so drain is used as the mono-attacking move here Regarding the issues you had with M-Meta, if you're willing to remove Diancie, you could choose to run Scarf Victini > Diancie. Victini doesn't fear anything bar the rare EQ, and this also helps you out with your issue where M-Sciz/Ferro/M-Venu completely walls your team For reference, Victini @ Choice Scarf EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - V-create - Bolt Strike - Zen Headbutt - U-turn Good luck with laddering!
  3. I just want to contest something that's been mentioned, that Torkoal is outclassed by Moltres/Tran in mono fire While it's true that in general play, Torkoal has absolutely no niche in OU, mono fire is a whole different story. Torkoal is fire's best answer to SR, defog Moltres/Char just can't come in as freely as Torkoal can to remove rocks. You end up with a team that gets controlled by SR, which is something you desperately want to avoid.
  4. Sup! M-Doom's a very interesting choice for a mega. With the immense speed creeps we've been facing since ORAS was implemented, Doom sits in a comfortable speed tier that outspeeds a great majority of common threats, from M-Meta to M-Bro One thing I've noticed about the team off-hand is that you're running two defoggers, which even in teams with multiple S-Rock weaknesses is a little too excessive. Because of this, I recommend running either Bulky SD Scizor > Defog Scizor, or running TrickSpecs Latios > Defog Latios Besides that, I'd also recommend running Smack Down > Stone Edge if you're planning on running Soft Sand Lando. Most checks to Lando depend on their immunity to ground moves, and smack down snatches you momentum on these mons With regards to Chesnaught, Bulletproof is a much better option over Overgrow, even on BD sets, since the Bulletproof lets you more reliably set up on stuff like M-Venu, who you end up losing to if you get rid of Bulletproof With regards to the team as a whole, there are quite a few issues that you need to look into. Your team has no reliable answer to stall, particularly M-Eye based stall. Something you can do to alleviate this is to either run Stallbreaker Gliscor/TG+RD Manaphy Similarly, the team also has issues with HO teams, and it desperately wants speed control. You could probably choose to run Prankster+T-wave Thudurus/Klefki to help slow down the opponent. Alternatively, running Thunder Wave > Pain Split on Rotom-W or switching Soft Sand Lando-T > Scarf Lando-T With regards to individual threats, M-Alt and X-Char are two mons that most of your team have trouble dealing with. Nobody appreciates switching into these two, with Sciz fearing Fire Blast from M-Alt, while Rotom-W lacks the recovery to consistently check X-Char, letting him wear you down easily. In a similar vein, trappers like Zone and Goth hamper your team immensely, since you're heavily dependant on Scizor as a blanket check to most mons. Fat stuff like M-Hera, as well as stuff like Hoopa-U and Kyu-B also place an incredible amount of pressure on your team, so you might want to find multiple ways to deal with them Good balance teams are honestly very difficult to build right now. If you need a space in the team to compress more roles, Latios atm is relatively redundant
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