Jump to content

BurningToTheLast

Veterans
  • Posts

    38
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Everything posted by BurningToTheLast

  1. Forum name: GoldenVeggie Showdown alt(s): ShiningFriday Discord: NerdKing#9991 Availability*: I'm available most of the time, but the safest would be 1-4 CST Favourite type(s): Fire, Dark, Ground Least favourite type(s): Rock
  2. That's a fair question. It was the hardest choice for me when making this team, At one point I was even tempted to throw away U-Turn, but I gave Into Ice beam because of Tangrowth/Dragonite/Haxorus that this team can't handle as well. This team has answers to things like Toxapex and Ferrothorn (somewhat less for ferrothorn, but eh), which Is why I used Ice beam over it. Yes, Alakazam exists, but I like to keep its sash intact through most of the match, if possible. And the squad can handle MagmaTran decently well with AshNinja, Dragonite, and Alakazam if played well. (Alakazam after some chip damage.) So ye-
  3. It's been a while. I've been so into Monotype that I've completely neglected OU. No worries though, I always come through with a team or two to get me back into the mix after a bit of prior research. The process of making this team was somewhat long, so bear with me. I decided to Start off with arguably the most solid Pokemon in OU, being Mega Venusaur. This thing walls so many threats that it's not even funny; Keldeo, Mega Diancie, Clefable, Tapu Fini, Tapu Koko, Tapu Bulu, and oh so much more. So yeah, this was definitely a top candidate to start Building around. Although Mega Venusaur is quite bulky and has a good typing, it does have some very exploitable weaknesses. Pokemon Like Latios, Latias, Tapu Lele, etc. come in and either set up on it, K.O. it, or force it out; it can't beat them. That's why I added Jirachi in order to alleviate those weaknesses. They have decent synergy as Mega Venusaur takes care of the ground types that annoy Jirachi, and Jirachi takes care of the psychic and flying mons that annoy Mega Venusaur. FIre types are still an issue for this core, as Thick fat helps, but strong fire type moves still break it. However, Jirachi also alleviates that common fire type weaknesses between the two with Stealth Rock support, and the ability to cripple and potentially ParaFlinch said foes to death if it comes down to it. Greninja. Greninja helps to also alleviate the common Fire-Ground weakness between the two, as the core is still susceptible to strong fire type Pokemon like Mega Charizard X, Alolan Marowak, Volcarona, etc, and Once it gets into its Ash-Greninja form, It's quite the good cleaner with Water Shuriken, being one of the most powerful priority moves in the entire game, only being rivaled by a Mega Scizor's Bullet Punch, while also keeping momentum going with U-Turn. With the right predictions, this mon by itself can tear chunks out of opponent's teams to let it's teammates come in and finish the job. We're missing something. Two tanks, and a wallbreaker....We need a setup mon. Dragonite's vast movepool, massive attack, and good enough speed to get some kills going after a Dragon Dance, backed up by its stellar bulk that's even more back up by Multiscale, enabling it to let it set up on almost anything makes dragonite an amazing candidate. Dragonite also Alleviates the Ground/Fire instability between the Jirachi and Mega Venusaur core, and has many resistances it has to offer, letting it wall mons such as Victini (given it doesn't have Glaciate, then that's a fat L), Volcarona, Hawlucha, Heatran, Scolipede, etc. Overall, it's just a great setup mon and goes really well with the current three mons that we have. Now that we have the offensive/defensive parts down, we need to move on to things like hazard support. hazard support is CRITICAL in OU. For example, in a worst case scenario, you have an OU team with no hazard support, and you meet a hazard stack team (A team that focuses on getting up stealth rocks and spikes, and then shuffling your mons out with roar and whirlwind to the point where they can finish you off quite easily.) having stealth rocks and three layers of spikes can take off from huge chunks of health, from 25% - 75%, depending on how weak you are to stealth rocks. That's why we have Tapu Koko. Yes, I'm using Tapu Koko as an offensive Defogger. Tapu Koko gets rid of most flying types, so that's good for Mega venusaur, provides momentum, so that's good for Jirachi and Greninja, and clears hazards with Defog. One of the most substantial things Tapu Koko does is it 1v1's Smeargle, due to it's electric terrain negating sleep, and trust me, webs messes this team up really badly, so its important to keep webs off the field at all costs, making Tapu Koko fit the best on this team. And last but not least, who to we have to finish the squad of doom off with? some amazing S-Tier mon? nah, we're wrapping this up with Alakazam. Why Alakazam? Magic Guard + Focus Sash. This team doesn't do too well against other setup mons, including stuff like dragonite, haxorus, Landorus, etc. Focus Sash + a well timed Counter cancels this out. But you have to play the counter right or they'll play mind games, and if you lose that, It's a descent into hell from there. Alakazam also has some good coverage, enabling it to threaten walls like Toxapex/Amoonguss with Psychic/Psyshock, Tyranitar, Kyurem-Black, etc, with Focus Blast, and Alolan Marowak and Mimikyu (given that it's disguise is broken), and so on. So all in all, this team is looking extremely solid. It has its weaknesses though. Celesteela remains forever annoying, as always, Mega Medicham hurts a lot, especially with rocks up, and Z-Celebrate victini does a number as well. These weaknesses can be alleviated by good predictions and plays, but the opponent isn't a sitting duck either. Truly the internal struggle of a battle. CopyPasta: Tell me what you guys think and if you have any suggestions or constructive criticism you got to say. Later.
  4. Current Main E17 Team: Well, I've made it to the end of E17, I found Titania and Amaria to be very formidable opponents, but eventually overcame them, and...well, im finished for now. I just feel like one member of my team may need to get replaced, and that's Hariyama. early game, Hariyama was a beast, but now, even with its colossal HP stat, its defenses are paper-thin, and it ends up getting knocked out before it can deal significant damage. I was considering replacing it with Heracross since i have the Mega-Z Ring and Heracronite is now available, but im not so sure if it would be the same. What do you guys think? Are there any powerful fighting types worth considering?
  5. Equip Glalie with the stone and then check the Controls for the Mega Evolve Button, as there is a certain button to trigger it, iirc.
  6. Well, the hardest for me would probably be Aya, because she had such a diverse arsenal that it was hard to beat her even with a swoobat and a Swampert on deck. Gengar would shut swoobat down hella quickly, and venusaur would literally tear swampert to pieces, i had to get my timing down, and with some luck, i finally beat her. Easiest gym battle(s)(?) was probably Kiki or samson because Swoobat + Simple + Calm Mind + Psychic/Air Slash + Fast as hell = win.
  7. You have quite a solid point, that's scary. Id say straight up changing the terrain is your best shot at beating her. Blizzard/Glaciate transforms the field into an icy terrain, which CAN be a double edged sword since Amaria is packing Lapras which has a terrain boosted ice beam, and all ice moves have a double chance to freeze, but its better than being hit with a base 885 power attack, lmao. Depending on your team, that could be a pretty solid solution.
  8. Well, its the transformation mechanic. Greninja can't transform unless you let it knock out a Pokemon on your team, hence why it isn't broken because as long as you don't let it knock out something, you're just left with a.....regular specs Greninja, which is pretty underwhelming, to be honest. Besides that, there are still switchins such as AV Magearna, AV Tangrowth, Toxapex, and Chansey.
  9. Man, its....been a while. For the past few months i haven't been playing Pokemon as much as i normally have, but recently, ive dived back into the OU Metagame, stronger than ever! OU is a very complex and intricate tier, bearing no forgiveness towards weaknesses for even the strongest of teams, and the Meta is never stable, constantly changing. It's far too late for me to assimilate back into the current Metagame with Ultra Sun and Ultra Moon coming out already, but let me share one last team that has gotten me far in the S/M OU meta. This team is a more balanced team, built to take on stall and hyper offense, but admittedly struggles with opposing balance teams and "VoltTurn" teams, due to a large portion of my team being weak to bug type moves, like the aforementioned U-Turn. Showcase: Bugatti (Latias-Mega) @ Latiasite Ability: Levitate EVs: 252 HP / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Ice Beam - Thunderbolt - Roost - Defog Overview: Lets start off with our Mega, Mega Latias. Mega Latias is incredibly bulky with a 80/120/150 bulk and access to reliable recovery and sports a vast offensive moveset, along with Levitate, granting it an immunity to ground moves, and a pressurizing type combination. Set Details: Running Max HP with max speed and a speed optimal nature and helps mega latias to outspeed threats and defog hazards away before anything slower than it can respond, while still tanking hits. Roost is for reliable recovery, and BoltBeam is for optimal coverage, hitting the entire tier (barring magnezone) for neutral damage at worst, and ohkoing top tier threats at its peak, making it good for discouraging the setup of hazards. Ice Beam vs defensive Landorus-Therian; (the most used Pokemon in OU): 0 SpA Latias-Mega Ice Beam vs. 252 HP / 24 SpD Landorus-Therian: 408-480 (106.8 - 125.6%) -- guaranteed OHKO Thunderbolt vs Toxapex: 0 SpA Latias-Mega Thunderbolt vs. 252 HP / 64 SpD Toxapex: 124-146 (40.7 - 48%) -- guaranteed 3HKO (Forces a switch) Thunderbolt vs Skarmory: Physically Defensive: 0 SpA Latias-Mega Thunderbolt vs. 248 HP / 8 SpD Skarmory: 230-272 (69 - 81.6%) -- guaranteed 2HKO Specially Defensive: 0 SpA Latias-Mega Thunderbolt vs. 248 HP / 252+ SpD Skarmory: 158-186 (47.4 - 55.8%) -- 75% chance to 2HKO (still forces a switch and discourages setup) Usage Tips: Mega Latias is practically immovable as long as it's kept away from its checks and counters, such as Ash Greninja, Hoopa-U, etc, and keeping it away from stall breakers like Heatran which can trap and beat Mega Latias due to its inability to hit Heatran for significant damage. Try to send out latias first in battle to Mega Evolve it as soon as possible for the significant buffs in defense and also to pressure suicide leads or just regular hazard setters who like to try and get up hazards from the get-go. One of the hardest hitters in OU: Kakashi (Greninja) (M) @ Choice Specs Ability: Battle Bond EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Surf - Ice Beam - U-turn - Water Shuriken Overview Ash Greninja is one of the most savage threats in OU with a wall-shattering 153 Special Attack, followed by a 145 physical attack, letting it literally OHKO at least 90% of the tier depending on the set. Dont believe me? here are some of OU finest walls: Ferrothorn: 252 SpA Choice Specs Greninja-Ash Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 340-400 (96.5 - 113.6%) -- 81.3% chance to OHKO Clefable: 152 Atk Life Orb Greninja-Ash Gunk Shot vs. 252 HP / 252+ Def Clefable: 304-359 (77.1 - 91.1%) -- guaranteed 2HKO after Leftovers recovery (Chance to OHKO after rocks or prior damage) Tapu Fini (a supposed check to Ash Greninja): 152 Atk Life Orb Greninja-Ash Gunk Shot vs. 248 HP / 8 Def Tapu Fini: 304-359 (88.6 - 104.6%) -- 31.3% chance to OHKO Toxapex: 252 SpA Life Orb Greninja-Ash Extrasensory vs. 252 HP / 64 SpD Toxapex: 182-216 (59.8 - 71%) -- guaranteed 2HKO Set Details: I suppose I've made my point. Max Speed and Max Special Attack makes Ash Greninja practically a Nuke Button. Surf is used over Hydro Pump due to my personal paranoia of moves lower than 85% accuracy. Surf still OHKOes Tapu Koko, and many other threats, but Hydro Pump should always be used over Surf for an optimal damage output (unless you have that same paranoia like me.) Ice Beam shits on Dragons and Grass types, and gives Greninja Almost perfect Coverage alongside HydroPump/Surf. Water Shuriken is a priority move which becomes a guaranteed base 60 power move after transforming into Ash Greninja (20 x 3 hits = 60) which allows Ash Greninja to pick off faster opponents, very notably, Sand Rush Excadrill, which gets OHKOed by a specs Water Shuriken. U-Turn isn't very powerful, but provides momentum while OHKOing Hoopa-U. Usage Tips: Ash Greninja is very powerful, but it isn't an almighty "click=dent something." There are many checks to specs AshNinja. Try to work around your opponent with U-Turn unless you are absolutely sure you can severely dent something with Hydro Pump or Ice Beam so that you can scout your opponents set while keeping your true set hidden. NEVER lock yourself into Water Shuriken unless absolutely necessary, as it leaves AshNinja wide open to be revenge killed, and forces a switch. If you go for an OHKO, make SURE the move you chooses OHKOes the foe, as Ash Greninja is very frail and is quite easy to knock out. Eating hits with clockwork, we got: Determination (Magearna) @ Assault Vest Ability: Soul-Heart EVs: 200 HP / 56 SpA / 252 SpD Calm Nature - Fleur Cannon - Flash Cannon - Hidden Power [Fire] - Volt Switch Overview: Magearna quite literally has the best type combination in the game. That, along with its 80/115/115 bulk makes it a phenomenal Assault Vester. Magearna is able to comfortably switch into threats such as Ash-Greninja, Latios/Latias, Tapu Fini, Bulu, and Lele, (Koko if it isn't Physical), and much more. Soul Heart also lets it snowball damage, turning it into a devastating sweeper if not dealt with. Lets not mention its massive type coverage, along with its powerful Dual STABs in Flash Cannon and Fleur Cannon. Set Details: 56 EVs in Special Attack lets Magearna cleanly 2HKO Ferrothorn and Mega Scizor reliably with HP Fire, leaving the 252 in Special defense to be maximized by its Assault Vest, and 200 to optimize its overall bulk, physically and specially. Fleur Cannon and Flash Cannon are its Dual STABs, both hitting like 18-wheelers without much investment. The aforementioned HP Fire is there for Mega Scizor and Ferrothorn, which would normally use Magearna for setup fodder. Volt Switch is to create momentum; and its good at doing it, due to its low speed stat. Here are some calcs showing off Mag's bulk and power. Bulk: 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 200 HP / 252+ SpD Assault Vest Magearna: 133-157 (37.8 - 44.7%) -- guaranteed 3HKO 252 SpA Choice Specs Tapu Lele Hidden Power Fire vs. 200 HP / 252+ SpD Assault Vest Magearna: 88-104 (25 - 29.6%) -- guaranteed 4HKO 252 SpA Choice Specs Gengar Shadow Ball vs. 200 HP / 252+ SpD Assault Vest Magearna: 85-102 (24.2 - 29%) -- 99.3% chance to 4HKO 252 SpA Choice Specs Tapu Koko Thunderbolt vs. 200 HP / 252+ SpD Assault Vest Magearna in Electric Terrain: 118-139 (33.6 - 39.6%) -- guaranteed 3HKO 252 SpA Diancie-Mega Earth Power vs. 200 HP / 252+ SpD Assault Vest Magearna: 102-120 (29 - 34.1%) -- 1.6% chance to 3HKO 252 SpA Volcarona Inferno Overdrive (185 BP) vs. 200 HP / 252+ SpD Assault Vest Magearna: 270-320 (76.9 - 91.1%) -- guaranteed 2HKO (Jesus Christ) Power: 56 SpA Magearna Fleur Cannon vs. 160 HP / 28 SpD Zygarde: 372-440 (93.7 - 110.8%) -- 62.5% chance to OHKO (beats it 1v1) 56 SpA Magearna Fleur Cannon vs. 0 HP / 4 SpD Tapu Koko: 232-274 (82.5 - 97.5%) -- guaranteed 2HKO (beats it 1v1) 56 SpA Magearna Flash Cannon vs. 0 HP / 4 SpD Tapu Lele: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO (beats it 1v1) 56 SpA Magearna Fleur Cannon vs. 0 HP / 4 SpD Bisharp: 246-289 (90.7 - 106.6%) -- 43.8% chance to OHKO (gone) Usage Tips: Magearna is a very valuable mon on this team, but it does have its weaknesses, within its great type combinations lie two prominent weaknesses. Ground and Fire. with Pokemon like landorus and heatran running around, its hard for Magearna to stay safe. Mag is also prone to being worn down via VoltTurn. Whenever you switch Magearna safely into a threat it can handle, click Volt Switch immediately (unless there is a ground type active), as the opponent will most likely swap out to avoid getting smacked by a Fleur Cannon. Know your wincons. If there is a threat like Ash Greninja or a Tapu Lele who hit hard on the special side on the opposing team, try to keep Magearna alive for as long as possible. "I am neither Goku or Vegeta, I am Gogeta! Its over Janemba, Ive come for YOU!!!" ~Gogeta, 1995 Gogeta (Tapu Koko) @ Electrium Z Ability: Electric Surge EVs: 252 Atk / 4 SpA / 252 Spe Naive Nature - U-turn - Wild Charge - Hidden Power [Ice] - Taunt Overview: Tapu Koko sports a blistering 130 speed stat, outpacing most of the tier. its Ability not only summons Electric terrain, which powers up its already powerful electric moves, but grants it an immunity to sleep, making it an effective counter to Smeargle. Koko also has a very solid 115/95 offenses, making it nothing to laugh at. Set Details: Max Speed and Max Attack make it as an effective physical sweeper as possible, while a Naive Nature is run to give HP Ice maximum damage output against x4 sensitive mons such as Garchomp and Zygarde. U-Turn is used for Momentum and the ability to hit Hoopa and Latios for lots of damage. Taunt prevents tanks like Ferrothorn from setting up hazards, and the Icing on the Cake: Z-Wild Charge. Gigavolt Havoc is quite literally a nuke, OHKOing or shaving large chunks of HP off of foes: 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 248 HP / 0 Def Heatran in Electric Terrain: 375-442 (97.4 - 114.8%) -- 81.3% chance to OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 252+ Def Clefable in Electric Terrain: 345-406 (87.5 - 103%) -- 18.8% chance to OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 192+ Def Toxapex in Electric Terrain: 438-516 (144 - 169.7%) -- guaranteed OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 132+ Def Celesteela in Electric Terrain: 618-728 (155.2 - 182.9%) -- guaranteed OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 240 HP / 156 Def Mew in Electric Terrain: 337-397 (84 - 99%) -- guaranteed 2HKO after Leftovers recovery 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 248 HP / 240+ Def Zapdos in Electric Terrain: 318-375 (83 - 97.9%) -- guaranteed 2HKO after Leftovers recovery So as you can see, Gigavolt Havoc from Tapu Koko is quite literally the wrecker of your shit. If you aren't a ground or grass type, you are at the VERY LEAST taking 50% from Gigavolt Havoc. (252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 252+ Def Avalugg in Electric Terrain: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery) Usage Tips: Koko is on the threshold of frail and bulky, but don't overestimate or underestimate its bulk. Obviously, keep it out of the line of fire and only drop the Gigavolt Havoc when you're sure something it getting dumped on (NEVER USE IT WHEN A GROUND OR GRASS TYPE IS ACTIVE) if Koko is of no use in the situation, just spam U-Turn to wear down your opponent for another teammate to clean up/wall, at the same time, try to keep Electric terrain active, as many teammates carry electric type moves (Magearna with Volt Switch, and Mega Latias with Thunderbolt), having terrain up with these Pokemon in play can drastically turn a situation around. Also, don't forget that Electric Terrain up grants a sleep status immunity. "Switchins? never heard of em." Armageddon (Hoopa-Unbound) @ Life Orb Ability: Magician EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Hyperspace Fury - Gunk Shot - Drain Punch - Fire Punch Overview Yeah see, Hoopa-U=death. No switchins, just death. point blank. NOTHING in OU can switch into it, Ferrothorn gets OHKOed, Clefable Gets OHKOed, Chansey takes a Fat L as well. 252 Atk Life Orb Hoopa-Unbound Gunk Shot vs. 252 HP / 252+ Def Clefable: 351-413 (89 - 104.8%) -- 31.3% chance to OHKO 252 Atk Life Orb Hoopa-Unbound Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 333-395 (94.6 - 112.2%) -- 68.8% chance to OHKO 252 Atk Life Orb Hoopa-Unbound Drain Punch vs. 248 HP / 252+ Def Eviolite Chansey: 330-390 (46.9 - 55.4%) -- 74.2% chance to 2HKO 252 Atk Life Orb Hoopa-Unbound Hyperspace Fury vs. 248 HP / 8 Def Sableye-Mega: 204-242 (67.3 - 79.8%) -- guaranteed 2HKO 252 Atk Life Orb Hoopa-Unbound Hyperspace Fury vs. 248 HP / 252+ Def Sableye-Mega: 153-181 (50.4 - 59.7%) -- guaranteed 2HKO 252 Atk Life Orb Hoopa-Unbound Hyperspace Fury vs. 252 HP / 132+ Def Celesteela: 195-230 (48.9 - 57.7%) -- 54.3% chance to 2HKO after Leftovers recovery 252 Atk Life Orb Hoopa-Unbound Fire Punch vs. 248 HP / 244+ Def Scizor-Mega: 286-338 (83.3 - 98.5%) -- guaranteed 2HKO 252 Atk Life Orb Hoopa-Unbound Fire Punch vs. 248 HP / 252+ Def Skarmory: 143-169 (42.9 - 50.7%) -- 2.7% chance to 2HKO All of OU's finest walls, reduced to dust before Hoopa's sheer power. Although Hoopa's power is immense with a wide movepool and multiple viable movesets, it is made less threatening due to its subpar speed and its terrible physical defense. Set Details: Max Speed and Max Attack EVs lets Hoopa wallbreak as effectively as possible. Hyperspace Fury is Hoopa-U Signature Move, and hits for colossal damage vs basically everything. Fire Punch hits steel/grass/bug types Super Effectively. Drain Punch beats Chansey reliably, Utilizing Hoopa's damage output to regain lost HP from its Life Orb. Gunk Shot allows Hoopa to nuke fairies, such as the mentioned and destroyed Clefable, and grass types such as Tangrowth who can switch into a Fire Punch. Usage Tips: When vsing Stall or Balance teams, KEEP THIS MON ALIVE. Hoopa is invaluable, especially in breaking stall. Keep Hoopa out of the path of U-Turns of any kind, because: 252+ Atk Choice Band Zubat U-turn vs. 0 HP / 4 Def Hoopa-Unbound: 400-472 (132.8 - 156.8%) -- guaranteed OHKO Yeah, self explanatory. Make sure to bring Hoopa in safely. Denting Hoopa in any way cuts into its longevity. Thicc as Frick: Becky (Tangrowth) (F) @ Assault Vest Ability: Regenerator Shiny: Yes EVs: 252 HP / 4 Def / 252 SpD Sassy Nature - Giga Drain - Earthquake - Hidden Power [Fire] - Knock Off Overview: Tangrowth is extremely bulky, boasting a 100/125 physical bulk. Only problem is, it's Special Defense is severely lacking. If only there were an Item that could fix that..... *Insert Assault Vest* Tangrowth is extremely bulky, boasting a 100/125 physical bulk, and essentially a 100/100 special bulk with the Assault Vest. Its Typing lets it counter landorus, Latios/Latias, Tapu Koko, Tapu Bulu, Tapu Fini, Kartana, even Heatran! What sets Tangrowth aside from other AV users is its Ability. Regenerator allows Tangrowth to switch and regain 1/3 of its health, which can be crucial in many situations. Set Details: Max HP and Max Special Defense makes Tangrowth as bulky as possible, due to its already high physical defense. Tangrowth is able to act somewhat as a sponge due to its ability by switching Tangrowth in, tanking a hit, judging the item/set from the damage output, then acting accordingly. HP Fire is to dent Mega Scizor, opposing Tangrowth, and Ferrothorn. Giga Drain provides latent recovery in tandem with Regenerator, Knock off provides utility in removing Items, and EQ is mainly for Heatran, but hits other threats like Tapu Koko, Bisharp, and Magnezone. HP Fire: 0 SpA Tangrowth Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 144-172 (40.9 - 48.8%) -- guaranteed 3HKO after Leftovers recovery 0 SpA Tangrowth Hidden Power Fire vs. 248 HP / 0 SpD Scizor-Mega: 188-224 (54.8 - 65.3%) -- guaranteed 2HKO Earthquake: 0 Atk Tangrowth Earthquake vs. 140 HP / 0 Def Magnezone: 256-304 (81 - 96.2%) -- guaranteed 2HKO 0 Atk Tangrowth Earthquake vs. 248 HP / 0 Def Heatran: 272-324 (70.6 - 84.1%) -- guaranteed 2HKO after Leftovers recovery (bulky heatran can't 2hko back) 0 Atk Tangrowth Earthquake vs. 0 HP / 0 Def Tapu Koko: 166-196 (59 - 69.7%) -- guaranteed 2HKO Knock Off: 0 Atk Tangrowth Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 170-200 (56.4 - 66.4%) -- guaranteed 2HKO Usage Tips: As aforementioned, use Tangrowth as a sponge, but don't overestimate its bulk, it can still be overwhelmed by things like Specs Tapu Lele, or even Banded Tapu Bulu, so be wary. Make sure to avoid Knock off users who might take Tangrowth's vest. Use Tangrowth to remove things such as Magearna's Assault Vest or Chansey's Eviolite so wallbreakers such as AshNinja and Hoopa-U can power through teams more easily. CopyPasta Team: Conclusion And that....is my final SM OU Team. If you have any constructive criticism, please feel free to say so. I will continue to add more data to the Overviews and Usage Tips as time goes on, so yeah. ChefBoy, over and out.
  10. This stall team obviously had some thought put into it, but kyurem-Black sort of manhandles that stall team.
  11. Hmmm, i definitely take your opinion into consideration, but when i meant by "left in the dust" was that well.... every type has its "Star." Fire has Mega Charizard X, Grass has Mega Venusaur, etc. With the loss of Mega Metagross and Tapu Lele, Psychic fell back a bit, and there was no new viable Psychic types this gen. Psychic is still very viable, just not as viable as it could have been. Also, what would you suggest for Alakazam is Substitute is counteractive?
  12. Nice team, man. It's very sturdy and can hold its own against almost every matchup. 10/10
  13. For the past few generations, Psychic has been left in the dust because a lot of types have type coverage that straight up beat psychic, but I, the maker of all things delicious, have made one of the best psychic teams i've ever seen, without further ado... lets get to it. Lenny (Slowbro) (F) @ Leftovers Ability: Regenerator EVs: 240 HP / 252 Def / 8 SpD / 8 Spe Bold Nature IVs: 0 Atk - Scald - Psyshock - Calm Mind - Slack Off Slowbro is one of the best Psychic-Type physical walls. it can eat pretty much any non-super-effective physical move, and gets access to reliable recovery in Slack Off, and has the ability Regenerator, making it hard to wear down, and can patch up its Special Attack and Special Defense with Calm Mind to turn into a deadly sweeper. WishMaster (Jirachi) @ Leftovers Ability: Serene Grace EVs: 252 HP / 148 SpD / 108 Spe Careful Nature - Iron Head - Wish - Protect - Thunder Wave Jirachi complements Slowbro's type very well, letting slowbro switch into Fire and most Ground moves, while jirachi can switch into Grass and most Electric moves. Jirachi also utilizes wish support, Increasing the team's longevity. Jirachi is also able to stall out opponents with the notorious Iron Head + Thunder Wave combo. Bugatti (Latios) @ Choice Scarf Ability: Levitate EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Draco Meteor - Psyshock - Energy Ball - Trick Screw Mono-Dragon teams. You make a well built team, and Dragon just wins with outrage spam unless you use Fairy. Scarf Latios nukes every dragon in the game and gives some speed control to the team. Latios has decent Special Defense and can absorb some special attacks from things like Mega Charizard Y. Trick can also be used to cripple walls like Chansey. Voldemort (Alakazam) (M) @ Focus Sash Ability: Magic Guard EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Focus Blast - Substitute - Psyshock - Shadow Ball Alakazam is a very good focus sash users and prevents setup mons from sweeping, as Magic Guard prevents the sash from being broken. Substitute + Focus Blast messes with most Sucker Punch users, and Shadow Ball nukes other Psychic teams. Pikkon (Medicham-Mega) (M) @ Medichamite Ability: Pure Power EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - High Jump Kick - Psycho Cut - Fake Out - Bullet Punch Mega Medicham hits like a truck, with High jump kick OHKOing with a neutral matchup most of the time. 252 Atk Pure Power Medicham-Mega High Jump Kick vs. 0 HP / 0 Def Magearna: 313-370 (103.9 - 122.9%) -- guaranteed OHKO and yes, Magearna usually doesn't run HP unless its bulky Magearna. Psycho cut is another STAB move that is used over Zen Headbutt bc 90% accuracy on Pokemon Showdown is more like 9%, and fake out + bullet punch gets the knockout on frail pokemon like Nihilego and Weavile. Kaioken x20 (Victini) @ Choice Scarf Ability: Victory Star EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - U-turn - V-create - Bolt Strike - Blue Flare Victini hits like a truck (albeit not as hard as Mega Medicham) V-Create nukes almost everything in the game, even if it resists. Bolt Strike hits the Water types that resist V-Create. U-turn gives momentum against switches, and Blue Flare is a powerful move that has no drawbacks and can be spammed unlike V-Create. This has been my Mono-Psychic Team, hope you enjoyed it or even considering using it (kek) Importable Team:
  14. Yes, it is I, the creator of all things delicious. I noticed that the fighting type has always been under the radar, not seen as a threat. Well, ladies and gentlemen, i have decided to put Fighting back on top where it belongs. Lets get to it. Striker (Keldeo-Resolute) @ Choice Specs Ability: Justified EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Hydro Pump - Secret Sword - Icy Wind - Hidden Power [Grass] If i had to describe Choice Specs Keldeo, it would be: POWER Choice Specs Keldeo is capable 2hkoing anything that doesn't resist, making it the biggest powerhouse for my team to eliminate threats. Choice Specs boosts Keldeo's Special attack to levels so high, that even threats that resist Keldeo's Move/s still sometimes get 2HKOed on the switch anyways- For example: 252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 4 SpD Hydreigon: 145-171 (44.6 - 52.6%) -- guaranteed 2HKO after Stealth Rock (Yes, i do have a mon with stealth rock on my team) And as if that wasnt enough, Keldeo has enough bulk to tank pretty much any Non-Super Effective move, making it the TRUE MVP of the team. Gen 5 God (Terrakion) @ Choice Scarf Ability: Justified EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Iron Head - Close Combat - Stone Edge - Earthquake Terrakion is a great revenge killer. STAB Close Combat dominates everything, but its true strength lies in its ability to defeat most flying types. STAB Stone Edge piledrives every Flying Type except for Skarmory and Celesteela. Iron Head is a coverage move that allow terrakion to hit for more damage vs Fairy Types, with that desirable 30% flinch chance, and Earthquake allows Terrakion to Hit Magearna for more damage than Close Combat: Close Combat: (57.8 - 68.1%) Earthquake: (63.7 - 75.7%) Even though Terrakion isnt the MVP, it is still a lifesaver for the team, and has gotten me out of so many binds. Dat Boi (Toxicroak) (M) @ Life Orb Ability: Dry Skin EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Swords Dance - Drain Punch - Poison Jab - Sucker Punch Here come Dat Boi!!!!! oh S**t waddup! Anyways, besides being the best meme of all time, Dat Boi threatens to sweep fairy teams if it even gets one Swords Dance off. Faires won't want Dat Boi coming around the corner, because after a Swords Dance, Poison Jab OHKOes every fairy in existence barring Klefki, Magearna, Mawile, etc. Drain Punch literally murks the Faires that are immune to Poison anyways, so not a big deal. But heres the icing on the cake. After a Swords Dance, Sucker Punch 2HKOes, if not OHKOing every Psychic Type, making it a huge threat. Out of all the members on this team, Toxicroak has came in the most clutch and has even made a 4-Pokemon Comeback before. Brosquito (Buzzwole) @ Choice Scarf Ability: Beast Boost EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Leech Life - Superpower - Ice Punch - Earthquake Buzzwole, have you been working out, cuz holy shit, you are jacked- Now, before you guys spam me saying, "Why didn't you use Heracross, its faster and outspeeds Mega Alakazam!" Buzzwole is mainly for speed control, as a Stone Edge from our "CHOICE SCARF" Terrakion OHKOes it. Buzzwole is what you would call.....My meat shield. No, im serious, this thing's Defense is higher than Mega Sableye's, Allowing it to soak up hits from things like Scarf Excadrill, And pretty much any other Fighting-Type that challenges it to a Flex-Off. Leech Life also makes work of unprepared Psychic Teams, and with an Ability that acts like Moxie, it can get very big, very fast. 1-Up Shroom (Breloom) (M) @ Focus Sash Ability: Technician EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Mach Punch - Rock Tomb/Swords Dance - Bullet Seed - Spore If you go against a Water, Ground, or Rock Team with this, its basically game. Bullet Seed back up by Technician Breaks through all water types except for Physically Defensive Toxapex. Mach Punch Provides priority, which is also powered up by Technician packs a hell of a lot of damage. This move is a moveslot im 50/50 on. Rock Tomb provides Coverage/Speed Control, But Swords Dance basically gives you a guarunteed Sweep vs certain teams. And the icing on the cake, Spore. Spore is very good if you want to use Swords Dance, as it will literally let you set up for free vs slower threats, Letting Breloom go on a Rampage vs slower/passive teams. Braveheart (Cobalion) @ Leftovers Ability: Justified EVs: 252 HP / 4 Atk / 252 Spe Jolly Nature - Stealth Rock - Iron Head - Thunder Wave - Volt Switch Cobalion is a defensive Pivot that is meant to set up rocks, cripple foes (even try to get some hax with Iron Head + Paralysis), and pivot out with volt switch. Cobalion is very passive, but twave actually does a very good job at crippling pokemon that could potentially sweep, such as Magearna. Anyways, that was my Monotype Fighting team, if you have any suggestions for the squad, Let me know.
  15. I do have a magnemite, a klinklang, and a chandelure in the PC, so those are actually legit options for me to beat adrienn. I cant get Metagross atm (too irritating) and Lucario.....doesnt learn Iron head, lmao, so it gets no strong steel STAB. Anyways, thank you guys for helping me, i really do appreciate it. Peace~ ;P
  16. so yeah, i made it to Adrienn's gym, only to get absolutely blown back (this is why i hate fairy types) My team so far as you can see is Greninja, Scrafty, Noivern, Ursaring, Ampharos, and Arcanine. i try to lead with Arcanine and Ursaring, but Adrienn's lead is too powerful and overpowers mine with a Gardevoir + Granbull lead. This wouldnt be much of a problem, but of course, Granbull has Intimidate, so my physical attacks dont work as well. The times when i can break one or the other, Togekiss comes in and destroys my remaining Pokemon. Maybe one of you miracle workers out there could find a strategy i could use to help me win, I would appreciate it, but thats not why im here (I always find a way.) I was thinking about replacing some team members, mostly bc my team has been getting blown back, with the exception of Scrafty and Greninja. I have a Lucario in my PC, but im not sure who to replace, i do have some other desirable Pokemon in my PC like Clefable, shiny Machamp, shiny Mienshao, Absol, Milotic, Klinklang, Rapidash, and Beartic. with the Mosswater Tutor place up and running, i could possibly EV train my mons perfectly (even though it would take an immense amount of time to do so) ......or i could just get a rotation going, maybe train up some mons just to beat this gym, and then move on with my main team. I'd love to do this, but if i were to switch out a mon for something that could solve all my problems, then....whats the point? What do you guys think? My Team:
  17. This is an all around good team. Although Mega Venusaur walls a good portion of your team if it has a switchin to specs Ash-Greninja, that shouldnt be too threating with AV magearna. Very good team indeed.
  18. Well, HP ice on koko catches stuff like garchomp/landorus, stuff that actually do a number to the team because life orb landorus-therian and landorus-incarnate literally pile-drives my whole team, and frankly, its hard to stop without HP ice unless Togekiss can pull off the mother of all flinchhax. on that note, using ice punch as a catchall isn't a bad idea, being able to do more damage to mega venusaur is tempting, but knock off at plus 6 OHKOes ferrothorn. Also Mega Scizor still is a prominent threat because offensive bullet punch 2hkoes Tapu Koko, harshly limiting switchins to it, and if it sets up an SD on the switch, its honestly over, so i was thinking of HP fire on Magearna maybe? (i miss out on hitting Heatran (and Bisharp for x4 super effective damage) but its worth preventing my team from literally getting 6-0ed from M-Zor. Fire Blast clefable is a legit option because it beats both bulky Offensive M-Zor; 0 SpA Clefable Fire Blast vs. 0 HP / 0 SpD Scizor-Mega: 304-360 (108.1 - 128.1%) -- guaranteed OHKO but it cant beat the bulky sets.
  19. Honestly, i couldn't agree more! Mega Scizor can rack up massive damage against my team after a Swords Dance, and having a mon with HP Fire would help a lot with Scizor. I personally think HP fire on Magearna would be better than HP fire on Gardevoir because Mega Scizor blows it back with Bullet Punch anyways. Replacing Garde altogether could have its ups and downs because without Gardevoir, Poison monos tend to run over my team once Magearna gets knocked out. Togekiss could be good though, because i have almost no ground switchins on the team, plus Air Slash flinches could be a wincon, and togekiss is bulky enough to take a non-boosted bullet punch and OHKO back with Flamethrower/Fire Blast. Something else that comes to mind is if i should have Fire Blast on Unaware clef....What do you think? (Also, i'll get onto that right away)
  20. The Fairy type arguably the best type in the game. Good offensive and defensive pressure, and can somewhat cover its weaknesses with coverage moves or even just sheer power. Anyways, i decided to ladder on Monotype for......reasons, and this fairy team did better than i could ever imagine, and i am now currently #76 on the monotype ladder (although that could easily change at any time) <--- (Yes, that is my username) It took me like, an hour to get that far, lol Anyways, i decided that this could be a good team to get feedback on, so make sure to tell me if there are any weak points in my team. WreckItRalph (Azumarill) (M) @ Normalium Z Ability: Huge Power EVs: 80 HP / 252 Atk / 176 Spe Adamant Nature - Belly Drum - Aqua Jet - Knock Off - Play Rough Azumarill's secondary Water typing allows it to set up a belly drum even against steel types that most Fairies struggle against. Aqua jet is it's main STAB that literally sweeps teams after a Belly Drum boost. Play Rough is it's secondary STAB. Knock off hits anything and everything that Aqua jet and Play Rough doesn't, and even OHKOes bulky grass types like Ferrothorn; +6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- 87.5% chance to OHKO, AKA: You let Azumarill set up, you're fucked. On top of that, Normalium Z lets Azumarill basically use Belly Drum as long as it can live a hit, as Z-Belly Drum's secondary effect heals it back to full HP before taking away 50 percent, making its sweeping capabilities hard to control Pikachu (Mimikyu) (M) @ Spooky Plate Ability: Disguise EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Shadow Claw - Shadow Sneak - Swords Dance - Play Rough Pikachu Mimikyu has decent speed that allows it to act as a setup sweeper, even though its attack isn't THAT high. It's ability Disguise makes it takes 0 damage the first time it is attacked in battle, Meaning one free Swords Dance Basically. It isn't a powerhouse, but its a good cleaner, especially against Ghost teams. It has Dual STAB that hits decently hard after a boost, and it gets Priority in Shadow Sneak, and its ability lets it act as a meat shield to stall out weather, or just to get a free switchin. Spooky Plate is to give Shadow Claw and Shadow Sneak a little more power. Cocoa Puffs (Tapu Koko) @ Life Orb Ability: Electric Surge EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Thunderbolt - Volt Switch - Dazzling Gleam - Hidden Power [Ice] Although Tapu Koko has a higher Attack than Special Attack, Special variants of Tapu Koko have proven to be superior to physical Tapu Koko because it gets two special STABs and Volt Switch over just Wild Charge, Brave Bird, and two filler moves. Its Ability Electric Surge summons Electric Terrain, amping up Tapu Koko's Electric moves, and giving it immunity to sleep status. Dazzling Gleam is it's second STAB move that hit fighting, dark, and dragon types hard, and Hidden Power Ice mainly targets the ground and flying types that are x4 weak to Ice and Life Orb increases damage output. Not Broken (Magearna) @ Leftovers Ability: Soul-Heart EVs: 252 HP / 252 SpA / 4 SpD Modest Nature IVs: 0 Atk - Fleur Cannon - Flash Cannon - Aura Sphere - Volt Switch Magearna is the one reliable Steel/Fairy type in the metagame. Klefki is alright, but klefki doesn't have 80/115/115 bulk and doesn't have Fleur Cannon, which by the way hits like a truck. it gets flash cannon to destroy other opposing fairy types, aura sphere to hit other steel types, and volt switch for momentum. It is really a lifesaver to have on the team sometimes because its the only thing that can stand up to mega scizor if Tapu Koko is in the range of a Bullet Punch knocking it out. Haley (Clefable) (F) @ Leftovers Ability: Unaware EVs: 252 HP / 172 Def / 84 SpD Calm Nature IVs: 0 Atk - Stealth Rock - Moonblast - Thunder Wave - Moonlight Clefable is the tank of this team, being my most reliable switchin to certain wallbreakers. Although Thunder Wave and paralysis itself was nerfed this Generation, its still good on Unaware Clefable to keep setup sweepers in check. Stealth Rocks chip away at Fire/Flying/Bug Teams that may rely on pokemon being at full HP. Moonlight is used as recovery because Soft-Boiled cant be bred on Clefable because of its ability. Moonblast is its main STAB attack, at hits fairly hard. Bella (Gardevoir) (F) @ Choice Scarf Ability: Trace Shiny: Yes EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Psyshock - Moonblast - Focus Blast - Trick To be blunt, Gardevoir is a replacement since Tapu Lele was banned from the Monotype tier, being the next best thing statwise. Its Special attack and speed are still workable enough to be used as a scarfer. Moonblast and Psyshock are its main STABs, hitting hard backed up by a base 125 special attack, Focus Blast hits steel types, and Trick cripples walls, limiting them to the use of only one move, and forcing a switch. After it swaps its item, its free to use Trick to mindfuck Pokemon on the opposing team. This makes it a decent stallbreaker, if the opponent doesn't see Trick coming, that is. Any Suggestions? Tell me any constructive criticism if needed.
  21. It sweeps teams if it gets an opportunity to.
  22. Thank you, (if you didn't already know, those nicknames were people from Fairy Tail) -Also, nice to meet you. :]
  23. Ok, so as we all know about the new legendaries floating about, it gives way for an entirely new metagame to form, giving checks, counters, and setup fodder to things we could never imagine. I decided to make an honest, whole-hearted effort to make an Ubers team, because lets face it, its very easy to just choose 4 wallbreakers, Geomancy Xerneas, and Primal Groudon, Slap them onto an Ubers team, and just wreck house. Ubers is a tier which i dont really dive into that much because matches can be very predictable at times. So anyways, enough with the small talk, lets get to it. Lamassu (Solgaleo) (M) @ Normalium Z Ability: Full Metal Body EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Sunsteel Strike - Splash - Flare Blitz - Earthquake Ok, now i know when you guys see Splash you will be questioning my sanity and well-being, but let me explain. using Splash in conjunction with Normalium Z gives Solgaleo a plus three boost to attack making it an automatic threat, OHKOing anything in its path, including the almighty Primal-Groudon; +3 252 Atk Solgaleo Earthquake vs. 248 HP / 8 Def Groudon-Primal: 374-440 (92.8 - 109.1%) -- 56.3% chance to OHKO (Guaranteed OHKO after rocks) Solgaleo's typing makes it a good switchin to Xerneas, because even after a geomancy, moonblast or a Super Effective Hidden Power can't OHKO it. Pride (Gengar-Mega) (M) @ Gengarite Ability: Shadow Tag EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Shadow Ball - Sludge Wave - Protect - Focus Blast Mega Gengar is a phenomenal Revenge killer, letting it trap and remove threats with ease, and due to new gen 7 Mechanics, Gengar gets its speed ON the turn it mega evolves, but Protect is there to scout out choice items, when that Lunaala switches in too confidently. Dual STAB lets it hit almost all of Ubers for neutral/super effective damage, and Focus Blast is a semi-reliable answer for Darkrai, Mega Lucario, and Ferrothorn thats hits them for Super-Effective damage. Vesuvius (Groudon-Primal) @ Red Orb Ability: Desolate Land EVs: 252 HP / 4 Def / 252 SpD Careful Nature - Precipice Blades - Lava Plume - Stealth Rock - Roar You all saw it coming, The king of Ubers, The immovable tank, The bane of Primal Kyogre's existence, we have Primal Groudon. Its Bulk in tandem with its typing and ability makes it a good switchin for many threats and lets it swallow almost any hit and either strike back, or set up rocks. Precipice Blades deals massive damage, even without attack investment, and lava plume has utility with its high chance of burning, and roar phases setup sweepers, such as the notable Geomancy Xerneas set. Zeref (Yveltal) @ Leftovers Ability: Dark Aura EVs: 224 HP / 252 Def / 32 Spe Bold Nature IVs: 0 Atk - Foul Play - Roost - Toxic - Taunt Yveltal is the one reliable mon that keeps Double Dance Primal-Groudon sets from sweeping my team. The heavy defensive investments lets it check Swords Dance Arceus, Arceus-Ghost, Primal Groudon, Solgaleo, Mega Gengar, and Mega Kangaskan (especially since Parental Bond got nerfed) Roost allows it to stay healthy, toxic wears down bulkier opponents like lugia, Taunt denies Recovery, hazard setting (unless your name is Deoxys-Speed/Attack/Normal), and setup, and foul play takes advantage of the opponent's attack and is powered up by Dark Aura. G.O.A.T (Arceus-Water) @ Splash Plate Ability: Multitype EVs: 252 HP / 240 SpD / 16 Spe Calm Nature IVs: 0 Atk - Judgment - Ice Beam - Recover - Defog Ah.....Bikini Bottom.....oh, er, i meant Arceus. Arceus is the special Wall of the team with its all around good base 120 stats makes it an answer to Darkrai since Dark Void was nerfed to 50% accuracy, thus making it a meme. judgement is STAB and powered up by the Splash Plate letting it hit decently hard. Ice beam hits Mega Salamence and Rayquaza for Super effective damage, and letting it hit Primal Groudon for some sort of damage output if necessary. Recover lets it well....recover health. Defog lets it remove entry hazards that could get inn Yveltal's way. Mavis (Xerneas) @ Power Herb Ability: Fairy Aura EVs: 108 HP / 252 SpA / 148 Spe Modest Nature IVs: 0 Atk / 30 SpA / 30 Spe - Geomancy - Moonblast - Hidden Power [Fire] - Substitute LMAO??, you need 0 skill for this. Set up at the appropriate time. Sweep. as much as many people try, mega Scizor and Mega Lucario's bullet punch don't even come close to knocking it out. just make sure it hasnt taken too much damage, and make sure Defensive Aegislash dies first because it actually not only takes an HP fire, it SWITCHES into one, takes another, than OHKOes with Gyro Ball if you've set up Geomancy. So thats pretty much it, Merry Christmas to all of you guys, make sure to give me any constructive criticism if you have any. Hope you guys enjoyed!
  24. Im a pretty good competitive pokemon player, as I've been playing competitively since Gen 5 the good old days . As all of you know, gen 7 has came out, and some pokemon even have buffed stats, abilities, and movepools. Even though i wanted to use a lot of the Generation 7 mons, i was only able to comfortably work two gen 7 mons into my team comfortably, and they are both tapus Well anyways, here is my team, it took me about an hour of building, calcing, and deciding to create, but i think its really good and im very proud of it. 1] Tapu Fini Tapu fini has really great bulk walling mega charizard X, Mega Sableye, Mega Garchomp, Mgea Aerodactyl, Buzzwole, Dragonite, Defensive Landorus, and so much more, and has great offensive STABS in Surf and Moonblast. (scald cannot be used on Tapu Fini because the terrain that is generates is a double edged sword, making it immune to status, but also making it unable to burn with scald unless the terrain changes or wears off) But if that wasnt enough, what bakes the cake is tapu fini access to Defog, letting it clear hazards for the rest of the team, It also has access to taunt so that it isnt setup fodder to things like Swords Dance users. Heres the set. Charbydis (Tapu Fini) @ Leftovers Ability: Misty Surge EVs: 252 HP / 188 Def / 68 Spe Bold Nature IVs: 0 Atk - Surf - Moonblast - Defog - Taunt Max HP gives it very good overall bulk, combined with the heavy defense investments and a Bold Nature makes it something to be wary of. 68 speed Evs allow it to outpace Max Jolly Speed Azumarill, Defensive Landorus, and most stealth rock setters. its Dual STAB moves allows it to hit Dark, Rock, Ground, Fire, Fighting, and Dragon Types for super effective damage. 2] Mega Charizard-X Mega Charizard X is an incredible Dragon Dancer with really good bulk and typing, along with an bone-crushing base 130 Attack, along with its contact moves being boosted by 30% due to Tough Claws, After a dragon Dance, it is very difficult to stop. It does have its flaws though. before mega evolving, its has a crippling x4 weakness to stealth rocks, and is preferable if the rocks get defogged away before being sent in to attempt a sweep, because it cuts into its longetivity greatly. with access to STAB Flare Bllitz and Dragon Claw boosted by its ability, it does work of almost every mon in OU. Heres the set. Acnologia (Charizard-Mega-X) (M) @ Charizardite X Ability: Blaze EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Dragon Claw - Flare Blitz - Dragon Dance - Roost Dragon Dance allows Mega Charizard to potentially sweep teams after a boost, dual STAB hits for massive damage to those who dont resist it, and Roost allows recovery against setup fodder like scizor, raikou, etc. A Jolly nature is used to outrun Jolly scarf Excadrill after a boost. 3] Gliscor Gliscor is the stallbreaker of the team that can handle most stall teams and break through walls including the new premier tank of the metagame, Toxapex. Gliscor has a great ability with poison heal that lets it passively recover some hp when poisoned. Its good defensive typing along with its synergy with tapu Fini and Mega Charizard X to cover its weaknesses, its not easy to take down. it has reliable recovery in Roost, Swords Dance to break through Defensive walls, a STAB Earthquake, and Knock off to get rid of the opponent's items and hits fairly hard as well. Here's the set. Alucard (Gliscor) (M) @ Toxic Orb Ability: Poison Heal EVs: 244 HP / 8 Def / 200 SpD / 56 Spe Careful Nature - Swords Dance - Earthquake - Knock Off - Roost This EV spread lets gliscor take special hits better, Swords Dance boosts its attack to break through walls, while Roost lets it heal itself. Toxic Orb and Poison Heal lets it absorb status very well. 4] Raikou Raikou is a good setup sweeper with Calm Mind. Although it is prone to faster wallbreakers, its defense is just enough to live most STAB moves from full HP. It has a good STAB move in Thunderbolt. Shadow Ball alows it to hit psychic and ghost types hard, and HP ice hits dragon and ground types that are weak to it such as garchomp and landorus. It hits a good speed tier, outpacing the crowded af 100-110 speed tier at a whopping 115 base speed. After two Calm Minds, its basically unstoppable unless you have a fast Physical wallbreaker to shut it down before it can attack. Here's the set: Tigger (Raikou) @ Leftovers Ability: Pressure EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk / 30 Def - Thunderbolt - Calm Mind - Shadow Ball - Hidden Power [ice] Max Speed with a timid nature lets it outspeed the crowded 100-110 speed tier and lets it outpace Serperior. Max Special Attack gives it more damage output, And it has the respected move coverage to go with Calm Mind boosts. Leftovers gives it passive recovery. 5] Weavile Weavile is a very good revenge killer. Although it is very fraile and prone to priority, its coverage makes it a threat to be reckoned with its high attack and a blazing speed stat that leaves a majority of the metagame in the dust. It has a powerful dual STAB and a STAB priority as well. Heres the set: Vladmir (Weavile) (M) @ Life Orb Ability: Pressure EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Ice Punch - Ice Shard - Low Kick - Knock Off Ice Punch is used over Icicle crash becuase losing accuracy for power does not appeal to me, as ice punch does enough in most cases (The only thing it misses out on is the inability to OHKO Mega Pinsir, but its whatever.) Ice shard is a good STAB priority move for picking off weakned threats that are either faster or have priority moves of their own. Low Kick targets Steel, Rock, and dark types that weigh a lot such as tyranitar, bisharp, and magnezone. Knock Off is a powerful STAB that has a 97.5 base power if the target is holding an item (so basically all the time). Life Orb boosts all damage output by 30%. 6] Tapu Lele Tapu Lele has a LOT of potential. this pokemon could possibly be sent to Ubers because of its ability and stats, but lets just use it while we can, am i right? Tapu Lele is an Incredibly powerful wallbreaker sporting not only a limitbreaking base 130 special attack stat, but it's psychic moves are amplified by 50% due to its ability Psychic surge, which summons Psychic Terrain, making it immune to priority moves, (Notable mention: Scizor's bullet punch) It has a secondary typing in fairy giving it amazing coverage and has moves such as shadow ball, energy ball, thunderbolt, and focus blast to back it up. Although it is powerful, Tapu Lele sits not at, but below a very crowded speed tier, leaving it outsped by many threats, which can be remedied by the bulky pokemon on this team like gliscor, but some may run coverage to hit both, such as raikou and gengar. Heres the set: Queen (Tapu Lele) @ Psychium Z Ability: Psychic Surge EVs: 4 Def / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Psyshock - Moonblast - Shadow Ball - Focus Blast Dual STAB from Tapu Lele hits HARD, especially its psychic moves. shadow ball hits the ever so common aegislash, and focus blast hits tyranitar, magnezone, and others for massive damage. Psychium Z lets it use the Z Move, Shattered Psyche, which will probably OHKO anything that doesnt resist or hold a focus sash or have the ability sturdy, (barring chansey, blissey, shuckle, and other dedicated special walls, and even then will still take major damage) a Timid nature lets Tapu Lele outspeed base 80 speed pokemon like dragonite and hit them before they can move. Alright, that was my team, i am very excited for what gen 7 has in store for us competitively, if you have any constuctive critcism, please go ahead and say what problems they may be with my team. Thank you! EDIT: Full team if anyone wants to test it or something: Charbydis (Tapu Fini) @ Leftovers Ability: Misty Surge EVs: 252 HP / 188 Def / 68 Spe Bold Nature IVs: 0 Atk - Surf - Moonblast - Defog - Taunt Acnologia (Charizard-Mega-X) (M) @ Charizardite X Ability: Blaze EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Dragon Claw - Flare Blitz - Dragon Dance - Roost Alucard (Gliscor) (M) @ Toxic Orb Ability: Poison Heal EVs: 244 HP / 8 Def / 200 SpD / 56 Spe Careful Nature - Swords Dance - Earthquake - Knock Off - Roost Shere Khan (Raikou) @ Leftovers Ability: Pressure EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk / 30 Def - Thunderbolt - Calm Mind - Shadow Ball - Hidden Power [ice] Vladmir (Weavile) (M) @ Life Orb Ability: Pressure EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Ice Punch - Ice Shard - Low Kick - Knock Off Queen (Tapu Lele) @ Psychium Z Ability: Psychic Surge EVs: 4 Def / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Psyshock - Moonblast - Shadow Ball - Focus Blast
×
×
  • Create New...