Martin
A monoid in the category of endofunctors
Hi, not posting to show off a team or anything. I'm having a bit lot of trouble trying to get mileage out of this and I'm looking for some feedback on it. I'm on my tablet so sorry in advance if there are any formatting issues/typos anywhere.
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
This is what I built around. The team aims to try and weaken the opposing team inti range for a Zard X sweep. I originally had Roost+3 Attacks because that's the set in this meta, but I ended up changing it for DD because the team lacked a consistent way of cleaning up vs offense, I often found myself in situations where I desparately wished I had DD, and the remainder of the team seemed to support a DD Zard sweep pretty well on paper anyway so I just rolled with it. EQ is used over Roost due to the team lacking a Heatran lure, meaning that Zard needs a way to remove it itself, and I decided that the longevity wasn't that big an issue with Latias' HWish in the back,
Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 248 HP / 96 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Ferro is just there to stack Spikes vs stuff while providing a Dragon and Fairy resist. Occa Berry seems weird at a glance, but it serves a few purposes that this team really benefits from. Alongside the listed EVs, Ferro is able to avoid the 2HKO from LO Kyurem-B's Ice Beam after SR while still retaining enough physical bulk to soft check stuff like Lando-T, Chomper etc. Occa allows it to take Kyu-B's HP Fire very comfortbly (avoiding IB 2HKO is important here because it forces it to use HP Fire, which deals less than Beam to Occa Ferro), which makes up for the team's inability to really take it on if it comes in vs Toxapex or whatever. Beyond this it is helpful for the Latios and Lele matchups, among other things, because it means that it can tank a HP Fire from either and retalliate back with Gyro Ball, which is important because they are also pretty awkward matchups especially in the cases of stuff like Odd Incense+HP Fire Lele, Soul Dew+HP Fire Latios, HP Fire MDiancie etc. which can otherwise hit with a STAB on switch-in, bluff the choice (in the case of Lele/Lati) and KO with HP Fire on the following turn, leaving me without defensive responses to them which is problematic when they take advantage of teammates. Needless to say, it's come in useful a lot.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp was added because, without the Lati+Bisharp combo, this team lacks any consistent counterplay to Victini... well, at all. It provides me with a secondary wincon or even early-game wallbreaker, which is very useful because it leaves me with more flexibility when it comes to game plan, and it gives me a secondary soft check to Lati/choiced Lele for when Ferrothorn is under a lot of pressure checking other stuff.
Latias @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Psyshock
- Draco Meteor
Running Latias over Latios because I feel that HWish is important for this build; Latias is nice for role compression because it compresses speed control, Defog utility, and speed control into one slot, although the lack of ability to switch moves blows at times, and between this and Toxapex I have no issues dealing with Volcarona due to the two covering both common Volca variants when used in conjunction.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage
Garchomp is my SR user of choice because it is capable of helping to weaken Lando-T for Zard X and because it gives me a non-Scarfer that sits above the unboosted 100 benchmark. Its ability to soft check Specs Koko is useful for taking pressure off of Ferrothorn to keep it in check without passive Lefties recovery (esp. useful for Kyu-B+Koko teams, where I absolutely need to retain Ferro's health to leave Kyub as a non-issue).
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze
If I'm honest, Toxapex feels like the weak link on this team, but I can't seem to figure out wth it'd be changed to. My logic when picking it was to ensure that I had any common Volca variant covered defensively, and it was also nice because it provides TSpikes (was particularly good for an older variant which used SubTectDD Zygarde) while absorbing them so that they don't give Zard X a headache if its mega'd early. More often than not though it feels like it doesn't really do anything, which probably compounds a few of this teams issues, and it just kinda invites Psychics in for free etc.
Anyway, yeah if anyone has any suggestions that'd be grand. Some key issues that I can tell from my playtime include stuff like a reliance on Ferro to handle Fairies/Psychics, and there are a few other things that I can't remember off of the top of my head too. If you wanna use an import to test I've put it below. Thanks in advance!
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
This is what I built around. The team aims to try and weaken the opposing team inti range for a Zard X sweep. I originally had Roost+3 Attacks because that's the set in this meta, but I ended up changing it for DD because the team lacked a consistent way of cleaning up vs offense, I often found myself in situations where I desparately wished I had DD, and the remainder of the team seemed to support a DD Zard sweep pretty well on paper anyway so I just rolled with it. EQ is used over Roost due to the team lacking a Heatran lure, meaning that Zard needs a way to remove it itself, and I decided that the longevity wasn't that big an issue with Latias' HWish in the back,
Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 248 HP / 96 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Ferro is just there to stack Spikes vs stuff while providing a Dragon and Fairy resist. Occa Berry seems weird at a glance, but it serves a few purposes that this team really benefits from. Alongside the listed EVs, Ferro is able to avoid the 2HKO from LO Kyurem-B's Ice Beam after SR while still retaining enough physical bulk to soft check stuff like Lando-T, Chomper etc. Occa allows it to take Kyu-B's HP Fire very comfortbly (avoiding IB 2HKO is important here because it forces it to use HP Fire, which deals less than Beam to Occa Ferro), which makes up for the team's inability to really take it on if it comes in vs Toxapex or whatever. Beyond this it is helpful for the Latios and Lele matchups, among other things, because it means that it can tank a HP Fire from either and retalliate back with Gyro Ball, which is important because they are also pretty awkward matchups especially in the cases of stuff like Odd Incense+HP Fire Lele, Soul Dew+HP Fire Latios, HP Fire MDiancie etc. which can otherwise hit with a STAB on switch-in, bluff the choice (in the case of Lele/Lati) and KO with HP Fire on the following turn, leaving me without defensive responses to them which is problematic when they take advantage of teammates. Needless to say, it's come in useful a lot.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp was added because, without the Lati+Bisharp combo, this team lacks any consistent counterplay to Victini... well, at all. It provides me with a secondary wincon or even early-game wallbreaker, which is very useful because it leaves me with more flexibility when it comes to game plan, and it gives me a secondary soft check to Lati/choiced Lele for when Ferrothorn is under a lot of pressure checking other stuff.
Latias @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Psyshock
- Draco Meteor
Running Latias over Latios because I feel that HWish is important for this build; Latias is nice for role compression because it compresses speed control, Defog utility, and speed control into one slot, although the lack of ability to switch moves blows at times, and between this and Toxapex I have no issues dealing with Volcarona due to the two covering both common Volca variants when used in conjunction.
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage
Garchomp is my SR user of choice because it is capable of helping to weaken Lando-T for Zard X and because it gives me a non-Scarfer that sits above the unboosted 100 benchmark. Its ability to soft check Specs Koko is useful for taking pressure off of Ferrothorn to keep it in check without passive Lefties recovery (esp. useful for Kyu-B+Koko teams, where I absolutely need to retain Ferro's health to leave Kyub as a non-issue).
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze
If I'm honest, Toxapex feels like the weak link on this team, but I can't seem to figure out wth it'd be changed to. My logic when picking it was to ensure that I had any common Volca variant covered defensively, and it was also nice because it provides TSpikes (was particularly good for an older variant which used SubTectDD Zygarde) while absorbing them so that they don't give Zard X a headache if its mega'd early. More often than not though it feels like it doesn't really do anything, which probably compounds a few of this teams issues, and it just kinda invites Psychics in for free etc.
Anyway, yeah if anyone has any suggestions that'd be grand. Some key issues that I can tell from my playtime include stuff like a reliance on Ferro to handle Fairies/Psychics, and there are a few other things that I can't remember off of the top of my head too. If you wanna use an import to test I've put it below. Thanks in advance!
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 248 HP / 96 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Latias @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Psyshock
- Draco Meteor
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
Ferrothorn @ Occa Berry
Ability: Iron Barbs
EVs: 248 HP / 96 Def / 164 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Spikes
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Latias @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Psyshock
- Draco Meteor
Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze
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