Hi everyone! This is not only my first RMT but also my first post on the Smogon forums. The first time I tried competitive battling was during B/W, but now that ORAS is out I wanted to give it another go. I've been lurking around here for the past couple of weeks and after toying around with this team on showdown for a while I decided it was time to get some player feedback. I've had moderate success with this team but I know there are things that could be fixed. Updates will be in RED
Update (3/28/2015): I took quite a long break from competitive battling (busy due to school, work, etc) but I've finally found some free time and want to get back into it. That being said, I've noticed a lot has changed since November, primarily Greninja getting banned and new HA for some pokemon. I'd like more feedback and what ideas you all may have to replace Greninja. Thanks!
The Team:
Team Building Process:
While browsing on the forums I stumbled upon the ORAS cores page and immediately fell in love with this one because I knew I wanted to use Mega Gallade. It has been said many times, but these two can cover each other's weaknesses fairly well.
Now that my offensive core was complete, I needed a check for Talonflame, and Rotom-Wash does that perfectly as well as checking other mons, pivoting, and spreading burns.
Looking at my team I saw I really had no out to Mega-Sableye, so I added Clefable in order to counter that weakness.
I knew I was going to need another wall as well as something to set up rocks. Furthermore, one of the things I hate the most is not having a grass type, because my opponent is able to go for the Spore or Leech Seed without the worry of immunity. Thus, Ferrothorn was added.
Finally, I needed a defogger to get rid of hazards, specifically sticky web as that really hinders Mega-Gallade's performance. I also wanted my defogger to still have some sort of offensive presence, so I chose Latios.
After a bit of play testing, I realized one of the things I disliked about Bisharp the most was how limited his coverage was. Yes he trapped Psychics and Ghosts, but he was an offensive mon limited only to Dark and Steel moves. I know I could have added another coverage move, but that would take away from his main purpose. So I added Greninja in order to cover a wider variety of types while still maintaining a solid offensive core.
Losing Bisharp meant losing priority, and I always want to have at least one member with priority. If I was going to get rid of Clefable, I needed a Sableye check with priority. Talonflame does an amazing job at this, getting so many solid revenge kills and forcing mons out.
After even more play testing, one of the biggest problems for Mega-Gallade and Greninja was some sort of status ailment. I still needed a defogger, so the best option I had was Latias, which can defog, heal my core, and can tank some special hits.
Detailed Analysis:
Gallade @ Galladite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off
The main reason I made this team, Mega-Gallade. Looks amazing as a shiny mega, has insane attack, and 110 base speed allows it to keep up with the insane pace of the new meta. Swords Dance because that's literally one of the biggest reasons to use it over Mega-Medicham. The EVs are standard, Jolly and max speed to speed tie, while the rest is in attack. Close Combat to hit hard and fast, and while Drain Punch may be a good option for longevity, most times I use Gallade to sweep or put huge dents in opposing mons. Zen Headbutt is there as the secondary STAB move, though I have thought of switching to Psycho Cut because that miss chance has screwed me over in a couple of games. Finally, Knock Off provides a good out to Psychics/Ghosts and also takes away items. Originally I had Ice Punch in that slot since Bisharp covered the dark moves. Now that I'm using Greninja, Knock Off seems to fit better.
Greninja @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Low Kick
- Dark Pulse
My Bisharp replacement, Greninja provides great coverage and mixed offensive power for the team. Naive because I'm a mixed attacker with max speed. 40 into attack to ensure OHKOs with Gunk Shot on Azu, and the rest is in special attack. Gunk Shot is to tear apart fairies. Ice Beam is there for dragons, Lando, Gliscor, etc. The last two slots are things I have debated. I wanted to try HP fire because many times I've seen people switch in Ferrothorn or Scizor into Gren. But I figured I could run Low Kick to hit steels super effectively (not Scizor) and this way I have an out to Heatran. Dark pulse is there for the Ghosts and Psychics, as well as neutral damage on Rotom-Wash as that is also switched into Gren quite a bit. Something that bothers me a bit is that Both Gallade and Greninja have a Fighting/Dark move each, which seems redundant to me.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
The classic bird check. Extremely standard Rotom-Wash set here. Bold with max HP to help with physical attackers, 44 into speed to out speed jolly Azu, and the rest into defense. Volt Switch acts as a STAB move to provide a pivot. Will-O-Wisp is to deter physical mons. Hydro Pump is Rotom's best form of offense, and hits decently hard. Lastly, Pain Split allows Rotom to recover while still dishing out damage at the same time. I have considered a rest/chesto set, but since I have Latias to fix status problems, I opted for Leftovers as a form of constant recovery. Something else I've considered is changing the speed EVs, that way I'm slower than the majority of the other Rotom's, as I hate pivoting first.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
The revenge killer and only form of priority on the team. Talonflame destroys so many pokes its crazy. Since I wanted to check Mega-Sableye I went for the SD version. Although CB interested me at first, I didn't like the idea of having no recovery, as often times Talonflame forces things out and allows me a free Roost. Adamant with max attack and max speed so I hit as hard as possible and come out with 351 speed allowing me to out speed 110 Spd+ mons. SD to set up, Flare Blitz to hit Ferrothorn and Scizor as hard as possible, Brave Bird as the main priority/clean-up move, and Roost for reliable recovery.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Power Whip
- Leech Seed
My rock setter and Leech Seed/Spore check. Ferrothorn boasts some impressive defenses, and since Rotom is my physical wall and Latias is my special wall of some sorts, I decided on this spread in order to make Ferrothorn a mixed wall. Leftovers over Rocky Helmet because although the extra damage on physical mons is nice, the extra recovery proved invaluable. I rarely see Magnezone/Magneton, so I don't run Shed Shell. Gyro Ball is there to hit speedy pokes and fairies hard, while Power Whip helps against bulky waters and Water/Ground typing that gives me trouble. Leech Seed for added recovery and helps to force things out.
Latias (F) @ Leftovers
Ability: Levitate
EVs:
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Psyshock
- Draco Meteor
Last, but not least, my cleric/defogger. Timid with max speed for the speed tie, max hp to help tank, and the rest into SpA. Since I added Talonflame I definitely needed a hazard remover. Healing Wish to help a status inflicted/low HP mon back to full speed. Extremely helpful with a paralyzed/burned Gallade/Greninja. Psyshock and Draco Meteor to give some sort of offensive presence, but I am considering taking one out for either HP fire or something to help w/ Heatran as Ferro/Heatran are often switched into Latias. Also been considering a different EV spread/moveset to help Latias play a supportive healer, any suggestions?
Changed the EV spread on Latias to something that retains the majority of her bulk while also ensuring she has more of an offensive presence on the field. (Credits to Vinc608 and Der Twist)
Threats:
The scarfed variant gives me a little bit of trouble. Since out speeds Greninja and cuts Talonflame's attack, my best option is to predict the switch and burn/hydro it with Rotom.
Jesus Christ these things wreck me. First of all I can't even immediately tell which zard it is. Zard X is trouble if it sets up the DDs because then its faster than Gren and my only hope is to wear it out w/ Flare Blitz recoil and have Talonflame finish it off. If its running Fire Punch I'm in an even tougher bind. Zard Y on the other hand mows through a lot b/c of the sun, but luckily Gren out speeds it and Talonflame does some serious damage with Brave Bird.
*There are some probably some other threats that I just can't think of at the moment but these are the main problems.
Importable:
Gallade @ Galladite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Shadow Sneak
- Swords Dance
Greninja @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Low Kick
- Dark Pulse
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Power Whip
- Leech Seed
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Psyshock
- Draco Meteor
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut
- Shadow Sneak
- Swords Dance
Greninja @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Low Kick
- Dark Pulse
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Power Whip
- Leech Seed
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Psyshock
- Draco Meteor
Final Thoughts:
Overall this team has helped me get back into the competitive scene and I'm hoping after getting feedback from everyone I can make some solid improvements. I know there have been many Mega-Gallade RMTs around the forums so this may be repetitive. Also, I apologize if there are any spelling/grammatical errors, not my strong suit haha. Thanks in advance to everyone that contributes!
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