Infernape threatens every Steel-type in the game with it's STAB Fire- and STAB Fighting-moves. Since Steel-types are the main Pokémon that keep a Mega Gardevoir from outright sweeping a team with STAB Pixilate Hyper Voice, Infernape helps it break or weaken all those checks like Metagross, Aegislash, Heatran, Mawile, Ferrothorn, Scizor, Excadrill, etc...I just discovered on the pokemon-gl statistics that Gardevoir is the poke most used together with Infernape. What is the reason for this, do they just synergise well or is this some Gardape combo gimmick I haven't heard of before?
Would you consider running a double mega team? Mega Mawile looks like it could be very useful here.So I am currently in the middle of a teambuilding process and I would like some help figuring out the sixth slot in my team. I know that I want a pokemon that can work as a trick room check, I just can't figure out which pokemon would fit that role best in my team. Any suggetions would be appreciated, any other feedback on the team aswell.
The team:
Swampy (Swampert) (M) @ Expert Belt
Ability: Torrent
Level: 50
EVs: 252 HP / 4 Def / 228 SpA / 4 SpD / 20 Spe
Modest Nature
- Scald
- Ice Beam
- Earth Power
- Wide Guard
SuchToge (Togekiss) (M) @ Sitrus Berry
Ability: Serene Grace
Level: 50
EVs: 252 HP / 164 Def / 4 SpA / 28 SpD / 60 Spe
Bold Nature
- Follow Me
- Air Slash
- Protect
- Tailwind
Bulkysaurus (Venusaur) (M) @ Venusaurite
Ability: Chlorophyll
Level: 50
EVs: 252 HP / 124 Def / 76 SpA / 52 SpD / 4 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Leech Seed
- Protect
Heatran @ Leftovers
Ability: Flash Fire
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Heat Wave
- Ancient Power
- Substitute
- Protect
Landorus (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
Level: 50
EVs: 12 HP / 252 Atk / 92 Def / 4 SpD / 148 Spe
Adamant Nature
IVs: 30 SpD
- Rock Slide
- Earthquake
- Superpower
- U-turn
I have never tried a double mega team before, but it definetly sounds interesting. Should I then run Mawile minimum speed to make it a better TR counter?Would you consider running a double mega team? Mega Mawile looks like it could be very useful here.
It destroys Trick Room, allows you to double Intimidate, makes your team less predictable in team preview and you can support it very well with Wide Guard Swampert and Follow Me Togekiss.
I would probably still go with Adamant 31 speed over Brave 0 speed, because outside of Trick Room you outspeed all of these...I have never tried a double mega team before, but it definetly sounds interesting. Should I then run Mawile minimum speed to make it a better TR counter?
70 Mega Mawile, Mega Aggron, Azumarill, Sableye, Mawile, Aggron, Hariyama Neutral
65 Conkeldurr Neutral
63 Gothitelle Negative 0 EVs, 0 IV
60 Rhydon, Rhyperior Neutral
59 Gastrodon Neutral
58 Abomasnow, Sylveon, Aegislash, Jellicent Negative 0 EVs, 0 IV
56 Scrafty Negative 0 EVs, 0 IV
50 Amoonguss Neutral
49 Hariyama Negative 0 EVs, 0 IV
49 Mega Mawile, Mega Aggron, Azumarill, Sableye, Mawile, Aggron, Hariyama Negative 0 EVs, 0 IV
Okay, thanks for the awesome feedback. Personally I would never have thought of having double megas, but it seems like it might just work on this team. Mawile really suits the role of TR stopper, because having just a mon with Taunt is not enough (Mental Herb is a thing).I would probably still go with Adamant 31 speed over Brave 0 speed, because outside of Trick Room you outspeed all of these...
... while the biggest threats to Mawile on this list (Rhyperior & Amoonguss) will outslow you anyway, if they are on a dedicated Trick Room team and run a negative speed nature.Code:70 Mega Mawile, Mega Aggron, Azumarill, Sableye, Mawile, Aggron, Hariyama Neutral 65 Conkeldurr Neutral 63 Gothitelle Negative 0 EVs, 0 IV 60 Rhydon, Rhyperior Neutral 59 Gastrodon Neutral 58 Abomasnow, Sylveon, Aegislash, Jellicent Negative 0 EVs, 0 IV 56 Scrafty Negative 0 EVs, 0 IV 50 Amoonguss Neutral 49 Hariyama Negative 0 EVs, 0 IV 49 Mega Mawile, Mega Aggron, Azumarill, Sableye, Mawile, Aggron, Hariyama Negative 0 EVs, 0 IV
I don't see Taunt on any of your Pokémon, but your team should have enough bulk to stall out the four Trick Room turns and Air Slash Togekiss could help you flinch their Trick Room setter with that 60% flinch chance, while you setup a Substitute with Heatran or Leech Seed something with Venusaur (in case you don't want to bring Mawile for whatever reason).Okay, thanks for the awesome feedback. Personally I would never have thought of having double megas, but it seems like it might just work on this team. Mawile really suits the role of TR stopper, because having just a mon with Taunt is not enough (Mental Herb is a thing).
I meant that adding a pokemon with Taunt would not be enough of a TR counter, and that made finding a solid TR counter difficult. Also, I do see that I don't have too many Bisharp counters, but Lando-T is atleast EV'd to survive +1 LO Sucker Punch Bisharp. EV'ing Heatran a bit it speed could also work to reduce that weakness, thanks for the tip.I don't see Taunt on any of your Pokémon, but your team should have enough bulk to stall out the four Trick Room turns and Air Slash Togekiss could help you flinch their Trick Room setter with that 60% flinch chance, while you setup a Substitute with Heatran or Leech Seed something with Venusaur (in case you don't want to bring Mawile for whatever reason).
Swampert also helps against those teams that try to spam spread moves for four turns to deal as much damage as possible.
PS: IF Bisharp becomes a problem, which it might, give your Heatran enough speed EVs to outspeed it.
I run Modest because elaborate, team specific reasons; if you're running a team based on MegaSaur, usually Bold, heavy physical bulk, and that's the moveset yes. Just make sure you 2HKO garchomp and you should be fine.What's the most common Mega Venusaur build, nature and attack wise?
Bold, Modest or Calm?
Giga Drain, Sludge Bomb, Leech Seed and Protect... or something else?
Grassy Terrain is pretty interesting, never considered that. Would be fun next to a Heatran or something else appreciative of weak 'quakes or substitute recovery. Couple other things I've played with in this last slot to some effect were:Only other moveset options are:
Leaf Storm (not much point on a bulky mon with enormous staying power)
Sleep Powder (Misses, and usually induces usless 1 turn sleeps)
Grassy terrain (Recovery + buffs Giga Drain and cripples EQ; but also means no EQ for you and foe may heal)
Substitute (Classic SubSeed, but why lose STAB?)
Synthesis (Immediate healing, but low PP / Leech Seed + Protect does fine)
HP Ground, wouldn't bother. Even with Modest, 252 Sp. Atk, and a Life Orb, Venusaur still fails to OHKO any Heatran that runs a decent amount of bulk (as in like, 168+ EVs between HP and/or Sp. def). You need Helping Hand. Just run a Terrakion or some other toad stomper.Grassy Terrain is pretty interesting, never considered that. Would be fun next to a Heatran or something else appreciative of weak 'quakes or substitute recovery. Couple other things I've played with in this last slot to some effect were:
HP Ground -- so Venusaur can do something against Steels (namely Heatran).
Grass Pledge -- can be rather gimmicky, but not uncommon with Charizard-Y on a double mega team. Also fun with Swampert etc. for a different kind of speed control.
Without knowing the role Entei is fulfilling it is difficult to sayWhat is a good replacement for Entei that can fulfill the same role?
Arcanine does pretty much all the same shit Entei does, just trades lower stats and Stone Edge for a better movepool and abilities.The ChestoRest set
Honestly one of the better ways to deal with weather teams is speed control, as most weather (except like hail) relies on it boosting the speed of a Pokemon IE Chlorophyll with Sun, Swift Swim with Rain, etc. Thunder Wave/Tailwind is a great way to shut down those Pokemon's speed which will generally give you a much easier time dealing with them since most of them don't invest much into bulk anyways. Another way of dealing with it is to run your own splashable weather mon like T-Tar. Speed control is still the best way imo.I'm new to battling, so this may be a really noob question, but what are some of the best ways to deal with rain/sun teams (or weather in general)?
If it's any help, the current team I'm playing around with on PS! BattleSpot Doubles is M-Metagross (currently trying Sub + dual STABs), Togekiss (Follow Me + Tailwind support), Hydreigon (trying out Scarf, previously LO), Garchomp (standard physical attacker + Lum), Heatran (Modest attacker + Taunt), and Rotom-W.
I run a Drought team with Tailwind - do you know what outspeeds Chlorosaur in Tailwind, without priority? Nothing. Absolutely nothing. Even when paralyzed, it still outruns things :PHonestly one of the better ways to deal with weather teams is speed control, as most weather (except like hail) relies on it boosting the speed of a Pokemon IE Chlorophyll with Sun, Swift Swim with Rain, etc. Thunder Wave/Tailwind is a great way to shut down those Pokemon's speed which will generally give you a much easier time dealing with them since most of them don't invest much into bulk anyways. Another way of dealing with it is to run your own splashable weather mon like T-Tar. Speed control is still the best way imo.
Heatran and Garchomp gives you a good matchup against Char-Y. Venusaur, you have MegaGross, and Lum Garchomp specifically does well for absorbing a Sleep Powder -> Rock Sliding Char-Y to death. Saftey Goggles on Heatran would make you pretty much immune to standard Drought builds once you eliminate Heatran checks (Terrakion, Garchomp, Lando-T, Swampert). Even without Goggles though, Sleep Powder will simply delay Heatran's victory. You should be ok against Sun - trust me, I've been running Drought since 2011 so I know how to beat it lol.I'm new to battling, so this may be a really noob question, but what are some of the best ways to deal with rain/sun teams (or weather in general)?
If it's any help, the current team I'm playing around with on PS! BattleSpot Doubles is M-Metagross (currently trying Sub + dual STABs), Togekiss (Follow Me + Tailwind support), Hydreigon (trying out Scarf, previously LO), Garchomp (standard physical attacker + Lum), Heatran (Modest attacker + Taunt), and Rotom-W.
Thanks a lot for the insight! :)I run a Drought team with Tailwind - do you know what outspeeds Chlorosaur in Tailwind, without priority? Nothing. Absolutely nothing. Even when paralyzed, it still outruns things :P
Zapdos is splashable in pretty much any weather, Suicune in sun is almost uselessly passive but can still function, and does fine in rain/sand/hail. If you can set up Tailwind and deny theirs, then yes you hold a great advantage over it, I don't argue that lol.
Heatran and Garchomp gives you a good matchup against Char-Y. Venusaur, you have MegaGross, and Lum Garchomp specifically does well for absorbing a Sleep Powder -> Rock Sliding Char-Y to death. Saftey Goggles on Heatran would make you pretty much immune to standard Drought builds once you eliminate Heatran checks (Terrakion, Garchomp, Lando-T, Swampert). Even without Goggles though, Sleep Powder will simply delay Heatran's victory. You should be ok against Sun - trust me, I've been running Drought since 2011 so I know how to beat it lol.
Garchomp is good against TTar but MegaGross/Togekiss/Heatran have to be careful, Hydreigon is walled. Rotom-W does decent damage even against Sand buffed Sp. def. Hippowdon doesn't really exist in VGC but Hydreigon/Rotom-W shits on it anyway.
Rain, Rotom-W helps a lot. Just look for the specific Rotom-W counter (Ludicolo, Breloom, Virizion, Hydreigon, Amoonguss, Mega Venusaur) and focus on removing that, or using Togekiss to redirect the Leaf Storm / Leaf Blade / Draco Meteor / Spore. Hydreigon should be pretty decent too - handles Water/Grass/Ground moves and smashes shit with DM. Using Amoonguss as a redirector would improve your Rain matchup a lot but then you lose Togekiss' Tailwind and Dragon immune... and overall I can't reccomend that. :/
Use Calm or Bold if you want a bulky Thundurus-I to spread paralysis with Prankster Thunder Wave.Which is the most common nature for Thundurus (Incarnate)? I see both Bold and Calm being used frequently, and occasionally Timid. Also, does no one use HP Flying on him anymore (only Ice)?
I didn't realize that about the HP Flying spread. I'm looking for a bulky one to abuse Prankster with.Use Calm or Bold if you want a bulky Thundurus-I to spread paralysis with Prankster Thunder Wave.
Use Timid if you want an offensive Thundurus-I or need to Taunt first no matter what.
HP Flying would probably be used more, if it wasn't ridiculously hard to get in Gen VI. The only possible spread for HP Flying is 31/31/31/30/30/30, because all pentagon Thundurus have at least three 31s.
I edited the Battle Spot statistics for Thundurus' nature in my previous post. Calm is indeed more common than Bold.I didn't realize that about the HP Flying spread.
Is either Calm or Bold generally used more than the other? I would think teams that have Intimidate, which is a lot these days, would probably go with Calm.