Roll on RMT2... (CHANGES IN RED)
So this is a team I've been messing around with just over the past couple of weeks and it's a lot of fun to use. I haven't bothered laddering with it on an alt, and just used my main instead. As a result, it's taking about twice as long to ladder but it's broken 1400 pretty easily and is still climbing.
The team is basically comprised of a Fire/Water/Grass core and a Steel/Dragon/Fairy core. Dual steel typing actually allows for a bit more switching flexibility and, on the whole, switching is rarely an issue. I liked the idea of combining 2 type-cores and it's performed pretty respectably so far.
I can't really describe it but it feels as though something isn't quite right with the team. It's probably synergy issues, hence why I'm appealing to the forums, but hopefully you guys can help me spot any problems and suggest some better alternatives!
So without further ado...
THE TEAM
Sabi (Rust)
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 172 HP / 84 Atk / 252 SpD
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
In my opinion Excadrill pretty much ties with Latios in offensive teams for best hazard controller. Base 135 Atk slams hard as hell with minimal investment, so he makes a prime AV user. He may lack recovery, but he's usually only briefly coming in to either spin or sponge a special hit and fire off an almighty EQ. With full SpDef investment and an AV, Excadrill reaches 343 total SpDef. This is the best calc I can think of to demonstrate the resulting bulk but it says a lot:
252 SpA Mega Charizard Y Flamethrower vs. 172 HP / 252 SpD Assault Vest Excadrill in Sun: 354-416 (87.6 - 102.9%) -- 18.8% chance to OHKO
If you're at full health, those aren't good odds for the Zard player by any means. And then...
84+ Atk Mold Breaker Excadrill Rock Slide vs. 4 HP / 0 Def Mega Charizard Y: 404-476 (135.5 - 159.7%) -- guaranteed OHKO
Good stuff Excadrill. And given that Megazard Y is pretty much the scariest fire type in the metagame, you can see just how easy it is for Drill to shrug off most special hits from less threatening 'mons. Also, A Focus Miss from Megazard Y only does 50-60%. Yeah.
Anyway, EQ is a mini-nuke even with minimal investment, Iron Head is mainly there for things like Togekiss and Cube who might try to go for the KO not knowing you're vested. Rock Slide is for most flying types and Rapid Spin is your hazard control. Standard stuff really.
Shihai (Dominance)
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- ExtremeSpeed
- Earthquake
- Fire Punch
I'd heard that banded Dnite was good for quite sometime, but I had no idea just HOW good. I completely overlooked him, as the introduction of Fairies in gen VI kind of hampered his overall effectiveness. This team really doesn't struggle with removing Fairies though, so Dnite is perfect for either softening up unprepared teams at the beginning of the match or cleaning up big time in the late game. He also covers Excadrill's weaknesses nicely and vice-versa. Outrage is to go Hiroshima on near enough anything facing you down, Extremespeed is absolutely incredible for late game cleanup and revenge killing fast 'n' frail threats, Earthquake is as awesome as ever and has fantastic coverage, and Fire Punch has a good chance to OHKO a fully defensive Ferrothorn:
252+ Atk Choice Band Dragonite Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO
So yeah - that's some serious power, and a welcome addition to any offensively oriented team.
Kanashimi (Sorrow)
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
And here she is - a mega I'd wanted to build a team around for ages. Mega Gardevoir is absolutely amazing. In terms of threat-factor and offensive presence, I'd say she's up there with the likes of Mega Medicham and Mega Heracross. Her job is pretty much to get up a boost or two and go Dovakhiin on whatever bulky threat or fast special attacker is facing you down from the other side of the field. Being able to hit through subs is just an added bonus. She perfectly fits with the goal of my team, which is basically to mount up offensive pressure and make my opponent #### themselves. Hyper Voice is obviously for the STAB Pixilate boost, serving to expand my nuclear armoury. Psyshock is there primarily for Mega Venusaur and Scolipede, but obviously heavily dents the blobs as well. Focus Blast is there for coverage and can smack Ferro around, and CM is there to make you hard as hell to deal with. Overall, this beauty is a pleasure to use. The panic after that first CM goes off is something I never get tired of seeing.
Shigeki (Irritation)
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
-Knock Off Gyro Ball
- Thunder Wave
Ferrothorn is a standard choice and is there to set rocks and be perhaps the most annoying Pokemon ever. I don't have a great deal to write about him, although I'm considering switching out Lefties for Rocky Helmet. It gives me even more scope to punish physical attackers - something my team would appreciate - and with Leech Seed,KNOCK OFF OP (It still is) and TWave, Rocky Helmet might even drive my opponent insane or make them pass out via nervous breakdown, potentially leading to my victory through timer expiry. Seriously though, with all the wallbreaking prowess that can be found in this team, it's nice to have a change of pace that can check a load of my team's worst nightmares and respond with extreme irritation. SR is there because hazards are mandatory in today's metagame, Leech Seed is for awesome recovery (especially with Lefties, although let me know if Rocky Helmet would function as well. I'm inclined to think it would), Knock Off is there because it's the best move in the game (It still is) and Thunder Wave is there as an out vs some setup sweepers / to be annoying and make Dnite and MGard's jobs especially easy.
For the time being, I've decided to switch out Knock Off for Gyro Ball, as it prevents Ferro being used as setup fodder vs things like DDancers or even opposing MGards. Knock Off is amazing and I'll miss being an annoying POS but STAB Gyro hits pretty hard. I may already have T-Wave to remedy setup but I feel the extra damage could be invaluable. If I don't use Gyro that much I may end up switching back to Knock Off, but I'll have to see in time.
Jiyū (Freedom)
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up
This is probably one of the most underrated sets atm, and with proper team support it can be an absolute nightmare to deal with. Fully SpDef invested Talonflame can take even some S/E hits well enough to set up on, especially as roost removes Flying type for a turn. This forces your opponent to predict in a lot of cases, which, in the event of a misprediction, can either lead to you successfully recovering off 50% of damage, you burning their 'mon, or you getting up a free Bulk Up. What makes this set work so well is it's ability to completely cripple common switch ins to Talonflame, and possibly even use them as setup bait: most notably Lando-T and Tyranitar. Rotom-W also won't appreciate the burn, especially with Rocks up on the field. Opposing TFlames also struggle with you after a Bulk Up or two. This set can really mess with your opponent's heads and swing momentum in your favour. Overall, it's easily one of my favourite sets this gen. Brave Bird is there for all the things, Will-o-Wisp is there to cripple arrogant physical attackers who think they're beast enough to take on the almighty blird, Roost is there for OP priority recovery and Bulk Up is there to make your opponent say "wtf" before they hang themselves. This Talonflame can easily switch in on strong fire or ground attacks that heavily pressure Excadrill, synergy that's accentuated by the fact that it'll often need to come in just after Drill has got off a spin, leaving the field hazard free. This is something TFlame ABSOLUTELY requires.
Gurēsu (Grace)
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
-Hidden Power [Flying] Surf Scald
And finally, another scary, scary, scary threat. In the current metagame, alongside Pokemon like Terrakion, Keldeo is one of the masters of revenge killing and mounting offensive pressure on the opponent. Capable of removing half the tier with a godlike Specs Hydro Pump, and eliminating steel types with a swift Secret Sword, Keldeo has paved the way for my team to sweep time and time again. DNite often needs Steel types removed for a mid-late game Outrage sweep, and Keldeo helps with this massively. Forcing switches is Keldeo's specialty, and with hazards up on their side of the field, the enemy's team often puts itself in a position where it really doesn't have the bulk left to deal with the other attackers on my team. Hydro Pump is there for more nuclear genocide, Secret Sword is there for excellent coverage and quick threat removal, Icy Wind is there for quad weaks and occasional speed drop KOs, and HP Flying is there for things like Mega Venu and Breloom, and hits surprisingly hard with Specs. We all know how hard Specs Keldeo can be to deal with at the best of times, and in an offensive team such as this she's really been standing out.
Surf Scald added for reliability and burn hax. HP flying didn't seem necessary as it only really hit Venu, which isn't a threat to my team, and Breloom, which gets OHKO'd by Icy Wind, although may need to be played around to some degree if Keldeo isn't already in. Scald will be a far superior options in those to-the-wire situations I can't afford to miss in.
(Surf changed to Scald as the power drop is barely noticeable and discourages Azu switch-ins etc...)
So yeah, that's my team! As I said, it's great fun to use and it's consistently been doing a really good job BUT it just doesn't quite feel complete and I can't put my finger on it. Feel free to use it and / or make suggestions etc. I'm really keen to get this team performing at well as it possibly can and massively appreciate all help I receive.
Thanks a lot guys :)
IMPORT BELOW
Excadrill (F) @ Assault Vest
Ability: Mold Breaker
Shiny: Yes
EVs: 172 HP / 84 Atk / 252 SpD
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Dragonite (M) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- ExtremeSpeed
- Earthquake
- Fire Punch
Gardevoir (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up
Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Thunder Wave
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Surf
ENJOY!
So this is a team I've been messing around with just over the past couple of weeks and it's a lot of fun to use. I haven't bothered laddering with it on an alt, and just used my main instead. As a result, it's taking about twice as long to ladder but it's broken 1400 pretty easily and is still climbing.
The team is basically comprised of a Fire/Water/Grass core and a Steel/Dragon/Fairy core. Dual steel typing actually allows for a bit more switching flexibility and, on the whole, switching is rarely an issue. I liked the idea of combining 2 type-cores and it's performed pretty respectably so far.
I can't really describe it but it feels as though something isn't quite right with the team. It's probably synergy issues, hence why I'm appealing to the forums, but hopefully you guys can help me spot any problems and suggest some better alternatives!
So without further ado...
THE TEAM
Sabi (Rust)
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 172 HP / 84 Atk / 252 SpD
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
In my opinion Excadrill pretty much ties with Latios in offensive teams for best hazard controller. Base 135 Atk slams hard as hell with minimal investment, so he makes a prime AV user. He may lack recovery, but he's usually only briefly coming in to either spin or sponge a special hit and fire off an almighty EQ. With full SpDef investment and an AV, Excadrill reaches 343 total SpDef. This is the best calc I can think of to demonstrate the resulting bulk but it says a lot:
252 SpA Mega Charizard Y Flamethrower vs. 172 HP / 252 SpD Assault Vest Excadrill in Sun: 354-416 (87.6 - 102.9%) -- 18.8% chance to OHKO
If you're at full health, those aren't good odds for the Zard player by any means. And then...
84+ Atk Mold Breaker Excadrill Rock Slide vs. 4 HP / 0 Def Mega Charizard Y: 404-476 (135.5 - 159.7%) -- guaranteed OHKO
Good stuff Excadrill. And given that Megazard Y is pretty much the scariest fire type in the metagame, you can see just how easy it is for Drill to shrug off most special hits from less threatening 'mons. Also, A Focus Miss from Megazard Y only does 50-60%. Yeah.
Anyway, EQ is a mini-nuke even with minimal investment, Iron Head is mainly there for things like Togekiss and Cube who might try to go for the KO not knowing you're vested. Rock Slide is for most flying types and Rapid Spin is your hazard control. Standard stuff really.
Shihai (Dominance)
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- ExtremeSpeed
- Earthquake
- Fire Punch
I'd heard that banded Dnite was good for quite sometime, but I had no idea just HOW good. I completely overlooked him, as the introduction of Fairies in gen VI kind of hampered his overall effectiveness. This team really doesn't struggle with removing Fairies though, so Dnite is perfect for either softening up unprepared teams at the beginning of the match or cleaning up big time in the late game. He also covers Excadrill's weaknesses nicely and vice-versa. Outrage is to go Hiroshima on near enough anything facing you down, Extremespeed is absolutely incredible for late game cleanup and revenge killing fast 'n' frail threats, Earthquake is as awesome as ever and has fantastic coverage, and Fire Punch has a good chance to OHKO a fully defensive Ferrothorn:
252+ Atk Choice Band Dragonite Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO
So yeah - that's some serious power, and a welcome addition to any offensively oriented team.
Kanashimi (Sorrow)
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
And here she is - a mega I'd wanted to build a team around for ages. Mega Gardevoir is absolutely amazing. In terms of threat-factor and offensive presence, I'd say she's up there with the likes of Mega Medicham and Mega Heracross. Her job is pretty much to get up a boost or two and go Dovakhiin on whatever bulky threat or fast special attacker is facing you down from the other side of the field. Being able to hit through subs is just an added bonus. She perfectly fits with the goal of my team, which is basically to mount up offensive pressure and make my opponent #### themselves. Hyper Voice is obviously for the STAB Pixilate boost, serving to expand my nuclear armoury. Psyshock is there primarily for Mega Venusaur and Scolipede, but obviously heavily dents the blobs as well. Focus Blast is there for coverage and can smack Ferro around, and CM is there to make you hard as hell to deal with. Overall, this beauty is a pleasure to use. The panic after that first CM goes off is something I never get tired of seeing.
Shigeki (Irritation)
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spe
- Stealth Rock
- Leech Seed
-
- Thunder Wave
Ferrothorn is a standard choice and is there to set rocks and be perhaps the most annoying Pokemon ever. I don't have a great deal to write about him, although I'm considering switching out Lefties for Rocky Helmet. It gives me even more scope to punish physical attackers - something my team would appreciate - and with Leech Seed,
For the time being, I've decided to switch out Knock Off for Gyro Ball, as it prevents Ferro being used as setup fodder vs things like DDancers or even opposing MGards. Knock Off is amazing and I'll miss being an annoying POS but STAB Gyro hits pretty hard. I may already have T-Wave to remedy setup but I feel the extra damage could be invaluable. If I don't use Gyro that much I may end up switching back to Knock Off, but I'll have to see in time.
Jiyū (Freedom)
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up
This is probably one of the most underrated sets atm, and with proper team support it can be an absolute nightmare to deal with. Fully SpDef invested Talonflame can take even some S/E hits well enough to set up on, especially as roost removes Flying type for a turn. This forces your opponent to predict in a lot of cases, which, in the event of a misprediction, can either lead to you successfully recovering off 50% of damage, you burning their 'mon, or you getting up a free Bulk Up. What makes this set work so well is it's ability to completely cripple common switch ins to Talonflame, and possibly even use them as setup bait: most notably Lando-T and Tyranitar. Rotom-W also won't appreciate the burn, especially with Rocks up on the field. Opposing TFlames also struggle with you after a Bulk Up or two. This set can really mess with your opponent's heads and swing momentum in your favour. Overall, it's easily one of my favourite sets this gen. Brave Bird is there for all the things, Will-o-Wisp is there to cripple arrogant physical attackers who think they're beast enough to take on the almighty blird, Roost is there for OP priority recovery and Bulk Up is there to make your opponent say "wtf" before they hang themselves. This Talonflame can easily switch in on strong fire or ground attacks that heavily pressure Excadrill, synergy that's accentuated by the fact that it'll often need to come in just after Drill has got off a spin, leaving the field hazard free. This is something TFlame ABSOLUTELY requires.
Gurēsu (Grace)
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
-
And finally, another scary, scary, scary threat. In the current metagame, alongside Pokemon like Terrakion, Keldeo is one of the masters of revenge killing and mounting offensive pressure on the opponent. Capable of removing half the tier with a godlike Specs Hydro Pump, and eliminating steel types with a swift Secret Sword, Keldeo has paved the way for my team to sweep time and time again. DNite often needs Steel types removed for a mid-late game Outrage sweep, and Keldeo helps with this massively. Forcing switches is Keldeo's specialty, and with hazards up on their side of the field, the enemy's team often puts itself in a position where it really doesn't have the bulk left to deal with the other attackers on my team. Hydro Pump is there for more nuclear genocide, Secret Sword is there for excellent coverage and quick threat removal, Icy Wind is there for quad weaks and occasional speed drop KOs, and HP Flying is there for things like Mega Venu and Breloom, and hits surprisingly hard with Specs. We all know how hard Specs Keldeo can be to deal with at the best of times, and in an offensive team such as this she's really been standing out.
(Surf changed to Scald as the power drop is barely noticeable and discourages Azu switch-ins etc...)
So yeah, that's my team! As I said, it's great fun to use and it's consistently been doing a really good job BUT it just doesn't quite feel complete and I can't put my finger on it. Feel free to use it and / or make suggestions etc. I'm really keen to get this team performing at well as it possibly can and massively appreciate all help I receive.
Thanks a lot guys :)
IMPORT BELOW
Excadrill (F) @ Assault Vest
Ability: Mold Breaker
Shiny: Yes
EVs: 172 HP / 84 Atk / 252 SpD
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Dragonite (M) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- ExtremeSpeed
- Earthquake
- Fire Punch
Gardevoir (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind
Talonflame (M) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up
Ferrothorn (F) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Thunder Wave
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Surf
ENJOY!
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