Hello guys, I'm Nickoopa and I'm gonna show you guys a team I made lately, it's all about abusing Tailwind with wallbreakers. First of all, yes, I could make it a sticky web offensive team, but I didn't feel like wasting a teamslot for Galvantula/Leavanny/Shuckle
Teambuilding Process
I really wanted to try Crawdaunt, it looks like a solid wallbreaker and sweeper. It has the strongest Knock Off in the game and one of the strongest Aqua Jets, so why not?
When I was looking for a teammate for Crawdaunt, Tornadus-T really looked fine to me, and it could give Crawdaunt the Tailwind support he could want.
As I'm using Tailwind, might as well try another wallbreaker to work with Tornadus, so Mega Heracross looked like a solid option as it can deal with Ferrothorn and Keldeo pretty well.
Another thing to set Tailwind would be interesting, so decided to use Talonflame. A funny thing is that Talonflame's checks and counters are beaten by Heracross and Crawdaunt, so using Talonflame looks really cool for me.
A friend was talking about a lead Skarmory set lately, so I decided to give it a try on my team, as it can get hazards very quickly and maybe stop some opposing hazard setters.
I wanted something to sweep late-game, as most members on this team are prepared to defeat Ghost, Rock and Steel-types, Extreme Speed Dragonite can really do well for the team.
The Team
Crawdaunt (M) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Superpower
- Aqua Jet
Crawdaunt is great, it has the strongest Knock Off in the game, and this set is pretty standard.
- Knock Off is the move it will most likely spam in matches.
- Crabhammer is the secondary STAB for hitting Ground, Rock, Fighting, Fairy and Dark types harder.
- Superpower is mostly to defeat Ferrothorn.
- Aqua Jet is for priority when I'm facing a scarfer or when tailwind isn't up.
Tornadus-Therian (M) @ Eject Button
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Superpower
- Taunt
- Tailwind
Tornadus-T is where my team gets different. It is used to set up tailwind and stop hazard stacking once Skarmory is down. I felt like it is perfect for the job. It can set Tailwind, switch out with Eject Button, give the next member the maximum turns possible of tailwind while being able to Regenerate it's health and power-up it's main STAB move.
- Acrobatics, as I said it's the STAB move for it, it hits really hard after using the item.
- Superpower is to hit Steel and Rock types that don't really take much damage from Acrobatics.
- Taunt is to stop the opponent from setting up while I try to set my Tailwind.
- Tailwind is used to support the other members of the team.
Heracross (M) @ Heracronite
Ability: Moxie
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed
The second hard-hitter on the team, Mega Heracross is just awesome, it has power to break many walls.
- Close Combat is an obvious choice for our STAB move.
- Pin Missile is an obvious choice for our secondary STAB move, covering Psychic-types.
- Rock Blast is to hit Flying-types for more damage
- Bullet Seed is mostly used to hit Azumarill and Rotom-W, not many other reasons.
The EV spread is focused to outspeed Rotom-W when Tailwind isn't up, so I can OHKO it with Bullet Seed.
Talonflame (M) @ Choice Band
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Flare Blitz
- Brave Bird
- U-turn
- Tailwind
I don't think I should say anything for this set, only that it is meant to be my secondary Tailwind supporter and maybe late-game cleaner. These EVs aren't really that great, I'm testing it to see if Talonflame can actually take some hits, and I only use Tailwind when I think Talonflame is going to go down.
Skarmory (F) @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
IVs: 0 SpD
- Brave Bird
- Stealth Rock
- Spikes
- Taunt
Skarmory is the lead of this team. It is able to set up rocks and spikes really quickly, and stop threats such as defensive Landorus-T or Ferrothorn from setting up hazards.
- Brave Bird is my suicide move, as it will faint, Defog and Rapid Spin will be negated.
- The Hazards are really straightfoward and Taunt is for stopping the mentioned threats.
Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
I didn't have ideas for the last slot, so I decided to put standard Lum Berry Dragon Dance Dragonite, it is a great set up sweeper, but if you suggest me anything better, I may just replace it.
- Dragon Dance is to boost my Attack and Speed, making sweeps not really hard.
- Dragon Claw is for our STAB move, not using outrage because I don't feel like locking it into a move.
- Earthquake is to hit Steel types harder.
- Extreme Speed will be the most spammed move in the end, as most things that resist that will be already down in the end of the game.
Importable:
Teambuilding Process
I really wanted to try Crawdaunt, it looks like a solid wallbreaker and sweeper. It has the strongest Knock Off in the game and one of the strongest Aqua Jets, so why not?
When I was looking for a teammate for Crawdaunt, Tornadus-T really looked fine to me, and it could give Crawdaunt the Tailwind support he could want.
As I'm using Tailwind, might as well try another wallbreaker to work with Tornadus, so Mega Heracross looked like a solid option as it can deal with Ferrothorn and Keldeo pretty well.
Another thing to set Tailwind would be interesting, so decided to use Talonflame. A funny thing is that Talonflame's checks and counters are beaten by Heracross and Crawdaunt, so using Talonflame looks really cool for me.
A friend was talking about a lead Skarmory set lately, so I decided to give it a try on my team, as it can get hazards very quickly and maybe stop some opposing hazard setters.
I wanted something to sweep late-game, as most members on this team are prepared to defeat Ghost, Rock and Steel-types, Extreme Speed Dragonite can really do well for the team.
The Team
Crawdaunt (M) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Superpower
- Aqua Jet
Crawdaunt is great, it has the strongest Knock Off in the game, and this set is pretty standard.
- Knock Off is the move it will most likely spam in matches.
- Crabhammer is the secondary STAB for hitting Ground, Rock, Fighting, Fairy and Dark types harder.
- Superpower is mostly to defeat Ferrothorn.
- Aqua Jet is for priority when I'm facing a scarfer or when tailwind isn't up.
Tornadus-Therian (M) @ Eject Button
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Superpower
- Taunt
- Tailwind
Tornadus-T is where my team gets different. It is used to set up tailwind and stop hazard stacking once Skarmory is down. I felt like it is perfect for the job. It can set Tailwind, switch out with Eject Button, give the next member the maximum turns possible of tailwind while being able to Regenerate it's health and power-up it's main STAB move.
- Acrobatics, as I said it's the STAB move for it, it hits really hard after using the item.
- Superpower is to hit Steel and Rock types that don't really take much damage from Acrobatics.
- Taunt is to stop the opponent from setting up while I try to set my Tailwind.
- Tailwind is used to support the other members of the team.
Heracross (M) @ Heracronite
Ability: Moxie
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed
The second hard-hitter on the team, Mega Heracross is just awesome, it has power to break many walls.
- Close Combat is an obvious choice for our STAB move.
- Pin Missile is an obvious choice for our secondary STAB move, covering Psychic-types.
- Rock Blast is to hit Flying-types for more damage
- Bullet Seed is mostly used to hit Azumarill and Rotom-W, not many other reasons.
The EV spread is focused to outspeed Rotom-W when Tailwind isn't up, so I can OHKO it with Bullet Seed.
Talonflame (M) @ Choice Band
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Flare Blitz
- Brave Bird
- U-turn
- Tailwind
I don't think I should say anything for this set, only that it is meant to be my secondary Tailwind supporter and maybe late-game cleaner. These EVs aren't really that great, I'm testing it to see if Talonflame can actually take some hits, and I only use Tailwind when I think Talonflame is going to go down.
Skarmory (F) @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
IVs: 0 SpD
- Brave Bird
- Stealth Rock
- Spikes
- Taunt
Skarmory is the lead of this team. It is able to set up rocks and spikes really quickly, and stop threats such as defensive Landorus-T or Ferrothorn from setting up hazards.
- Brave Bird is my suicide move, as it will faint, Defog and Rapid Spin will be negated.
- The Hazards are really straightfoward and Taunt is for stopping the mentioned threats.
Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
I didn't have ideas for the last slot, so I decided to put standard Lum Berry Dragon Dance Dragonite, it is a great set up sweeper, but if you suggest me anything better, I may just replace it.
- Dragon Dance is to boost my Attack and Speed, making sweeps not really hard.
- Dragon Claw is for our STAB move, not using outrage because I don't feel like locking it into a move.
- Earthquake is to hit Steel types harder.
- Extreme Speed will be the most spammed move in the end, as most things that resist that will be already down in the end of the game.
Importable:
Crawdaunt (M) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Superpower
- Aqua Jet
Tornadus-Therian (M) @ Eject Button
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Superpower
- Taunt
- Tailwind
Heracross (M) @ Heracronite
Ability: Moxie
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed
Talonflame (M) @ Choice Band
Ability: Gale Wings
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Flare Blitz
- Brave Bird
- U-turn
- Tailwind
Skarmory (F) @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
IVs: 0 SpD
- Brave Bird
- Stealth Rock
- Spikes
- Taunt
Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed