Weaving In and Out
Introduction
Hi Smogon! This is my first post here. I've been playing for some time on PS! now, so I decided to create an account here and join the community. One of my favourite Pokemon is Weavile. With ORAS coming, I was trying to build a team around Weavile to keep new threats like MegaMence, Sceptile, Pidgeot and Metagross in check. Weavile seemed like a good candidate as it could outspeed/outpriority and deal SE damage to them all. However, I realised that it fell short of checking Megamence, with its bulk and intimidate. However, I realised that with a few tweaks, this team could fare reasonably well in the sunset stages of XY OU. I built this team to allow Weavile to shine, and provided it with sufficient support to clean. Volt Turn immediately came to mind as a safe way to bring him in. This allows Weavile to weave in and out of battle while wrecking havoc on my opponent's team, which preserves him long enough to last till the end. Introduction
I believe that my team could survive the meta both offensively and defensively. While this team can't take all sorts of moves from the meta, it doesn't give any free turns to my opponent as well. Obviously, a few problems popped up when testing the team, which is why I decided to post it here.
Teambuilding
I started off with Weavile, a fast and frail Pokemon which I thought had a lot of offensive potential in the current metagame, given the right support.
I wanted a way to bring in Weavile safely to wreck havoc, and a VoltTurn Intimidate core was a pretty decent way to soften the opponent and bring Weavile in at the right times. Landorus-T checks Fighting, Rock and Steel Types that Weavile may have issues with. Mega Manectric also checked birdspam with Lando-T, as Talonflame and M-pinsir could OHKO Weavile. Furthermore, it threatens the numerous water types in S or A+ rank like Azumarill, which walls Weavile.
At this point I realised that the Intimidate core left me vulnerable to Bisharp, and I couldn't break stall. I added Keldeo as a wallbreaker and as a check to Bisharp. Keldeo also synergises well with Weavile as they beat each other's checks.
The team was becoming a little too offensive for my liking. I also had nothing to switch into Mega Gardevoir, Greninja and the Latis. I also needed extra insurance against M-dos and Azumarill, since Manectric and Keldeo were worn down easily. I added Ferrothorn to address the above, and provided me with Stealth Rocks.
My team was extremely weak to ZardY and Keldeo as nothing could switch in. Venusaur was also a problem as Ferrothorn was too passive. The VoltTurn duo were also easily worn down due to entry hazards. I added my final member, Latias. Latias and Ferrothorn also form the defensive backbone of this team as they resist hits the other is weak to.
Team Preview
The Team
Mufasa (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Explosion
Landorus-Therian is usually my lead if nothing from the opponent immediately threatens it (i.e killing it before it can U-turn out, such as ice shard users). 232 Speed EVs outspeed Scarf Excadrill while the leftover EVs are dumped into Def for extra bulk.
The first thing it does is usually:
U-turn to scout, after softening the opposing lead with Intimidate. Ferrothorn usually comes in to set up rocks after that, as Fire and Fighting types will usually switch when facing Lando-T.
Earthquake is strong STAB that allows it to revenge kill a plethora of threats, including Adamant DD Zard.
Stone Edge provides EdgeQuake coverage, allowing it to kill Thundy, Pinsir and Talonflame. (fk birdspam)
Explosion is a panic button, though sadly it fails to even KO PDef Clefable, which is a huge threat to my team. It does however, usually KO Mega Heracross after SR, which Lando-T shakily checks. With Intimidate, Lando-T is a reasonably bulky mon that helps ease the pressure off Ferrothorn to absorb hits, and forms a VoltTurn Intimidate core with Manectric.
Knock Off hits Gengar and KOs. The Sub-Wisp set is annoying and this is a quick fix for it. Also removes the scarf from opposing Landos who like to check my own Lando-T.
Superpower hits Mega Gyarados, which could otherwise sweep the team if Ferrothorn is running Gyro Ball. It also surprises BalloonTran and Balloon Excadrill.
None of these are essential though, and usually my team deals with the aforementioned threats just fine.
Superpower hits Mega Gyarados, which could otherwise sweep the team if Ferrothorn is running Gyro Ball. It also surprises BalloonTran and Balloon Excadrill.
None of these are essential though, and usually my team deals with the aforementioned threats just fine.
Bolt aka Doge (Manectric) @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
The second member of my VoltTurn core is Mega Manectric.
Volt Switch combined with its speed allows it to wear down the opponent while remaining relatively unscathed. It also checks some of the water types running around. The flying type resist coupled with Intimidate also allows it to check birdspam. However, Manectric has poor bulk, and it is best to play with it conservatively and save it for late game, when Talonflame and M-Pinsir usually try to sweep.
Thunderbolt provides a stronger STAB that doesn't force Manectric to switch out.
HP Ice is obvious for pseudo BoltBeam, and does hefty damage to 4x weak mons. However, note that Mega Manectric is unable to OHKO a Garchomp and Bulky Lando-T at 100%, which can retaliate with STAB Earthquakes. Also, they are commonly seen with a scarf, so scouting is essential to prevent Manectric from dying in 5 Turns.
Overheat fries Ferrothorn and Scizor, who can do nothing back to Manectric. It also guarentees the OHKO on Excadrill.
Flamethrower doesn't lower Manectric's SpA, but it misses out on KOs like Excadrill, which is unacceptable imo. Manectric will usually be pivoting out right after so it's not a big deal.
Eon (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost
Latias is essential to my team as it is able to switch into threats like Landorus, Keldeo and ZardY. The 72 HP EVs are there for Latias to survive HP Ice twice from Thundy and achieves a LO number.
Defog removes hazards, which Weavile and the VoltTurning duo greatly appreciate.
Draco Meteor is just a STAB nuke that helps wear down the opponent. Notably, it KOs Landorus and Thundy, which Latias usually checks.
Psyshock allows Latias to check Mega Venusaur which can be annoying to wear down. It also helps bring down Keldeo, Terrakion and Breloom, which reduces the pressure on Landorus to check Fighting types.
Roost is preferred over Healing Wish because Latias needs to come in multiple times throughout the match against the aforementioned threats that would otherwise sweep my team.
Notably, Latias is the perfect teammate for Ferrothorn since it resists Fire and Fighting moves, while Ferrothorn covers its Fairy and Dragon weaknesses.
HP Fire helps get rid of Ferrothorn and Scizor who like switching in on Latias. Also prevents it from being a total sitting duck against Bisharp, should I fail to double to Keldeo.
HP Fighting is a possible alternative but kind of inferior since it doesn't even 2HKO T-Tar reliably.
HP Fighting is a possible alternative but kind of inferior since it doesn't even 2HKO T-Tar reliably.
Fluffy (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Ferrothorn is my team's glue, sort of. It checks many dangerous water type threats like MGyara, Azu and some variants of Greninja. It essentially walls many things that would otherwise give my team trouble, such as Mamoswine, Gliscor, Chansey, HP Fire-less Venusaur and some fairies like Sylveon.
Stealth Rocks are essential for my team, as it helps to wear down the opposing mons for Weavile or Keldeo to clean later on.
Leech Seed provides some recovery, and when used in conjunction with Protect, helps wear down Ferrothorn's checks.
Protect is essential for scouting, i.e stray Hidden Power Fires from Greninja and Latis. Ferrothorn also lures in Charizard, and Protect allows me to safely scout its form before switching to the appropriate check. However, it can be dangerous to let ZardX get a DD, so deducing the Mega from the team's build can be more helpful. Check out Valentine's guide for more info.
Power Whip is chosen over Gyro Ball to check waters better. However, Gyro Ball is really useful to kill M-Garde before it 2HKOs me with Focus Miss.
Gyro Ball is useful for checking decently fast and frail fairies like M-Gardevoir, although they don't like Power Whip either. It also gives Ferrothorn something to use against Latis and Gengar. Honestly, it's a tossup between Power Whip and Gyro Ball as it decides what my team is weak to...
Some EVs can also be moved over from Def to reach 192 SpDef to take a Hyper Voice+Focus Blast from Mega Gardevoir without using Protect, so that it doesn't get a chance to CM.
Some EVs can also be moved over from Def to reach 192 SpDef to take a Hyper Voice+Focus Blast from Mega Gardevoir without using Protect, so that it doesn't get a chance to CM.
Ponycorn (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Keldeo is my team's wallbreaker. It's pretty standard.
Hydro Pump for extreme power when I need it, and is usually my last resort to break Clefable before going Kaboom with Lando-T.
Scald is the more reliable option to spam early game, and still nets a number of 2HKOs thanks to Keldeo's power. Burning Azumarill, Venusaur, Slowbro and Gyarados on the switch-in is sweet as well.
Secret Sword gives Keldeo good coverage against the rest of the metagame. With SR on the field, it 2HKOs Bold (pun unintended) PDef Rotoms that try to switch in on Keldeo's water STABs. More importantly, it helps keep Bisharp in check, which would otherwise rip my VoltTurn team apart.
Icy Wind is just filler that hits some of its checks like Lati@s and Celebi on the switch-in. Rocks are needed to 2HKO Latias reliably.
Keldeo is also my secondary check to M-Gyara and Bulky DD Zard, as it can survive any of their +1 moves and KO in return.Hydro Pump for extreme power when I need it, and is usually my last resort to break Clefable before going Kaboom with Lando-T.
Scald is the more reliable option to spam early game, and still nets a number of 2HKOs thanks to Keldeo's power. Burning Azumarill, Venusaur, Slowbro and Gyarados on the switch-in is sweet as well.
Secret Sword gives Keldeo good coverage against the rest of the metagame. With SR on the field, it 2HKOs Bold (pun unintended) PDef Rotoms that try to switch in on Keldeo's water STABs. More importantly, it helps keep Bisharp in check, which would otherwise rip my VoltTurn team apart.
Icy Wind is just filler that hits some of its checks like Lati@s and Celebi on the switch-in. Rocks are needed to 2HKO Latias reliably.
Keldeo also helps against steel types like Skarmory that give Weavile trouble. It attracts the Lati twins better than a magnet as well, which allows me to double into Weavile and pursuit-trap them.
HP Flying because while MVenu can't do much to my team, I can't do much back to it either if I don't run Psyshock on Latias. Also allows Keldeo to check M-Heracross, which is always a good thing.
HP Electric allows Keldeo to kill Gyarados and Azumarill if Ferrothorn is knocked out. Doesn't do much though.
HP Electric allows Keldeo to kill Gyarados and Azumarill if Ferrothorn is knocked out. Doesn't do much though.
Mafia (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Low Kick
- Ice Punch
One of my favourite mons. It's extremely frail but threatening, so I decided to make a VoltTurn team that could bring him in somewhat safely, especially with the Intimidates and whatnot. Weavile forms a pretty decent offensive duo with Keldeo, as it defeats a number of Keldeo's checks. The 232 Speed EVs allow Weavile to outspeed Greninja.
Knock Off is usually the spammed move of choice as it usually is Weavile's strongest move and removes Leftovers from switch-ins like Ferrothorn and Clefable, and also reveals Azumarill's item. Knock Off also reaches notable KOs such as killing Stallbreaker Mew, Latis, which can be a headache for its teammates.
Ice Shard turns it into a decent RK for many fast mons weak to Ice. It kills scarfchomp, scarf Lando-T with some prior damage, and M-Pinsir if it switched into SR. Also, it kills Thundy with SR, before it can do its annoying T-Wave shenanigans.
Low Kick is important coverage that helps Weavile to get past steel types. Knock Off followed by Low Kick KOs Ferrothorn, Heatran and Chansey (yum..) It also kills Tyranitar and Terrakion, which would otherwise check Weavile. Watch out for scarf Terrakion and Heatran though.
Ice Punch is extremely useful in acheiving KOs that Ice Shard fails to. It helps Weavile to reliably defeat Gliscor, Lando-T, TankChomp, Multiscale D-nite, Mega Pinsir and more. Good STAB in general.
Pursuit has extremely high utility value as it can help trap some of Keldeo's counters and checks, such as the Latis, Celebi etc. It also helps trap rising mons like Gengar.
Poison Jab can help alleviate the Fairy weakness as it OHKOs Mega Gardevoir and 2HKOs Clefable, who Weavile lures like moths to a flame.
You can also run max speed to tie with other Weaviles if you think Weavile is too frail either way.
Poison Jab can help alleviate the Fairy weakness as it OHKOs Mega Gardevoir and 2HKOs Clefable, who Weavile lures like moths to a flame.
You can also run max speed to tie with other Weaviles if you think Weavile is too frail either way.
Threatlist
Clefable:
God I hate this thing SO much. The CM variant is especially annoying as none of my Pokemon like taking a Moonblast or Flamethrower to the face, and only Keldeo is capable of 2HKOing it at +1. I've had to sacrifice Lando to weaken it too often for my liking. Usually I try to pressure it with Lando and Keldeo and hope for the best.
Mega-Gardevoir
If it has Focus Blast, Ferrothorn cannot counter it properly. I would need to try to wear it down as Lando, Keldeo and Weavile damage it heavily, and not give it too many free switches with Latias. Other sets are walled by Ferrothorn. Gyro Ball Ferrothorn can check it once.
Mega-Heracross
Almost 2HKOes my team with the appropriate coverage. Lando-T shakily checks it (no HP Flying oops), but it usually doesn't get any turns to do damage except against Ferrothorn. The rest of my team 2HKOes it at least... Usually I need to sack something to get rid of it. Coupled with SW support, a Jolly M-Heracross could be pretty devastating, as only Latias and Lando outspeed.
Gengar
Gengar can be annoying to face, as it can come in on Ferrothorn, burn it, and set up subs. Weavile kills it, Keldeo survives Tbolt and KOes, Manectric 2HKOes, Latias can speed tie as a last resort. Just don't let it set up sub and burn Weavile. If it gets out of hand, Knock Off Lando-T can be considered.
Mega Charizard X:
Usually wrecked by Lando-T. But if it's the Jolly variant and gets a DD, then it becomes dangerous as hell. I usually try sacking say, Manectric for Intimidate, then bring Lando in to tank a hit and kill. Alternatively, Keldeo survives a +0 Dragon Claw and KOs with Hydro Pump.
Other Options
Bisharp @ BlackGlasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Replacing Weavile with this reduces the team's Fairy weakness as Iron Head takes a chunk out of Clefable. It doesn't switch in though, so be careful to save this. Also Pursuit traps much better than Weavile, allowing Keldeo to clean late-game. Weavile's Ice STAB will be missed but checking Clefable is too good to pass up.
I have not tested this though so changes should be made to the team after playtesting.
Importable
Mufasa (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge
Bolt aka Doge (Manectric) @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Eon (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost
Fluffy (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Ponycorn (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Mafia (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Low Kick
- Ice Punch
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge
Bolt aka Doge (Manectric) @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Eon (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Roost
Fluffy (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Protect
- Power Whip
Ponycorn (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Mafia (Weavile) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Low Kick
- Ice Punch
Shoutouts
T_T I have no friends here...
Well I guess I should thank Google for all the pictures, which all appeared humongous. Couldn't change the size, and I was too lazy to download and resize them. This is starting to turn into a rant but damn, who knew writing a RMT would take 6 hours?
I am aware of my team's weakness to Fairies like Clefable and Gardevoir. That is why I chose to RMT this team. Fitting Heatran would be difficult as it opens holes to Gyara, Greninja and Azumarill, and I'm not sure what member should I fit it over.
Currently, I'm thinking of changing this team to Spikes Stacking Offense with perhaps Skarmory and Excadrill. Skarmory still checks physical water types reasonably well, can stack hazards, as well as phaze out CM Clef and Gardevoir. The new electric weakness can be covered by its teammates. (Scarf? Balloon?) Excadrill spins and doesn't remove my hazards. It also checks the fairies that my team is weak to.
However, this allows greninja to wreck mayhem on my team with the appropriate coverage. Also Excadrill and Lando-T seem redundant, and Excadrill does not have U-turn, meaning I have less chances to bring in Weavile. I understand that Weavile constrains teambuilding a little, but I truly would like to build a solid team around him.
Any comments on teambuilding would be GREATLY appreciated!! Also do point out any other weaknesses and improvements I can make on my team! Thank you!!
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