Isn't going quite as smoothly as I'd hoped and I really could use help from people who know what they're doing to help adapt this team to the new meta.
So I started with Megazard X because it's a great bulky set-up mon. Really good offensive and defensive typing, recovery, good set-up, just the whole package. I was initially working on a bulky SD Mega Scizor team but I was never happy with the outcome so I thought it would be easier to try out the Zard.
Rotom-W was next on the list. No Earthquakes will be hitting him unless Mold Breaker is involved and he can eat Stone Edges and Rock Slides too. Only weak to Grass while Levitate is still there and Zard can eat Giga Drains up alright. Also, Talonflame is a thing so bring your Rotoms.
So I needed a lead. I considered Lando or Garchomp to set up Rocks but I eventually came to Skarmory for his superior all-around utility as well as great typing. No EQs touching him either, eats Grass and can set-up and clear hazards as required as well as walling the Fairy portion of Megazard's weaknesses.
I needed some extra beef to my team. Something that hits hard and fast. I settled on Scarfed Terrakion over Scarfchomp because Terrakion deals with my Arch nemesis, Mamoswine a lot better and is a tad speedier as well. Wall-breaking and maybe some revenging action at its finest here.
I needed a special hard-hitter. The team as it was only had Rotom-W for special hits and he's not taking names anytime soon. So I chose Thundy, because I've been screwed over by these things quite a bit and he has an answer for a lot of things I have problems with, like stallers, Mega Venusaur, Lando, etc. Just good coverage.
Lastly, my answer to Greninja back in the X/Y meta. Clefable turned the Kermit the frog into set-up bait. Once set up, she crippled teams and was hard to stop. Clef was the one that really introduced me to the awesomeness of bulky set-up and I'd be damned if she didn't have a place here.
Tin Bird (Skarmory) (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 SpD / 24 Spe
Bold Nature
- Defog
- Roost
- Whirlwind
- Stealth Rock
Typically my lead, he's the utility king. Sets up hazards, gets rid of other hazards, doesn't die, and Whirlwind is so much fun. Absolute Taunt bait but I see no real reason to change him, his dinky Brave Birds wouldn't do much anyway and they'd just leave me taking recoil damage to try and burn turns. Mixed Defences with nature and EVs, I'm not running all physical bulk because Rotom-W is there for my full physical wall.
Mr Washee (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Rest
The team's main physical wall, pairs great with Skarm, they eat eachother's weaknesses quite nicely. I'm running physically defensive and not special because I have major Talonflame paranoia. The EV spread is to outspeed Azumarill but that doesn't much stop that thing from being a major pain in the ass anyway, but every little helps. Again, very standard. I think standard sums up this whole team, you don't even need these descriptions because the stuff here is dirt-common (but I have to write it anyway or else this thread gets locked).
Made Resto-Chesto from Pain Split to act as a status sponge after Clef's departure.
Tank (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- X-Scissor
The nut-cruncher. Does solid, heavy damage to almost anything. Speedy as hell, hits hard, he's your everyday run of the mill Terrakion. Stone Edge and CC as obvious STABs (I've missed as many Rock Slides as Stone Edges so I'm happy going with raw power). Earthquake is there because anything that can learn it should learn it, it hits hard against Heatran without sacrificing my defences like CC and is just generally good.Poison Jab is coverage to neuter Azumarills on the switch, it doesn't do brutal damage, but every little helps (again). X-Scissor for the Eon duo and other psychics. Poison Jab did barely more that Stone Edge to Azu and nothing to anything else.
Tlaloc (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Some extra offence and Prankster action. I've debated between Taunt and Thunderwave, but I'm sitting on Taunt, it kills stall and stops set-up in its tracks which I find a lot more appealing. Thunderbolt is strong STAB, no Volt Switch since I'd rather hit hard than switch initiative with this thing. HP Ice is for Landorus, Garchomp, other Thundys, etc,and Psychic is for Mega Venusaur and Thunder Wave for Greninja and other speedy buggers which I really don't have much else for on this team. Expert Belt as a decent enough compromise between Life Orb and Leftovers. Life Orb because the extra power is good and Thundy's too frail to give a shit about recoil anyway.
Silence (Kyurem-Black) @ Leftovers
Ability: Teravolt
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Rash Nature
- Substitute
- Ice Beam
- Earth Power
- Fusion Bolt
This thing is so good it's not even funny. I always wanted to use Black Kyurem but I never found the opportunity, and I was so scared of turning this team into Fairy bait (which it now is, I could use a little help with that) that I never stopped to think about this thing and how well it helps. Behind a Sub, Black Kyurem can destroy so much, 2HKOing stuff like Rotom-W and Mega Venusaur thanks to Teravolt, that Godsend of an ability, and OHKOing Lando, Chomp, and Balloon-Broken Heatran too. It 2HKOs Azumarill, my main threat, and as long as he's behind a Sub, Azumarill can't touch it. It'll have to take a Fusion Bolt to break my Sub in one hit, and it'll die to the next one after dealing a massive maximum of 11.8% damage with Aqua Jet... With Thundy around to play the Taunt game, it's so easy to adapt the scenario to send this thing out to get up a Sub, and something will get a brutal bollocking if he does.
Chocolate (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
A slightly less standard set, though by no means unheard of, this is a bulky D-Dance Megazard X. Since Clef taught me the art of bulky set-up, I figured I'd give bulky SD Mega Scizor a go (but I was never happy with any way I built a Mega Scizor team so I tried Megazard X instead). He works great, set up is easy with this thing taking hits well and recovering damage, he's great to use. His issue is coverage. In order to have a sustainable, healthy set-up, I had to drop EQ for the sake of Roost, which puts me in a tough spot where Heatrans are concerned; but Garchomp looks like a bigger problem for this team, it can batter through these guys without warning if Rotom-W and/or Thundy die without leaving their mark, so Dragon Claw had to stay (Dragon Claw! Not Outrage! I hate Outrage, it's great for hitting hard and I can deal with the confusion after, but being locked in for 2-3 turns can lick my balls; he's bulky set-up so he can slap up D-Dances till kingdom come so Dragon Claw can do what it has to as well).
Bubblegum (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Here is the reason this team was awesome before and not so much now. Status sponge, easy set-up, fat, hard-hitting, I don't think I've ever gotten more sweeps with anything than this. Leftovers could have been helpful in some situations, but I'm not sacrificing the power of the Life Orb for some extra HP back, she does what she needs to do just fine without item recovery. She is the queen of bulky set-up, your standard, everyday Clef. Not so good anymore. Megagross is one reason, I guess, but my team is good enough to deal with that. No, the main issue, and one that plagues my whole team is that slimy cunt Greninja. Thanks to Gunk Shot, her easy set-ups took a nose-dive. With Greninja so common in the meta, what used to be a horde of set-up fodders are now angry shit-throwers trying to kill her. She's still good, but her glory days are a bit hazy.
Removed sadly because CM wasn't doing it anymore. It was good at luring out Steels and neutering them with Flamethrower, but the opportunities to set up were hard to find and there were too many new counters for her. I gave Cosmic Power a go, but it didn't help much, it gave me too many things to set up and she still couldn't hit hard enough.
Dick Waggler:
Oops, sorry, I meant Greninja. As mentioned, I could deal with this thing just fine before Gunk Shot, and now he's even more annoying than before. I have no clue what to do with this thing. Literally nothing. All I know is just keep hitting it with random shit and hope I can take it out before it rampages through my team too much.
Faries:
Specifically Fairies with Hyper Voice since they can hit past Kyurem's Sub and hit him straight. My team is Fairy-bait as it is and that's one problem Kyurem unfortunately cannot solve.
Mega Metagross:
This things is fat and hits everything on my team hard. I usually have to end up with a crippled team-mate to ensure it's taken down since it has something for everything on my team that can do anything to it for super effective damage. My best bet is having Rotom-W Burn it, but if Rotom goes, I get ploughed. I thought I could deal with it ok, but I really can't...
Rhyperior:
Rhyperior really nuts me where it hurts too. Again, my only counter being Rotom-W, which puts a lot of pressure on him. Aside from hat, he hits everything else on my team very hard and I lack the means to hit back as effectively.
So... Yeah. Very standard Megazard X team. Struggling a wee bit with the new OR/AS meta. How can I adapt these folks to muscle through the OR/AS metagame with a little less turbulence? Cheers.
Thanks to Hairy Toenail for the alternate set suggestions.
I needed something to hold my problems at bay. Stuff like Azu, Chomp, Heatran, Lando, Mega Venu, they all did my team in quite a bit, which is pretty shitty when all of those are quite common in the meta. I don't know why I never noticed it before, but there is an answer to all of this. And that answer is called...
BLACK KYUREM!
Yes, Black Kyurem solved my issues well, checking those, but hitting new meta threats like Mega Sceptile, physical Mega Altaria, the Mega Eon Duo, essentially just big patching. Unfortunately, I'd need to take something out. I took out Terrakion but got absolutely wrecked by speedy teams or anything with priority; I needed my scarfer. I removed Thundy but... Yeah, no chance, Taunt is much too valuable with the switches it forced to allow me to set up and it hindered the team greatly to remove him. So with heavy heart, I removed Clef. There were enough set-up mons on the team as it was and Clef just didn't do the job well enough anymore
BLACK KYUREM!
Tin Bird (Skarmory) (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 SpD / 24 Spe
Bold Nature
- Defog
- Roost
- Whirlwind
- Stealth Rock
Typically my lead, he's the utility king. Sets up hazards, gets rid of other hazards, doesn't die, and Whirlwind is so much fun. Absolute Taunt bait but I see no real reason to change him, his dinky Brave Birds wouldn't do much anyway and they'd just leave me taking recoil damage to try and burn turns. Mixed Defences with nature and EVs, I'm not running all physical bulk because Rotom-W is there for my full physical wall.
Mr Washee (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Rest
The team's main physical wall, pairs great with Skarm, they eat eachother's weaknesses quite nicely. I'm running physically defensive and not special because I have major Talonflame paranoia. The EV spread is to outspeed Azumarill but that doesn't much stop that thing from being a major pain in the ass anyway, but every little helps. Again, very standard. I think standard sums up this whole team, you don't even need these descriptions because the stuff here is dirt-common (but I have to write it anyway or else this thread gets locked).
Made Resto-Chesto from Pain Split to act as a status sponge after Clef's departure.
Tank (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- X-Scissor
The nut-cruncher. Does solid, heavy damage to almost anything. Speedy as hell, hits hard, he's your everyday run of the mill Terrakion. Stone Edge and CC as obvious STABs (I've missed as many Rock Slides as Stone Edges so I'm happy going with raw power). Earthquake is there because anything that can learn it should learn it, it hits hard against Heatran without sacrificing my defences like CC and is just generally good.
Tlaloc (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Some extra offence and Prankster action. I've debated between Taunt and Thunderwave, but I'm sitting on Taunt, it kills stall and stops set-up in its tracks which I find a lot more appealing. Thunderbolt is strong STAB, no Volt Switch since I'd rather hit hard than switch initiative with this thing. HP Ice is for Landorus, Garchomp, other Thundys, etc,
Silence (Kyurem-Black) @ Leftovers
Ability: Teravolt
Shiny: Yes
EVs: 56 HP / 200 SpA / 252 Spe
Rash Nature
- Substitute
- Ice Beam
- Earth Power
- Fusion Bolt
This thing is so good it's not even funny. I always wanted to use Black Kyurem but I never found the opportunity, and I was so scared of turning this team into Fairy bait (which it now is, I could use a little help with that) that I never stopped to think about this thing and how well it helps. Behind a Sub, Black Kyurem can destroy so much, 2HKOing stuff like Rotom-W and Mega Venusaur thanks to Teravolt, that Godsend of an ability, and OHKOing Lando, Chomp, and Balloon-Broken Heatran too. It 2HKOs Azumarill, my main threat, and as long as he's behind a Sub, Azumarill can't touch it. It'll have to take a Fusion Bolt to break my Sub in one hit, and it'll die to the next one after dealing a massive maximum of 11.8% damage with Aqua Jet... With Thundy around to play the Taunt game, it's so easy to adapt the scenario to send this thing out to get up a Sub, and something will get a brutal bollocking if he does.
Chocolate (Charizard) (M) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
A slightly less standard set, though by no means unheard of, this is a bulky D-Dance Megazard X. Since Clef taught me the art of bulky set-up, I figured I'd give bulky SD Mega Scizor a go (but I was never happy with any way I built a Mega Scizor team so I tried Megazard X instead). He works great, set up is easy with this thing taking hits well and recovering damage, he's great to use. His issue is coverage. In order to have a sustainable, healthy set-up, I had to drop EQ for the sake of Roost, which puts me in a tough spot where Heatrans are concerned; but Garchomp looks like a bigger problem for this team, it can batter through these guys without warning if Rotom-W and/or Thundy die without leaving their mark, so Dragon Claw had to stay (Dragon Claw! Not Outrage! I hate Outrage, it's great for hitting hard and I can deal with the confusion after, but being locked in for 2-3 turns can lick my balls; he's bulky set-up so he can slap up D-Dances till kingdom come so Dragon Claw can do what it has to as well).
Bubblegum (Clefable) (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Here is the reason this team was awesome before and not so much now. Status sponge, easy set-up, fat, hard-hitting, I don't think I've ever gotten more sweeps with anything than this. Leftovers could have been helpful in some situations, but I'm not sacrificing the power of the Life Orb for some extra HP back, she does what she needs to do just fine without item recovery. She is the queen of bulky set-up, your standard, everyday Clef. Not so good anymore. Megagross is one reason, I guess, but my team is good enough to deal with that. No, the main issue, and one that plagues my whole team is that slimy cunt Greninja. Thanks to Gunk Shot, her easy set-ups took a nose-dive. With Greninja so common in the meta, what used to be a horde of set-up fodders are now angry shit-throwers trying to kill her. She's still good, but her glory days are a bit hazy.
Removed sadly because CM wasn't doing it anymore. It was good at luring out Steels and neutering them with Flamethrower, but the opportunities to set up were hard to find and there were too many new counters for her. I gave Cosmic Power a go, but it didn't help much, it gave me too many things to set up and she still couldn't hit hard enough.
Oops, sorry, I meant Greninja. As mentioned, I could deal with this thing just fine before Gunk Shot, and now he's even more annoying than before. I have no clue what to do with this thing. Literally nothing. All I know is just keep hitting it with random shit and hope I can take it out before it rampages through my team too much.
Specifically Fairies with Hyper Voice since they can hit past Kyurem's Sub and hit him straight. My team is Fairy-bait as it is and that's one problem Kyurem unfortunately cannot solve.
This things is fat and hits everything on my team hard. I usually have to end up with a crippled team-mate to ensure it's taken down since it has something for everything on my team that can do anything to it for super effective damage. My best bet is having Rotom-W Burn it, but if Rotom goes, I get ploughed. I thought I could deal with it ok, but I really can't...
Rhyperior really nuts me where it hurts too. Again, my only counter being Rotom-W, which puts a lot of pressure on him. Aside from hat, he hits everything else on my team very hard and I lack the means to hit back as effectively.
So... Yeah. Very standard Megazard X team. Struggling a wee bit with the new OR/AS meta. How can I adapt these folks to muscle through the OR/AS metagame with a little less turbulence? Cheers.
Thanks to Hairy Toenail for the alternate set suggestions.
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