Irony? What irony?
It'd be worrying if I didn't start with this.
Because blanket checks are the best kind of checks.
Who lives in the corpses of stall 'mons under the sea? I'll give you a hint: it sure as hell ain't Spongebob Squarepants.
Chip damage sucks, whether it's through hazards or taking one too many hits with your sweepers. Thus, safety-net air mail is on the job, all in a convenient one-'mon package.
Dost thou hearest what I hear? But soft, dear friend, canst not thou hear the weeping of non-Shed Shell Ferrothorn, Skarmory and Scizor?
I cannot describe to you in this mortal plane of existence exactly how many times I have seen this core botched up on the ladder. Some recent RMTs here in this subforum are wonderful examples of the core done correctly, but smack my ass and call me Betsy if I didn't have to go digging through a whole pile of guano first while laddering.
PROTO MANG (Gallade) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Zen Headbutt
- Close Combat
- Knock Off / Ice Punch
Pretty much a nightmare for defensive 'mons all on its own. Gallade is my primary sweeper and the most obvious win condition you ever did see. The moves are standard fare for an offensive M-Gallade set, with SD being the go-to move when birdspam is off the playing field and M-Sableye isn't trying to WoW you. As for the choice between Knock Off and Ice Punch, I personally opt for Knock Off. Though it doesn't OHKO dragons without an SD or two behind the hit, it's a great panic-button choice to deal with incoming scarfers that expect the SD, namely Staraptor, Jirachi, Lando-T and the rare Latios and Celebi. It also makes sure I'm not dead-weight against Mega Slowbro in the event that Manaphy is KOed.
MEGA MANG (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Have my nicknames made you question my already abysmal naming sense yet? Good, because they'll only get worse. Bisharp essentially takes care of faster Psychic-types and Ghost-types, as well as being a decent check to birdspam (although he can't switch in repeatedly). Pursuit is chosen over SD to properly trap the Lati twins, M-Gardevoir and weakened threats that can't afford to eat a Sucker Punch, even if Bisharp is in KO range otherwise. The rest of his moves play to his STAB combo, because Knock Off still hits like an angry truck with alcohol issues. And daddy issues. And anger issues. And 'issue' issues.
MACHO MAGIC (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Smack Down
Randy Savage would be proud. Bisharp can't take Flying hits forever, so I figured I might as well walk the old, beaten(-to-death) path named Landorus-T. This Landorus-T actually doesn't have to play the 50/50 game with opposing Lando-T, Rotom-W, Levitate users and Flying types that Scarf Lando-T has to, all by merit of the move Smack Down. It's weak, and won't net you the same KOs that Stone Edge does, but I'll be knackered if it doesn't scare the piss out of half the people that default to a Rotom-W switch-in. Lando-T also serves as a nice lead with very respectable offenses and defenses, coupled with Intimidate, that allow the oft-overlooked defensive set to shine. (I say overlooked, but I mean that in relation to Scarf Lando-T. Defensive Lando-T is still popular, just less so.)
SEA BISCUIT (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Energy Ball
TG RD EB Manaphy. Say that 10 times fast. This Manaphy set has gained rave popularity in all of a week for its unparalleled ability to happily defecate all over stall, balance and rain teams. Tail Glow allows you to set up all over threats you naturally force out, like Suicune and Heatran. One Tail Glow is enough to punch through most defensive juggernauts in stall like Alomomola, M-Sableye and Clefable, and even Chansey after 2 Tail Glows. Rain Dance makes use of the amazing ability Hydration, which stops Toxic stalling cold. Energy Ball is to turn Quagsire and most Rain-team 'mons bar Ludicolo (at least immediately) into a soft paste, which Manaphy then consumes as a makeshift laxative so it can continue crapping all over the enemy team.
SANIC BOOM (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Draco Meteor
- Psyshock
For all the merits the previous sweepers boast, they all have difficulty switching in on hits repeatedly. Too much of it, and their ability to sweep is gimped. Hazards and resisted hits, although not particularly damaging initially, add up fast. This is where Latias comes in. Healing Wish and Defog are all this team needs as a safety net, both in terms of hazard removal and giving a sweeper a second chance. Draco Meteor is picked over Dragon Pulse to put down opposing Dragons, and Psyshock is there to stop Keldeo if Gallade hasn't mega-evolved yet. Of course, this is not without its downfalls. This team doesn't do too hot against Bisharp outside of Lando-T, however, and Latias certainly doesn't help things. Still, the benefits outweigh the costs.
OLD FRIDGE (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
This is pretty much the only 'mon I threw in here because I didn't have many choices to pick from for a scarfer. Deals with Steel-types bar Heatran, and clears Ferrothorn out of the way for Manaphy to wreck face. A standard trapping set, by all means, but it always does work, whether that 'work' happens to be offing a Scizor/Ferrothorn, or getting rid of a Shed Shell. Magnezone also carries merit in providing a fast Volt Switch that couples well with Lando-T's U-Turn.
Afterthoughts: To be perfectly honest, I've entertained the thought of Scarf Gengar as a check to Scarfed Staraptor, which otherwise runs through this team like a hot knife through butter. If I haven't heard enough about how Scarf Gengar is crap, I would've done it. I don't know how it fares currently, but if people could give me input, that'd be great. I'm not the best battler, so a ladder rating would be an inaccurate measurement of how this team would fare. This team has trouble with scarfers if Lando-T isn't healthy and your team is weakened before Latias can heal someone back up, but it can always be played around.
Importable below. If you have any suggestions, go ahead and mention them, with adequate proof and calcs if necessary. Have fun, and merry Hanukkah. Or something.
I cannot describe to you in this mortal plane of existence exactly how many times I have seen this core botched up on the ladder. Some recent RMTs here in this subforum are wonderful examples of the core done correctly, but smack my ass and call me Betsy if I didn't have to go digging through a whole pile of guano first while laddering.
Guano also carries poisonous spores that can cause histoplasmosis when inhaled. Don't forget to wear gas masks before laddering, kids.
I would not wish for anyone's virgin eyes to be assaulted with the horror that is 0 birdspam checks outside of Bisharp with this core (no joke, I've seen Conkeldurr and Celebi paired with this core, with nary a Rotom-W in sight). So, here's the RMT! It isn't perfect, but it's a shot at it, nonetheless.
I would not wish for anyone's virgin eyes to be assaulted with the horror that is 0 birdspam checks outside of Bisharp with this core (no joke, I've seen Conkeldurr and Celebi paired with this core, with nary a Rotom-W in sight). So, here's the RMT! It isn't perfect, but it's a shot at it, nonetheless.
PROTO MANG (Gallade) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Zen Headbutt
- Close Combat
- Knock Off / Ice Punch
Pretty much a nightmare for defensive 'mons all on its own. Gallade is my primary sweeper and the most obvious win condition you ever did see. The moves are standard fare for an offensive M-Gallade set, with SD being the go-to move when birdspam is off the playing field and M-Sableye isn't trying to WoW you. As for the choice between Knock Off and Ice Punch, I personally opt for Knock Off. Though it doesn't OHKO dragons without an SD or two behind the hit, it's a great panic-button choice to deal with incoming scarfers that expect the SD, namely Staraptor, Jirachi, Lando-T and the rare Latios and Celebi. It also makes sure I'm not dead-weight against Mega Slowbro in the event that Manaphy is KOed.
MEGA MANG (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
Have my nicknames made you question my already abysmal naming sense yet? Good, because they'll only get worse. Bisharp essentially takes care of faster Psychic-types and Ghost-types, as well as being a decent check to birdspam (although he can't switch in repeatedly). Pursuit is chosen over SD to properly trap the Lati twins, M-Gardevoir and weakened threats that can't afford to eat a Sucker Punch, even if Bisharp is in KO range otherwise. The rest of his moves play to his STAB combo, because Knock Off still hits like an angry truck with alcohol issues. And daddy issues. And anger issues. And 'issue' issues.
MACHO MAGIC (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Smack Down
Randy Savage would be proud. Bisharp can't take Flying hits forever, so I figured I might as well walk the old, beaten(-to-death) path named Landorus-T. This Landorus-T actually doesn't have to play the 50/50 game with opposing Lando-T, Rotom-W, Levitate users and Flying types that Scarf Lando-T has to, all by merit of the move Smack Down. It's weak, and won't net you the same KOs that Stone Edge does, but I'll be knackered if it doesn't scare the piss out of half the people that default to a Rotom-W switch-in. Lando-T also serves as a nice lead with very respectable offenses and defenses, coupled with Intimidate, that allow the oft-overlooked defensive set to shine. (I say overlooked, but I mean that in relation to Scarf Lando-T. Defensive Lando-T is still popular, just less so.)
SEA BISCUIT (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Energy Ball
TG RD EB Manaphy. Say that 10 times fast. This Manaphy set has gained rave popularity in all of a week for its unparalleled ability to happily defecate all over stall, balance and rain teams. Tail Glow allows you to set up all over threats you naturally force out, like Suicune and Heatran. One Tail Glow is enough to punch through most defensive juggernauts in stall like Alomomola, M-Sableye and Clefable, and even Chansey after 2 Tail Glows. Rain Dance makes use of the amazing ability Hydration, which stops Toxic stalling cold. Energy Ball is to turn Quagsire and most Rain-team 'mons bar Ludicolo (at least immediately) into a soft paste, which Manaphy then consumes as a makeshift laxative so it can continue crapping all over the enemy team.
SANIC BOOM (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Draco Meteor
- Psyshock
For all the merits the previous sweepers boast, they all have difficulty switching in on hits repeatedly. Too much of it, and their ability to sweep is gimped. Hazards and resisted hits, although not particularly damaging initially, add up fast. This is where Latias comes in. Healing Wish and Defog are all this team needs as a safety net, both in terms of hazard removal and giving a sweeper a second chance. Draco Meteor is picked over Dragon Pulse to put down opposing Dragons, and Psyshock is there to stop Keldeo if Gallade hasn't mega-evolved yet. Of course, this is not without its downfalls. This team doesn't do too hot against Bisharp outside of Lando-T, however, and Latias certainly doesn't help things. Still, the benefits outweigh the costs.
OLD FRIDGE (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
This is pretty much the only 'mon I threw in here because I didn't have many choices to pick from for a scarfer. Deals with Steel-types bar Heatran, and clears Ferrothorn out of the way for Manaphy to wreck face. A standard trapping set, by all means, but it always does work, whether that 'work' happens to be offing a Scizor/Ferrothorn, or getting rid of a Shed Shell. Magnezone also carries merit in providing a fast Volt Switch that couples well with Lando-T's U-Turn.
Afterthoughts: To be perfectly honest, I've entertained the thought of Scarf Gengar as a check to Scarfed Staraptor, which otherwise runs through this team like a hot knife through butter. If I haven't heard enough about how Scarf Gengar is crap, I would've done it. I don't know how it fares currently, but if people could give me input, that'd be great. I'm not the best battler, so a ladder rating would be an inaccurate measurement of how this team would fare. This team has trouble with scarfers if Lando-T isn't healthy and your team is weakened before Latias can heal someone back up, but it can always be played around.
Importable below. If you have any suggestions, go ahead and mention them, with adequate proof and calcs if necessary. Have fun, and merry Hanukkah. Or something.
PROTO MANG (Gallade) @ Galladite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Zen Headbutt
- Close Combat
- Knock Off
MEGA MANG (Bisharp) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
SEA BISCUIT (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Energy Ball
SANIC BOOM (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Draco Meteor
- Psyshock
MACHO MAGIC (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Smack Down
OLD FRIDGE (Magnezone) @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Zen Headbutt
- Close Combat
- Knock Off
MEGA MANG (Bisharp) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit
SEA BISCUIT (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald
- Energy Ball
SANIC BOOM (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Defog
- Draco Meteor
- Psyshock
MACHO MAGIC (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Smack Down
OLD FRIDGE (Magnezone) @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
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