Mega Face: Mega Glalie Attacks!
~A RU RMT
Introduction:
I am WeatherOfChoice, I've been playing since the DPPt era on Shoddy and a long time lurker. I have experienced bouts of laddering and team building success (and failure) during my time across multiple tiers. I came up with this name during BW when weather was king in OU, as a reaction that's why I stopped playing OU.
Recently I couldn't create a team that I liked or had synergy and after reading through the RU thread the idea of spikes stacking offence appealed to me. However instead of Accelgor I thought Mega Glalie and the rest of the team flowed from there. As of posting I am sitting at around 1400 on the ladder (1391 but who's counting?) because of this team. Also first RMT :D
I am WeatherOfChoice, I've been playing since the DPPt era on Shoddy and a long time lurker. I have experienced bouts of laddering and team building success (and failure) during my time across multiple tiers. I came up with this name during BW when weather was king in OU, as a reaction that's why I stopped playing OU.
Recently I couldn't create a team that I liked or had synergy and after reading through the RU thread the idea of spikes stacking offence appealed to me. However instead of Accelgor I thought Mega Glalie and the rest of the team flowed from there. As of posting I am sitting at around 1400 on the ladder (1391 but who's counting?) because of this team. Also first RMT :D
Team:
Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 52 SpA / 204 Spe
Naive Nature
- Spikes
- Explosion
- Double-Edge
- Freeze-Dry
Why use Mega-Glalie?
I'm glad you asked. Mega Glalie is used as an offensive spiker to soften the opponents team and facilitate a Sharpedo sweep, often times using the threat of spikes to weaken switch-ins and create new opportunities to set up my spikes (or blow up the enemy team). Although mono-ice coverage is poor it is enough to deter common defoggers / rapid spinners from switching in because of their ice weakness. Freeze Dry is especially useful as it can catch Water-types (usually Alomomola) and deal significant damage.
How do I use Mega-Glalie?
Most games Glalie is my lead and is used to get up an early layer (or two) of spikes and bait easy switch-ins for Dragalge or Cobalion to get rocks up or destroy the opposition. Spikes are also useful to force switch-ins by the opponent to their form of hazard control allowing for easy opportunities for Sharpedo to switch-in. In most situations Glalie is able to control the opponent with his offensive pressure of spike-stacking allowing my big(ger) guns to take control.
Cons of the Mega Face:
Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 52 SpA / 204 Spe
Naive Nature
- Spikes
- Explosion
- Double-Edge
- Freeze-Dry
Why use Mega-Glalie?
I'm glad you asked. Mega Glalie is used as an offensive spiker to soften the opponents team and facilitate a Sharpedo sweep, often times using the threat of spikes to weaken switch-ins and create new opportunities to set up my spikes (or blow up the enemy team). Although mono-ice coverage is poor it is enough to deter common defoggers / rapid spinners from switching in because of their ice weakness. Freeze Dry is especially useful as it can catch Water-types (usually Alomomola) and deal significant damage.
How do I use Mega-Glalie?
Most games Glalie is my lead and is used to get up an early layer (or two) of spikes and bait easy switch-ins for Dragalge or Cobalion to get rocks up or destroy the opposition. Spikes are also useful to force switch-ins by the opponent to their form of hazard control allowing for easy opportunities for Sharpedo to switch-in. In most situations Glalie is able to control the opponent with his offensive pressure of spike-stacking allowing my big(ger) guns to take control.
Cons of the Mega Face:
- It takes up a mega slot
- Steel type leads are a cold stop ~ delays spikes
- Ice is horrid defensive type ~ opportunities to switch in are limited
- Weakness to stealth rocks without rapid spin support makes mid-game spikes a challenge
- Not opposed to swapping Glalie for Accelgor, however, I do lose a lot of damage
Dragalge @ Choice Specs
Ability: Adaptability
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Draco Meteor
- Dragon Pulse
- Sludge Wave
- Hidden Power Fire / Focus Blast
Why use Dragagle?
Easy question. The combination of Adaptability, strong STAB moves and Choice Specs allow me to rip holes in the opponents team. Decimating even the bulkiest of opponents. Dragalge forces the competition to sac or have its walls softened for Sharpedo to munch up later in the game.
How do I use Dragalge?
To create difficult situations for my opponent as a result of Dragagle's offensive presence and natural bulk. Switching-in on resisted hits from the opponents walls, like Alomomola or Amoongus (post sleep-clause activation), or choice locked sweepers and then taking them out of the game with Draco Meteor. The prediction game can become intense if they have a Fairy-Type but in most situations Sludge Wave tears through these walls similarly to Draco Meteor (with the assistance hazard damage).
Cons of the Dragon Cannon:
- Its slow...I guess
Tyrantrum @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fire Fang
- Outrage
- Stone Edge
- Crunch
Why use Tyrantrum?
Tyrantrum in tandem with Dragagle creates a duo dragon core which puts pressure upon the opponents walls / Steel types. It is also an offensive check to Mega Pidgeot and Moltres forcing switches under threat of a powerful Stone Edge.
How do I use Tyrantrum?
Admittedly poorly. On paper Tyrantrum seems to fit, however, it checks flying types by virtue of its typing without stats to back it up and steel types have an easier time switching in on Tyrantrum's STABs. In most situations Tyrantrum is sacrificed to weaken a threat like Doublade so Sharpedo can then follow up. Depending on the opposing composition Tyrantrum can be a stellar wall-breaker, however, it is not as consistent as Dragagle.
Cons of King Lizard:
- Lack of speed and poor defensive typing disallows switch-in opportunities
- Easily countered by steel types ~ gives easy switch ins for Doublade and Bronzong
- Often left unused because Dragagle does the same thing better
- Pangoro could probably do this better
- Tyrantrum's slot could be used by a more defensive pokemon
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Volt Switch
- Giga Drain
- Flamethrower
- Thunderbolt
Why use Eelektross?
Elektross acts as glue for the team and acts as a steel type check. It has significant utility in providing an extremely slow volt switch for Sharpedo or Dragagle to benefit from putting momentum in my favour, especially in a mirror matchup as my volt switch will go last most of the time. The lamprey functions as a reliable stop to Mega Pidgeot and Moltres because of assault vest. It's Electric typing and levitate also lets Eelektross serve as a check to ground and steel types.
How do I use Eelektross?
Eelektross was the last pokemon I had considered for the team and the choice has worked out well. It's utility facilitates team movement and eases predicts on my behalf, forcing the opponent to react to my momentum. It often gets the short end of the stick and is forced to deal with steel types like Cobalion and Doublade which are issues for the team and can be worn down quickly, however, Flamethrower ensures that Eelektross stings those threats.
Cons of the Eel:
- Thunderbolt is filler ~ knock off would probably be better
- Lacks bulk considering the abuse it takes
Cobalion @ Leftovers
Ability: Justified
EVs: 160 HP / 96 Atk / 252 Spe
Jolly Nature
- Close Combat
- Stealth Rock
- Volt Switch
- Taunt
Why use Cobalion?
Cobalion is a fast stealth rock setter that provides a plethora of useful resistances for my team. The utility it provides as a knock off sponge and fast volt switcher puts momentum in my favour by capitalising on the synergy between Eelektross and Dragagle as they can soak the fire/flying/ground moves aimed at the musketeer. It also has hazard protection in the form of taunt which stalls defog users.
How I use Cobalion?
I utilise Cobalion as an offensive pivot to set up stealth rocks and (toward the late game) tenderise steel types. Cobalion's set of resistances, natural bulk and speed are invaluable to a team like mine, which needs defensive support. It also functions as a (shaky)check to sharpedo.
Cons to the Musketeer?
- None really
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Protect
- Hydro Pump
- Ice Beam
- Crunch
Why use Sharpedo?
Sharpedo is a threat in the RU, mega or not. Speed boost turns the shark into a significant late game threat that easily cleans up if the opponents team is throughly tenderised. Not using mega sharpedo also means that if sharpedo is recalled (or forced out) it can come back and attempt to sweep again with speed boost intact. It has significant offensive synergy with Dragagle, being able to clean up after
How do I used Sharpedo?
The mixed set is extremely good at blowing through broken down walls after spike/SR/Dragagle damage. I tend to play recklessly with the 'pedo to give myself the advantage, sometimes this backfires and other times it saves me from the terrifying Slurpuff.
Cons to the Shark:
- Requires significant support (but most sweepers do)
- Maybe different EV spread for more power or Naive > Hasty to resist priority better (?)
Team Weaknesses:
- Ground types ~ half my team is weak to it translating into Dugtrio being a real threat – can come in and clean up my dragons + cobalion
- Hitmonlee can do a number on my team as I don't have a consistent fighting check/counter, however, I haven't seen it played well (or at all) against the team
- Slurpuff can run through my team if Sharpedo doesn't have enough speed to outrun it, it easily OHKO's my team if it gets set up
- Mega Sceptile can be an issue depending of the set (SD crushes my team), however, Sharpedo is the work around being able to outspeed it at +1 (i think)
- Team lacks priority + scarfer ~ perhaps not necessary but faster teams can take advantage of my slow power houses
Thanks for reading!
Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 52 SpA / 204 Spe
Naive Nature
- Spikes
- Explosion
- Double-Edge
- Freeze-Dry
Dragalge @ Choice Specs
Ability: Adaptability
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Draco Meteor
- Dragon Pulse
- Sludge Wave
- Focus Blast
Tyrantrum @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fire Fang
- Outrage
- Stone Edge
- Crunch
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Volt Switch
- Giga Drain
- Flamethrower
- Thunderbolt
Cobalion @ Leftovers
Ability: Justified
EVs: 160 HP / 96 Atk / 252 Spe
Jolly Nature
- Close Combat
- Stealth Rock
- Volt Switch
- Taunt
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Protect
- Hydro Pump
- Ice Beam
- Crunch
Ability: Refrigerate
EVs: 252 Atk / 52 SpA / 204 Spe
Naive Nature
- Spikes
- Explosion
- Double-Edge
- Freeze-Dry
Dragalge @ Choice Specs
Ability: Adaptability
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
- Draco Meteor
- Dragon Pulse
- Sludge Wave
- Focus Blast
Tyrantrum @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fire Fang
- Outrage
- Stone Edge
- Crunch
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Volt Switch
- Giga Drain
- Flamethrower
- Thunderbolt
Cobalion @ Leftovers
Ability: Justified
EVs: 160 HP / 96 Atk / 252 Spe
Jolly Nature
- Close Combat
- Stealth Rock
- Volt Switch
- Taunt
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Protect
- Hydro Pump
- Ice Beam
- Crunch
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