Hey everyone, this is my first RMT as the title says, and also my first time at the Smogon forums. I made this team from the Crawdaunt + Talonflame core posted by firehusky in the ORAS good cores thread, and I find it really fun to play. I wanted to hear your opinions on what I can change to make it better, because I'm not really good at teambuilding atm. So, without further to do, here's the team!
Teambuilding Process:
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
Talonflame is the team's main sweeper. Brave Bird is pretty self explanatory (high power and priority, it's on pretty much every Talon set). Flare Blitz is a secondary STAB that helps him against Ferrothorn, Scizor and some Electric types like Raikou. Roost helps Talonflame stay alive longer and get more chances to set up, and SD allows him to sweep lategame after its main counters have been weakened. It runs 168 Speed and a Jolly nature so it can outspeed Max Speed Raikou and then KO it with +2 Flare Blitz. It can also help Crawdaunt because it helps against some of its main counters, such as Chesnaught and Mega Venusaur.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
I used Crawdaunt because it has great offensive synergy when coupled with Talonflame, weakening Rotom-W, Heatran, and pretty much every rock type. I honestly think that Crawdaunt is a bit underrated atm, it is an impressive wallbreaker and it can really punch holes through many teams. It weakens a lot of stuff for Talon, since pretty much every single one of its checks and counters take a lot of damage from Adaptabilty Crabhammer or Knock Off. It also has priority in Aqua Jet, which can also help him clean late game. It can also use SD to help against stall teams(OHKOs Mega Sableye at +2), and it can also help him be a secondary wincon, although it's difficult to set up due to Crawdaunt's low defenses. I'm using Jolly so Crawdaunt can outspeed standard Defensive Lando-T and severely weakening it with Crabhammer.
Some calcs:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Counter
- Defog
- Roost
Specially defensive Skarm was suggested by Celticpride, and it really helped with the team's weakness to many fairies, especifically Mega Gardevoir and Mega Diancie, while also providing Defog support. It can also help with MMeta carrying Grass Knot, who can also threaten the team if rocks are on my side of the field. Iron Head helps against the fairies, while Counter takes care of Megagross without much trouble. Defog allows Skarm to support the team (especially Talonflame, who hates them) and Roost is there to keep Skarm healthy troughout the match.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 SpA / 20 Spe / 232 HP / 4 Def
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
-Giga Drain
-Sludge Bomb
-Hidden Power Fire
-Synthesis
A problem I noticed was that the core didn't have a way to get past Unaware Clef. Mega-Venusaur helped me do this, and also provided a safer switch in to Keldeo (Latias can get worn down by Scald burn + LO) as well as Azumarril, who otherwise is a huge threat to the team. Giga Drain and Sludge Bomb are pretty self explanatory. Anyways, standard EV spread for Tank Venu, with 20 in Speed to outspeed Adamant Azumarill. Giga Drain is the main STAB move and Sludge Bomb is used to be able to get past fairies and damage things that resist Giga Drain. HP Fire is there to deal heavy damage to Ferro and Mega Scizor, and Synthesis is there for recovery, which Venusaur really appreciates. He also completes a F/W/G core along with Crawdaunt and Talonflame.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
Bold Nature
-Moonblast
-Wish
-Protect
-Heal Bell
Clef was used so I have something for dragspam as well as Mega Sableye and many mons with boosting moves. Max HP and Def because Clef usually takes on things like Mega Gyara, and the spread allows it to survive them without much trouble . Moonblast is its main STAB and can threaten Dragon Dancers like Mega Gyara and Dragonite. Wish because I personally find it better than Moonlight (higher PP), and because it can also pass Wishes onto other Mons if they need it. Protect is there because otherwise Wish isn't really a reliable way to recover health, and it can also help me avoid some 2HKOS thanks to the Leftovers recovery. Heal Bell is used so Clef can support the team, helping them get rid of annoying status.
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
-Stone Edge
My team lacked a Stealth Rocks setter. Hippowdon is one of the most reliable rocks user in the game, and he also helped my team deal better with Adamant SD Life Orb Bisharp, who is a pretty huge threat to everyone else on the team. The mixed wall set is used because Clef can take most physical hits pretty well, and Hippo takes the ones that threaten Clefable pretty well even without Max Def. EQ is the main STAB attack and can deal a lot of damage to many things, while also helping against Bisharp because it's almost guaranteed to KO after LO recoil. Rocks are used so Crawdaunt and Talonflame have an easier time sweeping, and Slack Off for a reliable way to recover health. I'm using Stone Edge over Toxic or Whirlwind because Hippo is my main answer to birdspam, and without Stone Edge it can't do much to opposing Talon or MPinsir. Using Sand Force because the only thing that isn't damaged by sand is Hippo.
PAST TEAM MEMBERS:
Gengar @ Life Orb
Timid Nature
EVs: 252 SpA / 252 Spe / 4 HP
IVs: 0 Atk
-Shadow Ball
-Sludge Wave
-Focus Blast
-Taunt
Gengar was used to get past fairies, but was replaced because otherwise my team was destroyed by a lot of dragons like CB Dragonite.
Manectric @ Manectite
Timid Nature
EVs: 252 SpA / 252 Spe / 4 Def
IVs: 0 Atk / 30 Def
-Thunderbolt
-Volt Switch
-Overheat
-Hidden Power Ice
Importable:
Thank you for reading, I'm open to any kind of feedback you can give me.
Teambuilding Process:
I started off with Crawdaunt and Talonflame, two mons with really solid offensive synergy.
I added Latias to remove hazards,help the core with Healing Wish, and also have a Keldeo switch-in.
The team lacked a way to break past Unaware Clef and a reliable switch-in to Azumarill, so Mega Venusaur was added in.
Clefable was used to help against Mega Sableye and also pass Wishes to other mons.
Added Hippowdon to help against birdspam and set up rocks.
Changed Lati to SpDef Skarm, as it provided a better switch in to Mega Garde and Mega Diancie, and also an answer to MMeta with Grass Knot.
I added Latias to remove hazards,help the core with Healing Wish, and also have a Keldeo switch-in.
The team lacked a way to break past Unaware Clef and a reliable switch-in to Azumarill, so Mega Venusaur was added in.
Clefable was used to help against Mega Sableye and also pass Wishes to other mons.
Added Hippowdon to help against birdspam and set up rocks.
Changed Lati to SpDef Skarm, as it provided a better switch in to Mega Garde and Mega Diancie, and also an answer to MMeta with Grass Knot.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
Talonflame is the team's main sweeper. Brave Bird is pretty self explanatory (high power and priority, it's on pretty much every Talon set). Flare Blitz is a secondary STAB that helps him against Ferrothorn, Scizor and some Electric types like Raikou. Roost helps Talonflame stay alive longer and get more chances to set up, and SD allows him to sweep lategame after its main counters have been weakened. It runs 168 Speed and a Jolly nature so it can outspeed Max Speed Raikou and then KO it with +2 Flare Blitz. It can also help Crawdaunt because it helps against some of its main counters, such as Chesnaught and Mega Venusaur.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
I used Crawdaunt because it has great offensive synergy when coupled with Talonflame, weakening Rotom-W, Heatran, and pretty much every rock type. I honestly think that Crawdaunt is a bit underrated atm, it is an impressive wallbreaker and it can really punch holes through many teams. It weakens a lot of stuff for Talon, since pretty much every single one of its checks and counters take a lot of damage from Adaptabilty Crabhammer or Knock Off. It also has priority in Aqua Jet, which can also help him clean late game. It can also use SD to help against stall teams(OHKOs Mega Sableye at +2), and it can also help him be a secondary wincon, although it's difficult to set up due to Crawdaunt's low defenses. I'm using Jolly so Crawdaunt can outspeed standard Defensive Lando-T and severely weakening it with Crabhammer.
+2 252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Mega Sableye: 330-390 (108.5 - 128.2%) -- guaranteed OHKO
+2 252 Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Mega Slowbro: 328-390 (83.2 - 98.9%) -- 68.8% chance to OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 304-359 (91 - 107.4%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 304-359 (91 - 107.4%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 248 HP / 216+ Def Rotom-W: 185-218 (61 - 71.9%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Knock Off vs. 252 HP / 252+ Def Mega Slowbro: 328-390 (83.2 - 98.9%) -- 68.8% chance to OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 304-359 (91 - 107.4%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Skarmory: 304-359 (91 - 107.4%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 248 HP / 216+ Def Rotom-W: 185-218 (61 - 71.9%) -- guaranteed 2HKO after Stealth Rock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Counter
- Defog
- Roost
Specially defensive Skarm was suggested by Celticpride, and it really helped with the team's weakness to many fairies, especifically Mega Gardevoir and Mega Diancie, while also providing Defog support. It can also help with MMeta carrying Grass Knot, who can also threaten the team if rocks are on my side of the field. Iron Head helps against the fairies, while Counter takes care of Megagross without much trouble. Defog allows Skarm to support the team (especially Talonflame, who hates them) and Roost is there to keep Skarm healthy troughout the match.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 SpA / 20 Spe / 232 HP / 4 Def
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
-Giga Drain
-Sludge Bomb
-Hidden Power Fire
-Synthesis
A problem I noticed was that the core didn't have a way to get past Unaware Clef. Mega-Venusaur helped me do this, and also provided a safer switch in to Keldeo (Latias can get worn down by Scald burn + LO) as well as Azumarril, who otherwise is a huge threat to the team. Giga Drain and Sludge Bomb are pretty self explanatory. Anyways, standard EV spread for Tank Venu, with 20 in Speed to outspeed Adamant Azumarill. Giga Drain is the main STAB move and Sludge Bomb is used to be able to get past fairies and damage things that resist Giga Drain. HP Fire is there to deal heavy damage to Ferro and Mega Scizor, and Synthesis is there for recovery, which Venusaur really appreciates. He also completes a F/W/G core along with Crawdaunt and Talonflame.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
Bold Nature
-Moonblast
-Wish
-Protect
-Heal Bell
Clef was used so I have something for dragspam as well as Mega Sableye and many mons with boosting moves. Max HP and Def because Clef usually takes on things like Mega Gyara, and the spread allows it to survive them without much trouble . Moonblast is its main STAB and can threaten Dragon Dancers like Mega Gyara and Dragonite. Wish because I personally find it better than Moonlight (higher PP), and because it can also pass Wishes onto other Mons if they need it. Protect is there because otherwise Wish isn't really a reliable way to recover health, and it can also help me avoid some 2HKOS thanks to the Leftovers recovery. Heal Bell is used so Clef can support the team, helping them get rid of annoying status.
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
-Stone Edge
My team lacked a Stealth Rocks setter. Hippowdon is one of the most reliable rocks user in the game, and he also helped my team deal better with Adamant SD Life Orb Bisharp, who is a pretty huge threat to everyone else on the team. The mixed wall set is used because Clef can take most physical hits pretty well, and Hippo takes the ones that threaten Clefable pretty well even without Max Def. EQ is the main STAB attack and can deal a lot of damage to many things, while also helping against Bisharp because it's almost guaranteed to KO after LO recoil. Rocks are used so Crawdaunt and Talonflame have an easier time sweeping, and Slack Off for a reliable way to recover health. I'm using Stone Edge over Toxic or Whirlwind because Hippo is my main answer to birdspam, and without Stone Edge it can't do much to opposing Talon or MPinsir. Using Sand Force because the only thing that isn't damaged by sand is Hippo.
PAST TEAM MEMBERS:
Gengar @ Life Orb
Timid Nature
EVs: 252 SpA / 252 Spe / 4 HP
IVs: 0 Atk
-Shadow Ball
-Sludge Wave
-Focus Blast
-Taunt
Gengar was used to get past fairies, but was replaced because otherwise my team was destroyed by a lot of dragons like CB Dragonite.
Manectric @ Manectite
Timid Nature
EVs: 252 SpA / 252 Spe / 4 Def
IVs: 0 Atk / 30 Def
-Thunderbolt
-Volt Switch
-Overheat
-Hidden Power Ice
Honestly, when I made the team I used Mane just because I wanted to use him. He was really good and gave me some momentum with Volt Switch, but without Gengar I needed something for fairies.
Latias @ Life Orb
Timid Nature
EVs: 252 SpA / 252 Spe / 4 HP
IVs: 0 Atk
-Draco Meteor
-Psyshock
-Defog
-Healing Wish
Latias was the team's original defogger. I personally think that it can fill Skarm's position pretty well, making the team weaker to fairies but helping it against Kyurem-B, who is a huge threat to the current team, and also providing support with Healing Wish.
Threat List:Latias @ Life Orb
Timid Nature
EVs: 252 SpA / 252 Spe / 4 HP
IVs: 0 Atk
-Draco Meteor
-Psyshock
-Defog
-Healing Wish
Latias was the team's original defogger. I personally think that it can fill Skarm's position pretty well, making the team weaker to fairies but helping it against Kyurem-B, who is a huge threat to the current team, and also providing support with Healing Wish.
Importable:
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 SpA / 20 Spe / 232 HP / 4 Def
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
-Giga Drain
-Sludge Bomb
-Hidden Power Fire
-Synthesis
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpD / 252 Def
IVs: 0 Atk
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Counter
- Defog
- Roost
Ability: Sturdy
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Counter
- Defog
- Roost
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 SpA / 20 Spe / 232 HP / 4 Def
IVs: 0 Atk / 30 SpA / 30 Spe
Modest Nature
-Giga Drain
-Sludge Bomb
-Hidden Power Fire
-Synthesis
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpD / 252 Def
IVs: 0 Atk
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect
Thank you for reading, I'm open to any kind of feedback you can give me.
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