ORAS OU The Elephant in the Room - MTTar Balance, PEAKED #1, 1936 Elo



Hey Guys :]
This is my first RMT, and while the team may look a little weird at first glance i am pretty proud of how well it perfomes. The first drafts to the team actually reach back to the Aegi restest. With Aegi making a return and Mandibuzz rising in usage it felt like the perfect time to bring the behemoth that is Mega Tyranitar out of obscurity, alongside a spinner that doesnt lose to the stance changing sword (Donphan). Seeing as both had a lot to offer outside the retest enviroment i kept using them, changing some team members and sets from time to time, recently peaking #1 with it.
However, i hope for some constructive criticism but first and foremost, enjoy the RMT!

Proof of Peak


The Team in Detail



Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 8 HP / 252 Atk / 248 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Ice Punch
- Crunch​

Moves and Set Details:
Mega Tyranitar is such an underrated threat, featuring a great movepool, decent speed, high attack (even for mega standards) and astronomical bulk for a sweeper pokemon.
  • EV's: 252 att for obvious reasons, 248 Speed is enough for jolly base 70's, rest into HP
  • Dragon Dance: What makes this thing really scary, outruns everything bar MMane and MLop with one DD under its belt. At +2: Outspeeds all relevant scarfers, including Keldeo
  • Stone Edge: Hardest hitting obligatory stab thats really difficult to switch in. If not resisting: 2hkos the majority of the meta, 2hkos everything at +1 (with sand), ohkos almost everything on Offense at +1.
    vs Diancie Lead
    +1 252 Atk Mega Tyranitar Stone Edge vs. 0 HP / 0 Def Mega Diancie: 270-318 (112 - 131.9%) -- guaranteed OHKO vs
    252 SpA Mega Diancie Moonblast vs. 8 HP / 0 SpD Mega Tyranitar in Sand: 206-246 (60 - 71.7%) -- guaranteed 2HKO (still not rocky helmet range!)
    vs
    Suicune
    +1 252 Atk Mega Tyranitar Stone Edge vs. 252 HP / 252+ Def Suicune: 190-225 (47 - 55.6%) -- 76.2% chance to 2HKO after sandstorm damage and Leftovers recovery vs
    +1 4 SpA Suicune Scald vs. 8 HP / 0 SpD Mega Tyranitar in Sand: 134-162 (39 - 47.2%) -- guaranteed 3HKO
    vs
    Keldeo with rocks up and Keldeo switching in directly once:(32.5 - 38.6% at +0) + 6.25% (sand) + 6.25 (rocks) + 6.25 (rocks on 2. switch in) + (48.9 - 57.5% at +1) = 100.15 - 114.9 % guaranteed kill 64% chance to kill.
  • Ice Punch: Hits fat grounds that may resist Stone Edge, has a chance to 2hko hippo at +1
    +1 252 Atk Mega Tyranitar Ice Punch vs. 252 HP / 252+ Def Garchomp: 436-516 (103.8 - 122.8%) -- guaranteed OHKO
    +1 252 Atk Mega Tyranitar Ice Punch vs. 252 HP / 144+ Def Hippowdon: 204-242 (48.5 - 57.6%) -- 52.3% chance to 2HKO after Leftovers recovery
    252 Atk Mega Tyranitar Ice Punch vs. 244 HP / 0 Def Gliscor: 324-384 (92 - 109%) -- 56.3% chance to OHKO vs
    0 Atk Gliscor Earthquake vs. 8 HP / 0 Def Mega Tyranitar: 146-174 (42.5 - 50.7%) -- 1.2% chance to 2HKO
  • Crunch: Reliable, decently powefull stab option, especially helps against Slowbro, Metagross (you outspeed pre-mega) and forces Quag to recover a lot with the sideeffect of def drop.
    +1 252 Atk Mega Tyranitar Crunch vs. 252 HP / 232+ Def Slowbro: 320-378 (81.2 - 95.9%) -- 50% chance to OHKO after Stealth Rock
    252 Atk Mega Tyranitar Crunch vs. -1 252 HP / 252+ Def Unaware Quagsire: 187-222 (47.4 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
  • TTar has a plethora of options for its last move to catch its potential counters offguard (Fire Punch, Taunt, Low Kick, Aerial Ace). Earthquake/Superpower was often used over Crunch since it hits a wider variety of mons, including bisharp and Keldeo. But in the long run hitting Slowbro se and water/ground types for neutral damage was more important for the Team
Usage Tips:
Dont switch this TTar into stuff like Zard X, Latis, Talon and Raikou recklessly unless its absolutly necessary or make sure Celebi stays alive to HW later on. Bring it in on doubles Talon forces. Use DD liberal to break down balance cores, even if your sweep is being cut short by status/low health, you can hw later on if necessary. The team has good respones to MTTar revenge killer, so DD up against HO when you force obvious switches, get a kill and then switch out afterwards. MTTar can take all sorts of super effective hits (including priority bar LO Loom mach punch) so make sure you keep yourself out of range when attempting to sweep and get rid of scarf Keldeo, Lando (can run superpower) and MLopu first.
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 8 HP / 0 Def Mega Tyranitar: 168-200 (48.9 - 58.3%) -- 96.9% chance to 2HKO vs
+1 252 Atk Mega Tyranitar Stone Edge vs. 88 HP / 0 Def Azumarill: 351-414 (96.6 - 114%) -- 81.3% chance to OHKO
252 Atk Technician Breloom Mach Punch vs. 8 HP / 0 Def Mega Tyranitar: 276-328 (80.4 - 95.6%) -- guaranteed 2HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 8 HP / 0 Def Mega Tyranitar: 60-71 (17.4 - 20.6%) -- possible 5HKO (was hoping it says worst possible move ever)




Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Brave Bird
- Roost
- Will-O-Wisp
- Swords Dance​

Purpose and Usage Tips
SD Talonflame has great offensive synergy with MTTar, since it puts a lot of preassure on frailer, more offensive teams, checks fighting types and sets up on troublesome fairys and steels (scizor, m alt, ferro, bisharp etc). Futhermore it spreads burns on especially bulky grounds and steels making them less of a threat for TTar and even potential setup fodder. MTTar helps Talon by breaking down balance cores often consisting of stuff like Gliscor, Slowbro and Heatran troubleing Talon.
Set Details:
  • EV's: 252 adamant to have some offensive presence (also suprises people assuming its spD) and good OHKO potential at +2, max HP bulk, 8 speed cause thats what remains to outrun neutral speed Kyub.
  • Brave Bird: Lefties are too god (lets you win 1v1 vs burned Hippo) to run Acrobatics and the slight power difference is crucial sometimes, especially when it comes to 2hko'ing Goth and OHKO'ing frail mons like Gengar, Gardevoir and MZam on HO after rocks.
  • Will-o-Wisp: Unless your facing a real good player that switches Clef into Talon to twave it, spreading burns early game helps Talon imensly to weaken its checks and counters for late game or even set up on them (not Heatran).
    0 Atk burned Hippowdon Stone Edge vs. 248 HP / 0 Def Talonflame: 210-248 (58.4 - 69%) -- guaranteed 2HKO
    0 Atk burned Hippowdon Earthquake vs. 248 HP / 0 Def Talonflame: 157-186 (43.7 - 51.8%) -- guaranteed 3HKO after Leftovers recovery
    252+ Atk Talonflame Brave Bird vs. 248 HP / 0 Def Gothitelle: 165-195 (48.1 - 56.8%) -- 89.1% chance to 2HKO close enough imo
  • Swords Dance: What makes, in combination with BB priority, this bird threat really fast and extremely scary for any team without or weakend resists or very bulky waters to take it on.



Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 156 Def / 84 SpD / 20 Spe
Bold Nature
IVs: 0 Atk
- Healing Wish
- Stealth Rock
- Recover
- Leaf Storm​

Purpose and Usage Tips
Celebi complements the rock-flying-grass core (if thats a thing) and shares good defensive synergy with the aforementioned mons all around, provides status absorbtion and cleric support (especially TTar lacking recovery and being susceptable to all kinds of status) with Healing Wish and utility by setting up rocks. Its the main water type switch in on the team and such an obvious one, that predicting doubles rather than switching it in directly is the superior play sometimes. Especially when already being setup with TTar switching in Celebi as your opponent is forced to mach punch/aqua jet works great. Its natural bulk combined with Recover makes it a very reliable rock setter. Since the team is very dependent on the Healing Wish and susceptable to water types, playing around dark type trapper carefully is key.
  • EV's: Celebi has a lot of phy.Def investment to better take on Azumarill, check Excadrill, physical rain sweepers like Kabutops and Swampert and lay rocks against Lando more confident. Also it allows Celebi to take LO boosted pursuits and potenially recover up on water types or slower mons later in the game. To accomplish these tasks i changed the EV Spread to 248 HP / 156 Def / 84 SpD / 20 Spe as suggested by Charilax Blastler.
    252 SpA Choice Specs Keldeo Icy Wind vs. 248 HP / 84 SpD Celebi: 166-196 (41.1 - 48.6%) -- 14.1% chance to 2HKO after Stealth Rock and Leftovers recovery
    +2 (switch) 252+ Atk Dread Plate Bisharp Pursuit vs. 248 HP / 156+ Def Celebi: 264-312 (65.5 - 77.4%) -- guaranteed 2HKO after Leftovers recovery
    252+ Atk Life Orb Kabutops Stone Edge vs. 248 HP / 156+ Def Celebi: 168-199 (41.6 - 49.3%) -- guaranteed 3HKO after Leftovers recovery
  • Leaf Storm: Ensures the kill on BD azu and the extra damage is often, especially on the likes of bulky Chomp and Lando, appreciated since a lot of Celebi switch ins force it out anyway afterwards
  • Other Options: Celebi suffers a lot from 4MSS, so you could potentially put rocks on Skarm and eigther run Epower to lure Tran for Talon or even a combination of nasty plot + energy ball to not lose against special defense boosting water types (In this case you dont need Crunch on TTar)


Donphan @ Assault Vest
Ability: Sand Veil
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Knock Off
- Stone Edge
- Rapid Spin
- Earthquake​

Purpose and Usage Tips
Planing to run Spikes + Rocks and already dedicated to Talonflame the need for rapid spinning arose and thinking about it, Donphan supports Talon even further by resisting Rock and being immune to Electric while having way more bulk than Excadrill and not losing to Thundurus with fighting coverage or being ohkod by common rock setters like Chomp, Lando or Heatran. AV is not only driving your opponent really mad, combined with max spD, a carefull nature and max HP bulk it makes you a really well rounded tank, that comes in and spins on pretty much all electrics with impunity. It also serves as a great one time (hw says "hi") counter to a plethora of special attacker such as Tornadus, Diancie, Alakazam, Gengar and Heatran. To make sure you win the hazard war against bulky rock setter like Hippo and Chomp burn them with Talon on the turn they put up rocks (or the turn after), lay some hazard of your own and assure helmet chomp dies to spin + residual damage bevor attempting to spin. After all: if you stay away from staus and use Donphans HP wisely, you'll get the spin eventually.
Unless your up against M Sabeley, but thats a story for another time...
252 SpA Mega Diancie Moonblast vs. 248 HP / 252+ SpD Assault Vest Donphan: 118-141 (30.8 - 36.8%) -- 68.3% chance to 3HKO

252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 252+ SpD Assault Vest Donphan: 109-130 (28.4 - 33.9%) -- 0.6% chance to 3HKO vs
4 Atk Donphan Stone Edge vs. 0 HP / 4 Def Thundurus: 226-266 (75.5 - 88.9%) -- guaranteed OHKO after Stealth Rock

32 SpA (scarf) Teravolt Kyurem-B Ice Beam vs. 248 HP / 252+ SpD Assault Vest Donphan: 152-182 (39.6 - 47.5%) -- guaranteed 3HKO

Set Details
  • Sand Veil: Might as well use TTars sand to possible get that clutch dodge, sturdy doesnt serve much purpose since you're a very hard pokemon to OHKO anyway and w/o leftis you wont get back to full anyway.
  • Stone Edge: Tornadus and Thundurus are very annoying else, also I am not on Will-I-am's level to run Head Smash yet
  • Knock Off: When your too lazy to predict, hits Lati and Gengar hard.
  • Other Options: Ice Shard is nice priority but without invest it does laughable damage to bulky x4 weak. Also gives your opponent free turns if predicted correctly and you lose Stone Edge. Combination of Knock off + Shard kills Latios tho. Gunk Shot over Stone Edge or Knock off is also a cool option if you are truely in love with Clefable.


Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 36 Def / 196 SpD / 28 Spe
Impish Nature
- Spikes
- Taunt
- Whirlwind
- Roost​
Purpose and Usage Tips
Already having spin support on the Team, adding more Hazards (Spikes) and Phasing to the Equation was the logical next step, especially since it wears Talonflame checks like Slowbro, TTar and Heatran down like nothing while also keeping Regen Cores at bay. Not wanting to add another fighting weakness to the team and already having good good water and electric resits, Skarmory was the superior choice over Ferro. It serves as a great stop to sand, very reliable dragon and ground resist (Celebi being weak to uturn and Talon going down to the Edgequake combo). Also its my main check to a lot of physical mons in the meta such as Gyara, Pinsir and Metagross. While not being able to actually do anything back to these, being a sturdy bitch, roosting of damage, spiking up your field and forcing you to take all that hazard damage by whirlwinding is sufficient.
Set Details

  • EV's: Actually a very tough decsion, i started with spD Skarm, but i didnt felt like using iron head so full spD defeated its purpose. With Gyara and Metagross being threats and Pinsir rising in usage, i made it more phy. def invested, with some speed to taunt opposing Skarms and enough spD to not get 2hko'd by offensive Venusaur: 248 HP/ +36 Def/ 196 SpD/ 28 Spe
  • Taunt > Iron Head: Was choosen, because between Talon, Donphan and Celebi i felt prepared enough for Clefable, Diancie and Azumarill (Gardevoir still being a threat tho). Helps especially against slower, hard to take down hazard setter like Hippo, opposing Skarm, Ferro and Chansey that Donphan struggles against. Also taunting Clefable lets you setup with Talon easier.
252+ SpA Mega Venusaur Hidden Power Fire vs. 248 HP / 196 SpD Skarmory: 146-172 (43.8 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
+1 252 Atk Mold Breaker Mega Gyarados Waterfall vs. 248 HP / 36+ Def Skarmory: 148-175 (44.4 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Tough Claws Mega Metagross Thunder Punch vs. 248 HP / 36+ Def Skarmory: 158-186 (47.4 - 55.8%) -- 21.5% chance to 2HKO after Leftovers recovery




Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Focus Blast​

Purpose and Usage Tips
Keldeo is the main dark resist and Heatran switch in on the team and the like only reason i dont instalose to MSab stall (TTar doesnt really count, since it potentially loses to Weavile and Bisharp). It provides, with choice specs and high BP moves, wallbreaking potential and therefore compensates the passive nature Celebi, Donphan and especially Skarmory give the team. Since Keldeo really needs its specs to pressure Torn t, Suicune, Clefable and moreso its dual stab resistences like Lati, Slowbro and Venusaur, switching in TTar or Skarm on expected knock off's is the superior play tho. Nevertheless its a good secondary insurance against SD Bisharp and Scizor and also takes a hit from +1 and potentially +2 Gyara should it run taunt to shut down Skarm. Bring Keldeo in on expected doubles, or even stay in expecting your opponent to double predicting your switch. Under ideal conditions set up spikes + rock to give your Regenerator checks like Torn, Slowbro and Amoonguss a hard time. Only fish for scald burns if higher BP/less accurate moves wont give you any new crucial 2HKOs.

Set Details
  • EV's: pretty straightforward, nothing to explain really
  • Focus Blast is godly: I run it for the lols and to blame loses on hax in case it misses. Tbh its just an amazing move on Keldeo and i dont get why its not commonly seen. Sure the accuracy sucks and its a gamble sometimes, but not only do you get a move that OHKO's Ferrothorn and opposing Keldeo but also deals damage against Suicune, Vaporeon, Rotom, Manaphy and Gastrodon other Keldeo could only dream of (Keep in mind that those are troublesome for Talon). And more importantly eases predictions:
    Your opponent has Def Skarm + fat water type: Use focus blast
    Your opponent has Chansey + weakend Amoong that still takes secret swords tho: Use focus blast
    Your opponent has Hippo taking secret + Ferro: Use focus blast
    I've never been a fan of Keldeos coverage options, especially if your choice locked the potential momentum lose doesnt really make up for the slightly higher damage output if predicted right, so you can still enjoy the merits of secret sword.
    252 SpA Choice Specs Keldeo Focus Blast vs. 252 HP / 24 SpD Slowbro: 170-201 (43.1 - 51%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery
    252 SpA Choice Specs Keldeo Focus Blast vs. 248 HP / 8 SpD Rotom-W: 274-324 (90.4 - 106.9%) -- 43.8% chance to OHKO
    252 SpA Choice Specs Keldeo Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 300-354 (46.7 - 55.1%) -- 66.8% chance to 2HKO
    252 SpA Choice Specs Keldeo Focus Blast vs. 252 HP / 0 SpD Suicune: 259-306 (64.1 - 75.7%) -- guaranteed OHKO after Stealth Rock and 3 layers of Spikes #bias

  • Still not feeling hipster enough? Run HP Electric lol. Hits waters too and suprises pre mega Gyarados.
Threatlist
+
+

Click x or hope your opponent is ass and somehow manages to choke The Bane of my existence, srsly Cleaner Stall shuts down both hazard prevention and setting completly (3/6 mons). Lead Keldeo, fish for scald burns, prevent rocks and heal bell by double switching as long as possible, once you get quag burned by Talon (2hkos goth, hard to trap) TTar has a chance to beat it with crunch, eventually Skarm needs to take huge damage to whirl it out. With the defensive backbone weakend force Sabeley 1v1 against TTar, it needs to take a lot of damage to neutralize it, to a point where it cant prevent the spin reliably or at least switch into Celebi to prevent rocks. Hw TTar at the right time may give you a slight chance then, but you probably got haxed along the way already.

+
+

DD against Dugtrio a couple times from full as he reversals, predict the turn he eq's and attack. Ahh this guy again. As soon as you break the sash on dugtrio TTar basically just wins, since you can Hw the burn it took against sabeley easy. Basically sacing Talon to render Sableye useless (make sure sand is up for maximum damage, a little prior damage wont hurt eighter) is the easiest way to accomplish this. Some players also allow their dugtrio to take damage in order to deal with Talon if your really lucky.

This guy is really annoying since it outspeeds the entire team bar Talon (which doesnt even kill after rocks), donphan can check it one time but hates the u turn dmg/knock off. Get rocks up. Also pivoting around to scout its moveset helps, since eighter Skarm or TTar can wall it depending on Heat Wave/Focus Blast if AV. LO is even harder to switch in but gets worn down somewhat faster at least.

Its really susceptable to Spikes + Phasing, but TPunch variants can be very threatening, once it mega evolves it outspeeds TTar + Keldeo too and Talon needs to be at full to take a zen headbutt and burn, donphans health is hard to keep, but as long as its over 60% it takes any hit. Once Skarm goes down and it gets an attack raise its basically over tho.


TTar can surrive a +3 scald depending on the roll and set up on it. Tail Glow on a switch basically gives it a free kill since nothing can surrvive a +3 coverage move (Celebi is not spD invested enough), talon only does around 45 to it, Keldeos focus blast can OHKO with a little chip damage while secret sword does around 70 and is a solid, reliable 2HKO. If you need Keldeo for something else dont let it setup for free i guess.

WoW variants are very annoying but wont tear your team apart and are also easier checked by Keldeo. DD can potentially break through this team since there is no dedicated switch to this monster (TTar takes +1 EQ if necessary). In reality it struggles with hazards, recoil, brave bird revenge range and barely finds room to set up tho.

there are some more but i am too lazy to write a text for each of them tbh, basically just some hard to switch in wallbreaker mons


and dont forget spD boosting water types

Paste

http://pastebin.com/yUp4bSfT

Replays
http://replay.pokemonshowdown.com/ou-283948112 vs Wish Killer/Bloody, gets rekt by Hazard's
http://replay.pokemonshowdown.com/ou-286422321 gg vs Amlach
http://replay.pokemonshowdown.com/ou-287989605 gg vs Costa, Peaking #1 first time
http://replay.pokemonshowdown.com/ou-262646014 gg vs cosine180
http://replay.pokemonshowdown.com/ou-262961902 MTTar 6-0ing unprepared HO
http://replay.pokemonshowdown.com/ou-265438637 vs Tele, easiest game of my life actually
http://replay.pokemonshowdown.com/ou-262917892 gg vs Leftiez, me choking pretty bad at the end
http://replay.pokemonshowdown.com/ou-246380337 gg vs Blunder (He's a big fan of av Donphan!!!)
http://replay.pokemonshowdown.com/ou-243603608 vs nintendistagamer (MTTar 6-0ing fat balance)
http://replay.pokemonshowdown.com/oususpecttest-235532265 vs Wally in Lando-I suspect, sand veil clutch.
http://replay.pokemonshowdown.com/ou-238221139 gg vs beatiful, really close end game (get it?)
http://replay.pokemonshowdown.com/ou-260167820 gg vs sapientia using cosine god squad
http://replay.pokemonshowdown.com/ou-284476689 how to beat sab + duggy with the help of your opponent
http://replay.pokemonshowdown.com/ou-265494577 gg vs High Impulse
http://replay.pokemonshowdown.com/ou-238867231 gg vs Reverb
http://replay.pokemonshowdown.com/ou-263444583 Soulwind actually loses with Cleaner Stall (idk how)
 
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Hey there, very nice RMT. I've been testing out a variation of it with Roserade and Jirachi over Skarmory and Celebi, so I'll make sure to tell you how that goes. Also, your import is a little messed up. Keldeo doesn't have a space between its name and the @ symbol, so you should probably fix that.
 

Stallion

Tree Young
is a Tiering Contributoris a Battle Simulator Moderator Alumnusis a Three-Time Past WCoP Champion
Have you struggled vs Mega Altaria in practise? The only switch in you have for it is Skarm, who has no attacks to fire back with and no defense to take repeated hits. It sets up on Celeni and Keldeo way too easily. Talonflame can play mind games with it, but is 2hkoed by a +1 return -- plus the game gets really complicated if it's the Heal Bell user. With Garde being quite a threat too as you pointed out, I'd much prefer Iron Head > Taunt, possibly with Rocky Helmet as well depending on how vulnerable you feel to physical attackers
 
Hey AdvanceShip very nice team , but I see a few wrong EV spred there , First of all 252 Spe > 248 Spe on Mega Tyranitar , as it helps you in speed tie with other Mega Tyranitar and 8 HP Tyranitar isn't alot bulkier than 4 Def Variant so , EVs: 252 Atk / 4 Def / 252 Spe > 8 HP / 252 Atk / 248 Spe , 4 is given in Def for odd rocks number. Coming to next point your Celebi's EVs isn't the standard , you probably run the Standard one as it also counters all the same things so , EVs: 252 HP / 156 Def / 84 SpD / 16 Spe > EVs: 248 HP / 140 Def / 100 SpD / 20 Spe more defense helps you against Rain sweepers like Mega Swampert and Mega Kabutops , the Speed investment lets you outspeed Adamant Bisharp , so you can outspeed it and use Healing Wish. I totally agree with Stallion about your Skarmory.
252+ Atk Teravolt Kyurem-B Outrage vs. 252 HP / 0 Def Donphan: 226-267 (58.8 - 69.5%) -- guaranteed 2HKO after Leftovers recovery(scarf)


Hope I helped :]
 
Charilax Blastler : Thanks for the celebi spread suggestion, i wanted to accomplish something in particular with that 100 SpD evs, but since i forgot what it was it cant be that important, so i will changed that:D
20Spe > 16Spe is just to speed creep adamant bish speed creeper. While i think speed tieing with opposing MTTar isnt that relevant, hitting 265 speed might help against 264 speed Togekiss aiming to outspeed jolly bisharp/loom.

Stallion : Honestly i never had much trouble against Mega Altaria, granted Skarmory cant deal damage to it, but at the same time it still walls dd variants and can basically spike for free against it, especially if rocks are up and factoring in its sr weakness pre-mega, altaria is (similar to zard x) forced to recover a lot. While Skarmory can get trapped by zone, zone itself gives TTar a potential dd or donphan a free rapid spin, meaning that talon wont have too much trouble with rocks. Yes, celebi is setup fodder but also able to HW Talon against it. Altaria 2hko'ing Talon at +1 isnt much of a concern as long as you hit your initial wow, once you hit that wisp, Talon can easily countersetup sd on Altaria since even heal bell variants give talon a free turn as they get rid of status. In conjunction with the burn damage it already took, +2 Brave Bird gets the KO. Nevertheless Iron Head is a move i once ran and may also try again, i would have to change skarm to spD (something i am quite iffy about) in this case tho to not get 2hkod by gardevoir to begin with.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Its nice to see someone using a Donphan set that isn't that crappy defensive spinner one lel

Anyway, your team really does just lose to M-Alt+Magnezone cores (or even just Fire Blast MAlt lol) because the latter traps Skarm and the former is able to just sweep with DD. Therefore, I have two suggestions to combat that (well, really it just combats the team's general weakness to fairies tbh).

First up, I suggest changing Leftovers --> Shed Shell on Skarmory so that Mag can't safely trap you, allowing you to go straight out into Donphan to wall it and force it out with STAB EQ. This means that you will still be able to have Skarmory later on to check Mega Altaria and prevent it from sweeping as soon as Magnezone (or Magneton) can get onto the field.

Secondly, have you tried using Gunk Shot>Knock Off on Donphan? While it doesn't solve the problem of having no HP Fire SpecSylve switch-ins, you are able to take one hit from it and net a heavy hit with Gunk Shot, which puts it in range of Talon's Brave Bird and Keldeo's Scald. It also has the added boon of catching Azumarill switch-ins and dealing a solid 60%+.

If you implement the latter, I actually suggest dropping spikes in favor of Stealth Rock to free up a moveslot on Celebi for Baton Pass, which can be useful in getting Donphan in if Skarm goes down to a crit or random lure or something when Sylve is still healthy. This means that you don't need to make a sac to get it in so that Donphan can deal heavy damage, and as nice as it would be to run 100 speed to creep SpecSylve it really isn't worth the drop in bulk that comes with it.
===================
Anyway, enough about fairies. While I see your reasoning behind 4-STAB Keld, I honestly think that this team would benefit much more from trading Crunch out for Fire Punch and running HP Flying on Keldeo, because the ability to lure Mega Venusaur is pretty sweet as you only have Talonflame to take it on consistently, meaning that a lot of pressure is put on it to take on Venu squads.

The reason I think that running Fire Punch on Tyranitar is the way to go is because Keldeo doesn't really lure Ferrothorn, and even if it does switch in on it you kill it with two Secret Swords anyway. On the other hand, Ferrothorn is often a team's best stop to Mega Tyranitar, and generally when Ice Punch is used Fire Punch/Superpower isn't, meaning that you can KO something like Lando-T with Ice Punch, lure Ferrothorn and then bop it with Fire Punch.
 
Hey AdvanceShip very nice team and gratz on peak.(before starting sry for bad english)

A weakness that I noticed almost immediately is to
Thundurus with Nasty Plot set, if Donphan suffered some damage for example to spin and Thundurus set-up against Skarmory or Talonflame you can't stop this beast especially if you can't use Healing Wish with Celebi.

Calcs.
+2 252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 84 SpD Celebi: 304-359 (75.4 - 89%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 252+ SpD Donphan: 325-385 (84.8 - 100.5%) -- 6.3% chance to OHKO


Another weakness is
Kyurem-B. You have no switchins to this thing and you need to risk to sack something to revenge kill it.

M-Medicham is the last weakness I saw. Lately they haven't been running ice punch, but it hasn't completely disappeared, and that is why it gives you a lot of problems with the combination of hjk + ice punch.
I suggest only this simple changes
>
and
>
, Mew can help you supporting the team against M-Medicham , Kyurem-Black and wanting against Thundurus, instead Clefable(with the unaware set) can help you covering the weakness in thundurus plus more give you more support versus Manaphy.

That's all , i hope i helped.
 
Hey dude, really cool team :]

I´ve always been a fan of Def Ground + SpD Steel + Something-for-Keldeo in balance that has a lot of hazard control! Your Team has a lot of choices when playing and I bet its really fun to play. Kind of struggles against stall but whatever.

I´ve always tryed not to use donphan because I thought it is not that great, I guess I should give him a chance ^.^

No suggestions to improve/change the team, I´d leave it as it is.
Thanks for sharing this team its really well build :]
 
Great team -- Donphan makes for a nice change from all the tankchomps, lando-t, and hippowdowns so commonly seen.

Also love all those GoT references in your team!
 
i would add Chesgnaugt as a threat, i use it on my team, and i've been facing people using your team lately. he counters Dophan and Keldeo(unless you got a burn/2 crits with HP), checks TTar, and can use celebi as a set-up fodder. Nice Team BTW, i love people that make creative teams that works too.
 

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