ORAS OU Mega Aerodactyl Squad - Yay or nay?

After going through many variants with mega aero I have narrowed it down to this team. It is hard to check or counter everything in the meta so I did the best I can. So please criticize all you want and lemme know your thoughts!

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DogHorse (Aerodactyl) @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Hone Claws
Well, its the first pokemon I wanted to build around. Generally, Aero can have a four move slot syndrome, however, I think with my team comp this aero did not have that. I decided to go with double stab moves. Thanks to aero being one of the fastest mons in the game, it lets me hit things like lopunny and mega manetric first which is appreciated. Ice fang is there because it lets me deal with lando and garchomps. And Hone claws is there because after a hone claws, I can generally clean up some weakened teams, and it is a move people do not expect, which is why I like it. So far the set is good to me, but I am open to suggestions.

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MrSteelYoBitch (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Magnezone seemed like an obvious partner to me for aero. It traps steels such as skarmory and ferrothorn making it easier for mega aero to sweep. Moveset is pretty standard as it can be, I thought it would pair well with aero since it takes down most of aeros checks/counters. Not much to say other than that.

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Superior (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Glare
- Hidden Power [Ground]
- Substitute
I wanted a grass type to get rid of annoying threats such as rotoms or hippos. I tried breloom but I find it to slow and ferro did not seem to fit into this team. So I decided on serperior. Serperior lets me deal with things such as mega sableye and also lets me paralyze threats such as zard x which is appreciated. Leaf storm is there for obvious reasons, hp ground because hp fire isnt needed since I have zone for that role. And I decided to go with glare to stop setup sweepers, and I also went for sub So i can sub up on things such as toxic gliscors and such to get an advantage. Although I am thinking dragon pulse for that slot, I find substitute viable.

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Spot Marker (Metagross) @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 156 Atk / 92 SpD / 8 Spe
Careful Nature
- Meteor Mash
- Zen Headbutt
- Pursuit
- Earthquake
Looking at the team, I Wanted a good sp def wall and also wanted a pursuit trapper, just to weaken mons that threaten me. Something that can safely switch in on a lati as well. I thought metagross was perfect, it gave me a solid pursuit trapper as well as a way of dealing with mega venusaur which was a big selling point. I decided to go with max hp for the bulk, 156 attack evs to let me deal enough damage to latis to the point where anyone on my team can take it out, and I dumped the rest in sp def. I did put 8 speed evs however, to maybe outspeed opposing metagross which is uncommon, but you never know. Meteor mash for fairies such as clef, zen headbutt for venusaur and other annoying poison or fighting types. Pursuit to trap stuff, and earthquake for things like raikou and heatran.

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Unique-Corn (Keldeo) @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Calm Mind
- Substitute
I wanted a solid water type that can help me beat stall, and sub cm keldeo seemed to fit the role well. Scald because it is a game breaker, secret sword for the obvious stab. Calm mind to beat stall to an extent, and substitute to further support that. Keldeo gives me a solid water resist as well, as well as checking scizor and bisharp. So I thought it was a great choice.

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lol (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 236 HP / 180 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Endure
Needed a rocker, as well as a physical wall, what better than rocky helmet chomp? Gave it enough speed for things like bisharp, then dumped the other evs into bulk. Eq and dragon tail, standard. As well as stealth rock since i needed that. Endure is there to wittle things like azumarill and zard x a bit more, as I feel that can come into play later in my games.


Well thats the team! One weakness i find big is manetric, which can 6-0 me lol. I usually end up playing around it but that is something i definitely need to fix my team around. Please criticize however, I want to make this team better! Thanks for listening!
 
Hey SheWentToJarod's very nice team , the team lacks hazard control , Mega Manectric check / counter , Charizard Mega X Check / counter. The team also have a bit of flaws in sets , So I'd suggest the minor changes first.

First of all talking about your Mega Aerodactyl , I think
Aqua Tail > Ice Fang , Aqua tail hits all the stuffs that ice fang does , except Garchomp whose ability hurts you back , so you shouldn't directly hit it using physical moves , Aqua tail also helps Mega Aero in checking Hippowdon , which can't be checked using Ice Fang and its bp is higher than ice fang and it also gets tough claws boost.

Second , Serperior should run either Glare or Substitute , as Dragon Pulse is madatory on any moveset of Serperior. Also , I think you may use miracle seed over leftovers on Serperior(its an optional change). Also I think you should use dragon pulse over substitute on Serperior.

The last minor change , your Garchomp's EVs is weird I think you should use
252 HP / 164 Def / 92 Spe . This EVs let you counter all the stuffs that your given EVs does.
Coming to major changes now....

The first change , I think is
Lanodrus-t > Garchomp , this change helps you in dealing with zard x and a lot of physical attackers like Mega Loppuny and Mega Metagross. Also , Intimidate support helps you alot , but this change will make you loose your phazer , but it provides you a good sand check too.


The next change that I think is Latios>Magnezone , Magnezone fills the role of a trapper but its pretty reduant in the team as you have a lot of ways to deal with Ferro , Skarmory etc. While , Latios is a decent check to Manectric , it is also capable on switching out against it , Latias can be used for more bulk. Lati@s also provides you Defog support which helps Mega Aero a lot.
Landorus-therian @ leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 Atk / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Hidden Power Fire

Latios @ Life Orb
Ability: Levitate
EVs: 72 HP / 164 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Hidden Power Fire


Hope I helped :]...
 
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Yo cool team I like the original core but I think this team struggles with both Charizards, Manectric, Excadrill and Venu to an extent. I would not concern yourself too much with having a steady Azumarill switchin since you already have some solid offensive checks to Band and Belly Drum doesn't sweep.

My first suggestion is to run Aqua Tail on Aerodactyl over Ice Fang as it gives you a way to hit Heatran and is stronger against Hippowdon while the team already wittles Lando and Chomp quite well. Hone Claws is cool but you may end up preferring Roost or Pursuit here. Pursuit being valuable in chipping at Charizard which is forced out by Aero, and Roost is self explanatory.

Next I would change your Serperior set; the current one is suboptimal as you lack coverage and Sub is really not doing a ton here. I would recommend a standard set with Leaf Storm / Dragon Pulse / Hidden Power / Taunt. I think you can keep HP Ground if you really want because Mag is there to beat steel types and I guess Heatran is a little annoying but I do think HP Fire is better in general. Taunt over Glare because Mega Venusaur is incredibly annoying to your team so just Taunt that thing on switchins and go into a steel type so it can't heal with Giga Drain. Also Glare's main target, Torn-T, can be pressured by AV Meta as well as Aero.

I'll echo the post above mine regarding the AV Meta spread; outspeeding other Metas really isn't important. And yeah I'd run Bullet Punch over Earthquake - honestly the priority is kind of necessary for picking off things as well as threatening Fairies even when Meta is weakened. Keep Zen over EQ to hit Mega Venu and Zard / Talon switchins.

Next up I would swap Keldeo for an Azumarill. With an Assault Vest equipped this gives you a more reliable Keldeo switch in (since Scarf has a chance to clean), Rain and Sand check and a check to both forms of Charizard while still retaining your Weavile check. Knock Off is amazing here as Azu lures in Ferro and Skarm which allows you to remove Shed Shells for Magnezone. Another thing this does is lure Manectric to a degree as you can always take one hit and whittle it down which is your key to beating it. Because Serp carries Taunt now, you won't miss the stallbreaking of SubCM Keldeo either.

Lastly I would run Fire Blast on Garchomp over Endure. The main reason for this is to act as an early game switch in to Scizor as switching Mag in directly is dangerous and Keldeo is no longer on the team. Endure was helpful for Azu and Charizard but both have checks so you should be ok.

My final suggestion is something I am less sure about but I think it may be worth trying. Air Balloon Magnet Rise Magnezone lets you reliably revenge kill Excadrill and leaves you free to switch up moves so you are not setup fodder. Downside being it won't check Mega Gardevoir or Diancie as well (not to mention Zard Y) and puts more pressure on AV Meta and this is why I am less sure of this, but I think it is worth trying.

Friendly reminder to run 0 Atk IVs on your special attackers to reduce Foul Play and confusion damage. Hope this was helpful!

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Pursuit / Roost

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Taunt

Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Zen Headbutt

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Optional:

Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Magnet Rise
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Hm standard set on the Dex has 128 speed for this Zone but that seems a bit slow, I would recommend running 190+ speed if you do choose to try this. Would edit myself but am on mobile sry :(
 
Hey man, I really like the concept of the team, pairing Mega Aerodactyl with Magnezone. I've personally tried using Aerodactyl before, but it has been rather underwhelming, and hence I think it'll be rather interesting to see how this team performs. I do like the general look of the team, but there are several threats that I have noticed that can be very difficult or annoying for the team to deal with.

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You lack a Fighting resist on this team, as well as a solid Water resist, and hence it will be very difficult to switch into a Keldeo, especially with Specs Keldeo being the most common set
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As you mentioned, Mega Manectric is a huge annoyance to the team, being able to outspeed every single Pokemon, except for Aerodactyl after Mega evolving and being able to hit them with super-effective moves
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Mega Charizard X is a giant threat to your team because it can set up on Magnezone locked into any of its moves, and be able to sweep your team if Aerodactyl is weakened or if Stealth Rocks are up as you have no way to take a hit from it or outspeed and revenge it

With all these threats in mind, there are a few changes that I have that will help alleviate these problems, while keeping the main core of Mega Aerodactyl + Magnezone intact. I will also be keeping the Metagross as it offers you a very solid switch-ins to threats such as Lati@s and Mega Gardevoir. There are 2 different sets of changes that I will be suggesting, so do see which one you like more :]

Version 1

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Landorus-Therian is a better option over Garchomp here. In this case, Landorus-T is a better choice because it allows you to check Mega Charizard X, which was found to be a giant threat for the team. It is able to reliably take on Mega Charizard X with the aid of Intimidate. It can always live a neutral Flare Blitz from Mega Charizard X, and also has a 75% chance to live a +1 Flare Blitz from Mega Charizard X, which means that even if Zard is able to get 2 free boosts, bringing in Landorus-T at full health still gives you a really good chance of getting rid of this giant threat. You can consider running Toxic to weaken opposing Hippowdon and Landorus-T so that Aerodactyl has an easier time putting in work.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-Turn / Toxic
- Earthquake
- Stone Edge

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Latios gives you a solid Keldeo and Manectric switch-in, being able to always live 2 HP Ice's from a Mega Manectric. I suggest using Calm Mind Latios as it gives you another solid win condition, and you are also able to boost up against Pokemon such as Hippowdon which would otherwise attempt to Slack Off stall you on the Draco Meteor. CM Latios is also able to beat variants of stall that don't have Unaware Clefable, since Gothitelle is banned and will no longer be able to Trick and cripple CM Latios. CM Latios is also able to beat AV Tornadus-Therian, as you can roost on the Knock Off and then proceed to Calm Mind, which opens a door for CM Keldeo to potentially sweep. HP Fire is not necessary here as Magnezone will be trapping steels. You can consider Defog here if you feel that the hazard control is necessary for your team.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Roost

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Roost > Hone Claws

This change is honestly optional, but I do think that you will appreciate Roost more than Hone Claws in many situations. Keeping health on this Pokemon is vital to ensure that you do not fall into range of Priority moves, and if you do go for Ice Fang on TankChomp, you will be taking 30% worth of recoil while attempting to kill it, and hence I believe that having Roost is nice, especially if you do choose not to run Defog on your Latios, so that you can heal up after taking damage from Rocks.

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Roost
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Version 2

This version has essentially 2/3 of the same changes as the previous one, and hence I will only explain the one that is different.

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Azumarill is able to check Mega Charizard X reliably as long as you maintain a high amount of health on this amount, and be able to OHKO in return with Play Rough after Flare Blitz recoil. Azumarill is also able to check Weavile, the same way that Keldeo was able to resist Weavile's dual STAB. Hence, if you prefer to keep Garchomp on the team, this change has to be made.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

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Same reasoning as above.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Roost

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Roost > Hone Claws

Same reasoning as above.

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Roost
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And that's all I have. I do apologise for this being rather lengthy, but I did see 2 different ways you could go with changing the makeup of this team and giving it a better matchup vs the threatlist that the original team had. Truthfully, whichever version you prefer depends on which combination of mons you like better, though the second version does have a harder time switching into Scarf Excadrill. I do really like the concept of using Mega Aerodactyl, and I hope that you have success with using this team :]
 
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