So, this is my first RMT, and also one of my first Posts on the forums. The title might be a bit misleading, because the only Birdspamish aspect my team has, are 4 levitating/flying mons, but you will see. Well, i decided that Mega Latias was a Mon worth to build around, and i also decided to go for a semistallish route, simply because that is my favourite Playstyle and Mega Lati fits quite well on it.
/hourmute (Latias-Mega) @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Thunder Wave/Reflect Type
- Roost
Mega Lati is the captain of the team, i decided to use defensive Boltbeam Mega Latias, with a standard spread and moveset. This Thing can take on a whole bunch of defensive and Offensive Threats, such as Rotom-W, Medicham, Keldeo, Manectric and in general just a whole lot of Mons that lack a STAB supereffective Attack. As always, Pursuiters, esp. TTar are a huge danger one has to play around, since this Latias Set does not really have a way to touch Ttar at all. Reflect Type is slashed, because it allows Lati to somewhat circumvent those Trappers, and also allows it to check mons like Excadrill way easier. I overall liked Thunder Wave more though, because i somewhat need the Speedcontrol on a bulky Build like mine.
Humanity (Talonflame)
Ability: Gale Wings
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Taunt
- Acrobatics
- Roost
Talonflame replaced Infernape after some testing, which was part of the inital Core. SpDef Talonflame backs up Latis Weakness to Fairies, especially the always threatening Clefable. I decided to use Stallbreaker Talon over Bulkup variants, because Taunt is pretty much needed to reliably beat clefable, even though a Twave on the switch can still ruin Tflames day, and because Will-o-Wisp is just a really nice asset, crippling stuff like Ttar on the Switch, so that Lati can actually straightup beat Support Variants, and can play 50-50's with Offensive Ones. Bulk Up is still an option over Willo, to make the Mega Sableye Matchup way easier and faster.
Modern Media (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock
Hippo was the third Member i chose, since it gives me an actual check for TTar, which was incredibly troublesome. I chose full defensive Investment, because i don't really need Hippo to check Manectric, since i already have Latias, and added a Clefable later on. I chose Toxic over Stone Edge, because it supports the semistallish/stallish Character of the Team way more, Hippo also is my rocker.
Kein Tanzverein (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Calm Mind
- Soft-Boiled
Now, this might require some Description. First of all, Clef obviously is a very threatening and splashable Mon with little to no Opportunity Cost from using it. It gives me a defensive Wincon and a secondary Stallbreaker other than Tflame, and also beats Sableye, which means the lack of Bulkup on Talonflame isnt that important. This also gives me a Statusabsorber and a secondary check for keldeo other then Latias. I chose Thunder as my Filler, for 2 Reasons: One is Taunt Talonflame, which i am obviously a big fan of, and straightup beats Toxic Hippo. Thunder Clef is a nice Lure for that. Also, my Team was kinda weak to BD Azumarill, and i did not want Azu to get a free Setup.
0 SpA Clefable Thunder vs. 92 HP / 0 SpD Azumarill: 182-216 (50 - 59.3%) -- guaranteed 2HKO
0 Atk Talonflame Acrobatics (110 BP) vs. 92 HP / 0 Def Azumarill: 120-142 (32.9 - 39%)
0 SpA Clefable Thunderbolt vs. 92 HP / 0 SpD Azumarill: 150-178 (41.2 - 48.9%) -- guaranteed 3HKO
This is the reason for my Choice of Thunder over Tbolt, if Azu tries to Setup on my Clef by scaring it out, Thunder into Acro has a decent chance to kill after rocks, while TBolt into Acro doesnt.
In the Eye (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 164 HP / 92 SpA / 252 Spe
Timid Nature
- Knock Off
- Hurricane
- U-turn
- Heat Wave
As the fifth Member of my Team i chose AV Torn, since it checks Alakazam and most importantly Gengar, which was quite threatening to my Team. It also gives me some Speed, to deal with strong Balance-Breakers like Manaphy to some extent. Also the utility of Knock Off is nice, and Heat Wave was just the best choice as my fourth Move, because Ferro was somewhat annoying to deal with. I chose a really bulky Spread, because i just wanted it to be as bulky as it can be, while stile OHKO'ing Keldeo with Hurricane.
CC Denial (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Defog
- Whirlwind
Looking at the rest of my Team, i obviously needed a Defogger. I also needed a Check for Azumarill and to some extent Fairies in General, especially Diancie and Gardevoir aren't handled all to well by the other 5 Mons. If it wasnt for the need of a fairy check, another defogger would do Skarms Job much better, since defog Skarm is just mediocre by all means.
In general the Team has some nice Speed for a bulky Build, in Talonflame, Latias and Torn-T, which also allows it handle most Balancebreakers somewhat well. Obviously, Manaphy and Hoopa are still really annoying to face, and need to be played around. Kyurem is also a Threat, since i lack an ice resist, but Clefable can handle it. Overall, the team usually has 2 or more ways to check most of the common threats, which makes decision making very important. What i mean by that is, if my Opponent for example has a Kyurem-B and a Manectric, i am not going to use Clefable as my main Manectric Switchin, since that would put way too much pressure on it, to the point where Cube might be able to break my team. Instead the main Manectric check in that Matchup would be Latias, to relieve some pressure from Clef.
edit: After some final Testing i settled down on a final Version of the Team, the Changes suggested have really payed off for me.
Importable, in case anyone is interested:
Huge Shoutouts to the Raters who helped me improve my Team, i really appreciated it :)
/hourmute (Latias-Mega) @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Thunder Wave/Reflect Type
- Roost
Mega Lati is the captain of the team, i decided to use defensive Boltbeam Mega Latias, with a standard spread and moveset. This Thing can take on a whole bunch of defensive and Offensive Threats, such as Rotom-W, Medicham, Keldeo, Manectric and in general just a whole lot of Mons that lack a STAB supereffective Attack. As always, Pursuiters, esp. TTar are a huge danger one has to play around, since this Latias Set does not really have a way to touch Ttar at all. Reflect Type is slashed, because it allows Lati to somewhat circumvent those Trappers, and also allows it to check mons like Excadrill way easier. I overall liked Thunder Wave more though, because i somewhat need the Speedcontrol on a bulky Build like mine.
Humanity (Talonflame)
Ability: Gale Wings
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Taunt
- Acrobatics
- Roost
Talonflame replaced Infernape after some testing, which was part of the inital Core. SpDef Talonflame backs up Latis Weakness to Fairies, especially the always threatening Clefable. I decided to use Stallbreaker Talon over Bulkup variants, because Taunt is pretty much needed to reliably beat clefable, even though a Twave on the switch can still ruin Tflames day, and because Will-o-Wisp is just a really nice asset, crippling stuff like Ttar on the Switch, so that Lati can actually straightup beat Support Variants, and can play 50-50's with Offensive Ones. Bulk Up is still an option over Willo, to make the Mega Sableye Matchup way easier and faster.
Modern Media (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock
Hippo was the third Member i chose, since it gives me an actual check for TTar, which was incredibly troublesome. I chose full defensive Investment, because i don't really need Hippo to check Manectric, since i already have Latias, and added a Clefable later on. I chose Toxic over Stone Edge, because it supports the semistallish/stallish Character of the Team way more, Hippo also is my rocker.
Kein Tanzverein (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Calm Mind
- Soft-Boiled
Now, this might require some Description. First of all, Clef obviously is a very threatening and splashable Mon with little to no Opportunity Cost from using it. It gives me a defensive Wincon and a secondary Stallbreaker other than Tflame, and also beats Sableye, which means the lack of Bulkup on Talonflame isnt that important. This also gives me a Statusabsorber and a secondary check for keldeo other then Latias. I chose Thunder as my Filler, for 2 Reasons: One is Taunt Talonflame, which i am obviously a big fan of, and straightup beats Toxic Hippo. Thunder Clef is a nice Lure for that. Also, my Team was kinda weak to BD Azumarill, and i did not want Azu to get a free Setup.
0 SpA Clefable Thunder vs. 92 HP / 0 SpD Azumarill: 182-216 (50 - 59.3%) -- guaranteed 2HKO
0 Atk Talonflame Acrobatics (110 BP) vs. 92 HP / 0 Def Azumarill: 120-142 (32.9 - 39%)
0 SpA Clefable Thunderbolt vs. 92 HP / 0 SpD Azumarill: 150-178 (41.2 - 48.9%) -- guaranteed 3HKO
This is the reason for my Choice of Thunder over Tbolt, if Azu tries to Setup on my Clef by scaring it out, Thunder into Acro has a decent chance to kill after rocks, while TBolt into Acro doesnt.
In the Eye (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 164 HP / 92 SpA / 252 Spe
Timid Nature
- Knock Off
- Hurricane
- U-turn
- Heat Wave
As the fifth Member of my Team i chose AV Torn, since it checks Alakazam and most importantly Gengar, which was quite threatening to my Team. It also gives me some Speed, to deal with strong Balance-Breakers like Manaphy to some extent. Also the utility of Knock Off is nice, and Heat Wave was just the best choice as my fourth Move, because Ferro was somewhat annoying to deal with. I chose a really bulky Spread, because i just wanted it to be as bulky as it can be, while stile OHKO'ing Keldeo with Hurricane.
CC Denial (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Defog
- Whirlwind
Looking at the rest of my Team, i obviously needed a Defogger. I also needed a Check for Azumarill and to some extent Fairies in General, especially Diancie and Gardevoir aren't handled all to well by the other 5 Mons. If it wasnt for the need of a fairy check, another defogger would do Skarms Job much better, since defog Skarm is just mediocre by all means.
In general the Team has some nice Speed for a bulky Build, in Talonflame, Latias and Torn-T, which also allows it handle most Balancebreakers somewhat well. Obviously, Manaphy and Hoopa are still really annoying to face, and need to be played around. Kyurem is also a Threat, since i lack an ice resist, but Clefable can handle it. Overall, the team usually has 2 or more ways to check most of the common threats, which makes decision making very important. What i mean by that is, if my Opponent for example has a Kyurem-B and a Manectric, i am not going to use Clefable as my main Manectric Switchin, since that would put way too much pressure on it, to the point where Cube might be able to break my team. Instead the main Manectric check in that Matchup would be Latias, to relieve some pressure from Clef.
edit: After some final Testing i settled down on a final Version of the Team, the Changes suggested have really payed off for me.
Importable, in case anyone is interested:
/hourmute (Latias-Mega) @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Roost
- Defog
Humanity (Talonflame)
Ability: Gale Wings
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Taunt
- Roost
- Bulk Up
Kein Tanzverein (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 204 Def / 44 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Soft-Boiled
- Calm Mind
In the Eye (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
Modern Media (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 240 HP / 212 Def / 56 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
CC Denial (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 60 Def / 196 SpD
Careful Nature
- Iron Head
- Whirlwind
- Roost
- Toxic
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Roost
- Defog
Humanity (Talonflame)
Ability: Gale Wings
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Taunt
- Roost
- Bulk Up
Kein Tanzverein (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 204 Def / 44 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Soft-Boiled
- Calm Mind
In the Eye (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
Modern Media (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 240 HP / 212 Def / 56 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
CC Denial (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 60 Def / 196 SpD
Careful Nature
- Iron Head
- Whirlwind
- Roost
- Toxic
Huge Shoutouts to the Raters who helped me improve my Team, i really appreciated it :)
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