MANNAT
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I started off this build by building around the potent offensive core of Zardx+Manaphy, they have amazing offensive synnergy by breaking down each other's checks and counters perfectly and really threatening a lot of cookie-cutter builds in the current metagame.
After adding the initial two Pokemon, I needed some method of hazard control and the initial core gets obliterated by Keldeo, so Latios was a natural fit with the core given its ability to break down tanks and walls with very strong Draco Meteors. I decided to choose Latios over Latias because I wanted this build to be a bit more offensive than a Latias build may have lead to.
At this point, the team had no fairy resist, so I added Jirachi to check fairy types as well as give Zardx/Manaphy a second chance to sweep with healing wish. In addition to checking fairies, Jirachi also checks critical anti-offense mons with a Choice Scarf equipped like Mega Alakazam and Mega Lopunny that the team would otherwise keel over to.
At this point, the team really struggled with sand as well as opposing Zardx at +1, so I added defensive Lando-T to take on these threats as well as providing rocks in combination with pivoting to give the team offensive momentum in Lando-T as well as it providing a really solid blanket check to threatening physical attackers that I could fall back on.
At this point, overload cores were a huge issue to the team and I needed stallbreaking for the squad, so I ended up adding Gliscor to the team to compliment Lando as well as providing a solid fallback for the team just in case lando got weakened.
After using the team for a while, Gliscor seemed really redundant with Lando-T and overload cores weren't as much of an issue for Lando to handle as I initially thought, so I looked for a replacement for it. I still didn't want to rely on Lando-T as my only check to sand, and I had an issue switching into Azumarill, so I decided to add Tangrowth as the next team member.
As the team currently stood, I got absolutely boned by Weavile, and Lando-T could get overwhelmed by birdspam pretty easily since it doesn't resist flying lol, so I added in Rhyperior over Lando-T because it helped with these threats while still checking Zardx for the team
Team At a Glance
The Team In-Depth
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Mega Charizard X plays a pivotal role on the team, being one of the two main setup sweepers that compose the team, and it the team's main win condition against several different offensive teams. Mega Charizard X has a frightening amount of power at +1, being able to OHKO several top-tier OU Pokemon from Scarf Lando-T to Mega Diancie with the extreme power of Tough Claws-boosted Flare Blitz in tandem with the set's amazing type coverage. Aside from being one of the team's two main win conditions, Zard is supposed to break down Grass and Electric types for Manaphy so that it can potentially sweep vs fatter builds as well as being an emergency check to Bisharp/Weavile if they manage to muscle their way past the defensive core of Rhyperior/Tangrowth. Dragon Dance is here as a setup move to let Zardx tear through teams if it can get the boost off for relatively free, Flare Blitz and Dragon Claw are just strong physical STAB attacks that have excellent neutral coverage in general and will be your main moves used when sweeping, and Earthquake is there to deal with common Zardx checks like Heatran, Mega Diancie, and Tyranitar. Aside from that, the EV spread is standard. Generally, you should avoid bringing in Zardx until late game unless a certain situation arises that requires Charizard's assistance such as an out of control Serperior. Aside from that, DD on mons that you threaten like Celebi, Serperior, Jirachi, etc. and only set up if you believe that you will be able to take out several Pokemon.
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Psychic
- Rain Dance
Manaphy is the second member of the primary core of the team and is this team's main answer to bulkier builds, most notably stall. Manaphy is a terrifying boosting sweeper for a myriad of bulky builds to face and can absolutely rip through unprepared teams with ease. For example, you can literally rd turn one vs msab and set up TGs on Chansey and proceed to blast Amoong out of the water with Scald. Aside from being the team's main answer to stall, Manaphy also breaks down bulky Ground, Rock, and Water types for Zardx, and while it may seem wierd that this set is supposed to break bulky waters, standard Slowbro actually gets straight up OHKO'd by +6 scald in the rain and gets super pressured by Scald burns to a point where it is no longer at a healthy range of HP to check Zardx and can really open up the door for a Zardx sweep. RD+TG+Scald means that Mana can bust through Chansey and the rest of stall with it while Psychic hits fat grasses found on stall builds as well as Keldeo in one moveslot, which is really important. Early game, Manaphy frankly should only be used to fire off scalds and chip away at the opposing team unless it's just one of those games where it sweeps from team preview. Aside from the standard moveset, the EVs are standard and 0 Atk IVs are there to reduce foul play damage as well as confusion as is standard on all special attackers.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Latios is primarily here for its ability to defog away entry hazards for Mega Charizard X, but it certainly has many uses past that. In addition to being able to defog away hazards, Latios checks a critical threat in Keldeo that can tear apart the central core of the team and stop it from tearing through the team. Additionally, Latios can soften up walls for its teammate through the use of Life Orb boosted Draco Meteor since it is one of the strongest attacks in OU and can do a ton of damage to anything that doesn't resist it and can even take a good 30-40% off of resists, and that damage can be critical late game when trying to pull off a sweep. Additionally, Latios can pressure Chansey for Manaphy with Psyshock because the fact that Chansey takes 35-40% from Psyshock means that it is pressured to use up healing in order to reliably check Latios and by extension is running out of healing that could be used in order to combat Manaphy. Generally, you wan't to try to save Latios to pivot into significant threats like Keldeo, but you can pivot it into other mons if your win condition needs to stay healthy in order to win. However, when you're vs Keldeo+TTar, make sure to never keep Lati in vs Keld for more than one turn and double out to something that threatens Tyranitar when you can, but beware that Keldeo+Pursuit Trapper matchups are by far the hardest for this team to deal with. Draco Meteor is overall a really strong STAB move that is the most spammable of this set and will be used to dent things, and Psyshock is mainly there to not only hit fairies that come into Draco, but also to pressure Chansey to use up a bunch of softboiled pp. Roost lets you stay healthy vs Keldeo and Defog is there in the last slot to clear away hazards for Zardx. Aside from that, the EV spread is standard and the IVs are to reduce foul play/confusion damage as well as letting Latios being able to get off an extra Life Orb hit before going down, which by extension means it takes 11 LO rounds to go down.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish
Jirachi is a really solid glue mon on this team that helps with a myriad of threats from Mega Alakazam to Mega Gardevoir to Mega Lopunny. With a Choice Scarf equipped, Jirachi becomes a very solid revenge killer, being able to pull games that you have no business winning out of its ass as well as having a phenomenal defensive typing in steel that allows it to tank Draco Meteors from Latios as well as Pixilate Hyper Voices from Mega Gardevoir. Aside from being a revenge killer, Jirachi has a ton of defensive utility, being a check to faries, dragons, serp, and quite a few other things just by virtue of its typing and bulk. In addition to all of these very useful roles, Jirachi offers a huge utility in healing wish because it gives my setup sweepers a second chance to sweep after they have already been fatally crippled or weakened. This is especially good vs the types of offensive builds that rely on TWave Rotom-Wash+a revenge killer as their Zardx check and can really open up a door of possibilities of winning. When using Jirachi, usually spam U-turn to gain momentum and pivot around unless your opponent has something like tankchomp or RH Lando-T to punish physical attackers as they will be able to do a ton of damage to you just by switching in a couple times. In situations vs important threats like offensive Mega Gardevoir and Serperior, it is optimal to Iron Head just to badly cripple or remove the threat entirely, but you have to be know the difference of when it's a legitimately good play to iron head or when you have better options and are just trying to hax something. Aside from those two, the filler move is mainly situational and should only be used against the appropriate threats. Healing Wish is the last move on the set and should only be used late game when you need something to get healed up in order to win the game.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Fire]
Next on the team is Tangrowth, who is an invaluable check to physical attackers that really holds the team together and stops it from losing against a myriad of threats. Tangrowth is my main check to a lot of physical attackers that take a dump on the rest of the team, primarily Excadrill, Azumarill, and Breloom. In addition to being such a great check to so many physical attackers, Tangrowth has the amazing utility of spreading sleep with Sleep Powder, disabling an opposing Pokemon and forcing your opponent to play with that Pokemon a lot more carefully. In addition to being able to spread sleep, Tangrowth has the great utility of being able to Knock Off items like Leftovers from Heatran, Life Orb from Latios (and do a ton of damage to boot), Leftovers from Clefable, Eviolite from Chansey, and many others, crippling said Pokemon and making them quite a bit easier for the rest of the team to handle. The given EV spread allows Tang to avoid the OHKO from Starmie's Ice beam while dumping the rest of the EVs into physical bulk and runs a relaxed nature so that knock off will do as much damage as it can vs Psychic types. Hidden Power Fire is here so that Tang has a move to hit both Bisharp and Breloom without worrying about them setting up vs you, which is critical as this team relies on Tangrowth to check them. Feel free to pivot in Tangrowth to pretty much any physical attacker that doesn't have a matchup advantage vs it as regen really helps keep Tangrowth healthy and you can preserve the HP on some of your other Pokemon that lack passive recovery.
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Lastly but certainly not least is Rhyperior, the Rock-type tank and the Stealth Rock setter on this team. Rhyperior is the team's method of setting Stealth Rocks and is very physically bulky, so it can set rocks pretty easily. Aside from setting rocks, Rhyperior is the teams only check to a +1 DD Zardx, which is crucial and makes it an invaluable member of the team. However, Rhyperior is also the team's main check for Weavile, who is a huge threat to the team overall and a mon that no one aside from Rhyperior really wants to switch into. In addition to being a utility check to several dangerous threats to the team and a rocker, Rhyperior also can spread Toxic poison to the opponents team, crippling very threatening Pokemon such as; CM Mega Slowbro, Mega Latias, Landorus-Therian, Garchomp, and many others. The moveset is pretty standard, with enough bulk to live a +2 Iron Head from Adamant Bisharp, and the rest being dumped into attack just so that Rhyperior can do a bit more damage with its powerful STAB EdgeQuake. The moveset is standard with Stealth Rock being arguably the best and most important move in competitive battling, Earthquake providing a reliable STAB move with a consistently solid damage output, Stone Edge is another powerful STAB move that can hit Flying-type and levitating Pokemon that dodge Earthquake as well as being an amazing offensive typing in OU in general. Lastly, this set is running toxic in order to lure in and cripple Megabro.
Importable
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Psychic
- Rain Dance
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Fire]
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Psychic
- Rain Dance
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Fire]
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
Replays
None rn, but I'll scrounge up some later, or maybe even during olt
Shoutouts
playerW17, BlazeLatias, tibbz, Panther5001, streams, Avarice87, Team Pokepals, Omegasization, daddy's kisses, slurmz, Baton Mash, DTC, MrAldo, EonX, Career Ended, Iloveleague, sedertz, Futatsuiwa of Sado, and a lot of others (feel free to tell me if I missed you)
playerW17, BlazeLatias, tibbz, Panther5001, streams, Avarice87, Team Pokepals, Omegasization, daddy's kisses, slurmz, Baton Mash, DTC, MrAldo, EonX, Career Ended, Iloveleague, sedertz, Futatsuiwa of Sado, and a lot of others (feel free to tell me if I missed you)
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