TPP
Head TD
This is my 1st Rate My Team. This team has proven to be my best one (without Mega Metagross) and has won 15 in a row. I would like to make it even better so that I can the very best like no one ever was ;)
Team Building Process/In-Depth Analysis
Thundurus @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Thunderbolt
- Knock Off
- Superpower
Team Building Process/In-Depth Analysis
Thundurus @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Thunderbolt
- Knock Off
- Superpower
I heard from a friend that the double genie core was winning games for him and I tried it and its fantastic. Having Thundurus is really handy because he out speeds practically anything (not including Talonflame or Raikou) that isn't scarfed. Its a quick revenge killer and really makes it hard to switch into. A mixed Thundurus is able to hit Ferrothorn and Chansey while maintaining its high special attack stat. Defiant is used to increase his attack to even higher levels and is really helpful against Intimidate Users. This is a pretty standard mixed set and EV's allow Thundurus to nearly 1HKO Latios.
Landorus @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Rock Polish
- HP Ice
- Sludge Wave
Landorus is able to become a special sweeper with its ability and good movepool. Its able to take out Heatran, and annoying fairy types including Azumarill and Clefable. Rock Polish is easy to use on opposing Lando-T and turns Lando into the monster that people think should go to Ubers. HP Ice to kill Garchomp, Lando, and Gliscor. Together, he and Thundurus can break almost anything.
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Substitute
Keldeo plain murders things with its high special attack. The Calm Mind + Sub set allows Keldeo to set up and be able to take a hit that would normally kill it. This is extremely helpful against threats like Talonflame that can be killed after it breaks Keldeo's sub. So being able to get a guaranteed hit and avoid a revenge kill makes this set an optimal choice for the team.
Starmie @ Leftovers
Ability: Analytic
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Reflect Type
- Psyshock
- Scald
Previously Latias, Starmie lets me keep my Spikes when I Rapid Spin to help Charizard come in safely. Normally I would run a more offensive one, but reflect type will help a lot more against threats like Bisharp, and Analytic is run to really hit hard on when my opponent switches out. The only reason I don't have Ice Beam is because I already have 2 Pokemon that have HP Ice. Hydro Pump hits extremely hard, but since I'm running Reflect Type, Scald will help more as it can burn threats.
Klefki (M) @ Red Card
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Bold Nature
-Play Rough Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise
Previously Skarmory, Klefki is an extremely good hazard user because of prankster. Thunder wave also lets him cripple things right off the bat, and Magnet Rise gets rid of the ground weakness, so Lando can't touch Klefki, and Charizard's ground weakness is gone. Running spikes allows the other members of team to have an easier time 1HKO most threats. Play rough is a handy fairy move that hits Mega Sableye and fighting types like Keldeo for decent damage. Red Card is extremely useful because it can get rid of threats that have set up, such as Belly Drum Azumarill. I can switch Klefki in and Azumarill will lose the +6 attack. Magnezone is no longer a threat for Klefki as well because of Red Card. Red Card also allows Klefki to paralyze something, switch the paralyzed opponent out, and allow Klefki to set up spikes or paralyze the new pokemon.
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Fire Punch
- Dragon Claw
Finally we have the physical sweeper of this team. Immunity to burns and being able to set up on Volcarona and Heatran turns him into a sweeping machine. Earthquake is able to 1HKO Heatran and Electric types such as the now popular Raikou. Fire Punch is used to avoid recoil damage, and because I don't have roost, recoil damage would be permanent. Jolly is run to outspeed other Charizards, Gardevoirs, and allow Charizard to outspeed most threats at +1 such as Mega Manectric and scarfed Lando-T.
Talonflame (Flare Blitz + Brave Bird)
They outspeed my team and their electric and ice coverage sweeps my team once Charizard X is defeated
Landorus @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Rock Polish
- HP Ice
- Sludge Wave
Landorus is able to become a special sweeper with its ability and good movepool. Its able to take out Heatran, and annoying fairy types including Azumarill and Clefable. Rock Polish is easy to use on opposing Lando-T and turns Lando into the monster that people think should go to Ubers. HP Ice to kill Garchomp, Lando, and Gliscor. Together, he and Thundurus can break almost anything.
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Substitute
Keldeo plain murders things with its high special attack. The Calm Mind + Sub set allows Keldeo to set up and be able to take a hit that would normally kill it. This is extremely helpful against threats like Talonflame that can be killed after it breaks Keldeo's sub. So being able to get a guaranteed hit and avoid a revenge kill makes this set an optimal choice for the team.
Starmie @ Leftovers
Ability: Analytic
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Reflect Type
- Psyshock
- Scald
Previously Latias, Starmie lets me keep my Spikes when I Rapid Spin to help Charizard come in safely. Normally I would run a more offensive one, but reflect type will help a lot more against threats like Bisharp, and Analytic is run to really hit hard on when my opponent switches out. The only reason I don't have Ice Beam is because I already have 2 Pokemon that have HP Ice. Hydro Pump hits extremely hard, but since I'm running Reflect Type, Scald will help more as it can burn threats.
Klefki (M) @ Red Card
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
-
- Spikes
- Thunder Wave
- Magnet Rise
Previously Skarmory, Klefki is an extremely good hazard user because of prankster. Thunder wave also lets him cripple things right off the bat, and Magnet Rise gets rid of the ground weakness, so Lando can't touch Klefki, and Charizard's ground weakness is gone. Running spikes allows the other members of team to have an easier time 1HKO most threats. Play rough is a handy fairy move that hits Mega Sableye and fighting types like Keldeo for decent damage. Red Card is extremely useful because it can get rid of threats that have set up, such as Belly Drum Azumarill. I can switch Klefki in and Azumarill will lose the +6 attack. Magnezone is no longer a threat for Klefki as well because of Red Card. Red Card also allows Klefki to paralyze something, switch the paralyzed opponent out, and allow Klefki to set up spikes or paralyze the new pokemon.
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Fire Punch
- Dragon Claw
Finally we have the physical sweeper of this team. Immunity to burns and being able to set up on Volcarona and Heatran turns him into a sweeping machine. Earthquake is able to 1HKO Heatran and Electric types such as the now popular Raikou. Fire Punch is used to avoid recoil damage, and because I don't have roost, recoil damage would be permanent. Jolly is run to outspeed other Charizards, Gardevoirs, and allow Charizard to outspeed most threats at +1 such as Mega Manectric and scarfed Lando-T.
Talonflame (Flare Blitz + Brave Bird)
They outspeed my team and their electric and ice coverage sweeps my team once Charizard X is defeated
Thundurus @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Thunderbolt
- Superpower
- Knock Off
Landorus @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Hidden Power [Ice]
- Rock Polish
- Sludge Wave
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Substitute
Starmie @ Leftovers
Ability: Analytic
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Reflect Type
- Psyshock
- Scald
Klefki (M) @ Red Card
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Fire Punch
- Dragon Dance
- Earthquake
Ability: Defiant
Shiny: Yes
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Thunderbolt
- Superpower
- Knock Off
Landorus @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Earth Power
- Hidden Power [Ice]
- Rock Polish
- Sludge Wave
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Substitute
Starmie @ Leftovers
Ability: Analytic
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Reflect Type
- Psyshock
- Scald
Klefki (M) @ Red Card
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Fire Punch
- Dragon Dance
- Earthquake
Last edited: