Matame
New Rules
S/o cooltext.com for the cool titles lol
Started with the mega. Charizard isnt as good as it used to be but I really wanted to try it out on semi room since it seemed to have a lot of potential on those style of teams.
Next added Calm Mind Cresselia. Yet again another mon/set that has fallen in popularity due to shifting meta trends. I just wanted a bulky, reliable trick room setter for this slot. Moonlight + sun seemed fun and Calm Mind is an interesting wincon.
Next I added Landorus for a variety of reasons. I wanted a check to opposing Landorus, a check to Heatran, a check to other miscellaneous fires that Chary and Cress couldn't deal with. I have 2 EQ immunes so Lando gets to EQ relatively freely.
Amoonguss + Calm Mind Cress pair really well together due to Amoonguss being able to redirect super effective attacks from it while it sets up its Calm Minds.
I wanted Heatran next so that I had a reliable switch in to opposing fire attacks that could do very high damage with the sun boosts. Behind a sub, Tran is an incredible threat.
I wanted Rotom as the last. Water on sun seemed a bit iffy but i wanted an additional way to check Kang, Lando (and pretty much every physical attacker), and water stab to better handle fires and ground types.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect
Charizard is definatly not as good at it user to be, but its still an incredibly potent threat. Stab Heat Waves do insane amounts of damage to everything unresisted, while Solar Beam can hit bulky waters and rock types. I opted for Hidden Power Ground instead of Overheat as the last. Im not a fan of getting walled by Tran Later in the game, and I feel on a bulkier set Overheat is a liability. This spread can survive an Adamant Kang return while outspeeding base 70's. The rest is dumped in speed.
Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Calm Mind
- Moonlight
- Trick Room
Calm Mind Cress is a really cool wincon that i've been having a lot of fun with. A well played calm mind Cress can pick up wins single-handedly. The main reason why I added Cress is as a reliable form of speed control in Trick Room. This can shut down much more speedy teams with Chary being able to have a field day/ I gave it goggles to make sure I didnt get stopped by Amoonguss with trick room up. Spread is really basic just to get the most out of its bulk since you will be raising special defence with Calm Mind anyway.
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Stone Edge
- Knock Off
Landorus is a very spammable mon that fitted into this team quite nicely. I wanted a way to check Fires that Charizard found it hard to touch, a way to check opposing Landorus and checking Kangaskhan. I have two EQ immunes so Lando can EQ freely on this team. Moveset is standard for vest apart from Knock Off which I fould as a useful way to hit some psychic types and I didn't really see a need for a pivoting move such as U-Turn. Spread is really simple as I didn't need to hit any benchmarks.
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Calm Mind
- Moonlight
- Trick Room
Calm Mind Cress is a really cool wincon that i've been having a lot of fun with. A well played calm mind Cress can pick up wins single-handedly. The main reason why I added Cress is as a reliable form of speed control in Trick Room. This can shut down much more speedy teams with Chary being able to have a field day/ I gave it goggles to make sure I didnt get stopped by Amoonguss with trick room up. Spread is really basic just to get the most out of its bulk since you will be raising special defence with Calm Mind anyway.
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Stone Edge
- Knock Off
Landorus is a very spammable mon that fitted into this team quite nicely. I wanted a way to check Fires that Charizard found it hard to touch, a way to check opposing Landorus and checking Kangaskhan. I have two EQ immunes so Lando can EQ freely on this team. Moveset is standard for vest apart from Knock Off which I fould as a useful way to hit some psychic types and I didn't really see a need for a pivoting move such as U-Turn. Spread is really simple as I didn't need to hit any benchmarks.
Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
Amoonguss is incredibly bulky and incredibly effective on trick room. With it up, Amoonguss can pressure the opponent with spores. It also offfers redirection, which Calm Mind Cress highly appreciates. 252 HP and 172 Defense EVs and a Relaxed nature allow Amoonguss to always survive a Jolly Mega Metagross's Zen Headbutt. The rest of the EVs are placed into Special Defense to help Amoonguss survive attacks such as a Kyurem-B's Ice Beam. Thanks, analysis spreads :D (im terrible with spreads btw).
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Heatran was added to this team for a few reasons. First I wanted a way to switch into Pokemon who take advantage of Charizard's sun and use it to spam fire moves, most of which Charizard can't touch. Timid shuca Tran helps win the Tran mirrors. I opted for substitute instead of coverage to add even more pressure and I didn't see a need for flash cannon. Behind a sub Tran is a very big threat.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
Rotom seems like a pecurliar choice for this team. Waters usually don't fit very well on sun, but I felt Rotom here could make an exception. I wanted a way to hit bulky waters and a way to hit opposing ground and fire types with ease. I also wanted additional checks to physical attackers like Lando and Kangaskhan. Rotom was also a cool pivot in practice with the aid of volt switch and it allowed me to get in threats like Charizard while Cresselia sets up trick room.
Even with the amount of tactics I have implemented to improve this matchup, hHeatran behind a sub or with the right coverage can put in a lot of work with this team. Assault Vest Lando and Shuca Tran are its most effective checks, but they can easily be taken care of.
Kyurem Black isn't directly threatened by anything on this team and can do a lot back. Best answers include sun spam with Charizrd and Heatran, and with shuca Heatran can do more damage and stay in longer vs Kyube.
These electric/flying mons can put in quite a bit of work against this team. They easily threaten Charizard and can do substantial damage with their coverage to everything else as well. Ass vest Lando has a good matchup, and Tran behind a sub can do notable damage.
Volcanion is a very large threat behind a sub. I mostly have to rely on threatening it with Rotom and Heatran, and hope that Lando doesn't get burned as it 2hko's it with Earthquake.
I've had a lot of fun with this team, and may end up using it a fair bit in open. Using it to qualify for DLT has makde me comfortable with this team, and I hope others may use it also. As shown, this team isn't perfect and I am open to criticism. Sun is an archetype I don't use too often, and experimenting with this was quite fun.
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
Amoonguss is incredibly bulky and incredibly effective on trick room. With it up, Amoonguss can pressure the opponent with spores. It also offfers redirection, which Calm Mind Cress highly appreciates. 252 HP and 172 Defense EVs and a Relaxed nature allow Amoonguss to always survive a Jolly Mega Metagross's Zen Headbutt. The rest of the EVs are placed into Special Defense to help Amoonguss survive attacks such as a Kyurem-B's Ice Beam. Thanks, analysis spreads :D (im terrible with spreads btw).
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Heatran was added to this team for a few reasons. First I wanted a way to switch into Pokemon who take advantage of Charizard's sun and use it to spam fire moves, most of which Charizard can't touch. Timid shuca Tran helps win the Tran mirrors. I opted for substitute instead of coverage to add even more pressure and I didn't see a need for flash cannon. Behind a sub Tran is a very big threat.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
Rotom seems like a pecurliar choice for this team. Waters usually don't fit very well on sun, but I felt Rotom here could make an exception. I wanted a way to hit bulky waters and a way to hit opposing ground and fire types with ease. I also wanted additional checks to physical attackers like Lando and Kangaskhan. Rotom was also a cool pivot in practice with the aid of volt switch and it allowed me to get in threats like Charizard while Cresselia sets up trick room.
Even with the amount of tactics I have implemented to improve this matchup, hHeatran behind a sub or with the right coverage can put in a lot of work with this team. Assault Vest Lando and Shuca Tran are its most effective checks, but they can easily be taken care of.
Kyurem Black isn't directly threatened by anything on this team and can do a lot back. Best answers include sun spam with Charizrd and Heatran, and with shuca Heatran can do more damage and stay in longer vs Kyube.
These electric/flying mons can put in quite a bit of work against this team. They easily threaten Charizard and can do substantial damage with their coverage to everything else as well. Ass vest Lando has a good matchup, and Tran behind a sub can do notable damage.
Volcanion is a very large threat behind a sub. I mostly have to rely on threatening it with Rotom and Heatran, and hope that Lando doesn't get burned as it 2hko's it with Earthquake.
I've had a lot of fun with this team, and may end up using it a fair bit in open. Using it to qualify for DLT has makde me comfortable with this team, and I hope others may use it also. As shown, this team isn't perfect and I am open to criticism. Sun is an archetype I don't use too often, and experimenting with this was quite fun.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect
Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Calm Mind
- Moonlight
- Trick Room
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- Knock Off
Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
Ability: Blaze
EVs: 248 HP / 64 Def / 88 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect
Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Calm Mind
- Moonlight
- Trick Room
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- Knock Off
Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Volt Switch
- Will-O-Wisp
Yoda2798, Stax, SpaceBass, ClaimingRobin, FloristtheBudew, mang@ team, cityfolk, CorruptedOmega, Demantoid, Paraplegic
Big shoutouts to Mishimono for being the best and smelliest user on the site <3
And GradeAGarchomp for being the greatest slut
Big shoutouts to Mishimono for being the best and smelliest user on the site <3
And GradeAGarchomp for being the greatest slut
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