Hey, had to dig through the thread to find this again- any way it could get added to the OP for team-planning purposes?
Speed Tiers from turskain:
http://pastebin.com/0QBULpdW
I've been trying to figure out a way to use a Volt-Turn team with Timid LOPhero as the lead and Scarf Xurk to clean up. Considering all of the crap they like to throw out there, I figure quick kills are the way to go. I know that traditionally debuffs have been popular, especially Entrainment Truant Durant, but a strat like that makes my eyes glaze over, so I want to try to make this work at least well enough to get to 50 or 100. So far I've made it up to high 30s/low 40s relatively often, but I don't have a good third member to get me over the hump.
Just because of what I caught/bred to now, I've been using it with CM M-Sable, but I just got full swept by the notorious Scarf Eruption Typhlosion. I couldn't status it with Sable and I couldn't quite PP stall it with recover either, so I was pretty screwed. Out of what I have now, I could swap in NP M-Luke, though it's pretty fragile and stacks ground weakness with Xurk and Fire with Phero. I'm thinking M-Kanga would be pretty reasonable in terms of available megas, with Fake Out getting the revenge on Scarfphlosion, but then I don't have anything with recovery or defensive pumps. M-Slowbro seems maybe reasonable, but it doesn't have priority, which is a bit worrisome.
Pheromosa @ Life Orb
Beast Boost
Naive 252 Att/Spe 4 Def
U-Turn
Poison Jab
High Jump Kick
Ice Beam
Naive for the mixed set and also because I'll probably use it for Wi-Fi at some point. HJK's accuracy bites you in the ass some times, but the things you use it on are usually not that big of a threat anyway- the only thing M-Sableye can't set up on usually is Fairies, so if I lose Pheromosa early I just take the chance to max out on Calm Mind. It can often clear an entire team in three rounds, which is the best justification for using it IMO. STAB U-turn softens things up enough for Xurkitree to finish them off if I don't want to try to clear everything at once. Beast Boost pumps speed, which is kind of a waste for the most part, but there are a handful of things that the current iteration of this team can only handle if I have the boost.
Xurkitree @ Choice Scarf
Beast Boost
Modest 252 SpA/Spe 4 HP
Thunderbolt
Volt Switch
Energy Ball
HP Water
Modest versus Timid only misses out on a small handful of matchups, and the majority of those are things that Pheromosa has no trouble dealing with. All of these moves have 100% accuracy, thankfully. Without a boosting item, Xurkitree isn't likely to get OHKOs on things unless they are weak to electric. Fortunately, when Pheromosa U-turns out of fliers it usually leads to Xurkitree taking a resisted Aerial Ace or Air Slash, which gives it a chance to set up Beast Boost. After Beast Boost, pretty much anything but ground-types is going to have a bad time. Most things that are bulky enough to take a hit won't be able to KO back, and after the scarf very few things are going to go first. Unlike Pheromosa, Xurkitree doesn't really fear priority moves, so it can be switched in on predicted aqua jets and the like.
Sableye @ Sablenite
Prankster (Magic Bounce)
Bold 252 HP/Def 4 SpD
Dark Pulse
Calm Mind
Recover
Will-O-Wisp
Having only one weakness is really nice, but this has some pretty bad anti-synergy with the fast VoltTurn. Before Mega, Sableye doesn't really take hits all that well, and with the change to when Mega happens, Prankster is very situational. Magic Bounce preventing Status moves is VERY nice though, and getting set up is honestly pretty easy. Having a typing with three immunities can get it in pretty often, mostly through U-turns out of psychic moves. The big problem is that most of the things that the other two fear have status moves, and not having Magic Bounce when it comes in means that it much prefers to have a teammate die before it starts doing its thing. I think this set has a place in the Tree, but probably with a slow Parting Shot/Baton Pass user instead of a fast VoltTurn pairing.
Poison Jab on Pheromosa maybe ought to be swapped out for something else- it can beat half the Sylveon and Comfey sets and all of the Gardevoir sets, but three of the four Florges sets survive it, as does every Aromatisse and Primarina. Alola Ninetales takes more from HJK and neither set is reliably OHKO'd by Jab. Whimsicott/Ribombee/Shiinotic justify it somewhat, however. I've also been thinking about a Band set after seeing how many things only barely survive the LO set, but being stuck with two fragile choice item users sounds like a pretty bad time, and considering how often Phero runs into things that resist both STABs not being able to click U-turn whenever I want scares me.
HP Water vs the other options I'll have to run some calcs on. The list of Pokemon it matters on is pretty slim (grounds that are neutral to grass plus Magcargo and Lightning Rod Alolan Marowak). It might be worth it to swap it for Dazzling Gleam, but the super-effective coverage for Gleam is relatively lacking- Dark/Dragon/Fighting is pretty well covered by Pheromosa already, and things that are neutral to electric should be finished with Thunderbolt anyway to keep you locked onto a more powerful move. There really aren't any other options- the only other special moves in its pool that aren't strictly outclassed are Hyper Beam, Signal Beam, Shock Wave, or Charge Beam, which are all obviously pretty bad.
Scarf Timid Xurk gets to 222, but I've been using Modest which gets 202. I have both of them, though I need to get them to 100 to bottle cap them for the ideal stats. Modest ties Aero-3. The only things between the two benchmarks that Phero won't get are M-Beedrill, Pinsir, and Accelegor
Phero is 223, so the only sets it loses to Speed-wise are the 11 fastest sets in the tree:
- 300 Aerodactyl-1? Rock Slide
- 258 Manectric-4 Switcheroo/Volt Switch/Thunder/Overheat
- 253 Garchomp-3 Outrage/EQ/Fire Fang/Crunch
- 250 Entei-3 Eruption/Fire Blast/Extrasensory/Solarbeam
- 240 Terrakion-2 Sacred Sword/EQ/Aerial Ace/Focus Blast
- 229 Landorus-2 Earth Power/Extrasensory/Focus Blast/Grass Knot
- 228 Staraptor-2 Pursuit/Close Combat/Brave Bird/Final Gambit
- 228 Typhlosion-3 Eruption/Focus Blast/Flamethrower/Extrasensory
- 226 Wash Rotom-2 Trick/TWave/Discharge/Hydro Pump
- 226 Fan Rotom-4 Air Slash/Thunder/Dark Pulse/Trick
- 225 Pinsir-4 X-Scissor/EQ/Close Combat/Guillotine
I'm not actually sure what's up with the Aero set, because the only listed move is Rock Slide (???), so I'm pretty sure outside of really bad flinch hax it shouldn't ever win, and it probably only shows up in the first x battles or so.
All of those are obv scarved, so the key is to make sure that whatever I switch to resists the moves they are using or at the least can recover the damage from them consistently. Pheromosa should draw a fire, flying, or psychic move from all but Aero-1, Wash Rotom, and Pinsir. Pinsir is going to suck no matter what I do since it has an OHKO move and probably can't get KO'd by any priority move other than, ironically, M-pinsir. I can disregard Fan-Rotom and Staraptor-2 probably, since Xurk should beat them both even if slower, though having a fighting resist in case it comes out when Xurk is in would probably be smart. Everything outside of Entei/Typlosion, Pinsir and Staraptor should be decently easy to set up on, since they'll be using weak and/or non-STAB attacks
Based on all of that, what do you guys thing would be a good 3rd? Drizzle U-Turn Pelipper seems like a pretty good choice, since Thunder over Tbolt should net a decent number of kills for Xurk and the rain negates the Scarf Eruption sets pretty well, but I might get screwed by random Swift Swimmers. I wanted to use an Eeveelution for something, but honestly without tutor moves most of the good sets don't work- no heal bell for any of them, no foul play for Umbreon, no Hyper Voice for Sylveon, etc. Tapu Koko would be another pretty good choice, but I have been holding off on catching mine because I don't want to pick one nature and then find out that it isn't competitively viable- unlike the UBs, the Tapus all could potentially run more than two sets. M-Slowbro could definitely tank the moves Phero draws, but it's left with rest to beat status, which is less than optimal, and Rotom Wash ends up scarier than it ought to be.
I'm alternating between breeding, level grinding, and climbing the tree right now, so ideas for what I should work towards next would be appreciated.