Born on the Sun

I wasn't sure whether to pick Doubles or VGC 2014 for the prefix so it may be incorrect.
+10 if you get the thread title.

Team is designed for the upcoming 2014 May International tourney, following its own ruleset. In a nutshell:
- Level 50.
- Doubles.
- Kalos Dex and Kalos Native only.
- Item Restriction
- Mewtwo, Xerneas, Yveltal, Zygarde are banned.
- Species restriction: no two Pokémon of the same National Dex number (ie can't have 2 Rotom formes).

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Charizard @ Mega Stone
Timid, 140 HP, 4 Def, 164 Sp. Atk, 4 Sp. Def, 196 Speed.
Ability: Blaze -> Drought

- Heat Wave
- Protect
- Will-o-Miss / Solarbeam
- Air Slash / Ancientpower

Gungnir. I was at a loss for nicknames for the poor girl.
EV's allow me to outrun +Speed 92's (Krookodile, Mega Garchomp) and neutral 105 Speed Pokémon (Mega Pinsir, Zororark, Mienshao). There's nothing particularly relevant to outrun between 95-100 base Speed, and I'm the guy who loses every Speed tie he's ever met anyway. The HP investment hits an odd number, in the odd case of Stealth Rock I won't be KO'd in two switch-ins. It also allows survival of Mega Manectric's Thunderbolt, as long as I'm at full health. Physically, it isn't taking very much. The remainder is dumped into Special attack, rounding out at a nice 200 Sp. Atk: funny enough, it's just enough to OHKO a 252/4 Mega Aggron in Sun with Heat Wave.
Heat Wave is pretty standard on Megazard-Y, having a staggering 160 power against both opponents at once. Protect is important, allowing him to dodge a probably fatal Rock Slide or scout for what my foe plans to do, among its many other uses. I'm currently running Will-o-Wisp, akin to my old Ninetales in Gen 5. My team notably leans toward Special bulk, so having something to lessen the physical threats helps. It won't allow me to survive strong Stone Edges anytime soon, but it does whittle down bulky foes and physical attackers, particularly Kangaskhan and Mawile, who not only miss a Sucker Punch, but end up crippled by it. I'm also considering Overheat as a more... immediate solution to problematic foes. 292 power right off the bat is a good hammer to have to call upon, but the great Khan can smash all hope with Fake Out + Sucker Punch.
Air Slash is an obvious secondary STAB, hitting Fighting types super effective (And hits Mega Venusaur I guess?) and tapping Fire / Dragon / Water types.

Updates: Putting in Solarbeam and Ancientpower for the reasons explained in Pinoy's post.

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Venusaur @ Coba Berry
Modest, 164 HP, 4 Def, 244 Sp. Atk, 4 Sp. Def, 92 Speed
Ability: Chlorophyll

- Solarbeam / Giga Drain
- Protect
- Sunny Day / Sleep Powder
- Sludge Bomb

Cybele. That summon on Golden Sun always looked like Venusaur. Female, if the name isn't a hint.
Speed outruns +150's in Sun, which has been more than adequate. Its rather tough as well – with bulk and Coba Berry it can tank a 252+ CB Brave Bird from Talonflame if need be. The remainder was dumped into Sp. Atk for obvious reasons. I could also switch the item around, but as is I'm currently in a state of uncertainty with Venusaur's item.
Solarbeam is a strong, accurate STAB with minimal repercussions attached, smashing Rotom-W and neutral threats pretty well. Protect is for Talonflame- I mean the myriad of uses in Doubles. Sludge Bomb hits Fairy super effective for Garchomp, who tends to surrender rather meekishly to them, and has a useful side chance of Poison to whittle foes down and negate Leftovers. Sunny Day is what happened after I discovered Venusaur has no movepool and is heavily dependant on Sun to function. Its also never a bad idea to have a second Sun inducer, especially since the debuff to auto-weather in Gen 6. I'm open to plenty of ideas here.

Updates: putting in Giga Drain and Sleep Powder for the reasons explained in Pinoy's post.

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Greninja @ Focus Sash
Timid, 4 HP, 252 Sp. Atk, 252 Speed
Ability: Protean

- Scald / Hydro Pump
- Mat Block / Taunt
- Ice Beam
- Dark Pulse

Edge, because he's the only ninja I like.
EV spread should be painfully obvious. There's not much point in bulk for it, and it's not mixed.
Scald is miserably weak in the Sun, but does threaten Rock and Fire types outside of the sun. Hydro Pump is also quite considerable, though the misses could be costly.
Mat Block isn't as useful as I thought, so I may replace that. It does offer nice cover in a pinch, but its one turn use has left me high and dry a few times. Ice Beam is an absolute necessity to destroy Garchomp before it destroys everything. I suffered a massive 50 point drop in ranking in the Beta Competition almost exclusively due to Garchomp (Who turned out to be the #1 used Pokémon in that tourney, btw) so I was hell bent for leather its destruction. And things like Salamence of course. Dark Pulse is there to hit foes like Aegislash and Alakazam, Aegislash being rather rampant from what I can see on Random Matchup.

Updates: putting in Hydro Pump and Taunt, for the reasons explained in Pinoy's post.

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Garchomp @ Assault Vest / Rocky Helmet
Jolly, 92 HP, 156 Atk, 4 Def, 4 Sp. Def, 252 Speed -> 4 HP, 252 Atk, 252 Speed
Ability: Rough Skin

- Dragon Claw
- Poison Jab / Protect
- Rock Slide
- Earthquake

Smoothskin. Because his skin's so smooth. And tasty. (+10 if you get the reference!)
EV spread is still being tinkered with, so its not too special.
Assault Vest disallows Status category moves, so there's obviously no point in using Protect. The Special Defense boost makes him stupidly hard to kill, so its not a huge worry. Garchomp here is actually used mainly defensively – the Rock, Fire, Electric, and Poison resists are all useful, and the ability to both wall and immediately threaten these types has been very useful, especially against Fire types. STAB moves are obvious, Rock Slide is good coverage and flinch abuse, while Poison Jab is there purely for Fairy types, with a nice chance of Poison, and hits Azumarill harder than Iron Head. Klefki is hit by Earthquake anyway. Often paired with Charizard as the lead duo.
It's rather bad at outright killing things: unless its really frail or quite weak to a certain attack, it isn't going to be OHKO'd. It's centered more around its Speed, bulk, and useful resistances, and acts as a bit of an anti-Sun Pokémon. Rough Skin and the small bulk increase helps against physical foes like Kangaskhan as well, so a Rocky Helmet may work here instead. Choice Band may also put that extra kick where it's needed.

Updates: changing the EV Spread, item, and Protect for the reasons explained in Pinoy's post.

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Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Speed

- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Pinoy Pwnage suggested placing this over my Aromatisse; and since I agree whole heartedly here it is.
STAB Shadow Ball hits Ghost and Psychic-types hard, and even OHKO's Max HP Mega-Gengar 100% of the time while STAB Flash Cannon deals a huge amount of damage against Fairy-types, notably Mega-Gardevoir (252+ SpA Aegislash-Blade Flash Cannon vs. 4 HP / 0 SpD Mega Gardevoir: 132-156 (91.6 - 108.3%) -- 50% chance to OHKO). And thanks to its Steel and Ghost typing, most Psychic-types are walled by Aegislash and are destroyed with its STAB Shadow Ball. Wide Guard protects you and your partner from incoming Rock Slides, Earthquakes, and Heat Waves. The Sitrus Berry increases the survivability of Aegislash on the field for continued offensive pressure or Wide Guard support. King's Shield is obvious, allowing you to protect yourself from incoming attacks (and half the opponent's attack of it is a physical attacker) and return to Shield form. The Quiet nature (+SAtk, -Spe) along with the 0 Speed IVs allow Aegislash to function in the situation you find yourself inside Trick Room.

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Mienshao @ Life Orb
Jolly, 4 HP, 252 Atk, 252 Speed
Ability: Reckless

- High Jump Kick
- Fake Out
- Knock Off / Feint / Quick Guard
- Stone Edge / Rock Slide

My insane-as-shit answer to Kangaskhan and Rotom-Heat, two prominent threats to my team. I trust the spread is simple, 4 HP is added to make sure it doesn't KO itself in 2 consecutive HJK misses (yes, I've had that happen without Protect involved at all) and survives 10 turns of Life Orb if that ever happens.
Mienshao's Reckless, Life Orb boosted Hi Jump Kick is among the most absurdly powerful physical attacks in the game, standing at a formidable 234 power backed by a Life Orb and 125 base Attack. With great power comes great risk: a miss wil almost certainly guarantee she loses 50% of her health, and considering the prevalence of Protect in doubles its a very dangerous gamble. I however, am insane, and love to toy with something with more power than a Guts boosted Adamant Hariyama's Close Combat.
Secondly, we have Fake Out, a move Mienshao wouldn't be caught dead without. A free flinch with +2 priority to break Sashes and disrupt a foe, and even on a bad day, forcing them to switch or Protect. Stone Edge offers good power and coverage, though its only really useful if the foe resists HJK and is weak to Stone Edge as HJK weilds more power than a super effective Stone Edge. In the remaining slot, I can run either Knock Off for smacking around items with a decent 97 power, or Feint to torment and befuddle my foes by picking off the weak with +2 priority, or breaking Protect / Wide Guard. Will I use High Jump Kick and break my leg, or will I use Feint and burn your turn? Will I snap your Pokémon like a pencil, or tickle your Pokémon with Feint? Its a fun mind-vice.
All in all, it's a fast, very heavy-hitting glass cannon.

Originally I had a Quiet, Life Orb Aegislash here. It filled a few holes, but Kangaskhan (believe it or not) walks all over it and Heat Rotom was simply unstoppable.

Updates: changed to Rock Slide and Quick Guard, for the reasons explained in Pinoy's post.

== Problems ==

Mega Kangaskhan is quite a threat: it can literally Sucker Punch my team in half, and smash Aromatisse with Return. Mienshao is faster, blocks its Fake Out with an invariably faster Fake Out, and horrifically maims even the bulkiest Khan with HJK. However, she's very frail and very suicidal, which doesn't rhyme with “dependable”.

Heat Rotom is a bitch. If you comb over my offensive coverage, you'll notice my entire Special attacking force is walled, Garchomp hardly tickles it and is completely boned by WoW. Mienshao psychotically OHKO's with HJK or Stone Edge before being Burned, but Rotom does have those pesky teamates looking to eat my weasel like the lean snack it is. Oh, and Protect, it has that too.

Mega Gardevoir simply cannot be OHKO'd by anyone and since I lack a Steel type, it has the full ability to bulldoze my team. Venusaur is easily destroyed by Psychic, and fails to KO with Sludge Bomb. Mienshao is terribly walled, and its high Sp. Def and typing really sponges the rest.

Talonflame is troublesome, as I lack Quick Guard and any Flying resistance at all. Don't even have Extremespeed. Garchomp helps respectably as long as he doesn't get Will-o-Wisp'd.

Bulky Psychic types such as Reuniclus and Gothitelle have only Greninja to hit them super effective - and Greninja is rather easy to kill. Beyond that, they don't have much in the way of heavy hits to worry about.

Venusaur is... in terms of stats, a very strong Chlorophyll Pokémon. In terms of a movepool, it leans towards stalling, and offensively consists of Grass, Poison, and Hidden Power Dark. Meaning, despite its good bulk, power, and absurd Speed, is laughably easy to wall, compounded by a heavy Sun dependance. Its going to need work, or I need a replacement, as much as it saddens me to admit.
Exeggutor and Victreebel are the main canidates here.

Mienshao is the filler really. I believe a bulky Fighting type with Guts is exactly what I need, but tanking a Kangaskhan's Return is not easy without a resistance. Guts is vital because of the prevalence of Will-o-Wisp (Across about 10 straight battles, guess what happened to Garchomp every time? Rotom with WoW nine times, and Sableye with Prankster WoW). Conkeldurr and Hariyama are my top contenders, but Throh is considerable to me as well.
I've compiled a few of my ideas here:
Lucario @ Choice Scarf
Adamant, 36 HP, 252 Atk, 252 Speed
Ability: Inner Focus

- Close Combat
- Stone Edge
- Extremespeed / Bullet Punch
- Crunch

The EVs allow it to outpace Mega Manectric, with max Atk for obvious reasons with the remainder in HP for taking resisted hits. In terms of typing, Lucario is magnificent for me: weaknesses are covered by Charizard, and almost every resistance is useful.
Close Combat weilds about a 75% chance to OHKO a 252/0 Mega Khan, while Inner Focus makes it immune to Fake Out flinching it. Rotom-H cannot be OHKO'd, taking a maximum of 80% from Stone Edge if it even hits. Extremespeed outruns pretty much everything I'll ever see, while Crunch simply rounds off coverage. I could however run Bullet Punch to hit Fairy types; Lucario sadly lacks Iron Head.
This is a faster, less insane alternative to Mienshao. In exchange for its vastly superior typing, greater Speed, and more reliable moves, it loses a ton of power, Fake Out, and the freedom of switching moves. I'm also very, very nervous about two Choice items on one team: I've seriously never used them outside of the Pokemon League.
However, it is my best solution to the "Problems" section overall. Bulky Psychics / Gardevoir are still fairly safe, but at least lose enough HP to be dealt with.

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Conkeldurr @ Assault Vest
Adamant, 172 Atk, 180 Def, 156 Sp. Def

- Drain Punch
- Mach Punch
- Stone Edge
- Payback

The EVs are rather special: the Atk allows Conkeldurr to nearly kill MegaKhan with Drain Punch and Rotom-H with Stone Edge, and then pick them off with Mach Punch. Defensively, this is a pretty tough variant that survives both Psychic and Psyshock from Mega Alakazam, 252+ Talonflame's Brave Bird (however, any boosting item bumps it to an assured OHKO) and Sun boosted Life Orb Flare Blitz, 252 Sp. Atk Life Orb + Sun Rotom-H's Overheat, 252+ Mega Kangaskhan's Return, and probably a few other things.
In terms of damage, he has as much Atk as a Max Atk Scizor, so he isn't slacking in the damage department either. If the foe is foolish/unlucky enough to status it (want to WoW my Chompy? I have an angry clown with concrete pillars that adores Burns. T-Wave my Charizard? Conk may be rather dissuasive about this), they're met with a staggering 300 Atk combined with 180/138/157 defenses, STAB priority, and the ability to heal while it smashes. Stone Edge is for Rotom-H and general coverage, with Payback being the only other coverage it has beyond... Power-up Punch, Poison Jab, and Return.
This is the bulky, slow, safer alternative to Mienshao. The benefits are numerous, largely in being able to be switched in safely into a resisted move, and being much safer against status like WoW and Thunder Wave (fuck Prankster). In terms of negatives, we lose Fake Out, Speed, and a significant power drop: even with Guts active, Mienshao's HJK is roughly 58% stronger than Conkeldurr's Drain Punch.
252 Atk Life Orb Reckless Mienshao Hi Jump Kick vs. 252 HP / 0 Def Manaphy: 169-200 (81.64 - 96.61%) -- guaranteed 2HKO
176+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 0 Def Manaphy: 106-126 (51.2 - 60.86%) -- 92.19% chance to 2HKO
But odds are, Conkeldurr will live long enough to get more than 2-3 hits in.
As for the item conflict: I can just Choice Band my Garchomp.

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Hariyama @ Assault Vest
Adamant, 252 Atk, 252 Def, 4 Sp. Def

- Close Combat
- Fake Out
- Feint / Knock Off
- Stone Edge

Near max Def is required to survive MegaKhan's Return from Hell. Near max Atk is required to OHKO the damn thing with a STAB Close Combat. And with the nearly insignificant remainder, we dump it into Sp. Def with an Assault Vest to better handle Special hits.
Moveset is simple: Close Combat for powerful STAB, Fake Out for chipping Sash/Sturdy, disrupting the foe, and pissing off Talonflame. Feint is good to shatter the foe's Protect, Wide Guard, Quick Guard, Crafty Shield, and Mat Block while also picking off the near dead survivors. Stone Edge adds actual coverage, and smashes Rotom-H in two hits while Hariyama dickishly survives any two Electric attacks, and a Overheat from most variants (Is Life Orb Rotom-H common?). Knock Off adds coverage, decent power, and removes those pesky items.
This is sort of a middle ground between Mienshao and Conkeldurr: I get to keep Fake Out and Feint/Knock Off, have a powerful STAB attack right in the middle ground between them, and a middling amount of bulk. In exchange, Hariyama cannot heal (We do have Heal Pulse on Aromatisse at the least) and it's sort of a "jack of trades" role that doesn't overwhelm with power and Speed, or shrug off beatings with bulk and Drain Punch.

Yes I know I can actually run the Pledge trio – I did in fact try and was amused by the results. Fire Pledge in Sun is even more devastating than Overheat, but the Pledges weren't helping Greninja / Venusaur much.

I have no fear of constructive criticism, so even if you think the whole thing is idiotic front to back, don't be afraid to say so :P
 
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Hey, I got your request ProjectTitan313! This rate is going to be pretty lengthy, but please bare with me.

Like you've mentioned already, both Mega-Kangaskhan and Mega-Gardevoir are devastating threats to your team; not a single member of your team resists a STAB Return from MegaMom and you don't possess a Steel-type Pokémon to adequately deal with Mega-Gardevoir. I believe Aegislash should be inserted into your team over Aromatisse for a two reasons; the only move that standard Mega-Kangaskhans can use to hit Aegislash is Sucker Punch, and you can easily use King's Shield to prevent that from occuring. Secondly, Aegislash resists Fairy-type moves and can easily defeat Mega-Gardevoir one on one with either STAB Shadow Ball or Flash Cannon.

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Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
IVs: 0 Speed
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
STAB Shadow Ball hits Ghost and Psychic-types hard, and even OHKO's Max HP Mega-Gengar 100% of the time while STAB Flash Cannon deals a huge amount of damage against Fairy-types, notably Mega-Gardevoir (252+ SpA Aegislash-Blade Flash Cannon vs. 4 HP / 0 SpD Mega Gardevoir: 132-156 (91.6 - 108.3%) -- 50% chance to OHKO).And thanks to its Steel and Ghost typing, most Psychic-types are walled by Aegislash and are destroyed with its STAB Shadow Ball. Wide Guard protects you and your partner from incoming Rock Slides, Earthquakes, and Heat Waves. The Sitrus Berry increases the survivability of Aegislash on the field for continued offensive pressure or Wide Guard support. King's Shield is obvious, allowing you to protect yourself from incoming attacks (and half the opponent's attack of it is a physical attacker) and return to Shield form. The Quiet nature (+SAtk, -Spe) along with the 0 Speed IVs allow Aegislash to function in the situation you find yourself inside Trick Room.

As for Charizard, I recommend giving him an EV spread of 100 Def / 252 SAtk / 156 Spd with a Modest nature; this allows him to survive a Brave Bird from Adamant CB Talonflame 75% of the time and provides some defensive bulk to take multiple hits from the common physical attackers running around in the Doubles metagame. I also suggest giving Charizard Ancient Power over Air Slash for coverage against opposing Fire-type Pokémon; an Ancient Power from Modest Mega-Charizard-Y 2HKOs Rotom-Heat 98.4% of the time, and even OHKOs Talonflame and opposing Mega-Charizard-Y's 100% of the time. If you're lucky, you might even have the 10% of chance of multiple stat boosts with Ancient Power, which can be a game-changer in crucial situations. In my opinion, Flamethrower should be used over Heat Wave because Flamethrower allows you to hit through common Wide Guard users such as Aegislash, and thanks to its 100% accuracy, you won't have to worry about any miss hax. Finally, Will-O-Wisp/Overheat should be replaced with Solar Beam for extra coverage against Water, Rock, and Ground-types, not to mention a Solar Beam from Modest Mega-Charizard-Y OHKOs Max HP Rotom-W 81.3% of the time.

I believe Giga Drain is a better choice than Solarbeam on Venusaur as there will be situations where Sun won't be present on the field; Giga Drain also provides Venusaur with a source of recovery while inflicting a good amount of damage to opposing Pokémon who don't resist it. Venusaur shouldn't be using Sunny Day as he isn't being utilized as a support Pokémon; you're actually just wasting a turn attempting to make Sun the primary weather. Sleep Powder should replace Sunny Day as Sleep Powder allows you to immobilize a potentially devastating threat for 1-3 turns, allowing your partner Pokémon to take care of that certain threat in the process. This can also be useful in preventing Trick Room setup as you can easily put a TR setter to sleep, or any other threats to your team.

There isn't really much to change on Greninja besides his movesets; Hydro Pump over Scald to maximize Greninja's offensive capability to deal a huge amount of damage outside of Sun. You mentioned that Mat Block wasn't very effective on Greninja, so I suggest Taunt instead of Mat Block to prevent Pokémon such as Reuniclus and Chandelure from setting up Trick Room, while also crippling common Prankster Pokémon such as Klefki and Meowstic-M.

AV Garchomp honestly isn’t a good idea as it will still be OHKOed by incoming Ice Beams from Greninja and Hyper Voices from Sylveon and Mega-Gardevoir. I highly recommend that a Rocky Helmet be used over an Assault Vest so you can inflict a huge amount of damage to common physical attackers in the Doubles metagame, especially Mega-Kangaskhan. You can switch into an incoming first-turn Fake Out from MegaMom, depleting 7/12 of her HP or approximately 58% percent of her health. Garchomp should also have only a simple EV spread of 4 HP / 252 Atk / 252 Spd with a Jolly nature, maximizing his offensive potential with a high attack stat plus his above-average speed stat. Also, Poison Jab won't be dealing a huge amount of damage to Fairy-types to be threatening so you should just replace Poison Jab with Protect (and please remove Assault Vest on him :P).

Since Talonflame is a dangerous threat to your team, you should utilize Quick Guard over Knock Off/Feint to prevent Talonflame from attacking with Brave Bird and Prankster Pokémon from spamming annoying Thunder Waves or Swaggers. Rock Slide should be used over Stone Edge as it is a spread move with higher accuracy than can OHKO Mega-Charizard-Y while also giving you the ability to even have some occasional flinch hax. :P

I hope I helped, good luck on the 2014 May Invitational! :D
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 100 Def / 252 SAtk / 156 Spd
Modest Nature
- Flamethrower
- Solar Beam
- Ancient Power
- Protect

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Venusaur @ Coba Berry
Ability: Chlorophyll
EVs: 164 HP / 4 Def / 244 SAtk / 4 SDef / 92 Spd
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect

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Greninja @ Focus Sash
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- Taunt

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect

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Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Flash Cannon
- King's Shield
- Wide Guard

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Mienshao @ Life Orb
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Fake Out
- High Jump Kick
- Rock Slide
- Quick Guard
 
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Hey, I got your request ProjectTitan313! This rate is going to be pretty lengthy, but please bare with me.

-snip-

Its ok, I'm used to text walls and I've always been good at reading / been reading a ton lately. :P
I'll try to match order here...

Aegislash: Would you believe me if I told you I used a very similar Aegislash? I used Quiet 31/31/31/31/31/0 with Shadow Ball / King's Shield / Sacred Sword / Flash Cannon and a Life Orb where Mienshao is now. Sacred Sword wasn't used much; just for a 2HKO on 252/0 Mega-Khan and a OHKO on Tyranitar in Sand. Unfortunately for me, Kangaskhan can 2HKO with Sucker Punch before Aegislash 2HKO's with Sacred Sword, and if it misses one due to King's Shield the attack fails / no Atk drop is incurred.
Using it over Aromatisse, on the other hand, is a different ball of wax I didn't think of: I almost never bring Aromatisse with me. I admit I miss the Heal Pulse+King's Shield combo, but with it over Aromatisse I cross off the Psychic and Fairy issues while still holding a decent Trick Room option. I'll have to breed for Wide guard but that'll be pretty quick considering I have flawless parents.
Yeah, I'll definetly slip Aegislash back in over Aromatisse. I'm familiar with it, and had success with it. Wide Guard, I'll give a shot. Oh, and I'll use Sitrus Berry if there was confusion over that.

Charizard: We may butt heads here, but I'm never hostile in this sort of thing. I have no argument against Solarbeam at all though, will definetly put it back on the set.
Heat Wave.. I think I'd miss, and although I spam the living shit out of Heat Wave + Earthquake / Rock Slide, I don't find myself getting hit with Wide Guard a lot. As weird as that sounds. It is an undeniable threat though, and I won't forget the advice. Though I'd probably use Fire Blast - I've had notoriously great luck with it for a long time.
I used a Modest Megazard-Y in the Beta Competition (in April), and found the lower Speed hurting me more than anything; that's why I use Timid. Comparing what I have now, and the proposed Modest one:
- Modest one hits 140 Speed, a point ahead of max Speed Modest Rotom formes, and just under max Speed Timid Blastoise (Though this is rather moot). Timid is just ahead of max Speed Jolly Krookodile (156), though I admit I should actually lower it from 159 to 157 and buff my Sp. Atk or Def a bit... Anyway, a few foes in between the current and proposed are Jolly Dragonite / Medicham / Mamoswine, Jolly Sawk / Heracross, Timid Nidoking, Timid Rotom formes, and Jolly Krookodile, and a few non-Speed boosted natured Pokémon. Most of those at least have the possibility of running Stone Edge (Though Nidoking would likely carry Thunderbolt), and most are in the OHKO range of a Timid MegaZard.
- Modest has approximately 32 more points of Sp. Atk; and I am not arguing against that at all, that's a very big difference. I didn't think of Ancientpower but I do like it, that would fill in everything I do with Air Slash.
- In terms of bulk... the two are eerily similar. No joke:
252+ Atk Choice Band Talonflame Brave Bird vs. 140 HP / 4 Def Charizard: 150-177 (87.71 - 103.5%) -- 25% chance to OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 100 Def Charizard: 135-159 (88.23 - 103.92%) -- 25% chance to OHKO
The only difference is this:
252 SpA Mega Manectric Thunderbolt vs. 140 HP / 4 SpD Charizard: 140-168 (81.87 - 98.24%) -- guaranteed 2HKO
252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Charizard: 140-168 (91.5 - 109.8%) -- 50% chance to OHKO
However, yours does accomplish the same physical bulk using 44 less EVs overall.

I'll definetly change the moveset, but I am a bit set on my current nature / EVs :P
Though smashing Rotom-H with Ancientpower is something mine doesn't do / I would love to do.

Venusaur: No arguments here at all. Wasn't entirely sure what to do on the set but yours sounds the best so far.

Greninja: I'm notoriously good with Fire Blast, but Hydro Pump is kind of the inverse. I'll run it anyway though, if I pessimistically believe my bad luck to be endless, it will never end.
Mat Block I kind of go back and forth with, but I think I'll go with Taunt. I've found myself in PLENTY of spots were I wish I had Taunt and Greninja is a fast, fairly unexpected user, and found myself in a few spots where Mat Block did almost nothing beneficial.

Garchomp: I forgot to update I was using it with Choice Band for a bit and did surprisingly well. Poison Jab hits Gardevoir for a OHKO with Choice Band and 80.19 - 94.68% on 252/0 Azumarill, really the only reason it was there. Since Aegislash renders this a moot point, changing the spread/set to the one you suggested is logical and very doable, so no issues here.

Mienshao: Honestly, I expected some heat for that one. Thanks for letting me keep it, I figured HJK spamming in Doubles would get me a no-no. :P
Since Talonflame is a dangerous threat to your team, you should utilize Quick Guard over Knock Off/Feint to prevent Talonflame from attacking with Brave Bird and Prankster Pokémon from spamming annoying Thunder Waves or Swaggers. Rock Slide should be used over Stone Edge as it is a spread move with higher accuracy than can OHKO Mega-Charizard-Y while also giving you the ability to even have some occasional flinch hax. :P

In the tl;dr version you have Protect on Mienshao; I should use Quick Guard over that right? :P
Beyond that, yeah, I'll use Rock Slide and Quick Guard as suggested. I have had some hilarity with Feint but I'll save that for a different Pokémon / team. I don't need Stone Edge for my originally intended purpose since HJK smashes Rotom-H harder than Stone Edge so there's no loss in running Rock Slide.
And why did I not connect that Quick Guard would block Prankster dickbaggery, I always thought I had to use Crafty Shield / Magic Bounce / Magic Coat for that xD

tl;dr I'll get a few things bred and update with changes. Taking every suggestion, except I'll continue with the current EV / Nature on Charizard combined with Solarbeam and Ancientpower over Will-o-Wisp and Air Slash respectively.
Updates coming in just a sec
 
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