XY OU Manaphy the cute little nightmare (peaked 1885 #28 on PS ladder)

Preface:
after the deo-ban I haven't really had a very good home-build team, so I decided to try and build a team as good as my former deo-sharp HO. I decided to build my team around offensive mega-zard-X. Here's how it turned out: (current peak: 1885)

image.jpg
image.jpg
image.jpg
image.jpg
image.jpg
image.jpg


-------------------------------------------------------------------------------------

image.jpg

Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic


Role on the team:
Manaphy acts as a great setup sweeper against bulkier teams, with its 100/100/100 defenses it's quit bulky, and is able to setup on a lot of stuff. It also acts as a stall breaker, being able to setup on a lot of commonly used mons on stall, including but not excluded to gliscor, chansey, alovovovovomola, slowbro, skarmory (that lacks whirlwind), heatran and more.

In depth moveset, item and evs:
Leftovers is chosen to give more setup-turns and being able to recover a bit on forced switches, and (maybe) most importantly turning a seimiss toss into a 5hko, rather than a 4hko. A timid nature is chosen to speed-tie with a lot of threatening pokes, including zard, gardevoir and medicham. 44hp investment is to hit a leftovers number, the reason why I do not aim to hit a leftie+1 is because this guy won't be statused for long. Tail glow is is to -act as a lamp- boost special attack to scary heights, and rain dance is there to cure status, and boost water attacks, this is also necessary to 2hko chansey. Surf is the main STAB and psychic is there with the sole purpose of hitting and KOing megasaur and amoonguss.

Calcs:
+3 212 SpA Manaphy Psychic vs. 252 HP / 0 SpD Mega Venusaur: 338-398 (92.8 - 109.3%) -- guaranteed OHKO after Stealth Rock
+6 212 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Mega Venusaur: 400-472 (109.8 - 129.6%) -- guaranteed OHKO
+3 212 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Amoonguss: 328-388 (75.9 - 89.8%) -- 18.8% chance to OHKO after Stealth Rock
+6 212 SpA Manaphy Surf vs. 0 HP / 252+ SpD Eviolite Chansey in Rain: 331-391 (51.6 - 60.9%) -- guaranteed 2HKO
image.jpg

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 56 Atk / 200 SpA / 252 Spe EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave

Role on the team:

With his mighty mustache he can fulfill a lot of roles, either stop a sweep with thunder wave (with exceptions like duel dance landorus etc.), revenge kill or attempt to sweep weakened teams.

In depth moveset, item and evs:
A life orb is chosen to maximize damaged output, turning a lot of 2hkos into ohkos. Superpower with 56 attack evs allows me to 2hko most chanseys on the switch, as long as rocks are up, as well as having better accuracy than focus blast. Thunderbolt is the main STAB and hidden power ice gives great coverage. Thunder wave with prankster is able to stop most setup sweepers, often allowing charizard to sweep on its own. 56 attack evs have not proven worthy to invest. and naive is to take brave bird better.

Calcs:
56 Atk Life Orb Thundurus Superpower vs. 0 HP / 252+ Def Eviolite Chansey: 354-416 (55.2 - 64.8%) -- guaranteed 2HKO after Stealth Rock
-1 56 Atk Life Orb Thundurus Superpower vs. 0 HP / 252+ Def Eviolite Chansey: 234-278 (36.5 - 43.3%) -- guaranteed 3HKO after Stealth Rock (55%+35%=90%)

image.jpg

Charizard @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake Roost

Role on the team:

Charizard is my setup sweeper, with an amassing ability to power through a lot of teams. It can also act like a revenge killer early game, as well as a check to Thundurus and magnectric.

In depth moveset, item and evs:
A adamant nature is chosen to max out damage output, easing the sweep. I have chosen to go with a simple max attack/max speed spread to be able to outspeed more threats at neutral, and out speeding excadrill in the sand at plus two is also neat. Flare blitz is to ko bulkier targets at the cost of some hp, dragon claw is the main stab and EQ is for coverage against a lot of checks to the roost set(heatran and aegislash w/ks), and also gives good coverage with dragon claw. Dragon dance is pretty self explaining :P Earthquakes really only niche was to hit blade form aegislash, without fearing a stat drop, and ko heatran. but with 3 mons that already hard walls heatran (terrak, manaphy and chomp) its not worth it niche anymore, with aegislah in uber.

Calcs:
252+ Atk Mega Charizard X Earthquake vs. 252 HP / 0 Def Aegislash-Blade: 416-490 (128.3 - 151.2%) -- guaranteed OHKO
-1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Landorus-T: 148-175 (38.7 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Mega Charizard X Earthquake vs. 4 HP / 0 Def Tyranitar: 330-390 (96.4 - 114%) -- guaranteed OHKO after Stealth Rock

image.jpg

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake HP ice
- Stone Edge
- X-Scissor

Role on the team:

Terrakion acts as a revenge killer, and check to a lot of faster mons. It also serves as a late game cleaner and can often flip the momentum - in both ways.

In depth moveset, item and evs:
Choice scarf lets terrak act as a really good revenge killer and let me not fear a bunch of else way threatening sweepers, including +1 dragonite, volcarona, mega zard x, mega TTar, excadrill, (weakened) garchomp, mega gyarados, non-mega gyarados and neutral greninja, Thundurus, lati@s, mega aerodactyl and mega magnectric. Close combat and stone edge is the main STAB moves, giving pretty neat coverage. Earthquake and x-scissor is coverage moves, and checks aegislash and lati@s respectively. Max attack and speed with jolly nature is to give the highest possible speed, while still having some good attack. EQ was only to hit aegislash, with that thing banned, hp ice gives better coverage.

I think this replay is hilarious, hitting 4 stone edge in a row, and getting max roll on the mawile :] #never2miss http://replay.pokemonshowdown.com/ou-145441539

Calcs:
252 Atk Terrakion Earthquake vs. 0 HP / 0 Def Mega Manectric: 262-310 (93.2 - 110.3%) -- guaranteed OHKO after Stealth Rock
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Garchomp: 204-241 (56.9 - 67.3%) -- guaranteed 2HKO
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Greninja: 542-638 (189.5 - 223%) -- guaranteed OHKO
252 Atk Terrakion Stone Edge vs. 4 HP / 0 Def Thundurus: 438-516 (146 - 172%) -- guaranteed OHKO

image.jpg

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage

Role on the team:

Garchomp is mainly my hazard lead, but it can also deal greatly with some teams, or punch holes right from turn 1.

In depth moveset, item and evs:
Focus sash pretty much guarantee that I get up my rocks, and will land a hit too under most circumstances. A jolly nature with max attack and speed is chosen together up hazard as fast as possible, then hit the opposing lead as hard as possible. EQ and outrage is my stab moves, and fire blast is my only way of handling ferrothorn and skarmory, as well as being able to hit a lot of other pokes pretty ok.

Calcs:
252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Rotom-W: 135-160 (44.4 - 52.6%) -- 84% chance to 2HKO after Stealth Rock and Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Ferrothorn: 232-276 (65.9 - 78.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 176-208 (52.6 - 62.2%) -- guaranteed 2HKO
-1 252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Landorus-T: 102-120 (26.7 - 31.4%) -- 20.7% chance to 4HKO after Leftovers recovery

image.jpg

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish

Role on the team:

This is mainly my defogger and healer, but it can also hand out a decent punch with its two stab moves.

In depth moveset, item and evs:
a life orb is chosen to maximize the damaged, as Latias is not going to live long in most battles anyways. The 72 should allow it to take two icy winds from choise specs keldeo, but that's apparently only when running lefties :/ I decided to keep them anyways, as extra bulk is still nice, and I haven't really had any problems. Draco meteor is the mainly used move, as it often allows me to take a mon down before healing a teammate or defogging. Psyshock is a secondary stab, and is almost only used for SE damage. 72 hp is not needed in the current meta, as most keldeos run hp flying, and icy wind still 2hko after lo damagde

Calcs:
I don't really have any important calculations for this xD

-------------------------------------------------------------------------------------

I am really doing well with this team, and I'm actually a bit proud of it ^^
Yeah... Leave some ratings ^^

Replays:
I won the OU tournament -->http://replay.pokemonshowdown.com/ou-148875640

Random ladder battle, manaphy wreaking --> http://replay.pokemonshowdown.com/ou-148621380

Importable:
Little nightmare (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Surf
- Psychic

Tailballs (Thundurus) @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave

I'm so smexy (Charizard) (F) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Gives you wings (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Close Combat
- Hidden Power [Ice]
- Stone Edge
- X-Scissor

Lande sharke (Garchomp) (F) @ Focus Sash
Ability: Rough Skin
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Outrage

Lol nope (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Healing Wish

Edit: final note:
I have tried all the changes, and i think this is the best variant of the team. I likes the bulky zard a lot, but i often found it to be slower than things i actually found important to outspeed and ko. The manaphy set was also really good, but i have chosen to actually stick to my own set, as i find it to fulfill its role better. Knock of thundurus was also nice, but i find the ability to KO excadrill, tyranitar, heatran, bisharp, terrakion, kyurem-b and other less common threats more usefull in general.
Thanks everyone for the suggestions, i really appreciate it.

ORAS EDIT:

I have tried to make the team successful in the oras metagame (and manaphy is like a warm knife to butter in this meta) and here is what will probably be the last ever version of the team.
Little nightmare (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rain Dance
- Scald
- Rest

Tailballs (Thundurus) @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Superpower
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave

I'm so smexy (Charizard) (F) @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Gives you wings (Terrakion) @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Rock Slide
- Stone Edge
- X-Scissor

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Wish
- Body Slam

Lol nope (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
 
Last edited:
Threat list:
Mega manectric: this guy is just really hard to kill, as he keeps volt switching around, his ability is also rather annoying.
Lando-I with intimidate he can keep switching into 3 of my sweepers, forcing them out most of the time, best bet is to just do some damage on the switch.
Bulky grass types: ferro and mvenu can wall a good amount of my team, force damage on them whenever possible, so they can be killed with more ease when you have sat up :]
Thundurus, I can easily kill with zard or terrak, but paralyses is really annoying, best bet is to kill w/ terrak zard or lati, and then bring them back w/ healing wish ^^

I think that's pretty much it... ^^
 
Hey there, going to try to fix some problems I see with your team. :)

I really see Azumarill (Max HP AV in particular) as a huge threat to this team. It offensively scares off your entire team after Thundurus has a little chip damage and you rely on sacking a Pokemon when an Azumarill comes out and thus your entire team can be revenge killed by it with little issue.

The first minor change I could see you doing to add a little pressure to Azumarill is to replace Rain Dance with Energy Ball. Chansey isn't a huge threat on this team, most of your Pokemon are designed to lure in/trap Chansey and make it useless, and even have Mega Charizard X to set up on her. As for status, if Manaphy is a huge threat to the team, Latias has Healing Wish to remove any status aliments and recover her HP to full! By adding Energy Ball, you're adding the ability to (barely) check even AV Azumarill since after +3 Energy Ball OHKO's, (I'll do calcs when it's not 4:45 AM lol) and are able to at least get something out of Azumarill.

Next, using SR Terrakion and Scarf Garchomp over your current sets will definitely help you, as it provides you with a revenge killer to all the sweepers you have mentioned (grant it, you'll want prior hazard damage on mega Gyarados if you want to get him) while providing you with a scarfer immune to thunder wave and also a better check to mega Manectric, as well as a strong Stealth Rock lead early on.

Hope this helped. I'll add more when I see any. Please, feel free to tell me your thoughts!
All the changes.
Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
- Tail Glow
- Energy Ball
- Surf
- Psychic

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Stone Edge
- Fire Blast
- Earthquake
- Outrage

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Stone Edge
- Close Combat
 
Last edited:
Hey there, going to try to fix some problems I see with your team. :)

I really see Azumarill (Max HP AV in particular) as a huge threat to this team. It offensively scares off your entire team after Thundurus has a little chip damage and you rely on sacking a Pokemon when an Azumarill comes out and thus your entire team can be revenge killed by it with little issue.

The first minor change I could see you doing to add a little pressure to Azumarill is to replace Rain Dance with Energy Ball. Chansey isn't a huge threat on this team, most of your Pokemon are designed to lure in/trap Chansey and make it useless, and even have Mega Charizard X to set up on her. By adding Energy Ball, you're adding the ability to (barely) check even AV Azumarill since after +3 Energy Ball OHKO's, (I'll do calcs when it's not 4:45 AM lol) and are able to at least get something out of Azumarill.

Also, using SR Terrakion and Scarf Garchomp will definitely help you, as it provides you with a revenge killer to all the sweepers you have mentioned (grant it, you'll want prior hazard damage on mega Gyarados if you want to get him) while providing you with a scarfer immune to thunder wave and also a better check to mega Manectric.

Hope this helped. I'll add more when I see any. Please, feel free to tell me your thoughts!
Hi there, thanks for the rate ^^

I have tried flipping chomp and terrak for some time (before I made the RMT) and honestly I did not like the result mega manectric is actually no problem if it stays in, but most of the time they just hard switched out. Also garchomp die to mmaviles sucker punch at plus two, where terrak does not. Also locking into EQ or outrage is really a bad idea until the fairies or levitators/flying types are gone. I might give it another try anyways ^^

As for manaphy, yes, chansey is not a problem, but stall is. So there are two main reasons to keep rain dance
1. I will not be forced out after setting up by chansey
2. I will not be immune to status, meaning I cannot setup on gliscor, alovovovovomola etc. and av azumarill is really not a problem, as sr + it's inability to actually switch in a lot of the time makes it easy to deal with. Also, a double down is not really a problem :P

Edit: this is a problem :/
252 Atk Garchomp Outrage vs. 4 HP / 0 Def Thundurus: 262-310 (87.3 - 103.3%) -- 25% chance to OHKO
 
I dont thinkt that a sash lead like Chomp does very well with Latias, once your opponent gets his own hazards up you will try to defog and cant lay another SR with Garchomp.
 
Hey there WideTomato, this is a very cool team, and there's not really much to say about it :toast: I think some of your movesets could be tweaked to improve the general performance though :)

First off, I your team is weak to the strong priority, like Talonflames' BB and BandNites ESpeed, as they pick off your main sweepers (Manaphy and Charizard). Therefore, I suggest running Bulky DD CharX and Rest Manaphy. This makes your two sweepers much harder to deal with once set up.

On Mega Charizard X the bulky version runs Roost > Earthquake and an EV spread of 248 HP / 152 Atk / 108 Spe for longlivety and the ability to set up on much more Pokes, like unboosted Bisharp.

Rest Manaphy uses Rest > Psychic, Scald > Surf and a bulkier EV spread of 252 HP / 224 Def / 32 Spe. This makes Manaphy incredibly bulky on the physical side, making pokes like Bisharp, Lando-T and Gliscor setup-fodder. Rest also gives Manaphy a way of reliably healing in the Rain, making it a terror for every stall team lacking Mega Venusaur or Unaware Clefable.

5kcIkD8.jpg

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 152 Atk / 108 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

frTkOP4.jpg

Manaphy Leftovers Ability: Hydration
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature

IVs: 0 Atk
- Rain Dance
- Scald
-
Tail Glow / Calm Mind
- Rest

Also just some minor nitpicks, but on Mixed Thundurus without Knock Off, it is not really worth investing in Attack. I also prefer Rocky Helmet > Focus Sash on lead Chomp, but mabye thats just me :)

43HiD8J.jpg

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Superpower

PvcURBR.jpg

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Stealth Rock
- Earthquake
- Fire Blast
Hope I helped :)
 
Hey there WideTomato, this is a very cool team, and there's not really much to say about it :toast: I think some of your movesets could be tweaked to improve the general performance though :)

First off, I your team is weak to the strong priority, like Talonflames' BB and BandNites ESpeed, as they pick off your main sweepers (Manaphy and Charizard). Therefore, I suggest running Bulky DD CharX and Rest Manaphy. This makes your two sweepers much harder to deal with once set up.

On Mega Charizard X the bulky version runs Roost > Earthquake and an EV spread of 248 HP / 152 Atk / 108 Spe for longlivety and the ability to set up on much more Pokes, like unboosted Bisharp.

Rest Manaphy uses Rest > Psychic, Scald > Surf and a bulkier EV spread of 252 HP / 224 Def / 32 Spe. This makes Manaphy incredibly bulky on the physical side, making pokes like Bisharp, Lando-T and Gliscor setup-fodder. Rest also gives Manaphy a way of reliably healing in the Rain, making it a terror for every stall team lacking Mega Venusaur or Unaware Clefable.

5kcIkD8.jpg

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 152 Atk / 108 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

frTkOP4.jpg

Manaphy Leftovers Ability: Hydration
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature

IVs: 0 Atk
- Rain Dance
- Scald
-
Tail Glow / Calm Mind
- Rest

Also just some minor nitpicks, but on Mixed Thundurus without Knock Off, it is not really worth investing in Attack. I also prefer Rocky Helmet > Focus Sash on lead Chomp, but mabye thats just me :)

43HiD8J.jpg

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Superpower

PvcURBR.jpg

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage
- Stealth Rock
- Earthquake
- Fire Blast
Hope I helped :)
Thanks for the rate, I really appreciate it ^^

Ill try out the chomp and thundu set, they look to work better, I'll also try the charizard but I'm a little sceptic, as I originally used roost>EQ and had a better result with EQ, with all those heatran and aegislash around ^^, but I haven't tried the bulky variant jet.

This manaphy set seems a lot better, but unfortunately it does not seem to fill the same role as a stall breaker, as mega venu forces him out :/ also, a un invested scald is unable to 2hko chansey
+6 0 SpA Manaphy Scald vs. 4 HP / 252 SpD Eviolite Chansey in Rain: 264-312 (41.1 - 48.5%) -- guaranteed 3HKO

I'll try out all four set, worst case scenario I find out my original manaphy did better ^^

Edit: what exactly are the evs on zard for? ^^ I'm thinking of adding 52 more speed evs to outrun adamant exca, or would it loose too much bulk then?
 
Last edited:
Thanks for the rate, I really appreciate it ^^

Ill try out the chomp and thundu set, they look to work better, I'll also try the charizard but I'm a little sceptic, as I originally used roost>EQ and had a better result with EQ, with all those heatran and aegislash around ^^, but I haven't tried the bulky variant jet.

This manaphy set seems a lot better, but unfortunately it does not seem to fill the same role as a stall breaker, as mega venu forces him out :/ also, a un invested scald is unable to 2hko chansey
+6 0 SpA Manaphy Scald vs. 4 HP / 252 SpD Eviolite Chansey in Rain: 264-312 (41.1 - 48.5%) -- guaranteed 3HKO

I'll try out all four set, worst case scenario I find out my original manaphy did better ^^

Edit: what exactly are the evs on zard for? ^^ I'm thinking of adding 52 more speed evs to outrun adamant exca, or would it loose too much bulk then?
Scald 2HKO's when you fish for a burn and get it simply. Against Venu you fish for burns as well, or straight up beat it with the CM set :). EV's on Zard are to outspeed Greninja after one DD, max bulk and rest in attack. They are customizable :]]

EDIT: Here are some calcs:

- +6 0 SpA Manaphy Scald vs. 252 HP / 4 SpD Mega Venusaur in Rain: 220-259 (60.4 - 71.1%) -- guaranteed 2HKO

- 0 SpA Mega Venusaur Giga Drain vs. +2 252 HP / 0 SpD Manaphy: 98-116 (24.2 - 28.7%) -- possible 5HKO after Leftovers recovery

- 0 SpA Mega Venusaur Giga Drain vs. 252 HP / 0 SpD Manaphy on a critical hit: 288-342 (71.2 - 84.6%) -- guaranteed 2HKO after Leftovers recovery
 
Last edited:
Scald 2HKO's when you fish for a burn and get it simply. Against Venu you fish for burns as well, or straight up beat it with the CM set :). EV's on Zard are to outspeed Greninja after one DD, max bulk and rest in attack. They are customizable :]]

EDIT: Here are some calcs:

- +6 0 SpA Manaphy Scald vs. 252 HP / 4 SpD Mega Venusaur in Rain: 220-259 (60.4 - 71.1%) -- guaranteed 2HKO

- 0 SpA Mega Venusaur Giga Drain vs. +2 252 HP / 0 SpD Manaphy: 98-116 (24.2 - 28.7%) -- possible 5HKO after Leftovers recovery

- 0 SpA Mega Venusaur Giga Drain vs. 252 HP / 0 SpD Manaphy on a critical hit: 288-342 (71.2 - 84.6%) -- guaranteed 2HKO after Leftovers recovery
Ohh, nice :] that might actually suit the team quit well :] thanks~ ^^
 
Hey WideTomato really solid team! That Manaphy can be hella annoying to face. I actually only have a few suggestions that I feel can work a bit better with this team. First off i feel TheEnder really hit everything on the money. Changing Manaphy to a bulky CM Rest variant would work nice on the team since it helps vs stall and various bulky pokemon such as Azumarill. Also i agree with making Mega Charizard X bulky with Roost as you have various ways of dealing with Heatran in Manaphy, Garchomp and Terrakion.
charizard-mega-x.gif


Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 152 Atk / 108 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

manaphy.gif


Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature

IVs: 0 Atk
- Rain Dance
- Scald
-
Tail Glow / Calm Mind
- Rest
Now for something of my own. I feel that if you replace Superpower on Thundurus with Knock Off that will greatly boost Manaphy's chances of just running through stall. Instead of worrying about 2hitk0ing Chansey, with its Eviolite gone, Manaphy can easily beat it 1 v 1 without having to worry about getting a single Scald burn. This also helps you deal with the Lati twins better as they seem to be a nuisance to your team and they are generally Thundurus switch ins. I would also suggest giving it a Naive Nature as it is one of your bird checks and you don't want it taking more than it has to from Brave Bird/Quick Attacks respectively. We can keep your original attack investment as the Lati twins are always knocked out after Thunderbolt damage.
thundurus.gif


Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Knock Off
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
Anyway, really cool and solid team! Hope i helped! :]
 
Thanks for the rate aim really appreciate it ^^ I'll be sure to try out the Thundurus, and give it the naive nature, it'll also help me handle those damn aegislashes dominating the meta.
 
I really think Garchomp should be the scarfer to revenge kill ZardX reliably and Terrakion should be the sash lead, just a personal preference and little nitpick.
 
I really think Garchomp should be the scarfer to revenge kill ZardX reliably and Terrakion should be the sash lead, just a personal preference and little nitpick.
Terrakion kills zard x just fine, amd I really need to be able to change moves on chomp in order to kill ferrothorn that try to switch in
 
Back
Top