THE TEAM
CHANGES ARE IN BLUE
INTRODUCTION
YOYOYO WHATS UP, IMMA SHOW DIS KOOL – loljk, welcome to my first RMT, and I hope I get some constructive feedback and criticisms, particularly what I can change to improve this team. As you can, this is a classic DragMag team, albeit a somewhat (imo) more balanced. Jirachi, Starmie and Magnezone help whittle down the opponents, and make it easier for the 3 dragons to sweep. More often than not, it’s pretty much first half the game, non-dragons, second half, dragons. There is nothing more satisfy than a sweep after 50 turns of preparing for it. That’s not to say that I don’t use the Dragonite, Haxorus, or Latios in early to mid-game; they still serve an important role in provide resistances and coverage.
Now, onto the team!
Jirachi @ Iron ball
Ability: Serene Grace
EVs: 252 HP | 224 SpD | 32 Spe
Nature: Lax (+Def, –SpD)
- Stealth Rock
- Thunder
- Iron Head
- Trick
Looking at this set, the thing that would standouts out the most is the ironball+trick combo. While I won’t go into the details of explaining what it does, it can easily cripple walls, and works as good trick fodder. I choose this over Lagging Tail, as after paralysis, Jirachi can outspeed even with an ironball. Stealth Rock is a no-brainer – every team should have a stealth rocker. I chose Thunder over Body Slam because most people assume non-rain Jirachis are physically based – thus it allows me to take many by surprise. Sure, 70% accuracy is no doubt shaky, but it’s really no different from using Focus Blast. 42% paralysis rate is a tad low (42% factoring accuracy), but when it comes to 60% chance moves for Jirachi, if Thunder hits, you’re gonna get paralysed.
Jirachi works as my lead in most cases not only because it sets up stealth rocks, but also because it can give me vital information about other people’s leads, as well as potentially KOing / crippling them. Choiced Rotom loses ground immunity if it chooses to trick, and specs only does 50% at most. Deoxys-S might set up screens, but due to the assumption that Jirachi is physical, reflect will go up first, meaning it will get hit by Thunder. Jirachi outspeed paralysed Deoxys-S even with ironball, and can flinchhax it to death.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 4 HP | 252 SpA |252 Spe
Nature: Timid (+Spe, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Ice Beam
Offensive rapid spinners don’t get any better than this. Starmie has amazing coverage, and Rapid Spin support is necessary to keep Dragonite’s multiscale intact. Surf for power; scald might get the burn, but most of the time it doesn’t do much. The added power is also appreciated, as standard Tyranitar cannot OHKO with Pursuit, and it 2HKOed by Surf. While BoltBeam is not as effective this generation, backed by Starmie’s respectable Special Attack, it can still cause a lot of damage. With rocks up, Stamie OHKOs Gengar with Surf, something Scald cannot do all the time. It also beats Jellicent outright.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 252 Def | 4 SpA | 252 Spe
Nature: Timid (+Spe, -Atk)
- Thunderbolt
- Hidden Power (Ice)
- Substitute
- Thunder Wave
The staple support of any dragmag team, Magnezone serves to get rid of those pesky Steel-types, and pave a way for the dragons to steamroll. But you might ask, if your goal is to beat steels, where is the HP fire? Most of the time, Thunderbolt does more than enough to beat steel types, as most are 2HKOed by it. The exception to this is Ferrothorn, which remains a thorn (couldn’t resist) to this team. While Ferrothorn with Power Whip beats Magnezone, whittling it down with Substitute (to block Leech Seed) and Thunderbolt can bring it down to a point where Haxorus’ brick break can finish it off. The other reason for using HP Ice over HP Fire is that Magnezone covers the gaping dragon-weakness this team has. Max defence allows it to tank an Outrage and revenge opposing dragons, namely Dragonite. Magnet Rise also allows me to beat many things which would otherwise easily KO with Earthquake. Salamence can either come in and straight up KO with Earthquake, or be KOed after trying to set up a DD. If I’m behind a sub, incoming Gliscor are completely walled with Magnet Rise. However, because I need a Sub to beat Gliscor, I am contemplating switching to Magneton to outspeed, however, lack of lefties could severely affect survivability, especially with when using Substitute.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk | 4 HP | 252 Spe
Nature: Jolly (+Spe, -SpA)
- Outrage
- Fire Punch
- Earthquake
- Extremespeed
Scarfnite, while it may seem completely outclassed by DDnite, wrecks shit. Scarfnite can play many roles on the team, from revenge killer, to cleaning up late-game. It can take a +2 Bullet Punch from Scizor, and revenge with Fire Punch, destrolishes Heatran with EQ, beats Salamence coming for a revenge, even at -1 given rocks. Even without rocks, it can still take an Outrage. It can also OHKO Rotom-W that has been tricked an ironball. More importantly, it beats opposing DD Dragonite, even at +1, as most run Adamant. Late-game, just spam with Outrage, and watch everything just fall to pieces. Extremespeed without Choice Band is somewhat disappointing, but every team needs some sort of priority.
Haxorus @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk | 4 HP | 252 Spe
Nature: Adamant (+Atk, -SpA)
- Outrage
- Earthquake
- Brick Break
- Dual Chop
Haxorus. Is. A. Monster. Choice Banded Outrage destroys EVERYTHING (except Skarmory lol). Everything else pretty much filler, though EQ allows it to beat steel types that somehow survive more than 2 hits from this guy, and Brick Break is solely for Ferrothorn. Either way, if there are no more steel-types, this guy comes in and fucks shit up.
Latios @ Dragon Fang
Ability: Levitate
EVs: 252 Atk | 4 SpA | 252 Spe
Nature: Naïve (+Spe, -SpD)
- Dragon Dance
- Outrage
- Earthquake
- Draco Meteor
By far the oddball of the team, it also happens to be the greatest asset to it as well. Okay, forget common courtesies, THIS GUY IS SO FUCKING AWESOME. Something which few people every do is look at Latios’ physical side. While 90 Base power is completely overshadowed by its amazing 130 Special Attack, it is perfect for running a wallbreaking mix set. Dragon Fang serves for bluffing a choice item, bring in Latios and fire off a Draco Meteor, then switch out – people automatically assume its choiced. Even if they suspect it isn’t, it’s not because they’re suspecting mix. As with the other two dragons on the team, Latios is a late-game sweeper. After just one Dragon Dance, Latios outspeeds EVERYTHING, bar scarf Deoxys-S (lol) and things which set up +2 speed. The idea is to fire off a Draco Meteor, DD on the switch, then sweep with Outrage. Resisted Outrage is still stronger then neutral Waterfall, however, it means Latios does not have to be locked into Outrage. Tyranitar which switching in on a Draco Meteor, then trying to pursuit trap are given an unexpected surprise when Latios DDs, and then finish it with Outrage. +1 Outrage 2HKOs physically defensive Politoed, and OHKOs specially defensive ones. More importantly, it is able to get past most of its previous walls, namely Chansey/Blissey, who are both 2HKOed at +1.
CONCLUSION
As you can see, the first three members serve a vital role in supporting the team. Jirachi’s Stealth Rocks as invaluable, Starmie’s Rapid Spins are a must, and Magnezone’s steelkilling capabilities are paramount to allow for the dragons to sweep. On the other side of things, Dragonite is the speedy revenge killer, Haxorus acts as the unstoppable killing machine, and Latios comes half-way between the two. When Moxie + Outrage Salamence gets programmed into PO, I might switch it in for Dragonite, considering it has a higher speed stat. Lack of Multiscale is a bit disheartening though. I also need a way of dealing with Ferrothorn somewhat more effectively, it's such a bitch. Using HP Fire for just one poke seems inefficient when HP Ice has so much more utility.
IMPORT
Starmie @ Leftovers
Trait: Natural Cure
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Ice Beam
Dragonite (M) @ Choice Scarf
Trait: Multiscale
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Fire Punch
- Earthquake
- ExtremeSpeed
(Latios) (M) @ Dragon Fang
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Dance
- Waterfall
- Outrage
- Draco Meteor
Jirachi @ Iron Ball
Trait: Serene Grace
EVs: 104 Def / 152 SAtk / 252 Spd
Lax Nature (+Def, -SDef)
- Stealth Rock
- Trick
- Thunder
- Iron Head
Haxorus (M) @ Choice Band
Trait: Mold Breaker
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Earthquake
- Brick Break
- Dual Chop
Magnezone @ Leftovers
Trait: Magnet Pull
EVs: 4 HP / 252 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Ice]
- Magnet Rise
- Substitute
Trait: Natural Cure
EVs: 40 HP / 252 SAtk / 216 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Ice Beam
Dragonite (M) @ Choice Scarf
Trait: Multiscale
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Fire Punch
- Earthquake
- ExtremeSpeed
(Latios) (M) @ Dragon Fang
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Dance
- Waterfall
- Outrage
- Draco Meteor
Jirachi @ Iron Ball
Trait: Serene Grace
EVs: 104 Def / 152 SAtk / 252 Spd
Lax Nature (+Def, -SDef)
- Stealth Rock
- Trick
- Thunder
- Iron Head
Haxorus (M) @ Choice Band
Trait: Mold Breaker
EVs: 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- Earthquake
- Brick Break
- Dual Chop
Magnezone @ Leftovers
Trait: Magnet Pull
EVs: 4 HP / 252 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Ice]
- Magnet Rise
- Substitute