Hello!
Long time lurker, 1st time RMT poster. T'is a team that has done pretty well (with some variations), but I'd like to see in what ways I can improve it.
Basic premise of the team is simple - Build a team around Mega Scizor, keep momentum up with switching through hard-hitting pokemans, whittle away the opponent's pokemans with added SR support, and when threats have been removed go for a sweep with either a physical sweeper or a special sweeper.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Bulky TankChomp. Usually the lead to set up rocks, unless opponent has an obvious fairy or dragon counter. Earthquake can still do decent damage, even without any investment in attack. Dragon tail is immense, especially if the other team has a set-up pokeman (does require some prediction though), or otherwise just force switches them out for more SR damage. The spread allows it to survive almost every physical hit (barring icicle crash/ice punch etc), with helmet + skin doing roughly ~28% dmg back as passive. Garchomp has to be kept alive if there is a set up sweeper that Scizor or Landorus can't handle with priority/scarfed speed. It can also be switched in repeatedly for physical hits, letting helmet + skin do a lot of stacking damage. Toxic is for annoyance purposes against the likes of Rotom-W or Slowbro etc.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Standard scarfed set, nothing unusual. One of the staples in OU, boasting immense attack, high speed, intimidate support and the ability to hit surprisingly hard with a non-STAB U-turn (especially against the likes of Lati@s). Earthquake and Knock Off are self explanatory, Stone Edge for those pesky flying types (jk it misses most of the time anyway, gg). Forms the Volt-Turn duo with Raikou, each covering the others weaknesses pretty well.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Psychic
- Ice Beam
- Hydro Pump
Standard analytic LO Starmie. If it forces a switch, analytic can let it deal some hefty damage, and even without it the damage is very respectable. BoltBeam combo for maximum coverage, and psychic to help deal with Mega Venusaurs/Keldeo etc which would otherwise cause massive problems to this team (e.g., Psychic 1HKO's Keldeo and analytic boosted psychic 1HKO's offensive Mega Venusaur - for reference, Thunderbolt can only 2HKO Keldeo).
This is a purely offensive set, without rapid spin or recover. Rocks don't really pose a huge threat to any member on the team, although spikes can be troublesome, particularly if multiple layers are up. Haven't met any pure hazard stack teams, so haven't missed the lack of a spinner that much. Starmie typically doesn't stay in long enough to use recover, and I've found that if it forces a switch it helps the team more to deal massive damage with an analytic boost. The only ability that could be changed out is Psychic, but Starmie can bait in spinblockers and 1 shot them with Psychic anyways.
Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Solar Beam
- Stone Edge
All out offensive Heatran. I am open to changing sets on this. The stallbreaker set with Magma storm + taunt + toxic was pretty useful, but I opted for the more offensive oriented set. Fire blast, obligatory STAB (when it hits...). Earth Power for opposing Heatrans mostly. The solar beam + power herb combo is there for baiting purposes. It can deal massive damage to water/ground types that switch in (~70% to Manaphy, for e.g.). Ground types in general can be quite troublesome for this team, so if the bait is successful it can create a hole in the other team. Even if the beam doesn't kill, it can soften the pokeman up enough for another member to come in and finish the job. Scarf Keldeo is the exception, as it outspeeds everything -_- Stone edge to put a massive dent in Talonflame, if not kill it.
NOTE: This is usually a Volt Switch Raikou, but at the time of writing this I'm trying out the Calm Mind + Sub set.
Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute
The 1st of the set up sweepers, on the special side. If this thing sets up, it can demolish an entire team by itself. Thunderbolt is the usual STAB, with HP Ice for pesky dragon/ground types which would otherwise wall it. Some CM boosts are needed in order to effectively use HP ice, however. +2 is generally enough to deal with most threats. Substitute to avoid status and weak attacks from stall teams, letting this set up all over them. With a Timid nature, it is fast enough to outspeed non-scarfed Keldeo and Serperior, and with +2 CM boost can potentially 1 shot both.
Normally, the Assault Vest Volt Switch set is used, letting it act as a good pivot in conjunction with Landorus.
Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Mega Scizor, at +2, is a monster. Technician boosted Bullet Punch literally punches holes in things that don't resist it. Fairies can go die in hell. This is the all out attacking set, with superpower for added coverage on things like Ferrothorn and Heatran which resists the dual STABs. Bug bite over knock off to take advantage of technician and STAB, and for hitting things like Rotom-W extremely hard without the drawbacks of superpower. Scizor is the physical set up sweeper to compliment Raikou, and can cause some serious damage if it is kept alive. The fire weakness is countered by Heatran, Starmie and Garchomp (to an extent).
OTHER OPTIONS
I'm open to suggestions for the team. Tempted to try an offensive Garchomp set as well, although if 1 member needs changing I think it is Starmie. It provides a lot of useful coverage, but perhaps there are other pokemans who can fill the slot. Maybe Serperior to cover the slight weakness to ground + water the team has?
I have played around with a triple Volt-Turn team which was also quite good fun.
- Mega Manectric instead of Raikou
- Choice Band Scizor instead of Mega Scizor
- Bulk Up, SpDef, Acrobatics Talonflame instead of Heatran
- Spin + Recover Starmie instead of the offensive variant (needed because of Talonflame getting shredded by rocks, and MManectric didn't appreciate them either)
The double intimidate duo of MManectric + Landorus, combined with the triple pivot of volt switch/u-turn can create some crazy momentum. The CB Scizor is a lethal pursuit trapper, opening up many holes for the rest of the team to come in and go ham. Bulk Up talonflame with Will-o-wisp could further reduce the pressure from physical hits.
THREATS
- Fast (or priority) Will-o-wispers, Scald hax. Because the team lacks healing wish or cleric support, if Landorus or Scizor gets burned, it can be a VERY uphill battle. Need to predict the WoW and swap in Heatran (it is usually quite obvious to be fair), and as for scald... well, nothing that can be done for that except hoping Raikou is still alive. Leftover + Sub can let it counter the burn and set up on the water types. Garchomp gets burned 95% of the time by scald I swear, so... yeah.
- Charizard-X or Mega Gyarados and other dragon dancers are also quite troublesome, because after a DD they can outspeed and cause serious damage. Charizard-X in particular is extremely dangerous, being able to 1 shot almost every member of the team with Dragon Claw or Flare Blitz. The only way to really take it down is to switch in Garchomp for the helmet + skin damage and hope Landorus can either revenge kill it or force it to swap.
- Things with hard hitting ground attacks, especially faster ones such as scarfed Landorus or Excadrill in sand, can cause huge damage to everything on the team. The only reliable option against them is my own Landorus, and once that's down it's pretty much gg.
- Hard hitting water types can cause problems as well. Specs Keldeo, Specs Omastar in rain (this thing is ridiculous, RESISTED Hydro Pump takes 80% off Rotom-W) etc. Once again, Raikou is the only real answer, and even that gets hit way too hard with a specs boosted attack.
IMPORTABLE
Long time lurker, 1st time RMT poster. T'is a team that has done pretty well (with some variations), but I'd like to see in what ways I can improve it.
Basic premise of the team is simple - Build a team around Mega Scizor, keep momentum up with switching through hard-hitting pokemans, whittle away the opponent's pokemans with added SR support, and when threats have been removed go for a sweep with either a physical sweeper or a special sweeper.
---------- ---------- ---------- ---------- ----------
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Bulky TankChomp. Usually the lead to set up rocks, unless opponent has an obvious fairy or dragon counter. Earthquake can still do decent damage, even without any investment in attack. Dragon tail is immense, especially if the other team has a set-up pokeman (does require some prediction though), or otherwise just force switches them out for more SR damage. The spread allows it to survive almost every physical hit (barring icicle crash/ice punch etc), with helmet + skin doing roughly ~28% dmg back as passive. Garchomp has to be kept alive if there is a set up sweeper that Scizor or Landorus can't handle with priority/scarfed speed. It can also be switched in repeatedly for physical hits, letting helmet + skin do a lot of stacking damage. Toxic is for annoyance purposes against the likes of Rotom-W or Slowbro etc.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Standard scarfed set, nothing unusual. One of the staples in OU, boasting immense attack, high speed, intimidate support and the ability to hit surprisingly hard with a non-STAB U-turn (especially against the likes of Lati@s). Earthquake and Knock Off are self explanatory, Stone Edge for those pesky flying types (jk it misses most of the time anyway, gg). Forms the Volt-Turn duo with Raikou, each covering the others weaknesses pretty well.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Psychic
- Ice Beam
- Hydro Pump
Standard analytic LO Starmie. If it forces a switch, analytic can let it deal some hefty damage, and even without it the damage is very respectable. BoltBeam combo for maximum coverage, and psychic to help deal with Mega Venusaurs/Keldeo etc which would otherwise cause massive problems to this team (e.g., Psychic 1HKO's Keldeo and analytic boosted psychic 1HKO's offensive Mega Venusaur - for reference, Thunderbolt can only 2HKO Keldeo).
This is a purely offensive set, without rapid spin or recover. Rocks don't really pose a huge threat to any member on the team, although spikes can be troublesome, particularly if multiple layers are up. Haven't met any pure hazard stack teams, so haven't missed the lack of a spinner that much. Starmie typically doesn't stay in long enough to use recover, and I've found that if it forces a switch it helps the team more to deal massive damage with an analytic boost. The only ability that could be changed out is Psychic, but Starmie can bait in spinblockers and 1 shot them with Psychic anyways.
Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Solar Beam
- Stone Edge
All out offensive Heatran. I am open to changing sets on this. The stallbreaker set with Magma storm + taunt + toxic was pretty useful, but I opted for the more offensive oriented set. Fire blast, obligatory STAB (when it hits...). Earth Power for opposing Heatrans mostly. The solar beam + power herb combo is there for baiting purposes. It can deal massive damage to water/ground types that switch in (~70% to Manaphy, for e.g.). Ground types in general can be quite troublesome for this team, so if the bait is successful it can create a hole in the other team. Even if the beam doesn't kill, it can soften the pokeman up enough for another member to come in and finish the job. Scarf Keldeo is the exception, as it outspeeds everything -_- Stone edge to put a massive dent in Talonflame, if not kill it.
NOTE: This is usually a Volt Switch Raikou, but at the time of writing this I'm trying out the Calm Mind + Sub set.
Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute
The 1st of the set up sweepers, on the special side. If this thing sets up, it can demolish an entire team by itself. Thunderbolt is the usual STAB, with HP Ice for pesky dragon/ground types which would otherwise wall it. Some CM boosts are needed in order to effectively use HP ice, however. +2 is generally enough to deal with most threats. Substitute to avoid status and weak attacks from stall teams, letting this set up all over them. With a Timid nature, it is fast enough to outspeed non-scarfed Keldeo and Serperior, and with +2 CM boost can potentially 1 shot both.
Normally, the Assault Vest Volt Switch set is used, letting it act as a good pivot in conjunction with Landorus.
Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Mega Scizor, at +2, is a monster. Technician boosted Bullet Punch literally punches holes in things that don't resist it. Fairies can go die in hell. This is the all out attacking set, with superpower for added coverage on things like Ferrothorn and Heatran which resists the dual STABs. Bug bite over knock off to take advantage of technician and STAB, and for hitting things like Rotom-W extremely hard without the drawbacks of superpower. Scizor is the physical set up sweeper to compliment Raikou, and can cause some serious damage if it is kept alive. The fire weakness is countered by Heatran, Starmie and Garchomp (to an extent).
OTHER OPTIONS
I'm open to suggestions for the team. Tempted to try an offensive Garchomp set as well, although if 1 member needs changing I think it is Starmie. It provides a lot of useful coverage, but perhaps there are other pokemans who can fill the slot. Maybe Serperior to cover the slight weakness to ground + water the team has?
I have played around with a triple Volt-Turn team which was also quite good fun.
- Mega Manectric instead of Raikou
- Choice Band Scizor instead of Mega Scizor
- Bulk Up, SpDef, Acrobatics Talonflame instead of Heatran
- Spin + Recover Starmie instead of the offensive variant (needed because of Talonflame getting shredded by rocks, and MManectric didn't appreciate them either)
The double intimidate duo of MManectric + Landorus, combined with the triple pivot of volt switch/u-turn can create some crazy momentum. The CB Scizor is a lethal pursuit trapper, opening up many holes for the rest of the team to come in and go ham. Bulk Up talonflame with Will-o-wisp could further reduce the pressure from physical hits.
THREATS
- Fast (or priority) Will-o-wispers, Scald hax. Because the team lacks healing wish or cleric support, if Landorus or Scizor gets burned, it can be a VERY uphill battle. Need to predict the WoW and swap in Heatran (it is usually quite obvious to be fair), and as for scald... well, nothing that can be done for that except hoping Raikou is still alive. Leftover + Sub can let it counter the burn and set up on the water types. Garchomp gets burned 95% of the time by scald I swear, so... yeah.
- Charizard-X or Mega Gyarados and other dragon dancers are also quite troublesome, because after a DD they can outspeed and cause serious damage. Charizard-X in particular is extremely dangerous, being able to 1 shot almost every member of the team with Dragon Claw or Flare Blitz. The only way to really take it down is to switch in Garchomp for the helmet + skin damage and hope Landorus can either revenge kill it or force it to swap.
- Things with hard hitting ground attacks, especially faster ones such as scarfed Landorus or Excadrill in sand, can cause huge damage to everything on the team. The only reliable option against them is my own Landorus, and once that's down it's pretty much gg.
- Hard hitting water types can cause problems as well. Specs Keldeo, Specs Omastar in rain (this thing is ridiculous, RESISTED Hydro Pump takes 80% off Rotom-W) etc. Once again, Raikou is the only real answer, and even that gets hit way too hard with a specs boosted attack.
IMPORTABLE
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Psychic
- Ice Beam
- Hydro Pump
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute
Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Solar Beam
- Stone Edge
Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Psychic
- Ice Beam
- Hydro Pump
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute
Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Solar Beam
- Stone Edge
Scizor @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite