Other Metagames Teambuilding Project

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Eevee General said:
Kyurem-Black @ Lum Berry
Ability: Teravolt
EVs: 56 HP / 176 Atk / 112 Def / 164 Spe
Jolly Nature
- Roost
- Dragon Dance
- Substitute
- Icicle Crash

Role:
Physical Sweeper

What It Does: Sets up on certain walls and sweeps. Generally, if its hard counters are gone and this thing gets behind a Substitute, it's pretty much game over. As such this is better reserved for mid to late game sweeps. The EVs are specialized for a reason to make this easier:

56 HP gives you a Stealth Rock number and ensures Seismic Toss won't break your subs. 112 Def ensures a few things. 1) Adamant Non-Life Orb Diggersby cannot break your sub with Fake Out. 2) Unaware 4 Atk Quagsire cannot break your sub with Earthquake. 164 Spe and Jolly means you outspeed max Speed Mega Aerodactyl after a Dragon Dance. The rest goes into Attack.

The main draw here is setting up on Quagsire, usually the go-to dedicated physical wall for setup. If the opponent forgets about Teravolt, all the better. Generally, they'll try to Toxic stall you out, which is why Substitute is so important and the Defensive spread allows you to keep it intact as you Dragon Dance/Roost. So why a Lum Berry if you have Substitute? Because this allows you to switch into Quagsire as well and not care about Scald or Toxic. It also allows you to get up a Substitute after Sableye has tried to Dark Void or Will-O-Wisp you should you find yourself trying to setup on that. Sub won't block Taunt or Parting Shot (sound-based), however, so remember that versus Sableye.

Good Teammates: Spinners and Defoggers are important so Kyurem-B can save as much HP as possible when switching in. Even though this set is designed with Stealth Rock in mind, the 1/4 loss is annoying when you also lose another 1/4 to Substitute, meaning a Roost will have to happen sooner rather than later.

What Counters It: There's no guarantee to 2HKO Heatran at +6 and even if Heatran has no defensive investment whatsoever. I can't stress this enough: remove Heatran first! (+6 176 Atk Teravolt Kyurem-B Icicle Crash vs. 0 HP / 0 Def Heatran: 154-181 (47.6 - 56%) -- 84% chance to 2HKO.) Heatran can do a number of things, including Roar, Taunt, Doom Desire, and Searing Shot (basically a standard set), which will halt your sweep.

Other reliable counters include Scizor, Magnezone, and Aegislash who resist Ice and have Steel STAB.

Notable checks: Chansey is 2HKO'd if she switches into +1 Icicle Crash, but she can get in on a Sub or Dragon Dance and then Whirlwind you out. Ferrothorn can also be 2HKO'd, though not reliably even at +1, and will Gyro Ball you to death. Clefable can force you out before a Dragon Dance with Moonblast. Mega Tyranitar is bulky enough to stomach at least one Icicle Crash at +1, but it needs to come in on the turn Kyurem-B Substitutes or it will lose. Azumarill can stand up to Kyurem-B and break you down with Play Rough. Skarmory Whirlwinds no problem. The main problem with these checks is a flinch from Icicle Crash will ruin them, so count on them at your own risk.

Any Additional Info: I've seen other attacks besides Icicle Crash used, like Ice Punch and Icicle Spear, probably because the accuracy of Crash turns some people off. However, you need the power of a +1 Crash to ensure 2HKO's on certain checks unless you can guarantee their removal before you setup. This requires more team support, which should be at the forefront of your mind when designing your Kyurem-B build.

Leftovers can go over Lum, but then you lose the utility of coming in on Quagsire. A lucky Burn or stray Toxic will halt your sweep before it even starts.

If you're really confident about removing hazards, you could swap out Roost for Earth Power or another physical attack like Fusion Bolt. I find the recovery that Roost provides more important however, in case you're forced into Kyurem-B early and need to patch up Stealth Rock damage or if you start to Sub and realize the opponent still has a way to counter you (Azumarill is bulky Huge Power instead Thick Fat support).

Lastly, here's a list of abilities it ignores with Teravolt that are relevant to STABmons: Unaware (Quagsire/Clefable), Sturdy (Skarmory), Thick Fat (Azumarill/Mega Venusaur).
Archived with a few comments.
 

EV

Banned deucer.
STABmons

Aerodactyl @ Choice Band / Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Brave Bird
- Earthquake
- Ice Fang / Crunch

Role:
Physical Attacker / Wallbreaker

What It Does: Burns down the world. While regular Aerodactyl is overlooked in favor of its superior Mega sets, there is one thing it still does well and that's Choice Band. This set is designed to spam high-powered STAB moves with no drawbacks, unlike the Mega which absorbs a ton of recoil from Head Smash and forgoes Brave Bird for the recoil-less but stat-drop-inducing Dragon Ascent. That's pretty much the only distinction: Banded no recoil.

So then why Life Orb? A Life Orb can still capitalize on spamming Head Smash and Brave Bird along with the cost of the item's recoil and less power but the ability to switch moves, giving it more versatility. That allows it to stay in more compared to Banded sets which must switch when hard-countered and thus open the team up to free turns for the opponent and also means Aerodactyl must take hazard damage later.

Head Smash and Brave Bird are necessary STAB and should not be slashed for anything. Earthquake complements Rock and Flying coverage nicely but remember that SE Earthquakes are weaker than neutral Head Smashes (100x2=200 vs. 150x1.5=225), so spam Head Smash more often unless you're aiming for certain Steel-types. Ice Fang is there to grab x4 damage on Landorus-T and Gliscor. Crunch is useful to bop Air Balloon Aegislash, though Life Orb sets can accomplish that if they switch into a move and lose their balloon since you can follow up with Earthquake.

Good Teammates: Keeping Stealth Rocks off your side is important for the Banded set in particular, but still important for the Life Orb set even though it switches less. Banded sets will appreciate popped balloons since Aegislash makes a nice check without Crunch, as it can King's Shield your contact moves and set up Doom Desire or Shift Gear on your switch. Some VoltTurn support can help you scout Aegislash, like U-turn Diggersby, since most Air Balloon Aegislash switch into Diggersby when they see it's not carrying Knock Off. Pursuit/Sucker Punch Tyranitar can also severely dent one. Something to eliminate Quagsire is important for Life Orb sets since Brave Bird fails to 2HKO. Energy Ball Gothitelle can do it.

What Counters It: Not a lot! Like Keldeo, Aerodactyl is almost assured to mangle or outright KO whatever switches in. Its Speed necessitates the target be able to live 2 hits unless it has SE priority.

A heavily invested Mega Scizor can counter with the following spread: 248 HP / 208 Atk / 52 Def, Impish.
252 Atk Choice Band Aerodactyl Head Smash vs. 248 HP / 52+ Def Mega Scizor: 207-244 (60.3 - 71.1%) -- guaranteed 2HKO
208 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Aerodactyl: 302-356 (100.3 - 118.2%) -- guaranteed OHKO
(Not even the rare Fire Fang is a OHKO.)

Like I've mentioned, Air Balloon Aegislash can check without Crunch, but only once! After the balloon is gone it can no longer come in safely and since it lacks recovery, repeated Head Smashes and Brave Birds will break it down over time. Bullet Punch also fails to KO back (252+ Atk Aegislash Bullet Punch vs. 0 HP / 4 Def Aerodactyl: 228-270 (75.7 - 89.7%) -- guaranteed 2HKO), so don't rely on Aegislash throughout the match unless you can guarantee a Wish every now and again.

Without Ice Fang, Landorus-T is an almost surefire counter assuming it can do anything back. Considering most have only Ground, Flying, U-turn, or Knock Off for attacks, you'll want to pack something for Aerodactyl if you plan on using Landorus-T to counter it. And even without Ice Fang, the damage from Head Smash is not far behind:
-1 252 Atk Choice Band Aerodactyl Head Smash vs. 252 HP / 252+ Def Landorus-T: 163-193 (42.6 - 50.5%) -- guaranteed 3HKO after Leftovers recovery

Similarly to Aegislash, Magnezone can sport an Air Balloon but needs some investment to assure no 2HKO from a resisted Head Smash:
252 Atk Choice Band Aerodactyl Head Smash vs. 0 HP / 4 Def Magnezone: 140-165 (49.8 - 58.7%) -- 99.6% chance to 2HKO.

Ferrothorn has a strong chance to beat Banded Aerodactyl with 252 / 192+ Def, which is a guaranteed 3HKO with Leftovers. Gyro Ball, Thunder Wave, Leech Seed, King's Shield, and Power Whip all scare it out. Synthesis patches up the hole, giving Ferrothorn more opportunities to come in later.

Any Additional Info: One way to beat some counters and checks is to carry Taunt (Life Orb sets only obviously). However, the counters/checks listed above can threaten to attack with SE moves, making Taunt worthless on that turn and potentially causing you to lose Aerodactyl. Taunt is good for stopping soft checks that can't do much back, like Landorus-T without Stone Edge, who will try to Roost after taking Head Smash. It also blocks stray Toxics. If you start running Taunt, however, it's worth asking why you're using regular Aerodactyl over the Mega, which has better bulk and Speed, making it a strong lead with Taunt and also a more capable stallbreaker. Regular Aerodactyl is a wallbreaker first and foremost and should focus on obliterating targets with Head Smash and/or Brave Bird.
 
well since the aaa thingy seems to be lacking special attackers, here's some of the best in the tier: (edit: posting latios and genesect seperately so that it looks more active)



Gengar @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast / Thunderbolt
- Will-O-Wisp / Taunt / Destiny Bond/ Thunderbolt

Role: Special Attacker
What It Does: The ev spread speed ties with the most common speedster in the game, latios and outspeeds basically the entire meta barring scarfers, sneasel and deoS. What it does is basically punch holes into anything that switces in and straight up ohko-ing a lot of the tier. Just as a measure of it's power i'll be showing calcs of the bulkiest mons in the tier + some of the common cones

252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 252 HP / 0 SpD Suicune: 234-277 (57.9 - 68.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Gengar Thunderbolt vs. 252 HP / 0 SpD Suicune: 294-348 (72.7 - 86.1%) -- guaranteed 2HKO after Leftovers recovery
second one's only if you run tbolt

252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 200 HP / 56+ SpD Vaporeon: 235-278 (52.1 - 61.6%) -- 63.7% chance to 2HKO after Poison Heal
252 SpA Life Orb Sheer Force Gengar Thunderbolt vs. 200 HP / 56+ SpD Vaporeon: 296-351 (65.6 - 77.8%) -- guaranteed 2HKO after Poison Heal

252 SpA Life Orb Sheer Force Gengar Focus Blast vs. 252 HP / 252+ SpD Umbreon: 265-315 (67.2 - 79.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Sheer Force Gengar Focus Blast vs. 252 HP / 0 SpD Umbreon: 354-416 (89.8 - 105.5%) -- 37.5% chance to OHKO
0 Atk Umbreon Foul Play vs. 0 HP / 0 Def Gengar: 198-234 (76.4 - 90.3%) -- guaranteed 2HKO
it's shaky but it can beat it, especially the second one. ph umbreon causes a bit more trouble if it's the special defence variant.

252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 252 HP / 104 SpD Cresselia: 328-385 (73.8 - 86.7%) -- guaranteed 2HKO after Leftovers recovery
psyshock 2hkos, so it beats cress, also most cress run fully defensive i think idk how common spD cress is.

252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 252 HP / 0 SpD Zapdos: 289-341 (75.2 - 88.8%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 252 HP / 112 SpD Hippowdon: 251-296 (59.7 - 70.4%) -- guaranteed 2HKO after Leftovers recovery (mixed wall)
252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 252 HP / 0 SpD Hippowdon: 290-343 (69 - 81.6%) -- guaranteed 2HKO after Leftovers recovery (fully defensive)

252+ Atk Doublade Shadow Sneak vs. 0 HP / 0 Def Gengar: 194-230 (74.9 - 88.8%) -- guaranteed 2HKO
also beats doublade if it's not bullet proof, assuming full health. but not the most reliable obviously

252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 0 HP / 0 SpD Dragonite: 265-312 (82 - 96.5%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 0 HP / 0 SpD Genesect: 231-273 (81.6 - 96.4%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 0 HP / 0 SpD Braviary: 335-395 (98.2 - 115.8%) -- 87.5% chance to OHKO
252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 252 HP / 0 SpD Braviary: 335-395 (82.9 - 97.7%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 0 HP / 4 SpD Latios: 408-484 (136.4 - 161.8%) -- guaranteed OHKO
252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 252 HP / 4 SpD Skarmory: 296-348 (88.6 - 104.1%) -- 25% chance to OHKO
252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 0 HP / 0 SpD Lucario: 298-351 (106 - 124.9%) -- guaranteed OHKO
252 SpA Life Orb Sheer Force Gengar Shadow Ball vs. 0 HP / 0 SpD Victini: 439-523 (128.7 - 153.3%) -- guaranteed OHKO
252 SpA Life Orb Sheer Force Gengar Sludge Wave vs. 80 HP / 0 SpD Manaphy: 265-312 (73.4 - 86.4%) -- guaranteed 2HKO after Leftovers recovery
As you can see all of them get ohko'd if sr is up, the braviary calcs are there incase you get to switch into band superpower, and to show that it can't switch in at all.

Good Teammates: Hmm never thought about this tbh, i guess intimidate defensive zapdos is a solid partner for this, because it can take brave birds all day and -1 fridgespeed does meh damage to it. You can also go the more defensive route and use intimidate hippo or skarmory, which can phase out anything that may want to set up predicting gengar to switch out, like SD Lucario. Unaware skarm can work as well.

What Counters It: Revengekillers in general give gengar trouble because of it's terrible defenses. I'm talking about non-pixilate ate espeed users, gale wings users and the rare but effective fridge sneasel. There's also rare things like swift swim, chlorophyll and sand rush which can cause it trouble but luckily they're pretty rare. Now for actual counters av goodra and chansey are the only things that come to mind. Chansey can switch in on any of it's moves and heal up damage taken, but can't do much in return, whereas regenvest goodra can switch in multiple times and ohko with draco or 2hko with eq. This isn't really that big of a deal since these two things shut down any special attacker in general. Deoxys S can outspeed and ohko with psycho boost i guess but who would switch gengar into deoS.

252 SpA Life Orb Sheer Force Gengar Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 226-268 (35.2 - 41.7%) -- guaranteed 3HKO

hm actually the taunt set can beat chansey. Other than the aforementioned mons, more specialized counters for gengar also emerged at one point. Basically any bulletproof mon can completely shut down gengar if it doesn't carry wisp/ doesn't fear burns. The most well known is probably aesf's av bulletproof pursuit krookodile. There's also been bulletproof excadrill etc.

Any Additional Info: I guess it can run modest too, but it really needs the speed to outspeed other gengars, latis etc. The last spot is tricky, with bisharp gone destiny bond has lost some usefulness and taunt is usually only helpful vs chansey. Tbolt is a viable option on gar since focus miss sucks, or it could just completely replace the third support move and go tbolt to hit cune and vapo harder. As for will-o-wisp, it's just there to spread burns when you predict a switch/when saccing gengar to a physical mon that it can't beat and your team doesn't want to deal with.


edit: I'll get around to latios and genesect a bit later, meanwhile you guys should keep this thread active. Stuff like this thread will draw people into playing oms more as they'll have easier times teambuilding imo.
 
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Tier Shift:

Serperior @ Life Orb / Leftovers
Ability: Contrary
EVs: 252 SpA / 252 Spe / 4 Hp
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire / Hidden Power Ground
- Giga Drain / Substitute / Taunt / Glare

Role: Special Attacker

What It Does: Serperior is a terribly mediocre Pokemon with an amazing ability. Its speed makes it quite good against offense, and its defenses are generally good enough to live a hit.

Its EVs are the general ones for a fast special attacker. Its nature is to boost its speed even more.

Leaf Storm is the obvious STAB of choice, being extremely powerful and boosting its SpA to amazing levels.
Dragon Pulse is its only remotely good coverage move other than Hidden Power.
Hidden Power Fire can be used to hit Pokemon such as Togekiss, while Hidden Power Ground is better against Pokemon such as Mega Altaria and Heatran.
The last set can vary a lot. Giga Drain can be used for recovery. Substitute and Taunt can be used to block status and prevent healing, or, in Substitute's case, it can prevent being revenge killed. However, Glare can also break some of its offensive switch ins, rendering their speed useless and possibly causing them to be paralyzed.

Serperior does fairly well against most of the meta, most notably Alomomola. However, depending on its hidden power, it can have problems with things like Heatran or Togekiss. It, no matter what the set, can't beat Assault Vest Goodra. It also has a lot of trouble with offensive threats such as Mega Pinsir (especially if HP Ground), Talonflame, and Mega Altaria.

Good Teammates: Serperior wants quite a bit of support. It appreciates having entry hazards, so Pokemon like Heatran are fairly good partners. It also appreciates having Pokemon with Volt Switch or U-turn on its team, so Pokemon like Rotom-H and Scizor are great partners. Serperior also has problems with some fairies, including Mega Altaria and Clefable, and bird spam. The first one can be nullified by Pokemon such as Scizor or Heatran. For the latter, Serperior needs a Pokemon like Heatran, Rhyperior, or Doublade on its team to help resolve that weakness.

What Counters It: Amoonguss, Goodra, Mega Scizor (If HP Ground), Heatran (If HP Fire), Altaria-Mega, and Chansey can all wall this thing easily. Offensively, it has trouble with priority such as Talonflame and Mega Pinsir, as well as Scarfers and faster Pokemon such as Landorus-T and Tornadus-T. Pranksters with Thunder Wave can cripple Serperior unless it has substitute up.

Any Additional Info: Life Orb is probably a lot better than Leftovers.
I don't have any good replays of literally anything right now. All that has been saved recently is shitty gimmicks and me losing hilariously.
Now that TS's boosts for bl are based on the tier above them, this is even more niche than it was originally. It probably isn't very good anymore.
 
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Latios (M) @ Choice Specs
Ability: Adaptability/ Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Dragon Pulse /Psychic / Defog
- Trick


Role: Special Attacker/Wall Breaker/(can work as revenge killer too if scarf)

What It Does: The ev spread speed ties with gengar and outspeeds basically the entire meta barring scarfers (unless also scarf), sneasel and deoS. What it does is basically punch holes into anything that switces in and straight up ohko-ing a lot of the tier. Now there two main sets, tinted lens and adaptability. They both have different uses. Lens offers max spammability on draco, not fearing any switchins barring chansey and yes av goodra. This can be invaluable in some teams, acting as a lure for a lot of steel types who think they can set up on it (skarmory)/tank a hit .Adaptability just has way too much power, it has less switchins from neutral mons, but resists can sometimes get away with it. Here have some calcs:

I'll mostly be posting adapt calcs, so here goes

252 SpA Choice Specs Adaptability Latios Psyshock vs. 144 HP / 188 Def Snorlax: 290-342 (58.3 - 68.8%) -- guaranteed 2HKO after Leftovers recovery
this is just uu curselax since i have no idea what phlax in aaa actually runs. However i think it doesn't run that much defense.

252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 252 HP / 252+ SpD Umbreon: 256-302 (64.9 - 76.6%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Choice Specs Adaptability Latios Psyshock vs. 4 HP / 252+ Def Eviolite Chansey: 348-410 (54.2 - 63.8%) -- guaranteed 2HKO
252 SpA Choice Specs Adaptability Latios Psyshock vs. 252 HP / 252+ Def Eviolite Chansey: 348-410 (49.4 - 58.2%) -- 98.8% chance to 2HKO

252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 240 HP / 0 SpD Assault Vest Goodra: 400-472 (104.9 - 123.8%) -- guaranteed OHKO
252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 240 HP / 252 SpD Assault Vest Goodra: 340-400 (89.2 - 104.9%) -- 31.3% chance to OHKO

252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 252 HP / 252 SpD Heatran: 161-190 (41.7 - 49.2%) -- guaranteed 3HKO
252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 252 HP / 0 SpD Heatran: 202-238 (52.3 - 61.6%) -- guaranteed 2HKO

252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 252 HP / 0 SpD Suicune: 376-444 (93 - 109.9%) -- 62.5% chance to OHKO

252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 252 HP / 104 SpD Cresselia: 312-368 (70.2 - 82.8%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Choice Specs Adaptability Latios Draco Meteor vs. 252 HP / 0 SpD Mew: 424-500 (104.9 - 123.7%) -- guaranteed OHKO
spD investment mew lives this sadly and prankster can just heal up as you hope for a crit

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Umbreon: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery



here's some lens calcs, just to show that it fears no resists
252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 252 HP / 252 SpD Skarmory: 312-370 (93.4 - 110.7%) -- 62.5% chance to OHKO (don't think anyone runs 252 spD skarm, so it always dies)

252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 252 HP / 252+ SpD Eviolite Doublade: 232-274 (72 - 85%) -- guaranteed 2HKO (most doublade i've seen just flat out dies, so i assume no one runs this set and run the next one instead)
252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 252 HP / 0 SpD Eviolite Doublade: 372-440 (115.5 - 136.6%) -- guaranteed OHKO

252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 248 HP / 192+ SpD Heatran: 230-272 (59.7 - 70.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 252 HP / 0 SpD Heatran: 302-356 (78.2 - 92.2%) -- guaranteed 2HKO

252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 248 HP / 252+ SpD Bastiodon: 182-216 (56.3 - 66.8%) -- guaranteed 2HKO after Leftovers recovery
yes i've run into bastiodons

252 SpA Choice Specs Tinted Lens Latios Draco Meteor vs. 252 HP / 168 SpD Ferrothorn: 242-286 (68.7 - 81.2%) -- guaranteed 2HKO after Leftovers recovery



Good Teammates: Like gengar, i guess intimidate defensive zapdos can be a solid partner for this, because it can take brave birds all day and -1 fridgespeed does meh damage to it. You can also go the more defensive route and use intimidate hippo or skarmory, which can phase out anything that may want to set up predicting latios to switch out, like SD Lucario. Unaware skarm can work as well. Slow volt switchers/Uturners can also work well with it, bringing lati in safely and letting it get a KO next turn.

What Counters It: Revengekillers in general give it trouble because of it's meh defense. I'm talking about the ate espeed users, gale wings users and the rare but effective fridge sneasel. There's also rare things like swift swim, chlorophyll and sand rush which can cause it trouble but luckily they're pretty rare. Now for actual counters av goodra and chansey are the only things that come to mind for the lens set. However the adapt specs set can ohko/2hko them, so bringing them into latios is always dangerous. Specially defensive variants of some mons can wall it because of the spA drop from draco, examples include cress, heatran etc. Special defense ph umbreon can tank two hits thanks to spA drop and ph recovery, and can 2HKO with foul play. Basically it's like this, it can KO or dent almost everything in most offensive teams, but does slightly less work vs stall thanks to the added bulk they carry + spA drop from it's main spamming move .

Any Additional Info: I guess it can run modest too, but it really needs the speed to outspeed other gengars, latis, gensect, base 100s etc. If it doesn't it's pretty much rip right there. Modest can work much better vs some slower bulkier teams tho. I haven't actually ran a Life Orb set, but it can work in theory. It has similar power with the added benefit of being able to switch moves. Alternatively it can go a completely different route and run an effective and fun sheer force LO set, it's basically gengar but with better coverage and spD. Since this isn't as widely used as the one i just posted, i'll just leave the set here without much of explanation.

Latios (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Ice Beam
- Psychic
- Shadow Ball

You could replace one or two of the moves for roost and defog, but it should basically look something like that.

(i kinda copied a bunch of things from the gengar one, so feel free to point out any mistakes i might have made and i'll fix it asap! n_N)
 

EV

Banned deucer.
STABmons


Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SAtk / 252 SDef
Calm Nature
- Doom Desire
- King's Shield
- Lava Plume / Searing Shot
- Roar

Role:
Special Wall / Phazer

What It Does: Standard DoomShuffle. Even uninvested Doom Desires will hit really hard thanks to Heatran's solid base 130 Special Attack. That move is the crux of this set, so you should understand its mechanics before committing to it. The most important things to remember are it hits at the end of the 2nd turn after you use it, meaning it ignores Protect. It also deals damage based on Heatran's Special Attack stat that turn, not the turn you select it, so if you eat a Parting Shot in the meantime, it will be weaker. Likewise if you managed to raise your Special Attack in the meantime, it will be stronger.

The goal is to spread Doom Desire via Roar and King's Shield, a fantastic combo discovered early this generation. After you select the move, your opponent will want to find their Steel-type resist, which is where Roar comes into play, forcing out opposing Heatran so something else receives the damage instead. King's Shield burns you one turn, so deciding when to Roar is important. Do you want to King's Shield first to scout and then Roar or vice versa?

Fire STAB is nice to have in general and will threaten certain Steel-types who otherwise would want to take the Doom Desire. Lava Plume is for longevity, Searing Shot for power, with the benefit of both spreading burns, making Heatran a soft physical wall at times.

The EVs are there to maximize special bulk, but you can play around with them while still capturing the essence of this set. I like to invest Speed on some builds to get surprise KOs with Searing Shot when the opponent assumes I'm slower. Other times I like to max out Special Attack to capitalize on the raw power of 140 BP Doom Desires. They really hurt!

Good Teammates: Something that can deal with the devoted special walls that don't mind switching in over and over to absorb Doom Desire. A stallbreaker can reduce their ability to heal off the damage and heal their team, so pack one like Thundurus, who also has the benefit of resisting Fighting and Ground. Also, if Sableye comes in to Parting Shot Heatran and reduce its damage output, Defiant Thundurus steals the boosts for itself without worrying about Will-O-Wisp since the Sableye won't WOW Heatran. Dark Void shuts both down, however.

Offensive threats will appreciate the shuffling and softening of certain checks that Heatran provides.

What Counters It: A) Opposing Heatran, B) Special Walls, C) Water- and Fire-types.

A) Heatran love coming in on this set since nothing you throw at them will hurt. You can Roar them out, but they might be packing Earth Power. Scout with King's Shield before deciding what to do.

B) Chansey, Meloetta, Mega Latias, and Trace Porygon 2 can recover off Doom Desire and don't mind Fire attacks/burns all that much. They are fairly passive checks though and don't have a way to hit Heatran hard. Some Speed EVs (for Latias and Meloetta) and Taunt can throw a wrench at them.

C) Rotom-W and -H, Slowking, the Mega Charizards, Quagsire, Gyarados, Greninja, and Starmie resist both STABs and aren't OHKO'd if they eat a Doom Desire. They all have SE STAB to force out Heatran (bar Rotom-H), but some of them will hate a burn (Gyarados/Quagsire/Greninja). These are the things you want to try and Roar out.

Any Additional Info: Blue Flare can go over Lava Plume / Searing Shot for even stronger STAB with a decent 20% chance to burn. Fiery Dance is a bit gimmicky, but it has a 50% chance to raise Special Attack and to make Doom Desire very powerful.

Protect can go over King's Shield to cover you against all types of attacks, not just damaging-dealing ones.

Earth Power can also go over King's Shield to hit those Heatrans that will likely come in. You should invest in some Speed if you plan to run this however so you can take out the Heatran with a 1-2 punch before it can strike back with its own. But don't worry if it's Scarfed--you have a 75% chance to OHKO ScarfTran with 8 SAtk EVs while it can't OHKO you back as long as you maintain a reasonable amount of bulk. If you want a guaranteed OHKO, run 56 EVs. Here's an updated spread:

248 HP / 56 SAtk / 192 SDef / 12 Spe, Calm. This gives you a Speed creep on defensive Heatrans, ensures the OHKO on ScarfTran, and maintains enough bulk to live one Earth Power.
 
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