The Team:
Preface:Hey there, this team took a really long time to build, but I got pretty high up on the ladder with it. And I know your thinking, wow this is a serious team, and it is(surprisingly) and hopefully there is more to come. -Doubleswitches
Analysis:
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Thunder Punch
- Fake Out
- Ice Punch
Do you like having a switch in? Well with medicham you don't have that luxury. So generally how you use medicham is you kill something, go into a wall, bring in another threat, then double into medicham to get another kill. T-punch is for bulky waters, ice punch is for dragons and lando. HJK kills everything that's not resisted and fake out is for getting of your mega. Adamant is for max damage output, but I've been thinking about jolly, but ada 2-hit ko's clef. Meddi is just great in this bulkier meta, and can rip apart teams on it's own. If you predict right you will get a kill when it comes in. Very things can take two hit's like mew or cress.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Azu is a late game cleaner. It really hits hard on it's own so a lot of the time you just use the sitrus for a little more health. You just drum up and aqua jet everything. Things that don't die to jet die to knock(i.e. ferro) or play rough(i.e keldeo). You just want to whittle things that can take hit's and ko back like kyub or a bit of chip on skarm. You really only want to drum up on win cons that are threatened by azu, because they will switch out. It's nice if you are not ko'd by it but that is not always something up to you. The spread is a standard belly jet spread nothing to really look at.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
This is one of the easiest pivots to throw on a team. You just take a hit from that scizor or what ever and click volt switch. When they try to set up on you with their zard x you just t-wave them. Twave is really making it easier on medi and azu to wall break. Wisp is primarily to hit things that otherwise destroy your team. Volt and hydro are just standard as it hits everything bar the water absorb mons. The ev spread again is pretty standard for a defensive pivot.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Breloom basically removes one mon every game. And 90% of the time it comes in they switch out. You know what that mean? it's time to pull a double. It also does a great job at breaking waters, ground types. It even is able to remove talonflames or other flying types with rock tomb. Plus mach is great for killing exca's and tar's. Even loppuny takes a lot, so loom puts in a lot of work every game.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Roost
- Stealth Rock
This is probably my favorite wall right now. It just eats hits, wisps, then roost stalls. It gets up rocks and removes them(which is pretty important, considering i have a bird and sash user). It is really the only thing that can handle electric types on this team, or psyshock user if talonflame doesn't have a bulk up. It kills momentum but is just so bulky, and fills every role I need it to, so I had to throw it on. Plus with max sp.def you eat up hits from zone, mega-mane, lati's, zam.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
Talon is there for whenever you can't deal with grass types or fairies. I also handles stall fairly well. It provides an offensive presence while still eating hits. It wins a lot of games on it's own, mainly when they don't have a tyranitar or a strong rock type. It sets up on special sweepers easily, threatening them with a priority brave bird, plus it can wisp physical threats like bisharp in order to set up on it. It's main role though, is to kill venu's, or gengar's. Really anything that the rest of my team cannot hit.
Preface:Hey there, this team took a really long time to build, but I got pretty high up on the ladder with it. And I know your thinking, wow this is a serious team, and it is(surprisingly) and hopefully there is more to come. -Doubleswitches
So I wanted to build a team with azumarill and mega meddicham. Why? Because nobody has switch in's to them. Then i added rotom, because I needed a way to get them in.Then came loom, because it was good against water types(i was bp/zen at first). Then mew as a blanket wall. Talon was just thrown on as a priority abuser at first.
Analysis:
Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Thunder Punch
- Fake Out
- Ice Punch
Do you like having a switch in? Well with medicham you don't have that luxury. So generally how you use medicham is you kill something, go into a wall, bring in another threat, then double into medicham to get another kill. T-punch is for bulky waters, ice punch is for dragons and lando. HJK kills everything that's not resisted and fake out is for getting of your mega. Adamant is for max damage output, but I've been thinking about jolly, but ada 2-hit ko's clef. Meddi is just great in this bulkier meta, and can rip apart teams on it's own. If you predict right you will get a kill when it comes in. Very things can take two hit's like mew or cress.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
Azu is a late game cleaner. It really hits hard on it's own so a lot of the time you just use the sitrus for a little more health. You just drum up and aqua jet everything. Things that don't die to jet die to knock(i.e. ferro) or play rough(i.e keldeo). You just want to whittle things that can take hit's and ko back like kyub or a bit of chip on skarm. You really only want to drum up on win cons that are threatened by azu, because they will switch out. It's nice if you are not ko'd by it but that is not always something up to you. The spread is a standard belly jet spread nothing to really look at.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
This is one of the easiest pivots to throw on a team. You just take a hit from that scizor or what ever and click volt switch. When they try to set up on you with their zard x you just t-wave them. Twave is really making it easier on medi and azu to wall break. Wisp is primarily to hit things that otherwise destroy your team. Volt and hydro are just standard as it hits everything bar the water absorb mons. The ev spread again is pretty standard for a defensive pivot.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb
Breloom basically removes one mon every game. And 90% of the time it comes in they switch out. You know what that mean? it's time to pull a double. It also does a great job at breaking waters, ground types. It even is able to remove talonflames or other flying types with rock tomb. Plus mach is great for killing exca's and tar's. Even loppuny takes a lot, so loom puts in a lot of work every game.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Defog
- Roost
- Stealth Rock
This is probably my favorite wall right now. It just eats hits, wisps, then roost stalls. It gets up rocks and removes them(which is pretty important, considering i have a bird and sash user). It is really the only thing that can handle electric types on this team, or psyshock user if talonflame doesn't have a bulk up. It kills momentum but is just so bulky, and fills every role I need it to, so I had to throw it on. Plus with max sp.def you eat up hits from zone, mega-mane, lati's, zam.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp
Talon is there for whenever you can't deal with grass types or fairies. I also handles stall fairly well. It provides an offensive presence while still eating hits. It wins a lot of games on it's own, mainly when they don't have a tyranitar or a strong rock type. It sets up on special sweepers easily, threatening them with a priority brave bird, plus it can wisp physical threats like bisharp in order to set up on it. It's main role though, is to kill venu's, or gengar's. Really anything that the rest of my team cannot hit.
- diancie- it beats everything bar mew. I am really considering thunder wave purely for it(it bounces off magic guard to get synchronized)
- Magnezone-I have to get it burned then roost stall it to death
- Thunderous-Same as above, but slightly easier since fake out does a lot+rocks
- Gengar-Have to depend on loom if rocks are up, otherwise talon has to attempt to beat it.
Conclusion:
This team seems really frail when you look at it, and it looks like it would have a hard time against HO, but somehow it isn't. I didn't mention this above but the team is heavily status oriented, by paralyzing and wisping threats it gets really easy to prioritize and systematically remove threats from their team. Somehow this team worked out for me, but I'm not sure how good it really is.
Thanks to TheMasterFailure for ghosting me throughout this process.
This team seems really frail when you look at it, and it looks like it would have a hard time against HO, but somehow it isn't. I didn't mention this above but the team is heavily status oriented, by paralyzing and wisping threats it gets really easy to prioritize and systematically remove threats from their team. Somehow this team worked out for me, but I'm not sure how good it really is.
Thanks to TheMasterFailure for ghosting me throughout this process.
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