Hey there everyone, I'm Æthereal and this is my new team. It is loosely named after dark souls since some of the mons remind me of dark souls. I've had success on the ladder peaking somewhere in the low 1500's, making this my most successful team (that I've built.) I'm hoping with your help, we can make that number go up a bit :)
This was a mon that in the past, I had very little dealings with. After looking at him on the dex one day out of boredom, I saw his stats and my jaw dropped. I realized the true monster this guy had the potential to be. Not to mention he reminds me of Black Dragon Kalameet and he looks damn cool. So obviously, I scrambled to build a team around him.
So I needed a partner in crime to form the second half of my offensive core. I chose zard y, because I felt that these 2 had the unique ability of making the opponent cry on switch-in. Both mons have a great amount of coverage, and stop a lot of the standard Hyper offensive threats. I've experienced this in the past, and honestly there is really no safe option when having to come in on either of these monsters. Plus dragons are cool looking.
So at this point, the obvious problem with my core was the fact that both mons were not a fan of rocks. My mind immediately went for the standard defog lati@s, but I've honestly grown tired of the set, and I didn't want to stack too many dragons on my team in fear of fairies. So enter Excadrill. He managed to pull me a neat little bundle. Not only could he spin away hazards my core hated, but he had the potential to fill a physical role, and he checked the fairies I feared. He also helped me with a switch-in to rock type attacks. However, I realized he would need support. To fill the role of sweeper he needed sand, and also, while he could switch in to rock type attacks, it wasn't his preference. So I slapped Hippowdon on the team. He added a wall to my team, as well as a rocker.
So before the addition of these guys, 3/4 of my team was looking hydrophobic (didn't like water attacks) so the first thing I needed was a bulky water type. I kicked around the idea of Azumaraill, but I've grown bored of running the same offensive teams, and I wanted to try my hand at balance. So I grabbed suicune. His stats made him a very capable switch-in to many physical and even special water attacks that my hippo(or any member of my team) wanted to avoid. Now the other issue I had was with both my walls Hippo and Suicune not liking grass type attacks. So I needed the mon in my utility slot to glue this team together and provide what I was missing. I found this in the form of ferrothorn.
Hellkite (Charizard-Mega-Y) @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Ancient Power/Roar
I'm sad to say that one half of my core was knocked off the team so early, but it is a change that feels very necessary. The biggest issue I had with him is the overall lack of support. As Mur pointed out Zard Y needs a certain amount of support to break down a team, and my team was lacking it. Often times I had trouble switching him in, and when I did it was annoying that I lost sand. So he is being replaced by Zard X.
- Air Balloon on Excadrill
- Bulky Will-o-Wisp set on Zard X
- Rocky Helmet on Ferrothorn
- Tweaking EV's on Suicune
Sinh (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Claw
- Flare Blitz
- Roost
- Dragon Dance
Welcome the new member of my team Zard X. While he may not praise the sun as the way ZardY does, he's definitely not a mon you want to sleep on (Dark Souls, Sinh the Slumbering Dragon, Anyone? It's alright, I know I'm funny, and that's what counts.) Terrible Dark Souls puns aside, he brings a solid win condition to my team as a sweeper whereas Zard Y was really only revenge killing or wall-breaking. Dragon Claw provides the mandatory stab without locking me into outrage for an easy revenge kill. Flare Blitz hits, and it hits hard, with perfect accuracy, you will be hard pressed to find something that wants to switch into this. Roost is a very sensible choice, not only does it help recover rocks damage, but it helps with the inevitable recoil from Flare Blitz spam. Dragon Dance makes Zard X the formidable sweeper he is. Simply getting Speed and Attack at +1 gives him the ability to sweep over half the meta-game.
Kalameet (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost/Outrage
The second half of my offensive core. With ridiculously powerful mixed stats and a damn good coverage complimenting zards, and an ability denying Sturdy this monster is hard to switch into. Whatever gets smacked is probably getting OKO'd and of the off chance whatever it is lives a 2HKO is guarenteed (unless you happen to be trying to hit something that walls it.)Ice beam provides the mandatory stab to smack Dragon, Ground, and Flying types. Thanks to Teravolt Earth power smacks not only the normal threats but things that would normally levitate over it such as Gengar and Rotom-W. Fusion Bolt, this move hits stupid hard with perfect accuracy, even things not weak to electric want to avoid getting slammed by this, also has the added bonus of making things with Volt absorb cry. The last move slot is in contention for me, and I've used both. On the one hand Roost means I can keep him an as a late game cleaner since the life orb damage normally drops him kind of low. Outrage gives him an instant win button in the late once all fairies are gone.
Tengen Toppa (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
The perfect partner to my core. Zard Y and Kyu B are not very fond of rocks, and my team lacked any physical sweepers, so Drill made tons of sense. Earthquake provides a high damage stab with great accuracy. Iron Head is another fantastic stab that hits the fairy type mons my team otherwise fears. Rock Slide hits all of the flying types (and destroys talonflame) that would otherwise switch in on him. Rapid Spin provides the vital hazard clear my team so desperately needed. He is my drill and he will pierce the heavens.
Harenam Murus (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic/Stone Edge/Whirlwind
If excadrill was going to fill any sort of sweeper/cleaner/revenge killer role, he needed sand support. So Hippo hopped on the team. He makes for a strong physical wall, and mixed defenses allow him to switch into a few special moves to refresh sand. I don't really think I need to go through the trouble of explaining his move sets since we all know how EdgeQuake and Rocks work. The more diverse options being Whirlwind for cycling out setup sweepers, and Toxic for whittling opposing walls. I've been preferring toxic as of late, combined with Ferro's Spikes, late game sweeping becomes much easier.
Aava (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Rest
- Roar/Sleep Talk
So with most of my team up this point being weak to water, it was obvious I needed some sort of bulky water type/wall. I kicked around the idea of running AV for a while, but it just never quite made sense. So I said @!*# it and went for CroCune. It adds an alternate win condition, and it is bulky enough to switch in and start sleeping on them. For those of you that don't know, this set abuses suicunes natural bulk and sures up his SpDef with Calm Mind. He then proceeds to fire off Scald and keep the fun going with RestTalk. He can definitely sweep in the late-game. While the rest talk set was fun, I'm finding roar to be the overall more consistent option, and even without sleep talk, he can still sweep after a few calm minds.
Bed of Choas (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes/Thunder Wave
- Leech Seed/Protect
- Gyro Ball
- Power Whip
Finally the mon in my utility slot, and the glue that holds this team together. As stated in the team-building process, the biggest issue I was having was the fact that both suicune and hippo, my walls were weak to grass attacks. I also wanted the mon to have utility my team needed. So I chose ferro as as another mixed wall and switch in to things. T-Wave provided me a way to handle setup sweepers and is just a really nice move to press on switch-in.(*Sidenote: I once 6-0'd someone by accidentally T-waving an espeon not realizing it would bounce. I then proceeded to 6-0 him with the world's most painful Gyro Ball.) Leech Seed lets him stay in on some threats longer and gives him another form of sustain. Alternatively Protect hurts M-Lopunny which I seemed to encounter a lot. Gyro Ball is a solid stab, and is super op if you accidentally thunderwave yourself xD(read sidenote.) Power Whip provides him an option to hit the water types you are probably switching into. At the suggestion of Mur I've been using Spikes over T-wave. While thunder wave was nice, spikes allow that vital bit of whittle that drill and zard-x need in order to sweep.
Sinh (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Claw
- Flare Blitz
- Roost
- Dragon Dance
Kalameet (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Tengen Toppa (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Harenam Murus (Hippowdon) @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic
Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Claw
- Flare Blitz
- Roost
- Dragon Dance
Kalameet (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Tengen Toppa (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Harenam Murus (Hippowdon) @ Smooth Rock
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic
Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Last edited: