SUSPECT TEST
This team is full of shit so powerful you don't even understand. Firstly to all you people going to jump on me for using megamence I know its a broken pile of shit that need to go. secondly all the idiots asking where my defogger or spinner is lots of teams pre gen 6 gave no ****s about hazards and this is the same. Now with all the shittalking out of the way let's get to the team.
Teambuilding process:
I originally ran a team of priority and game ending sweepers basically designed to kill you if you lacked an answer to even one of them, and that team is here: (scizor was originally a scarf lando but the ice weakness and lack of switchins to things like greninja was brutal)
After a point I was just having a stupidly hard time with the many rain teams and certain stall cores so I went a far more traditional route of a dragmag style team:
This team had its own problems, mostly after the 1400 mark or so, as I struggled with shed shell skarm, teams with just overloaded physical walls and an answer to latios, and I consistently felt like if the other team had no talonflame that dnite was just a liability as it was often a free switch, and wanted to just redesign my ho on a base level. The one thing I took from this team was it got me to the optimal ev spread for mono attacking megamence. I'll go into the details when I go over mence in the final team, but we'll say it involved a couple snafus with being killed/outsped by things that normally wouldnt be a problem (at a lower speed I was being outsped pre mevo by smeargle, which was just bad).
KEEP THE NAMES (Salamence) @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Double-Edge
- Fire Blast
- Roost
KEEP THE NAMES (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
KEEP THE NAMES (Scizor) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Knock Off
- Superpower
- U-turn
KEEP THE NAMES (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Taunt
KEEP THE NAMES (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
KEEP THE NAMES (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Dance
- Double-Edge
- Fire Blast
- Roost
KEEP THE NAMES (Bisharp) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
KEEP THE NAMES (Scizor) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Knock Off
- Superpower
- U-turn
KEEP THE NAMES (Azelf) @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Taunt
KEEP THE NAMES (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
KEEP THE NAMES (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall
After a point I was just having a stupidly hard time with the many rain teams and certain stall cores so I went a far more traditional route of a dragmag style team:
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Salamence-Mega @ Salamencite
Ability: Aerilate
Happiness: 0
EVs: 120 HP / 236 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Substitute
- Roost
Dragonite @ Choice Band
Ability: Multiscale
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- ExtremeSpeed
- Dragon Claw
- Fire Punch
- Earthquake
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Memento
- Defog
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Salamence-Mega @ Salamencite
Ability: Aerilate
Happiness: 0
EVs: 120 HP / 236 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Substitute
- Roost
Dragonite @ Choice Band
Ability: Multiscale
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- ExtremeSpeed
- Dragon Claw
- Fire Punch
- Earthquake
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Memento
- Defog
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
This team had its own problems, mostly after the 1400 mark or so, as I struggled with shed shell skarm, teams with just overloaded physical walls and an answer to latios, and I consistently felt like if the other team had no talonflame that dnite was just a liability as it was often a free switch, and wanted to just redesign my ho on a base level. The one thing I took from this team was it got me to the optimal ev spread for mono attacking megamence. I'll go into the details when I go over mence in the final team, but we'll say it involved a couple snafus with being killed/outsped by things that normally wouldnt be a problem (at a lower speed I was being outsped pre mevo by smeargle, which was just bad).
So now we get to the real thing y'all came here for, the team that hit top10:
First things first I knew I wanted to use this monster:
JUST LOOK AT HOW DELICIOUS IT IS.
Okay real talk this thing is an absolute monster. It can run physical, mixed, sub, dragon dance up and DESTROY teams. I knew I wanted to make the team around this gigantic threat, and I chose the most threatening set with the highest chance to sweep: mono-attacking subroost. The evs on it outspeed scarf lando at+1 and survive a life orb ice shard from weavile after sub. This set does risk being outsped by scarf latios at +1 but it also sets up on a LOT of stuff, including but not limited to excadrill, lando, ttar (bar ice beam sets) and can anti lead mega lopunny eating both fake out and ice punch and koing back with return given the intimidate drop. psyshock and scald from slowbro both take 2 hits to break sub, making it setup fodder without ice beam, and crobro is actually a liability against this set as it cant TOUCH mence and gets 2hkod at +2. Roosted volt switch from rotom (after they realize they cant willo wisp you because you run sub) doesnt break the substitute, and this set kos most landos at +1 after rocks, and all ferro but 252 bold at +2. Oh and banded tflame only does like 40% if that, banded espeed from dnite does even less, making this thing damn near impossible to revenge. Its huge, its ridiculous, and I personally hope it gets banned in the very near future.
Salamence-Mega @ Salamencite
Ability: Aerilate
Happiness: 0
EVs: 120 HP / 236 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Substitute
- Roost
Okay now for all you scarfchomp haters this thing is my answer to most other mence and a very good late game cleaner for those teams that somehow handle mence or its good for softening walls for mence and forcing plenty of switches for stealth rock damage. In previous teams I had used sashlead chomp and after rocks it was subpar and I wished it was just a bit faster to take the damage right to them, and this thing makes greninja look super bad as you can basically go for any move and kill it. More dragons, redundant checks, weakens rotom and lando, solid mon.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Next I needed mon to handle skarm and ferro and also be in a high enough speed tier to not force me to switch much as a result. This thing destroys lati twins, ferro, skarm, some rotom pre mevo sceptile/mence, megagross, bisharp, the list is huge. It's fast and has ridiculous coverage which thanks to protean is never weak. The 4th moveslot has been played around with a lot (was originally gunk shot for azu/sylv/clef but I found with mence destroying those I never needed it, at one point was extrasensory to hit keldeo + rotom, but I found too often that ice beam slowbro/cress was stopping me from fully setting up behind a sub and talonflame greninja is commonly my lategame pair to clean up and talonflame isnt handling those, and nothing else really handles icebeam in the lategame, because bisharp usually doesnt survive that long, so dark pulse it was, still hits rotoms, I can switch chomp into keldeo on a non ice move and force it out, and slowbro and cress stopped being such a problem)
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Fire]
- Dark Pulse
Next I needed to find a lead and azelf is hands down my favorite HO lead as it does an honorable impression of deoS. It's damn fast as most things in the speed tier above it are megas, tflame, or ninja, and none of those can stop it setting rocks, and often (especially vs stall teams) the combo of knock off and taunt leads to some early momentum or cripples on key mons before azelf dies, and twave on people leading greninja/keldeo/talonflame completely cripples those mons. As a side note NEVER lead azelf vs a mlopunny team as it just destroys azelf with no chance for rocks. Just lead mence, take the fake out and force the switch getting free damage off with mence.
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Taunt
Next up I decided to add bisharp to complete the old school deosharp, as well as have a mon that can pick apart the double (and sometimes triple) steel teams, as well as some very strong priority to handle opposing sweepers. Knock off often forces a lot of switches and sometimes crippling damage on things like rotom. I had taunt over SD at one point, but fast rotom is becoming more popular and mew is always ev'd to outspeed, and chansey/slowbro are always forced out anyway, so it went back to being sd as sometimes you just outright sweep offensive teams going for a greedy stealth rocks with a garchomp/lando/etc. It also puts a huge stop to mega metagross, and stops intimidate spam from being free, as bisharp's defiant punishes that pretty hard. Bonus you also destroy webs. Adamant over jolly because anyone creeping bisharp creeps jolly anyway and jollysharp hits like a 2 year old.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
This last slot I wanted some unconditional Priority, but as previously mentioned dnite has some problems as well as being more ice weakness and the inability to bluff dual stab coverage. Talonflame can u-turn for momentum, and brave bird whittles down rotom/lando surprisingly quickly, also importantly it can switch into rocks twice, sometimes 1 hit is all you really need, and if you save tlfame for lategame, being at 50% health is sometimes not even relevant as you just brave bird to victory anyway. Max speed adamant because jolly hits EXTREMELY weakly if not an sd set, and gamefreak is a troll and max speed adamant outspeeds jolly 110s BY ONE POINT(LOL METAGROSS, literally the biggest reason I didn't build a megagross team). JK I'm lying I went to jolly after 1 too many weaviles killed my tflame. Wrecks keldeo, latis after rocks/chip damage, and most HO teams (I myself basically use chomp/bisharp to force talonflame to switch repeatedly and basically just die to rocks+roughskin).
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Fire]
- Dark Pulse
Salamence-Mega @ Salamencite
Ability: Aerilate
Happiness: 0
EVs: 120 HP / 236 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Substitute
- Roost
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Taunt
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Fire]
- Dark Pulse
Salamence-Mega @ Salamencite
Ability: Aerilate
Happiness: 0
EVs: 120 HP / 236 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Substitute
- Roost
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Knock Off
- Taunt
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- U-turn
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Shoutouts to all those who watched this team climb and claw its way to top10, to cleanerthanrotom-W whose stall team absolutely dumpsters this team, and shoutout to all the salty folks because just like you I want megamence banned.
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