What's up everyone :] With OLT in full stride right now the ladder is as 'competitive' as ever (If you think Goth Stall is competitive I guess). Knowing that's the case I thought I'd showcase a team made by my friend. A relatively successful team at that where he got ghosted to peaked 13th on the ladder.
I made a video with Max Rolls showcasing the team. Just to give a bit of insight which sometimes you can't explain in an RMT. Feel free to check it out if you want :]
The Squad
@
King Girth @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
Earth Power
Ice Beam
Fusion Bolt
Hidden Power [Fire]
Kyurem is such a monster. There seems to be absolutely no situations where Kyurem is completely dead weight vs any team or playstyle. However, against more defensively oriented teams is where you truly get to see Kyurem shine. Its massive power combined with its acceptable coverage allows it to 2HKO pretty much everything. That's not it though, in offense matchups Kyurem can utilise its above average bulk, and decent defensive typing to find switchin opportunites on Pokemon such as Raikou, and Manectric. Once Kyurem is in vs an offense team, good luck finding a switchin.
HP Fire is chosen in the 4th moveslot because the ability to lure Pokemon like Mega-Scizor paves the way for Bisharp and removes a lot of the dependency on Pinsir to wallbreak.
@
No Girth @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Rapid Spin
Scald
Psyshock
Ice Beam
Starmie, the only semblance of a Keldeo switchin on this team. Scald is used over Hydro because as much as this is a Life Orb Starmie, it's not Analytic, and so the 2HKOs that are usually picked up by Hydro Pump don't occur here. Regardless of all of that, Scald is more accurate/reliable, and packs a nice 100% burn rate, making it a nice way to stop most physical attackers in their tracks. Ice Beam is chosen in the last slot over Recover because the ability to OHKO defensive Garchomp is fantastic news for this team as it allows Bisharp and Pinsir to run free.
@
Girth God (Pinsir-Mega) @ Pinsirite
Ability: Aerilate
Shiny: Yes
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Swords Dance
Frustration
Quick Attack
Earthquake
The epitome of power, and arguably one of the most underrated megas. Pinsir finds a great home on this team doing what it does best, getting kills. I wouldn't say Pinsir is 'deceptively strong' because I think people know how strong it is, I just don't think its taken advantage of. Being able to 2HKO a Slowbro (OHKO at +2, no Rocks needed) is no mean feat, you'll find very few Pokemon who can 2HKO Slowbro on the physical side without Super Effective coverage. Pinsir is also a guaranteed OHKO on Hippowdon at +2 after Rocks and 1 layer of Spikes. Pinsir is just a powerhouse.
Pinsir acts as the main win condition on the team, as well as usually functioning as a nice mid-game breaker. Usually alongside Bisharp.
@
Girth Knight @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
Swords Dance
Knock Off
Sucker Punch
Iron Head
Bisharp + Spikes has been a decent strategy for a while now, but this team does a good job of not only utilising it, but using more than just the Bisharp + Klefki core. One of the best switchins to Pinsir on balance is Rotom-W. Bisharp with Lum Berry can lure Rotom-W and absorb the burn, weakening it with a +2 Knock Off. This paves the way for Pinsir's sweep. Pinsir needs a little bit of damage on Keldeo before it can OHKO with Quick Attack. Bisharp does a fantastic job of luring Keldeo in, and whist Knock Off only does 29-33%, that's all Pinsir needs.
In short, Bisharp lures in the things that Pinsir needs damage on, enabling a Keldeo sweep. Bisharp also has fantastic priority, so if you can find a way to keep it around, Pinsir and Bisharp make a fantastic tandem to clean late game with powerful priority.
@
Mr. Probz (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
Spikes
Thunder Wave
Magnet Rise
Flash Cannon
If you list the usual switchins to Bisharp and Pinsir, you might notice a theme: Hippowdon, Garchomp, Keldeo, ScarfTar. They're all grounded. Klefki not only provides reliable Spike support, but also speed control because Bisharp and Pinsir aren't really that fast. Flash Cannon is chosen as the attack because Cosine's Sash spam offense is very popular right now, and Klefki is one of the few spikers that can not only get Spikes up, but can deal with the Magic Bouncer as well. Fully SpDef allows Klefki to also come in on things like Gengar, Keldeo etc etc. giving you a pseudo check to those things, as well as providing more opportunities to Twave. For a set of keys Klefki really does put in a lot of work with a metagame filled with genies and dragons.
@
GirthQuake (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 244 HP / 12 Atk / 252 Def
Impish Nature
IVs: 30 Spe
Earthquake
Stealth Rock
Stone Edge
U-turn
Ok, so I'm sure you've seen this 100,000 times before, so there's not much to explain here. Defensive Landorus. It's a great pivot, with a fantastic ability. Checks Sand, Birds, Zard-X, grabs momentum, and gets Rocks. What more could you really want. This team needed all the aforementioned things, and one Pokemon fit all the categories. 30 Speed IVs so that you underspeed other defensive Landorus, and then get a slow U-Turn. Usually into Pinsir or Bisharp
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------




King Girth @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
Earth Power
Ice Beam
Fusion Bolt
Hidden Power [Fire]
Kyurem is such a monster. There seems to be absolutely no situations where Kyurem is completely dead weight vs any team or playstyle. However, against more defensively oriented teams is where you truly get to see Kyurem shine. Its massive power combined with its acceptable coverage allows it to 2HKO pretty much everything. That's not it though, in offense matchups Kyurem can utilise its above average bulk, and decent defensive typing to find switchin opportunites on Pokemon such as Raikou, and Manectric. Once Kyurem is in vs an offense team, good luck finding a switchin.
HP Fire is chosen in the 4th moveslot because the ability to lure Pokemon like Mega-Scizor paves the way for Bisharp and removes a lot of the dependency on Pinsir to wallbreak.




No Girth @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
Rapid Spin
Scald
Psyshock
Ice Beam
Starmie, the only semblance of a Keldeo switchin on this team. Scald is used over Hydro because as much as this is a Life Orb Starmie, it's not Analytic, and so the 2HKOs that are usually picked up by Hydro Pump don't occur here. Regardless of all of that, Scald is more accurate/reliable, and packs a nice 100% burn rate, making it a nice way to stop most physical attackers in their tracks. Ice Beam is chosen in the last slot over Recover because the ability to OHKO defensive Garchomp is fantastic news for this team as it allows Bisharp and Pinsir to run free.




Girth God (Pinsir-Mega) @ Pinsirite
Ability: Aerilate
Shiny: Yes
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
Swords Dance
Frustration
Quick Attack
Earthquake
The epitome of power, and arguably one of the most underrated megas. Pinsir finds a great home on this team doing what it does best, getting kills. I wouldn't say Pinsir is 'deceptively strong' because I think people know how strong it is, I just don't think its taken advantage of. Being able to 2HKO a Slowbro (OHKO at +2, no Rocks needed) is no mean feat, you'll find very few Pokemon who can 2HKO Slowbro on the physical side without Super Effective coverage. Pinsir is also a guaranteed OHKO on Hippowdon at +2 after Rocks and 1 layer of Spikes. Pinsir is just a powerhouse.
Pinsir acts as the main win condition on the team, as well as usually functioning as a nice mid-game breaker. Usually alongside Bisharp.




Girth Knight @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
Swords Dance
Knock Off
Sucker Punch
Iron Head
Bisharp + Spikes has been a decent strategy for a while now, but this team does a good job of not only utilising it, but using more than just the Bisharp + Klefki core. One of the best switchins to Pinsir on balance is Rotom-W. Bisharp with Lum Berry can lure Rotom-W and absorb the burn, weakening it with a +2 Knock Off. This paves the way for Pinsir's sweep. Pinsir needs a little bit of damage on Keldeo before it can OHKO with Quick Attack. Bisharp does a fantastic job of luring Keldeo in, and whist Knock Off only does 29-33%, that's all Pinsir needs.
In short, Bisharp lures in the things that Pinsir needs damage on, enabling a Keldeo sweep. Bisharp also has fantastic priority, so if you can find a way to keep it around, Pinsir and Bisharp make a fantastic tandem to clean late game with powerful priority.




Mr. Probz (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
Spikes
Thunder Wave
Magnet Rise
Flash Cannon
If you list the usual switchins to Bisharp and Pinsir, you might notice a theme: Hippowdon, Garchomp, Keldeo, ScarfTar. They're all grounded. Klefki not only provides reliable Spike support, but also speed control because Bisharp and Pinsir aren't really that fast. Flash Cannon is chosen as the attack because Cosine's Sash spam offense is very popular right now, and Klefki is one of the few spikers that can not only get Spikes up, but can deal with the Magic Bouncer as well. Fully SpDef allows Klefki to also come in on things like Gengar, Keldeo etc etc. giving you a pseudo check to those things, as well as providing more opportunities to Twave. For a set of keys Klefki really does put in a lot of work with a metagame filled with genies and dragons.




GirthQuake (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 244 HP / 12 Atk / 252 Def
Impish Nature
IVs: 30 Spe
Earthquake
Stealth Rock
Stone Edge
U-turn
Ok, so I'm sure you've seen this 100,000 times before, so there's not much to explain here. Defensive Landorus. It's a great pivot, with a fantastic ability. Checks Sand, Birds, Zard-X, grabs momentum, and gets Rocks. What more could you really want. This team needed all the aforementioned things, and one Pokemon fit all the categories. 30 Speed IVs so that you underspeed other defensive Landorus, and then get a slow U-Turn. Usually into Pinsir or Bisharp
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Kyurem-Black @ Life Orb
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Earth Power
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Psyshock
- Ice Beam
Pinsir-Mega @ Pinsirite
Ability: Aerilate
Shiny: Yes
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 244 HP / 12 Atk / 252 Def
Impish Nature
IVs: 30 Spe
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Ability: Teravolt
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Earth Power
- Ice Beam
- Fusion Bolt
- Hidden Power [Fire]
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Psyshock
- Ice Beam
Pinsir-Mega @ Pinsirite
Ability: Aerilate
Shiny: Yes
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 244 HP / 12 Atk / 252 Def
Impish Nature
IVs: 30 Spe
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
http://replay.pokemonshowdown.com/ou-276135482 - vs Finch
http://replay.pokemonshowdown.com/ou-276299729 - vs Dice
http://replay.pokemonshowdown.com/ou-276990704 - vs xtrememastertest
http://replay.pokemonshowdown.com/ou-276299729 - vs Dice
http://replay.pokemonshowdown.com/ou-276990704 - vs xtrememastertest
Max Rolls - 'I got me some length, and I got me some girth' - Christian 2K15
Length & Girth - Logan 様. S/o for having a dryer that sounds like a choking dog.
GonxKillua - S/o for being a fanboy.
Evanston - S/o to Evanston for being 'the OG ghoster' - Logan
Length & Girth - Logan 様. S/o for having a dryer that sounds like a choking dog.
GonxKillua - S/o for being a fanboy.
Evanston - S/o to Evanston for being 'the OG ghoster' - Logan






Last edited: