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Introduction
This is a Mega Alakazam Balance Team that I have been using for a few weeks. I posted the Clefable/Garchomp/Slowking core on the OU Good Cores page a few weeks ago and got some feedback there, but I wanted RMT's opinion on the team as a whole. This team is fun to use because you can use it to keep your opponent on their feet through smart switching/pivoting.
Teambuilding Process
I wanted to make a team with Mega-Alakazam because it's an under-prepared for threat that has a blazing speed and monstrous special attack.
Mega-Alakazam is weak to Dark-Types and physical attackers in general, so I added Clefable for it's resistance to Dark type moves and ability to check a number of physical based pokemon.
I realized this pair was still weak to some very prominent threats, like Scizor, Mega-Metagross, Excadrill, and Bisharp, so I added Garchomp to the team with intentions of making it a defensive variant.
I wanted something that could act as a secondary Mega Metagross check and was a special attacker with some offensive presence. I chose Slowking because it helps with M-Meta and Heatran and has a really fantastic movepool.
I needed a speedy physical attacker that could handle priority decently, specifically from the likes of Weavile and Mamoswine and Talonflame. I added Terrakion to the team.
Finally I wanted another physical attacker that could handle fairy types and had access to priority. Scizor seemed like a natural fit.
The Team
IK (Alakazam) (M) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Substitute
Mega-Alakazam is an incredibly powerful revenge killer and late game sweeper. I opted for max speed with a timid nature because M-Zam's ability to outspeed the entire unboosted tier is one of its primary draws. Max special attack EVs allow it to hit as hard as possible. Psychic is Zam's most powerful STAB option, Focus Blast hits Dark and Steel types that resists Psychic, and Shadow Ball hits Psychics that resists Zam's other attacks. I use Substitute in the last slot because it can help M-Alakazam pull off a late game sweep and M-Zam forces lots of switches.
Fin (Clefable) (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Flamethrower
This is the standard mixed defenses Magic Guard Clefable set, which allows it to survive attacks from a number of threats, like Latios's Psyshock and Thundurus's Thunderbolt. Moonblast is obligatory STAB, Calm Mind is so Clefable can act as a secondary win condition once steel types have been removed, Soft-Boiled and Leftovers provide Clefable with great reliable recovery, and Flamethrower is for coverage on steel-types. It is also fun to nail an unsuspecting steel type switch in with Flamethrower.
The Lich (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Fire Blast
- Stealth Rock
- Dragon Tail
- Toxic
I knew I wanted a defensive Garchomp, so I opted for RockyChomp. I run enough speed EVs to outspeed Jolly Bisharp, max HP EVs, with the rest dumped into defense. An Impish nature maximizes Chomp's defense. SR is great to rack up damage on opponents, Dragon Tail is a nice STAB phazing option, Fire Blast nails Ferrothorn/Scizor, and Toxic allows Chomp to do something to Rotom-W and Hippo.
Pbubs (Slowking) (F) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psyshock
- Fire Blast
- Ice Beam
With the given EV spread and an AV, Slowking becomes a nice defensive powerhouse especially on the special side. It can also survive two Pursuits at full health from ScarfTar. Scald is a great STAB option because it is decently powerful and comes with that glorious 30% burn chance, Psyshock allows Slowking to hit pokemon with higher special defenses harder, Fire Blast is great to nail Ferrothorn, and Ice Beam hits 4x weaknesses on the switch nicely.
Jack (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab
I opted for Choice Scarf Terrakion so that it could revenge kill most threats without access to priority. It also has nice offensive synergy with M-Alakazam. Max speed and attack EVs, Jolly nature, Close Combat and EdgeQuake are no brainers. I orignally had X-Scissor in the last slot, but I changed it to Poison Jab to hit Fairy types on the switch. It also still hits Celebi pretty hard.
Marcy (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 104 HP / 252 Atk / 12 Def / 140 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower
Choice Band Scizor is a great Fairy check and offensive pivot, so I thought it would fit well on this team. Max attack EVs, enough speed to outpace Adamant Azu, 104 HP EVs for HP number, and the rest dumped into defense. An Adamant nature is used so Scizor hits as hard as possible. Bullet Punch is nice STAB priority with a boost from Technician, U-Turn allows for pivoting, Superpower hits Ferrothorn. Knock Off is used because it is decently powerful and can help out with the Chansey, but I have been considering Pursuit so that Scizor can trap the Latis.
Conclusion
I enjoy using this team because it can handle both offensive and defensive playstyles well, though I will admit that it can have a tough time against stall, specifically Chansey. Outside of stall, this team can have trouble facing some bulky mons like M-Venusaur and some set-up sweepers like DD M-Gyara/Gyara, so some guidance on how to better handle these threats would be appreciated. Thanks in advance!
Introduction
This is a Mega Alakazam Balance Team that I have been using for a few weeks. I posted the Clefable/Garchomp/Slowking core on the OU Good Cores page a few weeks ago and got some feedback there, but I wanted RMT's opinion on the team as a whole. This team is fun to use because you can use it to keep your opponent on their feet through smart switching/pivoting.
Teambuilding Process
I wanted to make a team with Mega-Alakazam because it's an under-prepared for threat that has a blazing speed and monstrous special attack.
Mega-Alakazam is weak to Dark-Types and physical attackers in general, so I added Clefable for it's resistance to Dark type moves and ability to check a number of physical based pokemon.
I realized this pair was still weak to some very prominent threats, like Scizor, Mega-Metagross, Excadrill, and Bisharp, so I added Garchomp to the team with intentions of making it a defensive variant.
I wanted something that could act as a secondary Mega Metagross check and was a special attacker with some offensive presence. I chose Slowking because it helps with M-Meta and Heatran and has a really fantastic movepool.
I needed a speedy physical attacker that could handle priority decently, specifically from the likes of Weavile and Mamoswine and Talonflame. I added Terrakion to the team.
Finally I wanted another physical attacker that could handle fairy types and had access to priority. Scizor seemed like a natural fit.
The Team
IK (Alakazam) (M) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Substitute
Mega-Alakazam is an incredibly powerful revenge killer and late game sweeper. I opted for max speed with a timid nature because M-Zam's ability to outspeed the entire unboosted tier is one of its primary draws. Max special attack EVs allow it to hit as hard as possible. Psychic is Zam's most powerful STAB option, Focus Blast hits Dark and Steel types that resists Psychic, and Shadow Ball hits Psychics that resists Zam's other attacks. I use Substitute in the last slot because it can help M-Alakazam pull off a late game sweep and M-Zam forces lots of switches.
Fin (Clefable) (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Flamethrower
This is the standard mixed defenses Magic Guard Clefable set, which allows it to survive attacks from a number of threats, like Latios's Psyshock and Thundurus's Thunderbolt. Moonblast is obligatory STAB, Calm Mind is so Clefable can act as a secondary win condition once steel types have been removed, Soft-Boiled and Leftovers provide Clefable with great reliable recovery, and Flamethrower is for coverage on steel-types. It is also fun to nail an unsuspecting steel type switch in with Flamethrower.
The Lich (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Fire Blast
- Stealth Rock
- Dragon Tail
- Toxic
I knew I wanted a defensive Garchomp, so I opted for RockyChomp. I run enough speed EVs to outspeed Jolly Bisharp, max HP EVs, with the rest dumped into defense. An Impish nature maximizes Chomp's defense. SR is great to rack up damage on opponents, Dragon Tail is a nice STAB phazing option, Fire Blast nails Ferrothorn/Scizor, and Toxic allows Chomp to do something to Rotom-W and Hippo.
Pbubs (Slowking) (F) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psyshock
- Fire Blast
- Ice Beam
With the given EV spread and an AV, Slowking becomes a nice defensive powerhouse especially on the special side. It can also survive two Pursuits at full health from ScarfTar. Scald is a great STAB option because it is decently powerful and comes with that glorious 30% burn chance, Psyshock allows Slowking to hit pokemon with higher special defenses harder, Fire Blast is great to nail Ferrothorn, and Ice Beam hits 4x weaknesses on the switch nicely.
Jack (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab
I opted for Choice Scarf Terrakion so that it could revenge kill most threats without access to priority. It also has nice offensive synergy with M-Alakazam. Max speed and attack EVs, Jolly nature, Close Combat and EdgeQuake are no brainers. I orignally had X-Scissor in the last slot, but I changed it to Poison Jab to hit Fairy types on the switch. It also still hits Celebi pretty hard.
Marcy (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 104 HP / 252 Atk / 12 Def / 140 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower
Choice Band Scizor is a great Fairy check and offensive pivot, so I thought it would fit well on this team. Max attack EVs, enough speed to outpace Adamant Azu, 104 HP EVs for HP number, and the rest dumped into defense. An Adamant nature is used so Scizor hits as hard as possible. Bullet Punch is nice STAB priority with a boost from Technician, U-Turn allows for pivoting, Superpower hits Ferrothorn. Knock Off is used because it is decently powerful and can help out with the Chansey, but I have been considering Pursuit so that Scizor can trap the Latis.
Conclusion
I enjoy using this team because it can handle both offensive and defensive playstyles well, though I will admit that it can have a tough time against stall, specifically Chansey. Outside of stall, this team can have trouble facing some bulky mons like M-Venusaur and some set-up sweepers like DD M-Gyara/Gyara, so some guidance on how to better handle these threats would be appreciated. Thanks in advance!
IK (Alakazam) (M) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Substitute
Fin (Clefable) (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Flamethrower
The Lich (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Fire Blast
- Stealth Rock
- Dragon Tail
- Toxic
Pbubs (Slowking) (F) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psychic
- Fire Blast
- Ice Beam
Jack (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab
Marcy (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 104 HP / 252 Atk / 12 Def / 140 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Substitute
Fin (Clefable) (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Flamethrower
The Lich (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Fire Blast
- Stealth Rock
- Dragon Tail
- Toxic
Pbubs (Slowking) (F) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 132 SpA / 36 SpD
Calm Nature
- Scald
- Psychic
- Fire Blast
- Ice Beam
Jack (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab
Marcy (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 104 HP / 252 Atk / 12 Def / 140 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Superpower