tres tonos de la ceguera

gorex

penguin council
is a Community Contributoris a Contributor to Smogonis a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Metagame Resource Contributor Alumnus
NDPL Champion
W/L Ratio with the Team
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Disclaimer : 2 Losses were with another team, 1 was due to DC, so only 1 legit loss
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Introduction
It's that time of the year, another RMT from me I guess :). This team was built around Sigilyph, and happens to have Moltres on there, which explains the name, which is "three shades of blindness" in Spanish, got the idea from "tres". So I guess let's move on to the other parts of this RMT...I am just bad and have nothing else to say for my intro, excuse me.

Team-building Process
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This thing is pretty good at cleaning teams late game with the proper support and plays, as I realised with my previous team I used which Sigilyph performed really well in, so I decided to build around it
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Drapion was put on there as a way to punish bulky Psychics that could check Sigilyph really well, as a way to set up on stuff like Skuntank after they have killed Sigilyph, and also for it's ability to set up on bulky walls like Alomomola and Amoonguss really well
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Cobalion found its way onto the team due to the fact that it was another mon that could set up on Dark-types that trouble Sigilyph and also another mon that could set up on bulky walls, similarly to Drapion
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Cresselia...this bulky bitch. Supports the set-up sweepers on my team with Lunar Dance being able to bring them back to full health for the second round, and also Thunder Wave to cripple mons that could stop the set-up sweepers in their tracks
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Mega Steelix was nice for stopping stuff like Doublade and other physical attackers by being a defensive tank, and phasing set-up sweepers with Roar, and it provided Rocks support to weaken switch-ins to my set-up sweepers and possibly provide crucial chip damage
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blind burd (;-;) was added as a wallbreaker for the set-up sweepers and also for being a good mon overall that I wanted to try a different set on. No Defog Support for blind burd becuz reasons...
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A Closer Look

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Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 36 SpD / 220 Spe
Timid Nature
- Calm Mind
- Psychic
- Air Slash
- Heat Wave

The mon the team was built around, Sigilyph impressed me when I used it on my previous team, which is how it found its way as the starting member of this team. I guess the moveset does not look standard and probably looks bad, so let me explain. Calm Mind because of crisp set-up, Psychic to hit Fighting-Types in the tier and also because STAB, Air Slash because of STAB and also because it enables me to hit weakened bulky Psychics harder and it also allows me to hit PANDA EXPRESS, Heat Wave for Steels like Escavalier and Mega Steelix. The reason why I did not use CM+Roost 2 Attacks was because I figured that broad coverage would be more useful for this team. Chose the Showdown spread because was lazy smh to customise a spread and Life Orb as the item so that it hits hard after 1 CM

Everyone and their mothers who I have faced so far has switched Escavalier in on this smh

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Drapion @ Lum Berry
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake

Drapion appreciated the fact that Sigilyph baits in bulky Psychics like Cresselia and also Pursuit Trappers like Skuntank, all of which Drapion could set up on. Lum Berry is the item of choice as it enables Drapion to be able to set up on walls like Alomomola and Amoonguss without fearing getting burned and put to sleep respectively. The first 3 moves are pretty self-explanatory, so I guess I should explain my last moveslot. Earthquake and Aqua Tail were both contenders for this last slot, Earthquake being able to hit bulky Steels that might serve as trouble to an unboosted Sigilyph, and Aqua Tail to hit Rhyperior. I chose Earthquake because I figured that there was almost no point in me running Aqua Tail just for Rhyperior when I could have Earthquake for bulky Steels as mentioned earlier and also for opposing Skuntank and Drapion.


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Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Iron Head

One of my old favourites from XY, SubSD Cobalion,
makes it on this team. Like seriously, it was on almost all my XY teams, probably just my fetish... But the thing I liked about it was that it could set up on bulky walls like Alomomola and Amoonguss worry-free with a sub up. It takes 2 Scalds from Alomomola to break a sub without drops from Close Combat, and it probably takes Amoonguss without HP Fire fucking years just to break the sub (they shouldn't be staying in without HP Fire after the initial turn where they try to Spore anyways). I guess the other 3 moves are standard on SD Cobalion, so let's just move on to the next team member.

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Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Lunar Dance

Moon Duck, Fat Ass Bitch, love it or hate it, it's on the team. The main reason why I found it to be really useful as a member of the team was because of it's signature move in Lunar Dance. Basically what it does is : "User faints. Replacement is fully healed, with PP." The reason why it was helpful for this team is because the set-up sweepers sometimes get low on health, and would really appreciate a second chance to sweep/wallbreak, and it also can help it's defensive partner in Mega Steelix (which will be touched on later), get back to full and tank hits for days. It has 124 Speed and Moonblast mainly for the monster that is Pangoro, so that it does not become set-up bait. Just to note for newer people, Pangoro tends to run Lum Berry on set-up sets which pretty much makes Thunder Wave useless against it. Moonlight for recovery so that it can continue taking hits, but it only has 8 PP, so use it wisely.

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(Do me a favour and just pretend this is a Mega Steelix)

Steelix @ Steelixite
Ability: Sturdy
EVs: 240 HP / 252 SpD / 16 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar

Mega Steelix finds its way on this team as a defensive partner to Cresselia, and it helps the team by providing Rocks support for the set-up sweepers on the team. It is also able to take hits from both sides of the spectrum pretty well, more physically than specially. Kinda forgot what the 16 speed is for, but having it there is always nice to beat weakened Mega Steelix and some other mons. There are no Defense EVs despite being a physical tank for the sole reason that even with max spD, its defense is still almost double its special defense, and having investment in special defense helps it deal with certain special threats on the opposing side if need be. First 3 moves are pretty self explanatory, so let's move on to the last move. Roar and Toxic were good options for the last slot, although Roar is pretty much already the more popular choice on Mega Steelix, Toxic helps it cripple mons on the switch-in, hindering its defensive/offensive capabilities for the rest of the match. In the end, I went with the more popular option for the ability to phaze out potentially annoying mons like SubCM Cress that could potentially annoy and even sweep the entire team with the loss of Drapion, and I did not want to have to rely that much on an offensive mon to check a threat to the team in SubCM Cress, considering how bulky it is. So Roar made it on the last moveslot

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Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Substitute
- Roost
- Hurricane

Enter blind burd. I wanted to try SubRoost Offensive Life Orb Moltres for the sole reason that it could tear through defensive teams easily if played right. The other 3 moves are pretty self-explanatory, so let's explain the choice for Substitute. Walls like Aromatisse and Amoonguss are often able to do nothing in front of Moltres, some Aromatisse carry Toxic I guess, and forces them to switch, which makes for a perfect opportunity to get up a Substitute, and it blocks a possible Toxic from Aromatisse, and it can proceed to tear through defensive teams and apply immense pressure on balanced teams. There is another option for this Moltres set that I will explain below.


Other Option on Moltres
HP Grass > Substitute : This team really struggles a lot with a well played Rhyperior, so HP Grass can help in the aspect that it can kill a weakened Rhyperior at about 65%, removing it as a threat for the rest of the game. They both have their pros and cons, so make the choice as you deem fit if you use this team I guess
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Ending Words
Thanks for reading, or at least looking through my RMT. I hope you found it a good team and if you want to use it, I will leave an importable down below for you guys.

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 36 SpD / 220 Spe
Timid Nature
- Calm Mind
- Psychic
- Air Slash
- Heat Wave

Drapion @ Lum Berry
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake

Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Iron Head

Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Lunar Dance

Steelix @ Steelixite
Ability: Sturdy
EVs: 240 HP / 252 SpD / 16 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar

Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Substitute
- Roost
- Hurricane
 
Your team has some pros in that it has no trouble overwhelming defensive builds as a result of having Drapion to absorb Toxic Spikes and given the constant bombardment of one stallbreaker/sweeper after another pressuring its foundation significantly, and it has a solid defensive backbone in Mega Steelix + Cresselia that gives you a lot of legroom vs many common offensive threats. The problem as I see it though it that you're not running any form of hazard control and you're using Moltres...

This presents itself as an issue for two reasons: for one, with Stealth Rock down, Moltres has difficulty pulling its weight in that it's usually forced to spend a turn using Roost (ergo: give free turns) instead of attacking, especially when your team is up against a Fire-type, which brings me to my next point. You have no Fire resist other than Moltres. You're terribly weak to Houndoom if Stealth Rock is on the field considering nothing can switch in, which lets it get a kill whenever it comes in on Steelix / Cresselia / Sigilyph, or Drapion should it win the Speed tie. Furthermore, you're also pretty weak to any Fire-type related strategies as a result of relying on Moltres with no hazard support as your sole Fire Resist. For instance, Choice Scarf Emboar + Pursuit or Choice Scarf Moltres + Pursuit pretty much 6-0s your given team. I'd also argue that this team gives a lot of free switch-ins to Rhyperior, particularly Megahorn variants designed to beat Cresselia, and as such, it will pretty much get a kill off of your team. Life Orb Moltres can also be annoying given how easy it is to overwhelm Cresselia, but it's a lesser one as a result of it not pressuring as much of your team nor Speed tying with Drapion / having the threat of priority like Houndoom.

Moltres without entry hazard support also makes you vulnerable to opposing Mega Steelix, particularly Curse variants which Cresselia and Drapion can't scratch while Sigilyph and Cobalion don't do enough damage to. Relying on Moltres as your sole check to it just isn't good considering it will drain your momentum due to the fact that it must Roost upon switch-in.

I hope it's evident by now that the lack of hazard control really takes a toll on your team. Having said that, here's what you can do to fix it:

Cobalion seems pretty expendable to me, I'm not exactly sure what it's checking / beating that your team has problems with. It just seems to have been put on there for the sake of it. I'd say Hitmontop is a better replacement considering a) it provides hazard control, which you desperately need B) a Mega Steelix / Rhyperior switch-in and C) a contingency check to Choice Scarf Emboar should Cresselia be in trouble.

Here's the set you can use:

Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rapid Spin
- Close Combat
- Toxic
- Foresight

The other change I'd advise on making is using a bulkier Toxic Spikes set on Drapion with Pursuit. Toxic Spikes + SubRoost Moltres is a great combination and allows Moltres to overwhelm many of its defensive checks quite easily, those being Slowking and Rhyperior. Furthermore, with the added utility of Pursuit added into the mix, your team in general has more assurance vs Psychic-types, both of which gone will help Moltres and Sigilyph sweep or break down the opposing team. The set below is designed to do just that and the Speed is for Modest Exploud:

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Taunt
- Knock Off
- Toxic Spikes
- Pursuit

If you feel that you'd rather stick to Swords Dance Drapion, which is a fine option, then I'd highly advise you go Aqua Tail > Earthquake to lessen your Rhyperior weakness. Yes, missing out on Cobalion is a bit of a bummer, but between all of Moltres, Cresselia, and Hitmontop, it shouldn't be an issue. Furthermore, Aqua Tail Drapion works quite nicely with Life Orb Moltres due to it being able to take on many of Moltres's checks, in particular, it's quite useful at softening up Rhyperior, which is especially good when you're up against the numerous slower teams reliant on Rhyperior to beat Moltres.

Stone Edge or Toxic don't seem like bad options on Mega Steelix in place of Roar, which really doesn't do all that much as far as I can see. Stone Edge works as a pretty good lure for Moltres, which just loves switching in on the thing (Rock Slide can't OHKO if you're wondering) and it helps vs Fletchinder whom Steelix isn't the best check to without the move. Toxic is pretty nice too as it targets Moltres as well while also drawing in Slowking and crippling it to help your own Moltres should you not opt to use the Toxic Spikes Drapion set.

The last change I'd make is swapping out Air Slash for Roost on Sigilyph. Yes the coverage seems more appealing as you said, but Roost in general is just so much more helpful. One of the perks of using Sigilyph is that it can switch into most defensive Pokemon carefree, such as Alomomola or Aromatisse. Having Roost prevents it from being worn down by such Pokemon and makes utilizing Calm Mind a lot easier. For instance, it can boost against most defensive Pokemon such as Registeel without worry and act as a decent switch-in to Slowking. It also helps Sigilyph when it's up against some weaker special attackers such as Choice Scarf Moltres by alternating between Roost and Calm Mind to beat it depending on the situation, whereas without Roost, it would simply be overwhelmed.

Good luck with your team.
 
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