Yanmega is damn sexy and you know it [OU RMT]

muffinhead

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WHY WOULD YOU MAKE THIS TEAM????

My name is muffinhead and I am trying to become a serious battler. I have tried my hand at several different strategies, but none work as well for me as fast paced offense. My goal is to perfect this team, make a new account, and *try* to get on the leaderboard somehow. This is not my first RMT, but I hope this will be the one that takes me the farthest. Thanks for reading :D
AT A GLANCE


469yanmega.png
385jirachi.png
130gyarados.png
171lanturn.png
330flygon.png
485heatran.png



ALL CHANGES ARE IN GREEN
(HEATRAN HAS REPLACED STARMIE)
(LANTURN HAS NOW REPLACED ELECTIVIRE :D)



A CLOSER LOOK


yanmega.png


Yanmega (F) @ Life Orb
Ability: Speed Boost
EVs: 6 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Protect
- Bug Buzz
- Air Slash
- Hidden Power [Ground]

Description: I started out this team with the idea of a super anti lead that would NOT become set-up fodder for the next switch in. Yanmega’s ability, speed boost, makes it the number one best lead in the OU metagame today IMHO. This is how it fares against the most common leads:

482azelf.png
Azelf: They set up SR, I Bug Buzz down to their Focus Sash. I outspeed the next turn and KO with Bug Buzz, and now I am at +2 speed and 80% health.

142aerodactyl.png
Aerodactyl: Has some trouble. Generally I switch out to Jirachi and threaten with Iron Head or Ice Punch.

260swampert.png
Swampert: Again, the only other lead that gives me trouble. Switching to Starmie is the best option to scare it away with Hydro Pump.

376metagross.png
Metagross: They set up SR, HP Ground is a 2HKO.

385jirachi.png
Jirachi: HP ground has a very small possibility of 2HKOing, so I switch to Flygon and threaten EQ.

392infernape.png
Infernape: HP ground is a OHKO, and I will outspeed after they set up Rocks.

068machamp.png
Machamp: Air Slash is always a OHKO.

485heatran.png
Heatran: Not a lot of people expect me to stay in v. Heatran, so I use HP Ground (2HKO with Shuca Berry).

Moveset and EVs:
I went all out for Special Attack for maximum power. Instead of putting some EVs into defense to survive Meteor Mash + Bullet Punch from Metagross, I went for all speed so Yanmega can beat some pokes on the first turn without using Protect. After the opponent’s lead is gone, HP Ground is a OHKO on Heatran, Lucario, and Infernape trying to revenge kill me.




Jirachi_by_tavington.jpg



Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk/6 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Thunderpunch
- Fire Punch
- U-Turn

Description: This Jirachi is the Dragon Checker. With Salamence’s insane attack and speed, Jirachi is here to take him down. Choice Scarf Jirachi is one of the best Revenge killers in the game, and has outstanding synergy with Flygon.

Moveset and EVs: Max Speed and Jolly nature to speed tie Mence after one DD. Iron Head is used the most, Ice Punch and Fire Punch for Salamence and Scizor, respectively. I don’t use Trick that much, and the bonus of Thunderpunch killing Gyarados sounds great. Also another U-Turner would work wonders for this team.




Gyarados_by_miss_ninja.jpg



Gyarados (F) @ Leftovers
Ability: Intimidate
EVs: 252 HP/74 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Taunt
- Dragon Dance
- Waterfall
- Earthquake

Description: The Bulky Dragon Dancer. Ah Gyarados, I see now why you have risen to #5 on the Usage List. Checks Heatran and Infernape reliably, which is a major bonus on my team. Intimidate is necessary for semi-checking Lucario / Salamence. Gyarados is bait for Electivire's Motor Drive, and if Electivire dies i can fall back to Flygon as my Electric counter.

Moveset and EVs: This set has a lot of bulk for easier switch-ins on resisted attacks. The idea is to DD on the opponent’s switch, then Taunt if it’s looking to cripple Gyarados. Bounce has good coverage with Waterfall, and the paralyze rate is extremely helpful. However, it seems to be missing a lot more than it should, which is why I’m considering EQ.




How__s_THIS_for_a_Lanturn____by_silverbirch.jpg



Lanturn (M) @ Leftovers (REPLACED ELECTIVIRE)
Ability: Volt Absorb
EVs: 52 HP / 252 SpAtk / 56 Spe / 148 SpDef
Modest nature (+SAtk, -Atk)
- Substitute
- Charge Beam
- Surf
- Ice Beam

Description:
This was my solution to all of the stall i was running into. Lanturn has better defenses than Electivire yet still maintains the Electric immunity. Lanturn's superior typing allow it to set up on common stallers (Rotom, Blissey, Crocune) without fear.

Moveset and EVs:
Thanks to Smith for the fantastic moveset. 52 HP EVs reaches the magic 404 health, allowing 2 Seismic tosses before breaking the substitute of Lanturn. He can reliably set up on Blissey with the 70% Charge Beam boosts (63% with acc) and completes the BoltBeam combo well. Surf was placed instead of hydro pump for better accuracy and more PP. The only thing that does not bode well for Lanturn is Swampert. Starmie 2HKOs Swampert though, so it is not that big of a problem.




images



Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/6 Def/252 Spd
Naive nature (+Spd, -SAtk)
- Earthquake
- Outrage
- U-turn
- Fire Blast

Description: Flygon holds this team together. Another perfect revenge killer, Flygon also functions as a scout. I changed Salamence to Flygon for two reasons: SR was raping my team, and I wanted another Electric immunity. This Flygon can happily revenge kill weakened Gyarados, speed tie +1 Salamence, and pretty much anything that doesn’t resist the attack that it’s using.

Moveset and EVs: Again, max speed and Jolly to speed tie +1/ scarfed base 100s. EQ and Outrage give fantastic coverage, U-turn for scouting purposes. Fire Blast is used over Stone Edge to hit Skarmory and Forretress, who otherwise wall this set.


images



Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/6 Atk
Naive nature (+Spd, -SDef)
- Stealth Rock
- Hidden Power [Grass]
- Fire Blast
- Explosion

Description:
Originally Starmie was in this slot, as a fast special attacker that could remove SR. However, stall was MURDERING this team, and Heatran fits slightly better. Being able to set up SR and attacking major threats like Rotom forms, Swamperts switching in, Suicune switching in, and Blissey. This Heatran functions best by switching in on a resisted attack and using Fire Blast on the opponent's switch in. See EVs.

Moveset and EVs:
The combination of Fire Blast and then Hidden Power [Grass] is an EXTREMELY HIGH CHANCE of 2HKOing swampert. Fire Blast and then another Fire Blast on a Rotom switching in is a 2HKO, which helps me a lot. I chose Stealth Rock over Earth Power because my team did not have SR before, and i thought that it needed it. thanks to all of those who said "your team needs SR" (basically everyone)XD. If a Suicune or Blissey comes in, i take one turn to set up SR and then immediately explode, giving Jirachi/ Flygon a chance to finish Suicune off.



THREAT LIST IN ABSOLUTELY NO ORDER


479rotom.png
Rotom forms are the #1 threat to this team, especially the ResTalk or Pain Split variations.

242blissey.png
Blissey can stop Starmie and Yanmega well, especially if used with

260swampert.png
Swampert, who walls almost everything bar Starmie and Gyarados (unless Swampert has Stone Edge).

212scizor.png
Scizor is obviously a threat to any team, mine being no exception. We all hate him. It's true.

STALL IN GENERAL HAS FUN WITH MY TEAM. PLEASE COMMENT AND LEAVE SUGGESTIONS.

---

THANK YOU FOR READING, PLEASE RATE :D
-MUFFINHEAD
 
Well, this team really needs a lot of help. All of your biggest threats are in the top 25 used.

First off: Vire. That thing has to go. Its horrible. Its outdated and to be quite honest, has no business in OU. If you want something similar, try LO Jolteon. It will help your Rotom problem.

Jolteon @ Life Orb | 252 SpA / 4 SpD / 252 Spe | Timid Nature
Shadow Ball | Thunderbolt | Hidden Power [Grass] | Wish or Baton Pass

Wish will help it function as a psuedo supporter, but Baton Pass will help you escape Pursuits and/or scout for counters. Hidden Power [Grass] also gets rid of your Swampert problem. Shadow Ball is for Rotom and friends.

On Gyarados, don't use Earthquake. You need bounce for stuff like Celebi and Breloom, who can otherwise force you to switch, racking up Stealth Rock damage etc.

On Starmie, since you do not have Life Orb, I would put Rapid Spin on it, so you can get rid of rocks and spikes. And Psychic is kinda ScarfTar bait.

Flygon I would put Fire Blast instead of Stone Edge, otherwise Skarmory gets free Spikes on you. Which is bad.

This team is also lacking in a key thing: Stealth Rock, I would suggest using an Infernape lead, since it will help you out on KO's and letting your opponent get free switch-ins.

Infernape @ Focus Sash | 64 Atk / 252 SpA / 192 Spe | Naive Nature
Fire Blast | Fake Out | Stealth Rock | Close Combat

Close Combat can also be used later in game if you have troubles with Blissey.

Other than that, team looks good. Hope my changes helped, and good luck. :toast:
 
I suggest you get rid of your Electivire.

Why? Why would I suggest that when Gyarados & Starmie attract Thunderbolts?

Because Electivire can't guarantee KO's even though he has a wide move pool. :/ Yeah. It just doesn't really cut it.

Instead, I would suggest the New Mix Mence. This thing rips through stall - >_>; I'm sure you've heard this being said soooo many times because its true.

Defensive Rotom forms will see a OHKO'ing Draco Meteor and Blissey with Outrage. Most Blisseys will not stay in when they see a Salamence because they will die. >:{D Near full health is optimal for Swamperts to counter Salamence because Draco Meteor is that dangerous.

Besides that, you could try Hidden Power Fire on Starmie. It makes you smile when every Scizor sent at Starmie is swiftly removed from the game...
 
Well to start if Vire isn't to useful then I would suggest a specially based mixape because you already have flygon eating up electric attacks so Nape could be useful here because mixape can tackle: Scizor, Blissey, Pert, and a weakend rotom

Good Luck!
 
Thank you, I like the sound of both LO jolteon/ mence, but blissey has even more fun with jolteon and I am not dropping yanmega, he's just too good to pass up.
Piccolo: if I run mixmence, then I have big ice and stealth rock problems. Also, with HP fire on starmie, I can't rapid spin.
Alan: fire blast on flygon is a great idea, will make change in the morning.
 
You could probable replace Electivire for a Lanturn with hp grass. Volt absorb helps for switches, it walls and can toxic Rotom/Swampert, and resists bp from Scizor.

For a more offensive solution. I suggest Magnezone/Heatran with hp grass. Either hurt the 4 mentioned threats (Blissey can be exploded on). Magnezone gives trapping assistance against steels and bars electric attacks. Heatran has flash fire for wisps. Either as said before is a good pick.
:jump::jump::jump:
 
Piccolo: if I run mixmence, then I have big ice and stealth rock problems. Also, with HP fire on starmie, I can't rapid spin.

Oh right...

How about Special MixApe? All of its weaknesses are covered by its teammates. :D

o_o''' Your Starmie has:
- Hydro Pump
- Thunderbolt
- Ice Beam
- Psychic

But that's fine if you don't run HP Fire. It's just my personal favorite surprise.
 
What you fail to realise, is that against leads like Azelf and whatnot, they are setting up rocks, and switching out, without because you don't have rocks up, they can switch in again anytime they like. In other words, they will be switching to their counter to Yanmega, basically any SpD Wall can take care of Yanmega. Not to mention many people actually go straight for offense because they may fear a Substitute variant or something. Personally I dislike Yanmega lead, with LO, your opponent can still take you out, or get rocks up and leave you at 80% HP, easy Gyarados/Scizor setup.

Also as others have said, get rid off Electivire, he is just lol, his Attack stat is far too low with no powerful STAB and subpar speed, not to mention terrible typing. LO Jolteon as mentioned is a great in this position though, although Swampert can be a good choice too, as it gives you a Physical Wall/Phazer/Rocks all in one.
 
Hey I got your messages(s). This team isn't really as weak to your threats as it is to just stall in general. On a quick note though, you're not really weak to scizor... Just because he's #1 doesn't mean he's really a threat. But as for the stall weakness, I think some quick fixes will serve you very well.

As for Starmie, is Psychic really neccesary? If your opponent can predict it, the4y'll just switch in scarftar, and you have one dead starmie. Plus it's just not a good move in this metagame. I'd run Rapid spin over it, to give stall teams hell.

Because you already have a scarfer, I would recommend chainging Flygon- normally I'd recommend Salamence or Dragonite in this spot, but given that you enjoy his electric immunity and stealth rock resistance (which again, can really come in handy against stall), I'm going to suggest MixGon. I won't post it, but it's the special life orb set on the analysis.

Electrivire NEEDS to be replaced, I'm glad that you can recognize that he's a weak link. I'm going to recommend OU Substitute Lanturn in his place:

52 HP / 252 SpAtk / 56 Spe / 148 SpDef
Modest
Substitute, Charge Beam, Hydro Pump, Ice Beam
Volt Absorb

This set is ridiculously good against stall, and is still immune to electric. Hope this all helps!
 
Put in a choice scarf heatran. It can prove really useful to your team by killing scizor that is #1 threat to your team
 
first off, you're basically using a Special Vire, which is outclassed by Jolteon. Also, I'm pretty sure if you really want to keep Vire, that you'd actually do more damage by going physical. I wouldn't know, I always use Jolteon because it's so MLGPro.
Reasons to go Physical:
1) You hit a lot harder with T-punch than you would with T-Bolt
2) As stated above, becuase the lack of physical walls, you would overall hit harder with a T-punch than as t-bolt. Skarm is your most common physical wall and he even he doesn't like to take a base 80 T-punch firing off from a base 123 attack stat.
T-punch against SpD Skarm = 63.2% - 75.4%. You outspeed and get a 2HKO. Unless they WW you out.
A T-Bolt may OHKO SpD Skarm, but you lose to special walls.
3) You beat Special Walls and Vire really isn't walled. It's an insanly wall breaker. Look up. Skarm, a common physical wall, is owned.

I see some issues with a few of your strategies for leads.
infernape: They use Fake out and then FB. HP ground will get them to Sash. You need a new strategy. Only a stupid user of Infernape would use SR on a Yanmega. You need a new strategy.
Heatran: Their suprised when you stay in becuase they know Fire Blast is a KO. You don't have Focus Sash, remember? HP Ground hits 66.3% - 78%. Fire Blast hits you for a clean 200% - 235.8%. Once again, only a stupid user of Heatran would use SR. Anyone who's looked at Yanmega's Dex knows that they usually pack HP Ground. No suprise there. Staying in is stupid, unless they always miss you.
Metagross: I would Meteror Mash and then Bullet Punch if I had Gross. MM does 58.8% - 69.3% and BP does 24% - 28.1%. That's about 86% at a minimal. If it hits max on MM, you die before you finish Gross off.
 
Piccolo: I have put Rapid Spin on Starmie, thanks for advice. Also to help out with Scizor, i have put in....

Smith: Thanks for the rate, i appreciate it. At first I was a little skeptical about Lanturn, but after reviewing the EVs i saw that it can reach the 404 HP quite easily, AND with charge beam can very easily beat Blissey. I did go with Surf > Hydro Pump because i dont want both of its stab moves missing. After 2 or 3 Charge Beam boosts, it wont really make that much of a difference anyway ^.^ Also regarding LO Flygon, i still think i need the extra speed (if Jirachi is gone, im paranoid of a Gyarados/Dnite/Salamence sweep). I will playtest it though.

KidX: thanks for the rate, i will playtest Special Based Infernape after Lanturn and see which one fits better.

Shizzle: Ill admit that Gyarados has an easy time setting up on Yanmega, but now that i have Thunderpunch on my Jirachi and Rapid Spin on Starmie, Rocks and Gyarados are handled much easier than before.

To all: Thunderpunch is a must on Jirachi, but i would really love to see a U-Turn chain with her and Flygon ( jirachi resists ice and dragon, Flygon resists fire and ground). is it worth using over fire punch or ice punch?
 
Lucien: Most people expect me to not stay in a infernape/ metagross/ heatran/ whatever. That's why it works. you'd be surprised, about every one in 5 battles yanmega sweeps the entire opponent's team just from them miscalculating. Most Metagross leads do not attack first, and fake out Infernapes are less common. Thank you for restating that Electivire did not fit on my team XD i have changed it to the suggested Lanturn. thanks again

Adam: Your magnificent eloquence is beyond words, so to speak.
justkiddingiloveyou
 
Seems good. You shouldn't have a problem with the leads if you can outspeed them...

The only change I would highly recommend is not using bounce. It has little purpose in any metagame, and is extremely predictable once used the first time. Earthquake is much better, although there might be a better move I'm not thinking of right now to take care of celebis.
 
You have to have a Rapid Spinner because Stealth Rock is Yanmega's worst nightmare and you don't have a lead that prevents the set up of Stealth Rock. The funny part is that you have the best Rapid Spinner in OU in your team but instead it is using Psychic, a move with horrible typing, to hit Breloom ad Machamp, which are both hit just as hard or nearly as hard by other moves. In addition Psychic makes you bait for TTar to come in for free and Pursuit. Rapid Spin >>>>>>>>>>>>>>>>>> Psychic.
 
Against Infernape, wouldn't Yanmega just Protect first turn? It completely kills Fake Out, and you outspeed it next turn, able to break the Sash easily. Since Infernape would just kill you in retaliation, switching would be a fine choice at that point, and you have Starmie to go to, so I think Protect is definitely the best choice against Infernape.

Taking off HP Ground would probably be a bad idea, but maybe U-Turn could work in that spot, or even instead of Bug Buzz. Anything that outspeeds you could be U-Turned out of after the first speed boost to an appropriate counter. You are an anti-lead, so you have to either prevent Stealth Rocks from getting up or reliably counter/kill/set up on the other pokemon, and U-Turn is your best bet on Yanmega against most of these threats that you ordinarilly can't handle.
 
Hey, I got your Vm,
I noticed that you don't have a rapid spinner, and when you have a Yanmega and a Gyarados, thats isn't helping you win matches. Stealth rock with just eat away at Yanmega, to the point where its almost a suicide lead, because it won't get much play outside the lead position. The weakest member of your team, IMO is Jirachi, because you already have a revenge killer, and it adds to your big ground weakness. I would suggest Fortress it's place. First it, it has a neutrality to ground, and it should be your rapid spinner. It has great synergy with heatran, because its like a magnet to fire moves. Here's the set:

Fortress @ Leftovers| 252 HP / 112 Atk / 144 Def | Relaxed Nature
Rapid spin | Payback | Spikes | Toxic Spikes/Explosion

And, now since you don't have a revenge killer for gyarados, I suggest replacing Fire blast on Flygon, to Thunderpunch. Heatran already scares Fortress and Skarmory away, and Gyarados taunts them, making them ineffective. Lanturn does have good synergy with Gyarados, however, it want stall breaker, a great one is Gengar. Gengar can act as your spin blocker, and it can beat blissey, and it deals with rotom(non-scarf versions). Specifically, the Subsplit moveset is the best one fore spin blocking. It will bait in blissey, and you should have no problem, beating it with Pain Split+Focus Blast+Substitute. However, watch Focus Blast's PP since it only has 8 uses. It helps with the ground weaknesses, and it has good synergy with Heatran.

Gengar @ Life Orb| 4 Def / 252 Sp. Atk / 252 Spe | Timid Nature
Substitute | Pain Split | Shadow ball | Focus Blast


That's all I see for now,
Good Luck!
 
fake out Infernapes are less common.

Infernape is on of the top 10 leads and every LeadNape packs Fake Out because it's perfect to break sash, which practically all leads use.

Most people expect me to not stay in a infernape/ metagross/ heatran/ whatever. That's why it works. you'd be surprised, about every one in 5 battles yanmega sweeps the entire opponent's team just from them miscalculating.

Most people expect you not to stay in because they know if they used FB or MM to BP, which I would do, you would get OHKO'd or 2HKO'd in Gross's case.

so... 1/5 chance yanmega doesn't lost to those common leads I mentioned becuase they used SR instead of attacking? 20% for those who might be too lazy to do the math, I don't blame you, it's summer. If I were against you and I had a Nape or whatever, i'd just KO you with the correct move. I might not set up rocks off the bat, but I can switch him back if you sent in something to counter and switch him in later to set up rocks. No biggy.
 
Lucien: i agree that FB destroys yanmega, and know i always protect 1st turn. yes it is summer
n__________n not many people know that metagross can 2hko with MM =>BP, because the smogon set uses defenses EVs to prevent that. Most metas nowadays are setting up rocks 1st turn, because they know they will not succeed if they attack. i however, do not. this allows me to still beat metagrosses, and bring infernapes down to sash.

Steeldragon: i am concerned with the addition of forretress, as this slows down the team. entry hazards are welcomed due to the nature of my fast paced offense forcing a lot of switches, but Forretress often draws enemy infernape/heatran, which very easily beat my own heatran. therefore, i am questioning my own heatran set. i feel like LO and SR on the same set isnt working. HP grass can also be dropped if gengar can handle swampert (can it?)

The gengar set fits well enough on this team, but i am a little confused as to what poke it should replace:
Lanturn does have good synergy with Gyarados, however, it want stall breaker, a great one is Gengar.
Does this mean to use gengar > lanturn? and this could bring up an even bigger Crocune/ Roaring Suicune weakness. This does do much better against SD Lucario than Jirachi.

Gengar and Forretress are very good suggestions, but by adding both of them, i find it a little bit harder to switch in and out easier. What could i change on my team to fix this? thanks for the help so far :D
 
i am concerned with the addition of forretress, as this slows down the team. entry hazards are welcomed due to the nature of my fast paced offense forcing a lot of switches, but Forretress often draws enemy infernape/heatran, which very easily beat my own heatran

If you don't like Fortress, then Starmie could work well. Starmie works great with Heatran because they resist most of their weaknesses. I would recommend the standard Rapid Spinning set for Starmie. For Gengar, I was suggesting that over Lanturn. If you choose Starmie over Fortress, then a better set for Gengar is the Sub+Focus Punch set.

Gengar @ Expert Belt| 100 Atk / 156 SpA / 252 Spe | Hasty Nature
Substitute | Focus Punch | Shadow ball | Energy Ball

I changed the last slot to Energy Ball so that it can OHKO most Swampert after Stealth Rock. This set deal with most of its counters, besides some steel types like Metagross or Scizor. With the Heatran set, you should drop HP Grass, since Swampert is already covered, to Explosion, and change Life Orb to Shuca Berry or even a Chople berry, if you want survive a Fighting attack. If Gyarados is still around, then Crocune can be taunted and be set up on, providing that its only damaging move is Surf.
 
Hi got your PM

This team is very well made . It covers its weakness's well. The only issue I can see is that a SUb Heatran with Toxic can prove troublesome to your team if SR gets up. Heatran can set up Subs on Jirachi and with Toxic it can wear down members on your team while you break its sub. I cannot really suggest anything to fix that so just be carefull when you use Jirachi.

Sorry I could not be of more help to you.

Have a Nice Day!
 
Muffin, here's how it would go if you were against Ape:
Yanmega used Protect
Ape uses Fake Out
It doesn't work!
Mega's speed is boosted by Speed Boost
Mega used Hidden Power
It does 100% damage
Infernape held on by it's sash!
Mega loses 10% of it's health
Ape used Fire Blast
It does 90% damage.

Not much of a victory in my eyes. Currently your best option is to soak up the fake out and switch to Tran on the FB to get a boost. then switch to something to soak up the CC... somewhere, he'll get in a SR. Ape is a suside lead, he usually doesn't switch unless like a Quaqsire comes out...

Honestly, your best bet is a Scarfed Tran to outspeed. Or a Starmie. Starmie, i believe, outspeeds Ape and can get an easy KO with Surf/Hydro pump.
 
i am going with shuca berry heatran (seems to be workin) and have currently started playtesting Starmie again. This new set will be in an update tomorrow, posting it now for clarity.

Yanmega Starmie Heatran Gyarados Gengar Flygon. Does better v. stall than before, has an easier time with aerodactyl leads. i know lucien, i always protect 1st turn v. infernape. if they fake out, i switch to tran then starmie. if they SR, i know they will fire blast next, so again tran then starmie.
 
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