Biased Offense featuring TankZard and Unicorn

Team Building Process

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So I started off with Bisharp and Latios. These two synergize together as they carry almost perfect coverage, and they hit on both sides of the defensive spectrum, allowing them to be a solid foundation to the team.

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Then, I needed something that could cover nasty steel types that would come in to wall these two. I had a couple of choices, so I decided to go with Mega Charizard X and Keldeo. These two work well together because of their fire/water typings, making them solid teammates to Bisharp and Latios.

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Because of me adding Zard, I then needed a spinner (preferably if it could get rocks up as well). It also needed to resist/be immune to electric to help out Keldeo. Donphan seemed to fit the bill here.

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Finally, I needed a mixed wall that could absorb hits that ZardX and Donphan couldn't take as well. Additionally, I needed it to provide another ice resist to aid Latios and Donphan, with preferably having a ground immunity to save ZardX and Bisharp. That left me with one choice: Rotom-H.

The Team

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Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Thunderbolt

Latios serves as my team's primary special sweeper, requiring no setup. He lays the groundwork for the rest of my team with his coverage and strong STABs in Draco Meteor and Psyshock. I carry Thunderbolt for bulky water types, while I carry Surf primarily for Gliscor and Heatran. I considered carrying Shadow Ball for Aegislash, but other members of my team prevent it from running rampant. Currently this is my most consistent member of my team, being able to blast through walls to allow Bisharp/Keldeo to clean up late game.


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Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Pursuit
- Sucker Punch
- Iron Head
- Knock Off

Bisharp serves as Latias' counterpart on the team - soaking up fairy attacks while threatening the usual bulky fairy suspects out with a STAB Iron Head. Additionally, Fighting type attacks can be taken by Latios, making Bisharp the perfect teammate for Latios. I carry Pursuit over SD on this set to trap opposing Lati@s that could threaten Zard or Latios. Additionally, I can take care of Aegislash and Gengar by trapping them in. I considered SD as it does give Bisharp more sweeping potential, but Sticky Web makes this thing unbearable to fight against already, so I decided on Pursuit.

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Charizard @ Charizardite X
Ability: Blaze
EVs: 188 SDef / 252 Atk / 40 Spd / 28 HP
Adamant Nature
- Will-O-Wisp
- Dragon Claw
- Earthquake
- Roost

ZardX serves as my primary special wall and secondary physical attacking pressure on the team. This set is aim's ZardX set, and it works like a charm to prevent Bisharp, Magnezone, and Azumarill from crapping on my team. It can w-o-w to cripple physical attackers while eating up special hits. ZardX balances out my team's ability to deal with steel types such as Excadrill and Aegislash. Overall, ZardX's ability to take out steel types and sponge special hits allows the rest of my team (specifically Bisharp and Latios) to clean up the remnants of cores and teams late game.

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Icy Wind
- Surf
- Sacred Sword Secret Sword
- Hidden Power [Flying]

Keldeo checks steel types such as Excadrill and Ferrothorn from walling my team to hell and back, as well as annihilating many ZardX counters with one of its primary STABs or coverage moves. I chose HP Flying over Rock so that I can deal with Breloom easily, but I would consider HP Rock to solve any ZardY problems that my team may have. As explained in the Team Building Process, I chose Keldeo to counter Steel types such as Ferrothorn that could wall Latios and Bisharp. Keldeo also synergizes with ZardX because of his water typing, allowing him to take water type attacks in return for some help with grass types.


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Donphan @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Rapid Spin
- Ice Shard
- Stealth Rock
- Earthquake

Donphan plays the role of a physical wall that can remove hazards and set some up - otherwise, he doesn't do much. He occasionally can KO a fire type with EQ, but his role isn't expanded much outside of that. However, his capabilities as a physical wall on the team are hard to replace, as he stops many threats such as Salamence in their tracks. Ice Shard puts a dent in Garchomp and Dnite, as well as gives me some priority on the team. EQ is obligatory for a mon with base 140 attack. This Poke synergizes well with my other because he is immune to electric (Helps Keldeo), as well as remove hazards, allowing ZardX to come in and out without trouble.

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Rotom-Heat @ Choice Specs Choice Scarf
Ability: Levitate
EVs: 200 SDef / 200 Def / 108 HP
Bold Nature
- Trick
- Overheat
- Volt Switch
- Will-O-Wisp

Closing out the team is a mixed wall who can cripple set up sweepers with either w-o-w or trick - Rotom-H. This mon helps me play around threats such as Mega Venusaur, Starpator, and Talonflame who would otherwise have their way with a bulk of my team. Volt Switch gives me momentum, while Overheat serves as a strong STAB that threatens Grass and Steel types, as well as Scizor. The EVs allow Rotom-H to be a great defensive pivot, sponging most hits and being able to Volt switch out to a better mon to deal with the situation.
 
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Hello!

This is a really good team! However, I do have one suggestion: Change Choice Specs to Choice Scarf on Rotom-Heat. You already have a Specs user, and the Scarf is more useful when using Trick, and also to pivot.

Other then that, cool team. Good luck with it!
 
Hello!

This is a really good team! However, I do have one suggestion: Change Choice Specs to Choice Scarf on Rotom-Heat. You already have a Specs user, and the Scarf is more useful when using Trick, and also to pivot.

Other then that, cool team. Good luck with it!

Thanks! The change has been made, and it has helped a lot. It adds a lot more versatility
 
On Keldeo, why not run Secret Sword>Sacred Sword, since the former uses defense instead of SP defense, and you are already invested in Sp Atk which would probably make it a stronger fighting-type attack.

Also, beware of Mega Mawile, since it can do a number around Charizard as well as Latios, Bisharp, and Keldeo to an extent at +2
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Bisharp: 279-328 (83.5 - 98.2%) -- 31.3% chance to OHKO after Stealth Rock
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Latios: 396-468 (131.1 - 154.9%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 0 HP / 0- Def Keldeo: 678-798 (209.9 - 247%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Donphan: 352-415 (91.6 - 108%) -- 87.5% chance to OHKO after Stealth Rock
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 28 HP / 0 Def Mega Charizard X: 301-355 (99 - 116.7%) -- 93.8% chance to OHKO
Other than that, this is a very solid team.
 
On Keldeo, why not run Secret Sword>Sacred Sword, since the former uses defense instead of SP defense, and you are already invested in Sp Atk which would probably make it a stronger fighting-type attack.

Also, beware of Mega Mawile, since it can do a number around Charizard as well as Latios, Bisharp, and Keldeo to an extent at +2
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Bisharp: 279-328 (83.5 - 98.2%) -- 31.3% chance to OHKO after Stealth Rock
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Latios: 396-468 (131.1 - 154.9%) -- guaranteed OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 0 HP / 0- Def Keldeo: 678-798 (209.9 - 247%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Donphan: 352-415 (91.6 - 108%) -- 87.5% chance to OHKO after Stealth Rock
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 28 HP / 0 Def Mega Charizard X: 301-355 (99 - 116.7%) -- 93.8% chance to OHKO
Other than that, this is a very solid team.

Thanks for the feedback! I meant to put secret over sacred. I may change the HP on latios to Fire to check mawile? Would that help?
 
It may, but Mega-Mawile's carry Sucker Punch normally. I guess they'd probably predict the switch, but it's a gamble.

Yeah, it is tough to play around. I only beat it right now by predicting my opponent's sucker punch with zard x and w-o-w'ing then alternating between roost/eq until I can hopefully kill it.
 
Donphan is garbage. Use excadrill instead(it can set up rocks and spin better than donphan can)

Mexican (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Iron Head
- Stealth Rock
- Rapid Spin
And if you really hate rocks exca, use rocks bisharp. Just please, don't use donphan.
 
Donphan is garbage. Use excadrill instead(it can set up rocks and spin better than donphan can)

Mexican (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Iron Head
- Stealth Rock
- Rapid Spin
And if you really hate rocks exca, use rocks bisharp. Just please, don't use donphan.

The only reason I run Donphan>Exca is to save me another ground weakness, as I would have 3 after Exca (counting ZardX). Plus, I like the bulk of Donphan. I will give Exca a shot though, thanks for the feedback :]
 
Donphan is garbage. Use excadrill instead(it can set up rocks and spin better than donphan can)

Mexican (Excadrill)Air Balloon

This is racism.

Btw the rotom set has no sense.


Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 44 Spd / 212 Def / 252 HP
Bold Nature
- Trick
- Overheat
- Volt Switch
- Will-O-Wisp

Now u can tank (and outspeed) some bitches. Even without a scarf, u can outspeed jolly azumarill. But WoW with a scarf is not synergic at all.
 
This is racism.

Btw the rotom set has no sense.


Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 44 Spd / 212 Def / 252 HP
Bold Nature
- Trick
- Overheat
- Volt Switch
- Will-O-Wisp

Now u can tank (and outspeed) some bitches. Even without a scarf, u can outspeed jolly azumarill. But WoW with a scarf is not synergic at all.

1. Lol no it's not racist. If he had said that Excadrill sucks because I nicknamed it mexican, then that would be racist. Moving on.

2. The Rotom is a mixed wall set that allows me to still wall some threats even after Donphan or ZardX fall. Plus, with me trying the switch to from Excadrill to Rotom, I need some balanced defense. Although, I will try to switch some SpDef EV's to Speed EV's to outspeed Azu.

3. Scarf w-o-w does make some sense if you think about it. I can trick a mon the scarf, then w-o-w. Alternatively, I can outspeed a threat and w-o-w, then predict the switch and will-o again. It is occasionally problematic, but i've used the set enough to know that it works.


Again, thanks all for the feedback!
 
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