Also, I would like Mega Medicham to stay, if possible.
Also, I would like Mega Medicham to stay, if possible.
ethan06 suggested this pair to me and i find it really intresting. the core was
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the idea behind this core is to give tailwind priority (via gale wings) and give heracross-mega the speed it needs to be the unstopable sweeper we all know it is
I switched Hawlucha for T-Flame and gave it BB, Flare Blitz, Tailwind and Roost with a Life Orb and 252 HP, 252 Atk, 4 Spe and Adamant Nature, and for Heracross (Which replaced Excadrill), I gave it Close Combat, Pin Missile, Rock Blast and Earthquake (Should I give it Swords Dance like in the official set?) with 40 HP, 252 Atk and 216 Spe, also Adamant. I need to know what to replace T-Tar with, though.
This looks like a doubles core to me. I love to hear ethan06 give some context, but you'll only have 3 useable turns of tailwind in singles with mega heracross unless talonflame faints the turn it uses tailwind, which makes this strategy problematic. If you really want to keep mega medicham, you might be able to work with it in place of heracross.
Why do I give Gunk Shot to Greninja so I beat Azumarill if Grass Knot already beats it (90 BP)?
Also, do I keep Heracross or do I put Excadrill back?
Gunk Shot is physical so it can beat Assault Vest Azumarill after it comes in on an attack:
252 SpA Life Orb Protean Greninja Grass Knot (60 BP) vs. 252 HP / 0 SpD Assault Vest Azumarill: 174-211 (43 - 52.2%) -- 9.4% chance to 2HKO
4 Atk Life Orb Protean Greninja Gunk Shot vs. 252 HP / 0 Def Azumarill: 390-460 (96.5 - 113.8%) -- 75% chance to OHKO
If you pick Grass Knot you fail to OHKO and then:
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Greninja: 247-292 (86.6 - 102.4%) -- 18.8% chance to OHKO
bop.
There's no need to keep Heracross when you have Mega Gallade. Sand Rush Excadrill has great synergy with Tyranitar and acts as a win condition should you weaken it's checks. An option to consider with Excadrill is changing it's ability to Mold Breaker and giving it a Choice Scarf. This allows it to run through the myriad of Levitators in the format and makes it a great answer to Gengar and Rotom-W. It also greatly minimises the number of common immunities to Earthquake, making it's job as a win condition twice as easy. However, you're choice locked, and while Scarf Excadrill does well against Pokémon such as Thundurus and Mega Charizard Y, it's easy for an opponent to predict a Rock Slide and strip you of your offensive momentum. In this regard, Sand Rush Excadrill is better as it allows you to run an item such as Air Balloon or Life Orb, easing prediction considerably against these Pokémon. However, Mold Breaker isn't reliant on Tyranitar to do well, and can actually bluff Sand Rush when seen with Tyranitar, using it's Scarf to surprise opponents that think they outspeed outside of Sand. At the end of the day, it's up to you which ability you use, but definitely go with Excadrill over Heracross.
/novel
there is no ORAS battle spot format on showdown yet. (as far as i know)Ok. This is what it looks like right now. Where is the option to play ORAS BS on Showdown!?
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 20 HP / 252 Atk / 4 Def / 252 Speed
Jolly Nature
- Rock Slide / Stone Edge
- Crunch
- Earthquake
- Ice Punch
or
Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stone Edge / Rock Slide / Rock Tomb
- Crunch
- Earthquake
- Ice Punch
These sets are weak to intimidate and burn, though, and the match-up with mega salamence is shaky at best. Might try other coverage options over ice punch to see what works.
Ok. This is what it looks like right now.
there is no ORAS battle spot format on showdown yet. (as far as i know)
If you ask around in the Battle Spot Showdown room, someone might be willing to set up a custom game to help you test your team. ^_^
Small catch - you don't need Rapid Spin on Excadrill, entry hazards are rare in Battle Spot and it's not really a move you want to lock yourself into anyway. It's tough to pick a move for that last slot (STABs+Rock Slide cover most bases and it doesn't learn much else) but I like to run Aerial Ace on mine - it's a perfect-accuracy move that hits all of the known Minimizers, giving you the ability to pick them off reliably if they're at low health. It also deals with Breloom if it's Sash is broken and you have enough HP yourself to tank the Mach Punch. You could also run Brick Break to help against Kang/Dark-types and to counteract dual screen strategies but it doesn't get the utility against Minimize that is so useful. If you ask around in the Battle Spot Showdown room, someone might be willing to set up a custom game to help you test your team. ^_^
the server is having an episode of some sort. The admins are working on getting the server back and ready to go. nothing major just gotta wait a litle bitIs it just me, or is everyone else getting "The login server is under heavy load, please try logging in again later"?
Why do I give Gunk Shot to Greninja so I beat Azumarill if Grass Knot already beats it (90 BP)? Also, do I keep Heracross or do I put Excadrill back?
PS: Sorry, EnGarde, by metagames, I thought you meant ORAS or XY.
EDIT: I used the Band T-Tar EnGarde recommended, swapped Megacham for Gallade and made Rotom-Wash Physically Defensive.
I whipped this up kinda fast, but this might help anyway:
Tyranitar @ Expert Belt
Ability: Sand Stream
EVs: 244 HP, 220 Atk, 4 Def, 36 Sp. Atk, 4 Sp. Def
Brave Nature
- Rock Slide / Stone Edge
- Fire Blast / Flamethrower
- Crunch
- Ice Beam
I know it looks odd, but its primarily for example purposes; the bulk could probably be optimized a tad more, etc.
Expert Belt and 36 EVs OHKO's MegaMence with up to 92 HP/ 0 Sp. Def. (I think I've seen a 92 HP spread floating around that seemed popular?)
It also 2HKO's with Rock Slide, assuming no Intimidate/Burn, and OHKO's with Stone Edge under the same assumption. Outside of Brick Break, MegaMence can't KO it (Even then, it needs Adamant or a DD, unboosted Jolly maxes at 99%).
Fire Blast / Flamethrower is really just there so I had four moves on an example, no idea if that actually does anything important or not. xD
220+ Atk Expert Belt Tyranitar Ice Punch vs. 92 HP / 0 Def Mega Salamence: 187-221 (102.7 - 121.4%) -- guaranteed OHKO
36 SpA Expert Belt Tyranitar Ice Beam vs. 92 HP / 0 SpD Mega Salamence: 182-216 (100 - 118.6%) -- guaranteed OHKO
220+ Atk Expert Belt Tyranitar Stone Edge vs. 92 HP / 0 Def Mega Salamence: 182-216 (100 - 118.6%) -- guaranteed OHKO
220+ Atk Expert Belt Tyranitar Rock Slide vs. 92 HP / 0 Def Mega Salamence: 101-122 (55.4 - 67%) -- guaranteed 2HKO [Doubles]
252+ Atk Mega Salamence Dragon Claw vs. 244 HP / 4 Def Tyranitar: 76-90 (36.8 - 43.6%) -- guaranteed 3HKO
+1 252+ Atk Mega Salamence Earthquake vs. 244 HP / 4 Def Tyranitar: 138-164 (66.9 - 79.6%) -- guaranteed 2HKO [Doubles]
It also kills Garchomp if anyone cares.
36 SpA Expert Belt Tyranitar Ice Beam vs. 0 HP / 4 SpD Garchomp: 187-221 (102.1 - 120.7%) -- guaranteed OHKO
Obviously, all the above kills it, but the point is, Ice Beam is much easier to secure a KO with less overall investment, and gives approximately 0 fucks about Burns and Intimidates. Ice Punch needs hefty investment (near max Atk + boosting item) in order to offer a shaky threat - Ice Beam does also need a boosting item (or Quiet + 156 Sp. Atk EVs with no item; can't *guarentee* the KO with a neutral nature) but takes a lot less out of EVs to do it and outside of more obscure threats (Snarl, Noble Roar, Confide, Parting Shot) its going to do the same job with less issues on a set like this. Either Ice move will 2HKO on a -1 boost, if Sally can't 2HKO it first. The mere possibility of Roost makes me prefer a OHKO, though.
Don't take it the wrong way though, CB Ice Punch is fine; even if it gets Intimidated, Mence is going to be realistically killable with a common priority moves like Arcanine/Dragonite Extremespeed, Scizor's Bullet Punch, Talonflame's Brave Bird, Sucker Punch, etc. :P
And Scarf, as far as I know, outruns and 2HKO's, nothing wrong with that approach either. Just saw this while lurking, thought I'd throw in another possible option. :3
Thanks for commenting! :) Oh my, I can't believe I botched those EVs, lol. I was calcing around when I typed that up, and forgot to delete the 20 HP EVs. I've edited the earlier post.
I acknowledge that the 2 sets (scarf and band) struggle against intimidate, burn, and the matchup against mega'mence is shaky at best. Choosing ice punch over ice beam or fire coverage was pretty tough tbh, and I might change that (for my own teambuilding) after I get some experience with the metagame. But, I noticed that Lukethehedgehog's team already had greninja, so the pair together could really help shut the door on opposing mega'mences, giving Luke more options.
Your set also looks interesting, as it allows for greater flexibility over choiced sets, and would do especially well on a TR team. The one thing it lacks over the choice sets is consistency: there's going to be times where your attack is going to hit the opponent for neutral damage, and in those cases, choiced ttar is going to do more damage and KO the opponent faster. Though, this is definitely a case where we can try out both sets and see which works best, as the expert belt set definitely looks interesting. :)
I'll try it out as soon as the connection problem is solved. Also, I gave Gren the Sash.
Actually, I disagree with giving Greninja a Focus Sash - it synergises really badly with having Tyranitar on the team, as if the sand is up you just lose your Focus Sash and make Greninja vulnerable. I'd say just go with Life Orb and give Talonflame a Sharp Beak, as Talonflame is more likely to get some use out of increased longevity, especially if it has Roost. It's not like it needs any more recoil what with Brave Bird and Flare Blitz.
I didn't notice those HP EVs anyway LOL.
Ah, I didn't go back to look at the team. I took it as a standalone set, having it in unison with a Greninja makes sense. xD
In terms of a team suggest, yes, I like your ideas better. I'm fairly good at building my own teams, but bad at helping with other teams, if that makes any sense? ._.
I'm personally not a fan of Choice items (in competitive battles, anyway, they're fun as hell ingame) but putting that aside, the three sets (Scarf, Band, Expert Belt) offer their own pros and cons: Band offers consistent, excellent power, Scarf offers a surprising and useful Speed boost to outrun and maim MegaMence (among other things, of course), while Expert Belt affords flexibility and some mixed potential. Band and Scarf have the drawbacks of locking you onto a move, while Expert Belt, as you've mentioned, has no benefit whatsoever if you're hitting a neutral target, which Band and Scarf are a lot better at doing. I guess it depends on what TTar needs to do for its team, really. :P
Honestly, I'm just a nut and make crazy sets; most fail (Growl Dewgong, Soak Floatzel, Florges+Gogoat) but I've had some funny shit that worked like a charm (Sunny Day Suicune in Gen 5, AssVest Gardevoir I ran in the June International).
Still haven't done a BS match yet, just not been in the Pokémon mood lately.