Hey guys I have been battling with this team for a while now and I was wondering what improvements I could make. Always better to have someone else check over your work in my opinion :)
Altaria @ Altarianite
Ability: Natural Cure
EVs: 4 HP / 52 Def / 200 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Roost
- Cotton Guard
- Flamethrower
Altaria is my mega and my physical wall. It is also my late game sweeper. Once I have removed threats such as Scizor, Excadrill, Heatran, Charizard..(Basically things that wall this moveset) I can send in Altaria and use natural bulk to set up a Cotton Guard and go from there. The reason I have Flamethrower over a mixed variant with EQ is so I can hit mons that threaten me such as Ferro and Scizor which would otherwise wall me. Spread is so I can handle Azu better with the def. Altaria is also my check to the Latis who usually run Draco(Immune after Mega Evolving) and Psyshock which can't really touch me after Cotton Guard.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- X-Scissor
Excadrill is my scarfer and check to Rotom-W and the odd Gengar. A lot of people seem to forget about Mold-Breaker. With Drill's high attack I am cleaning up a lot of kills. This also takes down Talon and Zard-Y with a nice Rock Slide. Iron Head and X-Scissor are just good coverage in my opinion.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunderbolt
Rotom-W is my switch initiative. He gets me out of tight spots and if an Azu gets a Belly-Drum on me I can live an Aqua Jet and go out into my Lando if I don't KO it. Wil-O-Wisp is for Scizor (banded especially) and Garchomps should they appear. The other moves are self-explanatory.
Landorus-Therian (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 30 Atk / 30 Def
- Earthquake
- Stone Edge
- U-turn
- Knock Off
I know Lando runs supportive a lot and many people don't predict such a hard hit. EQ hits extremely hard and knocks out a lot of mons. U-Turn is for more initiative with Rotom-W for some nice synergy and getting out while dealing massive damage. Stone Edge for flyers and Knock Off for the all so annoying Eviolite Chansey. Lando is another sweeper.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 252 SpD / 4 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Flash Cannon
Heatran is my check to Clef and other set up mons such as D-Nite(Lacking EQ of course,) blocking an incoming Belly-Drum from switch, Roosts, and other set up. Stealth Rock is obviously my hazard. Flash Cannon hits Clefs that think they can out Calm-Mind me and Lava Plume is to score those burns. I often have trouble deciding if I should Lava Plume or Taunt a full health Azu coming in if I don't have Rotom-W for whatever reason.
Ferrothorn @ Leftovers This Spread is a Mess
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Leech Seed
- Power Whip/Gyro Ball
- Protect
- Thunder Wave
Ah Ferrothorn, my great wall (sorry Lugia.) This set is pretty standard in my opinion aside from the EV spread. This spread gives me a 50% chance to life Flamethrower from a +1 Clef(Magic Guard Calm-Mind Set) and retaliate with Gyro Ball if I need to. I understand T-Wave and Gyro Ball on the same set it weird but if I am forced to stay in on a Clef I don't want to be free set up. This is where I need guidance as well because I don't want Ferro to be destroyed by any special move with STAB. He absorbs physical hits for me and has synergy with Heatran's Flash Fire and the fact that Lando takes fighting moves so well (Barring that Life Orb has him low or it is Conk.) I T-Wave when I can and Leech Seed if I want to heal up. Pretty basic.
Concerns:
Conk. Major issue to this team in my opinion. My main switch ins for fighting types are Altaria and Lando. Conk usually runs Ice Punch which isn't a good time for either of them. Defensive Rotom-Wash is an option but I need the damage when I am Volt-Switching on an Azu. Scarf Drill can't out speed a Mach Punch and Guts Flame Orb Conk is an even bigger issue. Protect on Ferro buys me a turn of burn damage but sometimes that isn't enough. Altaria returns fire with Hyper Voice but that isn't an ideal situation for when Conk is pressuring my switch. Av Conk is also not that rare.
Unburnden Hitmonlee. Uncommon I know but basically for the same reasons Conk has minus Ice Punch.
Mega Gyrados. One DD and I am in a bit of a pickle with that Mold Breaker ability now working against me. I can try to burn and there is always Ferro but at +1 EQ does 42 - 49.6% which I am not quite comfortable with even if Power Whip does 68.8 - 81.5%. Switching in at anything under full puts me in a bad situation even with Leftovers. My concern is that Gyra sets up on my switch because at +1 my hard hitting Lando is outsped. Scarf Drill still can hit hard and out speed with X-Scissor for 50.7 - 59.8% or EQ for 47.4 - 56.1% predicting possible switch but this still isn't good enough.
Banded Scizor. Until my Rotom-W can get in free on this thing it's an issue and does a ton of damage to my team with U-Turn. Also Brick Break or Superpower make me hesitate to bring Heatran in to absorb the U-Turn that Ferro doesn't take well.
Mamoswine: Smaller problem than the others considering Rotom-W walls it pretty well (Bar Knock Off) and kills it/cripples it. EQ seriously hurts Heatran and Ferro doesn't like it either. Ice shard is an issue for my Lando and Altaria as well.
Keldeo: Keldeo. Oh man. This guys hits my team hard if the bugger isn't choiced. Icy Wind or HP Ice either one terrifies my Lando and hurts Altaria. Secret Sword gives Heatran, Ferrothorn, Excadrill, and even Rotom-W nightmares. Rotom-W can take a hit and Volt-Switch out into Scarf Drill to finish off Keldeo with an EQ but there has to be a better way for me to handle it. Altaria is usually pretty good about living ice moves with all of its SpDf though.
I understand that my team has a massive fighting weakness but I do not see many fighting types (Bar Conk) often. Even so when I see Conk I can usually play around it with the switch initiative in Lando and Rotom-W. Any other things that I missed or corrections/opinions/criticism you have for me is welcome as long as it is constructive. Thank you for taking the time to read this.
Altaria @ Altarianite
Ability: Natural Cure
EVs: 4 HP / 52 Def / 200 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Roost
- Cotton Guard
- Flamethrower
Altaria is my mega and my physical wall. It is also my late game sweeper. Once I have removed threats such as Scizor, Excadrill, Heatran, Charizard..(Basically things that wall this moveset) I can send in Altaria and use natural bulk to set up a Cotton Guard and go from there. The reason I have Flamethrower over a mixed variant with EQ is so I can hit mons that threaten me such as Ferro and Scizor which would otherwise wall me. Spread is so I can handle Azu better with the def. Altaria is also my check to the Latis who usually run Draco(Immune after Mega Evolving) and Psyshock which can't really touch me after Cotton Guard.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- X-Scissor
Excadrill is my scarfer and check to Rotom-W and the odd Gengar. A lot of people seem to forget about Mold-Breaker. With Drill's high attack I am cleaning up a lot of kills. This also takes down Talon and Zard-Y with a nice Rock Slide. Iron Head and X-Scissor are just good coverage in my opinion.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunderbolt
Rotom-W is my switch initiative. He gets me out of tight spots and if an Azu gets a Belly-Drum on me I can live an Aqua Jet and go out into my Lando if I don't KO it. Wil-O-Wisp is for Scizor (banded especially) and Garchomps should they appear. The other moves are self-explanatory.
Landorus-Therian (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 30 Atk / 30 Def
- Earthquake
- Stone Edge
- U-turn
- Knock Off
I know Lando runs supportive a lot and many people don't predict such a hard hit. EQ hits extremely hard and knocks out a lot of mons. U-Turn is for more initiative with Rotom-W for some nice synergy and getting out while dealing massive damage. Stone Edge for flyers and Knock Off for the all so annoying Eviolite Chansey. Lando is another sweeper.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 252 SpD / 4 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Flash Cannon
Heatran is my check to Clef and other set up mons such as D-Nite(Lacking EQ of course,) blocking an incoming Belly-Drum from switch, Roosts, and other set up. Stealth Rock is obviously my hazard. Flash Cannon hits Clefs that think they can out Calm-Mind me and Lava Plume is to score those burns. I often have trouble deciding if I should Lava Plume or Taunt a full health Azu coming in if I don't have Rotom-W for whatever reason.
Ferrothorn @ Leftovers This Spread is a Mess
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Leech Seed
- Power Whip/Gyro Ball
- Protect
- Thunder Wave
Ah Ferrothorn, my great wall (sorry Lugia.) This set is pretty standard in my opinion aside from the EV spread. This spread gives me a 50% chance to life Flamethrower from a +1 Clef(Magic Guard Calm-Mind Set) and retaliate with Gyro Ball if I need to. I understand T-Wave and Gyro Ball on the same set it weird but if I am forced to stay in on a Clef I don't want to be free set up. This is where I need guidance as well because I don't want Ferro to be destroyed by any special move with STAB. He absorbs physical hits for me and has synergy with Heatran's Flash Fire and the fact that Lando takes fighting moves so well (Barring that Life Orb has him low or it is Conk.) I T-Wave when I can and Leech Seed if I want to heal up. Pretty basic.
Concerns:
Conk. Major issue to this team in my opinion. My main switch ins for fighting types are Altaria and Lando. Conk usually runs Ice Punch which isn't a good time for either of them. Defensive Rotom-Wash is an option but I need the damage when I am Volt-Switching on an Azu. Scarf Drill can't out speed a Mach Punch and Guts Flame Orb Conk is an even bigger issue. Protect on Ferro buys me a turn of burn damage but sometimes that isn't enough. Altaria returns fire with Hyper Voice but that isn't an ideal situation for when Conk is pressuring my switch. Av Conk is also not that rare.
Unburnden Hitmonlee. Uncommon I know but basically for the same reasons Conk has minus Ice Punch.
Mega Gyrados. One DD and I am in a bit of a pickle with that Mold Breaker ability now working against me. I can try to burn and there is always Ferro but at +1 EQ does 42 - 49.6% which I am not quite comfortable with even if Power Whip does 68.8 - 81.5%. Switching in at anything under full puts me in a bad situation even with Leftovers. My concern is that Gyra sets up on my switch because at +1 my hard hitting Lando is outsped. Scarf Drill still can hit hard and out speed with X-Scissor for 50.7 - 59.8% or EQ for 47.4 - 56.1% predicting possible switch but this still isn't good enough.
Banded Scizor. Until my Rotom-W can get in free on this thing it's an issue and does a ton of damage to my team with U-Turn. Also Brick Break or Superpower make me hesitate to bring Heatran in to absorb the U-Turn that Ferro doesn't take well.
Mamoswine: Smaller problem than the others considering Rotom-W walls it pretty well (Bar Knock Off) and kills it/cripples it. EQ seriously hurts Heatran and Ferro doesn't like it either. Ice shard is an issue for my Lando and Altaria as well.
Keldeo: Keldeo. Oh man. This guys hits my team hard if the bugger isn't choiced. Icy Wind or HP Ice either one terrifies my Lando and hurts Altaria. Secret Sword gives Heatran, Ferrothorn, Excadrill, and even Rotom-W nightmares. Rotom-W can take a hit and Volt-Switch out into Scarf Drill to finish off Keldeo with an EQ but there has to be a better way for me to handle it. Altaria is usually pretty good about living ice moves with all of its SpDf though.
I understand that my team has a massive fighting weakness but I do not see many fighting types (Bar Conk) often. Even so when I see Conk I can usually play around it with the switch initiative in Lando and Rotom-W. Any other things that I missed or corrections/opinions/criticism you have for me is welcome as long as it is constructive. Thank you for taking the time to read this.