ORAS OU Team Siz Star Reloaded!

TEAM SIX STAR RELOADED!


So some of you might be familiar with my previous team well this here is the 2.0 version dubbed Team Six Star Reloaded! I took my original core of Mega Lopunny + Serperior and tried building a new team around with some pretty good results. The team definitely leans towards hyper offense though I've added a few moves to try and prevent stall. As usually leave a rate it's always welcome just don't be offended if I don't change everything to your exact detail.
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The Team


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Teras @
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Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Stone Edge

Rock setter and the middle finger to Talonflame. Garchomp serves as my defensive tank and is the glue to my team. Rocky Helmet combined with Rough Skin allows him to wear down several threats while setting up or using Dragon Tail to switch out Pokemon. Standard Chomp spread is used here giving it enough bulk to handle common switch ins.
- Stealth Rock Hazard of choice to pressure Pokemon like Talonflame, Weavile and Charizard.
- Earthquake Main STAB used to wreck Steels, Fire and the less common Poison types not much to explain here.
- Dragon Tail Prevents several Pokemon from trying to setup and sweep.
- Stone Edge To hit the ever annoying Talonflame even if it has Will o Wisp.

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Fenfang @
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Ability: Contrary
EVs: 252 SpA / 4 SpD/ 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare

One of my favorites since it gained the ability Contrary. Serperior has become quite a terror in the current meta with good speed and pseudo 140 BP damage Nasty Plot. It also helps clear through bulky water and ground Pokemon that would be problematic for the rest of the team.
- Leaf Storm It's STAB and boosting move that raises it's special attack by two stages. Great for spamming on forced switches and getting rid of pests like Azumarill or Hippowdon.
- Dragon Pulse Used for neutral coverage and hitting dragon Pokemon like Garchomp.
- Hidden Power Fire Handles various Steel Pokemon that would otherwise wall it.
- Glare Cripples faster threats and helps handle rain teams.

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Romus @
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Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Setup sweeper and my revenge killer Talonflame that pairs well with Mega Lopunny versus offense. With priority from Gale Wings Talonflame can be a menace once his checks are removed thanks to the help of Starmie and Serperior. Sharp Beak further boosts his damage and the EV spread gives him maximum damage and speed.
- Brave Bird Main STAB used to wreck Fighting, Grass and any Pokemon neutral to it boosted by Sharp Beak and having priority thanks to Gale Wings.
- Flare Blitz Secondary STAB for Steels, Grass and Ice types as well as Pokemon who resist Brave Bird.
- Swords Dance Used to boost his Atk stat by two stages in order to sweep.
- Roost Heals off damage and lost HP from Stealth Rock when Starmie can't spin rocks off the field.

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Alder @
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Ability: Technician
EVs: 248 HP / 76 Def / 184 SpD
Careful Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

My second setup sweeper and emergency wall. Scizorite was added as counterplay, reducing Knock Off damage as its item cannot be removed and allowing a more SpD inclined spread in order to check said threats above. Secondly, if you played badly and you're forced to sack Lopunny in a scenario, the added bulk from Scizorite will greatly help in making it a sturdier win condition and check to a plethora of threats. And lastly, it cannot be tricked. The EV spread 248 HP / 76 Def / 184 SpD alongside Scizorite would allow him to avoid 2HKO's from many threatening Pokémon such as Gengar, Mega Alakazam, Latios and Mega Diancie while still avoiding the 2HKO against Weavile and M-Metagross
- Swords Dance Used to boost his Atk stat by two stages in order to sweep and break walls.
- Bullet Punch Main STAB and priority boosted by Technician hitting Fairy, Ice and Rock type Pokemon hard.
- U-turn Used to switch out and as slow pivot to take damage for other Pokemon he is bringing in.
- Roost Used with his bulk to last longer on the field and recover from weak hits.

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Latias @
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Ability: Levitate
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Recover

Hazard remover and offensive threat Latias' main goal is to make sure Talonflame can come in for a sweep unhindered while hitting hard herself. A bulkier Latias spread is used here to consistently check Offensive Electric types and Keldeo better than Starmie ever would, while maintaining a form of hazard removal and wallbreaking capabilities. Life Orb was given to increase her damage further.
- Defog Clears hazards from the field making it easier for team mates to switch in especially Talonflame who hates rocks.
- Draco Meteor Main STAB to take out threats like neutral to dragon and slower Dragons as well.
- Psyshock Breaks Fighting types and Poison types like Keldeo, Mega Venusaur and Mega Lopunny as well as bypassing Special Defense walls.
- Recover Lets her stay out on the field longer as well as recovering recoil damage from Life Orb.

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Clovis
@
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Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- High Jump Kick
- Return
- Power-up Punch

The MVP of my team and one of my favorite Pokemon. Mega Lopunny makes an amazing cleaner and works great on my team. With it's speed and power it cleans through several of the slower threats and will pick off weakened opponents given the right support.
- Encore Used against bulkier opponents that will try to setup on Lopunny.
- High Jump Kick Main STAB that does large amounts of damage to neutral targets though I have beware of Protect.
- Return Secondary STAB for anything that resists High Jump Kick or find it too risky to use.
- Power-up Punch This move can turn Mega Lopunny into a wallbreak causing grief to unsuspecting teams that would have normally would be checks/counters destroyed.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- U-Turn
- Stone Edge
- Stealth Rock

Rock setter and the middle finger to Talonflame. Defensive Landorus-T was chosen to provide an excellent defensive pivot, while checking a lot of relevant threats in the current metagame better than Garchomp would, especially because of it's immunity to Ground attacks. Leftovers allows it to last longer while the EV spread gives it maximum bulk and physical defense.
- Stealth Rock Hazard of choice to pressure Pokemon like Talonflame, Weavile and Charizard.
- Earthquake Main STAB used to wreck Steels, Fire and the less common Poison types not much to explain here.
- U-Turn Keeps up momentum, allows for frailer Pokemon to switch in and makes a U-Turn core with Scizor.
- Stone Edge To hit the ever annoying Talonflame even if it has Will o Wisp.


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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
IV: 29 HP
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Hazard remover and offensive threat Starmie's main goal is to make sure Talonflame can come in for a sweep unhindered while hitting hard Pokemon who switch in with Analytic. IV set to 29 for minimum recoil from Life Orb. Usual spread to maximize speed and damage hitting as hard as possible.
- Rapid Spin Clears hazards from the field making it easier for team mates to switch in especially Talonflame who hates rocks.
- Hydro Pump Main STAB to take out threats like Volcarona, Heatran, Charizard Y and Hippowdon as well as Pokemon neutral to Water.
- Psychic Breaks Fighting types and Poison types like Keldeo, Mega Venusaur and Mega Lopunny.
- Ice Beam Used for Dragons and Pokemon 4x weak to Ice like Landorus-T, Gliscor and Garchomp.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Stone Edge

Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD/ 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Glare

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 76 Def / 184 SpD
Careful Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Latias @ Life Orb
Ability: Levitate
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Recover

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Encore
- High Jump Kick
- Return
- Power-up Punch
 
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Hello! Your superior is a bit odd. The 30 attack IVs aren't needed. Also miracle seed is largely outclassed by life orb. Life orb can give you more power to hit ferrothorns, latis, and more in a much harder way. Everything else looks pretty good! I'd replace encore with fake out or for ice punch. But that's just me. :P
 
Hello! Your superior is a bit odd. The 30 attack IVs aren't needed. Also miracle seed is largely outclassed by life orb. Life orb can give you more power to hit ferrothorns, latis, and more in a much harder way. Everything else looks pretty good! I'd replace encore with fake out or for ice punch. But that's just me. :P

30 IVs are just for HP Fire though I can just make it 2. Life Orb gives me recoil damage on my boosting move which is really bad when i am trying to setup. Ice Punch is just awful on Mega Lopunny imo and Encore is to help break stall with the combine efforts of Taunt Serperior.
 
HP fire is a special attack. The IVs aren't needed. And sure use encore if you want. I don't know if it works for you or not. Do whatever works.
 
As this team is quite offensive i suggest taking manaphy over scizor with a set off tail glow surf energy ball filler
And then a offensive rapid spin excadrill(air ballon?) over starmie (to deal with clef and other fariys)
 
As this team is quite offensive i suggest taking manaphy over scizor with a set off tail glow surf energy ball filler
And then a offensive rapid spin excadrill(air ballon?) over starmie (to deal with clef and other fariys)

Scizor serves as my Fairy check already while keeping momentum and letting frailer team mates hit the field with U-turn while Starmie being imo a better rapid spinner for the team overall then Excadrill who covers less threats to the team then Starmie does.
 
Scizor serves as my Fairy check already while keeping momentum and letting frailer team mates hit the field with U-turn while Starmie being imo a better rapid spinner for the team overall then Excadrill who covers less threats to the team then Starmie does.
Yes but i was trying to make a manaphy come into the team to help with stall seeing as it can sometimes win vs stall by itself and this could open up for maybe pup on lop and glare on serp
 
Yes but i was trying to make a manaphy come into the team to help with stall seeing as it can sometimes win vs stall by itself and this could open up for maybe pup on lop and glare on serp

Thanks but I currently have done fine with the current setup against stall and never found Glare to be all that helpful on Serperior.
 
Hey bro, what an awesome you have there, congrats!!

Your team looks really nice and it doesn't seem to have any notable weaknesses I have a few improvements to suggest, the first one is using Fake Out over PuP/Encore on Lopunny, because Lopunny is pretty slow when its not mega evolved and you might don't get a free turn to mega evolve it against some kinds of offensive teams, so Fake Out will help you a lot in these sittuations.

Also, your team looks way better w/ Talonflame than w/ Volcarona, Talonflame has a better niche in this metagame and it can also help you w/ his strong priority + STAB move w/o setup.

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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch/Encore

Besides that, your team seems really good! Good Job!
 
Tiny nitpick, you can change Serp's attack to 0 because Hidden Power is fixed at 60 this generation.
 
Hey, nice team.
I really like how Hippowdon comes in on Lopunny, tries to Slack Off and you just encore it, so you can go for Power-Up-Punches.
I'd honestly run Psyshock on Starmie, because you can hit SpD Pokemon better, like Chansey, Raikou and Tornadus-T. There are many Calm Mind users in OU, so if Keldeo gets a sub and goes for Calm Mind, you can still hit it very hard.
I'd use Latios>Starmie though, just because it is an answer to Charizard Y and Keldeo and Ghost Types can't block your hazard removal. Lati also improves the matchup against fast electrics a little bit.
 
Hey, nice team.
I really like how Hippowdon comes in on Lopunny, tries to Slack Off and you just encore it, so you can go for Power-Up-Punches.
I'd honestly run Psyshock on Starmie, because you can hit SpD Pokemon better, like Chansey, Raikou and Tornadus-T. There are many Calm Mind users in OU, so if Keldeo gets a sub and goes for Calm Mind, you can still hit it very hard.
I'd use Latios>Starmie though, just because it is an answer to Charizard Y and Keldeo and Ghost Types can't block your hazard removal. Lati also improves the matchup against fast electrics a little bit.

I'll try out Psyshock on Starmie as I'd rather keep it around for now as it really compliments my Talonflame and Serperior. I agree that despite everyone raving about Fake Out I really like Encore screwing over Hippowdon who I've seen a lot of as well as screwing over DD Charizard X.
 
Hey, you asked me to rate this team a few days ago so here I am! Although I don't have that many suggestions as the rates above did a really nice job of mending a few of the flaws of the build, there's still a bit more that can definitely be optimized!
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What I like about this build is the fact that it breaks common defensive cores and checks to SD Talon (your main way of sweeping alongside Scizor) with your powerful breakers leaving a nice matchup against Offense with Talonflame + M-Lopunny. Firstly, you don't have much of an answer to Offensive Electrics, specifically Mega Manectric as it is capable of OHKOing pretty much everything on your team, and nothing outspeeds it, besides your priority users which can't do much to it. Although your initial Keldeo switch-in being Starmie has access to Recover to check it throughout the match, you'd be forced to get rid of a coverage move which would give it less capabilities of threatening varied Pokémon. Offensive Starmie also gets whittled very easily by switching into resisted hits such as Scald or Lava Plume repeatedly, making you unable to check what you're meant to. To help with these problems, I agree with the recommendation from the previous rate on running Latias > Starmie. This change maintains a solid form of hazard removal, as well as a consistent check to the previously mentioned threats.

As this is Offense, Sand / strong physical attackers like SD Bisharp, SD Talonflame, and Earth Plate Landorus-T cause a ton of problems as your main way of checking them is TankChomp which generally gets overwhelmed and pressured to check everything at once, causing the team to either get swept or easily broken down; Set-up sweepers that TankChomp is meant to check like Mega Gyarados, Mega Tyranitar, Mega Lopunny, and Mega Scizor frequently pressure it. Using a Defensive Landorus-T > Garchomp is beneficial. This would grant you a pivoting core between Scizor in order to bring in your wallbreakers freely and gaining a more consistent ground check which is mandatory to not get swept easily.

You would lose a way of pressuring common priority users such as Azumarill, Scizor, Breloom and Talonflame, but the team deals with them efficiently anyways through pressure and your own priority. Also, you would be more vulnerable to SD Bisharp with this change. Modifying your Talonflame set to Acrobatics / Roost / Will-O-Wisp / Swords Dance is optional but not mandatory to cripple relevant switchins to it such as Hippowdon, Garchomp, and Landorus-T while dealing with SD Bisharp and opting for longevity > power with Acrobatics, but keeping your original set is fine as you have some counterplay against Bisharp.

A small nitpick I have is changing Taunt to Glare on Serperior. This is the main way you deal with Rain Offense to an extent, and paralyzing Rain abusers like Tornadus-Therian would give you a better way of dealing with them. I feel like Taunt isn't needed either as you pressure defensive backbones with the sheer force and power of most of your members. Although this may seem like a very unorthodox decision, I'd recommend changing your Scizor's EV Spread to 248 HP / 76 Def / 184 SpD alongside Scizorite. The added SpD investment would avoid 2HKO's from many threatening Pokémon such as Gengar, Mega Alakazam, Latios and Mega Diancie while still avoiding the 2HKO against Weavile and M-Metagross. The finer details of Scizorite will be explained under the Sets tab!
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Latias @ Life Orb | Levitate
Timid Nature | 152 HP / 104 SpA / 252 Spe
• Draco Meteor
• Psyshock
• Defog
• Recover

A bulkier Latias spread is used here to consistently check Offensive Electric types and Keldeo better than Starmie ever would would, while maintaining a form of hazard removal and wallbreaking capabilities.

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Landorus-Therian @ Leftovers | Intimidate
Impish Nature | 248 HP / 252 Def / 8 SpD
• Earthquake
• U-Turn
• Stone Edge
• Stealth Rock

Defensive Landorus-T was chosen to provide an excellent defensive pivot, while checking a lot of relevant threats in the current metagame better than Garchomp would, especially because of it's immunity to Ground attacks.

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Seperior @ Leftovers / Miracle Seed | Contrary
Timid Nature | 252 SpA / 252 Spe / 4 SpD
• Leaf Storm
• Dragon Pulse
• Hidden Power Fire
• Glare

Glare was chosen over Taunt on Serperior to improve your match-up against Rain Offense, it also slows down common switch-ins such as Tornadus-T or Scarf Heatran which would provide many set-up opportunities with its secondary effect. About taunt, it really only helps against preventing Defog against Lati@s as its really the only Defog abuser that has to risk a 50/50 in order to beat Serperior; Your team exerts enough pressure against defensive cores to not need Taunt and would rather like the assistance of Glare.

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Scizor @ Scizorite | Technician
Careful Nature | 248 HP / 76 Def / 184 SpD
• U-Turn
• Swords Dance
• Bullet Punch
• Roost

As explained in the individual rate, I'll mention the benefits of Scizorite over no item or Leftovers. First off, with Leftovers, you'd be forced to run a more defensively inclined spread to consistently beat Weavile and losing ground to strong special attackers. (As this is your Weavile check, you'd lose leftovers making you get 2hko'd by said special attacking threats mentioned in the rate)

To fix this, Scizorite was added as counterplay, reducing Knock Off damage as its item cannot be removed and allowing a more SpD inclined spread in order to check said threats above. Secondly, if you played badly and you're forced to sack Lopunny in a scenario, the added bulk from Scizorite will greatly help in making it a sturdier win condition and check to a plethora of threats. And lastly, it cannot be tricked.

As this was one of my first requested rates, I worked hard on it despite there being not too much to change and had a ton of fun in the process of the rate as well, GL with the team!
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Hey, you asked me to rate this team a few days ago so here I am! Although I don't have that many suggestions as the rates above did a really nice job of mending a few of the flaws of the build, there's still a bit more that can definitely be optimized!
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What I like about this build is the fact that it breaks common defensive cores and checks to SD Talon (your main way of sweeping alongside Scizor) with your powerful breakers leaving a nice matchup against Offense with Talonflame + M-Lopunny. Firstly, you don't have much of an answer to Offensive Electrics, specifically Mega Manectric as it is capable of OHKOing pretty much everything on your team, and nothing outspeeds it, besides your priority users which can't do much to it. Although your initial Keldeo switch-in being Starmie has access to Recover to check it throughout the match, you'd be forced to get rid of a coverage move which would give it less capabilities of threatening varied Pokémon. Offensive Starmie also gets whittled very easily by switching into resisted hits such as Scald or Lava Plume repeatedly, making you unable to check what you're meant to. To help with these problems, I agree with the recommendation from the previous rate on running Latias > Starmie. This change maintains a solid form of hazard removal, as well as a consistent check to the previously mentioned threats.

As this is Offense, Sand / strong physical attackers like SD Bisharp, SD Talonflame, and Earth Plate Landorus-T cause a ton of problems as your main way of checking them is TankChomp which generally gets overwhelmed and pressured to check everything at once, causing the team to either get swept or easily broken down; Set-up sweepers that TankChomp is meant to check like Mega Gyarados, Mega Tyranitar, Mega Lopunny, and Mega Scizor frequently pressure it. Using a Defensive Landorus-T > Garchomp is beneficial. This would grant you a pivoting core between Scizor in order to bring in your wallbreakers freely and gaining a more consistent ground check which is mandatory to not get swept easily.

You would lose a way of pressuring common priority users such as Azumarill, Scizor, Breloom and Talonflame, but the team deals with them efficiently anyways through pressure and your own priority. Also, you would be more vulnerable to SD Bisharp with this change. Modifying your Talonflame set to Acrobatics / Roost / Will-O-Wisp / Swords Dance is optional but not mandatory to cripple relevant switchins to it such as Hippowdon, Garchomp, and Landorus-T while dealing with SD Bisharp and opting for longevity > power with Acrobatics, but keeping your original set is fine as you have some counterplay against Bisharp.

A small nitpick I have is changing Taunt to Glare on Serperior. This is the main way you deal with Rain Offense to an extent, and paralyzing Rain abusers like Tornadus-Therian would give you a better way of dealing with them. I feel like Taunt isn't needed either as you pressure defensive backbones with the sheer force and power of most of your members. Although this may seem like a very unorthodox decision, I'd recommend changing your Scizor's EV Spread to 248 HP / 76 Def / 184 SpD alongside Scizorite. The added SpD investment would avoid 2HKO's from many threatening Pokémon such as Gengar, Mega Alakazam, Latios and Mega Diancie while still avoiding the 2HKO against Weavile and M-Metagross. The finer details of Scizorite will be explained under the Sets tab!
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Latias @ Life Orb | Levitate
Timid Nature | 152 HP / 104 SpA / 252 Spe
• Draco Meteor
• Psyshock
• Defog
• Recover

A bulkier Latias spread is used here to consistently check Offensive Electric types and Keldeo better than Starmie ever would would, while maintaining a form of hazard removal and wallbreaking capabilities.

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Landorus-Therian @ Leftovers | Intimidate
Impish Nature | 248 HP / 252 Def / 8 SpD
• Earthquake
• U-Turn
• Stone Edge
• Stealth Rock

Defensive Landorus-T was chosen to provide an excellent defensive pivot, while checking a lot of relevant threats in the current metagame better than Garchomp would, especially because of it's immunity to Ground attacks.

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Seperior @ Leftovers / Miracle Seed | Contrary
Timid Nature | 252 SpA / 252 Spe / 4 SpD
• Leaf Storm
• Dragon Pulse
• Hidden Power Fire
• Glare

Glare was chosen over Taunt on Serperior to improve your match-up against Rain Offense, it also slows down common switch-ins such as Tornadus-T or Scarf Heatran which would provide many set-up opportunities with its secondary effect. About taunt, it really only helps against preventing Defog against Lati@s as its really the only Defog abuser that has to risk a 50/50 in order to beat Serperior; Your team exerts enough pressure against defensive cores to not need Taunt and would rather like the assistance of Glare.

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Scizor @ Scizorite | Technician
Careful Nature | 248 HP / 76 Def / 184 SpD
• U-Turn
• Swords Dance
• Bullet Punch
• Roost

As explained in the individual rate, I'll mention the benefits of Scizorite over no item or Leftovers. First off, with Leftovers, you'd be forced to run a more defensively inclined spread to consistently beat Weavile and losing ground to strong special attackers. (As this is your Weavile check, you'd lose leftovers making you get 2hko'd by said special attacking threats mentioned in the rate)

To fix this, Scizorite was added as counterplay, reducing Knock Off damage as its item cannot be removed and allowing a more SpD inclined spread in order to check said threats above. Secondly, if you played badly and you're forced to sack Lopunny in a scenario, the added bulk from Scizorite will greatly help in making it a sturdier win condition and check to a plethora of threats. And lastly, it cannot be tricked.
As this was one of my first requested rates, I worked hard on it despite there being not too much to change and had a ton of fun in the process of the rate as well, GL with the team!
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Thanks for the rate. I'll give Latias a try since a replacement for Starmie has been recommended twice now. Replacing Garchomp is gonna be harder on me as I have a biased against the genie trio but I will probably just get yelled at for said dumb bias though still I'd like to use Garchomp or an alternative to the genies lol. This is the second time Glare has also been recommended though I feel a bit better about using it with a more clear explanation to it's advantages over taunt for the team. The Scizor suggestion is very unorthadox as I've never seen two Megas on a team ever but it does add a nice element of surprise and makes sense being a Knock Off prevention from Weavile.

I'll test out these suggestions and change my OP according to which ones I feel fit. Also yay for post number 500
 
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