ORAS OU Hazard Stacking Balance by Gomo( 1800+ Peak 25th)

Hi there, Smogon Forum. It's been a while since I created this team, but since it's peak went a little higher, the meta has changed and I now have a huge amount of replays to showcase, I felt it wouldn't be a problem to bump this RMT and give it a proper threat-list. This is a team based on the concept of a hazard stacking core, coupled with Pokemons that are able to abuse the pressure created by multiple layers of hazards. Feel free to leave suggestions and opinions.
gRwsD.jpg

dragalge.gif

Komodo (Dragalge) (M) @ Black Sludge
Ability: Adaptability
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Sludge Bomb
- Toxic Spikes
- Hidden Power [Fire]
- Draco Meteor

Dragalge is one of the components of the Hazard Stacking Core that I chose to build this team around. In my opinion, this is the best Toxic Spiker avaiable in OU, due to it's huge offensive presence, great typing and decent defenses. Deals with a lot of Water Types that the rest of the team has problems with, weakens walls, serves as an extra check to Fairy types...just a great asset to the team overall. The EVs maximize special attack, with enough speed to outspeed minimum speed Azumarill. I choose Sludge Bomb over Sludge Wave as the power drop isn't relevant when hazards are present, and the increased chance to poison is useful against things like Specially Defensive Zapdos, but it's up to personal preference.


skarmory.gif

Arryn (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Skarmory is the second component of the Hazard Stacking Core. It resists all of Dragalge's weaknesses barring Ice, checks the Fairy Types that Dragalge can't handle(Mega Diancie, Mega Gardevoir, Mega Altaria packing Earthquake...), and acts as a Phazer and Shuffler, which is great when coupled with the hazards. A Specially Defensive Set was chosen in order to be able to better check Mega Gardevoir and Tornadus-T. Max EVs in Special Defense are enough to almost always avoid a 2HKO from Timid Mega Gardevoir's Focus Blast and Life Orb Tornadus-T not packing Heat Wave, so an Impish Nature was chosen to better deal with many physical attackers.


hippowdon.gif

Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge

Hippowdon is the third and last member of the Hazard Stacking Core. He was chosen due to it's remarkable mixed bulk, capability to safely switch into Pokemon that would like to Volt Switch all over the other members and access to both Stealth Rocks and reliable recovery. The EV spread is standart and probably the most popular Hippowdon set, with enough Special Bulk to avoid 2HKOs from Mega Manectric and Thundurus' Hidden Power Ice, while also having great Physical Bulk to take on a huge number of pokemon that don't have a super effective STAB. Hippo was also chosen in order to check Talonflame, which troubles the rest of the team immensely.


lopunny-mega.gif

Riven (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch

With the core completed, I started to think about Pokemon that would benefit the most from hazards, and it's not hard to see why Mega Lopunny was chosen. It has amazing speed, great attack and two STAB moves with huge Base Power that, when coupled with Scrappy, provide perfect neutral coverage. Fake Out forces a lot of Pokemon out, which helps racking up residual damage, and makes defensive Pokemon take one extra turn of Toxic Spikes damage if those are up. I felt like Power-Up Punch was better on this team than Ice Punch, as it helps pressure Defoggers like Skarmory, Zapdos and Mandibuzz. Max Speed with a Jolly Nature speed ties with opposing Mega Lopunny and Mega Manectric, and outspeeds common Pokemon like Tornadus-T and Weavile.


starmie.gif

Stella (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

I felt like a Rapid Spinner was absolutely necessary on this team in order to stop opposing teams from hazard stacking while also mantaining my hazards up. As Excadrill's speed is lackluster outside of Sand and I didn't want another Defensive Pokemon, offensive Starmie was the way to go. It's incredibly hard to switch into this Pokemon due to Analytic boost, and it's high speed makes it easy to Rapid Spin against most teams. Hydro Pump was chosen as Starmie's most powerful STAB move. Ice Beam reliably deals with Pokemon that can give Lopunny a hard time, such as Landorus-T, Garchomp and Gliscor. Thunderbolt was chosen over a Psychic STAB as Conkeldurr, Mega Venusaur and Amoonguss were already dealt with by other members of the team, and the ability to deal with Slowbro is greatly appreciated on this team.


victini.gif

Kratos (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn

I opted not to go for a Hazard Protecting Core(Spin Blocker+Defiant), but I still needed a way to heavily punish teams from removing my hazards. Choice Banded Victini has very few safe switch-ins, putting a huge dent or downright nuking anything on the receiving end of it's V-Create or Bolt Strike(in case of Water Types). Even though Victini's Psychic Typing leaves it prone to being pursuit trapped, I felt like a better match up against Mega Sableye stall was needed( as I hate facing this teams and they are fairly common). However, this slot is very open to changes.


manaphy.gif


Manaphy is annoying to deal with, since it gets free switches on both Hippowdon and Skarmory, isn't 0HKOd by anything and nothing on my team can take a boosted hit from it if it has the proper coverage. It is needed to wear it down with hazards and/or switch to something that can put a dent on it in the set-up turn.

starmie.gif


Probably the biggest threat to my team, either Starmie set provides a different kind of headache to my team. The offensive one completely obliterates my core and is too fast to be reliably revenged by anything barring Lopunny(and Lop still needs to Fake-Out if not yet Mega-Evolved), but lacks the longevity to be a problem for too long. The defensive one can be somewhat checked with Dragalge and revenged by my own Starmie or even Victini(in case of an emergency), but if played correctly can stop hazard stacking for the entire match.

rotom-wash.gif


I'm starting to see a pattern with water types...Rotom-W is immune to Spikes and Toxic Spikes, puts a lot of pressure on my Rock-Setter and can take one-on-one any of my team members barring Dragalge. It is needed to wear it down with Fake-Outs, U-turns, Toxic or Sandstorm damage before one of the offensive Mons can break through it.


kyurem-black.gif
medicham-mega.gif
hoopa.gif

(Unprofessional Sprite, but I have no idea how to put Hoopa-Unbound xD)
Brutal wallbreakers for which I lack a counter can be quite problematic if I fail to stack my hazards. Keeping the offensive momentum is needed against those monsters, and sometimes you can abuse obvious switches in order to pull doubles into Victini or other appropriate offensive Pokemon of yours.
Komodo (Dragalge) (M) @ Black Sludge
Ability: Adaptability
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Sludge Bomb
- Toxic Spikes
- Hidden Power [Fire]
- Draco Meteor

Arryn (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

Riven (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch

Stella (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin

Kratos (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
 
Last edited:
Hi,

when building a hazard stacking team, there are a few things to take into consideration
1. spinblocking
2. defiant to discourage defog
3. powerful mons that can really take advantage of the pressure from the hazard stacking

I would highly suggest you replace Dragalge with Bisharp, as it is able to deter the removal of entry hazards via Defog thanks to Defiant.
625.png

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Next would be replacing Victini with Gengar, which allows you to spinblock - also helps weaken stall somewhat.
94.png

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Good luck!
 
Hi,

when building a hazard stacking team, there are a few things to take into consideration
1. spinblocking
2. defiant to discourage defog
3. powerful mons that can really take advantage of the pressure from the hazard stacking

I would highly suggest you replace Dragalge with Bisharp, as it is able to deter the removal of entry hazards via Defog thanks to Defiant.
625.png

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Next would be replacing Victini with Gengar, which allows you to spinblock - also helps weaken stall somewhat.
94.png

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Good luck!

I appreciate the suggestion, and I understand why you say that, but as I mentioned in the Victini comment, I prefer the better match up against Sableye Stall. As of removing Dragalge, this would make the team extremely weak to the likes of Keldeo. I prefer to keep my hazards up by pressuring my opponent than dedicating 2 team slots for said task.(Specially considering that Gengar is a little bit of a suicidal Spin Blocker)
 
hello, nice hazard stacking team you have there, let's try to improve it :)
First of all i think you need two slight changes: your spiker and your rock setter.
you said you lack starmie and kyu-b switch-ins, well ferrothorn makes a solid one while still checking pretty much what skarmory checks like fairies and many setup sweepers. The other suggestion is tankchomp>hippo, in this team it is important not to leave your opponent without pressure and let him get rid of your hazards with ease,well a passive mon like hippo makes it super easy for your opponent to find a free turn and defog away everything. Chomp fixes that making a blanket check for everything physical, offering more offensive presence and synergizing well with hazards thanks to dragon tail.
Now, to help you keeping hazards away from you more consistently,to earn another reliable water resist and a solid check to keldeo which really hurts you atm i think you should change starmie set into the bulky one.
At this point even if i changed two mons the team is pretty much the same, what i feel like you need at this point is a clear win condition.lopunny is great to handle offense, so i thought about something that could capitalize lopunny's job paired with the pressure of EH to wreck slower cores. i decided to pick SD lucario, it's powerful STAB close combat are really difficult to handle especially if you get tons of damage when you switch-in and with espeed can easily clean weakened teams, furthermore it makes a nice fight core with lopunny and they can wear down each other's counters.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

2 STABs to handle setup sweepers and fairies and also water types


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

evs to outspeed jolly loom and sharp, fire blast dents skarm and ferro.


Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin


Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

double STAB + adamant for max damage, jolly can be used if you prefer

that's it, hope i was helpful n_n
 
hello, nice hazard stacking team you have there, let's try to improve it :)
First of all i think you need two slight changes: your spiker and your rock setter.
you said you lack starmie and kyu-b switch-ins, well ferrothorn makes a solid one while still checking pretty much what skarmory checks like fairies and many setup sweepers. The other suggestion is tankchomp>hippo, in this team it is important not to leave your opponent without pressure and let him get rid of your hazards with ease,well a passive mon like hippo makes it super easy for your opponent to find a free turn and defog away everything. Chomp fixes that making a blanket check for everything physical, offering more offensive presence and synergizing well with hazards thanks to dragon tail.
Now, to help you keeping hazards away from you more consistently,to earn another reliable water resist and a solid check to keldeo which really hurts you atm i think you should change starmie set into the bulky one.
At this point even if i changed two mons the team is pretty much the same, what i feel like you need at this point is a clear win condition.lopunny is great to handle offense, so i thought about something that could capitalize lopunny's job paired with the pressure of EH to wreck slower cores. i decided to pick SD lucario, it's powerful STAB close combat are really difficult to handle especially if you get tons of damage when you switch-in and with espeed can easily clean weakened teams, furthermore it makes a nice fight core with lopunny and they can wear down each other's counters.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

2 STABs to handle setup sweepers and fairies and also water types


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

evs to outspeed jolly loom and sharp, fire blast dents skarm and ferro.


Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin


Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

double STAB + adamant for max damage, jolly can be used if you prefer

that's it, hope i was helpful n_n

I believe the changes you suggested would leave the team extremely weak to Mega Manectric xD. What makes me not want to put Garchomp and Ferrothorn in this team are their popularity and 4x weaknesses, which means that all teams are well prepared to deal with these Mons. Not having Instant Recovery is also a little bit problematic. A Defensive Starmie could work and was considered, but the sinergy that offensive Starmie has with hazards is just too good to pass as far as my playstyle goes. That being said, I really like the Lucario suggestion and will try it out soon
 
Last edited:
Hi,

when building a hazard stacking team, there are a few things to take into consideration
1. spinblocking
2. defiant to discourage defog
3. powerful mons that can really take advantage of the pressure from the hazard stacking

I would highly suggest you replace Dragalge with Bisharp, as it is able to deter the removal of entry hazards via Defog thanks to Defiant.
625.png

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Next would be replacing Victini with Gengar, which allows you to spinblock - also helps weaken stall somewhat.
94.png

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Good luck!
hello, nice hazard stacking team you have there, let's try to improve it :)
First of all i think you need two slight changes: your spiker and your rock setter.
you said you lack starmie and kyu-b switch-ins, well ferrothorn makes a solid one while still checking pretty much what skarmory checks like fairies and many setup sweepers. The other suggestion is tankchomp>hippo, in this team it is important not to leave your opponent without pressure and let him get rid of your hazards with ease,well a passive mon like hippo makes it super easy for your opponent to find a free turn and defog away everything. Chomp fixes that making a blanket check for everything physical, offering more offensive presence and synergizing well with hazards thanks to dragon tail.
Now, to help you keeping hazards away from you more consistently,to earn another reliable water resist and a solid check to keldeo which really hurts you atm i think you should change starmie set into the bulky one.
At this point even if i changed two mons the team is pretty much the same, what i feel like you need at this point is a clear win condition.lopunny is great to handle offense, so i thought about something that could capitalize lopunny's job paired with the pressure of EH to wreck slower cores. i decided to pick SD lucario, it's powerful STAB close combat are really difficult to handle especially if you get tons of damage when you switch-in and with espeed can easily clean weakened teams, furthermore it makes a nice fight core with lopunny and they can wear down each other's counters.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

2 STABs to handle setup sweepers and fairies and also water types


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

evs to outspeed jolly loom and sharp, fire blast dents skarm and ferro.


Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin


Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

double STAB + adamant for max damage, jolly can be used if you prefer

that's it, hope i was helpful n_n

Not trying to bump this thread, but I would like to inform to the people that gave their suggestions that I tested them and got better results with the original team. Nevertheless, I appreciate the help.
 
Hello ^_^
I'll try to make some quick suggestions since I'm on mobile at the moment
Sludge Wave>Sludge Bomb on Dragalge
Skarmory already has very high physical bulk, so Careful should be the nature of choice to deal with Modest Megavoir
Hope I helped n_n
 
Hello ^_^
I'll try to make some quick suggestions since I'm on mobile at the moment
Sludge Wave>Sludge Bomb on Dragalge
Skarmory already has very high physical bulk, so Careful should be the nature of choice to deal with Modest Megavoir
Hope I helped n_n

My thoughts about Sludge Bomb over Sludge Wave are the following: Sludge Wave's damage is ~5.6% higher than Sludge Bomb's. That power increase, even though it's really small, helps in a few 0HKOs and 2HKOs, so you could use it. However, in the games that I had that power increase didn't make a difference, as the presence of hazards seal the deal. Sludge Bomb has 3 times the chance that Sludge Wave has of poisoning, however, and such detail oftenly helps me wear down walls that would be hard to deal with otherwise(Like Specially Defensive Zapdos or Slowbro when coupled with Amoonguss, as this replay shows http://replay.pokemonshowdown.com/ou-274907993). As of Careful over Impish on Skarmory, I disagree with you there. I know it's the Smogon set, but the lack of a Defense boosting nature makes Skarmory vulnerable to a multitude of physical threats that it needs to stop on this team, like Weavile, Feraligatr and Gyarados, which can easily 2HKO Careful Skarmory with just a small bit of prior damage if not running an Impish Nature, and can't be stopped my Hippowdon. That being said, thanks for the suggestions and for stopping by ^^
 
Nice team, but I would use pursuit Bisharp>Victini

Pursuit is really good on hazard stack teams because the most notable spinners/defoggers in the tier are lati@s and starmie, which are succeptable to getting trapped after just a little bit of prior damage. Bisharp is not as powerful as victini, but it still punishes switchins with knock off, removing their item. You also have defiant which makes defog users think twice before they try to get rid of you're hazards, and sucker punch to take out dragon dancers after they get weakened a bit. This does however make you weaker to sableye stall, but gives you a better way to deal with gothitelle stall, which looks like it would be a bigger threat to the team as you have both dragalge and lopunny which beat it 1v1 and quite a few mons that would be crippled by a choice scarf.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch
 
Nice team, but I would use pursuit Bisharp>Victini

Pursuit is really good on hazard stack teams because the most notable spinners/defoggers in the tier are lati@s and starmie, which are succeptable to getting trapped after just a little bit of prior damage. Bisharp is not as powerful as victini, but it still punishes switchins with knock off, removing their item. You also have defiant which makes defog users think twice before they try to get rid of you're hazards, and sucker punch to take out dragon dancers after they get weakened a bit. This does however make you weaker to sableye stall, but gives you a better way to deal with gothitelle stall, which looks like it would be a bigger threat to the team as you have both dragalge and lopunny which beat it 1v1 and quite a few mons that would be crippled by a choice scarf.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Swords Dance
- Iron Head
- Sucker Punch

Thanks for the suggestion, and I really recommend using Bisharp over Victini if you feel more confortable with this Pokemon. I personally avoid using Bisharp on my teams as I tend to suck on Sucker Punch/Pursuit fifty-fifties, and I love the sheer power that Victini provides to this team, which, with a fitting playstyle, can pressure the opponent to a point where removing hazards results in losing a Pokemon.
 
It's been a while since I created this team, but since it's peak went a little higher, the meta has changed and I now have a huge amount of replays to showcase, I felt it wouldn't be a problem to bump this RMT and give it a proper threat-list. If I was mistaken, sorry about the necro
 
Hi nice team you got there.

The fact that you run Skarmory+Hippowdon+Dragalgae to hazard stack is a really nice concept, plus I love that you've gone with M-Lopunny as your mega of choice since it's brilliant speed and attack Stat allow it to clean up vs many teams. Starmie is your spinner so that you don't remove your own hazards is respectable.

However, this leaves you susceptible to certain threats such as Keldeo, Manaphy, Charizard-Y, Fairy-types, Kyurem-B, and so on.

ferrothorn.png
>
skarmory.png
Hence my first change would be Ferrothorn over Skarmory. Kyurem-B and TG Manaphy decimate as of now, Ferrothorn acts as a really solid check to the two. You even retain Spikes support and a Fairy resist while gaining a Water resist in return. Yeah you lose out on phazing but I think this is necessary to patch up some holes in your team.

talonflame.png
>
victini.png
This gives you a switch in to Charizard-Y, which dismantles your team pretty easily, plus it can spread WoW go wear down M-Lopunny's checks such as Landorus, Garchomp, Hippowdon. You can opt for an SD set to function as a potential win condition or you can go customize its moveset to your liking. Also helps vs Gengar, M-Alakazam, and Serperior which are threats.

starmie.png
Since Starmie is effectively your only Keldeo check (Dragalgae is worn down so easily with Secret Sword), it's important that its longevity is as extended as it can be. Bulky Starmie is an excellent check to Keldeo, can spin away hazards very nicely, and doesn't get that worn down due to access to Leftovers and Recover.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp
 
Hi nice team you got there.

The fact that you run Skarmory+Hippowdon+Dragalgae to hazard stack is a really nice concept, plus I love that you've gone with M-Lopunny as your mega of choice since it's brilliant speed and attack Stat allow it to clean up vs many teams. Starmie is your spinner so that you don't remove your own hazards is respectable.

However, this leaves you susceptible to certain threats such as Keldeo, Manaphy, Charizard-Y, Fairy-types, Kyurem-B, and so on.

ferrothorn.png
>
skarmory.png
Hence my first change would be Ferrothorn over Skarmory. Kyurem-B and TG Manaphy decimate as of now, Ferrothorn acts as a really solid check to the two. You even retain Spikes support and a Fairy resist while gaining a Water resist in return. Yeah you lose out on phazing but I think this is necessary to patch up some holes in your team.

talonflame.png
>
victini.png
This gives you a switch in to Charizard-Y, which dismantles your team pretty easily, plus it can spread WoW go wear down M-Lopunny's checks such as Landorus, Garchomp, Hippowdon. You can opt for an SD set to function as a potential win condition or you can go customize its moveset to your liking. Also helps vs Gengar, M-Alakazam, and Serperior which are threats.

starmie.png
Since Starmie is effectively your only Keldeo check (Dragalgae is worn down so easily with Secret Sword), it's important that its longevity is as extended as it can be. Bulky Starmie is an excellent check to Keldeo, can spin away hazards very nicely, and doesn't get that worn down due to access to Leftovers and Recover.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock

Talonflame
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Will-O-Wisp

Thanks for the compliments and suggestions. All suggestions seem pretty solid and I will surely test them out. I like the idea of changing Skarmory for Ferrothorn. It agravates some problems, such as Weavile, Bisharp, Mega-Alakazam/Mega-Gardevoir/Gengar(wearing proper glasses is required in order to hit Focus-Blast for those last three), but most of them are checked by your Talonflame suggestion. However, I feel like I need to point out one thing: this will make the team extremely passive, which makes keeping hazards on the opponent's side of the field a very hard task. Testing is required, but this might reduce the overall effectiveness of the team.
 
Hey cool team, but I have a few changes that could help. Looking at your threat list, you explain that you're weak to rotom-w, starmie, and manaphy. Because of this weakness you should replace dragalge with kyurem-b. I love the idea of triple hazards and I have used team like this alot, but the utility offered by kyurem-b is too great to pass up imo. Kyurem-B handles 3 of the biggest threats to your team and helps you defeat defensive threats such as garchomp, lando-t, and slowbro. With both kyu-b and victini as your wallbreakers, mega lopunny will also find it easier to finish off defensive teams and have less walls in the way. The only downside is that azu and keldeo pressure your team a bit more, but you have enough ways to play around them.

Even with kyu-b, defensive grounds such as lando-t, garchomp, and gliscor, are huge defensive threats as no one would allowed them to be killed if they see both victini and mega lop in team preview. I would run Ice Punch over Power-up-Punch as this will allow you to weaken or kill these defensive ground types, allowing for an easier time for both mega lop and victini. As with these bulky grounds gone, victini gets a kill almost every time it switches in, and the few bulky water type that can take victini on are also checked by kyu-b. So not only does this change benefit mega lop, but it also benefits the team as it makes pressuring defensive builds easier and pressuring ground type hazard setters a lot easier.

kyurem-black.png

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

:]
 
Hey cool team, but I have a few changes that could help. Looking at your threat list, you explain that you're weak to rotom-w, starmie, and manaphy. Because of this weakness you should replace dragalge with kyurem-b. I love the idea of triple hazards and I have used team like this alot, but the utility offered by kyurem-b is too great to pass up imo. Kyurem-B handles 3 of the biggest threats to your team and helps you defeat defensive threats such as garchomp, lando-t, and slowbro. With both kyu-b and victini as your wallbreakers, mega lopunny will also find it easier to finish off defensive teams and have less walls in the way. The only downside is that azu and keldeo pressure your team a bit more, but you have enough ways to play around them.

Even with kyu-b, defensive grounds such as lando-t, garchomp, and gliscor, are huge defensive threats as no one would allowed them to be killed if they see both victini and mega lop in team preview. I would run Ice Punch over Power-up-Punch as this will allow you to weaken or kill these defensive ground types, allowing for an easier time for both mega lop and victini. As with these bulky grounds gone, victini gets a kill almost every time it switches in, and the few bulky water type that can take victini on are also checked by kyu-b. So not only does this change benefit mega lop, but it also benefits the team as it makes pressuring defensive builds easier and pressuring ground type hazard setters a lot easier.

kyurem-black.png

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

:]
Ice Punch over Power-up-Punch is something I've been considering for quite a while. I will probably not change that, however, since I would usually avoid hitting Garchomp either way, as Rough Skin+Rocky Helmet leaves Lopunny vulnerable to quite a lot of priorities, which is extremely problematic for my main cleaner. Kyurem-Black is a Pokemon that I trully enjoy using, and I will consider making this change. However, this change can't be made at all if Starmie remains offensive, as the team would be significantly more vulnerable to hazards and to Keldeo. Thanks for rating ^^
 
Looking at your team I def feel like Victini is the weak link, but on the flip side, I can't think of anything to replace it with. Only thing that came to mind was Breloom. (Specifically the cb technician set, it does the same job with different coverage, and might actually be better if they ban sablenite) The thing is, looking at your replays, I feel like your team has the tools to deal with your threats. Especially that battle against the team with both Kyurem-B and rotom-w, you used the Pokémon you had to the best of their abilities. Your playstyle was able to capitalize on those threats. Considering however, the massive amount of time it took you to break M-Venusaur, I definitely agree with the Ice-Punch over power up punch suggestion. I def agree with avoiding punching garchomp, but it would be a good idea to pack something you can use to nail Lando T and Venusaur
 
Looking at your team I def feel like Victini is the weak link, but on the flip side, I can't think of anything to replace it with. Only thing that came to mind was Breloom. (Specifically the cb technician set, it does the same job with different coverage, and might actually be better if they ban sablenite) The thing is, looking at your replays, I feel like your team has the tools to deal with your threats. Especially that battle against the team with both Kyurem-B and rotom-w, you used the Pokémon you had to the best of their abilities. Your playstyle was able to capitalize on those threats. Considering however, the massive amount of time it took you to break M-Venusaur, I definitely agree with the Ice-Punch over power up punch suggestion. I def agree with avoiding punching garchomp, but it would be a good idea to pack something you can use to nail Lando T and Venusaur
Thanks for stopping by. I don't think I've ever seen Choice Banded Breloom, so I don't feel able to evaluate without an importable. However, Breloom traditionally has trouble pressuring a large portion of the popular defoggers, which might be problematic(stopping Excadrill's spin in Sand is nice, though). About the Ice Punch comment, I believe you are mistaken, friend. Mega-Venusaur has Thick Fat, halving Ice Punch's damage and making it a 75 BP move. Even without the Thick Fat it would still do less than STAB Return. Lando-T is a very important target, but I feel like Toxic Hippo and Skarmory deal with it well enough
 
Ah my bad, forgot about thick fat.

I looked at breloom's analysis, there used to be a band set in 5th gen but I don't think it transitioned very well. It's either life orb or toxic orb, and I don't think either set really deals with venusaur or Lando T (but they may deal with rotom w.) That's why I didn't really want to post a set. It came to mind but I didn't feel like it was an answer.
 
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