ORAS UU Kiss My Eyes

How's the team?


  • Total voters
    25
I meant for that last option to be "made" not "kade." Smh I suck


Welcome again, to an RMT by McSaltine, former user: Lilligant for OU.

Cheesy introductions aside this is a team that I created with the assistance of Rattled snakes (someone tell me how to tag). With his help, I created the best team I've used so far in my Pokemon career, at least the best I've used in UU. It features the relatively new Gardevoir who, surprisingly, doesn't get much usage. It's quite the monster if I do say so myself.

I always do a long ass prologue on my RMTs so let's just get to the team.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

250px-282Gardevoir.png


Google Me (Gardevoir) (F) @ Choice Scarf
Ability: Trace
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast

(This is what I brought you)

Scarf Gardevoir is quite a monster. With such a high base SpA and a terrifyingly diverse movepool, it's kind of hard to pinpoint exactly what set it is running. People usually have to guess the set, whether it be Scarf, Specs, Life Orb, I even saw Will-o-wisp Gardevoir with trick room (needless to say I got my ass kicked).

This set I chose is about as standard as you can get, Dual STAB and two coverage moves. Something I noticed with Gardevoir that is pretty fun to do. If you switch in a Gardevoir into a Sharpedo Speed Boost will be traced, which is hilarious imho.
479-h.png


3rd Degree Mixtape (Rotom-Heat) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick

(This you can keep)

Since Gardevoir doesn't have a reliable way of killing steel types, a steel breaker is a necessity. So Choice Specs Rotom-Heat appeared on the team. Rotom-Heat with Specs is especially good for countering steels because most steel types run EQ for coverage, and since Rotom has levitate, your opponent either has to switch out or let the steel type die. or click X because this room is too good :]

I went with a somewhat traditional choice Rotom set, dual STAB, coverage, trick.

250px-454Toxicroak.png


Pop The Bubble (Toxicroak) (M) @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Drain Punch
- Swords Dance
- Sucker Punch

(This is what I brought, you may forget me)

This spot was originally taken by Mienshao. However, after constructing the rest of the team I noticed I was very Scald weak, and plus, Mienshao wasn't doing too much for me during the early testing stages. Swords Dance toxicroak is a staple as an anti-bulky water, easily setting up on them in most cases.

Again, I went with the standard set. The only strategy I can really give you is just pray to RNGesus that you hit your Gunk Shots (because I sure as hell don't).

250px-260Swampert.png


The Diddler (Swampert) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Scald
- Stealth Rock
- Roar
- Earthquake

(I promise to depart, just promise one thing)

An anti-setup Stealth Rock Swampert that's physically defensive just seemed so nice for the team. If a Pokemon tries setting up just roar. Hazards are a necessity for all teams nowadays, which is basically why I chose Swampert, is went well with the rest of the team. I, honesty just trying to put in words to meet the three line length requirement or my thread will be locked. I don't even know why I'm still typing.

250px-145Zapdos.png


QUITE SHOCKING (Zapdos) @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Thunderbolt
- Heat Wave
- Roost

(Kiss my ass eyes)

A hazard remover is also needed on all teams excluding Hyper Offense. Zapdos seemed the most appealing to Rattled snakes and I so we went with it. Offensive LO Defog Zapdos is a pretty good set imo. I don't enjoy using bulky Zapdos with toxic and the likes of that, it doesn't bring out the offensive potential it should have.

250px-630Mandibuzz.png


BUZZSAW RAMPAGE (Mandibuzz) @ Leftovers
Ability: Overcoat
EVs: 196 HP / 252 SpD / 60 Spe
Calm Nature
- Taunt
- Roost
- Toxic
- Foul Play

(And lay me to sleep)

A Stallbreaker is always nice to have, and Mandibuzz is the stallbreaker of choice for the team. In case you're wondering, the 60 speed is to outspeed the likes of uninvested Pokemon or Pokemon with 210 speed, like Suicune or the likes of that.

Also this is my specially defensive wall, for all that special bullshit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

And there's the there's the team. I've been waiting to make an rmt out of this for awhile since I love the team so much, I would totally make a shoutouts list but I can't figure out how to tag. The pastebin is below in case you want to use the team for yourself.

http://pastebin.com/8wzq56UA


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 
Last edited:
Hey there, McSaltine! This looks like an offensive team that would be really fun to use :). I've got some suggestions for you to help patch up a few problems.

  • So you're using offensive defog Zapdos, and I don't see a reason not to use specially offensive defog mence here instead. You already have another electric type in Rotom, so there is hardly any benefits in running Zapdos. On the other hand, Mence provides you with a new fire resist, a better fighting resist, and the intimidate ability which is really useful to have.

  • I noticed a few big problems to this team at first glance. Firstly, you have no comfortable switch into Beedrill, who outspeeds your entire team and deals at least a good chunk of damage to each. Secondly, CM Florges also does wonders against this team, and your only hard switch into it is Rotom (not very efficient at all unless you manage to trick it). DD Salamence can set up on both Zapdos and Rotom-Heat, and is very capable of having a late game sweep when pert's roar is your best answer to it. You have a mega slot open and gain a new fire resist with Salamence (one that doesn't get worn down as easily thanks to Roost), so I would suggest replacing Swampert with Mega Steelix. Steelix plays practically the same role as swampert but would be of much more use because it mitigates all of the weaknesses I pointed out. You maintain the electric immunity since it's also a ground type, you're still a defensive Stealth Rocker, and still have access to EQ and roar. In the process of making this change, you gain a hard Beedrill check, a hard Florges check, and are able to handle DD mence much more easily. Keep in mind that this somewhat expands on your MAero weakness, but only in the sense that you don't want to be switching into Earthquakes. Having Salamence's intimidate could at least help you play mind games around your opponent if needed.

  • I would suggest giving Gardevoir the specs and Rotom the scarf. It's pretty inconvenient for your scarfer to be outsped by Mega Bee/Scept/Aero, like in Gardevoir's case. Gardevoir's best set is specs for the immediate power that it provides, and Rotom is already a great answer to steels without the specs boost (see calcs below). You actually have Salamence as another way to break steels as well. This would help with that slight MAero issue that came up after the previous change. I also realize that Gardevoir was your main answer to Mega Swampert, but you are now able to play around it with Mence on your team. It's good to note that at -1, Mega Swampert is easily handled by Mandibuzz (Also see calcs below). While you're at it, you should go Thunderbolt > HP Grass on Rotom for overall better convenience in most situations. Also give both Rotom and Gardevoir 0 Attack IVs to minimize damage from Foul Play (for future reference, this applies to all pure special attackers).

252 SpA Rotom-H Overheat vs. 252 HP / 120 SpD Filter Mega Aggron: 288-339 (83.7 - 98.5%) -- guaranteed 2HKO
252 SpA Rotom-H Overheat vs. 252 HP / 252+ SpD Mega Steelix: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
-1 252+ Atk Mega Swampert Ice Punch vs. 196 HP / 0 Def Mandibuzz: 128-152 (31.2 - 37%) -- 77.9% chance to 3HKO
-1 252+ Atk Mega Swampert Waterfall vs. 196 HP / 0 Def Mandibuzz in Rain: 153-181 (37.3 - 44.1%) -- guaranteed 3HKO


  • Knock Off > Foul Play and a Careful nature on Mandibuzz would make it a better stallbreaker. You don't have any other Knock Off user on the team, so I feel that you could really benefit from this.

373.gif

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog




208.gif

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 232 HP / 16 Def / 252 SpD / 8 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Roar
- Stealth Rock




630.gif

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 196 HP / 252 SpD / 60 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Knock Off




479-heat.gif

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Thunderbolt
- Trick




282.gif

Gardevoir @ Choice Specs
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast


I hope you consider trying out these changes, and good luck with the team :)!
 
Last edited:
Hi there.

Like Manipulative, I noticed the redundancy in Rotom-H and Zapdos. However, I think Rotom is more replaceable since Zapdos provides Defog and is a more reliable Flying check. CB Krookodile > Rotom-H is a change you could make that gives you IMO a much better Steel killer since you can Pursuit trap Doublade while giving an ok Aero check. EQ also deals with Poisons to let Garde spam Moonblast easily. The set would be Pursuit/Knock Off/EQ/Stone Edge to hit Aero. Superpower is another option to KO Mamo, Abomasnow, and Hydreigon

Zap Plate/Charti Berry > Life Orb on Zapdos because Life Orb wears down Zapdos way too easily when you rely on it to check a lot like Waters, Fighting types, Steels etc. Charti Berry is an option if you find SD + Stone Edge Cobalion to be too threatening (you may) while also luring Aero, which you can never have too many checks for.

Energy Ball > Shadow Ball/Focus Blast on Gardevoir to give you a way to revenge kill Mega Swampert in the rain, which sets up on Zapdos, unboosted Croak, and even Krookodile trapped in an unfavorable move. I would remove Focus Blast since I am not a fan of relying on inaccurate moves on Choiced mons, but Shadow Ball is also replaceable since Krook beats Zong/Doublade. I also think Scarf is best on Garde since getting outsped by non-scarf Dragons sucks when she is your way of beating them.

Mandibuzz is also replaceable since Krook provides Stallbreaker support and I'm not a fan stacking Dark and Flying types when this team looks to have a slight CM Florges weakness. Beedrill is also a big threat, as Manipulative pointed out. Maybe Doublade > Mandi here can serve as a gluemon to blanket check a bunch of threats like the aforementioned ones, Snorlax, Cobalion (if you make this change don't bother with Charti Zapdos), Fighting types (watch for Knock Off), Reuniclus etc. You can try Pursuit > Sacred Sword as well to get chip damage on Beedrill primarily, as well as Flying types and bulky Psychics. Chople Berry SD Cobalion is another option if you don't wanna be too Hydra weak while still checking Bee and Florges, albeit Drill Run can 2HKO. Chople is so fighting types don't run through you since offensive Zapdos and Gard aren't the best checks. The set would probably be SD, dual STABs, and Stone Edge (on mobile so can't post sets :[ ).

You could also try Mega Pert with the same set since you don't have a Mega, but if you prefer Lefties recovery over the base stat boosts then you can keep Pert (don't wanna force a mega but we have so many good Megas in UU to use).

Hope I helped!

EDIT: CM Garde with Leftovers is another option to break past bulkier teams so all the pressure isn't put on Krook to Pursuit crucial components of their team. Dual STABs + Focus Blast is probably the way to go here with Krook handling Doublade/Zonger and getting Roared by Emp sucks
 
Last edited:
Thank you both for your ratings, I will make sure to use both of your recommendations individually or maybe Ben a combination of both.

Hi there.

Like Manipulative, I noticed the redundancy in Rotom-H and Zapdos. However, I think Rotom is more replaceable since Zapdos provides Defog and is a more reliable Flying check. CB Krookodile > Rotom-H is a change you could make that gives you IMO a much better Steel killer since you can Pursuit trap Doublade while giving an ok Aero check. EQ also deals with Poisons to let Garde spam Moonblast easily. The set would be Pursuit/Knock Off/EQ/Stone Edge to hit Aero. Superpower is another option to KO Mamo, Abomasnow, and Hydreigon

Zap Plate/Charti Berry > Life Orb on Zapdos because Life Orb wears down Zapdos way too easily when you rely on it to check a lot like Waters, Fighting types, Steels etc. Charti Berry is an option if you find SD + Stone Edge Cobalion to be too threatening (you may) while also luring Aero, which you can never have too many checks for.

Energy Ball > Shadow Ball/Focus Blast on Gardevoir to give you a way to revenge kill Mega Swampert in the rain, which sets up on Zapdos, unboosted Croak, and even Krookodile trapped in an unfavorable move. I would remove Focus Blast since I am not a fan of relying on inaccurate moves on Choiced mons, but Shadow Ball is also replaceable since Krook beats Zong/Doublade. I also think Scarf is best on Garde since getting outsped by non-scarf Dragons sucks when she is your way of beating them.

Mandibuzz is also replaceable since Krook provides Stallbreaker support and I'm not a fan stacking Dark and Flying types when this team looks to have a slight CM Florges weakness. Beedrill is also a big threat, as Manipulative pointed out. Maybe Doublade > Mandi here can serve as a gluemon to blanket check a bunch of threats like the aforementioned ones, Snorlax, Cobalion (if you make this change don't bother with Charti Zapdos), Fighting types (watch for Knock Off), Reuniclus etc. You can try Pursuit > Sacred Sword as well to get chip damage on Beedrill primarily, as well as Flying types and bulky Psychics. Chople Berry SD Cobalion is another option if you don't wanna be too Hydra weak while still checking Bee and Florges, albeit Drill Run can 2HKO. Chople is so fighting types don't run through you since offensive Zapdos and Gard aren't the best checks. The set would probably be SD, dual STABs, and Stone Edge (on mobile so can't post sets :[ ).

You could also try Mega Pert with the same set since you don't have a Mega, but if you prefer Lefties recovery over the base stat boosts then you can keep Pert (don't wanna force a mega but we have so many good Megas in UU to use).

Hope I helped!

EDIT: CM Garde with Leftovers is another option to break past bulkier teams so all the pressure isn't put on Krook to Pursuit crucial components of their team. Dual STABs + Focus Blast is probably the way to go here with Krook handling Doublade/Zonger and getting Roared by Emp sucks
Hey there, McSaltine! This looks like an offensive team that would be really fun to use :). I've got some suggestions for you to help patch up a few problems.

  • So you're using offensive defog Zapdos, and I don't see a reason not to use specially offensive defog mence here instead. You already have another electric type in Rotom, so there is hardly any benefits in running Zapdos. On the other hand, Mence provides you with a new fire resist, a better fighting resist, and the intimidate ability which is really useful to have.

  • I noticed a few big problems to this team at first glance. Firstly, you have no comfortable switch into Beedrill, who outspeeds your entire team and deals at least a good chunk of damage to each. Secondly, CM Florges also does wonders against this team, and your only hard switch into it is Rotom (not very efficient at all unless you manage to trick it). DD Salamence can set up on both Zapdos and Rotom-Heat, and is very capable of having a late game sweep when pert's roar is your best answer to it. You have a mega slot open and gain a new fire resist with Salamence (one that doesn't get worn down as easily thanks to Roost), so I would suggest replacing Swampert with Mega Steelix. Steelix plays practically the same role as swampert but would be of much more use because it mitigates all of the weaknesses I pointed out. You maintain the electric immunity since it's also a ground type, you're still a defensive Stealth Rocker, and still have access to EQ and roar. In the process of making this change, you gain a hard Beedrill check, a hard Florges check, and are able to handle DD mence much more easily. Keep in mind that this somewhat expands on your MAero weakness, but only in the sense that you don't want to be switching into Earthquakes. Having Salamence's intimidate could at least help you play mind games around your opponent if needed.

  • I would suggest giving Gardevoir the specs and Rotom the scarf. It's pretty inconvenient for your scarfer to be outsped by Mega Bee/Scept/Aero, like in Gardevoir's case. Gardevoir's best set is specs for the immediate power that it provides, and Rotom is already a great answer to steels without the specs boost (see calcs below). You actually have Salamence as another way to break steels as well. This would help with that slight MAero issue that came up after the previous change. I also realize that Gardevoir was your main answer to Mega Swampert, but you are now able to play around it with Mence on your team. It's good to note that at -1, Mega Swampert is easily handled by Mandibuzz (Also see calcs below). While you're at it, you should go Thunderbolt > HP Grass on Rotom for overall better convenience in most situations. Also give both Rotom and Gardevoir 0 Attack IVs to minimize damage from Foul Play (for future reference, this applies to all pure special attackers).

252 SpA Rotom-H Overheat vs. 252 HP / 120 SpD Filter Mega Aggron: 288-339 (83.7 - 98.5%) -- guaranteed 2HKO
252 SpA Rotom-H Overheat vs. 252 HP / 252+ SpD Mega Steelix: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
-1 252+ Atk Mega Swampert Ice Punch vs. 196 HP / 0 Def Mandibuzz: 128-152 (31.2 - 37%) -- 77.9% chance to 3HKO
-1 252+ Atk Mega Swampert Waterfall vs. 196 HP / 0 Def Mandibuzz in Rain: 153-181 (37.3 - 44.1%) -- guaranteed 3HKO


  • Knock Off > Foul Play and a Careful nature on Mandibuzz would make it a better stallbreaker. You don't have any other Knock Off user on the team, so I feel that you could really benefit from this.

373.gif

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog




208.gif

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 232 HP / 16 Def / 252 SpD / 8 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Roar
- Stealth Rock




630.gif

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 196 HP / 252 SpD / 60 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Knock Off




479-heat.gif

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Thunderbolt
- Trick




282.gif

Gardevoir @ Choice Specs
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast


I hope you consider trying out these changes, and good luck with the team :)!
 
Hey there, McSaltine! This looks like an offensive team that would be really fun to use :). I've got some suggestions for you to help patch up a few problems.

  • So you're using offensive defog Zapdos, and I don't see a reason not to use specially offensive defog mence here instead. You already have another electric type in Rotom, so there is hardly any benefits in running Zapdos. On the other hand, Mence provides you with a new fire resist, a better fighting resist, and the intimidate ability which is really useful to have.

  • I noticed a few big problems to this team at first glance. Firstly, you have no comfortable switch into Beedrill, who outspeeds your entire team and deals at least a good chunk of damage to each. Secondly, CM Florges also does wonders against this team, and your only hard switch into it is Rotom (not very efficient at all unless you manage to trick it). DD Salamence can set up on both Zapdos and Rotom-Heat, and is very capable of having a late game sweep when pert's roar is your best answer to it. You have a mega slot open and gain a new fire resist with Salamence (one that doesn't get worn down as easily thanks to Roost), so I would suggest replacing Swampert with Mega Steelix. Steelix plays practically the same role as swampert but would be of much more use because it mitigates all of the weaknesses I pointed out. You maintain the electric immunity since it's also a ground type, you're still a defensive Stealth Rocker, and still have access to EQ and roar. In the process of making this change, you gain a hard Beedrill check, a hard Florges check, and are able to handle DD mence much more easily. Keep in mind that this somewhat expands on your MAero weakness, but only in the sense that you don't want to be switching into Earthquakes. Having Salamence's intimidate could at least help you play mind games around your opponent if needed.

  • I would suggest giving Gardevoir the specs and Rotom the scarf. It's pretty inconvenient for your scarfer to be outsped by Mega Bee/Scept/Aero, like in Gardevoir's case. Gardevoir's best set is specs for the immediate power that it provides, and Rotom is already a great answer to steels without the specs boost (see calcs below). You actually have Salamence as another way to break steels as well. This would help with that slight MAero issue that came up after the previous change. I also realize that Gardevoir was your main answer to Mega Swampert, but you are now able to play around it with Mence on your team. It's good to note that at -1, Mega Swampert is easily handled by Mandibuzz (Also see calcs below). While you're at it, you should go Thunderbolt > HP Grass on Rotom for overall better convenience in most situations. Also give both Rotom and Gardevoir 0 Attack IVs to minimize damage from Foul Play (for future reference, this applies to all pure special attackers).

252 SpA Rotom-H Overheat vs. 252 HP / 120 SpD Filter Mega Aggron: 288-339 (83.7 - 98.5%) -- guaranteed 2HKO
252 SpA Rotom-H Overheat vs. 252 HP / 252+ SpD Mega Steelix: 272-324 (76.8 - 91.5%) -- guaranteed 2HKO
-1 252+ Atk Mega Swampert Ice Punch vs. 196 HP / 0 Def Mandibuzz: 128-152 (31.2 - 37%) -- 77.9% chance to 3HKO
-1 252+ Atk Mega Swampert Waterfall vs. 196 HP / 0 Def Mandibuzz in Rain: 153-181 (37.3 - 44.1%) -- guaranteed 3HKO


  • Knock Off > Foul Play and a Careful nature on Mandibuzz would make it a better stallbreaker. You don't have any other Knock Off user on the team, so I feel that you could really benefit from this.

373.gif

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog




208.gif

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 232 HP / 16 Def / 252 SpD / 8 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Roar
- Stealth Rock




630.gif

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 196 HP / 252 SpD / 60 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Knock Off




479-heat.gif

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Thunderbolt
- Trick




282.gif

Gardevoir @ Choice Specs
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast


I hope you consider trying out these changes, and good luck with the team :)!
After extensively testing your suggestions I must say (no offense) it made the team worse. I have absolutely nothing for the Nido twins and rain is even more of a threat. But it did make physical attackers a bit less threatening so there you go.
 
He-yo! Just a quick comment, id really try mega swampert over normal. The stat increase is great and it gets buffed in the rain too (one of the best rain pokes)! Hope this bit helped. Also, I agree zapdos is redundant. Defog on Mandibuzz is a possible solution but it depends on your opinion. Be warned that your team is very weak to rock and ice, so preferably you should get a resist of these with your dos slot. Defog salamence is probably not the best however imo as it makes your team even more ice weak than before. Hope I helped:)
 
After extensively testing your suggestions I must say (no offense) it made the team worse. I have absolutely nothing for the Nido twins and rain is even more of a threat. But it did make physical attackers a bit less threatening so there you go.
I see, sorry about that. Consider trying the changes bar switching the scarf and specs. That way salamence and steelix still provide you with the much needed help against physical threats. Salamence should only help your match up against the nidos and rain, as opposed to zapdos. Between scarfed garv, salamence and mandibuzz, you should be able to handle both rain and nidos pretty well. Aero may be slightly more troublesome but you should be able to play around it.
 
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