• Smogon Premier League is here and the team collection is now available. Support your team!

Pet Mod Legends Z-A OU

Should Heavy-Duty Boots be allowed


  • Total voters
    177
  • Poll closed .
No this is far too much and going into Protective Thorns/Ion Battery territory. You shouldnt be letting your Mega Scrafty get status'd
(I was going to say Scrafty is a BO Pokémon that needs to stay on the field, set up, and sweep, so having a way to stay on it longer still while being able to take hits would be good for it, but I'm not in the mood to argue about this, I've done enough.)
 
Honestly building it around the current meta is obsolete as it is just so slow and doesn't have access to niche recovery besides rest. Even then it still gets power crept by so many other forms of physical offense.


I feel given a few bans or changes to some megas, etc, it can potentially be brought in again. No access to leftovers or boots, you have to pair it with either a good defogger like rotom wash or rapid spin like excadrill in order to prevent it from being whittled to little to nothing solely on each switch in.
I've found one odd use for it. Guess we'll see if it can make it to high ladder.
 

Introduction.


Hello all, I peaked rank 1 in the world (1877 peak) using this very offensive team so wanted to share the team and my thoughts on what made it strong, this is my first RMT so hopefully I've done a good job as it's taken a while to make, it was a long grind using the team and getting to #1 and I played a hell of a lot of games with the team so hopefully I can give some good insight on how to use it and some of you can have some fun and success with it as well.

1768700736481.jpeg

Teambuilding process.​


The process of building this team was to make a primarily offensive team as I think that suits the current meta with the plethora of powerful megas and returning mons to choose from, I quickly decided to build around mega starmie as the design is hilarious and I think its being very under utilised since the Dimensions DLC dropped. It was then about supporting the starmie and finding the best mons to work alongside it to release its potential, with the raw power of starmie hazard stacking seemed the obvious way to go to help knock things into range of starmie's brutal damage output, this led to tankchomp and of course gholdengo to keep the hazards up. Ceruledge was then added as a secondary Spin blocker and vicious threat in its own right capable of taking over games. Latios was next as it is an excellent form of speed control with its blazing fast speed thanks to the scarf which allowed it to pick up KOs on faster and more frail threats. Magearna gave the team some much needed backbone and pivoting which allowed starmie and ceruledge to hit the field.

Importable.​

https://pokepast.es/cab57c30d0ea8c5c

The team.​


Starmie-Mega
Ability: Natural Cure
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Liquidation
- Ice Beam
- Rapid Spin
- Aqua Jet

Mega Starmie is the main offensive piece of the team and the best damage dealer on the squad, its usage has really dropped off since the Dimensions DLC but it's still a very powerful mon and becomes more powerful when forgotten about. The priority aqua jet coming off that 656 attack can OHKO a few key offensive mons such as Scarf excadrill, blaziken and Ceruledge as well as picking off weakened faster mons such as darkrai, Zeraora and lucario Z (see calcs below)
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Ceruledge: 288-342 (98.9 - 117.5%) -- 93.8% chance to OHKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 4 Def Blaziken: 320-378 (106.3 - 125.5%) -- guaranteed OHKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Excadrill: 362-428 (100.2 - 118.5%) -- guaranteed OHKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Darkrai: 132-156 (46.9 - 55.5%) -- 14.8% chance to 2HKO after Leftovers recovery
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Zeraora: 153-180 (48.2 - 56.7%) -- 88.3% chance to 2HKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Lucario: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO
The Lonely Nature also allows Ice Beam to still hit hard vs garchomp and dragonite which can both be knocked out with little to no chip (see calcs below)
4 SpA Starmie-Mega Ice Beam vs. 0 HP / 4 SpD Garchomp: 372-440 (104.2 - 123.2%) -- guaranteed OHKO
4 SpA Starmie-Mega Ice Beam vs. 252 HP / 0 SpD Garchomp: 372-440 (88.5 - 104.7%) -- guaranteed OHKO after 1 layer of Spikes
4 SpA Starmie-Mega Ice Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 164-194 (50.7 - 60%) -- guaranteed 2HKO
Rapid Spin is the surprise option for this set as people don't expect it, I have used it as the teams hazard removal and it also allows Starmie to still be very fast even with the Lonely Nature, it can be used vs slurpuff leads after using Ice Beam or Aqua jet Turn 1 to avoid knocking it down to sash and activating unburden, can also break multiscale on dragonite and matches their speed boost if they Dragon Dance allowing you to KO with Ice Beam the next turn. And last of all is Liquidation, this is here for huge STAB damage and it does massive damage to non bulky resists like greninja and latios and does HUGE damage to bulky non resists like magearna and melmetal (see calcs below)
252+ Atk Pure Power Starmie-Mega Liquidation vs. 252 HP / 4 Def Magearna: 225-265 (61.8 - 72.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Pure Power Starmie-Mega Liquidation vs. 72 HP / 0 Def Melmetal: 186-220 (43.3 - 51.2%) -- 6.6% chance to 2HKO
A side note about Aqua jet is that it has a cool niche interaction with mega clefable where it will outspeed their prankster copycat and they will then copycat your aqua jet doing barely any damage and stopping them from using copycat moonblast to outspeed you.

garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 HP / 208 Def / 48 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Spikes

Pretty self explanatory garchomp set, its the classic tank chomp hazard stacker, it's typically used early on in the game to get up Spikes and Stealth Rock to put things into range of KO's from my offensive mons, this is further assisted by the Rocky Helmet and Rough Skin combo dealing around 28% to any contact attacks aimed at chomp. Earthquake is great STAB and still hits hard from that natural 130 attack stat vs mons like magearna and excadrill, the set also has enough speed to outspeed timid max speed magearna, and Dragon Tail provides some phasing for further chip damage and gets rid of mons like mega chesnaught who get greedy and SD in front of chomp. One key threat which chomp helps to keep in check is mega Absol Z who is probably the biggest nightmare for this whole team, chomp chips it nicely and can KO it after Helmet and Rough Skin damage. (See calcs below)

+2 252 Atk Absol-Mega Z Play Rough vs. 252 HP / 208+ Def Garchomp: 344-406 (81.9 - 96.6%) -- guaranteed 2HKO
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Absol-Mega: 204-241 (75.2 - 88.9%) -- guaranteed OHKO after rough skin + rocky helmet

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Focus Blast
- Trick

Gholdengo is up next, this guy is on the team as a hazard removal blocking machine, he blocks every form of hazard removal in the tier including glimmora's mortal Spin, Rapid Spin from drill and defog from corviknight and talonflame, he combos perfectly with garchomp as just the presence of gholdengo often forces corviknight to u-turn into chomp losing 28% of its HP. Outside of keeping hazards up gholdy is a vicious threat with its excellent stats, Typing and movepool. The choice Scarf allows it to outspeed mons like garchomp, Zeraora, and darkrai and it can take a lot of surprise KO's on those mons, Trick is here mainly for magearna as you can go hard into ghold and shut down any of their setup antics. A fun novelty of scarf ghold + scarf Latios is that on team preview people wont know which, if any of them are choice scarfed, but when Ghold is revealed to be scarf they automatically assume latios is specs or some other item, which can grant some surprise KO's and vice versa. Here are some relevant calcs for Gholdengo.
252 SpA Gholdengo Focus Blast vs. 0 HP / 4 SpD Darkrai: 290-342 (103.2 - 121.7%) -- guaranteed OHKO
252 SpA Gholdengo Focus Blast vs. 0 HP / 0 SpD Excadrill: 378-446 (104.7 - 123.5%) -- guaranteed OHKO
252 SpA Gholdengo Make It Rain vs. 252 HP / 0 SpD Clefable-Mega: 368-434 (93.4 - 110.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Gholdengo Make It Rain vs. 0 HP / 4 SpD Baxcalibur: 452-534 (121.8 - 143.9%) -- guaranteed OHKO
252 SpA Gholdengo Shadow Ball vs. 0 HP / 4 SpD Ceruledge: 266-314 (91.4 - 107.9%) -- guaranteed OHKO after 1 layer of Spikes

Ceruledge @ Air Balloon
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Shadow Sneak

Next we have the surprise package of the team, forming a dual ghost Spin blocking core with his friend Gholdengo. The most fun mon of the team Ceruledge is here purely to bully excadrill in the late game and clean up games, the air balloon means it can come in 100% of the time vs drill as nothing it can do can OHKO ceruledge (crits not withstanding) and the speed boost from weak armor gives this guy amazing sweeping potential, it allows it to outspeed almost everything in the meta and can deal huge damage with its amazing STAB combo. Shadow Sneak is on the set to get the jump on other priority users after a weak armor boost such as mega starmie.

252+ Atk Ceruledge Bitter Blade vs. 0 HP / 4 Def Excadrill: 474-558 (131.3 - 154.5%) -- guaranteed OHKO
+2 252+ Atk Ceruledge Shadow Sneak vs. 0 HP / 0 Def Latios: 338-398 (112.2 - 132.2%) -- guaranteed OHKO
+2 252+ Atk Ceruledge Shadow Sneak vs. 0 HP / 0 Def Absol-Mega: 211-249 (77.8 - 91.8%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
+2 252+ Atk Ceruledge Poltergeist vs. 0 HP / 0 Def Baxcalibur: 411-484 (110.7 - 130.4%) -- guaranteed OHKO

Latios (M) @ Choice Scarf
Ability: Levitate
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Mystical Fire
- Luster Purge
- Flip Turn

The second half of the choice Scarf Double act is latios, as mentioned earlier in the Gholdengo section it catches a lot of players off guard to run into the two choice scarfers. Latios is here as the main speed control as it outspeeds all none choice scarfers and a large amount of scarf mons including keldeo, excadrill and krookodile, it importantly outruns mega garchomp Z and blows it away with draco which is something that the team can struggle with slightly. Flip Turn is used here to break sash on slurpuff and pivot out vs ttar as it comes in otherwise it can easily pursuit trap latias, Mystical Fire OHKO's offensive scizor and can chip magearna as well as allowing latios to potentially survive a fleur Cannon in a pinch if the mag isnt fully offensive. (See calcs below)

252 SpA Latios Mystical Fire vs. 252 HP / 0 SpD Scizor: 396-468 (115.1 - 136%) -- guaranteed OHKO
252 SpA Latios Draco Meteor vs. 0 HP / 0 SpD Garchomp mega Z: 488-576 (136.6 - 161.3%) -- guaranteed OHKO
252 SpA Latios Draco Meteor vs. 0 HP / 4 SpD Zeraora: 255-300 (80.4 - 94.6%) -- guaranteed OHKO after rough skin + rocky helmet from chomp
252 SpA Latios Draco Meteor vs. 0 HP / 4 SpD Krookodile: 283-334 (85.4 - 100.9%) -- guaranteed OHKO after 2 layers of Spikes
252 SpA Latios Luster Purge vs. 0 HP / 4 SpD Keldeo: 338-402 (104.6 - 124.4%) -- guaranteed OHKO

Magearna @ Assault Vest
Ability: Soul-Heart
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Flash Cannon
- Ice Beam

And last but not least is magearna, this mon is the glue that holds the whole team together, its combination of typing, bulk, power and movepool is essential for allowing such an offensive team to stay afloat in the face of huge threats such as greninja, keldeo, mega garchomp Z, mega Absol Z and darkrai. Magearna tanks all manner of special hits whilst chipping opponents with Volt Switch, gaining momentum and dishing out huge damage of its own with its massive fleur Cannon coming from 394 special attack. Magearna is vital for chipping rotom wash as it is otherwise a pain for this team to deal with. Ice Beam is on the set to OHKO most chomp sets and giving a special attack boost rather than dropping special attack and risking a miss from fleur cannon. (See calcs below)

+2 252 Atk Absol-Mega Z Close Combat vs. 252 HP / 0 Def Magearna: 263-310 (72.2 - 85.1%) -- guaranteed 2HKO
252+ Atk Baxcalibur Earthquake vs. 252 HP / 0 Def Magearna: 230-272 (63.1 - 74.7%) -- guaranteed 2HKO
252+ SpA Magearna Ice Beam vs. 252 HP / 0 SpD Garchomp: 496-584 (118 - 139%) -- guaranteed OHKO
252+ SpA Clefable-Mega Fire Blast vs. 252 HP / 4 SpD Assault Vest Magearna: 160-190 (43.9 - 52.1%) -- 17.6% chance to 2HKO
252+ SpA Magearna Flash Cannon vs. 248 HP / 8 SpD Clefable-Mega: 264-312 (67.1 - 79.3%) -- guaranteed 2HKO
+2 252 SpA Garchomp Mega Z Fire Blast vs. 252 HP / 4 SpD Assault Vest Magearna: 302-356 (82.9 - 97.8%) -- guaranteed 2HKO
252+ SpA Magearna Fleur Cannon vs. 0 HP / 4 SpD Garchomp Mega Z: 530-626 (148.4 - 175.3%) -- guaranteed OHKO

Threats.​

Given the state of the metagame and the power level of the pokemon it won't be a huge surprise that there are some very threatening pokemon to this team.

Mega Absol Z
This is probably the biggest threat to the team, it basically destroys 4 of the 6 with just Shadow Sneak, garchomp must, I repeat must be kept at near full health to deal with this thing

Darkrai (mega and non mega)
Having 2 ghost types and 2 psychic types means dark types are a natural enemy for the team, Mega darkrai can use sucker punch to kill most of the team but can be mindgamed around if you have the cojones and garchomp can chip it down. Regular darkrai is probably more scary with its high speed, magearna gets worn down very very easily by variants carrying knock off which is quite common.

Rotom wash
Rotom is difficult to deal with for this team, it has quite an easy time clicking wisp to wear down chomp and magearna, it's not too big of a deal though as magearna can deal great damage with fleur cannon and good damage with Volt Switch.

Keldeo
Keldeo can be a menace if it gets it's moves correct, secret sword chunks magearna, Ice Beam hurts latios and destroys garchomp and surf/hydro pump do big damage to Ceruledge and gholdengo. Starmie can tank a hit from it but with no psychic move it requires keldeo to be chipped for starmie to KO.

Melmetal
This guy is an issue, with punching glove it avoids the contact punishing from chomp and can threaten with Ice punch, its usually a team effort to beat melmetal with its titanic bulk but it is very possible to wear it down and defeat it.

Trick room
The only archetype that this team has a bad matchup against as far as I've seen is Trick room, there is no taunt on the team so it's a guaranteed turn 1 set up from porygon 2, then the hard hitters like alolan marowak and melmetal can rip through my team, I have lost to it a few times so its a tricky one, just try to keep hazards up.

Replays.​

Here are 4 random games that I played after writing most of this post just to show how the team functions and how it can win games, please enjoy.

VS Victreebel balance
VS Dual weather
VS Mega Staraptor offence
VS Scarf Greninja offence

Final thoughts.​


This team has been an absolute blast to use, its so fast paced and aggressive and there are always varied ways that games can be won given the effectiveness of multiple mons on the team in the endgame. It does take a lot of getting used to and if you try to play too slowly with the team you may have a bit of a shock, I hope you have enjoyed reading my RMT, (apologies for the length) and I hope the team treats you well if you choose to use it.

Thanks very much,

Adam
 

Introduction.


Hello all, I peaked rank 1 in the world (1877 peak) using this very offensive team so wanted to share the team and my thoughts on what made it strong, this is my first RMT so hopefully I've done a good job as it's taken a while to make, it was a long grind using the team and getting to #1 and I played a hell of a lot of games with the team so hopefully I can give some good insight on how to use it and some of you can have some fun and success with it as well.

Teambuilding process.​


The process of building this team was to make a primarily offensive team as I think that suits the current meta with the plethora of powerful megas and returning mons to choose from, I quickly decided to build around mega starmie as the design is hilarious and I think its being very under utilised since the Dimensions DLC dropped. It was then about supporting the starmie and finding the best mons to work alongside it to release its potential, with the raw power of starmie hazard stacking seemed the obvious way to go to help knock things into range of starmie's brutal damage output, this led to tankchomp and of course gholdengo to keep the hazards up. Ceruledge was then added as a secondary Spin blocker and vicious threat in its own right capable of taking over games. Latios was next as it is an excellent form of speed control with its blazing fast speed thanks to the scarf which allowed it to pick up KOs on faster and more frail threats. Magearna gave the team some much needed backbone and pivoting which allowed starmie and ceruledge to hit the field.

Importable.​

https://pokepast.es/cab57c30d0ea8c5c

The team.​


Starmie-Mega
Ability: Natural Cure
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Liquidation
- Ice Beam
- Rapid Spin
- Aqua Jet

Mega Starmie is the main offensive piece of the team and the best damage dealer on the squad, its usage has really dropped off since the Dimensions DLC but it's still a very powerful mon and becomes more powerful when forgotten about. The priority aqua jet coming off that 656 attack can OHKO a few key offensive mons such as Scarf excadrill, blaziken and Ceruledge as well as picking off weakened faster mons such as darkrai, Zeraora and lucario Z (see calcs below)
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Ceruledge: 288-342 (98.9 - 117.5%) -- 93.8% chance to OHKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 4 Def Blaziken: 320-378 (106.3 - 125.5%) -- guaranteed OHKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Excadrill: 362-428 (100.2 - 118.5%) -- guaranteed OHKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Darkrai: 132-156 (46.9 - 55.5%) -- 14.8% chance to 2HKO after Leftovers recovery
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Zeraora: 153-180 (48.2 - 56.7%) -- 88.3% chance to 2HKO
252+ Atk Pure Power Starmie-Mega Aqua Jet vs. 0 HP / 0 Def Lucario: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO
The Lonely Nature also allows Ice Beam to still hit hard vs garchomp and dragonite which can both be knocked out with little to no chip (see calcs below)
4 SpA Starmie-Mega Ice Beam vs. 0 HP / 4 SpD Garchomp: 372-440 (104.2 - 123.2%) -- guaranteed OHKO
4 SpA Starmie-Mega Ice Beam vs. 252 HP / 0 SpD Garchomp: 372-440 (88.5 - 104.7%) -- guaranteed OHKO after 1 layer of Spikes
4 SpA Starmie-Mega Ice Beam vs. 0 HP / 0 SpD Multiscale Dragonite: 164-194 (50.7 - 60%) -- guaranteed 2HKO
Rapid Spin is the surprise option for this set as people don't expect it, I have used it as the teams hazard removal and it also allows Starmie to still be very fast even with the Lonely Nature, it can be used vs slurpuff leads after using Ice Beam or Aqua jet Turn 1 to avoid knocking it down to sash and activating unburden, can also break multiscale on dragonite and matches their speed boost if they Dragon Dance allowing you to KO with Ice Beam the next turn. And last of all is Liquidation, this is here for huge STAB damage and it does massive damage to non bulky resists like greninja and latios and does HUGE damage to bulky non resists like magearna and melmetal (see calcs below)
252+ Atk Pure Power Starmie-Mega Liquidation vs. 252 HP / 4 Def Magearna: 225-265 (61.8 - 72.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Pure Power Starmie-Mega Liquidation vs. 72 HP / 0 Def Melmetal: 186-220 (43.3 - 51.2%) -- 6.6% chance to 2HKO
A side note about Aqua jet is that it has a cool niche interaction with mega clefable where it will outspeed their prankster copycat and they will then copycat your aqua jet doing barely any damage and stopping them from using copycat moonblast to outspeed you.

garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 HP / 208 Def / 48 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Spikes

Pretty self explanatory garchomp set, its the classic tank chomp hazard stacker, it's typically used early on in the game to get up Spikes and Stealth Rock to put things into range of KO's from my offensive mons, this is further assisted by the Rocky Helmet and Rough Skin combo dealing around 28% to any contact attacks aimed at chomp. Earthquake is great STAB and still hits hard from that natural 130 attack stat vs mons like magearna and excadrill, the set also has enough speed to outspeed timid max speed magearna, and Dragon Tail provides some phasing for further chip damage and gets rid of mons like mega chesnaught who get greedy and SD in front of chomp. One key threat which chomp helps to keep in check is mega Absol Z who is probably the biggest nightmare for this whole team, chomp chips it nicely and can KO it after Helmet and Rough Skin damage. (See calcs below)

+2 252 Atk Absol-Mega Z Play Rough vs. 252 HP / 208+ Def Garchomp: 344-406 (81.9 - 96.6%) -- guaranteed 2HKO
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Absol-Mega: 204-241 (75.2 - 88.9%) -- guaranteed OHKO after rough skin + rocky helmet

Gholdengo @ Choice Scarf
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Focus Blast
- Trick

Gholdengo is up next, this guy is on the team as a hazard removal blocking machine, he blocks every form of hazard removal in the tier including glimmora's mortal Spin, Rapid Spin from drill and defog from corviknight and talonflame, he combos perfectly with garchomp as just the presence of gholdengo often forces corviknight to u-turn into chomp losing 28% of its HP. Outside of keeping hazards up gholdy is a vicious threat with its excellent stats, Typing and movepool. The choice Scarf allows it to outspeed mons like garchomp, Zeraora, and darkrai and it can take a lot of surprise KO's on those mons, Trick is here mainly for magearna as you can go hard into ghold and shut down any of their setup antics. A fun novelty of scarf ghold + scarf Latios is that on team preview people wont know which, if any of them are choice scarfed, but when Ghold is revealed to be scarf they automatically assume latios is specs or some other item, which can grant some surprise KO's and vice versa. Here are some relevant calcs for Gholdengo.
252 SpA Gholdengo Focus Blast vs. 0 HP / 4 SpD Darkrai: 290-342 (103.2 - 121.7%) -- guaranteed OHKO
252 SpA Gholdengo Focus Blast vs. 0 HP / 0 SpD Excadrill: 378-446 (104.7 - 123.5%) -- guaranteed OHKO
252 SpA Gholdengo Make It Rain vs. 252 HP / 0 SpD Clefable-Mega: 368-434 (93.4 - 110.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Gholdengo Make It Rain vs. 0 HP / 4 SpD Baxcalibur: 452-534 (121.8 - 143.9%) -- guaranteed OHKO
252 SpA Gholdengo Shadow Ball vs. 0 HP / 4 SpD Ceruledge: 266-314 (91.4 - 107.9%) -- guaranteed OHKO after 1 layer of Spikes

Ceruledge @ Air Balloon
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bitter Blade
- Poltergeist
- Shadow Sneak

Next we have the surprise package of the team, forming a dual ghost Spin blocking core with his friend Gholdengo. The most fun mon of the team Ceruledge is here purely to bully excadrill in the late game and clean up games, the air balloon means it can come in 100% of the time vs drill as nothing it can do can OHKO ceruledge (crits not withstanding) and the speed boost from weak armor gives this guy amazing sweeping potential, it allows it to outspeed almost everything in the meta and can deal huge damage with its amazing STAB combo. Shadow Sneak is on the set to get the jump on other priority users after a weak armor boost such as mega starmie.

252+ Atk Ceruledge Bitter Blade vs. 0 HP / 4 Def Excadrill: 474-558 (131.3 - 154.5%) -- guaranteed OHKO
+2 252+ Atk Ceruledge Shadow Sneak vs. 0 HP / 0 Def Latios: 338-398 (112.2 - 132.2%) -- guaranteed OHKO
+2 252+ Atk Ceruledge Shadow Sneak vs. 0 HP / 0 Def Absol-Mega: 211-249 (77.8 - 91.8%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
+2 252+ Atk Ceruledge Poltergeist vs. 0 HP / 0 Def Baxcalibur: 411-484 (110.7 - 130.4%) -- guaranteed OHKO

Latios (M) @ Choice Scarf
Ability: Levitate
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Mystical Fire
- Luster Purge
- Flip Turn

The second half of the choice Scarf Double act is latios, as mentioned earlier in the Gholdengo section it catches a lot of players off guard to run into the two choice scarfers. Latios is here as the main speed control as it outspeeds all none choice scarfers and a large amount of scarf mons including keldeo, excadrill and krookodile, it importantly outruns mega garchomp Z and blows it away with draco which is something that the team can struggle with slightly. Flip Turn is used here to break sash on slurpuff and pivot out vs ttar as it comes in otherwise it can easily pursuit trap latias, Mystical Fire OHKO's offensive scizor and can chip magearna as well as allowing latios to potentially survive a fleur Cannon in a pinch if the mag isnt fully offensive. (See calcs below)

252 SpA Latios Mystical Fire vs. 252 HP / 0 SpD Scizor: 396-468 (115.1 - 136%) -- guaranteed OHKO
252 SpA Latios Draco Meteor vs. 0 HP / 0 SpD Garchomp mega Z: 488-576 (136.6 - 161.3%) -- guaranteed OHKO
252 SpA Latios Draco Meteor vs. 0 HP / 4 SpD Zeraora: 255-300 (80.4 - 94.6%) -- guaranteed OHKO after rough skin + rocky helmet from chomp
252 SpA Latios Draco Meteor vs. 0 HP / 4 SpD Krookodile: 283-334 (85.4 - 100.9%) -- guaranteed OHKO after 2 layers of Spikes
252 SpA Latios Luster Purge vs. 0 HP / 4 SpD Keldeo: 338-402 (104.6 - 124.4%) -- guaranteed OHKO

Magearna @ Assault Vest
Ability: Soul-Heart
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Flash Cannon
- Ice Beam

And last but not least is magearna, this mon is the glue that holds the whole team together, its combination of typing, bulk, power and movepool is essential for allowing such an offensive team to stay afloat in the face of huge threats such as greninja, keldeo, mega garchomp Z, mega Absol Z and darkrai. Magearna tanks all manner of special hits whilst chipping opponents with Volt Switch, gaining momentum and dishing out huge damage of its own with its massive fleur Cannon coming from 394 special attack. Magearna is vital for chipping rotom wash as it is otherwise a pain for this team to deal with. Ice Beam is on the set to OHKO most chomp sets and giving a special attack boost rather than dropping special attack and risking a miss from fleur cannon. (See calcs below)

+2 252 Atk Absol-Mega Z Close Combat vs. 252 HP / 0 Def Magearna: 263-310 (72.2 - 85.1%) -- guaranteed 2HKO
252+ Atk Baxcalibur Earthquake vs. 252 HP / 0 Def Magearna: 230-272 (63.1 - 74.7%) -- guaranteed 2HKO
252+ SpA Magearna Ice Beam vs. 252 HP / 0 SpD Garchomp: 496-584 (118 - 139%) -- guaranteed OHKO
252+ SpA Clefable-Mega Fire Blast vs. 252 HP / 4 SpD Assault Vest Magearna: 160-190 (43.9 - 52.1%) -- 17.6% chance to 2HKO
252+ SpA Magearna Flash Cannon vs. 248 HP / 8 SpD Clefable-Mega: 264-312 (67.1 - 79.3%) -- guaranteed 2HKO
+2 252 SpA Garchomp Mega Z Fire Blast vs. 252 HP / 4 SpD Assault Vest Magearna: 302-356 (82.9 - 97.8%) -- guaranteed 2HKO
252+ SpA Magearna Fleur Cannon vs. 0 HP / 4 SpD Garchomp Mega Z: 530-626 (148.4 - 175.3%) -- guaranteed OHKO

Threats.​

Given the state of the metagame and the power level of the pokemon it won't be a huge surprise that there are some very threatening pokemon to this team.

Mega Absol Z
This is probably the biggest threat to the team, it basically destroys 4 of the 6 with just Shadow Sneak, garchomp must, I repeat must be kept at near full health to deal with this thing

Darkrai (mega and non mega)
Having 2 ghost types and 2 psychic types means dark types are a natural enemy for the team, Mega darkrai can use sucker punch to kill most of the team but can be mindgamed around if you have the cojones and garchomp can chip it down. Regular darkrai is probably more scary with its high speed, magearna gets worn down very very easily by variants carrying knock off which is quite common.

Rotom wash
Rotom is difficult to deal with for this team, it has quite an easy time clicking wisp to wear down chomp and magearna, it's not too big of a deal though as magearna can deal great damage with fleur cannon and good damage with Volt Switch.

Keldeo
Keldeo can be a menace if it gets it's moves correct, secret sword chunks magearna, Ice Beam hurts latios and destroys garchomp and surf/hydro pump do big damage to Ceruledge and gholdengo. Starmie can tank a hit from it but with no psychic move it requires keldeo to be chipped for starmie to KO.

Melmetal
This guy is an issue, with punching glove it avoids the contact punishing from chomp and can threaten with Ice punch, its usually a team effort to beat melmetal with its titanic bulk but it is very possible to wear it down and defeat it.

Trick room
The only archetype that this team has a bad matchup against as far as I've seen is Trick room, there is no taunt on the team so it's a guaranteed turn 1 set up from porygon 2, then the hard hitters like alolan marowak and melmetal can rip through my team, I have lost to it a few times so its a tricky one, just try to keep hazards up.

Replays.​

Here are 4 random games that I played after writing most of this post just to show how the team functions and how it can win games, please enjoy.

VS Victreebel balance
VS Dual weather
VS Mega Staraptor offence
VS Scarf Greninja offence

Final thoughts.​


This team has been an absolute blast to use, its so fast paced and aggressive and there are always varied ways that games can be won given the effectiveness of multiple mons on the team in the endgame. It does take a lot of getting used to and if you try to play too slowly with the team you may have a bit of a shock, I hope you have enjoyed reading my RMT, (apologies for the length) and I hope the team treats you well if you choose to use it.

Thanks very much,

Adam
can you create pivot spam mega zeraora team
 
Just wondering, how are things going with Emboar?
I was able to make a team around five "stall" like Pokemon and then the Boar. The point was to weaken the opposing team with these stall mons then, once or if all of them go down, Emboar comes in with Trick Room from Slowbro to sweep. Here's an example: https://replay.pokemonshowdown.com/gen9legendszaou-2520186268-rla59g272nk9k4w7sg47st0gim1lwgppw It isn't bad, although the biggest issue is its movepool. It does too much damage to itself with not one reliable way to boost its attack.

Surprise Trick Room worked, honestly. I think if you were to take a Fire, Grass, Water core around it; maybe add slowbro as the water type with trick room just for Emboar just to use it at the right moment for Emboar to take advantage of; then sure.
 
I heavily agree, some, if not most megas have no direction they can go in, and even their best ones they're really bad at. There needs to be an ability update for all the mostly unused megas or stat redistribution to make all megas much more viable.

You can’t make every single thing viable even if you buff them all to hell like some Kusoge game developer, there will always be a meta and some mons/characters better than the rest.
 
You can’t make every single thing viable even if you buff them all to hell like some Kusoge game developer, there will always be a meta and some mons/characters better than the rest.
You and others do have a point, not every mega needs to be viable. But unlike mons that got amazing abilities and plenty changes, Meganium and Scrafty (just to name two examples) got next to nothing. Meganium had one ability change in the very beginning and was unviable ever since. We're not asking for every mon to be viable, just for equal treatment. Give them a niche at the very least. And no, being immune to status is not a niche thats interesting for meganium. Magic Guard Clefable exists and it doesnt waste a mega slot.
 
Y
You and others do have a point, not every mega needs to be viable. But unlike mons that got amazing abilities and plenty changes, Meganium and Scrafty (just to name two examples) got next to nothing. Meganium had one ability change in the very beginning and was unviable ever since. We're not asking for every mon to be viable, just for equal treatment. Give them a niche at the very least. And no, being immune to status is not a niche thats interesting for meganium. Magic Guard Clefable exists and it doesnt waste a mega slot.
yeah if mega raichu y could get transistor? Mega Lucario could get buffed scrapy, mega absol technican etc so why not give others better
 
You and others do have a point, not every mega needs to be viable. But unlike mons that got amazing abilities and plenty changes, Meganium and Scrafty (just to name two examples) got next to nothing. Meganium had one ability change in the very beginning and was unviable ever since. We're not asking for every mon to be viable, just for equal treatment. Give them a niche at the very least. And no, being immune to status is not a niche thats interesting for meganium. Magic Guard Clefable exists and it doesnt waste a mega slot.

Y

yeah if mega raichu y could get transistor? Mega Lucario could get buffed scrapy, mega absol technican etc so why not give others better

What suggestions do you guys have for these guys. We realistically know that sky is the limit for abilities, so as long as it's mechanically feasible it should be on the table.
 
What is the meta currently?
lots of grounds lots of steels. tankchomp is on basically every team. other really common mons include drill magearna heatran ghold scarf krook scarf latios melmetal rotom w (ability shield sometimes) specs Keldeo ceru clef the slows etc
 
Just a thought: Since some of the old Megas received better abilities, what about nerfing some of the "Uber" Megas to at least allow them to maybe see usage? It would be interesting to see Blastoise without Mega Launcher or non-speed boost Blaziken. (Then again I see why this wouldn't make sense to do.)
 
You can’t make every single thing viable even if you buff them all to hell like some Kusoge game developer, there will always be a meta and some mons/characters better than the rest.
I never said anything about "buffing them to hell". I meant in a way like if every pokemon got a balance or change in stats. I meant they had potential in terms of what they're meant to do, but lots of them need help. Also never said anything about "not wanting a meta", as for that is impossible. I just want to he able to go far or at least somewhere with anything without having to need this mon or that counter.
 
You and others do have a point, not every mega needs to be viable. But unlike mons that got amazing abilities and plenty changes, Meganium and Scrafty (just to name two examples) got next to nothing. Meganium had one ability change in the very beginning and was unviable ever since. We're not asking for every mon to be viable, just for equal treatment. Give them a niche at the very least. And no, being immune to status is not a niche thats interesting for meganium. Magic Guard Clefable exists and it doesnt waste a mega slot.
Exactly what I'm saying. If I want to use a specific mon, I don't want to struggle to find something for it to do, especially if I'm using up my mega slot for it.
 
Last edited:
You and others do have a point, not every mega needs to be viable. But unlike mons that got amazing abilities and plenty changes, Meganium and Scrafty (just to name two examples) got next to nothing. Meganium had one ability change in the very beginning and was unviable ever since. We're not asking for every mon to be viable, just for equal treatment. Give them a niche at the very least. And no, being immune to status is not a niche thats interesting for meganium. Magic Guard Clefable exists and it doesnt waste a mega slot.
While M-Meganium doesnt like Specs users like Greninja and Darkrai that use ice beam or sludge bomb, it eats anything that doesnt resist it alive. I have found that M-Meganium also hilariously walls Rotoms and Sableyes, no Wisp, no parting shot, no fun allowed. Meganium all around hates steel-types but loves devouring slow bulky stuff like tankchomp, and slowbro. Often times its pretty easy to predict if supereffective attacks are coming out and switch to safety. M-Meganium's niche ive found is it's longevity and resistance to being worn down thanks to its ability. Would love more input if yall got some!

252+ SpA Meganium-Mega Earth Power vs. 0 HP / 4 SpD Excadrill: 328-386 (90.8 - 106.9%) -- 62.5% chance to OHKO after Stealth Rock
252+ SpA Meganium-Mega Giga Drain vs. 252 HP / 200+ SpD Rotom-Wash: 206-246 (67.7 - 80.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Meganium-Mega Giga Drain vs. 248 HP / 8 SpD Slowbro: 344-408 (87.5 - 103.8%) -- guaranteed OHKO after Stealth Rock
252+ SpA Meganium-Mega Earth Power vs. 0 HP / 0 SpD Zeraora: 280-330 (88.3 - 104.1%) -- guaranteed OHKO after Stealth Rock
252+ SpA Meganium-Mega Dazzling Gleam vs. 252 HP / 0 SpD Garchomp: 354-416 (84.2 - 99%) -- 37.5% chance to OHKO after Stealth Rock
 
Any mega scovillain pastes? there is def potential for it as a mid game breaker but am finding it hard to find a truly consistent team around it. Thank you!
 
Back
Top