§§§ FEELS LIKE DANCING §§§ (OU rmt)

FEELS LIKE DANCING
a rmt by KingOfGauls

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Good morning to everyone (or goodnight if you're reading this in the other side of the world). I'm KingOfGauls and this is the RMT of one of my most succesful teams. I'm posting it to ask your help in removing the flaws I haven't noticed but that it certainly has and to popularize one of the most underrated theats in this meta.

As you probably guessed from the big fat large opening picture this team revolves around Hydreigon, one of the most powerful dragons in OU, which happens to be also one of the most difficult ones to use effectively. Let's start from the offensive end: his mixed offensive capacities are almost on par with salamence's ones, he sports the most powerful Draco Meteor in OU (Latios usually isn't Modest), he has a wonderful movepool to dent heavily or remove all his most common counters, dragon typing (and not Dragon/Flying which means no weakness to Stealth Rocks and 4X to Ice), an immunity to Spikes and T-Spikes and finally 92/90/90 defenses are nothing to scoff at.
So the question is: why are almost all other dragons more popular in OU than him?
Well, first his 98 speed (just below the 100 benchmark) is the major flaw for the Hydra.
So, if you're looking for a hard hitting special dragon you probably would go to Latios. Even if he has to rely on Hidden Power to remove his counters he's still more used than Hydreigon due to his speed.
Instead if you're looking for a mixed wallbreaking dragon your choice would probably fall on salamence, who has almost the same movepool, no weakness to Bug (U-Turn) and Fighting (Mach Punch) and two superior abilities in either Intimidate or Moxie.
In the end if you need something bulky Dragonite immeadiately comes to mind with his wonderful Multiscale to survive even 4X super-effective moves.
Furthermore he's one of the few dragons without the dragons signature move: Dragon Dance.
Finally one day I opened the Creative Movesets thread and I saw one magnificent set: Katakiri's Tail Wind Hydreigon.
Tailwind opens new scenarios where the Hydra can finally sweep or semi-sweep entire teams given how unespected and underused Tailwind is. And even when Hydreigon is threatened to be revenge killed by a priority attack, switching out does't cancel the boost provided by Tailwind, so his teamates have one or two turns to do whatever they want without fearing to be outsped.
I've been using this team for quite a long time now, and in old days one thing still kept this team from shining: Genesect. The absolute omnipresence of the hated steel bug and his U-turns almost never gave an opportunity for Hydreigon to come in with few problems; Genesect was everywhere, threatening the Hydra with his U-turns and bringing
in counters while mantaining momentum. Now, with Genesect banished to Arceus's realm, Hydreigon's time has come to show to every dragon that he might be unable to (Dragon) dance, but with Tailwind it feels like he's doing that: without further ads I present you team FEELS LIKE DANCING.​

TEAM PREVIEW

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TEAMBUILDING

My aim: let Hydreigon come in safely, set Tailwind up, destroy things, avoid Stealth Rock weak pokemon (I tend to switch an awful lot) and being capable of fighting in all weathers without having one weather setter myself.​

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So, of course Hydreigon was the starting point. My first thought was to provide him with a dragon pal to take
advantage of Tailwind if Hydreigon falls and spam a Draco Meteor/Outrage or two. I discarded Dragonite, Salamence and
Kyurem due to Stealth Rock weakness, Garchomp was really attracting me but in the end my Choice fell on Latios which
is capable of coming in on a Mach Punchers wanting to revenge Hydreigon. Levitate and the ability to resist to the
majority of Keldeo's moves are nice added bonuses.​

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2nd step: defend the dragons against Ice and other Dragons. For the former my first thought was Jellicent for its
immunity to fighting (Mach Punch) and resistance to Ice. Furthermore with a Choice Specs Water Spout set and Tailwind
speeding it up it could really pack a punch. But in the end having both Latios and Jelly made life too easy for
Pursuiters so I replaced Jellicent with Rotom-W. It has Volt Switch to help Hydreigon come in safely, almost total
immunity to Mamoswine (the most common user of Ice Shard), Trick to provide other free turns for the Hydra and all
around usable qualities.​

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2nd step part 2: Dragon resistance->Steel. This was almost a no brainer because when you need a steel type and you
already have a Rotom-W you can't but think about Scizor. U-turn could serve the same purpose of Volt Switch to
provide safe access to the battlefield to Hydreigon. Pursuit and powerful priority for revenge killing are nice added
bonuses.​

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3rd step: filling the last gaps. I felt that Terrakion was still theatening for Hydreigon and the team in general so
I wanted something resistant to its STABs and capable of revenge killing it. Here comes Breloom with its Technician
boosted Mach Punch and more free turns courtesy of Spore.​

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Last but not least: Water and Grass were already present, so why not completing the core with Fire? Straight choice
here too because one only fire Pokemon resistant to Stealth Rock came to my mind: Heatran. Having a 2nd steel type
also helps to fight the very popular Draco spamming teams of these days, and having a Stealth Rock setter is almost
compulsory.​

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CHANGES WILL BE IN GREEN

THE TEAM


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Hydreigon (F) @ Life Orb
Trait: Levitate
EVs: 64 HP / 252 SAtk / 192 Spd
Mild Nature (+SAtk, -Def)
- Draco Meteor
- Superpower/Earthquake
- Tailwind
- Fire Blast


First of all special thanks to Katakiri and Cherub Agent for giving me the main idea for this team with their posts in the "Creative (and good) Movesets Mk II" and "The Next Best Thing" threads respectively (BTW take a look at those if you haven't already they're really full of great team inspiring ideas). Sorry if I didn't ask your permission to use those sets but I didn't really know if I had to and how to..... so thanks again.
This is obviously not the usual lead of the team but I decided to put him in the first place in the RMT because it's the real star of the show. I already told about all the thoughts that passed through my head when I started to design this team around Hydreigon so now he'll keep it short.​

Dragon/Dark type with Levitate and 92/90/90 defenses are amazing: they provide a ton of resistances, giving you the opportunity of coming in safely taking pitiful damage from the opponent's move. Hydreigon is also a Pokemon wich tends to cause a lot of switches, giving you the perfect opportunity to: 1- Hit Tailwind button. 2- Hit Draco Meteor button. End. That's really all you need to severely dent the opponent's team, or more often than not kill one Pokemon per Tailwind turn. Being revenged is a non issue (except for priority) since most scarfers cannot reach your speed. Then most times you're going to die due to Life Orb recoil, Sand damage, etc. but that's not really a problem because you would have had to switch anyway due to Draco Meteor's nasty side effect. Even at -2 SpA Hydreigon can still finish off most weakened Pokemons, kill Dragon counters and open the way for a Latios sweep, since when they see Hydreigon at -2 most opponents tend to think you're going to switch out just to receive a nasty surprise from one of your coverage moves. Fire Blast is here to destroy steel types, and even at -2 it can KO 4x weak opponents like Scizor, Ferrothorn or Forretress. The Earthquake vs Superpower choice is where I would like to hear what you raters think: Superpower is really useful against pink blobs and Baloon Heatran, but fails to cover one of this team's greatest enemies, CM Jirachi, so Earthquake could be a better choice. With this variety of coverage moves the opponent will be left struggling to think about what to do and what to bring in considering that Draco Spam most common counters (Heatran, Skarmory, Ferrothorn, Jirachi) are all slaughtered by either Fire Blast or Earthquake/Superpower. Roost could also be an option but in my opinion there's really no need to waste a turn and a moveslot for healing yourself when you could have just made another victim. Longevity is not IMO a quality this set requires: if you manage to survive a hit and set up Tailwind, then your job is 51% completed and you can die happy. Hydreigon's death can even be useful if you can bring in a powerful teamate with one or 2 turns of Tailwind left.​

The Evs and Nature are Cherub Agennt's ones: maximise Special Attack for maximum damage, 192 Speed Evs are just enough since there's already Tailwind, the rest goes to HP to be able to better stand against weak resisted hits and set up.​



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Latios (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Psyshock
- Draco Meteor
- Roost


Here's Hydreigon's sweeping partner. Few teams can hold their own against the double punch of those 2 Draco spammers at unreachable speed. Latios usually comes in if, after a Hydreigon victim, my opponent brings in Breloom or Conkeldurr to revenge kill it with Mach Punch, and proceed to destroy some more stuff. However it is also very important defensively since it is my most reliable check to Keldeo and Breloom, two of the most dangerous Pokemon in this Meta.​

Roost is here to assure that as long as those 2 dangers are alive, Latios is also around. It also sort of counterbalances Life Orb recoil and is overall useful for longevity since I tend to use Latios much less recklessly than Hydreigon. Draco Meteor is the go-to move in most cases, the other 2 are again there for coverage or to finish off low HP foes if I don't want to -2 my SpA. Psyshock is the main weapon agaist the already quoted Keldeo and Breloom, but also a lot of other dangerous mons. Surf hits Heatran, Terrakion, Tyranitar (not that hard) on the switch in, etc and becomes much more theatening if you take into account that most teams carry DrizzleToed. The lack of HP Fire means that Ferrothorn among others totally walls me, but Hydreigon and Heatran carry Fire Blast so it becomes set up bait for those 2. Psyshock is also useful for some Calm Minders since it avoids their SpDef boosts, and also for the Pink Blobs.​

EVs are straightforward. Life Orb is the item of choice even if I have more than once thougth about replacing it because it took away my life too quickly. In the end however the damage boost it provides is too high and useful compared to ,say , a Draco Plate so I think it's going to stay.​


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Scizor (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Superpower
- Pursuit


Here's the first member of my mini Volt-Turn core and my main answer to Outragers. Scizor might not be that fast but its great typing, bulk, sheer power and Technician boosted Bullet Punch make up for that more than enough. It's the standard CB Scizor so most (all) of you already know how this works. It comes in, threatens a revenge kill with Bullet Punch, scouts my opponent's move, deals heavy damage while it switches out with U-turn and eventually lets Hydreigon come in untouched and start his Tailwinding rampage.​

U-turn is most useful early game to generally weaken its checks (and really deals an awful lot of damage) and scout the opponent's gameplan. Furthermore it's the only way to escape from a Magnezone trying to trap and eliminate it. Bullet Punch in this meta populated by Terrakions and Dragon Dancing Dragons is a must to finish off (even not so) low health speedy but fragile threats. Pursuit takes out of the equation Celebi and Lati@s (very important counting that nowadays Latioses are the Scarfer of choice of most teams and taking them out almost nullyfies the chances of being revenged), annoying Spinning Starmies, Magic Bouncing Xatus and Espeons (if they don't carry HP Fire or Heat Wave) and other annoyances, even if after you use it you practically give a free set up turnto the Pokemon your opponent brings in. Superpower seems to be the move I use the least, but it may anyway come handy if Pink Blobs or Ferrothorns are around and Breloom/Hydreigon/Heatran are already gone. Defensively its job is to absorb Dragon hits but also Ice Shards (mamoswines or Weaviles) sometimes and retaliate.​

Evs are standard again, max Atk and great bulk to be able to switch in on Outrages and Draco Meteors and revenge. I have also considered SD variants but all the moves on the CB set are extremely useful for my gameplan (bar Superpower which I almost never use but which in theory is also important). It's been one of the most used set for at least 2
generations for a reason.​



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Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Volt Switch
- Trick
- Hidden Power (Ice)


Here's the second part of the Volt-Turn core, probably the most useful member of this team and the glue which keeps it together. Once it was the Specially Defensive variant, but then Tornadus-T was banished to Ubers (so I didn't need that much an answer to Hurricane spam anymore), I needed a Scarfer and so there it is. Rotom fills in a myriad of roles. It's my main scout, the answer to Mamoswine (dangerous to Latios and Hydreigon), a check to Keldeo (also a threat to the team), and the main revenge killer of Dragons, Terrakions and Volcarona. Furthermore it forms a great pair together with Scizor, covering each other weaknesses fairly well and scouting excellently.​

Volt Switch is a must on every Rotom-W set for a reason: it's its scouting tool, weakens Rotom's counters and dents a ton of the popular Pokemon of this Water/Rain filled metagame including: Keldeo, Politoed, Vaporeon, Tentacruel, Gyarados, etc. The only drawback is that if the opponent realizes I'm Choice locked in Volt Switch he could switch a ground Pokemon (Garchomp, Landoruses, Gastrodon, etc), Jolteon or Thundurus and threaten my team while I'm oblidged to switch out. Hydro Pump (often Rain boosted by my opponent) is a useful tool to damage almost everything which does not resist to it and is my main cleanup tool when Hydreigon has already weakened/eliminated all the counters that could stand in my way. It's also important to check Volcarona (very dangerous for the team) if it hasn't boosted its SpDef that much already. Trick is a nasty surprise for any bulky slow wall relying on Recovery and Status moves to defeat its counters (Pink Blobs again), and if I see that Rotom's revenge killing abilities aren't required but longevity is preferable I try to get Leftovers early while crippling something else. Hidden Power Ice is the tool for getting rid of pesky Dragons and Earth/Flying types (Landorus or the rare Gliscor), but in other cases I tend to avoid using it and being choice locked on it, due to its low power on non-super effective hits which could give my opponent free turns.​

I might be repetitive but Evs are again standard: Max Speed and SpAtk are a must for a Special oriented revenge killer; also the item is compulsory since it's meant to be a Scafer. Sometimes I regret the much greater longevity and ability to come in more often and taking less damage of the Leftovers bulky variant I used once but at the moment this is the most useful set for the team's strategy.​




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Breloom (M) @ Leftovers
Trait: Technician
EVs: 232 HP / 252 Atk / 24 Spd
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Stun Spore
- Bullet Seed
- Spore


Finally another not-that-standard set, but a surprisingly effective one. (I took inspiration from another popular Grass Pokemon: Amoongus). I had already at least 2 Pokemons on my team capable of slaughtering most opponents, so what I was looking for was not a Mon capable of destroying the whole opponent's team but one capable of: 1- dealing heavy damage with super effective hits; 2- revenge killing with priority; 3- giving me free turns through status; 4- not being destroyed (or almost 1HKOed) by Keldeo upon switching in. So this is what came out of my mind. It might seem a terrible gimmick but it actually works.​

3 of its moves are present on every set. Spore is one of the main reasons one would choose to use Breloom and not another Pokemon; a 100% accurate sleep move with the buff to sleep mechanics is almost like a KO, or maybe better since it gives free setup turns. Techinician boosted Mach Punch is wonderful for picking off weakened opponents and also full health Pokemon weak to it (Terrakion for example, or Tyranitar). Having 2 priority users (Breloom and Scizor) on the team really helps fighting the speedy threats of this meta. Bullet Seed is the other STAB of the set, also boosted by Technician, which deals heavy damage to the popular water types teams usually carry. It's also the bane of Gastrodon, almost a complete stop to my Rotom-W. Considering the quantity of switches this set forces is very easy finding an opportunity to Spore something. Then my last move comes into play. Usually when one sees a Breloom he brings in his sleep abosorber/fodder and then switches out to something Grass and Fighting resistant, like for example Latios. What if when you bring in your Latios it gets paralyzed and slowed down for the remainder of the match? So here's Stun Spore. Its accuracy might seem questionable but it gets the job done more often than not. It's true that most of Breloom counters won't like paralysis, and a paralyzed foe might sometimes make unnecessary the use of Tailwind on Hydreigon, opening a path for a straight sweep without the need of setting up. This Breloom set with the 2 Spores in a way takes effectively out of the game 2 of the opponent's Pokemons.​

The EVs are an invention of mine (so if you can suggest me a more convenient bulky spread please tell me): max Atk is a must IMO for maximising the number of foes a Mach Punch can finish off, then 232 HP for bulk and the capacity of taking a hit from Keldeo or Terrakion before retaliating, the rest in speed. Even with this few Speed EVs but with
Tailwind in action it sports one of the quickest Spores of the game. Leftovers is the item of choice for extended durability. Many opponents are really annoyed and surprised by this Breloom's longevity compared to the standard one, and having it around for long time is really an advantage for me.​



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Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Stealth Rock


The last team member is what I find to be the weakest link of the team, but I really can't replace it because any alternative which came to my mind added more problems than the ones it solved so here it is. Hazard setter, sun check, secondary Draco Spam counter, occasionally Steel and Dragon killer and Special Sweeper: this are the roles Heatran fills on the team. Again everything standard.​

Fire Blast as STAB, go-to move in most cases, and deals heavy damage to an awful lot of opponents, even more if the sun is shining on my head or if I managed to let it come in on a Fire move and activate Flash Fire. The other 2 moves are used just for super effective hits, better if 4x SE ones. Earth Power is useful for taking down non-CM Jirachis, enemy Heatrans, etc.; while Hidden Power Ice takes care of Dragons but also slower Ground/Flying threats. Stealth Rock really has to find a spot on 99% of competitive teams so here it is.​

EVs maximise Speed and damage. Anyway, even without defensive investment, Heatran's stats, typing and ability (and item) allow him to be very bulky and able to survive most (even SE) hits. Not having Leftovers recovery sometimes hurts but Air Baloon is too important. It gives Heatran an immunity to its most glaring weakness, letting it come in on enemies which otherwise would kill it in a second and become in a way counter of its counters (for example coming in on Landorus's Earth Power and KO it with HP Ice). In the end even if this seems to me the most replaceable member of my team it usually ends up being the most
important utility wise.​


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So there my team is. It has fared pretty well both on Pokemon Online and on Showdown! under the alt Tail-o-Saurus, so you might have seen it in action already. I decided to post it to show what an underrated threat Hydreigon is and how powerful Tailwind can be in this meta if used properly. Also, even if it's IMO a good enough team, it still has some weaknesses I don't know how to solve. Regarding this I would like to have your help.


To give you one more idea of how this team works this is how most time matches start:
I usually lead with Rotom-W (or Scizor and U-turn to Rotom). Most times on the other side of the field there is either a water Pokemon (usually Toed) or one threatened of huge damage by Hydro Pump (Hazard setting Heatran, Landorus-T, Lead Terrakion) so my opponent usually goes to Celebi or Ferrothorn or Celebi while I Volt Switch to Heatran, scare them out, set up Stealth Rock, my opponent goes to a water type to kill Heatran or Tyranitar (which is not scared of any of Heatran's attacks), I bring in Breloom and Spore. If I see in team preview a fast Pokemon
resistant to Breloom's moves, but annoyed by paralysis (e.g. Latios) I Stun Spore on the following turn. From there I usually don't have a hard time finding a good opportunity to switch in Hydreigon and Tailwind. Then it's just a matter of cleaning out the remainders of the opponent's team with priority (Scizor or Loom) or my scarfed Rotom. I don't say that all matches are this easy, maybe it's also a very lucky case that the opponents I've encountered often led with matchups so favourable to my gameplan , but this happened to me more than a few times.​

Biggest threats for this team are:

Volcarona
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If it manages to come in, Roost off Stealth Rock damage and grab a Quiver Dance or two it becomes nearly unstoppable. Heatran can resist most of its moves but can do next to nothing in return, while Rotom struggles to kill it with Hydro Pump if it has boosted itself a bit or under sun.​


Calm Minders in general (CMRachi and CM Keldeo most often)
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Again if they boost one or two times they become a real pain in the ass.​


Toxicroack
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Under the rain, maybe also behind a Substitute I really struggle to find a way to bring it down since my most obvious check to hit, Latios with Psyshock, his weak to Sucker Punch.​


I've come to the conclusion that all those weaknesses derive from my lack of a powerful physical attacker capable of hitting hard with Earthquake and Stone Edge. Thus I thought about Terrakion, but it had Hydreigon's same weakness to Fighting, and then Landorus which seemed the most promising but which I don't really know how to fit in. If you find a way, please let me know.

I have also tried to avoid any Pokemon weak to Stealth Rocks due to the loss of momentum and reduction of choices and moveslots Rapid Spin causes (IMO), so if you're going to suggest a replacement for one of my team members please keep this in mind. I would also like to try and add more Hazards (Spikes or T-Spikes dunno what's better) because I think they could make Hydreigon's sweeping job easier, but I really don't know how.


Thanks a lot to you all for having the patience of reading this.

If you liked it please comment and let me know what you think about it.
 
Hey there, you've got a solid team here. You've got most threats pretty well covered. However, the ones you mentioned in your threatlist are big issues; replacing Latios can help you deal with them. Latios is redundant with Hydreigon, and it doesn't make any sense to replace the Pokemon that's the focal point of your team. It really doesn't get past any additional threats. Latios is too easily walled and Pursuit trapped for you to rely upon as a check to Keldeo, so it doesn't help you there either. I'd recommend throwing in a Choice Scarf Landorus-T over it. While it leaves you a bit weaker to Keldeo (you can still handle it, don't worry), it gives you a Pokemon that can deal with all of the Pokemon you mentioned. Additionally, it's an incredibly solid revenge killer in general and fully counters Toxicroak. With the addition of Choice Scarf Landorus-T, you no longer need to run a Choice Scarf set on Rotom-W, so I recommend changing it to a bulky attacker set. The bulky attacker set gives you a slightly better answer to Keldeo as well as a great check to physical attackers with Will-O-Wisp. Choice Scarf Rotom-W is just severely under par in the current metagame, as Hydro Pump's accuracy isn't good enough to rely on and it's a bit to slow, being slower than most other common Choice Scarf users. Bulky attacker Rotom-W still has some power, so I wouldn't worry in that department.

- Latios -> Choice Scarf Landorus-T

- Choice Scarf set -> Bulky attacker set on Rotom-W
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Landorus-T @ Choice Scarf
Trait: Intimidate
EVs: 32 HP / 252 Atk / 224 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- U-turn
- Stone Edge
- Superpower

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Rotom-W @ Leftovers
Trait: Levitate
EVs: 232 HP / 56 SAtk / 220 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Good luck!
 
Hello Kingofgauls, Your Team is pretty solid, but thats not what i came to address.I see you are running an offensive Heatran well its good in all ,but i might try replacing Hp Ice or Earth Power with Roar.You may be asking why are you already know ,but you said Volcarona was a big Threat to your team.Well with that you can force it out if it tries to setup also it takes alot of damage from a switch in.Also Fire Blast is a 2hko so even after a roost you can still do almost the same amount of damage and if he tries to quiver you just use Roar.

Hope I Helped =) (= Scotti =)

P.S. you can also just change Heatran to a Special Defense set

name: Specially Defensive
move 1: Lava Plume
move 2: Protect
move 3: Roar
move 4: Toxic / Will-O-Wisp / Stealth Rock
item: Leftovers
nature: Calm
evs: 248 HP / 252 SpD / 8 Spe

L8tr
 
Hey,

Pretty cool team you've got here. I just have a couple nitpicks. I don't particularly like your Breloom set, using Spore and Stun Spore at the same time and all. It sort of seems counterproductive. I'd suggest:


Breloom (M) @ Life Orb
Trait: Technician
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature (+Spd, -SAtk)
- Mach Punch
- Swords Dance
- Bullet Seed
- Spore

This way you can take advantage of the sleep turns and SD up so you can really get a sweep going.

Also, I agree with Jukain, switching Latios to something like Scarfed Landorus-T is a good idea.
 
Front picture fixed. Dunno why the previous one wasn't showing properly anymore......

Anyway, thanks to Jukain, Scotti and Dietcoke101 for your rates. I've tested all your suggested changes with mixed success.

About Heatran I know Roar could help to check Volcarona but all the moves it has right now are equally all important: without HP Ice I can't touch dragons and Landoruses (on the switch or with intact Baloon) any more, and without Earth Power the same happens for enemy Heatrans. Earth Power was also useful for catching spinning Tentacruels off guard and severely damage them for the rest of the match limiting their spinning capabilities.

About Breloom I really dislike the fact that with this EV spread it is almost always OHKOed even by resisted attacks on the switch in. This could become even more of a problem if I change Latios to Landorus because a water check is even much more needed and Breloom act as one in my team.

The most promising one seems to be the Scarf Landorus over Latios one. It really has helped me check all those threats that were plaguing my team before, such as CMRachi, Toxicroak and Volcarona. The fact that I can switch it in most physical threats (Terrakion for example) when before I had to carefully work around them is also invaluable. Also the fact that I can switch CSRotom to a bulky attacker variant is really a welcome addition to the team.

However 2 problems popped out:
1st I become a bit more vulnerable to powerful Water moves spammed in Rain. Also if Rotom is no longer around and my team is a bit weakened a fast Water Pokemon with Water/Ice move coverage could become a nightmare, KOing Heatran, Hydreigon, Landorus and Breloom without problems and resisting Scizor's Bullet Punch.
2nd I really miss the double Dragon core. Latios and Hydreigon were really perfect in weakening each other's counters and start a sweep. Latios was also the perfect abuser of Tailwind when I had to switch out Hydreigon because of its raw power; without him no mon in my team can switch in and threaten a whole team like Latios did: Landorus and Scizor are Choice locked so countering them is easy, Rotom is a bit too underpowered and Breloom doesn't really need Tailwind except for Spore, so the whole point of my Tailwind abuse vanishes.

So I wanted to ask: what other member of the team could be replaced instead of Latios? Maybe with Landorus capable of checking also some Outragers 2 Steels aren't that needed anymore so I can take out Heatran or Scizor, or take out one of the steels and replacing Breloom with Ferrothorn so I won't lose neither the Steel nor the Grass defensive qualities. Or I could replace Latios with another Dragon, maybe Dragonite, Intimidate Salamence.......

Please suggest whatever you have in mind, even massive changes.
Anyway thanks again :)
 
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