SM OU A depressed player's plea for help, Minior shoots for the stars!

Marigold

formerly KuraiTenshi26
A short blurb...

It's getting to the point where it's depressing, really. I lose to teams of six weather setters, and even if I climb to 1300 at times, I fall back down to 1150 after a series of losses. I don't get tilted or anything, and I do my best to stay calm. I spend tons of time tweaking teams and trying styles. I just... I don't know anymore. Without further ado, here's the rate my team. Trash this team, call it out, and please give me a fighting chance!

The goal

The aim of this team is to, ideally, clear a way for minior to sweep. Minior functions similarly to mega-aero, and likewise is stopped by the same things: bulky waters, steels, and priority. The teammates act to stop these as best as possible, namely in zone and serp. The rest of the team functions to soften up the enemy enough to sweep with minior. Aaaaand... here's the cast!

The cast

Garchomp | Magnezone | Tapu Fini | Serperior | Minior-Meteor | Marowak-Alola

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 36 Atk / 120 Def / 104 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Fire Fang
- Dragon Tail

Garchomp acts as the lead and as a physical tank. The plan is usually to set rocks and then phaze out something I don't like for some rocks damage, or save for later to deal 29% to anything that dares make contact. Earthquake is for some stab and fire fang is coverage (debating fire blast here). The EV's are to outspeed base 80's, the defences are sufficient to survive ice shards from mamo, and rest goes into attack for a little oomph. Debating adding more speed to outspeed base 85's (nidoking is dangerous to this team as mentioned later in threats).

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Zone acts as the answer to steel types like scizor, ferro, celesteela that would otherwise wall minior. It also functions as an answer to bulky waters and just hits hard on the switch in general. Tbolt is for obligatory electric stab, volt switch to give me some slower switch-in's, hp fire for the 4x damage, and flash cannon is used to hit fairies, but I usually find myself using it to hit common switch-in's for significant/fatal damage. EV's are enough to outspeed marowak with neutral speed nature, max spA and nature for maximum boom, and rest goes into hp for bulk. I reeeeeaaaally like the specs damage and don't feel that the speed tradeoff with scarf is really significant (as a slower turn is nice and the damage on the switch is ludicrous at times, hitting lando for 80% usually), but I would love any suggestions for a different perspective.

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Surf
- Nature's Madness
- Haze
- Defog

Rocks ruin minior's sweep, preventing it from surviving the hits that should normally put it into no-shield form. Tapu Fini prevents that from happening. I chose nature's madness over moonblast because this really helps fini soften up switch-in's for a sweep later a lot better than a non-effective moonblast does. Haze gives the finger to anything trying to set up (debating taunt here to stop recovery spam), defog to get rid of hazards, and surf to finish off anything weakened by nature's madness enough (I have considered hydro pump here to net me more ko's. advice here would be great). Speed EV's outspeed neutral nature base 60's, rest go into hp and def for bulk.

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Synthesis

Serperior acts as an answer to bulky waters, or a pressurer otherwise. By forcing the water to switch and boosting, serp can go on a rampage to help soften up more enemy pokemon, boosting along the way. Leaf storm is there cause it wouldn't be boost-happy serperior without it, dragon pulse and hp fire for coverage (another way around scizor and ferrothorn), and I chose synthesis here to help serperior stay in the fight if need be. This last move can be changed if need be.

Minior-Meteor @ White Herb
Ability: Shields Down
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Acrobatics
- Stone Edge
- Earthquake

The star of the show. The game plan is simple: come in at the late-game, click shell smash, and go to town. Maximized attack and speed make it a super sweeper, acrobatics is the go-to stab move after using white herb, and edgequake to get all that juicy coverage. It's a simple mon, really.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe
Adamant Nature
- Shadow Bone
- Flare Blitz
- Earthquake
- Will-O-Wisp

The team looked a little weak to electric types and lacked a solid answer to bulky grass types, so marowak fills both those roles well. Shadow bone and flare blitz are hard-hitting stabs, eq to scare those electrics, and wisp burns the bulky ground switch-in's to ruin their day. The speed allows maro to outpace the likes of clefable and chansey, maximized hp for bulk, 16 attack helps reach 440 attack after thick club, and the rest go to spD.

Notable Threats

Metagross-Mega: I often find myself losing a pokemon on my team to scout its moveset and wound it, and garchomp to whittle it down and kill it. If it has earthquake, I lose a third of my team minimum.

Kingdra: in the rain, I can't do a lot to kingdra. It demolishes everything on my team, even fini and serperior which are my only "checks" to this thing (they can only 2hko it).

Pheromosa: Alolan marowak is my only answer to this thing. Once I lose my maro (which it u-turns from), I 100% get swept by pheromosa. Ban it with fire!

Nidoking: It has the perfectly annoying coverage to demolish my team. Once it enters, I'm unsure how to switch in and deal with it.

Conclusions

If you read this far, I'm actually super happy and really hope for some feedback. Anything and everything is appreciated. Please help out, I'm open to replacing anything on this team if need be.

With best regards~ KuraiTenshi26 (^^)/
 
A problem and you do not play the team one scarfer, you may replace Serperior for Ferrothorn with rocks and put a set with a scarf or Garchomp would be better Landarus on Tapu purposes better Taunt Haze because it allows you to play against the walls, to you in sometimes they give up 10 bp to surf power instead of scald because if they put Bulu you can blanch
 
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