XY OU A Mega Manectric RMT

Hello all, this is my second RMT on Smogon, but it is my first in quite a while (forgive me if I make any mistakes!). The following is a team based around what I feel is a fairly unique Mega, Mega Manectric. I, like some others, got tired of using the same two or three Megas on every team. Mega TTar here, Char-X there, Mega Mawile for some power. Surely among 30+ Megas more then 6 or 7 fall between broken and bad. So here we are, a machine built around the Discharge Pokemon.

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Manectric (M) @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Here is the star of the squad. MegaMan's positive traits are numerous, with very few drawbacks. A blistering 135 base speed and Volt Switch allow Manectric to control the pace of the game all on his own, much like Steve Nash in his prime. Out of the 20+ games I have played with this team over the past few days, Manectric has never failed to pick up momentum against stall, balanced and HO teams alike. Outside of his speed, he also has a respectable base 135 Special Attack, which is enough to dent most things. While he is not a sweeper, he can outspeed and clean most of the meta game with good three type coverage. He also checks or counters an enormous list of common meta threats, including but not limited to: Landy-I, Thundy-I, Azumarill, (Mega) Scizor, Mega Pinsir, Gyarados, Talonflame, Staraptor and Greninja. He is also the primary revenge killer of the squad. He isn't useless against stall, giving Skarmory, Gliscor, Landy-T and Ferrothorn fits.

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Staraptor (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Double-Edge
- Brave Bird
- Close Combat
- U-turn

Rips holes in things, plain and simple. After the Aegi ban, Staraptor was the first Pokemon that popped into my mind as being viable. Base 100 speed and a high attack stat make him a force to be reckoned with. Double-Edge and Brave Bird are great STABs, and Close combat handles everything that resists the STABs. Scarf U-Turn forms a VoltTurn core with MegaMan, and is a solid second source of momentum. Staraptor also functions as the physical powerhouse to compliment MegaMan's special firepower. The big questions here are Scarf vs Band, and Adamant vs Jolly. Intimidate vs Reckless is also a question, Intimidate is nice, but Reckless gives a potentially critical amount of power to the main STABs.

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Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Conk was put on the team for a few purposes. First, it deals with MegaMan's most common switch-in, Chansey. Predict the Chansey switch-in, Volt Switch, in comes Conk, out goes Chansey. Second, it generates something that both MegaMan and Raptor lack, priority. Important for stopping weakened setup sweepers, especially Mega Gyara and Mega TTar. Third, he can function as a status absorber with Guts. Lastly, Conk generates team support with Knock Off. Not much to be said there, near perfect coverage with Drain Punch and Mach Punch, and Knocking Off items always helps. Conk is basically the wallbreaker for this squad. I am totally aware that the meta has cooled on Conk, but he still fits the Chansey slayer role better then almost everyone. AV isn't really the best item, but it was more default then anything. Suggestions on the item are more then welcome.

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Ice Beam
- Psyshock
- Rapid Spin

Starmie is another rising post Aegislash mon, and he preforms important hazard removal for the team. MegaMan and Raptor hate hazards, especially SR. Starmie removes those with Rapid Spin, and has the added benefit of not removing my own hazards, unlike Defog. Originally, I used Greninja and a defogger, but that takes up two slots. Starmie is not as fast or strong as Greninja, but it is still faster then 95% of the unboosted and unScarfed meta. Analytic also earns some extra KOs on switches. Psyshock over Thunderbolt to get past Venusaur, who gives Conk and MegaMan trouble. If Venu puts Raptor to sleep on the switch, Starmie is the back-up plan.

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Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Stealth Rock

He's where the crap hits the fan, so to speak. These last two slots have been changed around a lot. I have tried Lead Aero, Lead Azelf, and Lead Garchomp, but settled on using Heatran because my team has a heck of a time dealing with Fairies. Heatran stops most Fairies cold, and also gives the team much needed SR support. Anything that would replace Heatran would ideally be able to take down Gardy and Sylveon, the latter of which has been a consistent annoyance for my team. Lava Plume and Flash Cannon are solid STABs, and Earth Power gives good coverage. I would be open to the idea of using Roar over Earth Power, because that could be a different way to generate momentum outside of VoltTurn. I am not against the idea of using dedicated leads to set rocks either.

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Azumarill (M) @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

AV Azumarill in the last slot, because another pivot to sponge special attacks is always good. Another source of priority, strong STABs allow it to punch holes, and Superpower surprises some things and rips Chansey and Ferrothorn apart. Helpful with the Genies, and Aqua Jet can revenge against almost every setup sweeper Conk can't revenge. This last spot has been changing quite frequently, and Azu seems to fit the best, but at the same time it feels almost lacking. ATM I am also testing SR Mamo in the last slot, because that combines the second priority user and SR roles into one spot. That would allow this last slot to be a luxury for any holes I might have.

So that's the team. I like the first three as a core, and Starmie fills two holes decently well in one slot. I won't mind minor tweaks to the first couple of spots, especially Staraptor (Band vs Scarf, Jolly vs Adamant, Reckless vs Intimidate). The last two I'll take any suggestions. Fairies have been the biggest trouble spots for my team in general, and Sand offense also tears me a new one more often then not. Peaked around 1550.
 
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Wow, this team is almost flawless.

I suggest flipping the HP and SpD for Azu around. You'll be able to at least tank 1 Garchomp EQ easier.

I'd also run Taunt or Roar over Flash Cannon on Heatran. While it is STAB, Azumarill hurts rock types enough and most fairies (Sylveon, Florges) don't take too much from it. (252 HP/252SpD/4SpA Calm Nature)

Again, Celticpride034 , amazing team. Goog luck with your laddering!
 
Taunt Tran has actually worked really well so far. I also decided to give Heatran an Air Balloon because I was losing to other EP Heatrans's. Thanks for the suggestion!
 
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