A SYNERGIC FLYINGSPAM TEAM

THE SYNERGIC FLYINGSPAM​

Objective: To build a synergic team that abuses of Flyingspam and can help new players to join the metagame using one of it´s most popular and effective battling styles, also giving players of all levels interesting battles with good results.

The teambuilding process:
Mega-Pinsir.png
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The Talonflame-Pinsir core has an amazing offensive power, so it´s the base of this Flyingspam-style team, the first pokémon i thought about four days ago when i started teambuilding.
those two pokémon have some big common weakness (stealth rock, other flyingspam, electric types, flying type counters, etc.), so I chose other two members for the team to take care of them:
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Heatran is used to wall things like talonflame and some special attackers. Then i chose Zapdos, who has an overall good synergy with my first wall and my sweepers, helping me to keep hazards away using defog, at the same time walling other flyingspam. Then i just had two empty slots on my team that i filled with:
Garchomp.png
Keldeo_br%C3%ADo.png

Those are my last two sweepers in this offensive oriented team. The first one, Garchomp, is an amazing revenge killer that can sometimes sweep in late game thanks to outra ge and can take care of some common stuff in the metagame. Keldeo is amazing when countering bisharp and helps this team to sweep with his watter typing and powerfull stabs.



The team at a glance:


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In depth:

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Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Frustration
- Quick Attack
- Close Combat
- Swords Dance

Well this guy is amazing, it has an amazing ability that transforms normal type attacks in STAB flying type also giving them 1.3 damage boost and very high offensive base stats, so it´s a really good sweeper and one of the most used pokémon on the OU tier. Well here we have 0 happiness Frustration and Quick Attack to abuse from Aerilate, Close Combat for coverage (if you choose earthquake you´re completly walled by rotom, so this is kind of a best option) and Swords Dance to boost Pinisir´s power even further, the EVs are pretty straight forward, with max investment in attack and speed. I use Hyper Cuter as his non-mega ability because this team isn´t leaving a lot of threats in pinsir´s KO range withouth evolving to abuse Moxie, and also avoiding intimidate attack drop.



HeatranImage-1.jpg

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Ancient Power
- Stealth Rock
- Lava Plume
- Roar

This guy started with the idea of using an assault vest heatran, but after some teamrater comments, i ended up with this set. Heatran now has just Ancient Power to counter and hit things like Talonflame and Mega Charizard Y for 4x damage. Stealth Rock is very usefull when the oppossing defogger/spinner faints and Roar can ruin a lot of switches, phazing them out and making the foe to loose his turn also giving you some advantage.

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Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Grass]

This Choice Specs Keldeo helps me to KO lot of threats (like bisharp, some ground types, ice types, fire types, etc.) due to it´s high special attacks, Powerfull Hydro Pump and amazing Sacred Sword. Scald is used as a more accurate STAB when Hydro Pump is not necesary or is needed to inflict a burn and Hidden Power Grass for Quagsire, Gastrodon, and other bulky waters that stand my Sacred Sword. Keldeo, with Heatran, can also counter some dangerous ice types that cripple this team a lot.


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Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk

This is my second flying-type sweeper, and the 2nd place in OU use (February stats) for a really good reason: Gale Wings, an amazing ability that makes flying type attacks +1 priority, giving talonflame the trophy of the most hard-hitting priority user in the tier. Brave Bird, with sky high base power, can sweep entire teams and KO lots of pokémon, while Flare Blitz serves as secondary high power STAB and U-turn helps to scout and find a better answer to many threats. Choice Band is used to boost Talonflame´s base attack and sleep talk to attack when this bird is asleep, something very usefull with a choice item.


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Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Heat Wave
- Roost

Deffensive Zapdos is my main option to counter flying and water types, while keeping hazards out of the field (a very apreciated support task for this team). Zapdos can stand many hits and can switch into scarfdrill´s earthquake easily and roost when hazards are cleaned. This Thunder bird can spam moderate damage thunderbolts and can easily wall azumarill, a very seen and dangerous pokémon.

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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Dragon Claw
- Outrage
- Earthquake
- Fire Blast

Garchomp is an amazing scarfed pokémon because of his high speed able to face +1 base 100 pokémon like charizard X, and at the same time causing late game Outrage sweeps if you attack at the right moment. Dragon Claw is used to avoid being locked into his other dragon type attack and able to switch out if necesary. Earthquake hits a lot of steels like aegislash very hard and Fire Blast can cause heavy damage on things like Skarmory, Ferrothorn and Scizor.

CALCS (currently editing)

IMPORTABLE (PS!)

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Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Frustration
- Quick Attack
- Close Combat
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Ancient Power
- Lava Plume
- Stealth Rock
- Roar

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Grass]

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Defog
- Heat Wave
- Roost

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Dragon Claw
- Outrage
- Earthquake
- Fire Blast
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Thanks for reading this RMT!
hope you liked it and considered it usefull.
If you would like to help this team to improve, any tip will great :)

Original team by Epique (my showdown nick).
(frustration pinsir idea took from valentine´s comment in "dual flying team").
 
Last edited:
Hi there, I'm here to rate your team.

So as you said, this team is based around the extremely powerful Pinsir + Talonflame core, and you're paired the team mates up with this core really nicely. However, there are a few specific flaws in which I think you need to address, and some changes can be made to make this team better.

The first thing I noticed is that you lack a Stealth Rock user, despite easily being able to fit it onto your team. Even when you fully have the intentions of using Defog yourself, Stealth Rock is still an extremely important move to have on your team. I also think that Zapdos is probably an inferior choice for this kind of team, as it really slows your offensive momentum down. Lastly, I don't think that Heatran set is good at all, and you could be putting that team slot to better use.

So, here are my suggestions.

1) Replace Garchomp with Excadrill. This does a few things for your team. Firstly it provides you with a Stealth Rock user, as well as another way to clear the field of entry hazards for Talonflame and Pinsir via Rapid Spin. Secondly, it still fits well into the team, as it's still a Ground type as well as being a physical attacker.

2) Replace Zapdos with Thundurus-I. Thundurus-I fits much better into this team, as it's generally much more offensive, and provides you with a check so so many threats like opposing Flying spam teams, Charizard, and Gyarados. You also don't need Defog support from Zapdos due to Excadrill.
jolly in pinsir.

A few minor suggestions.

3) Change your Heatran to the standand SpDef set. Assualt Vest really doesn't have much of a purpose on Heatran, and I think you'd be better off with the standard set.

4) Change Pinsir's nature to Jolly. I think missing out on out speeding base 100's and above is too much sacrifice for the power boost. Losing to Garchomp, Charizard, and opposing Pinsir really sucks.

That's all I really have to say about the team. I hope I helped you in some way, and good luck with the team n_n
 
I think you should make talonflame adamant, so it can achieve maximum power with brave bird. The ev spread I use is 252 atack, 64 speed, and rest in hp to outspeed things like excadrill while still being bulky.

Second, make pinsir moxie. If there is a weak pokemon on the opposing side, pinsir can come in with a quick attack and raise it's attack without mega evolving. If the switch is obvious, then you can go straight for the swords dance.

Starmie seemed to cover everything else
 
What exactly does HP Ghost cover on Keldeo? Any relevant ghost you encounter will be hit harder by scald.

Hp ghost is for overpredicting the jellicent switch in (common in gen 5, totally walls keldeo).
Or simply for hitting a ghost/psychic mon for the same purpose.

U can probably replace it with electric/grass. For aegislash (the only ghost real used in this gen) u have chomp/exca.
For pinsir:

Pinsir
@ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

U don't wanna be walled by rotom... OK.
But if rotom use WoW, your pinsir is walled by everything. Never try to kill rotom with a physical attacker.
 
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Hp ghost is for overpredicting the jellicent switch in (common in gen 5, totally walls keldeo).
Or simply for hitting a ghost/psychic mon for the same purpose.

U can probably replace it with electric/grass. For aegislash (the only ghost real used in this gen) u have chomp/exca.
For pinsir:

Pinsir
@ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

U don't wanna be walled by rotom... OK.
But if rotom use WoW, your pinsir is walled by everything. Never try to kill rotom with a physical attacker.

I don't think Jellicent is common enough now to warrant using HP Ghost.
 
Hp ghost is for overpredicting the jellicent switch in (common in gen 5, totally walls keldeo). Or simply for hitting a ghost/psychic mon for the same purpose.

U can probably replace it with electric/grass. For aegislash (the only ghost real used in this gen) u have chomp/exca.
For pinsir:

Pinsir
@ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

U don't wanna be walled by rotom... OK.
But if rotom use WoW, your pinsir is walled by everything. Never try to kill rotom with a physical attacker.

I don't think Jellicent is common enough now to warrant using HP Ghost.

Thank you all for reading and rating!! your tips have been very usefull :D

Well you were right with Keldeo´s Hidden Power Ghost, as Jellicent is now a very low usage threat, i switched the attack with Hidden Power Grass to hit some other and more common bulky waters, now that i don´t have it on Heatran.

About using Moxie with Pinsir, Hyper Cutter prevents the intimidate´s attack drop and this team is not leaving a lot of pokémon in pinsir´s KO range withouth evolving, so I´m not really sure if using it would be a good idea right now.
Close Combat is for revenge-killing rotom because this team doesn´t have a solid counter for it, I would never attack rotom directly with Pinsir if it´s not necesary and it isn´t likely to be KO´ed.

I´m currently working on a Zapdos switch and trying out who fits better in his place.

Thanks for reading!
 
Keep hyper cutter pinsir, lando is much more common and a better poke than rotom imo and mold breaker is only useful when running eq and it prefer it over moxie. However on keldeo, run Hidden Power Flying, as it 2hko's mega-venusaur. Thats much better than hitting uncommon jellicent and celebi, and mga-venu isnt the biggest threat to your team (because fly-spam but it can do some nasty damage with sludge bomb and sr up, it could put them to sleep too and it can seed+synthesis the rest of your doods), so yeah.
 
Keep hyper cutter pinsir, lando is much more common and a better poke than rotom imo and mold breaker is only useful when running eq and it prefer it over moxie. However on keldeo, run Hidden Power Flying, as it 2hko's mega-venusaur. Thats much better than hitting uncommon jellicent and celebi, and mga-venu isnt the biggest threat to your team (because fly-spam but it can do some nasty damage with sludge bomb and sr up, it could put them to sleep too and it can seed+synthesis the rest of your doods), so yeah.

Thanks for your tip, you´re right about that Keldeo can do some very heavy damage if using hidden power flying for this team mega venusaur isn´t usually a big threat, but quaggsire is a really huge one, so that´s why i use HPGrass. What do you think about that? Well perhaps hitting venu harder is a good enough idea to replace grass.
 
I'm surprised no one has mentioned mold breaker pinsir. Before megs evolving, pinsir can use mold breaker to negate Rotom-W's levitate.
Then pinsir has access to kill it with earthquake
 
I'm surprised no one has mentioned mold breaker pinsir. Before megs evolving, pinsir can use mold breaker to negate Rotom-W's levitate.
Then pinsir has access to kill it with earthquake
Hi! thanks for reading and posting :D
Well that´s a pretty good idea, but when you have a moldbreaker pinsir it appears a message on the chat "pinsir breaks the mold" so if anybody sees that and has a rotom, they will not risk to loose one of their pinsir counters.
 
Thanks for your tip, you´re right about that Keldeo can do some very heavy damage if using hidden power flying for this team mega venusaur isn´t usually a big threat, but quaggsire is a really huge one, so that´s why i use HPGrass. What do you think about that? Well perhaps hitting venu harder is a good enough idea to replace grass.
Dont sacred sword and scald easilt 2hko? It could be cool, but hp flying is really good :)
 
Hey! In addition to everything that has been said above, I would like to point a big defensive weakness in your team and that's Greninja. At the moment, Greninja can completely wreck your defensive core, and with Extrasensory, it can take care of Keldeo. Sure you can revengekill with Talonflame and Garchomp, but seeing as they are both choiced, checking or straight up countering them won't be that hard. If you are going to replace Zapdos, I'd suggest adding something for Greninja. In the same vein goes Keldeo, as a powerful water-based special attacker.
 
Dont sacred sword and scald easilt 2hko? It could be cool, but hp flying is really good :)

Hey! In addition to everything that has been said above, I would like to point a big defensive weakness in your team and that's Greninja. At the moment, Greninja can completely wreck your defensive core, and with Extrasensory, it can take care of Keldeo. Sure you can revengekill with Talonflame and Garchomp, but seeing as they are both choiced, checking or straight up countering them won't be that hard. If you are going to replace Zapdos, I'd suggest adding something for Greninja. In the same vein goes Keldeo, as a powerful water-based special attacker.

Hi, thanks for writing and giving tips! :D

It allways depends on where Quag sets up, if it accumulates some stockpiles it can make an easy sweept to my team.

Timpsu, you´re touching a very important part of the metagame, Greninja is a very hard pokémon to counter and it actually, as you said, wreaks my deffensive core (if Zapdos isn´t full health). If stealth rocks aren´t in the field you can lure an ice beam with Zapdos or surf with Heatran and then switch to an apropiate revenge killer , as Talonflame and Garchomp (both are usually full health on early game). Greninja is very used as a lead, so you can start with Talon and easily kill or scout. However, Greninja is a very important threat that has to be taken seriously, I´ve never had lots of problems with him, but maybe i should include more counters.
I´m actually testing a way to use Thundurus instead of Zap, so i can use thunder wave and slow him down to my sweeper´s level.
 
yo replace ancient power on heatran for stone edge. With no investment and a minus nature, it still does more. It is impotant so you can guarantee an OHKO on zard y

0- Atk Heatran Stone Edge vs. 4 HP / 0 Def Talonflame: 316-372 (106 - 124.8%) -- guaranteed OHKO
4 SpA Heatran Ancient Power vs. 4 HP / 0 SpD Talonflame: 296-352 (99.3 - 118.1%) -- 93.8% chance to OHKO

0- Atk Heatran Stone Edge vs. 4 HP / 0 Def Mega Charizard Y: 292-344 (97.9 - 115.4%) -- 81.3% chance to OHKO
4 SpA Heatran Ancient Power vs. 4 HP / 0 SpD Mega Charizard Y: 196-232 (65.7 - 77.8%) -- guaranteed 2HKO
 
yo replace ancient power on heatran for stone edge. With no investment and a minus nature, it still does more. It is impotant so you can guarantee an OHKO on zard y

0- Atk Heatran Stone Edge vs. 4 HP / 0 Def Talonflame: 316-372 (106 - 124.8%) -- guaranteed OHKO
4 SpA Heatran Ancient Power vs. 4 HP / 0 SpD Talonflame: 296-352 (99.3 - 118.1%) -- 93.8% chance to OHKO

0- Atk Heatran Stone Edge vs. 4 HP / 0 Def Mega Charizard Y: 292-344 (97.9 - 115.4%) -- 81.3% chance to OHKO
4 SpA Heatran Ancient Power vs. 4 HP / 0 SpD Mega Charizard Y: 196-232 (65.7 - 77.8%) -- guaranteed 2HKO

That´s true, Hey Yal, stone edge does a lot more than ancient power. the important thing there was the damage caused on charizard, it´s so little, I should fix that. Another thing is that "Guaranteed OHKO" is just 80% chance of KO´ing talonflame, because of stone edge´s accuracy, so in that case i have more probabilities to KO with ancient power.
As you show in your calcs, i have an 81.3% chance of koing charizard with stone edge, that could turn into a total 64% because of the accuracy, but still does more damage than ancient power...
If the nature of Heatran changes, he will allways ohko both of them if using stone edge, but that really turns into an 80% chance of KO...
If the move Stone Edge is changed to Rock Slide, I need to put 200 evs in attack stat to guarantee an ohko.
So well, how terrible could the 2Hko be? Heatran is a good non-focus blast Charizard y counter, but if Char carries that attack Heat will be unable to do a lot if carries Ancient power...

So what do you think? perhaps staying with ancient power is a bad idea, and the best is to switch it with stone edge which is not a bad idea, but can miss and turn my realiability on heatran to counter some dangerous threats into a big mistake.
Well your comment shows one of the downfalls of heatran, it´s also to be considered the idea of switching him with another mon.

Thanks for reading
 
All the changes I was going to suggest have already been said by other users, except for that I like running 8 speed EVs on Heatran to creep other 4 Spd EV Trans.
 
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