Intro's
I built this team purely on the fact I have yet to see many Aerodactyl teams if any at all.. So with that being said here is my version of a "decent," Aero team. In the past I feel like Aero really still has that label as the frail semi-glass cannon from last gen... but now with it's mega I feel like you are able to get things accomplished in a higher level of play with a mix of its new speed boost and it's ability Tough Claws which boosts all contacts moves on impact by 33%.
p.s. this is my first RMT ever so I welcome all critques on what I could do in the future to better my RMT abilities.
Okay so here we go with a more in-depth look on why and what I placed on this team.
Aerodactyl:
Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 112 HP / 252 Atk / 140 Spd
Jolly Nature
- Hone Claws
- Aqua Tail/Aerial Ace
- Stone Edge
- Earthquake
The move sets:
Aqua tail : I chose Aqua Tail over Aerial ace for a few different reasons. One I would rather deal with stuff like land lando-i & or T with Aero and leave the fighting types to Clefable which can easily switch into Mon's like Conk and Terrakion's CC. Stone Edge: Really just hits anything hard and paired with Hone Claws it allows you to spam it freely with a high Crit ratio.. & after a plus 2 it basically is OHKO'ing
+2 252 Atk Mega Aerodactyl Stone Edge vs. 252 HP / 216 Def Rotom-W: 261-307 (85.8 - 100.9%) -- 6.3% chance to OHKO
Earthquake: kind of self explanatory, really hates steel types & Heatran which allows it to ohko no problem.
LASTLY
Hone Claws: Allows you to spam Stone Edge freely and really late to mid late game nothing is really going to appreciate a boosted Stone Edge.. especially after alleviating stuff like pesky steel types and or electric stuff (aka Rotom-W) that gives Aero the problems.
Scizor:
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 218 Spd / 40 HP
Adamant Nature
- Knock Off/Pursuit
- Superpower
- Bullet Punch
- U-turn
The move sets:
Knock Off/Pursuit: Knock off really helps with breaking down stall as well as stuff like Blissey/Porygon2. Notable as well hitting other things like Aegislash hard which would otherwise sort of wall scizor.Superpower: Is really key when running both Scizor and Aero..for the soul purpose of getting rid of Heatran. This speed number allows you to out speed Heatran that are speed creeping with 36 speed Ev's.
Bulletpunch: First and foremost this is much needed priority Attk that this team is sort of lacking.
Especially since the Fairy typing is quite popular this gen . Here are a few calcs to give you an idea of the power.
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 140 HP / 0 Def Azumarill: 195-229 (51.8 - 60.9%)
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 4 HP / 0 Def Gengar: 244-288 (93.1 - 109.9%) -- 56.3% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 4 HP / 0 Def Latias: 177-208 (58.6 - 68.8%) -- guaranteed 2HKO after Leftovers recovery
ETC.. I think you get the point it hits quite hard.
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 4 HP / 0 Def Gengar: 244-288 (93.1 - 109.9%) -- 56.3% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 4 HP / 0 Def Latias: 177-208 (58.6 - 68.8%) -- guaranteed 2HKO after Leftovers recovery
ETC.. I think you get the point it hits quite hard.
Uturn Really more to hit opposing Venusaurs and to keep momentum in my favor.
252+ Atk Choice Band Scizor U-turn vs. 252 HP / 216 Def Rotom-W: 147-174 (48.3 - 57.2%) -- 41% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Scizor U-turn vs. 252 HP / 0 Def Mega Venusaur: 159-187 (43.6 - 51.3%) -- 8.2% chance to 2HKO
Manaphy:
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
Plain and simple I use Manaphy as a wall breaker and a sort of lure to faint stuff like rotom-W and unwanted mons that I don't want around late game for Aerodactyl to clean up.
The move sets:
Tailglow: To boost quickly. I think we all sort of understand what it does to help break walls and really just put dents into Mons.
Energy Ball: I went with Energy ball over Psychic only because I do already have coverage to take out stuff like Mega-venu and conk. Plus I mainly use him like I said up top to lure and wall break.. especially since Aero is gonna hve some trouble with bulky waters and what have you.
Ice Beam: Absolutely destroys dragons and other ground types which is essential to break down Sub/stall Gliscor which can really give most teams problems.
Latias:
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 72 HP / 184 SAtk
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog
In my opinion probably the best defogger in the game at the moment. Allows with some bulk and to retaliate with a hard hitting Draco .
Really serves his purpse on this team as a lure for opposing Scizors with hp Fire and bulky defoger.
The Ev's allow it to have the Life orb number and give it some necessary bulk & allow me to sort of pivot in and out when needed and still be able to revenge mons like Garchomp
The move sets:
Draco Meteor:We all have felt the wrath of this attack at one point or another, really very powerful stab attack to get very well off chip damage on most mons baring Fairy types.
Hidden Power Fire;Ferrothorn can really wall Aero, scizor, Manaphy and basically this whole team along with scizor. So really I found it very necessary to carry this over roost as a lure. & since I have I really don't find myself missing roost as like I said I use Lati as a pivot and really don't need to worry about rocks late game after their rocker is gone.
(notable as well... when you do run hidden fire you do lose one IV in speed so you are at 349 instead of 350... just keep that in mind..& if you are having trouble you can always switch knock off on scizor to pursuit and trap)
184 SpA Life Orb Latias Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 255-302 (72.4 - 85.7%) -- guaranteed 2HKO
184 SpA Life Orb Latias Hidden Power Fire vs. 252 HP / 4 SpD Mega Scizor: 291-343 (84.5 - 99.7%) -- guaranteed 2HKO
Psyshock: Takes out stuff like conk and also hits opposing fairy types decently like Togekiss and Azumarill.
which may not seem like a lot, but you have to remember the whole point of this team is to get chip damage for Aero to come in and finish the game off.
Defog:What can I say, probably one of the best Gen VI moves we had gotten thus far. Really allows me to not have to void a spot for a spinner & still allows me not have to worry about the ghosts who resist the Rapid Spin.
Clefable:
Fren (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 20 Spd / 236 Def
Bold Nature
- Moonblast
- Heal Bell
- Calm Mind
- Moonlight
Really a fun pokemon and probably my most favorite to use so far this gen.
Really helps take out stuff like T-tar,Conk, etc... And after a boost with unaware it's really quite hard to get rid of this thing unless the opponent is carrying Roar.
252 hp to max him out 234 to give it needed Def bulk and 22 speed to creep.
The move sets:
Moonblast:Decently well rounded attack that hits with stab bonus and after a CM or two really starts adding up.
Healbell:Heal Bell is such a wonderful move really is essential if you are status'd or any of your mons are. Especially being Unaware I really find it's definitely a staple in this set to help boost and or status absorb.
Calm Mind: Fills in the needed Special D hole after investing in the physical Defense. Also allows me to sort of start building up to potentially sweep & apply pressure especially if your Oppo isn't prepared for such.
Moonlight: With all of the Charizard-Y Moonlight enjoys the sun being out and is key to help boost up and plays a major part in longevity even with the Lefties recovery.
Garchomp:
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance
As you can see I'm running the lead Sash set. Allows me to get rocks up 100%.. But I really cannot tell you how many times I've led and Sd boosted and proceeded to take out half of the oppos team as well. I really enjoy the versatility of this set and the Stab Eq. I went with Stone edge over Outrage only because I don't have to worry about the Fairy Switch ins and birds that are ohko'd by SE.
The move sets:
Stealth Rock: Probably the best move in the game, chip damage, hits Talon/birds amazing well and nerfs them on switch in.
Earthquake:Really good coverage move to beat opposing leads like Infernape, excadrill... etc.. also after a SD it is taking chunks of lead Ferro as well.
Stone Edge:Hits opposing levitate-rs and or flying types very well even Rotom-w doesn't appreciate a Stone Edge to the washing machine.
Swords Dance: Really self explanatory. Is here to really boost up and get a quick last hit in after getting the Rocks up.
Chomps attack is already something to respect and after a SD it's very exceptional and can be a monster.
I did go 20-2 with this team, only two loss were because of lag .-.
For proof rank "the w0lf"
Special thanks to McBarrett/Toxzn for giving me suggestions and needed help.
This is my first RMT, I'm sure it's not perfect but I really would appreciate any feed back and or ideas for this team. Anyway, this is my rendition of this team & hope I portrayed the idea of the team well enough for you to understand how it works :}
- cheers.
For proof rank "the w0lf"
Special thanks to McBarrett/Toxzn for giving me suggestions and needed help.
This is my first RMT, I'm sure it's not perfect but I really would appreciate any feed back and or ideas for this team. Anyway, this is my rendition of this team & hope I portrayed the idea of the team well enough for you to understand how it works :}
- cheers.
Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 112 HP / 252 Atk / 144 Spd
Jolly Nature
- Hone Claws
- Aqua Tail
- Stone Edge
- Earthquake
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 218 Spd / 40 HP
Adamant Nature
- Knock Off
- Superpower
- Bullet Punch
- U-turn
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 72 HP / 184 SAtk
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog
Fren (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 22 Spd / 234 Def
Bold Nature
- Moonblast
- Heal Bell
- Calm Mind
- Moonlight
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance
Ability: Rock Head
EVs: 112 HP / 252 Atk / 144 Spd
Jolly Nature
- Hone Claws
- Aqua Tail
- Stone Edge
- Earthquake
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 218 Spd / 40 HP
Adamant Nature
- Knock Off
- Superpower
- Bullet Punch
- U-turn
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Tail Glow
- Surf
- Energy Ball
- Ice Beam
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 72 HP / 184 SAtk
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog
Fren (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 22 Spd / 234 Def
Bold Nature
- Moonblast
- Heal Bell
- Calm Mind
- Moonlight
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance
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