Another Team Based Around Landorus

Trinitrotoluene

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Another Team Based Around Landorus


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Good evening ladies and gentlemen. Thank you for taking the time to read this introduction. This is my third, and arguably best, RMT. I made this team in a response to reading somewhere that stall in Gen. V is impossible. I read Kevin Garrett Stall as a guide for building better teams, and it helped a lot. The most notable section in his RMT was when he mentioned the filler Pokemon, the Pokemon that holds the team together and is used as a last resort. Noting the various abilities newly presented in Generation V, one caught my immediate attention. That ability was Sand Force. I looked over a list of Pokemon that had access to Sand Force, and 2 caught my attention. Those two were Excadrill and Landorus. I immediately disregarded Sand Force Excadrill because it had access to a much better ability, Sand Rush. Landorus was naturally fast, and it had access to better moves, so it became the star of this team. It serves as this team's last resort.

Team at a Glance:

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As seen on Team Preview:

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Behold Landorus, one of the best Pokemon in the game. Its base 129 Attack coupled with its base 101 Speed make it one of the best sweepers or scouts available. Sand Force only makes it better at what it usually does. However, since this team focuses on the Choice Scarf set, it won't have as much power as it usually does. To counteract its lack of starting power, entry hazards and Sandstorm must be used to supplement it. My choices and decisions for each slot outside of Landorus can be seen below.

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With Landorus set as the focus of the team, it's only necessary to carry a Sand Streamer to boost the power of its Ground and Rock type moves. There are only two viable choices in OU (do not tell me Eviolite Hippopotas is viable, because it isn't). Those choices are Tyranitar and Hippowdon. Each has their advantages and disadvantages. Tyranitar can beat down many Pokemon that stand in Landorus's way of complete dominance while taking Special Attacks nearly as well as Blissey, while Hippowdon has the ability to put the sweeps of many physically-inclined Pokemon in OU, such as Terrakion and Virizion. Both can lay Stealth Rock, so that move was covered. I couldn't decide immediately between the two, so I left that slot for later. [The decision between the two can be seen later on.]

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Now that I have a slot dedicated to a Sand Streamer and Stealth Rocker, I decided that a Spiker was in due order. The main choices were Ferrothorn, Forretress and Skarmory. They all have that valued Steel type, which lets them switch into Dragon type moves and set up Spikes for my team. They each have their own advantages and disadvantages. Ferrothorn can deal with Water types and Rain teams with its STAB Power Whip and slow Gyro Ball. Forretress can lay down all three types of entry hazards. Skarmory has an additional Flying-type, which lets it come in on Ground-type attacks with impunity, and Whirlwind, which lets it pHaze potentially dangerous sweepers out, eliminating their boosts.

Keeping past experiences in mind, I eliminated Ferrothorn from the list because it didn't have Sturdy. From there, it was a choice between Forretress and Skarmory. Forretress has the capacity to lay all three hazards down, taking some of the burden off of the Sand Streamer, but Skarmory has access to Whirlwind. In the end, Skarmory was chosen over Ferrothorn and Forretress [look at the name similarities] because it has access to Whirlwind and Sturdy.

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With 1/3 of the team laying entry hazards down, a spinblocker was the next thing that came to mind. The four main viable defensive Ghost-types were Cofagrigus, Jellicent, Eviolite Dusclops, and Spiritomb. Regarding the other Ghost types seen in OU, Gengar was too frail for this team's demands, Dusknoir suffers from being outclassed by every other Ghost type seen in OU, and Golurk shares too many weaknesses with the rest of the team. Cofagrigus has the ability Mummy, which overrides the opponent's current ability and changes it to Mummy should they make contact with Cofagrigus. Jellicent can switch into random Water-type attacks, has relatively good synergy with Tyranitar and Skarmory, and reliable recovery. With Cursed Body, Jellicent can put a stop to the rampage of many Pokemon, such as Reuniclus and Excadrill, with a bit of luck. Eviolite Dusclops has the greatest numerical defenses out of all the Ghost types on display alongside a Pain Split coming from a pitiful base 40 HP. Spiritomb can deal with Reuniclus directly with a combination of Taunt, Sucker Punch, and its typing, which eliminates all of its weaknesses. The reason for emphasis of dealing with Reuniclus in this slot is because Reuniclus is a menace to all Stall teams with its ability Magic Guard, which negates all passive damage, its massive 125 base Special Attack, which can be further augmented by Calm Mind, and its defenses, which pose a challenge to all stall teams to break.

Keeping Reuniclus in the back seat of my mind, I eliminated Cofagrigus and Eviolite Dusclops from the list solely because they cannot deal with Reuniclus. From there, it was a toss-up between Jellicent and Spiritomb. I was undecided between the two because of their distinct advantages and disadvantages. The final choice can be seen below.

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With most of the team a bit unsettled, a reliable Special wall was sought out. The only choices were Eviolite Chansey and Blissey, seeing that Tyranitar was already a potential member of the team. They both were chosen to do the same duties, which were absorbing Special Attacks and giving Aromatherapy support, but once again, it was a choice between greater numerical defenses or Leftovers recovery. Blissey made the cut solely because it wasn't as vulnerable to indirect damage as Eviolite Chansey was.

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I threw Reuniclus into this team to mess with offensive teams that abuse massive speed stats by using Trick Room. Its ability to simply disregard all indirect damage gave it immediate appeal, especially considering that this team runs with Sandstorm. It serves as a wallbreaker and counter to Ferrothorn and Whimsicott.

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Now, I had to settle my choice of Sand Streamer and bulky Ghost-type. Looking at the Sand Streamers, I realized that Tyranitar had more overall capabilities and that Excadrill wasn't a problem because of Skarmory. Tyranitar was chosen as this team's Sand Streamer of choice.

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I'm still uncertain of this decision, but I eventually decided on Jellicent over Spiritomb for the sole reason of reliable recovery. They could both deal with Reuniclus, but the recovery was the clincher.​

The team in detail:​
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Landorus (M) @
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Ability: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
~ Earthquake
~ Stone Edge
~ U-turn
~ Hidden Power [Ice]


How this Pokemon is Used:

Landorus is occasionally seen as a lead, so having Landorus in the lead position usually puts a bit of offensive pressure on my opponent. I'll usually U-turn out to see how my opponent reacts, but I will attack if I see that I have an advantage. In the end-game, Landorus can clean up after the entry hazards and Reuniclus have taken their toll on my opponent. Earthquake is general STAB that is boosted by Sandstorm. Stone Edge gives Landorus the ability to hit Flying-type Pokemon and Pokemon holding an Air Balloon. Hidden Power Ice is used to OHKO Gliscor, Landorus, and various Dragon-type Pokemon on the switch-in. U-turn lets Landorus play the role of the scout while getting some free damage in.

EVs and Nature:

The EVs give Landorus maximum Speed and Attack, which are important, because Landorus outspeeds the base 100 Speed Pokemon, even after one boost with the Scarf. The remaining 4 EVs were placed into Special Attack to give Hidden Power Ice a small boost.

Changes Being Considered:

  • Hammer Arm is being considered over Hidden Power Ice for hitting Tyranitar harder, but it's generally covered by the rest of the team. If Hammer Arm is used over Hidden Power Ice though, it'll leave me more vulnerable to Gliscor.
Synergy:

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: Jellicent, Blissey
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: Jellicent, Tyranitar, Blissey

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Tyranitar (F) @
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Ability: Sand Stream
EVs: 252 HP / 180 SAtk / 76 SDef
Sassy Nature (+SDef, -Spd)
~ Flamethrower
~ Crunch
~ Ice Beam
~ Stealth Rock


How this Pokemon is Used:

Tyranitar serves as this team's defensive pivot [ironic, considering that Tyranitar has 6 weaknesses] and specially-based wallbreaker. It has 420 Special Defense in a Sandstorm, which lets it take Special Attacks when needed to. It starts Sandstorm for this team and sets Stealth Rock down for the team. Tyranitar is the usual Pokemon Landorus U-turns out to in the beginning of the game. Later on, Tyranitar can switch in on random attacks and threatens my opponent's team. Crunch makes Tyranitar a deadly foe for most spinblockers to face. Flamethrower catches Skarmory, Ferrothorn, and Forretress off guard, thinking that they can set up entry hazards on Tyranitar. Ice Beam lets Tyranitar KO the random Gliscor that switch in on Tyranitar, attempting to use it as set-up bait.

EVs and Nature:

The Sassy nature lets Tyranitar set its weather up if it's facing another weather setter that isn't weighed down by an Iron Ball. The EVs look a bit odd, but they serve an important defensive purpose. Alongside the Chople Berry, Tyranitar can beat Reuniclus one on one.

Changes being considered:

  • Fire Blast over Flamethrower for more power, but the decreased accuracy is a bit of a turn-off.
Synergy:

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: Jellicent, Blissey
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: Skarmory, Blissey
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: Jellicent, Reuniclus, Landorus, Skarmory
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: Skarmory, Jellicent
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: Skarmory, Jellicent, Blissey
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: Skarmory, Landorus

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Skarmory (F) @
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Ability: Sturdy
EVs: 252 HP / 248 Def / 8 Spd
Impish Nature (+Def, -SAtk)
~ Brave Bird
~ Spikes
~ Roost
~ Whirlwind


How this Pokemon is used:

Skarmory serves as this team's Spiker and primary physical wall. It typically comes in on a resisted attack and lays Spikes down. It also is my team's primary stopper for frighteningly powerful physical sweepers such as Excadrill and Conkeldurr, either of which can potentially demolish my team should they manage to set themselves up. Spikes are Skarmory's reason for being on the team, seeing that they weaken my opponent indirectly. Whirlwind lets me force my opponent out of the playing field, removing all of their boosts. Roost, giving Skarmory more reliable recovery, is another reason Skarmory was chosen over Ferrothorn and Forretress. Brave Bird keeps Skarmory away from being complete Taunt bait.

EVs and Nature:

The 8 Speed EVs let me outspeed other Skarmory and Whirlwind them out before they can do the same to me. Call it speed creep, but it works. The EVs let Skarmory take most, if not all physical attacks with aplomb.

Changes being considered:

  • Toxic over Brave Bird.
  • Ferrothorn, to take care of rain teams better, or Forretress, to lay all three entry hazards down in one go.
Synergy:

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: Tyranitar, Jellicent, Blissey
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: Landorus, Tyranitar, Blissey

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Jellicent (F) @
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Ability: Cursed Body
EVs: 252 HP / 244 Def / 12 Spd
Bold Nature (+Def, -Atk)
~ Surf
~ Will-O-Wisp
~ Taunt
~ Recover


How this Pokemon is used:

Jellicent is this team's mixed wall and spinblocker. It, alongside Skarmory, walls every physical threat commonly seen. Jellicent usually comes in on Fighting type attacks aimed at Tyranitar and Blissey and proceeds to cripple the opponent with Will-O-Wisp or Taunt. Surf gives Jellicent a reliable method of dealing damage while Will-O-Wisp can cripple important physical attackers that my opponent has. Recover is the reason I chose Jellicent over Spiritomb. Taunt, coupled with Cursed Body and a bit of luck, helps me stop CM Reuniclus. Admittedly though, I only can halt Reuniclus's rampage for a few turns.

EVs and Nature:

The EVs let Jellicent take physical attacks just as well as Skarmory after Will-O-Wisp hits. The tiny investment in Speed lets me outspeed Bulk Up Scrafty and Taunt it before it can get to a point where my team can't handle it.

Changes being considered:

  • A more specially defensive spread, because Will-O-Wisp can make up for the lost EVs in physical Defense.
  • Spiritomb, for a more offensive method of dealing with CM Reuniclus.
  • Scald and Shadow Ball over Surf and Will-O-Wisp, for a more offensive approach to Jellicent.
Synergy:

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: Skarmory, Blissey
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: Tyranitar, Landorus, Blissey
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: Tyranitar, Blissey, Skarmory
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: Tyranitar, Skarmory, Blissey

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Blissey (F) @
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Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature (+Def, -Atk)
~ Aromatherapy
~ Softboiled
~ Seismic Toss
~ Toxic


How this Pokemon is used:

Blissey is this team's cleric, which is important, because Landorus won't be cleaning house if it's burnt and Jellicent won't be walling much if it's toxic poisoned. It also serves as this team's primary Special Wall. It comes in on nearly every special attacker that isn't Reuniclus and proceeds to wall them to the end of the world. Aromatherapy is the main move on Blissey's movepool. It gives many of my Pokemon an extended warranty when out on the battlefield by removing potentially crippling statuses. Softboiled lets Blissey recover health lost through Sandstorm and attacks. Seismic Toss lets Blissey hit her opponent for a consistent 100 damage. Toxic lets Blissey cripple her opponents by giving them toxic poisoning.

EVs and nature:

The EVs may look odd, but they work. Max Defense on Blissey is a given, seeing that she has an incredibly bad Defense stat. Maxing out Special Defense lets Blissey stomach hits from both sides of the spectrum. The remaining EVs are placed into HP to maximize Blissey's defensive potential.

Changes being considered:

  • Eviolite Chansey over Blissey, for greater numerical defenses.
  • Flamethrower over Seismic Toss, to hit Gengar.
  • An EV spread with Max HP / Max Def over the current EV spread.
Synergy:

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: Jellicent, Reuniclus, Landorus, Skarmory

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Reuniclus (F) @
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Ability: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
0 Speed IVs
Quiet Nature (+SAtk, -Spd)
~ Trick Room
~ Psychic
~ Focus Blast
~ Shadow Ball


How this Pokemon is used:

Reuniclus is a fantastic wallbreaker and late-game sweeper. Coupled with entry hazards, a free damage boost from Life Orb and Magic Guard, and Landorus in the sand, it can put a lot of pressure on offensive teams. Trick Room takes the natural speed of many hyper offensive teams and turns it against them by making them move last for 4 turns when against Reuniclus. It typically comes in on resisted attacks or status moves that would cripple another member of my team. Trick Room is the move that causes offensive teams so much pain by using their Speed against them. Psychic is Reuniclus's general STAB move, which wrecks most switch-ins coming from a base 125 Special Attack. Focus Blast lets Reuniclus strike most Dark type Pokemon, like Tyranitar, for a bunch of damage. Shadow Ball completes the set by giving Reuniclus perfect neutral coverage.

EVs and Nature:

A Quiet Nature and 0 IVs in Speed let me make the most out of Trick Room. 192 HP EVs and 64 Defense EVs let Reuniclus take physical blows better. 252 Special Attack EVs let Reuniclus hit hard with its specially based attacks.

Changes being considered:

  • CM Recover set over the current set to mess with opposing stall teams.
  • Max HP and 4 Def over the current spread of 192 HP and 64 Def.
Synergy:

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: Blissey, Tyranitar, Skarmory
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: Tyranitar, Skarmory, Blissey
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: Blissey, Jellicent, Skarmory

Take a Look at the Team One More Time!


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Testing over Tyranitar:

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Hippowdon (F) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Earthquake
- Roar
- Slack Off
- Stealth Rock

Results and opinion:

Testing over Skarmory:

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Ferrothorn (F) @ Shed Shell
Trait: Iron Barbs
EVs: 252 HP / 60 Def / 196 SDef
Sassy Nature (+SDef, -Spd)
- Gyro Ball
- Leech Seed
- Power Whip
- Spikes

Results and opinion:

Testing over Jellicent:

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Spiritomb (F) @ Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Pain Split

Results and opinion:
 
I've been using a similar team recently, using basically that same Tyranitar, Landros and Reuniclus except on a more offensive team (I eventually replaced Reuniclus but that's whatever). They form a solid offensive core together and can take out tons of shit. Your defensive core can handle pretty much everything as well. My only suggestion is to try Ferrothorn out in place of Skarmory as Jellicent walls fighting fine and you aren't really weak to ground. You are slightly in need of a move to hit bulky waters and Ferrothorn can have that down.

The problem is:

- Increased reliance on Jellicent
- Lack of recovery
- No phazing

In exchange you get:

- Awesome wall
- Handles bulky waters

I'm not sure what types of problems you're having but it's at least looking into.

EDIT: After looking at your team again, you'd probably have to replace Blissey if you wanted to switch skarmory. I'm not sure to what as of yet (I'll think about it) but Aromatherapy does so little for your team. Paralysis really doesn't affect your team (Landros is immune, Reunclus and Tyranitar don't care). Burn barely affects Tyranitar and also hurts Landros. Toxic affects Reunclus / Tyranitar but Toxic Spikes hurt them anyways as you have no spinner. In all honesty you should probably run either wish bliss or replace her (Tyranitar tanks special hits fine too, so maybe another attacker of some sort?)
 
Hey, this seems like a pretty solid team. Although you may want to try and fix up a few problems that it may have. First of all, it seems like Stallbreaker Mew may give you some trouble. It Taunts or WoWs every member on the team which allows you to either not set up hazards or have a fully crippled pokemon. Your only team member that is able to check it decently is Reuniclus which can't do enough damage to Mew if you decide to just Shadow Ball. Also, this team seems very weak to Swords Dance Lucario. Although it is very uncommon in today's metagame, you still have to be prepared for it. Crunch variants can destroy your entire team as you have absolutely nothing to stop it. To make matters worse, it has several places to set up as well, meaning that you won't be able to stop it usually.

In order to stop some of these problems, I suggest that you replace your Jellicent with the Spiritomb that you were originally planning on using. Spiritomb has the ability to stop most Lucario from destroying your team and Mew become no problem with Spiritomb there. You can even try to use Rest if you want to make sure that you don't get stalled out by burn damage from Mew's WoW. Although with the new sleep mechanics in B/W, it may not be worth it. Finally, Spiritomb is a really good counter to Reuniclus, being able to easily stop calm mind sets, which would give you some trouble if you didn't have it. Although Spiritomb does not have very reliable recovery as you originally intended it to have it checks threats that you seem to have a lot of trouble with and that is why it seems to be the superior choice.

Spiritomb @ Leftovers
Bold 252 HP | 252 Def | 4 SpD Pressure
Calm Mind | Shadow Ball | Hidden Power [Fighting] | Pain Split

This is a cool team, I wish you good luck with it!
 
Cool team, but there are some issues in it. Like what AB2 said said, stuff like stall breaking Mew, and Crunch SD lucario give you trouble, but they are both very rare (literally all Lucario I have seen have Ice Punch for Gliscor). IMO, AB2 either did not see your biggest problem, or forgot it, which would be anything with a Rock move. Landorus can pretty much punch a huge whole in your team by just spamming stone edge. Terrakion is even worse because everytime it comes out, something will die to it. First thing I would do is to change TTar to Hippo, as you also have some Garchomp problems. Now that Reunilcus just laughs at you, change Jellicent to Spiritomb. IMO, you should test toxic on Skarmory.

Hippodonw @ Leftovers
Impish 252 HP | 252 Def | 4 Att
Stealth Rocks | Slack off | Earthquake | Ice Fang

Gl with the team.
 
@HotPocket: Ferrothorn seems like a good idea. While it won't force switches as reliably as Skarmory, I'll try it out. Aromatherapy is very helpful for my team, so I won't be changing that unless a few other people recommend that change.

@AB2: I've been testing Spiritomb out lately, and it's worked wonders on this team. Reuniclus doesn't bother me as much, and Mew is a reduced problem. I'm still not certain about it though, as I wish that it got a slightly more reliable method of recovery.

@Ian15: It's true that Rock type moves have been a slight problem for this team, but I've always found ways around them. That Hippowdon set looks cool! I'll test that out soon.
 
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