BLADEMASTERS UNITE!
This is a team I basically threw together because I wanted to try out a lot of new trends in the metagame and they actually all fell together into one (more or less) coherent team. I've had some success with this team but I don't ladder a whole lot. Really looking forward to getting some input into the team, particularly on Gallade since I think he's really under-utilized and the standard set really doesn't give him too much credit.
The basic premise focuses around a relatively standard offense M-Gallade/Bisharp/Clefable core with a really strong defensive backbone of Slowking and Tangrowth and Heatran to counter a few specific threats and provide hazards. The team has no hazard removal since most of the team resists stealth rock or has regenerator to mitigate it and it generally has enough momentum that you really don't want to be trying to spike-stack in front of it.
This team is super-customisable and so I've included some 'other options' since almost everything can have other sets and I'm constantly tinkering around with it to better cover specific threats. The importable and the given description is the version of the team that's had most success but I've included the options in case people think they are superior. In general I think the team probably lacks speed control and would benefit from the inclusion of Thunderwave/a scarfer somewhere. You'll see this in the options but I haven't found a configuration I like yet.
IN DEPTH
Gallade @ Galladite
Ability: Justified
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Shadow Sneak
- Zen Headbutt
- Drain Punch
- Swords Dance
Mega Gallade is really where the team all started, it was one of my favourite designs when ORAS came out and after ben gay posted about it in the viability rankings I decided to dust it off. Gallade is Adamant because it really hurts, particularly after an SD. The EV spread hits a speed stat of 300 which outspeeds anything at the 100 speed tier (Charizard, M-Gard etc.) running a neutral nature, the rest put into bulk just to take hits better but doesn't hit a specific benchmark. Drain Punch & Shadow Sneak are a great combination with an Adamant nature as the combination will KO a number of threats like Mega Metagross which Gallade just can't handle otherwise. It also avoids needing to speed tie with the likes of Latios because a +2 Shadow Sneak has a 50% chance to OHKO. If you haven't played with this set before I suggest you do because it will surprise you. The biggest thing you lose from not running Jolly is the ability to outspeed Keldeo but the team has other switchins for this.
Gallade's role on the team is fairly simple, either its breaking early/mid game for Bisharp or sweeping late game cleaning up Bisharp's mess. In terms of switch-ins, Gallade in base form is pretty flimsy so you're looking for weak special attacks like Volt Switch. You want to mega evolve as early as possible to get access to that great bulk. None of regular Gallade's abilities are very useful but you can switch into weak non-STAB knock offs from the likes of Tangrowth and pick up a boost I guess so I went with Justified.
Other options: Gallade has a lot of other options but my favourite alternative is to have Zen Headbutt, Drain Punch, Ice Punch and Thunderwave. It plays very similarly to Glare Serperior in that most of the switch-ins to M-Gallade hate to be paralyzed and it makes them much easier to be picked off by the rest of the team but most of the 'mons you'd send in to sponge a t-wave like Landorus-T and Rocky Garchomp will not like taking an Ice Punch to the face. You could also run the standard Jolly SD with Ice Punch but that feels a bit like a cop out.
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Not sure what to say about this. Standard SD Bisharp doing what a standard SD Bisharp needs to do. The combination of SD and priority on both Gallade & Bisharp mean that both offence and stall do not like handling the two of them. Went with Lum Berry to be able to set up in front of Slowbro easier and not necessarily be forced out by Rotom-W but I've used life Orb as well and the extra power is nice.
Other Options: This is really your 'anti-offence' slot on the team and you can do a lot with it. I've run Weavile but found it difficult to make room for hazard removal on the team to support it. I've also used Scarf Bisharp with pretty much the same set only Pursuit in place of Swords Dance. It caught a few people off-guard but ultimately was a bit of a gimmick to I went back to SD.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Calm Mind
- Soft-Boiled
CM Clefable started off being here primarily as the obligatory Mega Sableye switch-in and its one of the best. Thunderbolt is an interesting tech I saw on a team from DennisEG which lures in the likes of Talonflame & Skarmory thinking they can wall you, it also gives you a way to damage steels like Mega Metagross & Scizor but I wouldn't recommend that as you can't do an enormous amount of damage with it and they can hit you very hard. Thunderbolt also helps with the CM Slowbro match-up since it doesn't expect you to be able to hit it super-effectively. It can also hit Volcanion (which is everywhere) on the switch but very few people would switch in Volcanion to Clef fearing Thunderwave. Like all lure-sets when playing with this Clef hide Thunderbolt as long as you can for the surprise factor. EV and Nature are smogon standard that allow you to switch into all the things you're supposed to, particuarly electrics on this team.
Other Options: You can run Thunderwave if you want since this team could really do with speed control, its not something I've ruled out, but the lure-factor of thunderbolt has been key in some battles. You'll see below for Heatran that when I had scarf Heatran I had Stealth Rocks on Clefable but it made 'fable much less threatening.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Stone Edge
- Stealth Rock
Offensive Heatran is here as a check to some very specific threats including, but not limited to: Offensive M-Scizor, Talonflame, Volcarona and Mega Charizard-X. Air Balloon is there to ease prediction in case Char-X has Earthquake or Volcarona/Serperior has HP Ground and as a one-time Sand Rush Excadrill check to take pressure off Tangrowth in the match-up against sand. Stealth Rock is here because I couldn't really fit it on anywhere else. Stone Edge is for Talonflame and Volcarona but really Heatran wishes it also had room for Flash Cannon to check M-Altaria but that's just not the way things are.
Other options: None really, I've run scarf here to ease the match-up against offense but that necessitates Stealth Rock Clefable which I think hurts the team but I'm open to suggestions.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Leech Seed
- Hidden Power [Fire]
This was a set I've wanted to try out for ages because I think Tangrowth is great. Phy Def Tangrowth is the business! Hidden Power Fire is to hit the grass types that want to absorb Sleep Powder, particularly Ferrothorn since otherwise you're basically gifting it a free layer of spikes. Leech Seed/Regenerator/Giga Drain mean you can afford to run Rocky Helmet for some important chip damage. Sleep Powder can stop set-up while giving switch-ins and setup opportunities for both Bisharp and M-Gallade. Tangrowth is not running Knock-Off because I found it over-lapped too much with Bisharp. In terms of how it plays you need to be careful what you want to put to sleep since this team relies on sleep to check some set-up sweepers like M-Altaria.
EV spread is stolen from ben gay but tbh its been working so I haven't gone for a better one. Tangrowth forms a really strong Regenerator Core with Slowking and the two are hard to take down.
Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 124 SpA / 136 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Psyshock
- Power Gem
- Ice Beam
This is something else I've been dying to try out for ages but the metagame was never particularly friendly to it. Now with heavy special hitters like Volcanion & Nidoking running around its Slowking's time to shine! Forming a great Regen core with Tangrowth and a FWG core including Heatran Slowking tops off the team well. Most people expect a really passive SDef set but AV Slowking is an amazing pivot that manages to stay healthy through Regenerator while hitting deceptively hard by having a modest nature and EV's in Special Attack. The EV spread is taken from the smogon analysis and allows Slowking to take super-effective coverage moves from the likes of Mega Charizard-Y & M-Alakazam successfully and hit back hard. I'm using Power Gem over Fire Blast to be able to hit Volcanion & Mega Charizard-Y super effectively and so Slowking isn't set-up fodder for the likes of Volcarona. Besides I feel like the main target for Fire Blast is Scizor/Mega Metagross and I'd probably rather be spamming scald to try and burn Scizor as it comes in. Slowking is no longer a completely safe switch-in to Mega Metagross since a lot are carrying Thunderpunch these days and Scizor is almost surely carrying Knock Off/Bug Bite so Slowking should be trying to burn them and running. Psyshock is being run over Psychic because CM Keldeo became a problem.
Slowking should be played as a pivot into powerful special attackers like Keldeo/Nidoking and either hitting them back super-effectively or forcing them out to give a free switch-in to one of the team's main attackers.
THREAT LIST
The biggest problem tends to be powerful attackers who can hit the two pivots super-effectively:
Gallade @ Galladite
Ability: Justified
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Shadow Sneak
- Zen Headbutt
- Drain Punch
- Swords Dance
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Calm Mind
- Soft-Boiled
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Stone Edge
- Stealth Rock
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Leech Seed
- Hidden Power [Fire]
Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 124 SpA / 136 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Psyshock
- Power Gem
- Ice Beam
Ability: Justified
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Shadow Sneak
- Zen Headbutt
- Drain Punch
- Swords Dance
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance
Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Calm Mind
- Soft-Boiled
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Stone Edge
- Stealth Rock
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sleep Powder
- Leech Seed
- Hidden Power [Fire]
Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 124 SpA / 136 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Psyshock
- Power Gem
- Ice Beam
I'd just like to say thanks for reading. I've really enjoyed playing with this team and I hope that you will too. I'd really encourage people to try out some of the team variations particularly T-Wave M-Gallade since they definitely change up how the team plays. I'll take any and all suggestions on board!