Break This Team

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Week 22:

Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Taunt
- Stealth Rock
- Tailwind

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Solar Beam
- Roost
- Focus Blast

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- U-turn
- Knock Off

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog
- Whirlwind
- Brave Bird
- Roost

Dragonite @ Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Superpower
type:

types not allowed:
,


deadline: 10/12

have fun!
 
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Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Thunder Punch

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Earthquake

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald


Medicham is with its amazing attack stat can easily 2ohko the entire team and ohko a good chunk of the team with 1 attack making it a great revenge killer against flying despite its disadvantage. Medichams BoltBeam combo can be exteremly pesky for flying to deal with and anything like Skarmory can also easily be 2ohkoed by the likes of Thunder Punch and HJK with the rest practically only need 1 attack from Medicham to be knocked down. Keldeo helps break down the team with uts incredivle Hydro Pump/Icy Wind coverage no pokemon on that team can comfortably switchin to Keldeo without predict such as Skarmory on Icy Wind. Keldeo also paired with Choice Scarf Terrakion can break through Flying with its incredible pressure core. Terrakion is going to call cone in and get paralyzed by Thundurus but securing an ohko. Terrakions main job is to take out Thundurus which tye other 2 have trouble dealing with. And can be a grwat late game sweeper as not many pokemon on that Flying appreciate the Stab Stone Edge spam.
 
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Magnezone @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Ice]

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Brave Bird
- Stealth Rock
- Roost
- Whirlwind

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Roar
- Toxic

Ok so, nothing on this team likes switching into Magnezone, especially with rocks on the field. The only mon that can directly stop Magnezone is Landorus which is checked by Skarmory. Skarm can set up rocks to weaken the team and make switching around much harder. Heatran is there simply to switch on a flamethrower on a Charizard vs Skarmory situation and can phase around the team.
 

Magnezone @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Ice]

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Brave Bird
- Stealth Rock
- Roost
- Whirlwind

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Roar
- Toxic

Ok so, nothing on this team likes switching into Magnezone, especially with rocks on the field. The only mon that can directly stop Magnezone is Landorus which is checked by Skarmory. Skarm can set up rocks to weaken the team and make switching around much harder. Heatran is there simply to switch on a flamethrower on a Charizard vs Skarmory situation and can phase around the team.
Just so you know, Magnezone generally uses Magnet Pull on Steel. Also, why have Earth Power in Heatran's moveset when it can't touch anything?
 
Just so you know, Magnezone generally uses Magnet Pull on Steel. Also, why have Earth Power in Heatran's moveset when it can't touch anything?
I put Earth Power mainly because that's what someone would run on an actual steel team lol I don't want it to look like a straight up c-team. I can slash Stone Edge or something though.

e: I also looked at the stats to make sure and the majority of Magnezones on steel run Sturdy, both on 1630 and 1760.
 
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