Brothers in Arms 2 - Electric Boogaloo (peaked 1970+)

Hey, this is OverlordDerp. I had originally created a team pre-Pokebank that I was quite proud of, dubbed Brothers in Arms for its offensive core. Now, its time has passed (still useful though). Introducing the glorious successor, the Electric Boogaloo. This team was spurred on by my frustration towards Mega Charizard Y, and its annoying tendency to rip through anything that doesn't outright resist it.

Disclaimer: May contain unsafe levels of boogaloo (not so much electric).

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Hippowdon was something I wanted to try out for a long time, after seeing its strength multiple times as it walled me to hell and back. I picked Goodra to be my prime counter against Mega Charizard, with Sap Sipper and Leftovers instead of a more predictable Gooey and Assault Vest set to absorb Solar Beams and hit back with Thunderbolt. Plus, a +1 STAB Dragon Tail wasn't exactly going to tickle.
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Conkeldurr was introduced because oh my lord that Attack prowess. I needed something to absorb statuses and scare people who try to spread statuses, so he was naturally a prime pick.
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Aegislash is a terrifying wallbreaker in his own right, and covers some key weaknesses my at-the-moment unfinished team had, not to mention adding that all-important Ghost-type coverage. Forretress was picked due to his versatility with both Stealth Rocks and Rapid Spin. Mega Gardevoir was picked for her scary STAB Fairy-type coverage with a Sub-bypassing Hyper Voice.
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As much as I liked Forretress, my team simply got walled hard by things that could nullify SR and sweep back, thus leaving Forry as dead-weight most of the time, as my team couldn't effectively cover for him outside of Goodra. Thus, I made Hippowdon my Rocks setter, as he did a better job walling things that threatened my sweepers. Celebi was introduced as a general-purpose wall crippler, using a fairly uncommon Choice Scarf Trick set to surprise walls and hazard setters.
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This is where I noticed that my team now had a woeful weakness to physical sweepers that carried Ice Punch. Thus, as much as I like Goodra, he had to go. Rotom-H proved to be an amazing choice, since it resists pretty much anything Mega Charizard Y can throw at it (albeit while taking a bit more damage than Goodra), as well as being immune to the EQ that some Megazards carry. He still doesn't have the most reliable recovery outside of ChestoRest, but at least Pain Split was better than Goodra having only Leftovers to rely on.
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This is where I realized that my team didn't have enough of an Attack presence (since Aegislash was an Autotomize special attacker set). Plus, with Natural Cure Celebi and Rotom-H, I really didn't have to worry much about status effects. Thus, Terrakion and Mega-Gyarados entered the scene. Terrakion benefits greatly from the Sp. Def boost of Sand Stream, and Mega Gyarados is an interesting mega to play mind games with, since both his un-mega'd form and Mega form bring useful resistances, which can heavily throw off opponents.

My current (possibly not final) team:

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MOVESETS, EV SPREADS AND REASONING:
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Sausage Buns (Rotom-Heat) @ Leftovers

Ability: Levitate
Shiny: Yes
EVs: 252 HP / 48 SAtk / 208 SDef
Calm Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split

Rotom-W shall outshine you no longer, my hot cross buddy. (geddit? hot cross buns? because it's...I'll shut up now.) 48 Special Attack EVs make sure that Rotom can OHKO Mega-Zard Y after rocks, and 2HKO otherwise. Overheat is obligatory STAB, and while not as good in extended fights as Hydro Pump, it still packs a hefty hit. Will-O-Wisp is a great move to have, since it cripples physical attackers and lets Aegislash sweep better. Pain Split is a little shaky in terms of recovery potential, but is still a very useful move nonetheless. 0 Attack IVs minimize Foul Play damage, but I just left it there for posterity's sake. Not like Foul Play is doing much to Rotom-H anyways.​

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Sand Cow (Hippowdon) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Rock Slide

Hippowdon is an amazing wall in his own right, capable of a plethora of support options as well as some respectable offense. I decided to forgo Ice Fang and Whirlwind for Stealth Rock and Rock Slide so that I can get some residual damage going as well as hurt quite a lot of Rock-weak sweepers on the switch, like Mega-Zard Y, Talonflame, and Volcarona. Furthermore, he is a great lure for Mega-Zard Y to start using attacks that Rotom-H sponges up like a janitor wiping up some kid's puke in a crappy daycare.

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Chrono (Celebi) @ Choice Scarf
Ability: Natural Cure
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Leaf Storm
- Hidden Power [Fire]
- Earth Power
- Trick

I never really thought Celebi was any good until about a few days ago, when a friend of mine showed me just how versatile this little time traveler is. I decided to go with something that crippled a lot of defensive switch-ins so that my sweepers could set up and clean house with them. In the spirit of many Rotom-W before it, Choice Scarf Trick was the way to go. Leaf Storm pretty much deletes that stupid washing machine where it stands, HP Fire hurts Magnezone and Lucario amongst many others, and Earth Power puts a nasty dent in Heatran. Trick lets me pretty much ruin any defensive team's day, and it only gets better with Celebi's already nice base 100 Speed. However, I do need to choose my target carefully, as a correct switch-in could benefit the enemy team if they know how to work with a Choice Scarf.

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Donkey Donk (Terrakion) @ Life Orb
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- Taunt / Quick Attack

It's fast, it's strong, and dear god is it angry. Terrakion is basically here to absorb Dark-type attacks that Celebi can't afford to take and turn them into raw attacking power. He isn't so much of a sweeper as he is a block of meat meant to punish most anything in his way. Taunt is an interesting choice on him (though I may switch it to Quick Attack if I need the priority that badly), since it's fairly unexpected and stops setup Pokemon like Sigilyph and Clefable from getting anywhere with Cosmic Power, as well as crippling hazard setters. Possible change is in blue, please tell me which is a better choice overall.

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Omnislash (Aegislash) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 88 Atk / 252 SAtk / 168 Spd
Rash Nature
- Autotomize
- Iron Head / Sacred Sword
- Shadow Ball
- Hidden Power [Ice]

Now this guy is...an anomaly, for lack of better words. This set completely forgoes King's Shield for more coverage, and it has the potential to become an incredibly scary wallbreaker, ready to pretty much wreck anything that doesn't resist everything it has, especially if Weakness Policy activates. Autotomize is used to get him up to snuff with the speediest of the OU tier, while Shadow Ball and HP Ice are used to take advantage of its base 150 Special Attack to tear holes in anything not named Mega Houndoom or Blissey. I'm still having trouble choosing between Sacred Sword and Iron Head, though Iron Head has served me incredibly well in removing Fairies that otherwise heavily threaten my team. If Sacred Sword is indeed the better choice, what does it counter that threatens my team? Please feel free to comment on this, since this choice is still a gray area for me.

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Leviathan (Gyarados) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature
- Dragon Dance
- Stone Edge
- Waterfall
- Earthquake

Gyarados is my Mega of choice. Some people my say that this Mega isn't the best, due to him gaining a defensive typing that isn't all too hot, as well as not actually getting Crunch. To that, I can both agree and disagree. Water/Dark isn't the greatest typing out there, another point of proof being Crawdaunt, since despite all his behemoth attacking force, he still goes down to very common attacks. However, an oft-overlooked point must be addressed: he still starts off as a regular Gyarados. That means that you can effectively bait certain moves that one form or the other can't take, such as a Bug Buzz from Volcarona. Stone Edge covers Dragon/Flying types, at the cost of not being able to take down Garchomp very easily. Dragon Dance cements his place as a formidable sweeper, capable of taking out things even as tanky as Mandibuzz, which otherwise wall the hell out of my team.

And that's it! If anyone has any suggestions at all as to what I could change/improve, feel free to voice your opinions!

Importable for Pokemon Showdown below:

Sausage Buns (Rotom-Heat) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 48 SAtk / 208 SDef
Calm Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split

Sand Cow (Hippowdon) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 SAtk
- Earthquake
- Slack Off
- Stealth Rock
- Rock Slide

Chrono (Celebi) @ Choice Scarf
Ability: Natural Cure
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Leaf Storm
- Hidden Power [Fire]
- Earth Power
- Trick

Donkey Donk (Terrakion) @ Life Orb
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
IVs: 0 SAtk
- Close Combat
- Earthquake
- Stone Edge
- Taunt

Omnislash (Aegislash) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 88 Atk / 252 SAtk / 168 Spd
Rash Nature
- Autotomize
- Iron Head
- Shadow Ball
- Hidden Power [Ice]

Leviathan (Gyarados) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature
IVs: 0 SAtk
- Dragon Dance
- Stone Edge
- Waterfall
- Earthquake
 
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Seems to be getting buried, so I might as well bump. In the meanwhile, there are several key points I've had questions about pertaining to my team:
  1. Does my team need a spinner?
  2. Would it be a better idea to give Terrakion SR in lieu of Taunt and Hippowdon Whirlwind instead of SR, or do I keep it the way it is? What are the advantages and disadvantages of either choice?
  3. Especially pertaining to Aegislash, is there a better set any of my Pokemon can run? Am I missing crucial coverage somewhere?
 
I really don't see the point of HP Ice on Aegislash. With an Weakness Policy boost Shadow Ball OHKOs everything that you would use HP Ice for. Sacred Sword is used mainly to OHKO Tyrannitars and Bisharps on the switch-in, which could really help because nothing in your team wants to switch into Knock-Off bar Gyarados if he already mega-evoed or Terrakion who has to be wary of Iron Head.
 
I really don't see the point of HP Ice on Aegislash. With an Weakness Policy boost Shadow Ball OHKOs everything that you would use HP Ice for. Sacred Sword is used mainly to OHKO Tyrannitars and Bisharps on the switch-in, which could really help because nothing in your team wants to switch into Knock-Off bar Gyarados if he already mega-evoed or Terrakion who has to be wary of Iron Head.

HP Ice is used to OHKO Landorus-T, Gliscor, Dragonite, Garchomp and other Ground-types. It already will outspeed anything not Scarfed with 100 base Speed with one Autotomize, so I don't have to worry about revenge kills unless it's a Scarf Genesect. At least in that case, I hope I won't have popped Weakness Policy so that the rest of my team can make short work of it.

Thank you for the feedback on Sacred Sword as well. Sacred Sword hurts TTar more than Iron Head, but I still want something to blow up Togekiss and Mega Gardevoir, since both will take a +2 Shadow Ball and KO back with Flamethrower/Shadow Ball respectively. I need to cover as many switch-ins as possible, and a Fairy-type not expecting an Iron Head (which is already not that commonly seen on Aegislash in favour of Sacred Sword) lets me take advantage of that. Rotom-H is the only other thing that can survive those two, and it'll only result in a stalemate anyways.
 
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