A Team of Explosive Consequence
It's tough work justifying Mega Glalie. But be it a butcher, a baker, or a candlestick maker (or whatever else fits in the tub), Mega Glalie will explode, one way or another. And the rest of the team is there to make it happen, trying for the most immediate and devastating detonation possible while still allowing for a good sweeping up afterward. A flexible team that highlights the unique talents of Mega Glalie and takes advantage of the unique situations it presents. That's the dream, and I need your help to make it a reality.
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Cheshire (Glalie) (M) @ Glalitite
Ability: Inner Focus
Level: 50
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant
Nature
- Explosion
- Ice Shard
- Earthquake/Double Edge
- Protect
This beautiful blue cheshire unicorn—true just a disembodied ball of ice—is the backbone of the team, crippled by scoliosis it may be. But just as Oppenheimer too suffered a bad back, both he and Mega Glalie continue to have an explosive impact on whatever (or whoever) they may land on. Bottomline, Mega Glalie should not be trifled with. Explosion is what separates the men from the boys. There aren't many things that can compare to the devastation Mega Glalie can inflict when he goes off. Ice Shard can take down most things with a 4x weakness in 2 or 3 hits. Earthquake offers decent coverage and adds variety, while Double Edge takes advantage of Refrigerate and is rather destructive in its own right. Strategically, Glalie is a piece best played with the transition to mid-game, or as a scout, applying psychological pressure behind the cover of Inner Focus, baiting attacks hoping to take advantage of Glalie's fragile typing. The meager 4 EVs in Defense let Mega Glalie survive a Superpower from -1 Landorus T. Everything else is there to keep Glalie powerful and fast for when he's ready to do what he does best.
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Jubjub (Noivern) (F) @ Focus Sash
Ability: Telepathy
Level: 50
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tailwind
- Draco Meteor
- Super Fang
- Taunt
The role Noivern plays here is simple, but sophisticated in that simplicity—a fast offensive support who can both increase the effectiveness of Glalie's unique talents while still benefit the team. Tailwind applies tremendous offensive pressure. Noivern's speedy Taunt support makes the bothersome Substitute almost trivial, and prevents Trickroom activation which could otherwise prove dubious. Super Fang followed by Draco Meteor almost guarantees a 2HKO on anything failing to resist it. Telepathy allows Noivern to sacrifice Protect in favor of a support move. Pretty much what I needed here was something that could pretend to be be an offensive threat, while at the same time would be predicted as a non-threat, all while actually being an offensive threat. It doesn't really make sense, but it's this sort of nonsense Noivern is good at.
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Reign (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 0 Spe
- King's Shield
- Shadow Ball
- Flash Cannon
- Wide Guard
Aegislash fits on any team, and mine is no exception. He brings fighting immunity and steel resistances, and has the offensive coverage needed to handle the Fairies the team so despises. Wide Guard protects against Earthquakes that would otherwise destroy Aegislash, baiting attacks to contact King's Shield so that he may survive the same Earthquakes later. The remaining moves ensure a diverse and devastating offensive presence that compliment the rest of the team. Modest nature maximizes that presence, and in tandem with 0 Attack IVs, minimizes the risks associated with Foul Play and Swagger, which have proven to be genuine threats to Aegislash with a base Attack of 150 and a weakness to Dark. Reducing that risk at no cost is not only appreciated, but necessary. No Speed IVs keeps my Aegislash slower then your Aegislash, and my goldfish smarter then your honer's student.
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Dreidel (Hitmontop) @ Sitrus Berry
Ability: Intimidate
Level: 50
Shiny: Yes
EVs: 252 HP / 124 Atk / 132 Def
Adamant Nature
- High Jump Kick
- Rock Slide
- Fake Out
- Wide Guard
When my team needed Intimidate support, Hitmontop was who a first thought of. He offered everything I needed: Fake Out, Wide Guard, and a powerful Fighting move High Jump Kick. High Jump Kick let's him 2HKO Rotom-A where Close Combat falls short, and Close Combat sapped my defenses, gradually crippling the support he offered, both emotional and physical. I couldn't handle that much strain on our relationship, so I gave him an ultimatum: Change or I'll have to, that or I will break that ridiculous spike right off your head. He changed, and High Jump Kick is how. It's an odd choice I know, but his Sitrus Berry keeps him safe when it fails. The 132 EVs invested in Defense let Hitmontop survive a -1 Brave Bird from Life Orb Talonflame, dulling that threat and letting Hitmontop retaliate with Rock Slide. Two Pokemon with Wide Guard may seem redundant, but its proven useful considering Glalie's susceptibility to standard spread moves Rock Slide and Heat Wave. There's really nothing else noteworthy, except to say that who knew Hitmontop could pull off that shade of pink?
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Romney (Rotom-Heat) @ Life Orb
Ability: Levitate
Level: 50
Shiny: Yes
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect
Don't be deceived by this toasty toaster. With a Life Orb in one mitten and Modest Special Attack in another, Rotom-H can burn a hole in hell itself and still cook a waffle for you when its done. Its standard moveset is a tried and true arsenal. Why mess with perfection? The HP investment lets Rotom survive a Hyper Beam from Choice Specs Sylveon, with the rest left to Speed to sucker punch unsuspecting foes.
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Mulligan (Gastrodon) (M) @ Expert Belt
Ability: Storm Drain
Level: 50
Shiny: Yes
EVs: 244 HP / 68 Def / 196 SpA
Modest Nature
- Muddy Water
- Recover
- Ice Beam
- Protect
Gastrodon resists nearly every weakness suffered by the rest of the team. Muddy water was chosen over Scald, as it, in tandem with the Expert Belt, allows a greater investment in bulk and has unique typing for a spread move. Special Attack is set at 196 EVs to OHKO Terrakion. Maximum odd HP leaves 68 EVs left to defense for bulk needed of his role. Recover is there over Earth Power to compensate for choosing an Expert Belt in favor of a Sitrus berry, who currently is in the company of much less special nubs.
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Any feedback is of course greatly appreciated, as is any time spent reading this post.
Ever grateful,
-Noah
-Noah
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