SS OU Cynthia's Dragon Playtime

Red Raven

I COULD BE BANNED!
It's been a while since I've posted a team. For weeks now, I've been straight up mad at the game and its rng so I decided to stop playing altogether. However, earlier, I was rewatching some of the anime episodes which led me to build this team. So, let's get right into it


:zapdos::ferrothorn::tapu fini::zeraora::kommo-o::garchomp:


Teambuilding Process :ultra ball::dusk ball::safari ball::quick ball::repeat ball::dive ball:

:kommo-o: + :garchomp: :safari ball::quick ball::repeat ball::dive ball:

If you've watched the Dialga and Palkia special of the anime, Cynthia revealed that she wasn't just afk since her last appearance in the BW anime and has a Kommo o. Rewatching it again gave me the inspiration to build a team around both of her dragon types, hence the team's name

:kommo-o: + :garchomp: + :ferrothorn: :quick ball::repeat ball::dive ball:

Having two dragons already, it was obvious that I need something for the fairies. Out of all the options, I went with Ferrothorn since it is also the only one that can somewhat beat Weavile and is incredibly obnoxious to face

:kommo-o: + :garchomp: + :ferrothorn: + :zeraora: :repeat ball::dive ball:

Since I have Garchomp on the team, I decided to find a mon that can synergize fairly well with it. Turns out, Zeraora is that pokemon and both of them turn into terrifying win conditions at a moments notice. Also helps against Weavile which the main two mons really appreciate

:kommo-o: + :garchomp: + :ferrothorn: + :zeraora: + :zapdos: :dive ball:

Now, the team is somewhat defensively safe. However, the problem is Kommo o has zero recovery at all and if I am facing something like a Heatran + Kartana team, it is gonna get overwhelmed so I needed a remedy for that. What better remedy than the one pokemon that renders Kartana near useless just from team preview alone

:kommo-o: + :garchomp: + :ferrothorn: + :zeraora: + :zapdos: + :tapu fini:

Finally, there was still one more thing the team needed, a fairy type. If I don't have a fairy type, then opposing Garchomps would just straight up rip this team up so badly even Trigon would be impressed. As such, I had to put a fairy and I went with Fini. Now, as for why I chose Fini in particular, there is a specific reason for that which I'll get to later


The Team

:leftovers::sm/Kommo-o::leftovers:
Ability: Bulletproof
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
- Toxic
- Protect
- Body Press
- Stealth Rock

Starting things off is the main mon, Kommo o. Now, you might think that this thing is very niche and in truth, it is. However, this mon in actuallity does a lot. It is a near hard stop to Kartana, Urshifu, Melmetal, Rillaboom and above all, Blacephalon. The last one is especially important because unless you are immune to ghosts, specs shadow ball is gonna two shot you and even the tier's resident dark, Weavile, can feasibly drop in just two hits. Kommo o, on the other hand, doesn't care one bit about shadow ball and shrugs off flamethrowers, which pretty much renders Blace useless in a battle. Toxic is crucial so it can poison nearly everything while protect is mainly for Dragapult, and well, other choice users. The hp and defense evs are pretty much from its analysis page but I just dumped the rest into spdef because when I made the team, there was no important reason for speed

:yache berry::sm/garchomp::yache berry:
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Tail
- Scale Shot
- Earthquake
- Swords Dance


Next up is Cynthia's ace, Garchomp, the pokemon that has made many kids rage in frustration as they innocently journeyed thru Sinnoh. As for its role one the team, it just does Garchomp stuff. I just used aqua tail for the team since I really couldn't care less about metal birbs and the sooner I get rid of Landorus the better. The item is a really tricky one. At first, I wanted yache so that some stupid dark ninja doesn't stop this dead cold but, in a classic ladder curse, I don't run into Weavile at all. With that, I'm thinking of just replacing it with lum berry because toxic is annoying or dragon fang because scale shot is just that reliable. Essentially, the item here is not too important and you just use whatever you feel like it


:leftovers::sm/ferrothorn::leftovers:
Ability: Iron Barbs
EVs: 252 HP / 124 Def / 132 SpD
Careful Nature
- Spikes
- Knock Off
- Body Press
- Leech Seed

For the next slot, it is the single most irritating pokemon that has ever been added into the game, Ferrothorn. As mentioned earlier, this was chosen to deal with the fairy types. While Kommo o takes a lot of pressure off from Ferro by dealing with Heatran, in turn, Ferro also makes Kartana be very prediction reliant. However, its main role is still to annoy the life out of Koko and Lele. Since Kommo already has the rocks, why not add in more hazards. In all honesty, I have next to no idea what this spread does. I just saw it in the break this core thread and copied it for whatever reason


:heavy-duty boots::sm/zeraora::heavy-duty boots:
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Knock Off
- Plasma Fists
- Close Combat

Aside from the reason mentioned earlier, I chose to add Zeraora to the team to give it some immediate speed. I've always wanted to use this set but never got around to it. Now however, I finally have the chance and once Landorus goes down, this thing basically goes to town especially since it can live scarf Lele's stabs before removing its scarf, leaving the pink punisher at its mercy. The fact that it's the naturally fastest viable mon in the tier also goes a long way for setting up that endgame sweep

:heavy-duty boots::sm/zapdos::heavy-duty boots:
Ability: Static
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Defog
- Roost
- Volt Switch
- Hurricane

Next up is Zapdos, which pretty much serves one reason and one alone, make Kartana as miserable as possible. I don't have to mention how much of a threat Kartana is. The thing literally has an attack stat higher than Mega Rayquaza so having multiple checks to it is crucial. A paralyzed Kartana is pretty much a useless Kartana. Also rendering Tornadus near useles from team preview is another big advantage and most importantly, it prevents Kommo o from being overwhelmed. As for the moves, while I normally despise hurricane, I had to use it now because giving Garchomp a free switch is the single worst thing that this team has to deal with. I know the analysis page recommends an ev spread to outrun Rillaboom, but really, why do you need to outrun it. This ev spread is just to hit 241 speed for the rare 92 speed Landorus while the rest is dumped in def

:choice scarf::sm/tapu fini::Choice scarf:
Ability: Misty Surge
EVs: 64 Def / 228 SpA / 216 Spe
Timid Nature
- Trick
- Surf
- Ice Beam
- Moonblast

Finally, the fairy type of the team. Now, out of all the fairy types, why did I choose Fini over something like Lele or Koko? Simple, the team is vulnerable to the likes of Volcarona and even calm minders like a certain blob or itself. Rather than deal with them thru brute force, I have long since learned that the best way to render them useless is just give them a choice item, which is what I did by spamming Blacephalon. Now, I did go with a more offensive set on this one. 228 spa is to guarantee the kill on opposing Weaviles with moon blast while 216 spe is still the standard for scarf Fini. The rest is just dumped into def. In a way, this also helps a lot against Garchomp. If you can get it in as it clicks sd, then you can either just kill it with ice beam or render it useless with scarf. Aside from that, trick also allows it to really mess with defensive teams and help turn the odds in your favor


Threats

:sm/garchomp:

Is there ever gonna be a team that won't be threatened in one way or another by scale shot Garchomp? The thing can literally run any team to mess up its own checks which makes it very tricky to deal with

:sm/magnezone:

I'm not sure if this is really a threat but whenever I run into this thing, I just click forfeit. I hate playing against those who are trying to cheese their way to a win instead of actually working for it

:ss/dragapult:

Aside from the protect from Kommo o, the team doesn't really have a switch in to Dragapult. The next best thing is Fini who can take a flamethrower and draco but hates shadow ball. While I've never had any problems against the Dragapults I've run into, you still have to be careful with it




Closing Thoughts

Well, that's the team. I would like some feedback on this one. Personally, I really like this team because it strays from how I'm usually comfortable with playing the game and is actually different. Unlike my other teams, which usually has one with immediate firepower, this one doesn't and forces me to play slow. The only thing that is really stopping me from tryharding with this team is the fact that nearly all the time, I would just forfeit whenever I miss a move before I end up destroying something. The one thing that I do find really funny is that this team is actually the very first draft. i was just putting stuff together and somehow, the first incarnation of this team ended up being very successful and surpassed all my expectations
 
Woooo a Red Raven team!
I always see you rating my teams, and it's funny that I'm making suggestions for your team lol

Considering your weakness to Pult which is super common in the metagame, you could try a defensive Tapu-Fini with Taunt over Trick, and EVs into SpD which could help tank against special attackers in general which also checks Dragapult. Since you already have speed control in :Zeraora: and :Garchomp: (when it hits a Scale Shot), I feel Scarf Fini isn't necessary.

You have no fire moves at all...
:Kartana:, :Ferrothorn:, and all those mons are annoying, however your team checks them with :Kommo-o:. I don't know why ur using protect on :Kommo-o:, but you can Fire Punch/Flamethrower or Earthquake (to hit :toxapex:) instead of protect. :Garchomp: gets walled by :Ferrothorn: and :Kartana: especially when you can sweep the entire team if you had Fire Fang, so you might want to run Fire Fang instead of Aqua Tail.

Anyways that's it for my suggestions!
 
Woooo a Red Raven team!
I always see you rating my teams, and it's funny that I'm making suggestions for your team lol

Considering your weakness to Pult which is super common in the metagame, you could try a defensive Tapu-Fini with Taunt over Trick, and EVs into SpD which could help tank against special attackers in general which also checks Dragapult. Since you already have speed control in :Zeraora: and :Garchomp: (when it hits a Scale Shot), I feel Scarf Fini isn't necessary.

You have no fire moves at all...
:Kartana:, :Ferrothorn:, and all those mons are annoying, however your team checks them with :Kommo-o:. I don't know why ur using protect on :Kommo-o:, but you can Fire Punch/Flamethrower or Earthquake (to hit :toxapex:) instead of protect. :Garchomp: gets walled by :Ferrothorn: and :Kartana: especially when you can sweep the entire team if you had Fire Fang, so you might want to run Fire Fang instead of Aqua Tail.

Anyways that's it for my suggestions!

The trick on Fini isn't for speed control. It is for calm minders. Teams like this one are near auto lose to something like cm Clefable especially since I don't have a steel type move on Ferrothorn. Tricking calm minders a scarf just straight up ruins them for the rest of the game

Protect on Kommo o is for scouting. Think of it like this, I lead off Kom against Pult. I just click protect and from there, decide what I wanna do. If Pult dracos, I switch. If it u turns or shadow balls, I stay. It's that simple. Protect is also very useful for squeezing every bit of recovery from lefties

Actually, neither Ferrothorn nor Kartana wants anything to do with Garchomp at all since they can't comfortably take boosted earthquakes. The whole point of aqua tail is simply to get rid of Landorus and set Zeraora up for that lategame sweep. The part about scale shot being reliable is sarcasm
 
Love the team man. Nice concept, nice synergy, nice mon choices.

Only suggestions are:

to consider Iron Defense on Kommo-O over protect. Protect has it’s merits but Iron Defense makes Corviknight run away scared and actually can turn ‘Mo into a problem that has to be dealt with rather quickly.

Also, Iron Head or Gyro Ball on Ferrothorn so you can actually hit Lele & Koko.
 
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