XY OU Dawn of a New Age: Ingenuity to Sand Offense

Dawn of a New Age: Ingenuity to Sand Offense
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With what feels like a flipping on the head of the meta with the rapid fire Suspect Tests, and eventual banning/limiting, of things like Baton Pass, Deoxys Speed and Defense and more recently Aegislash, with Mega Mawile now being under a Suspect Test; it looked as good as an idea as any to try out some ideas that were shelved a while back, but with the right support in combination to the changes in the meta might be able establish a presence in the meta.

As with all things, I never presume that this is some earth-shattering idea as I’m sure at least one person out there in the Smogon Community has probably mentioned it. But I’m taking the time to put pen to paper, and I am asking you, fellow contributors, to let me know what you think about the team, I’m about to present to you.

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With the recent bans of Deoxys and Aegislash, the one guy that came to mind that might receive a new lease on life is Terrakion. This dude was a beast in Gen V and his combination of power and speed is a force to be reckoned with. However, there are still a copious amount of Special attackers in the tier (Greninja, Keldeo, Latios, etc) that make using Terrakion a complex proposition still. Thankfully this Gen gave us the Assault Vest to help relegate the usual OHKOs into 2HKOs; giving him the opportunity to retort. AV combined with Sand thanks to his Rock typing allows him to endure even with virtually no investment into Special Defense. Normally, I would lean towards Tyranitar as my Sandstream user, but he and Terrakion share way too many weaknesses to justify having both on the same team. Therefore, Hippowdon was favored in this situation.

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Despite trying to avoid common weaknesses; Grass and Water, with a lesser emphasis on Ice can prove lethal to the first two members of this team. Thus, we added Ferrothorn, who handles any version of Azumarill pretty effectively; unless it’s packing Superpower which appears to have fallen out of favor this Gen, while also able to survive a Secret Sword at full health if the situation arises from a Timid Choice Specs Keldeo. He also turns Breloom’s Mach Punch into a 3HKO while also being able to smash him back with Gyro Ball. He also laughs at Amoonguss (barring HP Fire, but that what the set is for) while making the lives of other grass mons Celebi, Chesnaught and Shaymin very stressful.

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Despite everyone here; Mega Venusaur, despite doing squat to Ferrothorn barring HP Fire, is still very bulky and Ferrothorn, likewise can't really do anything other than scout for HP Fire on it, Keldeo just hits too friggin' hard and Clefable is just a nuisance. (My disdain for it knows no bounds) That still doesn't account for speedy mons like Greninja and Talonflame who just punch holes into any team, specifically my walls in general. With all these factors in mind, I decided to look for an Offensive core that is either fast or has priority to offset its speed and hits extremely hard; specifically to some or all of the aforementioned threats to the current members. With this in mind, I chose Gengar, who also gets a fresh look with Aegislash banned and Deosharp no longer in existence, though Bisharp is still around, but we have an attempt at an answer for him. Since he is my Glass Cannon (no matter how we slice it, Gengar is frail) I needed a physical attacker to compliment him with while being able to provide some form of Hazard removal. Though Excadrill is normally considered on Sand Teams thanks to Sand Rush doubling its speed, the sand won't be around long enough for both him and Terrakion to take advantage of and Excarill's typing would overlap too much with my defensive core. So I decided to try something unique and try Defog Scizor. (I always seem to do this to him) Scizor acts as a secondary option for Clefable in the event Gengar is down for the count, which might be more often than I like, but nonetheless we are in the composition stage still.

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All that is left is a Mega to capitlize on all the team has to offer. Preferrably a mon that either had the typing to neutralize Talonflame and Greninja or the speed to outrun them without absorbing too much damage from Talonflame's priority Brave Bird. With this in mind; it only seemed obvious to choose Mega Manectric and its blistering speed combined with its ruthless Special Attack. Being able to OHKO Greninja and Talonflame is a blessing and, in general, Manectric is a very difficult mon to switch into once all Ground Types have been dealt with, which the rest of the team tries to accomplish. Once the red carpet has been rolled out its pretty much gg for most teams, in theory anyway.

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Terror Squad @ Choice Scarf (Props to Abrams for showing me the light... or face palming me... :-/
EV: 252 Atk / 4 SpD / 252 Spe
Ability: Justified
Jolly Nature (+Spe,-SpA)
- Close Combat
- Rock Slide
- Earthquake
- Quick Attack


Old Role: Gimmicky AV Puncher (Worth a Shot) New Role: Revenge Killer

Terror Squad is here to play a bit of mind games. When leading with him people are assuming everything from Focus Sash Stealth Rock User to maybe this guy is a friggin' noob leading with a Choice User. Though the latter might have been true a week ago, j/k. But in all seriousness, his 108 speed stands out in a game that has seen a steady uptick in speed throughout the Generations only to have this Gen be raided by the priority craze. Though Priority is important, it almost appears as if it has made us numb to the fact that speed kills; especially when it’s packaged into a burly menace like Terror. AV adds to the formula as it actually surprises people who believe that their respective special attacker should be able to KO him. This only gets compounded if he can come in on a sandstorm. Calcs are below, but the basic point is that a lot of those definitive OHKOs become 2HKOs which then allow Terror to retaliate, which is all we can ask for.

EDIT: After seeing the responses, yes I will concede the fact that CharX is more than problematic, especially when going up against people who actually know how to switch and set up higher up the ladder... so Choice Scarf was implemented...

R.I.P
AV Terrakion
Last Night - Today

252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Assault Vest Terrakion: 222-262 (68.7 - 81.1%) -- guaranteed 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 4 SpD Assault Vest Terrakion in Sand: 195-229 (60.3 - 70.8%) -- guaranteed 2HKO
252 SpA Thundurus Focus Blast vs. 0 HP / 4 SpD Assault Vest Terrakion in Sand: 124-148 (38.3 - 45.8%) -- guaranteed 3HKO
252 SpA Heatran Earth Power vs. 0 HP / 4 SpD Assault Vest Terrakion in Sand: 96-114 (29.7 - 35.2%) -- 16.6% chance to 3HKO
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 4 SpD Assault Vest Terrakion in Sand: 221-265 (68.4 - 82%) -- guaranteed 2HKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 4 SpD Assault Vest Terrakion in Sand: 260-308 (80.4 - 95.3%) -- guaranteed 2HKO
252 SpA Choice Specs Latios Draco Meteor vs. 0 HP / 4 SpD Assault Vest Terrakion in Sand: 154-183 (47.6 - 56.6%) -- 85.9% chance to 2HKO

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Hungry Hippo @ Leftovers
EV: 248 HP / 8 Atk / 252 SpD
Ability: Sandstream
Careful Nature (+SpD,-SpA)
- Slack Off
- Rock Slide
- Earthquake
- Stealth Rock


Role: Specially Defensive Wall and Utility -> Sand Setter and Stealth Rock Support

In order for Terror to utilize AV, Sand is needed and Hippo provides this. The Special Defensive set was chosen to be able to go check Charizard Y who would otherwise effectively punch holes to my team. Rock Slide, even with no investment, can OHKO both Charizard Y, Talonflame [though CB Brave Bird would 2HKO Hippo otherwise] and 2HKO Thundurus-I while still being able to absorb at least 2 LO boosted HP Ice launches from Thundy. As his role implies, Hippo provides entry hazards while also having a means of recovery to maintain his longevity in battle, while the last slot is good ol' fashion STAB in EQ to spam when the opportunity presents itself.

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Masochist @ Rocky Helmet
EV: 248 HP / 8 Atk / 252 Def
Ability: Iron Barbs
Relaxed Nature (+Def,-Spe)
IV: 0 Spe
- Power Whip
- Thunder Wave (Thanks Livio)
- Leech Seed
- Protect

Role: Physical Wall -> Attrition Embodied


Pretty straight forward Physically Defensive Ferrothorn who uses its bulk to absorb even the most ferocious of neutral hits while also making the attacker in question wince in pain afterwards from losing approximately 29% of its health. Protect is here to allow Leech Seed to sap away a hardheaded opponents precious HP while also scouting for HP Fire on mons like Greninja, Mega Venusaur and Amoonguss. Power Whip demolishes Water types when it decides to land and Gyro Ball with a negative Speed nature and 0 Speed IVs make the attack as powerful as can be. Flare Blitz from Talonflame is a b!tch but at minimum, if it absorbs at least just one turn of sandstorm damage, Scizor can come in and snipe it with Bullet Punch.

EDIT: T-Wave seems more beneficial with more overall utility than a situational Gyro Ball... so the change has been made.

Assuming 48 HP / 252 Atk / 208 Spread for Talonflame:
309 HP - 117 HP (Ferrothorn HP = 351 / 3 = 117) = 196 - 90 (309 * .29 [7/24 = .291] = 89.6 round up to 90) = 106 - 39 (309/8 [Sandstorm Dmg = 1/8 Max HP] = 38.6 round up to 39) = 67 HP after the Flare Blitz on Ferrothorn while in the Sand-> Scizor LO Bullet Punch [Priority]:

140+ Atk LO Technician Scizor BP vs 48 HP / 0 Def Talonflame = 86-101 [27.8% - 32.6%] = M!DDLE F!NGER SALUTE to T-Flame ^_^

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Bug Transformer @ Metal Coat (Thanks Livio)
EV: 248 HP / 140 Atk / 120 SpD
Ability: Technician
Adamant Nature (+Atk,-SpA)
- Bullet Punch
- Roost
- Superpower
- Defog
Role: Defog User and Fairy Destroyer


This set, though unique, does have some merits, MC and Atk EVs are enough to guarantee a 2HKO on a 252 / 252+ Physically Defensive Clefable after Leftovers recovery, while the 248 / 120+ Special Bulk allows Scizor to take at most 82% from a Clefable Flamethrower. Roost provides healing when able, while Superpower OHKOs Bisharp who try to switch in and attempt to get a free +2 from the use of Defog. Aside from that, its pretty straight forward and is meant to accomplish the simple tasks of removing hazards to allow my primary attackers to switch in freely.

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Laughing Wraith @ Life Orb
EV: 252 SpA / 4 SpD / 252 Spe
Ability: Levitate
Timid Nature (+Spe,-Atk)
IV: 0 Atk
- Sludge Bomb
- HP Fighting
- Pain Split (Props to Livio and cookeemonstah.. thanks frens ^_^)
- Psychic
Role: Glass Cannon... Duh...


The first thing everyone is saying is, where the F*CK is Shadow Ball!?!? Well give me a second to... ok your clicking on the forum link aren't you... sigh... I'll wait... while I'm doing that for you guys who are suspicious, please allow me to elaborate. Sludge Bomb is obvious for Fairies and Grass mons, Pain Split, though not common, has been seen before and provides recovery as the LO damage starts building up. Where things start getting weird for people is Psychic and HP Fighting. Psychic 2HKOs Mega Venusaur while Mega Venusaur can only hope to put him asleep. Keldeo, if locked into Sacred Sword is an excellent switch into Keldeo, forcing my opponent to switch and battle from a position of weakness; though they most likely will be switching in Bisharp, Weavile or Tyranitar. 3 mons who tend to find themselves on ALOT of XY OU teams. This is where HP Fighting comes into play as it OHKOs Weavile and Bisharp while delivering a 2HKO to non-invested Tyranitar even with Sand up. Sure, people will be saying that Focus Blasts is a deterrent as well, but Focus Blasts tends to go wide left like a Billy Cundiff Field Goal try (sorry Ravens fan, couldn't thing of another big miss in recent memory) so sometimes trainers will be feeling a little frisky, especially Bisharp users and if Bisharp comes in with suffering for it, it becomes a 50/50 game of cat and mouse between first CORRECTLY guessing whether its safe to switch out without being Pursuit Trapp'd, OR launching another assault and praying they don't use Sucker Punch. Weavile outright out-speeds me, so I need to pray that there isn't someone wacky like me out there whose running Pursuit on this guy and Tyranitar tend to run Pursuit barring the Mega forme.

252 SpA Life Orb Gengar Hidden Power Fighting vs. 4 HP / 0 SpD Tyranitar in Sand: 234-276 (68.4 - 80.7%) -- guaranteed 2HKO
252 SpA Life Orb Gengar Hidden Power Fighting vs. 4 HP / 0 SpD Bisharp: 458-541 (168.3 - 198.8%) -- guaranteed OHKO
252 SpA Life Orb Gengar Hidden Power Fighting vs. 4 HP / 0 SpD Weavile: 390-463 (138.2 - 164.1%) -- guaranteed OHKO

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Manectric @ Manectite
EV: 40 Def / 252 SpA / 216 Speed
Ability: Lightningrod -> Intimidate
Timid Nature (+Spe,-Atk)
IV: 0 Atk
- Thunderbolt
- Flamethrower
- Volt Switch
- HP Ice
Role: Time to bring (out) the b(r)oom


Speed allows him to outrun base 100 speed mons prior to mega evolution while being able to outrun 130 speed mons after evolving and some notable mons like Adamant Gyarados and Adamant Dragonite after 1 Dragon Dance. Thunderbolt is the primary STAB of this set, shocking Greninja and Talonflame. Flamethrower provides coverage against steel types and while HP Ice handles ground types. Volt Switch provides pivoting into one of our bulkier mons as to avoid unnecessary damage. Thanks to Intimidate, Mega Pinsir and Talonflame won't do too much damage after one Intimidate, thus making a switch into these mons all the more desirable. In the end, whip out the broom and SWEEP... PERIOD!!!

Hope you enjoyed reading this installment of RMT and hope to hear some critical but insightful thoughts as a means for improvement. Until then, happy battling ^_^


Sincerely,


Prof. R. Feliciano
Director of Metagame Studies, Smogon University, New York Campus
 
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This is a nice team you have there. Nevertheless I have some suggestions for you:

First of all, this team should have big problems with Charizard-X. It can easily set up a Dragon Dance or two and hits even Hippowdon very hard because it lacks physical bulk. Some calcs:

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 248 HP / 0 Def Hippowdon: 373-441 (89 - 105.2%) -- 31.3% chance to OHKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 40 Def Mega Manectric: 330-388 (117.4 - 138%) -- guaranteed OHKO
+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 0 HP / 0 Def Terrakion: 312-367 (96.5 - 113.6%) -- 75% chance to OHKO
The problem is that you are unable to outspeed +1 Charizard-X. So I would suggest you to scarf Terrakion.

I also have one question regarding your team:

this team should be a sand offense team but I have problems to find a single sand abuser. No Sand Rush/Sand Force abusers? Maybe you could use the common Tyranitar/Excadrill/Landorus cores to get more firepower. Sand Rush Excadrill would also be able to outspeed Charizard and OHKO it with EQ.

Hope this helps. :)
 
First of all, love your formatting, everything looks amazing.

I feel that running a life orb gengar in a sandstorm may not be a good idea. I would probably go for a subsplit gengar with leftovers if you still wish to run it, especially since your team is geared more towards bulky offense, it will also help significantly against specially defensive walls and pursuit trappers like scizor, bisharp, t-tar etc. I would go focus blast over HP fighting, as it lets you OHKO/2HKO key targets such as ferrothorn/t-tar, but that's completely up to you.

I also think you need stallbreakers, skarmbliss core would probably wall your entire team. Your physical attackers also have no method of getting past gliscor. A bulk-up conkeldurr / crocune might suit your team better than scizor
 
Hi there Rafael, the team is solid enough and I can not find something that can really annoy your team (Maybe Talonflame force you to Mega evolve Manectric as soon as possible, nothing more) anyway i have a couple of tips about your sets. First off, that Scizor, the evs spread you gave it is interesting, even if Scizor is not a safe switch on both Clefable s Calm mind and Flamethrower; anyway you really don t need Life Orb recoil to 2hoko Clefable, Metal Coat>Life Orb could work well, avoids 10% damage and ensures less pressure on your recovery while it also still 2hoko Clefable with Bullet punch. You should also consider U-turn over Superpower, it close the eventual volturn chain with Manectric giving you fundamental momentum against Stall Teams (you area bit weak to them), Bisharp is not a problem, you have just to u-turn and then send Terrakion on the field. The calc here

140+ Atk Metal Coat Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 210-248 (53.2 - 62.9%) -- guaranteed 2HKO after Leftovers recovery



I recommend you to put in Pain Split over Giga Draing on your Gengar. There are several reasons why you should do it, the first one is that Giga Drain with the Sand up and LO recoil is not always reliabe as pseudo recovery move considering that on many switch in it goes even to lose health; then, while Giga Drain doesn t add anything at its coverage, Pain Split is helpful against stall teams and give you the chance of winning some 1v1 against Sucker Punch users. Also I think that Focuss Blast>Hidden Power Fighting is a must, with the nerf of Hidden Power BP, you will lose more by bad damages than by missing that move.

At Last but not least, you have a bit problems with Charizard-X as also said you Abrams before, you have two ways to fix that, first one is using Choice Scarf Terrakion as revengekiller in way to check it, second one is preventing Charizard from boosting by putting in Thunder Wave>Gyro Ball on Ferrothorn, in this way the only "setup fodder" for that pokemon is Manectric, and you can avoid it mantaining momentum with Volt Switch.

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metal coat>Life Orb
U-Turn/Knock Off>Superpower

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Pain Split>Giga Drain

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Thunder Wave>Gyro Ball
 
Thanks for the input guys... some of the proposed changes have been implemented. Keep them coming.

You should also consider U-turn over Superpower, it close the eventual volturn chain with Manectric giving you fundamental momentum against Stall Teams (you area bit weak to them), Bisharp is not a problem, you have just to u-turn and then send Terrakion on the field. ]

Livio: Though VoltTurn is AWESOME... why defer a problem when I can solve it right there and then? Especially if Bisharp uses Knock Off, as it outspeeds, then Terrakion would lose the Scarf, which wouldn't be worth it if CharX is still waiting in the wings. Let me know what you think?
 
Yo Rafael, this is a very good team! On paper, the team is very solid, and you basically have almost every threat in the current OU Meta covered. Props for the solid team buddy! :]

However, there are some issues I see. Greninja is a huge problem for your team, since nothing really want to take it on. LO Protean Ice Beam will still do a lot to your PhyDef Ferrothorn in case you're wondering. Next, both Charizard forms are very problematic for you also. Zard X at +1 sweeps through your team easily if Hippowdown gets only slightly weakened, whereas nothing appreciates taking one hit from Zard Y (Terrakion will not appreciate a Fire Blast). Another big problem I see is specs Keldeo. Therefore, I propose the following changes which I feel will greatly benefit your team:


1. Hippowdon
There is one simple solution to eliminate your team's Zard X and Greninja problem - changing Hippo to PhyDef and changing Ferro to SpDef. With this change, Hippowdon can now handle Zard X way better as compared to before, whereas Ferrothorn now handles Greninja (barring Hp Fire). You now also have a more reliable answer to Mega Mawile and Terrakion too (since Hippo now walls them), so this change is very crucial.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Rock Slide
- Stealth Rock
- Slack Off

2. Ferrothorn
Like previously mentioned, change Ferro from PhyDef to SpDef. This will allow Ferro to handle Greninja (a big problem to your team) as well as Kyurem Black better. I personally prefer Gyro Ball > TWave for Fairy types in general, but that is all up to personal preference. The 76 Def EVs are for Ferrothorn to deal with Azumarill, and Protect is there to allow Ferro a pseudo form of recovery in Leech Seed + Lefties.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

3. Gengar
The last 2 problems we have to take care of are Zard Y and Keldeo. Gengar fits awkwardly on your team, since it doesn't really fulfill any significant role. Clefable and other fairies are handled by Scizor anyway, leaving hitting Venusaur with Psychic Gengar's only prominent role on the team. Because of this, I suggest replacing Gengar for Life Orb Latios. Latios, similarly to Gengar, can hit Mega Venusaur hard with Psyshock. At the same time, Latios handles Zard Y and Keldeo, your team's 2 biggest problems. Latios also means that you've a more reliable answer to Rotom-W, since Ferrothorn will not be liking a Burn whatsoever. Also with SpDef Hippo changed to PhyDef, Latios is now your new answer to Landorus-I, resisting its most common moveset in Focus Blast / Earth Power / Psychic. Now lemme explain the spread below. HP Fighting was chosen because you once had Hp Fighting on Gengar, so Latios can essentially fulfill the same role. As for the speed EVs, Latios has Hp Fighting (ergo 30 speed IVs) so it will not be speed tying with opposing Lati@s anyway, so 244 speed to outpace the likes of Keldeo / Terrakion / Infernape / Etc is more than sufficient. 32 HP EVs is for a Life Orb number, and 44 SpDef (accompanied with 32 Hp) allows Latios to handle Zard Y and Hp Ice Landorus-I way better than having the 0/0 spread.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 32 HP / 188 SpA / 44 SpD / 244 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fighting]
- Roost

4. Scizor
Since you're running Superpower, it'd be better to run enough speed to outspeed Heatran. Also, your EV spread look a little weird. I recommend going with the spread 116 HP / 168 Atk / 124 SpD / 100 Spe, Adamant. 100 Speed allows you to outspeed Heatran, whereas the following EV spread allows you to take a Hp Fire from Latias.

Calc: 252 SpA Latias Hidden Power Fire vs. 116 HP / 124 SpD Scizor: 244-288 (78.7 - 92.9%) -- Guaranteed 2HKO

It also allows you to take a Flamethrower from Clefable

Calc: 0 SpA Clefable Flamethrower vs. 116 HP / 124 SpD Scizor: 260-308 (83.8 - 99.3%) -- guaranteed 2HKO

Here's the set I was talking about:

Scizor @ Iron Plate
Ability: Technician
EVs: 116 HP / 168 Atk / 124 SpD / 100 Spe
Adamant Nature
- Roost
- Defog
- Bullet Punch
- Superpower

So yeah, that should be everything. Hope you benefited from this, cheers!
 
I can t follow you... Scizor takes the damage since is slower, (252 Atk Life Orb Bisharp Knock Off vs. 248 HP / 0 Def Mega Scizor: 101-121 (29.4 - 35.2%) -- 14.5% chance to 3HKO) then does U-Turn, then Terrakion, where s the problem? You have more to gain than to lose.
 
I can t follow you... Scizor takes the damage since is slower, (252 Atk Life Orb Bisharp Knock Off vs. 248 HP / 0 Def Mega Scizor: 101-121 (29.4 - 35.2%) -- 14.5% chance to 3HKO) then does U-Turn, then Terrakion, where s the problem? You have more to gain than to lose.

Your thinking with regards to 1 v 1 situation; whereas I'm referring to predicting the switch into what my opponent would believe is an incoming Defog since Scizor is the only member of my team that can actually use Defog and OHKO

You are right though, since Scizor is slower the Knock Off would be incurred by him, which means I would lose my Metal Coat (at the time was LO) and absorb 64% to 76% damage which doesn't seem ideal.

Though I guess this begs the question, if I predict the Bisharp switch, would I double switch into Terrakion outright, but that involves more variables like team composition and current HP of the said members.

Not saying U-Turn isn't a strong suggestion, just trying to eliminate as many threats as possible given the intent and build of the team, but its clear that ingenuity does have some downside -_-'
 
Hey Rafael J. Feliciano cool team!

I do agree with the changes that Scy suggested. Changing Hippo to Phy.Def to handle Zard X better(it can also deal with Mega Mawile if it's unboosted) while changing Ferro to a more Sp.Def wall helps you more with Non-HP Fire Greninja.

Now for my own suggestion. Quick Attack on Choice Scarf Terrakion isn't exactly necessary. The only thing it'd let you pick off is extremely weakened talonflame. I recommend X-Scissor over Quick Attack, as this lets you pick off the Latis, as well as hitting Celebi and Slowbro, two mons that are picking up popularity, for good damage. While Slowbro is rather easily dealt with by Manectric, Sp.Def Celebi is rather annoying for your team should you remove Gengar, as Manectric's Flamethrower doesnt 2HKO.
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Terror Squad @ Choice Scarf
EV: 252 Atk / 4 SpD / 252 Spe
Ability: Justified
Jolly Nature (+Spe,-SpA)
- Close Combat
- Rock Slide
- Earthquake
- X-Scissor

That's all I have so far! I'll be back if I have any other suggestions.

Edit: Iron Head is an option over X-Scissor should you struggle more with clefable with the removal of gengar.
 
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