'Flappy Bird Ruined My Life' were not just the words of the creator of the very addictive indie game, but also those of many an unfortunate enough to cross paths with this team.
Hey guys Critical here with my first RMT of this generation here (I've done some gen 4 and 5 ones but forgot the password and email of my Critical account xD) I'm currently 15-2 with this team across showdown and DS, but I feel there is a little something extra I can put into this team to make it truly great. So without further ado, lets jump right in.
With the offensive core done I then when on to make a Fire/Water/Grass core with Talonflame, whilst forming a solid defensive core. The two Pokemon I settled on after quite a bit of testing were: Specially Defensive Celebi and Physically Defensive Rotom-W
With two flying types and no rock resists I thought now would be a good time to add a spinner to the team. The choice wasn't excessively hard after narrowing it down to either Donphan or Excadrill and I eventually settled on Air Balloon Excadrill w/ SR since this thing does force a lot of switches. (Spin Blockers in, Rotom and Heatran out etc.) It also didn't absolutely kill any offensive momentum I potentially had, something Donphan was guilty of on a few occasions.
Looking over my team, other than my defensive core I put no specially offensive pressure on my opponents team. In addition, it looks as though Mega Chomp was quite an issue for this team as well. With all things in mind, added to the fact I like to run at least one surprise package on my team, I eventually settled on Mega-Alakazam for reasons I will explain later down.
So after all the member changes and moveset edits and item variations, the final team I ended with was:
(Changes in BOLD)
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Sleep Talk
- U-turn
Banded Talonflame is pretty much the star of the show of this team, with banded adamant priority Brave Bird, it's very hard to stop once it's counters are taken care of, (Landorus-I and TTar come to mind as well as Rotom-W). I fiddled with this thing's set for that last move slot and in the end, went with Sleep Talk over Roost or anything else because dealing with Smeargle and Amoongus becomes a lot easier and I just generally have something to take sleeps and potenitally other status' lessening Celebi's workload.
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Jolly Nature
- Brave Bird
- Close Combat
- Double-Edge
- U-turn
Paired with Talonflame, this thing in my opinion Brave Birds its way into OU. I'd say the only thing that can wall both sustainably is Landorus-I and even that can't Intimidate them both. Standard Staraptor but I've scarfed it. I started off with band but there was just too many opportunities to revenge kill that couldn't be taken whilst I was banded. Band is an option I'd consider going back to, I just need some pushing and reasoning to do so over scarf atm.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature
- Recover
- Thunder Wave (Sorry if you can't see that lol)
- Giga Drain
- U-turn
7 Weaknesses and this thing doesn't give a f***. With tons of helpful resistances this thing can switch into most special attackers, TWave Recover and go from there. Giga Drain is the stab of choice as it allows for some recovery should Recover not be an option or I need to take out a Gastrodon or something and U-Turn is for defensive pivoting. I am aware that perhaps Baton Pass with 0 Atk IVs may be a superior option but to this date Celebi has not been Pursuit trapped so I stuck with it. TWave can also allow for Zam and Raptor to outspeed Scarfed mons that would otherwise threaten the team.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 234 HP / 230 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump
I have always been a fan of scarfed Rotom-W but for this team, physically defensive seemed like my best bet. Chesto Resto was made obsolete with the re-introduction of Pain Split IMO, allowing me take significant amounts of HP off opposing Pokes as well as restoring a lot of mine due to Rotoms piss poor HP stat. Volt Switch is on there for a similar reason to Celebi, and I am quite the Volt Turn pioneer so it wouldn't be a Rotom without it. Hydro Pump to hit things as hard as and Will-O for the burn to cripple physical attackers and to get some residual damage on things like Mega-Venu (Altough not always appreciated with Pain Split but meh)
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Rapid Spin
- Iron Head
- Earthquake
Excadrill is a very important player in this team for a number of reasons. One it provides spin support, which is massive on a team that revolves around two flying types primarily. Two it provides rocks support. And in a team that can have a lot of problems with Charizard, that is key. Finally it provides two hard hitting unique STABs to my team in EQ and Iron Head. Mold Breaker EQ gets rid of Rotom, which is almost an insta win if I play it right and Iron Head can get rid of bulky fairies like f***ing Sylveon. All in all an integral part of my team.
Alakazam @ Alakazite
Ability: Magic Guard > Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Ice]
- Shadow Ball
- Focus Blast
So here is the mega of the team and my oh my does he do some work. Punching holes in other teams is what this thing was made for. With blistering speed and sky high special attack this thing is a beast. HP Ice is the odd ball move I was mentioning earlier and catches a lot of people off guard often netting me a surprise one important kill as a lot of people expect energy ball (don't ask me why). A few things are being contemplated on this thing atm and one of those is the decision to use psychic over psyshock. Sure Psyshock deals with special walls that switch in, this thing's duty per say is to hit on the special side so it's a bit of a pickle. The other is Modest over Timid. With both stats absolute crazy without investment I decided to go with Modest for harder hits. I'm sure Timid would allow me to outspeed certain things, scarfed Chandelure for example, but I'm not sure where the breaking ground for Timid and Modest is for things like that so I just stuck Modest on it and called it a day.
And done! That is my team, a rate and some constructive criticism is DEFINITELY appreciated! I'm sure with a bit of tweaking Flappy Bird will never ever die and the Brave Bird himself will flap his way to victory.
Thanks for reading
Critical
Hey guys Critical here with my first RMT of this generation here (I've done some gen 4 and 5 ones but forgot the password and email of my Critical account xD) I'm currently 15-2 with this team across showdown and DS, but I feel there is a little something extra I can put into this team to make it truly great. So without further ado, lets jump right in.
Team Building Process
This team first originated from my desire to use the quite hyped bird offensive core of Staraptor and Talonflame. After fiddling around with a bunch of different TFlame sets and a few different items on Raptor, I decided to go with Banded Talonflame and Scarfed Staraptor.
With the offensive core done I then when on to make a Fire/Water/Grass core with Talonflame, whilst forming a solid defensive core. The two Pokemon I settled on after quite a bit of testing were: Specially Defensive Celebi and Physically Defensive Rotom-W
With two flying types and no rock resists I thought now would be a good time to add a spinner to the team. The choice wasn't excessively hard after narrowing it down to either Donphan or Excadrill and I eventually settled on Air Balloon Excadrill w/ SR since this thing does force a lot of switches. (Spin Blockers in, Rotom and Heatran out etc.) It also didn't absolutely kill any offensive momentum I potentially had, something Donphan was guilty of on a few occasions.
Looking over my team, other than my defensive core I put no specially offensive pressure on my opponents team. In addition, it looks as though Mega Chomp was quite an issue for this team as well. With all things in mind, added to the fact I like to run at least one surprise package on my team, I eventually settled on Mega-Alakazam for reasons I will explain later down.
So after all the member changes and moveset edits and item variations, the final team I ended with was:
(Changes in BOLD)
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Sleep Talk
- U-turn
Banded Talonflame is pretty much the star of the show of this team, with banded adamant priority Brave Bird, it's very hard to stop once it's counters are taken care of, (Landorus-I and TTar come to mind as well as Rotom-W). I fiddled with this thing's set for that last move slot and in the end, went with Sleep Talk over Roost or anything else because dealing with Smeargle and Amoongus becomes a lot easier and I just generally have something to take sleeps and potenitally other status' lessening Celebi's workload.
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spd
- Brave Bird
- Close Combat
- Double-Edge
- U-turn
Paired with Talonflame, this thing in my opinion Brave Birds its way into OU. I'd say the only thing that can wall both sustainably is Landorus-I and even that can't Intimidate them both. Standard Staraptor but I've scarfed it. I started off with band but there was just too many opportunities to revenge kill that couldn't be taken whilst I was banded. Band is an option I'd consider going back to, I just need some pushing and reasoning to do so over scarf atm.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature
- Recover
- Thunder Wave (Sorry if you can't see that lol)
- Giga Drain
- U-turn
7 Weaknesses and this thing doesn't give a f***. With tons of helpful resistances this thing can switch into most special attackers, TWave Recover and go from there. Giga Drain is the stab of choice as it allows for some recovery should Recover not be an option or I need to take out a Gastrodon or something and U-Turn is for defensive pivoting. I am aware that perhaps Baton Pass with 0 Atk IVs may be a superior option but to this date Celebi has not been Pursuit trapped so I stuck with it. TWave can also allow for Zam and Raptor to outspeed Scarfed mons that would otherwise threaten the team.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 234 HP / 230 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump
I have always been a fan of scarfed Rotom-W but for this team, physically defensive seemed like my best bet. Chesto Resto was made obsolete with the re-introduction of Pain Split IMO, allowing me take significant amounts of HP off opposing Pokes as well as restoring a lot of mine due to Rotoms piss poor HP stat. Volt Switch is on there for a similar reason to Celebi, and I am quite the Volt Turn pioneer so it wouldn't be a Rotom without it. Hydro Pump to hit things as hard as and Will-O for the burn to cripple physical attackers and to get some residual damage on things like Mega-Venu (Altough not always appreciated with Pain Split but meh)
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Stealth Rock
- Rapid Spin
- Iron Head
- Earthquake
Excadrill is a very important player in this team for a number of reasons. One it provides spin support, which is massive on a team that revolves around two flying types primarily. Two it provides rocks support. And in a team that can have a lot of problems with Charizard, that is key. Finally it provides two hard hitting unique STABs to my team in EQ and Iron Head. Mold Breaker EQ gets rid of Rotom, which is almost an insta win if I play it right and Iron Head can get rid of bulky fairies like f***ing Sylveon. All in all an integral part of my team.
Alakazam @ Alakazite
Ability: Magic Guard > Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Ice]
- Shadow Ball
- Focus Blast
So here is the mega of the team and my oh my does he do some work. Punching holes in other teams is what this thing was made for. With blistering speed and sky high special attack this thing is a beast. HP Ice is the odd ball move I was mentioning earlier and catches a lot of people off guard often netting me a surprise one important kill as a lot of people expect energy ball (don't ask me why). A few things are being contemplated on this thing atm and one of those is the decision to use psychic over psyshock. Sure Psyshock deals with special walls that switch in, this thing's duty per say is to hit on the special side so it's a bit of a pickle. The other is Modest over Timid. With both stats absolute crazy without investment I decided to go with Modest for harder hits. I'm sure Timid would allow me to outspeed certain things, scarfed Chandelure for example, but I'm not sure where the breaking ground for Timid and Modest is for things like that so I just stuck Modest on it and called it a day.
And done! That is my team, a rate and some constructive criticism is DEFINITELY appreciated! I'm sure with a bit of tweaking Flappy Bird will never ever die and the Brave Bird himself will flap his way to victory.
Thanks for reading
Critical
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