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Gods and Followers

First, i'm very new to the forums, though I've been playing awhile. I'm sorry for formatting mistakes and the like. I started building this HO MMence team and would love some feedback and suggestions. Its primary purpose is for fun, and secondary to rek or get rekt

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Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Refresh

Dragon/Flying gives a lot of options for offense. A lot. Though the megastone on salamence means there's no chance for the birdspam of old, it molds a strong HO team regardless. The bulky set is standard, and because of the nature of the stallmons in OU, MMence can set up on all of them just about. MMence reliably breaks stall sans Skarm, and even then deals some damage on the switch. Though MMence does not come out early in the game, due to the nature of this HO team, if I can consistently break down enemy stallmons or sweep, then losing MMence and having curse on my team isn't an extreme burden, though still hurts.

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(Skarmory) @ Custap Berry
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Brave Bird
- Spikes
- Taunt

Let me start off by saying that CustapLead Skarm is my favorite way to start an HO game. Max speed lets me taunt a good amount of leads and other Skarms reliably, and max attack because I only need to get up rocks and spikes to make success easier. Thus with no need for bulk, a max attack brave bird will hurt when it's used. This set is notably weak to M-Sableye and M-Diancie, not to mention faster stallbreakers, and can't stop mental herb shuckle from getting up rocks. This is a notable weak link in the team, however up until now it's been pretty reliable at setting up and denying hazards.

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(Thundurus) @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Hasty Nature
- Wild Charge
- Knock Off
- Superpower
- Hidden Power [Flying]

Defiant Thundurus goes hand-in-hand with CustapLead Skarm. The idea is that if the opponent decides to defog, I can trade the lack of hazards for one or two enemy pokemon. It should clear up the burden of not having hazards for the rest of my team, though it might make focus sash a problem for the rest of the team. But in the sacred scriptures of HO teams, the solution is always to truck that shit. Thundurus also relies on his presence as a Sp. Atker to force switches. Though a a one-time punish for the unsuspecting, having a free knock-off on an incoming special wall is very beneficial. Thundurus WILL make a dent. Superpower will hurt a lot of mons. If i were to make a change, it might be to make the switch to the proper mixed attacking as wild charge does wittle down Thundurus a lot, though favoring physical over special means that HO will eventually break down the physical walls and then sweep.

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(Dragonite) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

I needed something with good priority here that could outspeed my biggest threats, Weavile and Mamo. Besides that, it's a secondary revenge killer and tertiary set-up sweeper. As stated above, favoring one attack type over the other means I'll bust through their defensive cores eventually. Though Dragonite was sort of slapped onto the team, it has worked out very well in beating out other weak priority users, though lacks a wallop in other situations. Probably won't come off the team

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(Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Surf
- Dragon Pulse

This is admittedly my biggest weak link on the team. I figured I needed a special attacker and revenge killer, though in my time I've realized that it's both not that fast in this meta and not too strong. I'm at a loss with what to do with this slot, either that or I'm just playing Latios wrong. Even the moveset is pretty whack. My second choice is to go for Talonflame, though the commitment to Physical Attacks and weakness to stealth rocks are unappealing to me.

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(Landorus-Therian) @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Earthquake
- Swords Dance
- Rock Polish

Double Dance Lando is pretty versatile. It can break stall, sweep, or both. Yache berry is a necessity as this teams biggest weakness is ice type anything, and gives me a fighting chance against ice shard. Hit Hard and keep moving. However, Edgequake is somewhat unreliable and countered hard be chestnaught, but generally gets the job done.

The team weighs physical really heavily, and besides MMence, gets harrassed by Sableye and just about any burns. Stealth rocks, Ice shard users and Ice monotype in general are a pain in the ass, but the team is fun. Any suggestions for improvement? I know I rely on unsuspecting movesets a bit, but I find that even if my opponent knows what set I'm likely running, they're viable enough on their own to truck through (sans Skarm, proabably)
 
What is your process for revenge killing electrics such as zekrom, thundurus, rotom, and zapdos? They seem annoying to deal with, which is obvious given the water typing of the team, and they can show up on several teams due to their dual typing.

You mentioned swampert as an option over ttar, and I suppose there's also seismitoad and krookodile. If someone decided to use your team, what weaknesses do you think they would incur if they opted for a ground over ttar? You didn't seem too keen on the idea yourself. Why is that? I'd like to know the team creator's thoughts on that. You have more experience with it after all. Have there been situations where ttar seemed irreplacable?

Another option could be instead of bringing in a token ground type, maybe a strong scarfer or revenge killer would work just as well. Your team is quite slow and those aforementioned electric types outspeed everything except your god. Something with decent speed like keldeo, mega absol, mega houndoom, scarf tar, scarf krook, scarf hoopa, or scarf bish may possibly be worth looking into. It certainly depends on your playstyle. If your team actually works well just the way it is then don't change a thing!

I don't want to come off as being too critical. But I did come here with my own team earlier and I made two improvements to it, one of which was suggested here in this very thread.

Imo the main issue with your team is its slowness, especially against speedy electrics. Due to type limitation it is often a lost cause to build defensively unless we're talking about the very few incredible blanket checks like latias, slowbro, skarm, and ferro. I absolutely support the addition of slowbro and mandibuzz on your team. However, on a greninja team, I think the other 3 teammates should function to either keep up the offensive pressure, or, pivot/volt-turn to get greninja in safely for a kill.

For example what would you possibly do against a zekrom, kyurem, thundurus, filler, filler, filler team? Just accept being CT'd and move on to the next battle? I've definitely done that a few times lol. Such is monotype... Or am I overreacting and you actually have built in counterplay?

So basically, I'm just interested in the inner workings of the team. Happen to have any replays or warstories or anecdotes by the way?

Thank you for posting your team. I'm always interested to see what other people are cooking up in this amazing meta. It is by far one of the best OMs I've ever played, it's extremely fertile ground for creativity, and I'm curious about the direction the meta is heading.

Let's answer :My real M-Tar spread has more Def spe and run ice beam (:O) and tank electic mooves all day, sad fact no immunity to volt-switch and luring hippo/gliscor/garchomp/landorus blahblah ..(around 60-70% of my game a against P-don team let's be honest when it's not a Yvental/dialga one) .

M-tar is irreplacable when i face Ogre team , and do a 50/50 with thunder/spout while cleaning the weather if a thunder miss under the sand and ogre is locked he just take a 50% from pursuit and Tar will win the match later .(but yeah it's a question of who you are facing on the ladder and you don't have to be afraid of double switch, while P-don team are proeminent (Yo icebeam luring them it's a +1 from swampert side) and forcing player to think before just clicking d-meteor .

With his real spread , he lives a FocusMiss from M-gengar( you even laught more he if misses) , and for thoose latios and co they take a free pursuit and Honchrow clean up later weakened other mons by weather+burn/poison+rock+pursuit , if it deal 50% of yvental hp at +1 , at +0 just sweep thoose fast electic type or anything frail
252+ Atk Life Orb Honchkrow Sucker Punch vs. 0 HP / 4 Def Thundurus: 242-286 (80.9 - 95.6%) -- guaranteed OHKO after Stealth Rock
,(it's harder with SHaymin-s team ,honestly this little thing outspeed greninja sadly , unless serperior is a sub set Mandi tank some Leaf storm in a row and honch just clean the whole team (m-tar OHKO shaymin-s or just kill it right after the sub thinking i'll switch out while taking seedflare with cleeking his teeths here a replay :
http://replay.pokemonshowdown.com/godsandfollowers-317611507 i finally got him è_é after i lost 4time to that guys :(
he got haxxed and me too , i got lucky ^_^
Slowking/Slowbro ; I tried both i got acces to wish but not acces to bell and my Alomomola/Slowbro always get burned/poised (yo talonflamme, yo M-sableye and cie)Weather dommage+hazard+burn i couldn't went AV , not like it's not possible but for some stall war if i get burned it's QUITE EASIER , i don't need the adding on Spedef from king over slowbrow mandibuzz and my real m-tar spread do the work and birdspam so->slowbro, and im actually running some firemoove on some mons because of Skarmory who often want a Stall war and fero who switch into Honchrow .

I got no replay who are THAT interessting , because i did not save any , almost all the time im facing ground team and it's cleary a stomp (im not being arrogant, i hope you don't readit that way , you are probably more intelligent than i am , on paper i can't loose) so i don't bother saving any .

There a salty an anecdote i lost to a player on a Gunkshot miss and he were all mighty , i got him next game and did not miss it, started a stall war again (togekiss,m-sableye,roost yvental,skarmory)so i ohked his healbell and started to win it , he was even more salty because of Scald and went on timestalling , went to 179turn with him playing at the last time , i had to ask a Gen mod to handle the match , he got afraid and the timer ran out , or just ran out alone and he couldn't lame anymore ;)(i'll not like he was saying clearly but it's pretty talktative ( AAHAHAH ACTUALLY IM LAUGHING on my chair, bcs i'll make it to 1hours) <3
Ps: Im again sorry for my awful english grammar , i skipped a lot of lessons at school :D
Ps2:If someone has a lot of time to loose or/and want to help me to write a correct RMT (with my real moove/spreads:p) with a beautyfull english you can pm IG , but lot of time im on some others accounts or via forum don't hesitate if only and only ppl are interested by this team :s
Ps3: Im actually trying to reach 1 again and get a screenshot , im 31/10 so far èé
 
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I'm trying to build a Mewtwo-X Team, but it keeps saying it needs to share types with a god. I have all fighting/psychic types tho. What am i doing wrong?

With mewtwo forms you have to go mono-psychic, with primal groudon you have to use mono-ground team, etc. The base form's typing determines your team.
 
Imo the main issue with your team is its slowness, especially against speedy electrics. Due to type limitation it is often a lost cause to build defensively unless we're talking about the very few incredible blanket checks like latias, slowbro, skarm, and ferro. I absolutely support the addition of slowbro and mandibuzz on your team. However, on a greninja team, I think the other 3 teammates should function to either keep up the offensive pressure, or, pivot/volt-turn to get greninja in safely for a kill.
For that fact , i sometimes run U-turn on my mandi over taunt , lot of set of my team are interchangeable and the spreads too ,
There's actually few mons who have acces to U-Turn/Volt with water or dark typing ; Mandibuzz , Hydreigon , Zoroark , Manaphy and some more , but they are the only ones who are decent (lanturn , lumineon , pelliper , phione and yveltal are out of question for obvious reason )
About my slowness i don't recent this problem , with decent abbility for predict/double switch lure set and pursuit it's shouldn't be that heavy (whoua if some haters pass by , it really seems im an arrogant person ), most of the game i win by stalling after killing the few mons who can get ride of the regen-core or cleaning up with honch/ninja , if i had to give the tiltle of MVP i' would give it to M-Tar indeed because he gets recover with wish from the fish the only thing is he's suffering is the 4Slots syndrome , he can do so much but 4slots are restraining him that's why i would never switch him for swampert
For the main threats im a WAYY more afraid by M-alteria and M-gyrados and lower circumstances M-Lucario than electrik team if i can't phaze the shitty bird and he gets too much boost because Ttar is too low i end up loosing (Yeah i honestly think giving this shit acces to a boost+heal+Fairy typing+Heal bell+Bulk is stupid af in the actual meta ). Same for the giant magicarpe it i can't phaze it or para/toxic him right away it's hard (Ik M-Tar got a lot of pressure on his shoulders )
Ps: Yeah im quite talktative, it's been a long time since i had some "hype/interest" playing showdown for a while , last time was probably before the Scolipede ban in UU , so i can't stop myself and keep talking :p
Ps2: Im tilted and now im in the abyss of the low ladder , i just lost like 20game in a row http://replay.pokemonshowdown.com/godsandfollowers-317743547 , game like that blow me the whole day (the opposant got pity and left , rolf )
 
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I can't determine a good enough type combination not found in ubers that would warrant an OU god. With the choice of an uber, why would one not take it? I can't think of an OU mon with typing so valuable that an uber is worth not using. Ubers aren't that sparce, there are many with dual typing of common, good types. If you want a poison type god, MGar is better than any other poison anyway. If you really want poison types and dark types so you use Drapion... Are you really expecting to win? If you want to use bug types and Genesect's steel typing isn't good enough (why) and so you run a bug flying then you get, what, Yanmega and Scyther? Of the ubers with typings like these, they still perform better than the other options against good teams. OU mons have their niches but just...run them on a team with an uber of their type.
Volcanion I guess in the highly unlikely chance that an event comes out in the next 2 weeks.
 
I had a question and had to ask that how to save your balance/Hyper offense psychic team from getting ripped offed by yveltal w/sucker?
 
I had a question and had to ask that how to save your balance/Hyper offense psychic team from getting ripped offed by yveltal w/sucker?

Try Defensive Mega Gardevoir, Will-O on the Sucker Punch, Then Hyper voice spam Dark types to death. Iirc, it's the best dark type counter on psychic monotype teams

EDIT: Can we bump xerneas down a star now? W/o Geomancy it loses it's amazing niche of god tier sweeping prowess
 
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On that note, I agree Xerneas should drop, but I'd like to discuss Xerneas in relation to Arceus-Fairy. Xerneas is more powerful and can hold an item, but Arceus is a bit bulkier and much faster. Without Geomancy, I'd say they're about on equal ground -- but more thoughts on where each of them should be ranked post-Geomancy ban would be appreciated.
 
I would either like to see Xerneas in three or four stars, due to it still being a powerful revnge killer with the Choice Scarf and Life Orb sets, and can actually sweep pretty decently with Calm Mind RestTalk. Yes it only has Fairy type support, leaving it's options minimal, but it's still an amazing Mon that beats many top tier threats in Yveltal, Mega Salamence and Rayquaza teams. Definitely not lower than three stars, but I would even strongly push for four.
 
I'll voice in to agree with 4 Stars for Xern atm. Having access to a pretty solid Scarf set (well, two actually... a mix and a special based one) as well as a decent support set (although I feel it's outclassed by Arc-Fairy) gives it a niche in a meta dominated by Darks and Dragons. The fairy teams are still strong, mostly struggling with Dialga and to a degree MLuke swuads, due to their current anti-meta status. The teams on their own can handle a good portion of the meta, though a lack of Steel switch-ins makes them struggle against... well steel. Also, I suppose the rare MGar can be pulled in too, but nah. Yveltal is too punishing for those teams... which is sad, because Yveltal is everywhere (((And I'm a Lati-player D:)))
 
I would either like to see Xerneas in three or four stars, due to it still being a powerful revnge killer with the Choice Scarf and Life Orb sets, and can actually sweep pretty decently with Calm Mind RestTalk. Yes it only has Fairy type support, leaving it's options minimal, but it's still an amazing Mon that beats many top tier threats in Yveltal, Mega Salamence and Rayquaza teams. Definitely not lower than three stars, but I would even strongly push for four.
uh lol what

Xerneas would at minimum be four stars, three isn't even a choice. Three stars are for those gods that are only good in certain scenarios/versus certain teams. Xerneas is good regardless of Geomancy or not because of its extreme versatility and access to items. Yeah it only has Fairy-type STAB and support, so? Fairy Arceus does too. By saying this you're comparing Farceus to Xerneas. Even then, it still has amazing coverage moves and STAB moves. And by the way, Rayquaza is definitely not a top tier threat. Yeah it gets Extreme Speed to KO faster foes, but that's pretty much it, as Pokemon like Mega Salamence and Kyurem-B (and others) can easily get rid of it. Please don't count Rayquaza as a top-tier threat, it was only even close to that when its Mega Evolution was legal.
 
uh lol what

Xerneas would at minimum be four stars, three isn't even a choice. Three stars are for those gods that are only good in certain scenarios/versus certain teams. Xerneas is good regardless of Geomancy or not because of its extreme versatility and access to items. Yeah it only has Fairy-type STAB and support, so? Fairy Arceus does too. By saying this you're comparing Farceus to Xerneas. Even then, it still has amazing coverage moves and STAB moves. And by the way, Rayquaza is definitely not a top tier threat. Yeah it gets Extreme Speed to KO faster foes, but that's pretty much it, as Pokemon like Mega Salamence and Kyurem-B (and others) can easily get rid of it. Please don't count Rayquaza as a top-tier threat, it was only even close to that when its Mega Evolution was legal.
In most ways MegaMence is better than Rayquaza, except that Ray allows the team to have a Mega, gets powerful coverage options (VCreate), can run mixed sets, and has priority. At flat out attacking/setup sweeping, which is their main purpose, Mence is better. Rayquaza certainly shouldn't be counted out though, and I have no idea why you say it's mega form was "only close" to a top tier threat? I could go into that but what's the point.

Also, Fairy Arceus has much more than "just fairy STAB". Arceus has the widest movepool aside from Mew and Smeargle, giving it plenty of setup, support, coverage, and defensive options. Xerneas simply hits harder and can hold an item. Xerneas' coverage options aren't very great either. Focus Blast and Thunder are its best and they both have 70% accuracy, which isn't good to rely on.
 
Honestly, being restricted to just Fairies isn't that bad of a restriction. Klefki is an excellent support Pokemon that's immune to Poison and neutral to Steel, Azumarill is a powerful attacker that's neutral to Steel, a number of Fairies have anti-Steel coverage (Focus Blast on Xerneas, Drain Punch on Slurpuff, Flamethrower/Fire Blast on Togekiss/Clefable/Wigglytuff I guess, etc), you've got one of the only Unaware walls and it can pull off both Physical and Special for walling, whichever you prefer, you've got solid Special walls in Florges and especially Togekiss, and okay Physical walling is a bit more problematic for Fairies... anyway, you've got Special attackers galore but also decent to great Physical attackers.

Fairy's only major flaw is that it trends toward slow, which isn't so bad when Speed tiers are weird in general in Gods and Followers, with some very threatening teams struggling to even reach 100 base Speed on anything. (Dugtrio, Garchomp, and Landorus-Incarnate are the only Ground types that break 100 Speed -so for Primal Groudon, you've basically got Garchomp and Scarves, the end, out of actually competitive options, ignoring Sand Rush Excadrill. Nonetheless, Primal Groudon teams are quite good)

Regular Rayquaza is actually a very viable Pokemon, as it's really difficult to successfully switch into it, thanks to its strong mixed offenses, high power STABs/V-Create/general good coverage, and of course access to Dragon Dance. Against primarily OU-tier Pokemon, it's actually really hard to get a switch in that doesn't die outright. Mega Salamence doesn't have nearly the same ability to almost ensure a KO when coming in, even though it's a lot harder to kill it if it doesn't want to be killed and a lot more threatening of a sweeper.
 
OK why are some people saying Mega Salamence is a better god than Rayquaza? Sure Ray's slower and frailer than Mega Salamence, but it hits way harder since it can hold Life Orb, is more versatile (it can run Dragon Dance, Swords Dance, Mixed Wallbreaker and even Choice Band sets). And it lets you use another mega, and Dragon/Flying lets you have 2 of the best in Mega Charizard X and Mega Altaria. They're both equally good for different reasons, although I'd personally go for Rayquaza.

Top 5 gods, in my opinion (in no particualar order):

Dialga: Great power and solid bulk means you don't have to treat it with kid gloves, Dragon and Steel work really well together, and you've got a great cast of Pokémon like Scizor, Excadrill, Heatran, Mega Altaria, Mega Metagross, Garchomp, Kyurem-B and Lati@s

Reshiram: Sturggles in standard Ubers, a really solid god here. Great bulk and reliable recovery means Reshiram is surprisingly hard to take down, while 150 base Special Attack and almost perfect neutral coverage with its STABs (resisted only by Diancie, Mega Altaria and Azumarill) make it very difficult to switch into. You've also got a stellar cast of Pokémon like Garchomp, Heatran, Lati@s, Mega Charizard X&Y, Talonflame, Dragonite and Kyurem-B

Zekrom: Very solid wallbreaker that can take a hit and has reliable recovery. Zekrom isn't quite as hard to switch into as Reshiram, but it's certainly no easy task. Zekrom's also one of the few gods that can viably run a Sticky Web team thanks to Galvantula. You've still got a solid line up - in addition to the Dragons I've already discussed, there's Magnezone, Thundurus, Rotom-W, Rotom-H and Mega Manectric.

Palkia: Yes 4 out of my 5 gods are Dragon types, Dragon types rule. Palkia's typing and movepool makes it pretty hard to switch into, although it needs to be treated more carefully than the Tao Dragons and Dialga since it's not as bulky. If you want to run a Rain + Swift Swim team, Palkia's probably your best god. As well as the awesome Dragons, you also get Mega Swampert, (Mega) Gyarados, Rotom-W, Suicune, Alomomola, Starmie and Feraligatr

Lugia: Psychic's always been a solid choice in Monotype for its all star cast, and it's no different here. You've got strong attackers like Mega Metagross, Alakazam, Mega Gardevoir and Lati@s; one of the best walls in Cresslia and hazard control in Starmie. As a god, Lugia is one of the bulkiest Pokémon that exists, even beating Cresselia and Giratina. It can stop many a sweeper dead in its tracks, and with its Multiscale intact it's virtually impossible to OHKO. Flying also adds some solid choices like Talonflame, Landorus-T and both Mega Charizards
 
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This team wit M-Mawile has helped me (I have a html replay but can't upload(best I can do:http://play.pokemonshowdown.com/battle-godsandfollowers-318441715)):
Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Play Rough
- Stone Edge

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Light Screen
- Reflect
- Foul Play
- Thunder Wave

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Stealth Rock
- Whirlwind
- Brave Bird

Gardevoir @ Life Orb
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Focus Blast
- Psyshock
- Moonblast

Aggron @ Assault Vest
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Head Smash
- Iron Head
- Outrage
- Dragon Tail

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
 
OK why are some people saying Mega Salamence is a better god than Rayquaza? Sure Ray's slower and frailer than Mega Salamence, but it hits way harder since it can hold Life Orb, is more versatile (it can run Dragon Dance, Swords Dance, Mixed Wallbreaker and even Choice Band sets). And it lets you use another mega, and Dragon/Flying lets you have 2 of the best in Mega Charizard X and Mega Altaria. They're both equally good for different reasons, although I'd personally go for Mega Rayquaza.
Idk if you're referring to my statement, but I am in full agreement that Rayquaza is a very viable god. I just said that MegaMence is a much more threatening setup sweeper, because of pre-mega Intimidate and much increased bulk. Also Roost and Refresh. And Return/DEdge don't drop defenses.
As far as power goes:
252 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 0 Def Mew: 276-325 (68.3 - 80.4%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Rayquaza Dragon Ascent vs. 252 HP / 0 Def Mew: 285-335 (70.5 - 82.9%) -- guaranteed 2HKO after Leftovers recovery

Mence takes recoil from DEdge, Ray takes recoil from LO and gets his defenses dropped a stage. Whichever is worse, you decide. However with an offensive item, Rayquaza barely comes out on top in regard to power.
If anyone was curious for a good comparison, here you are.
 
Rayquaza vs Mega-Mence surely just comes down to preference?

The above post demonstrates that mega-mence and LO rayquaza essentially hit equally hard with their flying STAB. I think the main niche rayquaza has over salamence is it's SpAtk stat. Rayquaza doesn't just use flying spam. It also drops dracos with its insane 150 SpAtk. Minimally invested it still hits as hard as a LO latios draco.

40 SpA Life Orb Rayquaza Draco Meteor vs. 248 HP / 0 SpD Dialga: (66 - 78.4%)

That's pretty nasty.

Too bad rayquaza is super slow at 95 speed unlike mence in his godly 120 speed tier. It's kind of like this meta's version of BW OU's hydreigon. Something that dropped nukes on all sides of the spectrum and had no real good switch ins, but, slow. Maybe too slow. Priority and access to dragon dance certainly help, but it's usually hard to get boosts like that in a meta that's naturally full of steels and fairies to take on dragons.

I feel like both deserve the same ranking, due to bringing exceptional power and amazing team typing to the table, but this page has been full of interesting arguments and I'm always happy to read what others have to say.
 
I just said that MegaMence is a much more threatening setup sweeper, because of pre-mega Intimidate and much increased bulk. Also Roost and Refresh.
Yeah this part is really important, it means that Mega Mence can setup on a lot of physical attackers that Rayquaza can't.

252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Rayquaza: 256-303 (72.9 - 86.3%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 4 Def Mega Salamence: 126-148 (38 - 44.7%) -- guaranteed 3HKO
 
This team wit M-Mawile has helped me (I have a html replay but can't upload(best I can do:http://play.pokemonshowdown.com/battle-godsandfollowers-318441715)):
Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Play Rough
- Stone Edge

Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Light Screen
- Reflect
- Foul Play
- Thunder Wave

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Spikes
- Stealth Rock
- Whirlwind
- Brave Bird

Gardevoir @ Life Orb
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Focus Blast
- Psyshock
- Moonblast

Aggron @ Assault Vest
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Head Smash
- Iron Head
- Outrage
- Dragon Tail

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
A few comments about this team:

Stone Edge on Mawile is strange. I guess it hits HoOh and Talonflame, but they would KO first anyway. I would recommend Swords Dance to overcome tough walls and abuse Klefki's screens.

Outrage on Aggron is also a strange choice. I would recommend Earthquake or Fire Punch to get SE hits on steels. Your STABS will hit most dragons harder anyway and won't lock you in.
 
OK why are some people saying Mega Salamence is a better god than Rayquaza? Sure Ray's slower and frailer than Mega Salamence, but it hits way harder since it can hold Life Orb, is more versatile (it can run Dragon Dance, Swords Dance, Mixed Wallbreaker and even Choice Band sets). And it lets you use another mega, and Dragon/Flying lets you have 2 of the best in Mega Charizard X and Mega Altaria. They're both equally good for different reasons, although I'd personally go for Rayquaza.

Top 5 gods, in my opinion (in no particualar order):

Dialga: Great power and solid bulk means you don't have to treat it with kid gloves, Dragon and Steel work really well together, and you've got a great cast of Pokémon like Scizor, Excadrill, Heatran, Mega Altaria, Mega Metagross, Garchomp, Kyurem-B and Lati@s

I've actually found Dialga teams a bit underwhelming. They have the obvious advantage of trending toward matchup advantage if not faced with a Ground, Fire (Resisted by the Dragons, though), Fighting, or to a lesser extent Electric, Water (Though Electric and Water are resisted by the Dragons), Dark, or Ghost team, but having a matchup disadvantage against Primal Groudon is a legitimate problem and the teams tend to struggle with getting good Special attackers up -Steel offers few good ones, while Dragon tends to bring the temptation to drop Draco Meteors, which often allows Special walls to tank a hit and then you're useless and they just heal. (Specially Defensive Gastrodon takes around 50-60% from Life Orb Latios Draco Meteor, allowing it to very reliably switch in. No, Psyshock doesn't help)

This in turn means Dialga teams are very susceptible to Burn spreading, exacerbated by the problems in getting good cleric support -Steel provides nearly none, and Dragon isn't actually much better. (Two Wishers, two Heal Bellers, no overlap between the two) Heatran can, of course, absorb Will O Wisps for the team, but switching it in repeatedly is a problem, especially since, again, poor cleric support -Wish passing to it is tricky, if you even bother to implement it.

Special walls are also problematic: Steel provides few halfway competent options, and if you're having to emphasize Dragons on your team too much, one starts to wonder why you aren't running one of the other Dragon Ubers. The Latis, Goodra, and Altaria are the closest things to Special walls Dragon offers anyway -Latias, with Calm Mind, is solid at that job, and Assault Vest Goodra is fairly impressive if you can keep the Wish support going, but overall Dialga teams fear Special attackers.

On the plus side, Dialga resisting Stealth Rock is legitimately a big help, as losing your God to force-switching+hazards always sucks.

Reshiram: Sturggles in standard Ubers, a really solid god here. Great bulk and reliable recovery means Reshiram is surprisingly hard to take down, while 150 base Special Attack and almost perfect neutral coverage with its STABs (resisted only by Diancie, Mega Altaria and Azumarill) make it very difficult to switch into. You've also got a stellar cast of Pokémon like Garchomp, Heatran, Lati@s, Mega Charizard X&Y, Talonflame, Dragonite and Kyurem-B

I haven't seen Reshiram much, so I can't comment particularly on it, but I don't get the impression it's all that great, and its vulnerability to Stealth Rock adds an element of risk to it. It has access to Roost, of course, but you can't always afford to stay in on whatever just Roared you in.

Zekrom: Very solid wallbreaker that can take a hit and has reliable recovery. Zekrom isn't quite as hard to switch into as Reshiram, but it's certainly no easy task. Zekrom's also one of the few gods that can viably run a Sticky Web team thanks to Galvantula. You've still got a solid line up - in addition to the Dragons I've already discussed, there's Magnezone, Thundurus, Rotom-W, Rotom-H and Mega Manectric.

Sticky Web is less valuable than you'd think, as Speed tiers are weird and if you're an Electric/Dragon team you're liable to outrun a lot of things anyway -and some of the popular Pokemon you'd love to affect with Sticky Web, like the Latis, are immune. The few times I've fought Zekrom teams, they've disappointed. Most pure Electric types are disappointing, so most of the actually worthwhile Electric types are available to other Gods, too, making its fairly unique access to pure Electric a bit meh.

The fact that Zekrom itself is a Physically oriented god is also a mild flaw -Landorus-Therian is one of the most popular team members in Gods and Followers and laughs at it, for example.

Palkia: Yes 4 out of my 5 gods are Dragon types, Dragon types rule. Palkia's typing and movepool makes it pretty hard to switch into, although it needs to be treated more carefully than the Tao Dragons and Dialga since it's not as bulky. If you want to run a Rain + Swift Swim team, Palkia's probably your best god. As well as the awesome Dragons, you also get Mega Swampert, (Mega) Gyarados, Rotom-W, Suicune, Alomomola, Starmie and Feraligatr

Palkia is a beast, and it's a nightmare finding something capable of switching into it. Alomomola is one of the better Wish supporters around, too, helping compensate for its lack of recovery, and Scald for Burn spreading is very powerful in Gods and Followers -many teams have little ability to absorb or undo Burns.

Generally, I consider Palkia teams superior to Kyogre teams, and not just because of the Dragon access. Palkia itself is just a lot harder to switch into, most notably able to seriously threaten Primal Groudon without any need for Choice Specs or good prediction: just drop a Spatial Rend or, if you swing that way, a Draco Meteor. Specially Defensive Gastrodon is about the only thing that can switch into Palkia, and if it's missing pretty much any health at all -or Palkia is Specs!- then it doesn't work.

Lugia: Psychic's always been a solid choice in Monotype for its all star cast, and it's no different here. You've got strong attackers like Mega Metagross, Alakazam, Mega Gardevoir and Lati@s; one of the best walls in Cresslia and hazard control in Starmie. As a god, Lugia is one of the bulkiest Pokémon that exists, even beating Cresselia and Giratina. It can stop many a sweeper dead in its tracks, and with its Multiscale intact it's virtually impossible to OHKO. Flying also adds some solid choices like Talonflame, Landorus-T and both Mega Charizards

Lugia is good, though it's weakness to Stealth Rock and susceptibility to Toxic hurts it. It also has the flaw that it tends to prefer to try to set up in the enemies face and sweep, when Gods are usually much more useful performing hit and run -switch in, menace the enemy and hopefully grab a KO, and then leave when they bring in a problem. Ho-oh, in spite of its double weakness to Stealth Rock, tends to perform better in my experience.

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I personally place Yveltal, Primal Groudon, and Darkrai as some of the best Gods at the moment.

I have a suspicion Landorus-Incarnate would be quite good, too, but I haven't seen anyone run it myself and I haven't gotten around to taking a crack at it myself.
 
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