GUARDIANS OF THE (OU) GALAXY
Hi all! Chocopot here with a team I've been using for a long time that still has some flaws but I think at this stage I just need to share it, get help and/or move on. I first got the idea for this team from the Good Core thread from a core posted by rob. (back in January!). Its evolved a lot since then and I'd really just appreciate people's feedback as I'm pretty flexible. I'm RMT'ing the team now because I've messed with it for so long that I think I'm out of ideas and need some new thinking to make the team better. I can't say I'm super happy with it because there are a few common threats that I need to play around carefully.
I don't tend to ladder seriously but this team has done OK in the mid-ladder and I would say its my skill as a battler rather than anything else preventing it doing any better.
I themed the nicknames after Guardians of the Galaxy because I think it just happens to work with this team quite well and also because the movie is awesome.
The team at a glance:
Team building process
For those with perseverance only:
The original core the Rob posted looked like this:
At the time while I thought Exploud was interesting but I felt the core could do with more protection from strong special attackers so I thought I'd go with something a bit unusual and try out Specs Goodra instead.
I wanted to go with a more balanced build because I liked Goodra's ability to come in, take a hit and hit back which fits well with balanced teams. The other 'mon I wanted to try out at the time who could do the same was Chesnaught and at the time Belly Drum Azumarill was everywhere and Chesnaught running enough speed to outrun the standard Adamant 162 speed build is a really good check. Chesnaught also has good synergy with Metagross and laughs at the dark types that try to thwart it (specifically Bisharp). I needed to add a specially defensive wall into the squad and stealth rocks also so Heatran was a good option. The added advantage of these two is that they are a good hazard stacking team again with defensive synergy. With Spikes and Stealth Rock both Azu and Metagross are incredibly difficult to wall.
The clear purpose of the team was to wear down the checks and counters for either Azumarill or Metagross so my thinking was I didn't need to cover everything, I just needed to lure and take down a few threats. At this stage I was feeling like I had that mostly covered so I threw on a physically defensive taunt Gliscor for good measure since (for whatever reason) I was using Adamant Chesnaught so I needed extra physical bulk. Initial team I started testing looked like this:
After some initial testing it seemed that, while the team clearly had something, it lacked speed when I wasn't prepared to take down some faster threats when I couldn't tank a hit. Also psychic types were a problem without either a ghost or a dark type attacker to threaten them. To that end I swapped in Scarf Hydreigon and the results were great. I went backwards and forwards between it and Goodra but ultimately the combination of speed and power and the fact that it gave me another win condition that eased the team matchup for Meta and Azu really helped.
While the team was better with the speed and revenge killing Scarf Hydreigon brought I was not weaker against special attackers like Thundurus who could spam Focus Blast more or less without fear. To this end I switched in mixed Hippowdon which gave me a bit more special bulk. I was missing a Taunt user so hazards were a bit more of a problem but since I've two three rock resists and a Levitator it wasn't too much of a problem.
Hippowdon fixed the Thundurus issue but the team was still struggling with strong special attackers. I left the team for a while and in the interim offensive Heatran became really popular and I wasn't too happy switching in Azumarill. I put back in Gliscor, this time with a specially defensive set that gives me an easier time with Mega Sableye amongst other things as well as Thunderwave Clefable, another popular threat right now. That brings the team to where it is now.
Team Detail
Gamora (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Standard Belly Drum Azumarill. Not sure what to say about this since it's highly standard. There isn't too much that can stand in the way of this beast short of faster water resists (Mega Altaria, Serperior). Normal stops to Azumarill like Amoonguss are destroyed with Knock Off. Mega Venusaur gets a special mention for being able to take any of Azu's moves and hit back. Talonflame is also notable for having faster priority.
I don't tend to count Azu into the defensive synergy of the team unless I absolutely have to since I don't really want Azu switching into attacks although obviously its bulky enough to do so if it needs to. When it's clearly not suitable for Azumarill to sweep then it can cause havoc in the mid-game as a wall breaker to really put pressure on things like Mega Slowbro for the other team members.
Updated Azumarill's spread to be faster than the standard based on some RMT comments, gives me the drop on all Skarmory but also opposing Azumarill since now that Chesnaught is gone from the squad this team needs some protection against.
Nicknamed Gamora because she was found as a child and turned into a weapon. Given you've got to breed Belly Drum and Aqua Jet onto Azu to make her into a weapon it seemed fitting. "The deadliest woman in the whole galaxy"...say no more.
Star Lord (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Hammer Arm
- Ice Punch
Oh Metagross, what is there to say here? Meta's moveset has changed more than any other pokemon which is a testament to how flexible it is. Unsurprisingly Meta's primary goal here is to take down Altaria (Non-DD), Mega Gard and Mega Venusaur. Originally the moveset was Hammer Arm and Thunder Punch, then I changed it to Ice Punch to better take on Garchomp, Hippowdon etc. Ice Punch and Earthquake give great coverage (as any Mamoswine user knows!). With Gliscor coming back into the team having ground and ice coverage though I moved to Bullet Punch since I'd often wanted it to take down a rogue Diancie or DD-Altaria that needs to be finished off. Another fringe benefit is that a combination of either Zen Headbutt/Meteor Mash and Bullet punch will take down the (now rare) Mega Pinsir so I don't need to rely on shakier checks.
Really more Ship than Star Lord, I figure that Mega Meta seems like the leader of the team as the mega. In addition Star Lord is a master problem-solver a strategist and since Metagross is a supercomputer that seems reasonable.
RonanTheAccuser (Hydreigon) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Roost
Brought in as the team's revenge killer Hydreigon has given up its rather fetching scarf in favour for breaking teams down with a Life Orb set. Flash Cannon is used for coverage rather than Earth Power since this tends to draw in Clefable and Sylveon and Flash Cannon punishes these terrible decisions. This set can clean a weakened team but, more often than not, its opening holes in other teams for Azu and Metagross to clean up. Roost allows Hydreigon to keep switching into the like of Rotom-W and keep healthy, it also mitigates the impact of the Life Orb damage to keep him around longer. There are often whole teams who just won't want to switch into a Dark Pulse from Hydreigon, much less take two if they're bulky and can't outspeed. Hydreigon has great synergy with Metagross and Azu and its been a great addition to the team.
Whatever Hydreigon's coverage move I've played games where I wished it had something else. I still think Fire Blast might be better coverage since I dont' like the idea of a Hydreigon that can't touch Bisharp but its something that I go back and forwards on.
Classically a villain, but recently a heroic charcter, Ronan the Accuser is the right nick for Hydreigon the teams dark type revenge killer.
Groot (Tangrowth) (M) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Leaf Storm
- Focus Blast
- Knock Off
- Hidden Power [Ice]
Tangrowth has come into the team because after the re-shuffle I needed a special pivot and Tangrowth slotted in well. I tried Assault Vest Tornadus-T in the slot but it didn't have the right bulk and the accuracy of Hurricane I found frustrating. Tangrowth is bulkier and provides much the same role, also having Knock off and Regenerator. I've used Focus Blast for coverage instead of Earthquake because Tangrowth lures all the Ferrothorn that are around right now and Focus Blast gives it a way to hurt them, especially the physically defensive ones I've seen that are EV'd specifically to take on Azumarill and Metagross. Focus Blast means I don't have to give up coverage on the likes of Bisharp also, which can sometimes give this team problems. Hidden Power [Ice] lets Tangrowth take on the likes of Garchomp and Landorus-T as well as threaten other grass types that like to switch into Tangrowth. I've toyed with changing to Hidden Power [Fire] that would let me switch to Earthquake for coverage but I'm currently still testing. Overall I think the team is lacking Ice and fighting moves so including these on Tangrowth seems like it makes sense. Tangrowth has the bulk to take even some super-effective moves (not relevant example: it can take an Ice Beam from Greninja) and so is a great pivot to partner Hippowdon even though they both have an ice weakness.
I replaced Chesnaught with Tangrowth because I needed a bulky special pivot and he fit the bill perfectly
I AM GROOT. 'Nuff said.
Thing (Hippowdon) (F) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 176 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
Standard balance Hippowdon has re-raken a place in the team based on some feedback from DennisEG this shores up the team's weakness to electric types, most notably Thundurus and Manectric. Hippo still allows me to scout for Thunderwave on Clefable and in general its combination of mixed bulk means a lot to the team. I don't think I also need to say that Hippowdon also takes on the likes of Mega Lop, Mega Charizard X and heavy hitting physical attackers for that team. Additionally with the re-jig of the team Hippowdon provide Stealth rock now that Heatran can't with its fancy new Scarf set.
Sand Force because Azumarill and Hydreigon do not appreciate the Sand damage and it doesn't really add anything to the team. Especially since it Azu will be cutting its own HP for Belly Drum.
This slot was formerly taken up by Gliscor. Nicknamed the Thing because as well as being on the Fantastic Four he's also been a Guardian of the Galaxy...trust me on this. Also the Thing is made from rock and Hippo provides Stealth Rock
DraxTheDestroyer (Heatran) (F) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Stone Edge
- Earth Power
Updated to the Choice Scarf Heatran. This guy is such a great blanket check to so much in the metagame. I've used overhead instead of Fire Blast because of a) Accuracy and b) sheer raw power. Even resists like Keldeo can only switch in so many times before being put in danger of KO. Overheat does make it more of a hit and run kind of attacker but depending on the team Flash Cannon or Earth Power are still good moves to finish off weakened teams.
The Destroyer is all but immune to all forms of injury and it often feels that way when dealing with Heatran, specifically if you're a Talonflame or a Mega Manectric.
Goodra (F) @ Choice Specs
Ability: Sap Sipper
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Wave
- Thunder/Thunderbolt
Goodra's combination of power with Specs and natural bulk made it hard to handle. Additionally its great movepool meant that if I suspected a Steel/Fairy switch-in to tank a Draco Meteor then I could eliminate them with Fire/Poison/Electric coverage. Ultimately it had to go though to make room for a scarfer.
Hippowdon (F) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 176 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Yawn/Whirlwind
- Slack Off
Since Heatran already has Stealth Rock it gave me room to run Yawn on Hippowdon. It forced a lot of switches and gave Azumarill a couple of set-up opportunities. I've also used Whirlwind to make the most of the hazard stacking on the team but all in all I liked utility Yawn had. All in all I thought the team's match-up against stall suffered. That said, its not a switch I'm confident about since the team's match-up against big threats like Charizard X and Thundurus has suffered. I'm still running some versions of this team with Hippowdon instead of Gliscor and the team still does quite well. I'd appreciate people's views on what should be included.
Sand Force because Azumarill and Hydreigon do not appreciate the Sand damage and it doesn't really add anything to the team. Especially since it Azu will be cuttings its own HP for Belly Drum. EVs are standard mixed wall.
Threats
That's the team. As I said there are a number of things I'm not really happy that I need to play around carefully:
Currently Testing
Thanks for reading this far. I'm open to all suggestions. As I said I've been tinkering with this team for a long time and I continue to test:
1.
2.
3. More original ideas - Ches and Hydreigon aren't super-common but they're not too crazy either, I'm looking for something a bit more "out there" and a bit more original. I actually tested AV Eelektross with Volt Switch/Acid Spray/Giga Drain/Flamethrower which (surprisingly) turned out to be a legit set just not right for this team.
Team Importable
Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Hammer Arm
- Bullet Punch
Hydreigon (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Roost
Tangrowth (M) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Leaf Storm
- Focus Blast
- Knock Off
- Hidden Power [Ice]
Hippowdon (F) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 176 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
Heatran (F) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Stone Edge
- Earth Power
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Hammer Arm
- Bullet Punch
Hydreigon (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Roost
Tangrowth (M) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Leaf Storm
- Focus Blast
- Knock Off
- Hidden Power [Ice]
Hippowdon (F) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 176 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
Heatran (F) @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Stone Edge
- Earth Power
Thanks again for reading, I hope it hasn't been too terrible. Please be kind if I've missed something obvious!
Last edited: