So after a hiatus, I decided to pick back up some more battles. Been messing around with team compositions and brushing back up on the Meta and battling skills. This is what I have been focusing on at the moment. I am on the lower spectrum of the ladder right now, so the Meta is fairly wild and chaotic, so it's been pretty dead even in terms of success.
Team:
Houndoom (M) @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Will-O-Wisp
The Mega Evolution of the team, and the main Special Attack Sweeper. Nasty Plot to give a huge spike in power to both Fire Blast and Dark Pulse, which provide strong STAB moves to wipe the opponent out. Will-O-Wisp is to Burn down switch-ins as a parting gift before it takes its leave. I am considering of dropping Nasty Plot as I haven't found many opportunities so far to actually get Nasty Plot setup. Might drop it for Sludge Bomb to have a nasty plot twist (pun intended) for Fairy types that attempt to switch in thinking they will hold.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Giga Drain
- Nasty Plot
Celebri covers Houndoom's Fighting and Water weakness. I built this with a spread with some Bulk and Utility in mind. With Leftovers, Natural Cure, and Recover, Celebri has longevity over the course of the game. As all of my team is Special Sweepers, except Landorus-T, a combo of Nasty Plot and Baton Pass can provide a pretty nasty bite to the opponent, by shifting in a heavy hitter that in my experience, leaveing huge dents in the opposing team.
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Keldeo covers the Dark and Fire weakness of Celebri, and although Houndoom in theory can also do the same, it also covers the double Bug weakness. With a Choice Scarf, he can sweep up a lot of threats before they can even retaliate. Icy Wind is for giving a good bite out of the anticipated switch-ins of Dragons or Grass types and adds bit of extra coverage. Hydro Pump, Scald, and Secret Sword are for typical STAB moves.
Clefable (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Moonblast
- Fire Blast
- Soft-Boiled
- Focus Blast
The pretty little fairy princess of the team. Using its natural bulk and taking advantage of Magic Guard preventing the recoil of Life Orb, this little pink thing can really pack a punch, while being able to take a good couple of hits. It is my main weapon against Dragon types. I just love switching into this whenever the opponent locks themselves up with Outrage. Pretty much means death to the dragon. Moonblast for standard STAB move. Fire Blast and Focus Blast to put a nasty bite into Steel types that try to switch in. Also, many Poison types typically are also accompanied by Bug or Grass, so Fire Blast can take a nasty bite into them too.
Dragonite @ Leftovers
Ability: Multiscale
EVs: 216 HP / 64 Atk / 228 SpD
Adamant Nature
- Roost
- Dragon Claw
- Extreme Speed
- Fire Punch
Went with the bulky Roost set as I just like Bulky Offense in general. I mainly use him for the Extreme Speed, which IMO is one of the best priority moves in the game, and to tank up hits from grass, water and fire types when I don't want my Celebri, Keldeo, or Houndoom (Especially after he Mega evolves for Fire) to take the hit. He mainly works as a chunk damage dealer, rather than outright sweeping.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
As this team does have bit of a weakness with entry hazards, an entry hazard removal is a must. Latios provides me with both a powerful Special Sweeper to destroy threats with ease, and a way to clear out all nuisances that have built up on the battlefield, so my other Pokemon can sweep up a bit easier.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 Spe
- Knock Off
- Earthquake
- U-turn
- Stone Edge
The main lead and pivot of the team. With a Choice Scarf, he is more than likely to be able to hit first, and with U-Turn, I can do a switch in without losing much momentum. Knock Off is for the utility of being able to get rid of any innate healing a nuisance Pokemon may be holding thanks to Leftovers or Black Sludge. Earthquake and Stone Edge provides me with some extra coverage moves.
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 Def
Jolly Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head
As this team does have bit of a weakness with entry hazards, an entry hazard removal is a must. In this case, I went with Excadrill as it rounds out coverage fairly well. Most people expect Sand Rush, but I went with Mold Breaker instead. It can really surprise people who aren't paying any attention and foolishly switch in their Rotom-W, only to watch it reach 0 HP before their eyes. I also have to rely on my opponent having a Sandstorm to abuse Sand Rush, as I have none of my own. I would rather an ability that can work on its own. Going with a bulky Assault Vest build so it can take a good couple of hits, and try and help with a bit with surviving things like Focus Blast, which are typically aimed at it.
Weaknesses:
Flying Types: I been finding Flying-Types, especially those on the higher end of the speed spectrum like Talonflame and Mega-Pigeot a huge burden to deal with sometimes. I also lack any real coverage for them outside of Rock Slide on Excadrill. I have been considering of dropping the Assault Vest build, switching to a Leftovers build, so I can have access to Stealth Rock which can take a good bite out of them.
Fast Pokemon: Outside of Flying types, Pokemon on the higher end of the speed spectrum like Mega-Manelectric and Mega-Alazakam also can be a bit problematic. My fastest Pokemon on my roster is my Keldeo, so I have to rely on trying to take their hits before I can attempt to draw blood from them. This becomes even more problematic the later the game drags on.
Hyper Offense: Given how most of my team is on the lower to moderate speed side, fast hard hitting teams give me an array of trouble, just trying to deal with them. Especially since I can't setup as fast as they can.
Bulkier Pokemon: Ironically, also my bane. I don't have too much wallbreaking abilities, and I only have 2 Pokémon that can really setup and clean house.
Possible Changes:
I am considering of possible swapping out the Dragonite for Lati@s, then opening up Excadrill as a possible Stealth Rock setter, as Lati@s can Defog and clear the board of all hazards. It also provides me with Healing Wish which can give some of my more vital Pokemon, which are low HP a second chance. However, I am a bit worried about doing this as it now opens up another Dark and Bug weakness on my team, especially since U-Turn is fairly common, I lose another Pokemon that can take the hit from one.
Team:
Houndoom (M) @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Will-O-Wisp
The Mega Evolution of the team, and the main Special Attack Sweeper. Nasty Plot to give a huge spike in power to both Fire Blast and Dark Pulse, which provide strong STAB moves to wipe the opponent out. Will-O-Wisp is to Burn down switch-ins as a parting gift before it takes its leave. I am considering of dropping Nasty Plot as I haven't found many opportunities so far to actually get Nasty Plot setup. Might drop it for Sludge Bomb to have a nasty plot twist (pun intended) for Fairy types that attempt to switch in thinking they will hold.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Giga Drain
- Nasty Plot
Celebri covers Houndoom's Fighting and Water weakness. I built this with a spread with some Bulk and Utility in mind. With Leftovers, Natural Cure, and Recover, Celebri has longevity over the course of the game. As all of my team is Special Sweepers, except Landorus-T, a combo of Nasty Plot and Baton Pass can provide a pretty nasty bite to the opponent, by shifting in a heavy hitter that in my experience, leaveing huge dents in the opposing team.
Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword
Keldeo covers the Dark and Fire weakness of Celebri, and although Houndoom in theory can also do the same, it also covers the double Bug weakness. With a Choice Scarf, he can sweep up a lot of threats before they can even retaliate. Icy Wind is for giving a good bite out of the anticipated switch-ins of Dragons or Grass types and adds bit of extra coverage. Hydro Pump, Scald, and Secret Sword are for typical STAB moves.
Clefable (F) @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Moonblast
- Fire Blast
- Soft-Boiled
- Focus Blast
The pretty little fairy princess of the team. Using its natural bulk and taking advantage of Magic Guard preventing the recoil of Life Orb, this little pink thing can really pack a punch, while being able to take a good couple of hits. It is my main weapon against Dragon types. I just love switching into this whenever the opponent locks themselves up with Outrage. Pretty much means death to the dragon. Moonblast for standard STAB move. Fire Blast and Focus Blast to put a nasty bite into Steel types that try to switch in. Also, many Poison types typically are also accompanied by Bug or Grass, so Fire Blast can take a nasty bite into them too.
Ability: Multiscale
EVs: 216 HP / 64 Atk / 228 SpD
Adamant Nature
- Roost
- Dragon Claw
- Extreme Speed
- Fire Punch
Went with the bulky Roost set as I just like Bulky Offense in general. I mainly use him for the Extreme Speed, which IMO is one of the best priority moves in the game, and to tank up hits from grass, water and fire types when I don't want my Celebri, Keldeo, or Houndoom (Especially after he Mega evolves for Fire) to take the hit. He mainly works as a chunk damage dealer, rather than outright sweeping.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
As this team does have bit of a weakness with entry hazards, an entry hazard removal is a must. Latios provides me with both a powerful Special Sweeper to destroy threats with ease, and a way to clear out all nuisances that have built up on the battlefield, so my other Pokemon can sweep up a bit easier.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 Spe
- Knock Off
- Earthquake
- U-turn
- Stone Edge
The main lead and pivot of the team. With a Choice Scarf, he is more than likely to be able to hit first, and with U-Turn, I can do a switch in without losing much momentum. Knock Off is for the utility of being able to get rid of any innate healing a nuisance Pokemon may be holding thanks to Leftovers or Black Sludge. Earthquake and Stone Edge provides me with some extra coverage moves.
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 Def
Jolly Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head
As this team does have bit of a weakness with entry hazards, an entry hazard removal is a must. In this case, I went with Excadrill as it rounds out coverage fairly well. Most people expect Sand Rush, but I went with Mold Breaker instead. It can really surprise people who aren't paying any attention and foolishly switch in their Rotom-W, only to watch it reach 0 HP before their eyes. I also have to rely on my opponent having a Sandstorm to abuse Sand Rush, as I have none of my own. I would rather an ability that can work on its own. Going with a bulky Assault Vest build so it can take a good couple of hits, and try and help with a bit with surviving things like Focus Blast, which are typically aimed at it.
Weaknesses:
Flying Types: I been finding Flying-Types, especially those on the higher end of the speed spectrum like Talonflame and Mega-Pigeot a huge burden to deal with sometimes. I also lack any real coverage for them outside of Rock Slide on Excadrill. I have been considering of dropping the Assault Vest build, switching to a Leftovers build, so I can have access to Stealth Rock which can take a good bite out of them.
Fast Pokemon: Outside of Flying types, Pokemon on the higher end of the speed spectrum like Mega-Manelectric and Mega-Alazakam also can be a bit problematic. My fastest Pokemon on my roster is my Keldeo, so I have to rely on trying to take their hits before I can attempt to draw blood from them. This becomes even more problematic the later the game drags on.
Hyper Offense: Given how most of my team is on the lower to moderate speed side, fast hard hitting teams give me an array of trouble, just trying to deal with them. Especially since I can't setup as fast as they can.
Bulkier Pokemon: Ironically, also my bane. I don't have too much wallbreaking abilities, and I only have 2 Pokémon that can really setup and clean house.
Possible Changes:
I am considering of possible swapping out the Dragonite for Lati@s, then opening up Excadrill as a possible Stealth Rock setter, as Lati@s can Defog and clear the board of all hazards. It also provides me with Healing Wish which can give some of my more vital Pokemon, which are low HP a second chance. However, I am a bit worried about doing this as it now opens up another Dark and Bug weakness on my team, especially since U-Turn is fairly common, I lose another Pokemon that can take the hit from one.
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