Latios and his bulky friends

Hi smogon I'll be remaking this RMT as the last rmt I made about this team sucked balls, so I'm gonna give some more in-depth explanations on their roles. Though I will skip on the obvious parts(like why Draco Meteor is given to Latios, etc.)

Team preview:
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Ferrothorn-2.png
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The team is centered around Latios' Specs-boosted Draco Meteors. As the metagame shifted to a more physically-oriented one, most players shifted their team's defense to the physical side of the spectrum to counter new threats like MegaZardX, Talonflame, MegaLuke and MegaPinsir. This gave Latios some breathing space to spam its Draco Meteors, although the looming threat of MegaTtar Pursuit + the new fairies can stop it cold in its tracks. With that said, I will mainly be showing you what each team member's roles are and how each of them help Latios and contribute to the team's winning condition.

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Latios (M) @ Choice Specs
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Defog

First off, is the team's win condition. He is very simple to use, Draco Meteor to obliterate everything and use the appropriate coverage move if Draco Meteor won't work. Psyshock for the pink blobs as well as MegaVenu, and Surf over HP Fire because Sp.Def Heatran is more of a problem than Skarm and Scizor is for my team. One very peculiar thing here is Defog. Why the heck would you put Defog on Specs Latios? Simple. My team isn't hurt too much by SR(half of the team resist it) nor by Stick Web(pft), the only time I would use Defog is if the opponent sacs a mon to put sr + 2 or so layers of spikes.

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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 HP / 252 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off

Generic set for AV Conk. Conk's role in this team is to sponge special nukes aimed at Latios. Since Latios is prone to revenge-killing, it will most often manually switch out to something. This is where Conk comes in. Conk acts as the status absorber of the team, Rotom-W check, and takes care of the blobs + Ttar and a whole bunch of other threats that are too many to mention.


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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
IVs: 30 Spd
- Earthquake
- Stealth Rock
- U-turn
- Rock Slide

The Talonflame counter of the team. He forms the double Intimidate core with Mawile, and is the other pillar the supports Latios. If Conk covers the special side of things, Lando-T is here to cover the physical side. Rock Slide over Stone Miss because I freakin hate Stone Miss. His speed is de-creep'd to allow for a slower u-turn in mirror matches. I don't feel the need to set up rocks all the time, but if I do get a free turn then I'd gladly take the opportunity. Most of the times Lando-T just comes in, Intimidate something, then U-turn out.

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->
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Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang

While Lando-T's job is to Intimidate and pivot out, MegaMawile's job is to Intimidate something pound the switch-in. Or if certain conditions are met, it can even try to set-up a SD and proceed to sweep. MegaMawile is also the recipient of Knock Offs that are aimed at Conk and Latios. SD/FireFang over SubPunch to deal with Aegislash, unevolved Venusaur, Scizor, Ferro and a bunch of other stuff that would otherwise wall Mawile.


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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
- Endeavor
- Leech Seed
- Thunder Wave
- Protect

One fatal thing I noticed about my team is that if Azumarill comes in on Latios after a Draco Meteor and sets up a BD, I'm dead. And U-turns are annoying as heck, and so is MVenu. Protect to scout Genesect's movepool plus more Leech Seed turns, Thunder Wave to cripple stuff that would switch in(trust me, paralysis is a very good thing to have on a bulky offense team) or Endeavor things that are immune to T.Wave and Leech Seed. Ferro also supports Lando-T's job as a physical sponge as Lando-T can be worn down a lot of times during early game.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch

I needed resists to Fire/Water + a late game cleaner, so Azumarill was chosen. CB set was chosen over BD for more consistency, though I am very unsure on what to put on that last moveslot so I put Ice Punch for now. Azu and Mawile also works as a double Fairy core, with Mawile sweeping and Azu cleaning up while Latios wallbreaks. Nothing much to say here, since Azu's only job is to clean-up late game with it's Banded Aqua Jets though the team appreciates its Banded Play Roughs/Waterfalls mid-game.



So yeah, if you can name threats or stuff that I missed about this team, that would be great! I'm pretty unsure of the potential of this team as most of the matches I lose are a result of me fumbling so if anyone wants to test this team, give it a go! Here's the importable:


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 HP / 252 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
IVs: 30 Spd
- Earthquake
- Stealth Rock
- U-turn
- Rock Slide

Latios (M) @ Choice Specs
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Defog

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature

- Endeavor
- Leech Seed
- Thunder Wave
- Protect

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch
 
A lot of Pivot landorus t run hp ice for (garchomp and breloom) and 88 speed ev's to outspeed tentacruel, breloom and more importantly, heatran. Watch out in that mirror matchup you were talking about. Also, your team hates specs scalds from keldeo and politoed as the residual damage from burn stacks on you team quite heavily and conk can't take 2 after a few turns of burn. Mega Zard Y also gets to your team if it is carrying air slash but no team is perfect.
Great team
Hope my insight helps
 
Pretty solid team Daigurren, but I do have a few suggestions for you.

On your Latios I would definitely go with LO over specs. you want to be able to switch up moves and the damage difference between LO and specs is not too significant. you definitely dont want to go for defog and be FORCED to switch out the next turn. theres far too many set up mons in 6th gen and you dont want to give your opponent a free opportunity to do that.

for your mawile in particular you should run at least 84 speed EVs to outpace clefable which can definitely cause some problems to your team, especially if azumarill has taken prior damage. You can outspeed opposing mawile, azumarills and other base 50s if they aren't running speed EVs so you can get the kill on them before they're able to touch you. I also would not recommend Fire fang on it. the coverage it provides isn't relevant and you should probably just run knock off or substitute over it.

as for your last slot in azumarill, I dont think its the best fit. your team has a difficult time breaking megavenusaur and with azumarill, it only makes it worse. replacing it with heatran allows your team an answer to megavenusaur, talonflame and somewhat to char y.

Charizard Y is still a problem but if you can pressure their team to maintain rocks on the field or keep latios healthy, you can play around it.

Hope I helped!
 
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