M-Mawile and Dragonite Offensive core

The Team -


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Decision making process -

As I was getting frustrated with my last team, I decided that it was time to test out this offensive core I had heard so much about; Mega Mawile and Dragonite. In theory, this core should be fantastic, resisting each other's weakness and both packing some serious power. Next came Starmie, as having a spinner is essential when using Dragonite and she packs a very serious offensive power when utilised correctly. Since I planned on running offensive sets on all 3 the defensive core had to come in; Ferrothorn and Jellicent. Covering each other's weaknesses and giving me access to a taunter, spinblocker and a hazard setter was too good to pass up. And so I was left needing a dark type for a ghost resistance and a special attacker and that left Hydreigon, a very fearsome pokemon in his own right who gelled nicely with my team.

I am fully open for suggestions on swapping Pokemon, but please no Legendaries as I plan to make this IG and don't like using them normally.

In Depth Analysis -

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Ferrothorn
w/ leftovers

Iron barbs, Relaxed, 252 HP / 48 Def / 208 SpD

0 Speed

* Stealth Rock
* Gyro Ball
* Leech Seed
* Thunder Wave

My usual lead unless I can tell they will start with a fire move. Stealth Rock is there as my team should be able to force quite a few switches and will help me deal with Talonflame and Charizard. Gyro Ball gets a surprisingly large amount of damage on most enemies and helps deal with fairies that might otherwise trouble my team. Leech Seed offers me another source of recovery in addition to leftovers and can help force switches. T-wave has not been used as much as I would have liked so I am considering swapping it out for Power Whip as another powerful STAB.

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Jellicent w/ Leftovers

Water Absorb, Bold, 252 HP / 252 Def / 4 SpD

* Will-O-Wisp
* Scald
* Taunt
* Recover

A fantastic partner for Ferrothorn and an an ll-round insanely useful pokemon to my team, filling of spin blocking, taunting and spreading burns. Will-O-Wisp is great for checking physical threats that could otherwise pose very potent threats to my team. Would consider dropping scald for shadow ball of even surf as the burn chance is not as great whilst running WoW. Taunt is there to stop pokemon setting up on my and to help counter that annoying key. Recover is there for, well, recovery...


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Dragonite w/ Weakness Policy

Multiscale, Adamant, 252 Att / 252 Spe / 4 HP

* Dragon Dance
* Dragon Claw
* Fire Punch
* ExtremeSpeed

The classic Weakness Policy set that destroys those unprepared for it. Aim is to get a DD first turn and then outspeed everything whilst being at + 3 thanks to them not being able to kill a 100 % health dragonite. Dragon Claw is the go to move, being preferred over Outrage as once Dragonite has been set up there's no going back. At + 3 Extremespeed can often KO a great deal that outspeeds Dragonite and helps deal with paralysis. Fire Punch helps me deal with more important threats than Earthquake so that is what I always run. This set is getting less 4/5/6 sweeps than it was in the past for me as most people have got weary of giving Dragonite that advantage so I would consider swapping to a Lum Berry and Outrage, but this set is still working incredibly well.

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Mawile w/ Mawilite

Intimidate (Huge Power), Adamant, 252 HP / 252 Att / 4 Spe

* Swords Dance
* Play Rough
* Sucker Punch
* Fire Fang

The standard M-Mawile set. Once a SD is up he absolutely wrecks with Sucker Punch which patches up his very shabby speed. Play Rough is there as STAB, wrecking anything that cannot KO him or is slower. Fire Fang provides the best coverage out of all the elemental fangs and brick break so that is what I went for, though considering that Dragonite is running Fire Punch I would be open to switching it.

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Starmie w/ Leftovers

Natural Cure, Timid, 252 Spa / 252 Spe / 4 HP

* Surf
* Ice Beam
* Psyshock
* Rapid Spin

The standard offensive spinner Starmie. Necessary for the team as I need Dragonite to not take damage on his switch and I actually find Starmie very useful outside of this role. I use surf over Hydro Pump as I hate having the lower accuracy, but would be tempted to switch it out for scald. Ice Beam is for coverage on those dragons that are everywhere and Psyshock to help deal with Blisseys and Chanseys that inevitable come in on Starmie.

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Hydreigon w/ Choice Specs

Levitate, Modest, 252 Spa, 252 Spe, 4 HP

* Draco Meteor
* Dark pulse
* Fire Blast
* Earth Power

My God is this thing powerful. If you don't resist Draco Metor or if you're not a dedicated Special Wall it is barely survivable. In the team for it's ghost resistance and insane special attack this thing has proved to be far better than my expectations. Dark Pulse is useful as another STAB if I want to stay in for more than 1 turn, while Fire Blast(going back on what I said for Starmie and Hydro Pump... Need all that power!) is for those Steel types that resist Draco meteor. I went for Earth Power over Focus Blast as I can't stand that 70% accuracy and it provides perfect neutral coverage with the other moves.



 
your team has a chari y weakness
252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Starmie: 348-410 (133.3 - 157%) -- guaranteed OHKO
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 0+ SpD Jellicent: 266-314 (65.8 - 77.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 0 SpD Ferrothorn in Sun: 1104-1300 (313.6 - 369.3%) -- guaranteed OHKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Mega Mawile in Sun: 650-768 (213.8 - 252.6%) -- guaranteed OHKO
252 SpA Mega Charizard Y Dragon Pulse vs. 0 HP / 4 SpD Hydreigon: 236-278 (72.6 - 85.5%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Dragon Pulse vs. 4 HP / 0 SpD Dragonite: 216-256 (66.6 - 79%) -- 31.3% chance to OHKO after Stealth Rock

also greninja
252 SpA Life Orb Greninja Dark Pulse vs. 0 HP / 4 SpD Starmie: 330-393 (126.4 - 150.5%) -- guaranteed OHKO
252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 0+ SpD Jellicent: 252-299 (62.3 - 74%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 390-458 (110.7 - 130.1%) -- guaranteed OHKO
252+ SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 0 SpD Mega Mawile: 250-296 (82.2 - 97.3%) -- 18.8% chance to OHKO after Stealth Rock
252+ SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 4 SpD Hydreigon: 390-460 (120 - 141.5%) -- guaranteed OHKO
252+ SpA Life Orb Protean Greninja Ice Beam vs. 4 HP / 0 SpD Multiscale Dragonite: 359-424 (110.8 - 130.8%) -- guaranteed OHKO
 
your team has a chari y weakness
252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Starmie: 348-410 (133.3 - 157%) -- guaranteed OHKO
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 0+ SpD Jellicent: 266-314 (65.8 - 77.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 0 SpD Ferrothorn in Sun: 1104-1300 (313.6 - 369.3%) -- guaranteed OHKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Mega Mawile in Sun: 650-768 (213.8 - 252.6%) -- guaranteed OHKO
252 SpA Mega Charizard Y Dragon Pulse vs. 0 HP / 4 SpD Hydreigon: 236-278 (72.6 - 85.5%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Dragon Pulse vs. 4 HP / 0 SpD Dragonite: 216-256 (66.6 - 79%) -- 31.3% chance to OHKO after Stealth Rock

also greninja
252 SpA Life Orb Greninja Dark Pulse vs. 0 HP / 4 SpD Starmie: 330-393 (126.4 - 150.5%) -- guaranteed OHKO
252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 0+ SpD Jellicent: 252-299 (62.3 - 74%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 390-458 (110.7 - 130.1%) -- guaranteed OHKO
252+ SpA Life Orb Protean Greninja Hidden Power Fire vs. 252 HP / 0 SpD Mega Mawile: 250-296 (82.2 - 97.3%) -- 18.8% chance to OHKO after Stealth Rock
252+ SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 4 SpD Hydreigon: 390-460 (120 - 141.5%) -- guaranteed OHKO
252+ SpA Life Orb Protean Greninja Ice Beam vs. 4 HP / 0 SpD Multiscale Dragonite: 359-424 (110.8 - 130.8%) -- guaranteed OHKO

Charizard Y is too slow to be dangerous though, unless they are using him as a late game sweeper (and this relies on the situation; which pokemon I have left) he shouldn't be able to KO more than one poke. Starmie outspeeds him and can take out a solid amount of damage with surf/Hydro Pump then it is simple for Dragonite or M-Mawile to KO with priority. Even still, I can just send out Dragonite, DD, get my +3 since I don't have any inclination to send him out while SR is up, then go on a tear. Everyone who has used Chari Y against me has instantly gone to it when I send out my Ferrothorn and then I just have to be smart with my switches.

Again, I just have to be careful when I see greninja - primarily by not letting Mawile die before it comes out. If i can choose my switch well It's a simple matter of Sucker Punching Greninja to death which will most likely KO after 1 turn of LO damage, or by making sure that I've set up my Dragonite to at least +2, then getting a guaranteed KO with Espeed.
 
From what Ive seen, Greninjas don't generally run HP Fire (generally try to hit it with dark pulse), and Gyro Ball can deal a fair bit of damage (after protean switch).
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Greninja: 213-252 (74.4 - 88.1%) -- guaranteed 2HKO (calc uses dark-type, OHKOs if they go for ice beam)
252 SpA Life Orb Greninja Ice Beam vs. 252 HP / 208 SpD Ferrothorn: 121-144 (34.3 - 40.9%) -- guaranteed 3HKO
Also, at +2, Mega Mawile OHKOs Charizard Y with Sucker Punch, and even without it can handle a relatively weakened one.
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Mega Charizard Y: 203-239 (68.1 - 80.2%) -- guaranteed 2HKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Mega Charizard Y: 404-476 (135.5 - 159.7%) -- guaranteed OHKO

I'm not sure how dependent Jellicent is as a Taunter, since most are either (a) Pranksters (b) Speed-invested pokemon, both of which Jellicent is not (base 60 speed isn't exactly a speed-demon). Also, Will-O-Wisp and Scald seems kind of repetitive, since Scald can burn. I'd go for Toxic over Will-O-Wisp, but if you want to keep Will-O-Wisp (more consistent burning I guess) replace taunt and scald with toxic and Shadow ball (since ghost gets fairly nice neutral coverage with the steel-type nerf).
 
Mango Smoothie, I use Jellicent a lot, and he is really good as a taunter. He is faster than most stallers, which he can perfectly shut down with taunt. And I also use Scald with Will-O-Wisp, do the opponent can't safely switch in (only Fire-types don't care about the burn, but they do fear the power of Scald). It seems like a good team, but I fear once that Volcarona +1 Quiver dance can hurt your team a lot. You could sent in Dragonite, but your Marvel Scale + Weakness policy would be taken down.
 
That is true, I did not consider the speed of stuff that you would actually want to taunt (sorry about that), disregard my comment on the taunt.
 
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