Made an account just for this team

Greetings Smogoners,

I am proud to present my first home-made team. Although I have been laddering since D/P/P, I have never bothered going through the theoretical rigor of creating my own team. I have garnered adequate knowledge through years of competitive battling, but my team-building is obviously comparatively weak. That being said, I hope that my fellow Smogoners will be able to provide constructive criticism to this work in progress.

At a glance - I was never one to bother with team typologies, but I believe that my team would fall under the category of "Balance".
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sylveon.png
Raikou.gif
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skarmory.png


Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stealth Rock
- Defog
- Brave Bird
- Roost

Perhaps the most crucial fundamental of competitive battling is hazard control. In this respect, Skarmory is among the elite in this generation as it can both set up SR and dispel hazards. Furthermore, its immense physical bulk, combined with reliable recovery, allows it to fulfill its duties multiple times in a single match. This combination of complete hazard control and on-demand recovery are the reasons I opted for Skarmory over other bulky hazard-setters, such as Hippowdon, Forretress and Garchomp. Defog at the expense of Whirlwind is sometimes sorely missed, especially against predicted switch-ins (e.g. Mega Zard-X) and stat-boosting BPers, but double-switches alleviate this problem. Brave Bird is required for Skarmory to triumph over glass cannons such as Mega-Pinsir and Mega-Medicham, which are threats that otherwise dismantle this team. Rocky Helmet over Leftovers to tax physical attackers that attempt to break through Skarmory; the chip damage will also greatly help my cleaners to seal the game. The importance of Leftovers is further diminished in the presence of Sturdy and Roost.

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Sylveon @ Leftovers
Ability: Pixilate
Evs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Wish
- Protect
- Heal Bell
- Hyper Voice

Because Skarmory is my sole physical wall, additional insurance that prolongs its longevity is always welcomed. Sylveon fulfills this role while providing an impenetrable special defense, which also compliments Skarmory nicely. Most Sylveons opt for a Bold Nature and 252 Def, but the extra SDef allows mine to tank Mega Zard-Y Fire Blasts in Sun with Protect + Wish. Heal Bell is essential for this team, as both Raikou and Scizor quail at the sight of Toxic and Burn, respectively. A special wall that runs both recovery and status remover naturally competes with Chansey, who boasts the highest aggregate SDef in the game. However, Sylveon can pass Wishes, which a clerical Chansey cannot. Therefore, Sylveon's reduced bulk is a reasonable compromise for the added benefits of increased utility. The Fairy-typing is generally vastly superior to Normal-typing as well. Unaware Clefable can run a similar moveset with its inclusion of Wish + Protect + Heal Bell. Moreover, with the right EVs, it can deal with Mega Zard-X and other physical Fire-types. However, its special bulk is significantly inferior.


Raikou.gif


Raikou @ Assault Vest
Ability: Pressure
Evs: 252 HP / 252 Spe / 4 SAtk
Timid Nature
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power Ground

Raikou is the main pivot of the team with its blistering speed, decent firepower (more than Rotom-W, its main competitor) and its substantial special bulk. This combination of traits allows it to dispatch threats that my Skarmory-Sylveon tandem cannot handle, such as Gengar and specially-based Aegislash. Another trait that differentiates it from Rotom-W is its ability to check Mega Zard-Y. Raikou's lack of recovery, which Rotom-W enjoys in the form of Chesto-Rest/Pain Split, is alleviated by Sylveon's Wish Passing. Rotom-W's immunity to Ground is another natural advantage over Raikou, but this is compensated by Latios and Skarmory, who can in turn threaten most users of Ground moves, be it special or physical-based, in the tier. Lastly, HP Ground is a nasty surprise for Heatran - a Pokemon that loves to tank special hits. I decided to forego HP Ice because Dragon-Types are easily handled by Latios, and the most common Ground-types are walled by Skarmory (Hippo, Landorus-T), revenge-killed by Latios (Landorus-I) or just plain set-up bait for Mega-Scizor (Gliscor).


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Latios @ Choice Scarf
Ability: Pressure
Evs: 252 SAtk / 252 Spe / 4 HP
Timid Nature
- Dragon Pulse
- Thunderbolt
- Memento
- Trick

This is my only credible answer to the ominous Mega Zard-X, and it is unfortunately via revenge-killing. Even then, I'll need to tread carefully when Mega Zard-X acquires a free switch-in (say as Skarmory lays down Stealth Rocks). If Mega Zard-X predicts correctly with a Dragon-move, then I have basically lost the game. However, if he opts to Dragon Dance, then I have gained significant momentum. Nevertheless, the threat of Mega Zard-X is a glaring problem that I require your assistance to solve. The beauty of Scarf Latios is that it is effective against both offense and stall. Against offense, Latios generally keeps its Scarf to revenge-kill or clean. Trading it for Bisharp's Life Orb is also hilarious as it attempts to Sucker Punch/Sword Dance. As for stall, it goes without saying how crippling a timely Trick can be as no Mega-Venusaur will switch on a Pokemon that generally runs Psyshock. Memento is an experimentation. Ideally, it should guarantee my win-condition, Mega-Scizor, to set up and sweep. I am not averse in replacing it with a more conventional move, however.


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Manaphy @ Leftovers
Ability: Hydration
Evs: 252 HP / 252 SAtk / 4 Def
Modest Nature
- Tail Glow
- Surf
- Psychic
- Rain Dance

If it were not for the presence of Manaphy, my team would be utterly hopeless against stall. But the addition of Manaphy ensures that it is stall that cowers in fear! In fact, Manaphy easily breaks Chansey, the sturdiest of special walls. 252 HP means that Chansey will need five Seismic Toss to kill Manaphy. Five turns is more than sufficient for Manaphy to boost to +4 and set up Rain Dance. Moreover, any status that Chansey might inflict on Manaphy will be negated by Hydration. At +4 and Rain, Surf on 252 HP/252 SDef Eviolite Chansey deals around 60%. Bold Unaware Clefable suffers 51% minimum in Rain, and Unaware Quagsire has even less chance to survive. Even Ferrothorn cannot afford Manaphy to Tail Glow twice, as a simple +4 Surf deals minimum 50% to physically defensive variants. Rotom-W is the only common stall Pokemon that can withstand Manaphy. Even then, it needs to be absolutely geared towards special defense, preferably with a Calm nature, to stand a chance. Additionally, the seemingly insignificant extra 252 HP helps Manaphy to tank stray Electric and Grass Moves. Protean Greninja's Grass Knot with Life Orb deals a paltry 18% and Mega-Manectric's Thunderbolt fails to OHKO. This Manaphy is less useful against offensive teams; its contribution against them is generally limited to tanking one hit and KOing something back.


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Mega-Scizor @ Scizorite
Ability: Technician
Evs: 252 HP / 40 Atk / 216 SDef
Adamant Nature
- Sword Dance
- Roost
- Bullet Punch
- Knock Off

This is probably one of the reasons that nudged specially-defensive Skarmory into obscurity at the onset of X/Y. Mega-Scizor is essentially a bulkier version that conveniently guarantees victory when its counters are removed, namely Heatran and Rotom-W. Knock Off is unequivocally the better option over Bug Bite thanks to its utility and added coverage. For instance, Knock Off allows Mega-Scizor to play mind games with King Shield Aegislash. Knock Off also maims Bullet Punch resistors such as Slowbro and other Steel-types and Flying-types. Most importantly, it still guarantees that Mega-Scizor wins against any variant of Ferrothorn. From my experience, a tandem of Mega Scizor + Manaphy possesses the raw firepower to break most stall teams by themselves. The select few Pokemons that resist this combination, such as Rotom-W, lose to Latios, Raikou and Sylveon and its Wish-Passing.


Conclusion: This team has a glaring Mega Zard-X weakness. This is the exact reason that I posted this team here. I would greatly appreciate suggestions that can patch up this weakness without excessively destabilizing the synergy of this team. For example, Unaware Quagsire is generally regarded as a decent counter to Mega Zard-X, but replacing Skarmory means that I will lose SR. Likewise, substituting Skarmory for Hippowdon implies the loss of Defog. Please ensure that suggestions are not mere trade-offs, but improvements on a holistic level.

Thank you.
 
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Thief is generally better on Mega Scizor because of it's consistent base 90 power instead of being 97.5 once and then 65 after the opponent's item is gone.

As for Charizard X, Latios checks it nicely at neutral or +1 boosts. Put Whirlwind on Skarmory so you can phaze it out when it tries to set up and you can live a Flare blitz or Fire punch with Sturdy.

Consider this Manaphy set. It is bulkier and does even better against stall which is why you have it.

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 64 SAtk / 192 Def
Bold Nature
IVs: 0 Atk
- Rain Dance
- Rest
- Tail Glow
- Scald

Here are some calcs:
+6 64 SpA Manaphy Scald vs. 252 HP / 4 SpD Eviolite Chansey in Rain: 352-415 (50 - 58.9%) -- guaranteed 2HKO

It can easily set up on Chansey healing it's status at the end of each turn as long as rain is up and using Rest to heal damage from Seismic toss.

252+ Atk Tough Claws Mega Charizard X Outrage vs. 252 HP / 192+ Def Manaphy: 217-256 (53.7 - 63.3%) -- guaranteed 2HKO after Leftovers recovery

Didn't take that well but at least it took it and can OHKO back in the rain at +3 or +6

You could even use Damp rock if you feel like it to help out Scizor and Skarmory's fire weaknesses and allow Raikou and Latios to use a powerful Thunder.

NICE TEAM :D
 
Thief is definitely worthy of consideration, but Mega-Scizor makes for a great pivot in its own right even without U-turn thanks to respectable bulk and Roost. In mid-game, I find it especially effective to check a given threat, then punish the incoming switch-in with Knock Off. Admittedly, I didn't mention that I don't solely use Mega-Scizor as a cleaner/win-condition.

The Manaphy set you proposed is extremely good, although I much prefer the immediate power of Surf. Surf + Rain Dance is absolutely required to break through Bold Unaware Clefable. However, the Evs you have provided are extremely alluring. The fact that Manaphy can potentially tank Mega Zard-X with the right Evs compels me to tweak Manaphy's nature and Ev spread.
 
Hello there. Pretty solid team here. If Zard X troubles you that much, I'd say change Scarf to Life Orb and run Offensive Defog Latios. Then, replace Skarm with either Unaware Quagsire or Physically Defensive Hippowdon (if you want SR). Other than that, a pretty solid team.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Thunderbolt
Draco punishes even the bulkier Zard X spreads and is a good replacement for Dragon Pulse

Not really sure about the other sets but here's my take on both
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Atk
XXX Nature
- Scald
- Earthquake
- Toxic
- Recover

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind / Toxic
You can also run 252 HP / 252 SDef / 4 Def and Careful (Mixed Wall Hippowdon)
Hope I helped and good luck with your team!
 
Yep, those are reasonable suggestions. The addition of Hippo ensures that I can check Mega Zard-X at all times while countering any other physical fire-types. Believe it or not, even Arcanine was giving me a hell of a time to my original team. :pirate:

I'm iffy about your Defog Latios set though. Latios was originally picked for the sole purpose of revenge-killing Mega Zard-X at +1/+1. However, Hippo counters unboosted Zard-X and checks it at +1/+1. This means that I can look for a Defogger (or a spinner!) that grants superior synergy to this team. I'm thinking about Mandibuzz. She is basically another insurance against Zard-X, counters Aegislash. I believe it can hurt Bisharp as well. Thoughts?

Rapid spinners are quite sub-par this generation, to the exception of Excadrill. I don't think it fits this team though..
 
Yep, those are reasonable suggestions. The addition of Hippo ensures that I can check Mega Zard-X at all times while countering any other physical fire-types. Believe it or not, even Arcanine was giving me a hell of a time to my original team. :pirate:

I'm iffy about your Defog Latios set though. Latios was originally picked for the sole purpose of revenge-killing Mega Zard-X at +1/+1. However, Hippo counters unboosted Zard-X and checks it at +1/+1. This means that I can look for a Defogger (or a spinner!) that grants superior synergy to this team. I'm thinking about Mandibuzz. She is basically another insurance against Zard-X, counters Aegislash. I believe it can hurt Bisharp as well. Thoughts?

Rapid spinners are quite sub-par this generation, to the exception of Excadrill. I don't think it fits this team though..
Defs go with his suggestion, of hippo over skarm. Instead of latios I would recommend latias however. It is less pressured to defog and can still hit very hard with life orb draco meteor. Run max max timid draco/psyschock/defog and in the last slot healing wish. You might be like "I already have wish". You should replace sylveon with greninja. Its just much better, it is a lot different from sylveon but it would do much better. Run max max timid hydro pump/ice beam/dark pulse/grass knot. And change raikou to thundurus. Raikou is pretty subpar and thundy would give you a nice emergency exit out of nasty situations with set-up sweepers. Run thunderbolt/nasty plot/focus blast/thunder wave. Your team doesnt struggle with mega-venu too much (even if latias gets put to sleep you can still set up with scizor), it does with steels so focus blast is the way to go. With these two more offensive mons you can use healing wish to its full extent. Its a great move to have on a team like this.
 
Losedudes suggestion for the Manaphy set loses to Mega Venusaur, meaning it actually doesn't do better against stall.
 
Hey there!
I'm happy to see people are starting to use AV Raikou. It's a great check to flyspam and offensive monsters like Thundurus-I, Aegislash and Mega Charizard Y, as well as providing momentum for your team thanks to Volt Switch. From what I gathered, you're trying to deal with most of what the meta throws at you with your Latios - Raikou - Manaphy core and clean up with Mega Scizor, but still have a glaring weakness to Mega Charizard X and possibly have issues with Mega Tyranitar with Fire Blast (can set up on Skarmory with no problems since you lack whirlwind, traps Latios very easily, can take a Bullet Punch from Scizor while KOing with Fire Blast, doesn't take much damage from Raikou, KOs both Sylveon and Manaphy with +1 Stone Edge). With that in mind, I'm going to make a few suggestions, starting from small changes to bigger changes.

Change your HP EVs to 248. 248 EVs in HP give you an odd HP number (on most of your pokemon), ensuring you take less damage from switching in hazards like Stealth Rock or Spikes. For instance, assuming you don't take any prior damage at all, with 252 HP, Raikou can switch in SR 7 times before being Knocked out , while with 248 HP it can switch in 8 times, being left with 1% HP. Overall it's just a pretty small change (you literally just lose 1 HP) that lets you gain a potential switch.

Now as for the bigger changes, I'm mostly going to agree with NotBruceWayne's changes:

Use Physically defensive Hippowdon over Skarmory. I feel that the addition of Hippowdon, as suggested by user NotBruceWayne might be really beneficial for your team, giving you a reliable answer to Mega Charizard X while having a bulky Pokemon that can set up SR with ease as well as having reliable recovery. It has a strong synergy with Sylveon, as Heal Bell rids you of any status on Hippowdon. This also alleviates your potential issues with Mega Tyranitar, as Mega Tyranitar struggles to KO Hippo even at +1 (this is all assuming you're using a physically defensive spread) and is 3HKO'd back by Earthquake (you could tweak the EVs to make it become a 2HKO if you feel like it). Between Toxic and Whirlwind, I'd probably go for Toxic, as it's nice to be able to wear down stuff with Sandstorm + Toxic damage (careful though, your own team gets worn down in the process too, especially Raikou and Latios).

Because you now have a reliable answer to Mega Charizard X, you might feel like changing Latios and swapping it out for something else, but honestly, I probably wouldn't. I'm going to back up user NotBruceWayne again (his suggestions were actually spot on), by supporting the suggestion of offensive Life Orb set on Latios.
The use of Physically Defensive Hippowdon opens up weaknesses to Water and Grass STAB. While it might not seem significant, it actually does matter, because your team now might face a few issues with Choice Specs Keldeo and Mega Venusaur. Life Orb Latios gives you an answer to both threats with STAB LO boosted Psyshock, OHKOing Keldeo and 2HKOing Mega Venusaur (might want to be careful of Sleep Powder). Thunderbolt would let you punish Azumarill switch ins for some good damage, while Draco Meteor/Dragon Pulse are good reliable stabs. Defog as the last slot would also answer to your need of a way of clearing hazards, while still keeping a strong offensive presence.

With this I end my rate. Hope I was of any help!
Good luck with teambuilding and have a great day!
 
I'm iffy about your Defog Latios set though. Latios was originally picked for the sole purpose of revenge-killing Mega Zard-X at +1/+1. However, Hippo counters unboosted Zard-X and checks it at +1/+1. This means that I can look for a Defogger (or a spinner!) that grants superior synergy to this team. I'm thinking about Mandibuzz. She is basically another insurance against Zard-X, counters Aegislash. I believe it can hurt Bisharp as well. Thoughts?

Rapid spinners are quite sub-par this generation, to the exception of Excadrill. I don't think it fits this team though..
Unaware Quag walls Zard X no matter how many boosts he gets. You can also Toxic stall DD Zard X and bulkier Zard X spreads. However, Hippo is a better mixed wall and has access to Stealth Rock. He also has the added novelty of canceling out Zard Y's sun. Mandibuzz can't do much to Bisharp. In fact, If I were a Bisharp player, I'd be more than willing to switch in on a Mandibuzz predicting the incoming Defog. If Bisharp troubles you, I suggest AV Conkeldurr or Nasty Plot Lucario (dude's still good even w/o mega) simply because of Mach Punch and Vacuum Wave respectively. If you have a slot in your party to spare though. When it comes to stopping Zard X, Unaware Quag and Hippo are probably the best ways to go. The change however, depends on your preferences. Good luck with your team!!

EDIT: Saw ApplepieFTW's suggestion about Latias over Latios. I think its a pretty good one as you have a Defogger who can apply offensive pressure and a countermeasure against Zard Y.
 
Hey there!
I'm happy to see people are starting to use AV Raikou. It's a great check to flyspam and offensive monsters like Thundurus-I, Aegislash and Mega Charizard Y, as well as providing momentum for your team thanks to Volt Switch. From what I gathered, you're trying to deal with most of what the meta throws at you with your Latios - Raikou - Manaphy core and clean up with Mega Scizor, but still have a glaring weakness to Mega Charizard X and possibly have issues with Mega Tyranitar with Fire Blast (can set up on Skarmory with no problems since you lack whirlwind, traps Latios very easily, can take a Bullet Punch from Scizor while KOing with Fire Blast, doesn't take much damage from Raikou, KOs both Sylveon and Manaphy with +1 Stone Edge). With that in mind, I'm going to make a few suggestions, starting from small changes to bigger changes.

Change your HP EVs to 248. 248 EVs in HP give you an odd HP number (on most of your pokemon), ensuring you take less damage from switching in hazards like Stealth Rock or Spikes. For instance, assuming you don't take any prior damage at all, with 252 HP, Raikou can switch in SR 7 times before being Knocked out , while with 248 HP it can switch in 8 times, being left with 1% HP. Overall it's just a pretty small change (you literally just lose 1 HP) that lets you gain a potential switch.

Now as for the bigger changes, I'm mostly going to agree with NotBruceWayne's changes:

Use Physically defensive Hippowdon over Skarmory. I feel that the addition of Hippowdon, as suggested by user NotBruceWayne might be really beneficial for your team, giving you a reliable answer to Mega Charizard X while having a bulky Pokemon that can set up SR with ease as well as having reliable recovery. It has a strong synergy with Sylveon, as Heal Bell rids you of any status on Hippowdon. This also alleviates your potential issues with Mega Tyranitar, as Mega Tyranitar struggles to KO Hippo even at +1 (this is all assuming you're using a physically defensive spread) and is 3HKO'd back by Earthquake (you could tweak the EVs to make it become a 2HKO if you feel like it). Between Toxic and Whirlwind, I'd probably go for Toxic, as it's nice to be able to wear down stuff with Sandstorm + Toxic damage (careful though, your own team gets worn down in the process too, especially Raikou and Latios).

Because you now have a reliable answer to Mega Charizard X, you might feel like changing Latios and swapping it out for something else, but honestly, I probably wouldn't. I'm going to back up user NotBruceWayne again (his suggestions were actually spot on), by supporting the suggestion of offensive Life Orb set on Latios.
The use of Physically Defensive Hippowdon opens up weaknesses to Water and Grass STAB. While it might not seem significant, it actually does matter, because your team now might face a few issues with Choice Specs Keldeo and Mega Venusaur. Life Orb Latios gives you an answer to both threats with STAB LO boosted Psyshock, OHKOing Keldeo and 2HKOing Mega Venusaur (might want to be careful of Sleep Powder). Thunderbolt would let you punish Azumarill switch ins for some good damage, while Draco Meteor/Dragon Pulse are good reliable stabs. Defog as the last slot would also answer to your need of a way of clearing hazards, while still keeping a strong offensive presence.

With this I end my rate. Hope I was of any help!
Good luck with teambuilding and have a great day!

I appreciate your contribution! The Raikou and Hippowdon suggestions are welcomed and very well-reasoned. I wanna discuss Defog Latios though. Latios' two main coverage moves, Psyshock and Thunderbolt, hit threats that are already covered by the rest of team. Keldeo is countered by Sylveon and falls to Manaphy. M-Venu is usually bait for M-Scizor and Manaphy's Psychic provides some insurance as well. One danger of sticking Defog on the Lati twins is the threat of a Bisharp switch-in. This may lead to a disadvantageous Sword Dance/Pursuit vs. Sucker Punch mind-game. Furthermore, I don't think that Latios has the firepower to OHKO Bisharp with this set. Therefore, a +2.5 Bisharp is a real possibility. At this point, it will pretty much destroy my team completely. This can be prevented, however, with a HP Fighting + Colbur Berry lure set.

Or, I can even take this idea further and replace Latios by Latias, as her extra durability will be much welcomed. What do you think?
 
Most of what you said is effectively true. I was actually torn between suggesting to keep Latios or something else entirely, as your team can somehow deal with those threats in some way, so I thought I'd have Latios act as a makeover "glue" and give you a layer of safety when facing those threats. I'm not entirely sold out on Mega Venusaur though, some people actually use Hidden Power Fire and unboosted Psychic on Manaphy barely 3HKOs it, all the while comfortably 2HKOing your 2 offensive checks and possibly putting something to sleep. While it might seem very unlikely, according to 1760 usage stats (can be found here), Venusaur carries Hidden Power Fire 30.971% of the times; in other words, 1 out of 3 or 4 Mega Venusaurs you face can potentially KO your Mega Scizor (yes I know, I'm quite paranoid).

With that said, if you feel like you can handle Mega Venusaur, then there are no problems at all! You raised a very valid point when mentioning Bisharp, as it's a big threat to your team as well (I was so focused on Mega Venusaur that I completely forgot about Bisharp, my bad ;_;). Mandibuzz is a great bulky defogger, and could further support your team with Knock Off or Toxic, but it doesn't exactly solve your issues with Bisharp as its effectiveness depends on your opponent's Bisharp's stat spread and situation. If it's the 252 Atk/252 Spe Adamant variant or the 160 HP/252 Atk/98 Spe variant, it will always outpace you and 4HKO you with an unboosted Iron head , while you also have around a 50% chance to 3HKO it with Foul Play. Assuming you don't get flinched at all (let's be honest, that 30% chance is pretty fat :P), you should do well after repeated roosting. For the bulky 248 HP/252 Atk Adamant variant you get to outpace it and 4HKO it while it also 4HKO's you, so you can also get around this by spamming Foul Play and Roosting. The problems arise when Bisharp gets to +2, by either the Defiant boost or Swords Dance. Mandibuzz would only be able to deal with the 248 HP/252 Atk Adamant variant, but the other 2 spreads that use a speed investment will easily get past it (the calculations can be found below if you were wondering). In short, Mandibuzz works only if you don't use defog at all/your opponent's Bisharp is slower/you don't get flinched at all/Bisharp isn't holding a Life Orb (and instead using something like Dread Plate or Blackglasses or even Leftovers).

Scenario 1 (252 Atk/252 Spe Adamant)

252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 252+ Def Mandibuzz: 126-149 (29.7 - 35.1%) -- guaranteed 4HKO after Leftovers recovery
0- Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Bisharp: 83-98 (30.6 - 36.1%) -- 49.9% chance to 3HKO

at +2

+2 252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 252+ Def Mandibuzz: 253-298 (59.6 - 70.2%) -- guaranteed 2HKO after Leftovers recovery
+2 0- Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Bisharp: 165-195 (60.8 - 71.9%) -- guaranteed 2HKO

(I won't be quoting Bisharp's +0 and +2 calcs in the next scenarios, since it's the same anyways)

Scenario 2 (160 HP/252 Atk/92 Spe Adamant)

0- Atk Mandibuzz Foul Play vs. 160 HP / 0 Def Bisharp: 83-98 (26.6 - 31.5%) -- guaranteed 4HKO
At +2
+2 0- Atk Mandibuzz Foul Play vs. 160 HP / 0 Def Bisharp: 165-195 (53 - 62.7%) -- guaranteed 2HKO

Scenario 3 (248 HP/252 Atk Adamant)

0- Atk Mandibuzz Foul Play vs. 248 HP / 0 Def Bisharp: 83-98 (24.9 - 29.4%) -- 100% chance to 4HKO

At +2
+2 0- Atk Mandibuzz Foul Play vs. 248 HP / 0 Def Bisharp: 165-195 (49.5 - 58.5%) -- 99.6% chance to 2HKO
This should give you a picture of what happens when you face LO Bisharp with Mandibuzz.

Going back to Bisharp and Lati twins, the choice between Latios and Latias generally comes down to whether you'd rather have bulk or more more immediate power. Though to be honest, Latias is just as much Pursuit bait as Latios is, and the loss of thunderbolt as coverage over HP Fighting for a lure set (I'm assuming you'll be running Defog and Roost on Latias) can actually hurt you, because then Azumarill would completely wall you, and it opens the possibility of getting swept by Belly Drum + Aqua Jet Azumarill. You could try double switching to lure Azumarill in and try to take it out using Thunderbolt on Raikou, but Azumarill will always easily survive a Thunderbolt, and KO you with Play Rough + Aqua Jet. Alternatively you could try using Volt switch to try and deal with it using Raikou and Mega Scizor in tandem, as 2 unboosted Bullet Punches (after Raikou's Volt Switch, factoring in Sitrus Berry) will KO it. This of course, is assuming it doesn't get to +6.
Then again, if you feel like you can play around it, I won't go any further. Another threat that I noticed was Ferrothorn, as

252 SpA Latias Hidden Power Fighting vs. 252 HP / 208 SpD Ferrothorn: 88-104 (25 - 29.5%) -- guaranteed 4HKO

Factor in Leftovers and Leech seed recovery, and that thing can just sit there all day taking your HP Fighting.

0 SpA Raikou Shadow Ball vs. 252 HP / 208 SpD Ferrothorn: 48-57 (13.6 - 16.1%) -- possible 7HKO

Raikou can only dream to get past Ferrothorn lol

40+ Atk Mega Scizor Knock Off vs. 252 HP / 48+ Def Ferrothorn: 52-62 (14.7 - 17.6%) -- possible 6HKO

Not much help either, unless you manage to get it to +6.

With that in mind, I'll be going into Defogger options. The HP Fighting Colbur Berry Lure set on Latias sounds good, you definitely can KO Bisharp and Defog, Roost lets you stick around longer while using Draco Meteor or Dragon Pulse as STAB. Mandibuzz might work, but you aren't getting past Ferrothorn at all. Because of that, I'm going to suggest Physically Defensive Zapdos as a defogger instead.
Zapdos can do the Lati Twins' job while taking care of Bisharp, Azumarill (somewhat, you'll still have to play around it) and Ferrothorn. The set can be found below:

zapdos.gif

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Heat Wave
- Defog
- Roost

Note: Alternatively you can opt for a 248 HP/ 168 Def/ 92 SpA spread to have a chance to OHKO both Ferrothorn and Bisharp with Heat Wave, or dump some EVs in Speed so you can outpace max speed Adamant Bisharp.

This set lets you Defog, recover HP with Roost, smack water and flying types with Thunderbolt (and just about anything that doesn't resist it) and get past steel types (notably Ferrothorn and Bisharp) using Heat Wave. As an added perk, you get to resist grass type moves that Hippowdon would otherwise hate. Zapdos is arguably better at Toxic stalling, but your team clearly needs a way to get rid of Bisharp and Ferrothorn, and defog helps your team last longer over extended battles, so I doubt you'd want to ditch Heat Wave.

This ends my lengthy analysis of your team.
I hope I was of any help again!
Have a good day!


 
I honestly don't think that there's a problem with keeping scarf on Latios for Charizard-X and running Defog at the same time.

The set would look something like this:

Latios @ Choice Scarf
Ability: Levitate
Evs: 252 SAtk / 4 SpD/ 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt/ Psyshock/ Defog
- Memento/ Defog
- Trick

Sure it loses some momentum after it uses defog, but I've found that Latios almost always has to switch out after a turn anyways. As you already said, trick is great for getting rid of the scarf when you want more flexibility and to cripple common switch ins. Because Scarf Latios generally does lose some momentum and has to switch out often, I suggest running Draco Meteor over Dragon Pulse as the extra damage output really helps. Running Psyshock over thuunderbolt gives you another stab, and a way to get around Mega-Venusaur easier.

With defog on Latios, that clears up room for another mon over skarmory, and a counter to Bisharp.

Also change Pressure to Levitate, mostly because Latios doesn't have pressure.
 
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