Introduction
So this is one of my more solid teams I like to play on the ladder with. However I'm stuck at 1650, partly because losing to hax loses you 30 points, but who am I to complain? This team is build around the core of Manaphy, Pursuit Weavile and Magnezone, which works really good against both offensive and fat teams. Since those 3 Mons have trouble with strong ground and fighting moves I thought defensive Lando-T would fit in. After that I needed something that can get rid of hazards, check ZardY and Keldeo and preferably check electrics, so Lati was the only thing that fit. While Lati isn't a great electric-check it's at least good enough for M-Manectric and non-specs Raikou. I don't like teams that get 6-0d by every Bisharp-Set in existence so I added bulky M-Scizor, which forms a nice VoltTurn-core with Lando-T and Zone. Now I know that the only reason I'm stuck at 1650 isn't hax. This team has some problems that I'll describe in the threatlist later.
The Team
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Psychic
Manaphy is so good atm. Tail Glow is amazing since it gives a +3 boost, so you can get to max spatk in 2 rounds if you want to. However that's not even necessary in most cases since Manaphy already does massive damage after just one Tail Glow. Scald however is the most cancerous move after Swagger but I like to abuse it because I'm bad, so yeah. Energy Ball is needed on Manaphy because I get destroyed by Slowbro and other watermons otherwise. I had Ice Beam earlier, but replaced it with Psychic because this team is pretty weak against M-Venu and can handle dragons anyways. I have Wacan Berry cause it's needed for dealing with Thudurus, which is a huge problem for this team. The speed EVs are for outspeeding Jolly Excadrill and the rest got put into HP. That actually allows Manaphy to take one Solar Beam from CharY, which is nice since Lati gets fucked by the pursuit-trapper that every ZardY team has.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard
Just like Manaphy, Weavile is really good atm. 120 Attack + 125 Speed and STAB Knock Off is nothing to laugh at. Ice and darkmoves are really good against offense, so naturally Weavile is the MVP against most offense. Since I don't have Ice Beam on Manaphy anymore and the team doesn't have any reliable Latios switch-ins, Pursuit is pretty much a must. Pursuit is also really nice for damaging stuff that could get troublesome like Raikou or Tornadus-T. Knock Off is one of the best moves this gen, so there's no question about what Weavile's dark-STAB should be. It's also nice for knocking Azu's choice band off so that M-Scizor won't have a problem dealing with it. Icicle Crash is the best Ice STAB Weavile can get so there's no question about it's placement either. Priority is always nice especially against offense, so I put Ice Shard on the last slot. Oh and I have 29 HP IVs so that Weavile takes less from Life Orb.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Magnezone is much needed for Ferrothorn and Skarmory, since they are troublesome to Manaphy and Weavile. I decided to go for Scarf cause it's nice for outspeeding Keld and Thundurus and I don't really need the damage from specs anyways. Volt Switch can be both good and bad for momentum. It's good when my opponent has no ground-types, but sucks when he has. Tbolt is a more powerful STAB and needed for killing Thundurs after rocks. And it's good for Manaphy and Keldeo too. HP Fire is obvious because I'd get walled by Ferro without it. Flash Cannon is a useful STAB for fairies, Kyu-B and ground-types that predict Volt Switch.
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
According to pokemon god verlisify, Lando is broken, so I have no shame in using it. Stealth Rocks are obviously needed on every team, because chip-damage is always useful. Especially on this team since they help a lot against Thundurus and TFlame. I often find myself going for U-Turn instead of rocks tho, cause it gives more momentum in that short time. But that probably has something to do with me being bad too. Earthquake is a reliable and strong STAB so there's no reason to not use it. Stone Edge is a must cause I'd lose to TFlame otherwise. The EV-spread allows Lando-T to live a HP Ice after rocks, outspeed Rotom-W and take less from rocks. Yache Berry is a cool item that helps a lot against Thundurus and Medicham thanks Aurious for that :]
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
I have Latias on the Team because I don't like losing to Keldeo and ZardY. Draco Meteor is pretty powerful and does decent damage to steel-types like Metagross or Scizor. Psyshock is so I don't have to go for Draco against Keldeo. I need Roost to switch Latias in multiple times against threats like ZardY, M-Manectric or Keldeo. Defog is for removing hazards, cause they're annoying for this team. The HP-invesment allows Lati to take 2 HP Ices from LO Thundurus without rocks.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Without M-Scizor I would lose against Bisharp and M-Lopunny, so it's pretty important for the team. It also forms a really nice VoltTurn-core with Zone and Lando-T. I had Defog > SD for a time because I liked Healing Wish on Latias and thought that I don't need SD on Scizor anyways. However I didn't find myself using Healing Wish too often and I also missed SD in a lot of situations, so i went back to it. Roost is a must since Scizor is a really important Pivot for this team and I need to switch it in multiple times. Bullet Punch is priority so it's good against offense especially after one or two SDs. U-Turn might seem a bit weird on SD Scizor but I need it for momentum and also it's nice to lure Skarm and Ferro out. The EV-spread allows Scizor to live 2 Focus Blasts from M-Garde, Draco+HP Fire from Latios and 2 HJKs from M-Lopunny without rocks. I didn't really need the atk EVs so I decided to move them to defense so that Scizor always lives 2 HJKs from M-Lopunny without rocks.
I'm pretty sure there are other threats that I don't remember right now, but I don't think they're to important to write down anyways.
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Psychic
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Psychic
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
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