~Me and My Ploofy <3~
Hi all, I'm a predominately cartridge player that builds his teams within the Smogon tiers, typically OU. After Gen IV, my only real ladder time was spent building test teams to breed in-game, using getting to 1600ish as a rough measure of success that the build is solid enough. The main reason for the RMT this time is that getting to this build was a lengthy process, meaning I didn't test it on ladder to its full potential before the Greninja Suspect started. Plus, with Greninja most likely on his way out, I might have to consider changes to this team.
The original idea was drawn from the previous "ORAS Good Cores" thread, where a Balanced core of Mega Altaria + Jirachi was posted. While it didn't generate a lot of discussion there, I decided to work with it.
Changes will be explained in bold + blackened.
Ability: Cloud Nine
EVs: 248 HP / 156 Def / 104 SpD
EVs: 248 HP / 156 Def / 104 SpD
Bold Nature
- Hyper Voice
- Flamethrower
- Heal Bell
- Roost
Part 1 of the core. While the Bulky Dragon Dance set is still the most popular, M-Altaria's bulk is just spectacular, allowing her to whittle down many threats alongside Jirachi. She provides some key requirements for Balance with her ability to take Knock Offs for the team, resisting Volt Switch and U-Turn, and being able to absorb/cure status for the team. I opted for mixed bulk over full physical to allow her to take on a bit more variety of threats to the team. However, I have tried both spreads and the loss of physical bulk is definitely noticeable.
EV's adjusted to bring back some more Physical bulk, as a lot of what Altaria wants to check as her role in the core is more weighted to that side.
Jirachi @ Leftovers
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- U-Turn
Part 1 of the core. While the Bulky Dragon Dance set is still the most popular, M-Altaria's bulk is just spectacular, allowing her to whittle down many threats alongside Jirachi. She provides some key requirements for Balance with her ability to take Knock Offs for the team, resisting Volt Switch and U-Turn, and being able to absorb/cure status for the team. I opted for mixed bulk over full physical to allow her to take on a bit more variety of threats to the team. However, I have tried both spreads and the loss of physical bulk is definitely noticeable.
EV's adjusted to bring back some more Physical bulk, as a lot of what Altaria wants to check as her role in the core is more weighted to that side.
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Wish
- U-Turn
Jirachi forms the core with Mega Altaria, notably checking the Lati twins and spreading Paralysis through the enemy Pokes, which is greatly needed for this team. Iron Head for STAB, to threaten Fairies, and when i need to skill my way to victory against certain pokes with ParaFlinch. Passing wishes to the bulky members of the team that lack their own reliable recovery, while passing them cleanly by U-Turning into them is a huge boon. The core alone can be hard to break, and many matches have been won by grinding the remaining opponents down after the only pokes to threaten them have been removed.
Hippowdon @ Leftovers
EVs: 252 HP / 84 Def / 172 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack off
Replacing Lando-T based on the excellent advice from Albacore . Hippowdon can actually beat Bisharp, is less concerned by Ice Punches since he doesn't suffer the 4x weakness, and can face down Mega Metagross that lack Grass Knot. He's less dependant on the core for healing as well. While the loss of the EQ immunity for Jirachi and Tentacruel is noticed, Hippo feels more stable overall, and Lando-T switches always very massively telegraphed.
Tentacruel @ Black Sludge
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Scald
- Acid Spray
- Rapid Spin
- Knock Off/Toxic Spikes
An underrated Special wall, and a full-stop to the most common Greninja build at the moment (though that probably won't matter for long) I struggled to fit a spinner/Defogger in the team for a while, and nearly opted not to, but the addition of Talonflame demanded one. Mandatory Scald for STAB and status spreading for the core to grind down with, Acid Spray for added insurance against Fairies. Works surprisingly well with Mega Alt too on switches with the lowered SpD on other targets, allowing her to threaten things she might not otherwise pressure enough. Still torn over the last slot, extra poison damage is useful to the team but not being able to Paralyze or burn a target has cost a couple of matches.
Talonflame @ Sharp Beak
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
I wanted some priority with the ability to clean lategame, or to simply take an opportunity to tear massive holes in a team for the rest to wear down. SD Talonflame can do both of these, helping revenge kill targets and cover Grass types like Mega Venusaur and Chestnaught. The slow U-Turner work well to bring him in safely. EV spread may be off again but IIRC this allows me to creep Mega Pinsir's Quick Attack, which i feel is a good benchmark despite his lower usage.
EV's and Nature adjusted to allow speed-creeping of Thundurus, and most other Talonflames.
Greninja @ Life Orb
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Dark Pulse
- Low Kick
- Ice Beam
Currently testing Keldeo and Manaphy in place of Gren, both for his likely imminent departure and to help more in Stall matchups. Still not 100% certain as to what I want to do at the moment.
Replacing Lando-T based on the excellent advice from Albacore . Hippowdon can actually beat Bisharp, is less concerned by Ice Punches since he doesn't suffer the 4x weakness, and can face down Mega Metagross that lack Grass Knot. He's less dependant on the core for healing as well. While the loss of the EQ immunity for Jirachi and Tentacruel is noticed, Hippo feels more stable overall, and Lando-T switches always very massively telegraphed.
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Scald
- Acid Spray
- Rapid Spin
- Knock Off/Toxic Spikes
An underrated Special wall, and a full-stop to the most common Greninja build at the moment (though that probably won't matter for long) I struggled to fit a spinner/Defogger in the team for a while, and nearly opted not to, but the addition of Talonflame demanded one. Mandatory Scald for STAB and status spreading for the core to grind down with, Acid Spray for added insurance against Fairies. Works surprisingly well with Mega Alt too on switches with the lowered SpD on other targets, allowing her to threaten things she might not otherwise pressure enough. Still torn over the last slot, extra poison damage is useful to the team but not being able to Paralyze or burn a target has cost a couple of matches.
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
I wanted some priority with the ability to clean lategame, or to simply take an opportunity to tear massive holes in a team for the rest to wear down. SD Talonflame can do both of these, helping revenge kill targets and cover Grass types like Mega Venusaur and Chestnaught. The slow U-Turner work well to bring him in safely.
EV's and Nature adjusted to allow speed-creeping of Thundurus, and most other Talonflames.
Naive Nature
- Gunk Shot
- Dark Pulse
- Low Kick
- Ice Beam
Currently testing Keldeo and Manaphy in place of Gren, both for his likely imminent departure and to help more in Stall matchups. Still not 100% certain as to what I want to do at the moment.
Threatlist:
+ Speed in general. I'm no stranger to slower teams, I enjoy Stall quite a lot actually, but I really feel the Speed deficiency with this team at times. It will be a little more exaggerated with Greninja possibly going, but hopefully his departure brings the need for higher Speed tiers down a touch.
Any help that can be given to improve the team is greatly appreciated. I'm only attached to the core of M-Altaria + Jirachi, so if any other members need to change be sure to let me know.
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