Dilwar
Hi
This is a team built around the fearsome wallbreaker Mega Garchomp. It's not my most serious team, it was mainly built for fun just to show how strong Mega Garchomp is, and kill stall. Mainly because with the set I've been using, it has no switch ins bar Gliscor (even though it's pressured by rocks and prior damage), but physically defense Eviolite Porygon2 is the only one who can switch in reliably. That said, Porygon2 is like never used so it's hardly a problem. Anyway, the team:
Wall/Stallbreaker
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 100 Atk / 156 SpA / 252 Spe
Naughty Nature (+Atk, -SpD)
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge
This monster pretty much breaks everything under sand (see calcs below). It's my primary win condition against stall and does well against balance too. Against offense it gets at least one kill before going down. I chose the Naughty nature since this boosts its highest stat (170 Atk) which allows for maximum leftover EVs to work with. The EVs I put on its offense stats grab all the crucial KOs and 2HKOs needed, so more wasn't really neccessary. I put the rest into speed so it isn't too slow against offense and outspeeds Adamant/Modest base 100s like the Charizards before mega evolving, both of which it can easily OHKO.
Synergy: Ice (Rotom) / Fairy (Excadrill, Talonflame) / Dragon (Excadrill)
Sand/Rocks setter
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Rock Slide
- Ice Beam
- Pursuit
- Stealth Rock
Tyranitar was the next obvious choice so that it can set sand and rocks, with the former being crucial for Mega Garchomp to grab the KOs it needs. It's a support T-Tar set with a specially defensive spread since it fits this team better, and I already have a physical wall in Rotom-W. This spread also makes it easier to switch into the Latis which it can then Pursuit trap and keep rocks up for the rest of the game. It also makes for easier switch in to Starmie who is also Pursuit trapped, though this is with careful prediction since two Hydro Pumps do too much damage. Rock Slide was chosen for the STAB move and Ice Beam for Gliscor and Landorus, the former who can be problematic to Garchomp. It nets surprise kills, especially on the switch since people always assume it's only a physical attacker and like to switch these two Pokemon into Tyranitar. Tyranitar is my counter to Talonflame and Latis, and helps immensely against rain teams (changing the weather, allowing Exca to blast through things like Kabutops, Omastar, Politoed itself). It's also a nice switch in to Raikou and Mega Manectric.
Synergy: Fighting (Latias, Talonflame) / Ground (Latias, Rotom, Talonflame), Fairy (Talon, Excadrill), Water (Rotom, Latias) / Grass (Latias, Talonflame) / Bug (Excadrill, Talonflame)
Sweeper/Revenge Killer
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Excadrill was chosen next since it was able to fit many roles this team appreciates, and having a sand core meant this Pokemon would thrive. It's usually my win condition against weakened down offense teams. Also it can finish off weakened stall teams after an SD. Revenge killing Dragon Dance users like Charizard and Mega Tyranitar is really helpful. Also takes care of fast, strong mons such as Greninja, Mega Manectric and Raikou under sand - Tyranitar being my switch in to the latter two means sand will be up. Excadrill also keeps big threat Mega Gardevoir in check and can act as a secondary wallbreaker.
Synergy: Fighting (Latias, Talonflame) / Ground (Latias, Rotom, Talonflame) / Water (Rotom, Latias) / Fire (Latias, Rotom, Talonflame, Garchomp, Tyranitar)
Support Defog/Pivot Switch
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
So some big threats to the sand core were Keldeo, Lando-I and Mega Charizard Y. To handle this I added Latias (over Latios for the bulk) who can keep these threats at bay. 72HP EVs allows it to live 2HP Ices from Life Orb Thundurus, allowing it to recover stall or pivot switch. Venusaur can be quite annoying but Latias handles this as well. I chose Recover so I have a switch in to the three mentioned threats for the whole game and longevity on my Defogger was good.
Synergy: Dragon (Excadrill) / Fairy (Excadrill, Talonflame) / Ice (Rotom) / Bug (Talonflame, Excadrill) / Dark (Tyranitar) / Ghost (Tyranitar)
Status Support/Momentum
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Rotom-W is a very good member of this team. It handles bird spam, and both sand and rain offense. It's also a good switch in to Azumarill and can handle all variants. Outside of this, it's my switch in to strong physical attackers such as Lando-T, Garchomp, Terrakion, Mamoswine, Diggersby. The 44 speed EVs outspeeds Jolly Bellydrum Azumarill and despite Rest being sub-par, I thought it fit this team better since I have no real status absorber. Also it's more reliable recovery IMO.
Synergy: Grass (Talonflame, Latias)
Priority/Revenge Killer
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost
Talonflame was chosen to be the glue of the team. It acts as a secondary revenge killer and keeps big threats like Mega Medi, Heracross, Pinsir in check. Talon is also extremely helpful against offense teams. I chose this set because with Roost I can pressure the aforementioned threats for the whole match and U-Turn makes a Volt-Turn core with Rotom, making for good momentum keeping against stall. Sharp Beak was chosen for the power and bluff Choice Band sets, though Leftovers looks like a decent option. I didn't try Choice Band because it is worn down easily.
Synergy: Rock (Garchomp, Excadrill), Electric (Garchomp, Excadrill, Latias), Water (Latias, Rotom-W)
CALCS
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Clefable in Sand: 229-271 (58.1 - 68.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Landorus-T: 225-265 (58.9 - 69.3%) -- guaranteed 2HKO after Leftovers recovery (finished by Stone Edge, easier after Rocks)
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Mew in Sand: 262-309 (64.8 - 76.4%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery (sand isn't needed after rocks, good chance to 2hko without rocks anyway)
100+ Atk Sand Force Mega Garchomp Earthquake vs. 248 HP / 116 Def Mega Scizor in Sand: 178-211 (51.8 - 61.5%) -- guaranteed 2HKO (dies to Fire Blast anyway)
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mega Venusaur in Sand: 163-193 (44.7 - 53%) -- 85.9% chance to 2HKO after sandstorm damage, guaranteed after rocks
156 SpA Mega Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 320-380 (90.9 - 107.9%) -- 50% chance to OHKO, guaranteed after any damage really
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Rotom-W: 177-208 (58.2 - 68.4%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery, not a 2hko after SpA drop, but good chance if SR is up
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Slowbro: 223-264 (56.5 - 67%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery, same with Rotom really
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Gliscor: 237-279 (66.9 - 78.8%) -- guaranteed 2HKO after Poison Heal, has a chance to 2hko (after SpA drop) if rocks are up. But Protect shenanigans are annoying here
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Eviolite Chansey in Sand: 346-408 (49.1 - 57.9%) -- guaranteed 2HKO after sandstorm damage
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Hippowdon: 244-288 (58 - 68.5%) -- guaranteed 2HKO after Leftovers recovery, finished by Earthquake
156 SpA Mega Garchomp Fire Blast vs. 252 HP / 240 SpD Skarmory: 212-250 (63.4 - 74.8%) -- guaranteed 2HKO after Leftovers recovery, and this is SpD Skarmory, LOL
156 SpA Mega Garchomp Draco Meteor vs. 232 HP / 24 SpD Alomomola: 333-393 (62.9 - 74.2%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery, finished by Earthquake
100+ Atk Sand Force Mega Garchomp Stone Edge vs. 248 HP / 252+ Def Mandibuzz in Sand: 244-288 (57.6 - 68%) -- guaranteed 2HKO after Leftovers recovery, finished by Draco, too easy after SR
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Quagsire in Sand: 210-247 (53.2 - 62.6%) -- guaranteed 2HKO after Leftovers recovery, Draco also 2HKOs
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Sylveon in Sand: 255-300 (64.7 - 76.1%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 160+ Def Amoonguss in Sand: 261-307 (60.4 - 71%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery, you can just Fire Blast it anyway
I left out things like Heatran, Zapdos, Chesnaught and everything else that takes SE damage from one of its moves since it's pretty obvious they'd die.
I think this team would appreciate a cleric, but I don't know how to fit one in. Would appreciate any improvements.
Threats: Greninja, Thundurus, Azumarill, Mega Gardevoir
Wall/Stallbreaker
Garchomp @ Garchompite
Ability: Rough Skin
EVs: 100 Atk / 156 SpA / 252 Spe
Naughty Nature (+Atk, -SpD)
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge
This monster pretty much breaks everything under sand (see calcs below). It's my primary win condition against stall and does well against balance too. Against offense it gets at least one kill before going down. I chose the Naughty nature since this boosts its highest stat (170 Atk) which allows for maximum leftover EVs to work with. The EVs I put on its offense stats grab all the crucial KOs and 2HKOs needed, so more wasn't really neccessary. I put the rest into speed so it isn't too slow against offense and outspeeds Adamant/Modest base 100s like the Charizards before mega evolving, both of which it can easily OHKO.
Synergy: Ice (Rotom) / Fairy (Excadrill, Talonflame) / Dragon (Excadrill)
Sand/Rocks setter
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Rock Slide
- Ice Beam
- Pursuit
- Stealth Rock
Tyranitar was the next obvious choice so that it can set sand and rocks, with the former being crucial for Mega Garchomp to grab the KOs it needs. It's a support T-Tar set with a specially defensive spread since it fits this team better, and I already have a physical wall in Rotom-W. This spread also makes it easier to switch into the Latis which it can then Pursuit trap and keep rocks up for the rest of the game. It also makes for easier switch in to Starmie who is also Pursuit trapped, though this is with careful prediction since two Hydro Pumps do too much damage. Rock Slide was chosen for the STAB move and Ice Beam for Gliscor and Landorus, the former who can be problematic to Garchomp. It nets surprise kills, especially on the switch since people always assume it's only a physical attacker and like to switch these two Pokemon into Tyranitar. Tyranitar is my counter to Talonflame and Latis, and helps immensely against rain teams (changing the weather, allowing Exca to blast through things like Kabutops, Omastar, Politoed itself). It's also a nice switch in to Raikou and Mega Manectric.
Synergy: Fighting (Latias, Talonflame) / Ground (Latias, Rotom, Talonflame), Fairy (Talon, Excadrill), Water (Rotom, Latias) / Grass (Latias, Talonflame) / Bug (Excadrill, Talonflame)
Sweeper/Revenge Killer
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Excadrill was chosen next since it was able to fit many roles this team appreciates, and having a sand core meant this Pokemon would thrive. It's usually my win condition against weakened down offense teams. Also it can finish off weakened stall teams after an SD. Revenge killing Dragon Dance users like Charizard and Mega Tyranitar is really helpful. Also takes care of fast, strong mons such as Greninja, Mega Manectric and Raikou under sand - Tyranitar being my switch in to the latter two means sand will be up. Excadrill also keeps big threat Mega Gardevoir in check and can act as a secondary wallbreaker.
Synergy: Fighting (Latias, Talonflame) / Ground (Latias, Rotom, Talonflame) / Water (Rotom, Latias) / Fire (Latias, Rotom, Talonflame, Garchomp, Tyranitar)
Support Defog/Pivot Switch
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
So some big threats to the sand core were Keldeo, Lando-I and Mega Charizard Y. To handle this I added Latias (over Latios for the bulk) who can keep these threats at bay. 72HP EVs allows it to live 2HP Ices from Life Orb Thundurus, allowing it to recover stall or pivot switch. Venusaur can be quite annoying but Latias handles this as well. I chose Recover so I have a switch in to the three mentioned threats for the whole game and longevity on my Defogger was good.
Synergy: Dragon (Excadrill) / Fairy (Excadrill, Talonflame) / Ice (Rotom) / Bug (Talonflame, Excadrill) / Dark (Tyranitar) / Ghost (Tyranitar)
Status Support/Momentum
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Rotom-W is a very good member of this team. It handles bird spam, and both sand and rain offense. It's also a good switch in to Azumarill and can handle all variants. Outside of this, it's my switch in to strong physical attackers such as Lando-T, Garchomp, Terrakion, Mamoswine, Diggersby. The 44 speed EVs outspeeds Jolly Bellydrum Azumarill and despite Rest being sub-par, I thought it fit this team better since I have no real status absorber. Also it's more reliable recovery IMO.
Synergy: Grass (Talonflame, Latias)
Priority/Revenge Killer
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost
Talonflame was chosen to be the glue of the team. It acts as a secondary revenge killer and keeps big threats like Mega Medi, Heracross, Pinsir in check. Talon is also extremely helpful against offense teams. I chose this set because with Roost I can pressure the aforementioned threats for the whole match and U-Turn makes a Volt-Turn core with Rotom, making for good momentum keeping against stall. Sharp Beak was chosen for the power and bluff Choice Band sets, though Leftovers looks like a decent option. I didn't try Choice Band because it is worn down easily.
Synergy: Rock (Garchomp, Excadrill), Electric (Garchomp, Excadrill, Latias), Water (Latias, Rotom-W)
CALCS
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Clefable in Sand: 229-271 (58.1 - 68.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Landorus-T: 225-265 (58.9 - 69.3%) -- guaranteed 2HKO after Leftovers recovery (finished by Stone Edge, easier after Rocks)
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 0 Def Mew in Sand: 262-309 (64.8 - 76.4%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery (sand isn't needed after rocks, good chance to 2hko without rocks anyway)
100+ Atk Sand Force Mega Garchomp Earthquake vs. 248 HP / 116 Def Mega Scizor in Sand: 178-211 (51.8 - 61.5%) -- guaranteed 2HKO (dies to Fire Blast anyway)
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Mega Venusaur in Sand: 163-193 (44.7 - 53%) -- 85.9% chance to 2HKO after sandstorm damage, guaranteed after rocks
156 SpA Mega Garchomp Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 320-380 (90.9 - 107.9%) -- 50% chance to OHKO, guaranteed after any damage really
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Rotom-W: 177-208 (58.2 - 68.4%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery, not a 2hko after SpA drop, but good chance if SR is up
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Slowbro: 223-264 (56.5 - 67%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery, same with Rotom really
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 0 SpD Gliscor: 237-279 (66.9 - 78.8%) -- guaranteed 2HKO after Poison Heal, has a chance to 2hko (after SpA drop) if rocks are up. But Protect shenanigans are annoying here
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Eviolite Chansey in Sand: 346-408 (49.1 - 57.9%) -- guaranteed 2HKO after sandstorm damage
156 SpA Mega Garchomp Draco Meteor vs. 252 HP / 4 SpD Hippowdon: 244-288 (58 - 68.5%) -- guaranteed 2HKO after Leftovers recovery, finished by Earthquake
156 SpA Mega Garchomp Fire Blast vs. 252 HP / 240 SpD Skarmory: 212-250 (63.4 - 74.8%) -- guaranteed 2HKO after Leftovers recovery, and this is SpD Skarmory, LOL
156 SpA Mega Garchomp Draco Meteor vs. 232 HP / 24 SpD Alomomola: 333-393 (62.9 - 74.2%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery, finished by Earthquake
100+ Atk Sand Force Mega Garchomp Stone Edge vs. 248 HP / 252+ Def Mandibuzz in Sand: 244-288 (57.6 - 68%) -- guaranteed 2HKO after Leftovers recovery, finished by Draco, too easy after SR
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Quagsire in Sand: 210-247 (53.2 - 62.6%) -- guaranteed 2HKO after Leftovers recovery, Draco also 2HKOs
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Sylveon in Sand: 255-300 (64.7 - 76.1%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
100+ Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 160+ Def Amoonguss in Sand: 261-307 (60.4 - 71%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery, you can just Fire Blast it anyway
I left out things like Heatran, Zapdos, Chesnaught and everything else that takes SE damage from one of its moves since it's pretty obvious they'd die.
I think this team would appreciate a cleric, but I don't know how to fit one in. Would appreciate any improvements.
Threats: Greninja, Thundurus, Azumarill, Mega Gardevoir
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