XY OU MegaChomp and Friends

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
 
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I think the biggest issue with your team is the fact that you only have one sand setter... If you lead TTar and it gets taken down by really any fighting move, then you've only got 8 turns of sand to share between Garchomp and your Excadrill which will be tough. If the sand ends and Garchomp is gone, you've now got an Excadrill making no use of its ability. I recommend you switch it to a Moldbreaker Excadrill to avoid that and so you can hit Levitate users like Gengar and Rotom-W.
 
I think the biggest issue with your team is the fact that you only have one sand setter... If you lead TTar and it gets taken down by really any fighting move, then you've only got 8 turns of sand to share between Garchomp and your Excadrill which will be tough. If the sand ends and Garchomp is gone, you've now got an Excadrill making no use of its ability. I recommend you switch it to a Moldbreaker Excadrill to avoid that and so you can hit Levitate users like Gengar and Rotom-W.
I would never stay in on a potential Fighting move and I have Latias and Talonflame to take them, both of which have access to recovery. I just make sure to play T-tar safely, I haven't really suffered from loss of T-tar when playing with the team because the turns sand is up is usually enough for Chomp or Exca to do their job. All it has to do is switch in and sand is up so keeping it healthy isn't too big of an issue. Letting Tyranitar die when you have good switch ins to the Pokemon it is threatened by would just be bad playing on my part.
 
One major threat I see to your team is Azumarill. Can dean s**ttons of damage to all of your dragons + exca and talon with its Fairy+Water STAB combo.

Sure, Rotom-W can deal with it but if your opponent manages to take it down...
 
One major threat I see to your team is Azumarill. Can dean s**ttons of damage to all of your dragons + exca and talon with its Fairy+Water STAB combo.

Sure, Rotom-W can deal with it but if your opponent manages to take it down...
Lol what is snip? Yeah I added it to the threat list, though I don't think it's that big of an issue. Rotom usually does enough to neutralise it.
 

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