I've always been curious about how some of my more successful teams stack up in the long run, as I generally fall into a mid-ladder position while battling and never reach some of the higher players. This was a team I created earlier today that quickly found some success. What aspects of this team are really holding it back from hitting some higher tier play?
AlakaDayuum (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Dazzling Gleam
The idea was to try and build a team around Mega Alakazam, just to highlight it's speed and power, with it's added ability to steal momentum with the Trace ability. Alakadayuum is used mainly to clean up once the rest of the team has been whittled down, but has also thrived as a perfect counter to a lot of typical hazard-setter leads.
Dankchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Fire Blast
- Stealth Rock
- Dragon Tail
Tank chomp is obviously a very standard team choice, but it allows me to relatively safely set up hazards while phasing out any set-up sweepers looking to counter my Mega Zam, namely SD Bisharp.
Keldope (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald
Specs Keldeo seemed like a perfect wallbreaker to help weaken threats to Alakadayuuum. It forces out such a large chunk of the meta game, allowing this teams mega to regain momentum lost.
Excadrop (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Earthquake
- Rock Slide
This was actually my first time using Sand Rush Excadrill, as I wanted a guaranteed way to clear hazards with the added bonus of incredible physical power taking out some powerful counters to my MegaZam.
Tyrone (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Crunch
- Ice Punch
Tyranitar was the obvious choice for a sand-setter to compliment Excadrill. I went with choice scarf to stick with the speed theme that this team seemed to fall into, that would allow me to check one of the most dangerous counters to my MegaZam (a Low Kick-less Weavile)
Talonflamez (Talonflame)
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Acrobatics
- Roost
- U-turn
- Will-O-Wisp
I needed a good ground resist for this team, especially considering my sand-core could be weakened easily by a well played Landorus. talonflame not only fit this role with it's flying type and access to willowisp, it can check Mega Venasaur with ease.
AlakaDayuum (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Dazzling Gleam
The idea was to try and build a team around Mega Alakazam, just to highlight it's speed and power, with it's added ability to steal momentum with the Trace ability. Alakadayuum is used mainly to clean up once the rest of the team has been whittled down, but has also thrived as a perfect counter to a lot of typical hazard-setter leads.
Dankchomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Earthquake
- Fire Blast
- Stealth Rock
- Dragon Tail
Tank chomp is obviously a very standard team choice, but it allows me to relatively safely set up hazards while phasing out any set-up sweepers looking to counter my Mega Zam, namely SD Bisharp.
Keldope (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald
Specs Keldeo seemed like a perfect wallbreaker to help weaken threats to Alakadayuuum. It forces out such a large chunk of the meta game, allowing this teams mega to regain momentum lost.
Excadrop (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Rapid Spin
- Earthquake
- Rock Slide
This was actually my first time using Sand Rush Excadrill, as I wanted a guaranteed way to clear hazards with the added bonus of incredible physical power taking out some powerful counters to my MegaZam.
Tyrone (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Crunch
- Ice Punch
Tyranitar was the obvious choice for a sand-setter to compliment Excadrill. I went with choice scarf to stick with the speed theme that this team seemed to fall into, that would allow me to check one of the most dangerous counters to my MegaZam (a Low Kick-less Weavile)
Talonflamez (Talonflame)
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Acrobatics
- Roost
- U-turn
- Will-O-Wisp
I needed a good ground resist for this team, especially considering my sand-core could be weakened easily by a well played Landorus. talonflame not only fit this role with it's flying type and access to willowisp, it can check Mega Venasaur with ease.