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M&M Mix and Mega

I had a lot of fun with STABmons + Mix and Mega, so I figured I should hop over to the format proper. What changes would you suggest be made to my StabMega team besides subbing out certain moves for lower power versions such as Spacial Rend -> Dynamax Cannon and Moongeist Beam -> Shadow Ball?

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https://pokepast.es/b5084202ff95087d

Eternatus (HDB) is a standard specially defencive set taken directly from one of the sample teams. It's a great general purpose mon to tank hits, deal decent damage, keep hazards off with Mortal Spin, and just generally blanket check a lot of common threats.

I tend to lead with Swampert (Sableite), since magic bounce really helps in denying hazards and getting rocks up reliably. It's used as a bulky slow pivot with flip turn, helping bring the big threats like Ho-Oh and I-Val in safely. It can also chip away at opponents that can't overpower its massive bulk.

The reason for having two mons intended to deal with hazards is because Ho-Oh runs Choice Band instead of HDB, so keeping rocks off is very important. It's normally used as a midgame breaker to nuke annoying enemies and create openings for the second half of the team to sweep.

Kingambit (Aerodactylite) is primarily used as a ghost check and a lategame cleaner with Sucker punch. Swords Dance helps it break straggling bulky mons and net KOs unboosted Sucker Punch wouldn't normally be able to. It's pretty much the same thing it does in SV OU, just with Aerodactylite instead of Supreme Overlord, though I'm not entirely sure that trade is worth it.

Gholdengo (Eelektrossite) is the glue of the team and by far the most important member. The mega gives it a pretty decent buff in most relevant stats, and importantly Levitate to eliminate one of its major weaknesses and allow it to get in for free on ground moves. It can be used as a wallbreaker with Nasty Plot, a sweeper thanks to its relatively high speed and good bulk, and is just generally great at chipping down and finishing off enemies throughout a battle, especially since it can tank a lot of hits with decent defences and a steel typing as well as sustaining itself with recover. Again, it's pretty much the same set it uses in SV OU.

Iron Valiant (Diancite) is another lategame cleaner, this time with a lot more immediate power. Fleur Cannon is a fantastic "Delete the pokemon in front of me" button, Close Combat can be used for high power even after the special attack drop, and Shadow Ball takes care of pesky ghost types. Destiny Bond is useful for eliminating powerful threats that outspeed it or tank a hit and kill. It also has utility in the midgame, as it can be used to fire off one or two powerful moves before being switched out again, but care must be taken to avoid it dying before the conditions become advantageous for it.
 
I had a lot of fun with STABmons + Mix and Mega, so I figured I should hop over to the format proper. What changes would you suggest be made to my StabMega team besides subbing out certain moves for lower power versions such as Spacial Rend -> Dynamax Cannon and Moongeist Beam -> Shadow Ball?

1771968261539.png


https://pokepast.es/b5084202ff95087d

Eternatus (HDB) is a standard specially defencive set taken directly from one of the sample teams. It's a great general purpose mon to tank hits, deal decent damage, keep hazards off with Mortal Spin, and just generally blanket check a lot of common threats.

I tend to lead with Swampert (Sableite), since magic bounce really helps in denying hazards and getting rocks up reliably. It's used as a bulky slow pivot with flip turn, helping bring the big threats like Ho-Oh and I-Val in safely. It can also chip away at opponents that can't overpower its massive bulk.

The reason for having two mons intended to deal with hazards is because Ho-Oh runs Choice Band instead of HDB, so keeping rocks off is very important. It's normally used as a midgame breaker to nuke annoying enemies and create openings for the second half of the team to sweep.

Kingambit (Aerodactylite) is primarily used as a ghost check and a lategame cleaner with Sucker punch. Swords Dance helps it break straggling bulky mons and net KOs unboosted Sucker Punch wouldn't normally be able to. It's pretty much the same thing it does in SV OU, just with Aerodactylite instead of Supreme Overlord, though I'm not entirely sure that trade is worth it.

Gholdengo (Eelektrossite) is the glue of the team and by far the most important member. The mega gives it a pretty decent buff in most relevant stats, and importantly Levitate to eliminate one of its major weaknesses and allow it to get in for free on ground moves. It can be used as a wallbreaker with Nasty Plot, a sweeper thanks to its relatively high speed and good bulk, and is just generally great at chipping down and finishing off enemies throughout a battle, especially since it can tank a lot of hits with decent defences and a steel typing as well as sustaining itself with recover. Again, it's pretty much the same set it uses in SV OU.

Iron Valiant (Diancite) is another lategame cleaner, this time with a lot more immediate power. Fleur Cannon is a fantastic "Delete the pokemon in front of me" button, Close Combat can be used for high power even after the special attack drop, and Shadow Ball takes care of pesky ghost types. Destiny Bond is useful for eliminating powerful threats that outspeed it or tank a hit and kill. It also has utility in the midgame, as it can be used to fire off one or two powerful moves before being switched out again, but care must be taken to avoid it dying before the conditions become advantageous for it.
I may be wrong but Val is banned here, I think. Etern can also no longer be a hazard control option due to no mortal spin.
Swap out Val for a Pixie Eleki maybe and you get hazards and Espeed both!
 
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