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Ash-Greninja is an excellent late game cleaner with its priority move water shuriken boosted by the rain and its splash plate. Hydro pump and dark pulse are hard hitting STAB moves that are pretty self-explanatory. Taunt can shut down those headass smeargle leads, hazard setters, and bulky mons.
BUCKBEAK (Pelipper) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Hurricane
- Defog
- U-turn
- Roost
Pelipper is the obvious rain setter. Damp rock is to increase rain and the EV spread allows it to check physical threats like Metagross without T-punch,Pheromosa, Scizor, and Buzzwole. 64 SpD evs doesn't let Pelipper get 2 hit ko'd by Pheromosa's ice beam. Although its primary purpose is to set rain, it also allows slow u-turns to send in other rain abusers on the team. I chose hurricane over scald because I wanted to have flying STAB coverage while keeping another moveslot for defog. Roost is used to keep Pelipper healthy in order to keep the rain up.
Standard rain sweeper that reaches 538 speed in rain with a modest nature. Kingdra drops nearly all Pokemon that don't resist pump/surf on their necks. Surf should be your go-to option. Draco gives STAB coverage for mons that resist your water moves. Ice beam shouldn't be used on mons like lando because your surf will already OHKO, instead use ice beam on bulky grass types like Amoonguss or Tangrowth. Hydro pump is your secondary water spam move and only should be used if specs surf won't for sure OHKO.
T H U N D E R S P A M. Also forms a u-turn core with Pelipper. Koko should be used to take out bulky water types that would otherwise stop kingdra in its tracks.
Max attack SD Lando weakens or outright kills checks for the rain abusers on the team. +2 Skystrike almost kills Rotom-W and defense Celesteela while decimating mons like Bulu and Tangrowth. Earthquake is a ridiculously strong STAB attack that rips through bulky teams. Landorus' role is to put pressure on bulky teams by weakening cores in order to allow other sweepers on the team to win. I don't find myself using rocks often, but I still like the option. Swords dance should be used on mons that can't touch Lando or when you're in a situation that forces the opponent to switch.
Mega-Metagross only became better this generation with the immediate speed boost when mega evolving, hitting 350 speed with a jolly nature. Mash and Zen are the standard STAB attacks that hit extremely hard. Hammer arm is to get a neutral hit on Celesteela and also deal with Ferrothorn in the rain. Metagross also benefits from the rain with fire being weakened, allowing it to safely switch in to Tapu Lele's HP fire. Pursuit catches many mons switching and clears the way for sweepers. Tapu Lele especially doesn't appreciate a pursuit when Metagross forces it to switch.
GUCCI (Greninja-Ash) @ Splash Plate
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Taunt
BUCKBEAK (Pelipper) @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 196 Def / 64 SpD
Bold Nature
- Hurricane
- Defog
- U-turn
- Roost
hellofilipinotrash you have a cool team there. i noticed that your team doesn't do very well with stall since koko or anything can't do good against stall. I also noticed that your team doesn't have a rocker.
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your team doesn't do well against stall so adding lele helps you play vs stall. the set should be shed shell since duggy seems scary against lele the moves are taunt, moonblast lets you hit stuff like sab and other dark types fighting types, hp fire for scizor and ferrothorn which die to one and psyschock letting you hit spdef walls like chansey and other spdef walls, taunt lets you stop stall and other set up sweepers. with the spread of 252 max sp.atk and 252 speed with timid or modest, timid lets you outspeed jolly max speed lando.
i think you need to have defensive lando cause it doesnt have to hit stuff like mvenu and other things. lando it should be defensive lando with rocky helmet moves are earthquake lets you hit tran and other steel types and fire types stealth rock to set up hazards hp ice to hit stuff like garchomp and other dragon types and tapy bulu tang and opposing defensive landos /stone edge to hit stuff like zapdos and other flying types. and u turn to get slow momentum a. the spread you should run is 252 hp 216 def 24 spdef and 16 speed. the 24 spdef lets you live from a latios's draco 16 speed to outspeed adament ttar and jolly azu.