Other [MONOTYPE] Ride the Delta Stream(A Flying Team)

A Flying Team


Welcome to my second RMT, this is a flying team I have been working on and have enjoyed using a lot, with Zapdos' recent unbanning on flying I felt it would be a good time to build a team around the skarm/dos core, the resulting team is here below.

THE TEAM


DETAILED ANALYSIS


Gyarados @ Gyaradosite | Intimidate
Jolly | 172 Atk / 84 SpDef / 252 Spe
• Dragon Dance
• Substitute
• Waterfall
• Crunch

  • Overview:

    Gyarados is the chosen mega for this team, as his weakness can be synergised well with the rest of the team with the fighting weakness being negated by over half of the team as well as being resistant to ice type attacks.

  • In-depth analysis:

    Substitute serves to block any status that may come Gyarados' way and in conjunction with Dragon Dance the status' setters can be set up on, examples of such walls are Mega-Sableye, Foul Play Porygon2 and Slowbro to name a few. The Waterfall and Crunch provides good coverage and will one shot many pokemon after a dragon dance or two. Below are some calcs +2 172 Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 232+ Def Slowbro: 390-458 (98.9 - 116.2%) -- guaranteed OHKO after Stealth Rock (Slowbro only does around 10% in return so setting up to +2 is easily done) +2 172 Atk Mold Breaker Mega Gyarados Crunch vs. 248 HP / 0 Def Scizor: 283-334 (82.5 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock +2 172 Atk Mold Breaker Mega Gyarados Crunch vs. 248 HP / 252+ Def Rotom-W: 195-229 (64.3 - 75.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery Max speed allows for Gyarados to outspeed base 80 Choice scarf users such as Chandelure and Togekiss after 1 Dragon Dance with some bulk going into Spd to give it the equivalent of a max base 95 Spd, no investment in defence is needed as intimidate on the switch in helps that.
  • Usage Tips:

    Gyarados should be brought in on resisted hits or neutral coverage or on walls as mentioned earlier, preferably on the physical side to get the intimidate drop and reduce incoming damage, mega can be put off to set up on fighting or ground attacks, however this can lead to mind games so play carefully with this. When forcing out an opposing Pokemon go for a dragon dance or a sub whichever you feel will be of more use. Gyarados also a appreciates Keldeo and other threats being removed so sometimes its best to save Gyarados for mid to late game if you can.



Landorus-Therian @ Choice Scarf | Intimidate
Adamant | 44 HP / 252 Atk / 212 Spe
• U-Turn
• Earthquake
• Stone Edge
• Knock Off/Superpower

  • Overview:

    Landorus acts as an electric immunity on the team as well as an offensive presence to pressure other offensive pokemon. The intimidate and typing with U-turn also allow it to act as a pivot and scout.

  • In-depth analysis:

    U-turn is simple enough it allows you to scout out opposing attacks or can be used to gain momentum if it forces a switch allowing you to bring in the appropriate counter. Edgequake provides great coverage hitting many types for solid damage even when resisted the max attack adamant still means earthquake is going to sting. The final moveslot comes down to personal preference, I personally prefer the knock off support as it can knock off incoming items of things that would counter landorus. Superpower can be used for extra coverage against certain steel types such as ferrothorn but the attack drop forces you out anyway. The EV spread maximises Landorus' attack giving it maximum fire power, the speed EV's allow for landorus to outspeed base 135's such as manetric-mega. The final 44 EVs have gone into HP to increase its overall bulk.

  • Usage Tips:

    Landorus is best brought in on electrical attacks or opponents who are choice locked into physical attacks or electrical ones where it can steal momentum and put it into your favour with the U-Turn, Landorus can be brought in at any point in the game to punch holes early game or clean up late game. Rocks support helps a lot in breaking sashes that may otherwise stop landorus in its tracks.



Skarmory @ Rocky Helmet | Rocky Helmet
Impish | 248 HP / 252 Def / 8 SpD
• Stealth Rock
• Brave Bird/Iron Head
• Defog/Whirlwind
• Roost

  • Overview:

    Skarmory serves as the physical wall, with its amazing typing and defensive stats. It serves as the teams hazard setter which it can do with ease thanks to its typing.
  • In-depth analysis:

    Stealth rocks is pretty self explanatory, assisting in the offence of it's team mates by breaking sturdy and sashes. The offensive move comes down to preference with iron head nailing ice and rock types such as Diancie, Cradily and Weavile. Brave Bird on the other hand hits hard and can be used to take out the likes of Keldeo on the switch as well as providing physical flying stab on the team. Defog allows for hazards to be removed vs physical attackers such as terrakion which zapdos can't defog on whereas whirlwind can rack up extra hazard damage and remove set up sweepers. Roost provides a really solid recovery and removes the flying type. The Ev's give skarm as much defence as possible with an odd HP, the final 8 EV's go into spdef to boost that bulk in a minor way.

  • Usage Tips:

    Skarmory with Rocky Helmet can be thrown in on most physical attacks to rack extra damage in particular vs U turn. It's ideal to keep skarm at as high health as possible to maximise its defensive capabilities if you expect a special attack swap out to zapdos or gyarados depending on the attack.



Togekiss @ Choice Scarf | Serene Grace
Impish | 4 Def / 252 SpA / 252 Spe
• Air Slash
• Dazzling Gleam
• Fire Blast/Flamethrower
Aura Sphere Trick

  • Overview:

    The special scarfer and dragon check of this team sporting a usable base 80 speed and great ability it becomes a saviour in pinch.

  • In-depth analysis:

    Thanks to the choice scarf Togekiss becomes extremely hard to take out without a faster scarf or base 145+ speed, thanks to serene grace air slash has a 60% chance to flinch, don't be to reliant on this though as all it takes is for lady luck to frown on you for Togekiss to kiss the dirt. Dazzling Gleam adds a secondary stab and hits dragons such as the Lati twins hard as well as for that extra power against fighting types and Sableye. The choice between Flamethrower and Fire Blast comes down to what you value more power or accuracy. Both moves hit the likes of Skarmory, Scizor and Ferrothorn hard, and aura sphere rounds off the coverage hitting the likes of Mamoswine and Heatran harder. Trick can be used for togekiss to remove the burden of being locked into one move as well as crippling defencive opponents such as porygon-2 and Slowbro (suggestion by Stunfisk the Great). Max Speed and Special attack maximises the use of the choice scarf, the 4 EV's go into defence to maintain the odd HP number.
  • Usage Tips:

    Togekiss should use its immunity to its advantage swapping in on suspected dragon attacks as well as dark attacks, its weaknesses to steel and poison are patched up well by Skarm. Togekiss should attack with air slash if it out speeds using appropriate coverage moves when the time calls for it. Togekiss can also function to revenge kill thanks to its great coverage swapping in after a comrade falls. Trick should be used when its direly needed or late game once Togekiss has checked all that it needs to check.



Zapdos @ Leftovers | Pressure
Calm| 248 HP / 244 SpD / 16 Spe
• Discharge/Thunderbolt
• Heat Wave
• Roost
• Defog

  • Overview:

    Zapdos forms the second half of the defensive core, acting as the specially defensive half, thanks to its typing it resists the electric attacks that otherwise take out skarm.

  • In-depth analysis:

    Discharge and Heatwave have great coverage and even uninvested hit hard and with the addition of 16 speed EVs adamant Bisharp and Breloom are outsped and hit hard with the heat wave. Thunderbolt can be used over discharge for the added power at a cost to the paralyse chance. Defog allows for hazard removal against special attackers provided they aren't super effective. Roost allows for stealth rock damage to be removed as well as make the most of pressure against some of the bulkier attackers you may come against. The HP at 248 EV's gives the more desirable Odd HP number with the final 244 being pumped into SpD.

  • Usage Tips:

    Zapdos can be brought in on neutral special attacks and defog as they are forced out or go for a second attack, the defog can also bait in Bisharp which can then be hit with a heat wave as it comes in. Zapdos is also effective against a lot of setters such as opposing Skarm, Forretress and Ferrothorn using these as perfect switchins.



Thundurus @ Leftovers | Prankster
Timid | 252 SpA / 4 SpD / 252 Spe
IVs: | 30 Atk / 30 Def
• Thunder Wave
• Thunderbolt
• Hidden Power-Ice
• Protect

  • Overview:

    Thundurus is a massive powerhouse in the special department and can spread around status easily thanks to its fast prankster.

  • In-depth analysis:

    Thundurus is essential to this team beating Kyurem black who will otherwise run though the team unchecked, Thunder wave stops Kyurem in its tracks allowing its cousin Landorus to hit it hard or Togekiss to Para-Flinch it. Thunderbolt is the main STAB dealing heavy damage to things not Specially Defensive or resisted. HP Ice deals with Garchomp, Landorus-I and Dragonite with ease. Grass Knot is the final move choice as it helps with cleaning Ground and Water teams by maiming Hippowdon, Swampert, etc. The EVs maximise Thundurus' presence no HP investment maximises the usage of the life orb at 11 turns instead of 10.

  • Usage Tips:

    Thundurus can serve as an effective lead as it can bluff the taunt and issue a massive damage in return, doubling Thundurus in is also effective. Once Thundurus is in you should punch as many holes as you can with the BoltBeam coverage making life easier for its teammates.

Threats:

  • Kyurem-Black: Kyu-B has massively powerful bolt beam coverage which can tear this team apart systematically the best that can be done is T-Waving the Kyurem for Togekiss to finish off or setting in steal rocks and forcing it out and in to rack up extra damage
  • Porygon-2: If Porygon-2 is running bolt beam then it will bulk out the team and tank pretty much anything thrown and KO in return with it just recovering to repeat the process
  • Ice Teams: As a whole Ice is extremely hard for this team to beat the priority ice shards and some of the bulkier Pokemon can wreck through the team systematically as any strong ice beam can run through most of the team except Gyarados.

I hope you guys have as much fun as I have in using this team. Feel free to use it and leave advice from your own experiences with it so the team can develop further. Thank you for taking the time to read this and enjoy :)

scpinion

Quick update on the thread http://strawpoll.me/5440568 Vote for the type you would like to see on the forum, I will conclude the vote next week so I can build the team ready to be posted in 2 weeks time
 
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A Flying Team


Welcome to my second RMT, this is a flying team I have been working on and have enjoyed using a lot, with Zapdos' recent unbanning on flying I felt it would be a good time to build a team around the skarm/dos core, the resulting team is here below.

THE TEAM


DETAILED ANALYSIS


Gyarados @ Gyaradosite | Intimidate
Jolly | 172 Atk / 84 SpDef / 252 Spe
• Dragon Dance
• Substitute
• Waterfall
• Crunch

  • Overview:

    Gyarados is the chosen mega for this team, as his weakness can be synergised well with the rest of the team with the fighting weakness being negated by over half of the team as well as being resistant to ice type attacks.

  • In-depth analysis:

    Substitute serves to block any status that may come Gyarados' way and in conjunction with Dragon Dance the status' setters can be set up on, examples of such walls are Mega-Sableye, Foul Play Porygon2 and Slowbro to name a few. The Waterfall and Crunch provides good coverage and will one shot many pokemon after a dragon dance or two. Below are some calcs +2 172 Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 232+ Def Slowbro: 390-458 (98.9 - 116.2%) -- guaranteed OHKO after Stealth Rock (Slowbro only does around 10% in return so setting up to +2 is easily done) +2 172 Atk Mold Breaker Mega Gyarados Crunch vs. 248 HP / 0 Def Scizor: 283-334 (82.5 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock +2 172 Atk Mold Breaker Mega Gyarados Crunch vs. 248 HP / 252+ Def Rotom-W: 195-229 (64.3 - 75.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery Max speed allows for Gyarados to outspeed base 80 Choice scarf users such as Chandelure and Togekiss after 1 Dragon Dance with some bulk going into Spd to give it the equivalent of a max base 95 Spd, no investment in defence is needed as intimidate on the switch in helps that.
  • Usage Tips:

    Gyarados should be brought in on resisted hits or neutral coverage or on walls as mentioned earlier, preferably on the physical side to get the intimidate drop and reduce incoming damage, mega can be put off to set up on fighting or ground attacks, however this can lead to mind games so play carefully with this. When forcing out an opposing Pokemon go for a dragon dance or a sub whichever you feel will be of more use. Gyarados also a appreciates Keldeo and other threats being removed so sometimes its best to save Gyarados for mid to late game if you can.



Landorus-Therian @ Choice Scarf | Intimidate
Adamant | 44 HP / 252 Atk / 212 Spe
• U-Turn
• Earthquake
• Stone Edge
• Knock Off/Superpower

  • Overview:

    Landorus acts as an electric immunity on the team as well as an offensive presence to pressure other offensive pokemon. The intimidate and typing with U-turn also allow it to act as a pivot and scout.

  • In-depth analysis:

    U-turn is simple enough it allows you to scout out opposing attacks or can be used to gain momentum if it forces a switch allowing you to bring in the appropriate counter. Edgequake provides great coverage hitting many types for solid damage even when resisted the max attack adamant still means earthquake is going to sting. The final moveslot comes down to personal preference, I personally prefer the knock off support as it can knock off incoming items of things that would counter landorus. Superpower can be used for extra coverage against certain steel types such as ferrothorn but the attack drop forces you out anyway. The EV spread maximises Landorus' attack giving it maximum fire power, the speed EV's allow for landorus to outspeed base 135's such as manetric-mega. The final 44 EVs have gone into HP to increase its overall bulk.

  • Usage Tips:

    Landorus is best brought in on electrical attacks or opponents who are choice locked into physical attacks or electrical ones where it can steal momentum and put it into your favour with the U-Turn, Landorus can be brought in at any point in the game to punch holes early game or clean up late game. Rocks support helps a lot in breaking sashes that may otherwise stop landorus in its tracks.



Skarmory @ Rocky Helmet | Rocky Helmet
Impish | 248 HP / 252 Def / 8 SpD
• Stealth Rock
• Brave Bird/Iron Head
• Defog/Whirlwind
• Roost

  • Overview:

    Skarmory serves as the physical wall, with its amazing typing and defensive stats. It serves as the teams hazard setter which it can do with ease thanks to its typing.
  • In-depth analysis:

    Stealth rocks is pretty self explanatory, assisting in the offence of it's team mates by breaking sturdy and sashes. The offensive move comes down to preference with iron head nailing ice and rock types such as Diancie, Cradily and Weavile. Brave Bird on the other hand hits hard and can be used to take out the likes of Keldeo on the switch as well as providing physical flying stab on the team. Defog allows for hazards to be removed vs physical attackers such as terrakion which zapdos can't defog on whereas whirlwind can rack up extra hazard damage and remove set up sweepers. Roost provides a really solid recovery and removes the flying type. The Ev's give skarm as much defence as possible with an odd HP, the final 8 EV's go into spdef to boost that bulk in a minor way.

  • Usage Tips:

    Skarmory with Rocky Helmet can be thrown in on most physical attacks to rack extra damage in particular vs U turn. It's ideal to keep skarm at as high health as possible to maximise its defensive capabilities if you expect a special attack swap out to zapdos or gyarados depending on the attack.



Togekiss @ Choice Scarf | Serene Grace
Impish | 4 Def / 252 SpA / 252 Spe
• Air Slash
• Dazzling Gleam
• Fire Blast/Flamethrower
• Aura Sphere

  • Overview:

    The special scarfer and dragon check of this team sporting a usable base 80 speed and great ability it becomes a saviour in pinch.

  • In-depth analysis:

    Thanks to the choice scarf Togekiss becomes extremely hard to take out without a faster scarf or base 145+ speed, thanks to serene grace air slash has a 60% chance to flinch, don't be to reliant on this though as all it takes is for lady luck to frown on you for Togekiss to kiss the dirt. Dazzling Gleam adds a secondary stab and hits dragons such as the Lati twins hard as well as for that extra power against fighting types and Sableye. The choice between Flamethrower and Fire Blast comes down to what you value more power or accuracy. Both moves hit the likes of Skarmory, Scizor and Ferrothorn hard, and aura sphere rounds off the coverage hitting the likes of Mamoswine and Heatran harder. Max Speed and Special attack maximises the use of the choice scarf, the 4 EV's go into defence to maintain the odd HP number.
  • Usage Tips:

    Togekiss should use its immunity to its advantage swapping in on suspected dragon attacks as well as dark attacks, its weaknesses to steel and poison are patched up well by Skarm. Togekiss should attack with air slash if it out speeds using appropriate coverage moves when the time calls for it. Togekiss can also function to revenge kill thanks to its great coverage swapping in after a comrade falls .



Zapdos @ Leftovers | Pressure
Calm| 248 HP / 244 SpD / 16 Spe
• Discharge/Thunderbolt
• Heat Wave
• Roost
• Defog

  • Overview:

    Zapdos forms the second half of the defencive core, acting as the specially defensive half, thanks to its typing it resists the electric attacks that otherwise take out skarm.

  • In-depth analysis:

    Discharge and Heatwave have great coverage and even uninvested hit hard and with the addition of 16 speed EVs adamant Bisharp and Breloom are outsped and hit hard with the heat wave. Thunderbolt can be used over discharge for the added power at a cost to the paralyse chance. Defog allows for hazard removal against special attackers provided they aren't super effective. Roost allows for stealth rock damage to be removed as well as make the most of pressure against some of the bulkier attackers you may come against. The HP at 248 EV's gives the more desirable Odd HP number with the final 244 being pumped into spdef.

  • Usage Tips:

    Zapdos can be brought in on neutral special attacks and defog as they are forced out or go for a second attack, the defog can also bait in Bisharp which can then be hit with a heat wave as it comes in. Zapdos is also effective against alot of setters such as opposing Skarm, Forretress and Ferrothorn using these as perfect switchins.



Thundurus @ Leftovers | Prankster
Timid | 252 SpA / 4 SpD / 252 Spe
IVs: | 30 Atk / 30 Def
• Thunder Wave
• Thunderbolt
• Hidden Power-Ice
• Protect

  • Overview:

    Thundurus is a massive powerhouse in the special department and can spread around status easily thanks to its fast prankster.

  • In-depth analysis:

    Thundurus is essential to this team beating kyurem black who will otherwise run though the team un checked, Thunderwave stops kyurem in its tracks allowing its cousin landorus to hit it hard or togekiss to paraflinch it. Thunderbolt is the main STAB dealing heavy damage to things not Specially Defensive or resisted. HP Ice deals with Garchomp, Landorus-I and Dragonite with ease. Grass Knot is the final move choice as it helps with cleaning Ground and water teams by maiming hippowdon, swampert etc. The EVs maximise Thundurus' presence no HP investment maximises the usage of the life orb at 11 turns instead of 10.

  • Usage Tips:

    Thundurus can serve as an effective lead as it can bluff the taunt and issue a massive damage in return, doubling thundurus in is also effective. Once thundurus is in you should punch as many holes as you can with the BoltBeam coverage making life easier for its teammates.

Threats:

  • Kyurem-Black: Kyu-B has massively powerful bolt beam coverage which can tear this team apart systematically the best that can be done is T-Waving the Kyurem for Togekiss to finish off or setting in steal rocks and forcing it out and in to rack up extra damage
  • Porygon-2: If porygon 2 is running bolt beam then it will bulk out the team and tank pretty much anything thrown and KO in return with it just recovering to repeat the process
  • Ice Teams: As a whole Ice is extremely hard for this team to beat the priority ice shards and some of the bulkier pokemon can wreck through the team systematically as any strong ice beam can run through most of the team except gyarados.

I hope you guys have as much fun as I have in using this team. Feel free to use it and leave advice from your own experiences with it so the team can develop further. Thank you for taking the time to read this and enjoy :)

scpinion
Great team Vale! First off, there are some typos, especially on thundy, I'd fix that. 2nd thing is, I'd slash Trick on Togekis. This can help you against Porygon2 and other walls. Idk why you have aura sphere tbh. I can see it usable for Heatran, bit Sp Def ones are gonna eat that right up, so tbh I wouldn't even. Otherwise, love it! :)
 
Great team Vale! First off, there are some typos, especially on thundy, I'd fix that. 2nd thing is, I'd slash Trick on Togekis. This can help you against Porygon2 and other walls. Idk why you have aura sphere tbh. I can see it usable for Heatran, bit Sp Def ones are gonna eat that right up, so tbh I wouldn't even. Otherwise, love it! :)
Thanks for the reply, I've added the change to the RMT and will be trying out the trick later.
 
Awesome team Vale. I really enjoyed using it and did you ever consider using Thundurus-Therian? I might think its a great choice since has acess to grass knot to KO water/ground types and has focus blast to kill scarf kyurem-b or heatran. Im just listing suggestions as of now but Bravo on this team
 
I will post some alternative team options later on in the week with some ways the team can be adapted to be furthered or just for a little variation on the teams
 
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