My take on Force of Nature

Its Force of Nature. What else is there to say really?

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Fluffles (Tyranitar) @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature
- Crunch
- Pursuit
- Stone Edge
- Earthquake

He's my pursuit trapper for the team. Traps Lati@s (among other things) to eliminate Keldeo's counters so that Keldeo can start spamming Hydro Pump or Secret Sword. EVs + Assault Vest are to maximise Special Defense and wow is it high. Here's an example calc to put things into perspective:
252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 252+ SpD Assault Vest Tyranitar in Sand: 133-156 (32.9 - 38.6%) -- 97.1% chance to 3HKO
That's a STAB Super-Effective LO Hydro Pump...
Vest is also really useful for switching into Lati@s and take next to no damage. Some of them have Surf or HP Fighting as well, neither of which will do that much thanks to Vest.
Other than that, no Crunch and Stone Edge are obvious STAB options and EQ is just good coverage against stuff like Heatran, though I'm tempted to switch it to Ice Beam for Gliscor and Ladorus switch-ins.

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MLP is gay (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Keldeo is a great wallbreaker and can be a late game cleaner once its counters are removed. The most common counters are Lati@s (which Tyranitar deals with) and Mega Venusaur. Scald is good when you know they will switch into a counter if for some reason you have Keldeo in before they've all gone. Icy Wind hits Thundurus on the switch and 2HKOs and I prefer it to HP Flying because HP Flying doesn't even 2HKO Venusaur and is easy for other mons to switch in on.

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Dragon (Charizard) @ Charizardite Y
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

This and Keldeo are the things that Force of Nature is basically built around, so here he is. Fairly standard set other than Flamethrower over Fire Blast but I can't think of anything that needs to be Fire Blasted to be KO'd. Inform me of some reason to use Fire Blast and I may be persuaded to change. Still, STAB Flamethrower in Sun off that SpA is amazing. Solar Beam and Focus Blast are the standard coverage sets and Roost is for longevity and is useful if my Defogger dies and Rock are up. Zard is usually the one to clean up late game along with Keldeo and is damn good at doing it.

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Ass (Latias) (F) @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Speaking of a Defogger, here she is. Draco Meteor and Psyshock are standard STAB and they hit hard. Defog is the reason I use Latias. Roost is to improve longevity in case I need to Defog again and is just generally useful. The only thing about Latias is that I have no idea if I'm using the right EV spread.

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Thundurustorm (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

I have no idea what Thundurus is generally used for but Prankster T-Wave and Taunt are really useful. I often lead with Thundy depending on the team I'm against. Only thing I don't like is that he doesn't last very long and is easy to wear down. Probably because I'm running LO but LO makes him really powerful. Thunderbolt is standard STAB and deals with the bulky Waters that would otherwise cause this team trouble. HP Ice is useful for hitting Ground-Types and Dragons, namely Landorus, Garchomp and Gliscor.

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Moo (Hippowdon) (M) @ Leftovers
Ability: Sand Force
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Earthquake
- Slack Off
- Toxic
- Stealth Rock

Every team needs hazards, and Hippowdon really fit the bill here. His physical bulk is fantastic and it allows him to check/counter a lot of things like Landorus-T, Garchomp and Mega Mawile. I chose Sand Force over Sandstorm because I didn't really want Tyranitar switching in with like 1 or 2 turns of Sand left that Hippo created and Sand isn't that useful on this team outside Tyranitar himself. Also Sand Force makes EQ really powerful in the sand that Tyranitar brings on. Slack of is obligatory recovery. Toxic is good for stalling. Rock be rocks.
This space was actually Lando-T before but he wasn't bulky enough and I didn't find him that useful. Hippo is a better Bisharp counter as well.


The only real issues I have with this team are Stall and Baton pass. It might just be me not knowing how to play against either, but I do find myself with not much to answer them. The team has brought me decent success but there could be a lot of improvements made I think. Another thing is that I think the team is far too Special based. Literally all of my power comes from Special Attackers. Tyranitar and Hippo are defensive and don't hit that hard neutrally. Keldeo's Secret Sword and Latias' Psyshock kind of help, but still...
 
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