Solaros & Lunaris
Hold that faith that is made of steel
Voting time!
by The Dragon Master
by The Dragon Master
by NuttyRabbitHere we go again...
Submitting scarf Lando T
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 212 Atk / 64 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Punishment / Toxic / Knock Off
Looking at the current team, we still need a ground type, and good speed control. Therefore, Lando T is a great addition to our team, as it gives both these roles. It also gives another offensive threat, and has good defensive utility as it is another offensive check to various threats like Mawile, and can revenge kill other threats like a weakened Kartana or Medicham. The last move is dependent on what we use in the last 2 slots, punishment hits Mega Latias, Toxic can hit random stuff, and knock can annoy most anything that dosent have a Z crystal or mega stone.
Vote for your favorite submission by 5/23 at 11:59 PM GMT
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Volt Switch
- Knock Off
- Close Combat
Zeraora provides this team with an extreme amount of utility. To start, it gives the team a form of speed control that is not only naturally faster than the likes of Mega Lopunny, Kartana, Weavile, and Ash Gren, all of whom are currently major threats, but also a form of speed control that is harder to chip thanks to boots AND harder to exploit thanks to not relying on a Scarf. However, what it also provides the team with is a fast pivot that complements the slow pivoting that Corviknight brings. Speaking of Corviknight, while Corviknight serves as a way to lure in Steels and bulky Waters to pivot on into Lele and Medi, Zeraora does the same for the rising Grasses of the tier that are usually used to counter it like Mega Venusaur, Amoong, Serp, Ferro, and Tang, and it can not only pivot on them into Lele and Medi which feast upon them, but it can also Knock them, making it easier to chip them into range of the Psychics (and for Ferro it also chips it heavily with CC, making it easier for Lele to beat it and less risky for Medi to take it out). As an added bonus, it also lures in the various Dragons of the tier and does much the same thing. However, Zera's utility goes even beyond being speed control and a pivot, since thanks to Volt Absorb it can serve as a Volt blocker, stopping the likes of Kokos and Rotoms from pivoting on you. In addition, it also serves as a way to pressure the troublesome Slowtwins, which otherwise easily grab momentum on the team and make it hard to force progress.
For all these reasons, Zeraora slots perfectly onto the team, fulfilling a variety of roles and providing a ton of utility both necessary and just nice to have. The only downside of using Zera is its Ground weakness, although its ability to Knock Grounds and use them as a free switch into Corv is still incredibly useful.