This team is essentially my return to pokemon after taking a break since the end of Black/White 2 meta. It did pretty decently for me, I got to 1400 on Showdown and decided to stop and see what some other people thought of my team, and what to improve, etc.
Terrakion @ Choice Band
Ability: Justified
EVs: 48 HP / 252 Atk / 232 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- X-Scissor
Terrakion is essentially my wall/stallbreaker and what usually ends up being my primary physical attacker on anything it can outspeed, primarily walls and tanks that the rest of the team might have a bit of trouble. Choice Band gives the raw power to take out a ton of threats and 2HKO a lot of even physical walls. The EVs and nature allow it to outspeed any non-boosted garchomp and Mega Pinsir while maxing out the attack. The moves are fairly self-explanatory: CC and Stone Edge for STAB moves that can tear open anything that doesn't resist it, and Iron Head for fairy types and X-Scissor for bulky psychic types on the switch in.
Latios @ Life Orb
Ability: Levitate
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Roost
Gengar used to be here, but it was replaced by Latios under suggestion of you guys. It helps with the large weakness my team would otherwise have to water types that Rotom can't always handle on its own (specifically Keldeo). It also serves as the primary special attacker to open any holes it can for Metagross or Landorus to finish up the opponents. The EVs aren't max speed for the same reason as Terrakion, I don't like to gamble on speed ties so I only put in enough to outspeed whats important (in this case max speed base 108s). Draco Meteor and Psyshock are self-explanatory, and HP Fire is to round out coverage on everything but Tran.
<- Should be mega but I'm lazy and the site I got this from didn't have it.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Earthquake
Mega Metagross doesn't require much explanation, it is a dominant threat in the metagame and can easily take down unprepared teams, in this instance I'm using the rock polish set to use it as my sweeper and late-game cleaner after Terrakion and Gengar punch holes through everything. It also presents some important resistances to rock, dragon, psychic, etc. that can ruin the rest of my team if not for Metagross. EVs are enough to outspeed any non-boosted pokemon after rock polish (including Scarfers), with max attack and the rest in HP for bulk. Rock Polish is what makes this set able to clean up so well, Meteor Mash and Zen Headbutt are the obligatory STAB moves that can do tons of damage if thanks to that insane attack, and Earthquake, I determined, was the best overall coverage move after playing around with Hammer Arm, Ice Punch and Grass Knot.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Lava Plume
- Toxic
- Roar
Standard Specially Defensive Heatran, covers a lot of holes for my team, resistance-wise, and is a solid special wall to handle the likes of Charizard-Y, Ferrothorn, Scizor, etc. It also provides the ever-important stealth rock support for my team. Lefties is for the recovery, and itts importance cannot be overstated. EVs are right off the Smogon page for Heatran because I got a bit lazy here, but it works, which is why its there at all. Stealth Rock is probably the most important move here, we all know its importance, Lava Plume is the standard STAB and burn chance, Tocic helps against other walls and bulky special attackers that Heatran will often be switching into, and Roar prevents most set-up sweepers from setting up for free and adds some residual damage with rocks up.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Rest-Talk Gyarados was here, until replaced by Landorus by suggestion of you guys. It provides an important electric immunity and check/counter to a lot of physical attackers that may otherwise kive the team some trouble, such as fighting types. It also serves as the revenge killer on the team. EVs are the straight forward max attack max speed since it is at a strange speed stat of 91, so it needed to be max speed to outrun any +1 base 90s. Earthquake serves as the main, most powerful move, and is STAB. Stone Edge is coverage and Knock Off is just an all around great move that is often a good option if I want an option more powerful than U-Turn, but still aren't sure of a switch or what play they will do. U-Turn is also great because it gains momentum for the team on switches and poses a threat to pokemon that may have wanted to switch into an Earthquake, such as Lati@s or Rotom-Wash.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom was my revenge killer, until I changed Gyara to Landorus, so it now takes over Gyara's role as the bulky water type and helps to combat ground, fire, and other water types, among others (I'm sure most of you know what Rotom does at this point). EVs I stole from Perennial, so big thanks to him. Volt Switch gains momentum in several scenarios and is good STAB, Hydro Pump is STAB yet again and helps to KO any ground or Fire types that Rotom will inevitably be switching into, Will-O-Wisp raises Rotom's bulk in a way and cripple many pokemon, allowing Metagross or Terrakion to come in and wreck, and Pain Split is recovery.
Terrakion @ Choice Band
Ability: Justified
EVs: 48 HP / 252 Atk / 232 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- X-Scissor
Terrakion is essentially my wall/stallbreaker and what usually ends up being my primary physical attacker on anything it can outspeed, primarily walls and tanks that the rest of the team might have a bit of trouble. Choice Band gives the raw power to take out a ton of threats and 2HKO a lot of even physical walls. The EVs and nature allow it to outspeed any non-boosted garchomp and Mega Pinsir while maxing out the attack. The moves are fairly self-explanatory: CC and Stone Edge for STAB moves that can tear open anything that doesn't resist it, and Iron Head for fairy types and X-Scissor for bulky psychic types on the switch in.
Latios @ Life Orb
Ability: Levitate
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire
- Roost
Gengar used to be here, but it was replaced by Latios under suggestion of you guys. It helps with the large weakness my team would otherwise have to water types that Rotom can't always handle on its own (specifically Keldeo). It also serves as the primary special attacker to open any holes it can for Metagross or Landorus to finish up the opponents. The EVs aren't max speed for the same reason as Terrakion, I don't like to gamble on speed ties so I only put in enough to outspeed whats important (in this case max speed base 108s). Draco Meteor and Psyshock are self-explanatory, and HP Fire is to round out coverage on everything but Tran.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Earthquake
Mega Metagross doesn't require much explanation, it is a dominant threat in the metagame and can easily take down unprepared teams, in this instance I'm using the rock polish set to use it as my sweeper and late-game cleaner after Terrakion and Gengar punch holes through everything. It also presents some important resistances to rock, dragon, psychic, etc. that can ruin the rest of my team if not for Metagross. EVs are enough to outspeed any non-boosted pokemon after rock polish (including Scarfers), with max attack and the rest in HP for bulk. Rock Polish is what makes this set able to clean up so well, Meteor Mash and Zen Headbutt are the obligatory STAB moves that can do tons of damage if thanks to that insane attack, and Earthquake, I determined, was the best overall coverage move after playing around with Hammer Arm, Ice Punch and Grass Knot.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
- Stealth Rock
- Lava Plume
- Toxic
- Roar
Standard Specially Defensive Heatran, covers a lot of holes for my team, resistance-wise, and is a solid special wall to handle the likes of Charizard-Y, Ferrothorn, Scizor, etc. It also provides the ever-important stealth rock support for my team. Lefties is for the recovery, and itts importance cannot be overstated. EVs are right off the Smogon page for Heatran because I got a bit lazy here, but it works, which is why its there at all. Stealth Rock is probably the most important move here, we all know its importance, Lava Plume is the standard STAB and burn chance, Tocic helps against other walls and bulky special attackers that Heatran will often be switching into, and Roar prevents most set-up sweepers from setting up for free and adds some residual damage with rocks up.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Rest-Talk Gyarados was here, until replaced by Landorus by suggestion of you guys. It provides an important electric immunity and check/counter to a lot of physical attackers that may otherwise kive the team some trouble, such as fighting types. It also serves as the revenge killer on the team. EVs are the straight forward max attack max speed since it is at a strange speed stat of 91, so it needed to be max speed to outrun any +1 base 90s. Earthquake serves as the main, most powerful move, and is STAB. Stone Edge is coverage and Knock Off is just an all around great move that is often a good option if I want an option more powerful than U-Turn, but still aren't sure of a switch or what play they will do. U-Turn is also great because it gains momentum for the team on switches and poses a threat to pokemon that may have wanted to switch into an Earthquake, such as Lati@s or Rotom-Wash.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom was my revenge killer, until I changed Gyara to Landorus, so it now takes over Gyara's role as the bulky water type and helps to combat ground, fire, and other water types, among others (I'm sure most of you know what Rotom does at this point). EVs I stole from Perennial, so big thanks to him. Volt Switch gains momentum in several scenarios and is good STAB, Hydro Pump is STAB yet again and helps to KO any ground or Fire types that Rotom will inevitably be switching into, Will-O-Wisp raises Rotom's bulk in a way and cripple many pokemon, allowing Metagross or Terrakion to come in and wreck, and Pain Split is recovery.
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