So I'm using this team on Showdown, pretty successful so far but some fine-tuning is appreciated
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4SpD / 252 Spe
Jolly Nature
- U-Turn
- Poison Jab
- Knock Off
- Drill Run
Beedrill is obviously the key component, with Adaptability U-Turn denting a lot of stuff, and Poison Jab nailing clefable and the occasional Lele. Knock off is all-around useful, and drill run murders Magnezone and Heatran. Obviously very very frail, but hit-and-run is the essence of this pokemon anyways, so, not too big of a deal. However, stealth rock is the bane of this set so my countermeasures are listed below.
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpAtk / 4 Def / 252 Spe
IVs: 0 Atk
Timid nature
- Surf
- Water Shuriken
- Dark Pulse
- Ice Beam
I've lost battles to Hydro Pump misses before, so surf is useful for safer KO's on weakened mons. It is kinda weak without a rain boost, but then again, i use this grenin to finish off weakened attackers and/or skarmories, and in scenarios like this, surf's accuracy is needed. Water Shuriken and Dark Pulse are standard, while Ice Beam is used over spikes to better handle Garchomp, Lando-T, Serperior, Dragonite after rocks etc.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpAtk / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Thunderbolt
- Volt Switch
- HP Ice
- Defog
The "Volt" part of VoltTurn. Pretty standard, although Defog is used to keep the team's glass cannon, beedrill, alive a little longer. Thunderbolt with a terrain boost hits hard (duh), HP ice is for lando-t and weakened Garchomps, and the only item i could think of was a magnet to power up t-bolt even futher, and give volt switch a little more strength. it could help against, say, a 70% Pex.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-Turn
- Defog
Physically Defensive Hazard control, and as you can clearly tell, Mega Beedrill does NOT appreciate entry hazards so the more defog there is, the better. Normal defensive Lando-T besides that, Defog+Rocks lets me set the hazards completely in my favor, earthquake is straightforward, and who doesn't like extra U-Turn? I was considering HP Ice on the set to ease the matchup against opposing Landos, but Defog is sorely missed.
Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpAtk / 252 Spe
Naive Nature
- Freeze Shock
- Ice Beam
- Fusion Bolt
- Earth Power
Subzero Slammer needs no explanation whatsoever, Ice Beam for reliable stab, Fusion Bolt for the BoltBeam coverage, and earth power crushes magnezone and several other pokemon. a Naive nature is used to make sure Ice Beam and Earth Power aren't weakened, while keeping some physical bulk on Kyurem. This set often gets annihilated by Ferro, especially since substitute is useless against Gyro Ball variants, so my answer is listed below:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpAtk / 252 SpDef
IVs: 0 Atk
Calm Nature
- Lava Plume
- Earth Power
- Protect
- Toxic
I actually used to have an Assault Vest Magearna in this slot, but my team was getting ruined by Protect+Seed Ferrothorn so I swapped Magearna for a sp. defensive Heatran. Since this set's main purpose is to incinerate ferrothorn, i dont really care about the speed EVs. Should I? Please tell me if I should. The moves are standard ctrl C + ctrl V for a special defence heatran, nothing too extraordinary there.
...And that covers just about everything, any adjustments needed?
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4SpD / 252 Spe
Jolly Nature
- U-Turn
- Poison Jab
- Knock Off
- Drill Run
Beedrill is obviously the key component, with Adaptability U-Turn denting a lot of stuff, and Poison Jab nailing clefable and the occasional Lele. Knock off is all-around useful, and drill run murders Magnezone and Heatran. Obviously very very frail, but hit-and-run is the essence of this pokemon anyways, so, not too big of a deal. However, stealth rock is the bane of this set so my countermeasures are listed below.
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpAtk / 4 Def / 252 Spe
IVs: 0 Atk
Timid nature
- Surf
- Water Shuriken
- Dark Pulse
- Ice Beam
I've lost battles to Hydro Pump misses before, so surf is useful for safer KO's on weakened mons. It is kinda weak without a rain boost, but then again, i use this grenin to finish off weakened attackers and/or skarmories, and in scenarios like this, surf's accuracy is needed. Water Shuriken and Dark Pulse are standard, while Ice Beam is used over spikes to better handle Garchomp, Lando-T, Serperior, Dragonite after rocks etc.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpAtk / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Thunderbolt
- Volt Switch
- HP Ice
- Defog
The "Volt" part of VoltTurn. Pretty standard, although Defog is used to keep the team's glass cannon, beedrill, alive a little longer. Thunderbolt with a terrain boost hits hard (duh), HP ice is for lando-t and weakened Garchomps, and the only item i could think of was a magnet to power up t-bolt even futher, and give volt switch a little more strength. it could help against, say, a 70% Pex.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-Turn
- Defog
Physically Defensive Hazard control, and as you can clearly tell, Mega Beedrill does NOT appreciate entry hazards so the more defog there is, the better. Normal defensive Lando-T besides that, Defog+Rocks lets me set the hazards completely in my favor, earthquake is straightforward, and who doesn't like extra U-Turn? I was considering HP Ice on the set to ease the matchup against opposing Landos, but Defog is sorely missed.
Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpAtk / 252 Spe
Naive Nature
- Freeze Shock
- Ice Beam
- Fusion Bolt
- Earth Power
Subzero Slammer needs no explanation whatsoever, Ice Beam for reliable stab, Fusion Bolt for the BoltBeam coverage, and earth power crushes magnezone and several other pokemon. a Naive nature is used to make sure Ice Beam and Earth Power aren't weakened, while keeping some physical bulk on Kyurem. This set often gets annihilated by Ferro, especially since substitute is useless against Gyro Ball variants, so my answer is listed below:
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpAtk / 252 SpDef
IVs: 0 Atk
Calm Nature
- Lava Plume
- Earth Power
- Protect
- Toxic
I actually used to have an Assault Vest Magearna in this slot, but my team was getting ruined by Protect+Seed Ferrothorn so I swapped Magearna for a sp. defensive Heatran. Since this set's main purpose is to incinerate ferrothorn, i dont really care about the speed EVs. Should I? Please tell me if I should. The moves are standard ctrl C + ctrl V for a special defence heatran, nothing too extraordinary there.
...And that covers just about everything, any adjustments needed?
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