I thought the idea of metal sound on Zapdos was fun if not a bit gimmicky and I wanted to see if it was viable. I think the way I have it set up now forces me into some uncomfortable situations (i.e. it has to run HP Ice for dragons but DDTar gets some free set-up) but it can be a potent wrecking ball. Overall I think this team is missing something defensively but it is improved from where I started. I'm looking for advice on where to improve. Roles/sets are as follows:
Lucario @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Crunch
- Ice Punch
It's been a while since I've run a lead Lucario set but Adamant puts it in the best position to punish early rocks and wreck opposing anti-leads (2HKO on Lead-Machamp is fairly certain if it can break confusion). Sash puts in the work to let Lucario come in late game as death/status fodder or potentially stop a sweep if the sash is maintained without hazards (i.e. opponent switches turn 1). Crunch is a fun 4th slot to catch ghosts coming in expecting e-speed. Generally performs well as a stand-alone mon but doesn't provide any defensive utility and synergy is low.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Spikes
- Shadow Ball
- Grass Knot
- Hidden Power [Ice]
Roserade has a pretty absurd special attack stat when running Modest. Unfortunately, it can't run Leaf Storm and Spikes on the same set, and Spikes on this team enables some other mons (Dnite/Zapdos) to bypass the need for power boosting to deal serious damage. I'm kind of forced into HP Ice because of Dnite, otherwise ground would be a nice option to catch non-scarf heatran. Shadow ball is thrown on because otherwise the rotom family is a bit frustrating to deal with (particularly rest-talk) but it is probably the most switchable of those moves (different offensive utility or support in the form of aromatherapy/stun spore could be options).
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 12 Atk / 244 SpD
Sassy Nature
- Stealth Rock
- Protect
- Lava Plume
- Explosion
SpDef Heatran gets up rocks, keeps Jirachi at bay, and booms on opposing threats. Heatran also prevents the aforementioned rotom from causing problems. I needed a mon to get up rocks and prevent choice scarf/specs Heatran from blasting through my team and the fire immunity is therefore appreciated. I had some issues KO'ing things on the boom so I threw in a couple attack IVs, though really I could be more precise with this allocation. The rest is thrown into SpDef which gives me the luxury of booming/surviving some boosted super effective threats.
Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Metal Sound
- Hidden Power [Ice]
- Thunderbolt
- Roost
Zapdos is one of my favorite mons and I thought metal sound was an interesting concept to blitz opposing special walls (Heatran, Clef, and Tyranitar don't particularly care for 70%+ thunderbolts). The goal is that metal sound either forces the opponent out and subjects the incoming mon to hazard damage, or Zapdos catches a check coming in with a metal sound and then cleans up after hazards. Max investment into speed allows Zapdos to become a problem for non-invested Jirachi. I think the trade-off from Modest (which does extra but doesn't exceed any KO thresholds that Timid + MS doesn't already) is worthwhile for the speed confidence. Roost is kind of integral to longevity, but it does limit versatility. I also experimented with HP Flying/Fighting but ultimately Zapdos likes the psudo bolt-beam coverage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 112 Def / 144 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Thunderbolt
- Reflect
- Pain Split
Rotom-W provides good defensive synergy with the team (ground immunity, spread burns, reflect can mitigate risk of wisp missing and let others set-up if switches occur). I'm also a fan of defensive rotom in general. I do wonder if Wisp is necessary/worth the risk but I'm not sure what else is worth running. Hydro could let it bother Tyranitar a bit more, but I don't know if the utility is worthwhile. I really love reflect here because its generally disruptive to a lot of physical offense.
Dragonite @ Leftovers
Ability: Inner Focus
EVs: 252 Atk / 52 SpA / 204 Spe
Lonely Nature
- Agility
- Draco Meteor
- Outrage
- Fire Blast
I like running agility sets in general because in most cases they are unexpected (i.e. most set-up dragonite run DDance). Maybe its a bit silly to invest fully in attack when 2/3 of the moveset are special, but the endgame is to click outrage on unresistant mons weakened by hazards. I run enough speed IVs to out-speed scarf flygon and then invest the rest in SpA. I needed something offensive that also could set-up on fire, fighting, or ground mons and dragonite seemed to fit well here (otherwise infernape kind of cleans house).
Results have been mixed, though losses have helped me tinker with IVs/item sets to be a bit more threat specific. Hyper offense has seemed to tear through me but half of the team avoids spikes, and 6/6 are immune to t-spikes. Any advice is appreciated.
Lucario @ Focus Sash
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Crunch
- Ice Punch
It's been a while since I've run a lead Lucario set but Adamant puts it in the best position to punish early rocks and wreck opposing anti-leads (2HKO on Lead-Machamp is fairly certain if it can break confusion). Sash puts in the work to let Lucario come in late game as death/status fodder or potentially stop a sweep if the sash is maintained without hazards (i.e. opponent switches turn 1). Crunch is a fun 4th slot to catch ghosts coming in expecting e-speed. Generally performs well as a stand-alone mon but doesn't provide any defensive utility and synergy is low.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Spikes
- Shadow Ball
- Grass Knot
- Hidden Power [Ice]
Roserade has a pretty absurd special attack stat when running Modest. Unfortunately, it can't run Leaf Storm and Spikes on the same set, and Spikes on this team enables some other mons (Dnite/Zapdos) to bypass the need for power boosting to deal serious damage. I'm kind of forced into HP Ice because of Dnite, otherwise ground would be a nice option to catch non-scarf heatran. Shadow ball is thrown on because otherwise the rotom family is a bit frustrating to deal with (particularly rest-talk) but it is probably the most switchable of those moves (different offensive utility or support in the form of aromatherapy/stun spore could be options).
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 12 Atk / 244 SpD
Sassy Nature
- Stealth Rock
- Protect
- Lava Plume
- Explosion
SpDef Heatran gets up rocks, keeps Jirachi at bay, and booms on opposing threats. Heatran also prevents the aforementioned rotom from causing problems. I needed a mon to get up rocks and prevent choice scarf/specs Heatran from blasting through my team and the fire immunity is therefore appreciated. I had some issues KO'ing things on the boom so I threw in a couple attack IVs, though really I could be more precise with this allocation. The rest is thrown into SpDef which gives me the luxury of booming/surviving some boosted super effective threats.
Zapdos @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Metal Sound
- Hidden Power [Ice]
- Thunderbolt
- Roost
Zapdos is one of my favorite mons and I thought metal sound was an interesting concept to blitz opposing special walls (Heatran, Clef, and Tyranitar don't particularly care for 70%+ thunderbolts). The goal is that metal sound either forces the opponent out and subjects the incoming mon to hazard damage, or Zapdos catches a check coming in with a metal sound and then cleans up after hazards. Max investment into speed allows Zapdos to become a problem for non-invested Jirachi. I think the trade-off from Modest (which does extra but doesn't exceed any KO thresholds that Timid + MS doesn't already) is worthwhile for the speed confidence. Roost is kind of integral to longevity, but it does limit versatility. I also experimented with HP Flying/Fighting but ultimately Zapdos likes the psudo bolt-beam coverage.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 112 Def / 144 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Thunderbolt
- Reflect
- Pain Split
Rotom-W provides good defensive synergy with the team (ground immunity, spread burns, reflect can mitigate risk of wisp missing and let others set-up if switches occur). I'm also a fan of defensive rotom in general. I do wonder if Wisp is necessary/worth the risk but I'm not sure what else is worth running. Hydro could let it bother Tyranitar a bit more, but I don't know if the utility is worthwhile. I really love reflect here because its generally disruptive to a lot of physical offense.
Dragonite @ Leftovers
Ability: Inner Focus
EVs: 252 Atk / 52 SpA / 204 Spe
Lonely Nature
- Agility
- Draco Meteor
- Outrage
- Fire Blast
I like running agility sets in general because in most cases they are unexpected (i.e. most set-up dragonite run DDance). Maybe its a bit silly to invest fully in attack when 2/3 of the moveset are special, but the endgame is to click outrage on unresistant mons weakened by hazards. I run enough speed IVs to out-speed scarf flygon and then invest the rest in SpA. I needed something offensive that also could set-up on fire, fighting, or ground mons and dragonite seemed to fit well here (otherwise infernape kind of cleans house).
Results have been mixed, though losses have helped me tinker with IVs/item sets to be a bit more threat specific. Hyper offense has seemed to tear through me but half of the team avoids spikes, and 6/6 are immune to t-spikes. Any advice is appreciated.