Piano Man
by Endless Gadgets
Introduction:
Hello everyone! My name is EndlessGadgets (Erupquake24 on PS!). I have been battling competitively for a while, but I never got around to creating a Smogon forums account until now. I have been working hard on this team and decided to create this account to ask for opinions and help on a team I have been using for the last two weeks. I am not the best battler, so I have only peaked around 1350. This team has gone through many changes, as I will explain down below. At this point I'm familiar with it, but I was hoping to get some fresh eyes and minds to help me out. With that out of the way, onto Teambuilding!
Teambuilding:
I started out with an offensive core of Choice Band Victini and Nasty Plot Thundurus-I. I knew I wanted the power of V-Create for wallbreaking. Thundurus-I pairs well, despite the Stealth Rock weakness, for providing speed control via T-Wave to allow Victini to hit faster threats hard. It also provided me with a wincon against the worn-down team.
The SR weakness was plain as day and bulky ground types were an obvious problem, so I added Analytic LO Starmie. This thing's Hydro Pumps and Ice Beams demolish rock and ground types and Rapid Spin is invaluable on this team. I also added Scarfchomp because I wanted a fast ground type as a switch in to Volt Switch and rock-type moves, and the utility of Rough Skin was nice against Bisharp, which the team struggled against, and U-Turn.
Next I added Suicide Spiker Froslass for Spikes, D-Bond, and a very fast Ice Beam. I then decided to add Standard DD Mega Altaria as another win condition and as a switch-in to dragon- and dark-type moves. After playing about 15 battles, I noticed dark and ghost types were huge problems and my lack of priority let set-up sweepers destroy me. I also noticed that Victini would faint quickly and could be easily played around by a good player.
By the suggestion of my good friend, I swapped Victini for CB Entei and my team instantly became better. While lacking the power of V-Create, Sacred Fire still dealt huge damage. It was also much harder to play around thanks to its (stupid) 50% burn chance and lack of stat drops afterwards. ExtremeSpeed also proved immensely useful, saving me from Mega Pinsirs, Mega Alakazams, and BD Azumarills.
At this point, Froslass was quickly becoming dead weight, especially as I begin to play better players. The rock and dark weaknesses on my team were also becoming problematic, so I decided to replace it with Expert Belt Terrakion. It was a powerful wallbreaker and could usually set up Stealth Rocks two to three times a match if necessary. In addition to Stealth Rock, Close Combat, and Stone Edge, I ran Poison Jab to give me a second way to hit fairies, along with Entei's Iron Head.
As I continued to playtest, I started to notice Mega Altaria not putting in as much work as it was lower on the ladder. Its damage output was no longer as spectacular, especially as better players gave me fewer and fewer setup opportunities. After toying around with Mega Pinsir and Mega Gardevoir, I settled on Mega Metagross as my new mega. Not only was its damage output enormous but it was virtually unstoppable with a Rock Polish up. It also had great defensive synergy with the team, providing dragon and fairy resists I desperately needed.
This is the current iteration of the team. Recently I started to notice that Thundurus's speed control wasn't needed as much anymore and that NP sweeping with it wasn't happening very often. I tried out Rotom-Wash and Heliolisk as electric-types, but I finally settled on Sub CM Raikou. It provided me with an even faster electric-type and another win condition. It also gave me a way to break stall as it can easily set up and sweep many stall teams. Without Thundurus, I clearly needed a ground immunity and Terrakion was the least important member of the team. Skarmory filled in its role as a Stealth Rocker as well as giving a ground immunity. It still functioned as a good switch-in to dark-type moves as most of them, especially in OU, are physical.
The Team
GIII (Entei) @ Choice Band
Shiny: Yes
Ability: Pressure
Nature: Adamant
EVs: 252 Atk / 4 Def / 252 Spe
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze/Iron Head
CB Entei is my primary physical wallbreaker. Banded Sacred Fire hits like a truck, and its 50% burn chance and lack of stat drops makes up for the loss of power from switching out Victini for Entei. Extreme Speed gives my team much needed priority for picking off weakened Pokémon and stopping set-up sweepers cold. Stone Edge is a strong coverage move that hits Fire resists hard. I run Bulldoze for Heatran, but I’ve also run Iron Head for Fairies. Both work equally well, I just prefer Bulldoze.
Within the team itself, Entei is important for taking out the bulky Steels that stop Mega Metagross and the bulky Grass-types that stop Raikou. Entei is stopped by bulky waters, who Raikou takes care of, and Dragons, which I have plenty of other answers to. The holes Entei punches in the opposing team and the burns it spreads around are vital, as they weaken the opponent enough for Mega Metagross or Garchomp to sweep.
Chaac (Raikou) @ Leftovers
Shiny: Yes
Ability: Pressure
Nature: Timid
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power Ice
- Substitute/Thunder Wave
SubCM Raikou is one of my win conditions and my main way to take out bulky waters. It also functions as my stallbreaker, as the combination of Sub and Calm Mind plus its near perfect coverage lets it defeat stall easily. Thunderbolt and HP Ice provide near perfect neutral coverage with just two moves. Leftovers are for passive recovery and combo well with Substitute. When I replaced Thundurus with Raikou, I found my team to struggle more with stall, so I swapped Thunder Wave for Substitute on the current moveset.
Raikou is stopped by Ground- and Grass-types (who aren’t 4x weak to Ice), but Starmie and Entei defeat each of them, respectively. My team in general has extreme difficulty with bulky waters, so Raikou systematically eliminating is very important in the early-to-mid game.
Nohochacyum (Garchomp) @ Choice Scarf
Gender: Male
Ability: Rough Skin
Nature: Naive
EVs: 252 Atk / 4 SpA / 252 Spe
- Earthquake
- Outrage/Dragon Claw
- Fire Blast
- Poison Jab
Choice Scarf Garchomp is my favorite variant of my favorite Pokémon, and it fits into the team seamlessly. Garchomp performs many roles on the team, taking pressure off of my other mons who would need to fill these instead. It is a great revenge killer, wallbreaker, late game cleaner, and overall offensive powerhouse. It is also my main switch-in to Electric-types, outspeeding and KOing them before they can hit it with HP Ice. Earthquake and Outrage are great dual STABs. I run Outrage over Dragon Claw because I found Dragon Claw’s power underwhelming without any boosts and I have plenty of answers to Fairy-types, so giving them a free switch-in isn’t the end of the world. Fire Blast is for Skarmory, hence the Naive nature over Jolly, and Poison Jab hits Fairies trying to switch into my Outrages. Garchomp forms a great core with Skarmory, with both of them covering each other’s weaknesses very well. Garchomp also pairs well offensively with Entei and Mega Metagross as they share similar checks and can weaken them for each other to clean up later.
Chicchan (Starmie) @ Life Orb
Shiny: Yes
Ability: Analytic
Nature: Modest
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
LO Analytic Starmie is my special wallbreaker. Hydro Pump hits most things that don’t resist it hard very hard, and Analytic makes it even harder for things to switch in. Psychic provides a strong secondary STAB to hit Fighting- and Poison-types and to take out mons without risking a miss. Ice Beam provides good coverage for Grass- and Dragon-types and Rapid Spin removes hazards, something Entei and Raikou greatly appreciate.
Starmie eliminates the bulky Ground-types that stop both of my sweepers and Entei. Starmie is the fastest poke on my team outside of Scarfchomp, so its role as a revenge killer cannot be understated.
Tepeu (Skarmory) @ Leftovers
Gender: Male
Ability: Sturdy
Nature: Impish
EVs: 252 HP / 4 Def / 252 SpD
- Iron Head/Brave Bird
- Stealth Rock
- Roost
- Whirlwind
Mixed Wall Skarmory is my main defensive Pokémon, tanking many hits the rest of my team cannot. Stealth Rock is useful for ensuring KOs on many mons for my sweepers. Roost provides reliable recovery throughout the match, greatly increasing Skarmory’s longevity. Whirlwind phazes out opposing set-up sweepers and shuffles the opposing team around to rack up hazard damage. I run Iron Head as my offensive move because I prefer the lack of recoil, but Brave Bird is also a good option for more power.
Skarmory forms a great core with Garchomp, with both of them covering each other’s weaknesses. Skarmory is my main switch into Ground-type attacks, so if he goes down Ground-types can do a number to my team. Lastly, Skarmory can be an emergency stop to nearly any Pokémon with Sturdy and Whirlwind, which can give me a chance to get back in the game if I fall behind.
Naum (Metagross) @ Metagrossite
Shiny: Yes
Ability: Clear Body
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Hammer Arm/Ice Punch/Grass Knot/???
Rock Polish Mega Metagross is my main win condition. At +2 it outspeeds the entire tier, including Scarfers. Meteor Mash and Zen Headbutt are great STABs, which both have useful secondary effects as bonuses. Seriously, if Metagross gets the boost from Meteor Mash it is absolutely unstoppable. I run Hammer Arm in the last slot for Steel-types, but Ice Punch is useful for Dragons and Lando-T/Gliscor and Grass Knot also hits Ground-types and provides a way for me to hit pesky Water-Ground-types. This slot is currently up in the air and any insight into this would be greatly appreciated.
Within the team, I have ways to hit most of Mega Metagross’s counters hard. Starmie obliterates bulky Ground-types, Entei blasts through Grass- and Steel-types, Garchomp take out Heatran, and Raikou defeats bulky Waters. The only problems are bulky Psychic-types like Mew and Cresselia, but I can wear them down with Starmie and Raikou over time. Mega Metagross helps Garchomp by destroying Fairy-types and it greatly appreciates Skarmory as a switch-in to Ground- and Dark-type moves. Mega Metagross is insanely powerful and even if it doesn’t sweep, the wholes it punches are usually enough for Entei or Garchomp to clean up afterwards.
Threatlist:
Importable:
GIII (Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze
Chaac (Raikou) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute
Nohochacyum (Garchomp) (M) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Poison Jab
- Fire Blast
Chicchan (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
Tepeu (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Iron Head
- Stealth Rock
- Roost
- Whirlwind
Naum (Metagross) @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Hammer Arm
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze
Chaac (Raikou) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Substitute
Nohochacyum (Garchomp) (M) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Earthquake
- Outrage
- Poison Jab
- Fire Blast
Chicchan (Starmie) @ Life Orb
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
Tepeu (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Iron Head
- Stealth Rock
- Roost
- Whirlwind
Naum (Metagross) @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Hammer Arm
Conclusion:
Thanks for reading! Please rate and provide constructive criticism. Any help is much appreciated!
Thanks for reading! Please rate and provide constructive criticism. Any help is much appreciated!