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Pokemon Legends: Z-A Combat/PVP Discussion Thread

Vengeance417 Wouldn’t Mawile’s animations detract it from being usable?
Speaking as someone who uses her a lot, not necessarily.

Play rough is a bit slow to come out, but its sheer power and coverage more than makes up for it in my experience, and Earthquake's only about a seventh faster to come out even off of Garchomp's much higher base speed. Iron Head comes out considerably quicker, and Mawile has a lot of options like elemental punches/fangs that come out almost instantly. I've been running Thunder Punch to hit Skarm and waters, but I might try Fire Fang instead to counter Metagross and Excadrill. (I'd run Dynamic Punch, but it's got a looooot of startup lag so idk.)

What I've been doing is use Swords Dance from the sidelines (before Mega Evolving if possible), then going Mega and jumping other pokemon while they're distracted by brawling with each other. After a SD boost, she OHKO's almost anything and leaves serious dents in the rest, often before they can really do much about her. In the right situation, she just jumps right in and gets a triple KO on unsuspecting opponents, and Play Rough's hitbox size when she's in Mega form makes double kills surprisingly easy to pull off with it.

OR, you could go up to an opponent after SD (still in non-Mega form), wait for them to pull out an attack like Earthquake and THEN Mega Evolve to take advantage of the I-frames when Mega Evolving. Great way to bait and counterattack, and it's plain funny too lol.

I was lucky enough to pick up an XS Mawile before I was aware of how handy stealth could be in this format, so that helped too.

Granted, Mega Mawile's gonna need team support for some things (especially her weaker base form), but I suppose that can be said of just about any mega in the game, and Mawile makes up for her weaknesses many times over. Bottom line is: PLEASE get a Mega Mawile! It's absolutely worth it.

(Ik that was a lot, I just didn't want to leave out anything that might help lol)
 
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I've should've posted this earlier, but here goes! This team brought me to A Rank this season, and it is veyr fun, and I hope someone uses it.

(Click the three Pokemon for the Pokepaste!)

My bad for not formatting how to properly send sets instead of a pokepaste.

This set is essentially the Season 1 Mega Camerupt team, also known as "Hoenn Bash Season 1: Camerupt!" in my eyes.

When it comes to building a team for Mega Camerupt, I just want a simple and straightforward goal: have mons that will help it survive long enough for it to do damage, and to help it with other mons that are threatening it.
The first member chose to add was mainly a Special Attack Salamence, which you might find odd, but you'll soon see why. Our love Dragon/Flying pokemon here is a unique case, as it gives Camerupt that sweet ground immunity upon switch in, as well as walling water moves that threaten to OHKO our lovely lava camel. Aside from just type coverage, it is build to nuke opposing dragons with a life orb DPulse which in most cases, leaves dragons just a slither of health, and I can simply force a switchout, of threaten a KO with another move. If it is a DPulse+, then it essentially secure a knockout from opposing dragons like unexpecting garchomps, dragonites, charizard x, and others like Dragalage.

Our last member is perhaps the most important one when it comes to the other two mons survival, as it sets them up Metagross here is our primary lead, and as for the reason I chose metagross was due to the amount of fairy types & ice types running among the meta game (Gardevoir & Glaceon, I see you). It also gains reflect, which is a huge factor for Camerupt & Salamence's survival, now onto the sets.





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Camerupt-Mega @ Cameruptite
EVs: 252 HP / 244 Def / 12 SpA
Modest Nature
- Heat Wave
- Earth Power
- Overheat
- Stone edge/Protect

Camerupt already had a high special attack of over 145, so I figured "Why not invest the rest of its stats into Hp, Defense and some Hp?". The outcome was surprising, as I was capable of taking hits of earthquakes against mons such as Garchomp, Mega Gyarados, Mega Metagross, and even Drill Run from Mega Skarmory after a swords dance. Now, this doesn't me it is invulnerable to dying, as it cannot take a single water move, especially surfs from Mega Slowbro, Greninja, Starmie, Waterfalls from Mega Sharpedo & Mega Gyarados. However, with all these weakness, shows all its pros. It is capable of OHKOing a Mega Skarmory with a Heat Wave, alongside Mega Metagross. Earth Power is there as another stab mvoe that is great into opposing fires like Mega Emboar, Charizard X, and even non fires like Ampharos, Glaceon and more. Overheat is a nuke option, as well as another great AOE option to secure final hits. The last move can vary, but I chose stone edge as a way to deal with Charizards (Y and X) and Talonflame, as both are pretty seen fairly alongside dragonites, so it is a nice coverage. Protect is there as a safety tool to escape high damage water attacks.
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Salamence @ Life Orb
252 Hp / 252 SpA / 4 SpD
Modest Nature
- Dragon Pulse/Draco Meteor
- Fly/Hurricane
- Fire Blast/Flamethrower
- Brick Break/Dragon Claw

Not a lot of people suspect a special salamence as often, due to how seen regular atk salamence is. The EVs are fully decked in Hp just to tank hits, and SpA jus to do as much damage as possible, while the SpD is for tanking suboptimal moves that AREN'T Fairy/Dragon of course. The moves are pretty straightforward: DPulse is your main offensive move, as it helps in destroying dragons such as Garchomp, Dragonite, Dragalge, Charizard X, and some other mons like Mega Starmie, Hippowdown, Greninja, etc, while Draco Meteor isn't bad in terms of damage, the startup takes YEARS to finish, but it is your choice.. Fly is chosen over Hurricane, as I want to dodge those Ice Beams from those pesky mons that may carry them, as well as Ice Fangs or Dragon Rush if I manage to get lucky, while Hurricane is another stab move that when enhanced to its + variation, can be an extremely threatening AOE move that can snipe kills in team fights. Fire Blast or Flamethrower is very much a preference choice: Either secure a huge kill via a form of a nuke, or try and have access to a shorter frame window? I chose the former, as I am fond of the + variation being a secure move however, so its your call. Lastly, Brick Break is mainly for breaking screens from the pesky electric setters like Ampharos, who sit back and spam charge afterwards, boring, while Dragon combos well with DPulse after the former is used.

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Metagross @ Shuca Berry
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Ice Punch
- Heavy Slam
- Thunder Punch
- Reflect

Obviously, Metagross is one of the most common pokemon in the metagame, as it is very bulky, and has tons of coverage moves that make it essential to almost any team in the format. The EV spread is a straightforward bulkiness, with the SpD just to tank some extra hits fro special moves. Ice Punch clears almost every dragon that isn't holding a Yache berry (Garchomps and Dnite, I see you everygame), Hevay Slam clears Gardevoir and other fairy that isn't Mawile, thunder punch clears a Greninja or other waters that isn't built to survive one thunder punch, and Reflect is the most important move here: as it helps the team survive against their common physical weaknesses.


To sum up everything that has been stated so far: Metagross is the lead, as it helps the other two safely switch in against the opposing physical mons that are common, while dealing with the annoying fairies and some dragons. Camerupt deals with the common Steels, and some everformentioned grass mons like Chesnaught who is slowly appearing into the meta. Lastly, Salamence is the big Wallbreaker, getting rid of any mon that threatens to setup screens, and nuke any opposing dragon that it can get its breath onto first before they do. They cover each of their weaknesses pretty well like Salamence predicting an Ice Beam from a Mega Greninja, it can either Fly, or swap into Metagross to land a thunder punch, or Metagross see a Charizard, switch it Camerupt to tank the move, then unless a stone edge if they don't expect it, while if camerupt expects a water move, salamence can do well when it comes to taking the hit

Conclusion: This team was really fun building, helped me get to A, while also being one of the teams that brought some of the best nostalgia of my younger years. I wouldn't say this team is consider "Broken", but it is certainly an off meta choice that if you're interesting in Camerupt, you can certainly build! I'd like to hear other choices for this team however, as experimentation is always fun to do. Any advice is also appreciate, just so you know! Also, thank you Camerupt for bring me to A Rank before the season ended, you were fun, now it is onto the next Mega for the Hoenn Bash: Mega Aggron in Season 2 coming this Wednesday.


This is my first ever teambuilding post, so I know it is awful to look at. Not really used to smogon as of lately but hey, I'll improve eventually, hopefully soon and with help. Any questions is greatly appreciated!
 
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