XY OU ShinyGross Movement...

ShinyGross Movement...

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==Introduction:==

Hello everyone at the RMT OU Forum!!! I'm Pokeoscar, many of you (well.. Really, not that many...) have stumped upon me at the lower parts of the ladder, trying different teams and styles, but I always end up coming back to sorta Hyper-Offense oriented ones. Well, this time I present you a team that has made little to no success at all!!!, I haven't been able to get past the border of the 500 top mentioned in the ladder at PS. I have played pokémon in-games since almost 15 years ago, I was there since RBY, going through GSC, RSE, etc... But this is one of my first attempts at competitive playing, I welcome all suggestions and for sure will appreciate all your support and advice.

==Teambuilding:==

First of all, I wanted to start with a MegaGross-Keldeo Core, since they kind of merge naturally together, hitting from the Physical and Special Side of the spectrum, also Megagross resisting Flying and grass attacks, and Keldeo taking out Fire and Ground types.​

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Then I decided to add a bulky Fairy to the mix, capable of taking (to some extent) neutral unboosted physical hits, that's when I stumbled upon physically Bulky 'Fable, and with the extra coverage move I can take out steel types (not named Heatran) that come and switch into me.
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I noticed that I was missing something like an all-around Wallbreaker, so I decided to add a mixed Thundurus, whose STAB Thunderbolt decimates bulky water types (barring those Dual-typed with Ground), and also punishes Defog usage and OHKOs Lati@s after Stealth rock damage with Knock Off.

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Seen that I was kind of weak to Starmie (Megagross has to be top shape and Starmie outspeeds even Max. Speed Metagross), and needed something else to hit fairies with, besides much appreciated priority, I decided to add an AV Bisharp, with coverage moves, and acting as a second Defog deterrent, makes psychic types think twice when switching in. Also Knock off is awesome because of its utility in general.

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Last, I needed something physically bulky, and a Talonflame check, also an answer to common leads nowadays (such as SR Garchomp and, to some extent, Klefki), so I decided to go with a Physically bulky Landorus-I, whose defense stats, nice attack (even uninvested), backed up by intimidate and capable of setting up my own rocks.

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==The Team:==

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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Grass Knot
- Hammer Arm

Right off the bat, a jolly nature to get Max Speed and Speed tie with Lati@s, rest of EV go to defense to help me take EQs and Knock Offs better. I decided Iron Head over Meteor Smash because of accuracy, since i'm using Hammer Arm, I was let down quite often by having three moves with 90% accuracy, also I didn't notice any KO's I wouldn't have gotten because of the lack of power, and the 30% flinch rate is also quite handy since this outspeeds a lot of the metagame. Zen Headbutt is the best physical Psychic STAB, and is for hitting Poison and Fighting types, also puts a dent in Rotom in the switch. Grass Knot is almos exclusively for hitting Slowbro and Bulky-Water types which wall me otherwise. Lastly, Hammer Arm is preferred over Earthquake for hitting Steel types, and also, when facing Skarmory I get slower than it and then hit after it roosts so it won't wall me (unless Rocky helmet though...).




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Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Flying]

Here comes ScarfDeo, I decided to go with Modest nature to hit as hard as it can, and also this still lets me Outspeed and revenge kill a lot of important stuff, such as Loppunny, and put a dent on fast Glass-cannons like M-Alakazan, with Modest nature I hit 315 Speed, when combined with the Scarf it ends up outspeeding a bunch of stuff, also I didn't notice anything in particular that I needed to outspeed after that Speed tier. Onto the moves, Hydro Pump dishes massive damaged even on resisted hits, Scald lets me hit reliably for those times when I just cannot afford to miss, also comes with the nifty Burn rate which has saved me more than once, Secret Sword is for secondary STAB and hitting Special Walls and Dark types (specially defensive Tyranitar and opposing AV Bisarps are not a problem). For the last slot I decided to go with Hidden Power [Flying] to let me hit Mega-Venusaur which causes me lots of problems because Megagross doesn't want to stay and be Leech Seeded.



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Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Enter the Tanky-'Fable, with Life Orb and Magic Guard it lets me absorb status and not be particularly hindered by them, also the power output that Life Orb gives me lets me OHKO (or be really close to) on some threats such as Ferrothorn and Scizor (non Mega). EV are for taking hits on both sides of the spectrum before setting Calm Minds up, Moonblast is for STAB, when combined with Flamethrower I can surprise said Steel checks not named Heatran (and if said Heatran is specially Defensive and lacks Flash Cannon, sometimes I can even manage those with 'Fairy). Softboiled is reliable recovery which this sets needs a lot since 'Fable is so slow that most of the time it has to take a hit or two before setting up a single Calm Mind.



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Thundurus @ Life Orb
Ability: Defiant
EVs: 80 Atk / 176 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Superpower
- Knock Off
- Hidden Power [Ice]

My WallBreaker, Thundy puts a heavy dent on M-Slowbro (given that it hasn't set at least 2 Calm Minds), Mixed attacks and nature let me hit on both sides of the espectrum for lots of damage output, also Max Speed to outspeed Lati-twins and OHKO with Knock Off after SR damage. The ability I choose is Defiant to get a massive boost after a Defog. Thunderbolt is for awesome STAB, I didn't go with Volt Switch because it's role is to spam and dish out damage, and also, since I lack Hazard control in this team, most of the time it has to come and take SR damage. Superpower is for hitting Rocks/Steels/Darks super effectively and will OHKO most of the time or put a heavy dent on those, also lets me hit pesky pink-Blobs. For the last slot I went with Hidden Power [Ice] to hit Gliscor / Landorus / Garchomp, and also (when DD variants haven't set-up) Dragonite.



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Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Low Kick

AV Bisharp lets it take a hit or two on the special side and retaliate with it's strong STAB moves, EVs and nature let me live 2 Draco Meteors from Lati@s (factoring the stat drop) and OHKOs in return, also I OHKO Starmie (factoring it didn't burn me with scald), sometimes I even grab a boost after a Defog, Speed lets me outspeed Max jolly Azumarill. Knock Off os for STAB and utility in general (sans Mega Pokés), Sucker Punch is the much needed priority and also a pretty strong when Knock off already removed an item, Iron Head lets me hit Fairies and Ice Pokémon, while also having a nice 30% flinch rate. Lastly, Low Kick is for coverage against opposing Bisharp and the rare Reflect-Type Starmie while also hitting Tyranitar (but let's be realistic, most of those outspeed Bisharp so they KO me first).


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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge / Knock Off

Finally, there's Lando, who acts as a perfect glue for this team, providing physical bulk while checking TalonFlame and, the much more rare Hawlucha, also serves as a nice lead / anti-lead against opposing Garchomps and Landorus, the EVs let me live most physical hits and even some special ones, allowing it to set up Rocks and then providing a slow U-Turn for pivoting and maintaining momentum, allowing it's partners to come unscatched. Stealth rock is the best Hazard IMO, Earthquake is for strong STAB against most fire and steel types, U-Turn can also OHKO (or be pretty close to) on Hoopa-Unbound (kind of a common sight these days), for the last slot I used to go with Knock Off for utility but lately gone with Stone Edge to check TalonFlame properly.


So there you have it my friends, please help this Pokémon-Pal shape up this team and I really appreciate your comments and suggestions, also, sorry for my bad English since it's not my native language.​
 
Hey pokeoscar, a couple of really simple changes to your sets and what not might really help this team out, because the synergy looks solid on paper.

Here are my recommendations:
Meteor Mash > Iron Head on Metagross. The miss chance is annoying, but the extra power is definitely worth it, as it's Metagross's go to neutral coverage move.

Leftovers > Life Orb on Clefable. The health regeneration is great to take full advantage of the defensive spread, and you get more of a boost from a Calm Mind than from Life Orb anyway, making the extra power somewhat redundant.

Your Bisharp set is also a little odd; the AV set is usually used on teams that need a way to deal with Lati@s and/or Gengar as a way to take as little damage on the switch as possible and pursuit trap them, but you don't actually have it. Given that you said you chose this specific set to survive a switch in to Latios and kill it, I would definitely recommend using Pursuit > Low Kick.

I probably haven't given the most comprehensive rate here but even these small set changes should help the efficacy of your team. Have fun battling!
 
on this team, I think Choice Scarf Tyranitar is better than Bisharp as a Pursuit trapper. there are several reasons why and one of them is your lack of Charizard-Y switch ins. once Charizard-Y is on the field, there is nothing on your team looking forward to taking a sun boosted Fire Blast. although Scarf Tyranitar has to be wary of Focus Blast, it's a good check regardless and gives you a way to lessen the threat of Charizard-Y. Scarf Tyranitar removes Gengar, Starmie and the Lati twins more reliably than AV Bisharp and gives you further responses to pokémon like Mega Manectric and Talonflame, relieving some of the pressure placed on your teammates to handle said threats.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch
I notice you say Mega Venusaur is really troublesome for your team and I have to agree. aside from Mega Metagross, Mega Venusaur beats the majority of your team 1v1 and that's worrisome. I have a suggestion you can consider to help with the problem: modifying Thundurus-I's set to Nasty Plot + HP Flying. between Tyranitar, Mega Metagross and Clefable you will have no problems with the Lati twins, making Knock Off Thundurus-I unnecessary. changing Thundurus-I to the variant mentioned previously provides your team with another win condition and pokémon capable of luring and killing Mega Venusaur, which your team will appreciate.
Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Flying
- Thunder Wave

another Thundurus-I set you can consider if you prefer retaining ice coverage and the ability to lure Mega Venusaur is Thunderbolt / HP Ice / Psychic and either Nasty Plot, Focus Blast or Thunder Wave. with this variant, I'd recommend using LO if you don't use NP because otherwise Psychic won't do much to Venusaur.
with the change to Scarf Tyranitar and added speed control now provided by Thundurus' Prankster Thunder Wave, I think you can afford changing Keldeo to Specs. the majority of things you are revenge killing with Scarf Keldeo, like Mega Lopunny, are already handled well by your team. in addition, by removing LO on Thundurus-I your team has less immediate firepower. by giving Specs to Keldeo, you make up for this and gain a nice wall breaker that partners well with your other powerhouses.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]

Icy Wind isn't needed here because Tyranitar, Metagross and Clefable already cover Latios and Latias. instead, HP Electric was chose to let you threaten things like Azumarill and Gyarados.
the final suggestion I have is to consider Calm Clefable. when you're using her with mixed defense, you really need the SpD nature to avoid 2HKOs from things like Specs Raikou (5.9% vs 84.8% chance to 2HKO), Kyurem-B (1.2% vs 71.9% chance to 2HKO) and many more. you still avoid the hits you need to physically with Calm, like Latios' Psyshock and Lopunny's Return and significantly lessen the threats able to 2HKO you specially.
 
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