Other Metagames SV ZU Para-Spam Balance ft. P2 (Top 1 and peaked 1600s)

Afters years of playing mono SD we decided to try balance and apparently it works (when you have 8x the BST of your opponents playing is easy) Pokepaste

:Cramorant:
We wanted a defogger to allow us to greed on the rest of the team and we decided on Cramorant because he’s slightly less horrific than the other options (because its typing lets it beat most rockers). Gulp Missile is to burn their timer as they google what it does (and also it paras). The moveset is standard with brave bird to help us beat quiver dancers with gulp missile shenanigans. Tera ground was chosen at literal random to make someone mad.

:Porygon2:
P2 completes the bird-spam core with cramorant and takes advantage of the lack of hazards on account of being comically bulky. Tri attack for hax, ice beam to blue hax, thunder wave to genuinely cheat, and recover so we have more chances to hax (I hate this game
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). 12 speed lets us outspeed base 95s after para and 12 SPA lets us break Mismagius sub with ice beam. The SPDEF lets us hit 291 which is my favorite number
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:Sandaconda:
After P2 and Cramorant made their nest, their natural predator of Conda the landsnake appeared and threatened their family. Anyway Conda is here to glare, rocks, rest and repeat (in that order) he also checks every pokemon in the game because of its OU stats. 12 speed lets us outspeed base 115s after para.

:Shaymin:
Shaymin continues the “out-stat everything” theorem we have going on. Shaymin is a good offensive mon that can switch in reliably throughout the game and force progress with seed flare, a move that critically feeds all our precious birds. Earth power is its 1 good coverage move and air slash is there to make you mad with paraflinch. Synthesis and lefties to stay healthy and absorb status.

:Venomoth:
Venomoth is the moth important mon on the team. We went with basically max phys bulk mono attack quiver to punish you for playing. (Unironically can we ban quiver? Thanks in advance!
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). Sub + Morning sun takes advantage of para as much as possible, we gred leftovers because of our defogger and it makes subbing more obnoxious. Tera Dark to stop prankster mons from encoring. Fun game

:Mesprit:
Mesprit is known as “The Being of Emotion.” It taught humans the nobility of sorrow, pain, and joy, so for the moves we chose Psychic to represent sorrow, D-gleam to represent pain, and U-turn to represent joy, trick scarf is there because you people don’t know how to play and keep using degenerate crit-me-not sets and hopefully this will make you get off the ladder. Mesprit is speed control that isn’t affected by hazards and can still switch into things. Mesprit can also levitate, like a bird.
 

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Hey there! This is my first attempt to Team Rating. That's a really vile squad that you built, i'll try to make it even more evil and solid.

First of all, i'd like to identify with you some threats that can cause trouble to your team.

Threats
:frosmoth: For sure deserves a mention here, as you have nothing to reliably stop Substitute + Quiver Dance sets. I find interesting that you had Brave Bird Cramorant which helps against it, but it's not enough, and i'll make the team stronger against it during this rating.
Most of your team can't break its sub, even at +0
252 SpA Mesprit Psychic vs. 136 HP / 0 SpD Ice Scales Frosmoth: 69-82 (21.9 - 26%) -- 5.7% chance to 4HKO (Depends on a roll to break at +0)
12 SpA Porygon2 Tri Attack vs. 136 HP / 0 SpD Ice Scales Frosmoth: 50-59 (15.8 - 18.7%) -- possible 6HKO
252 SpA Shaymin Air Slash vs. 136 HP / 0 SpD Ice Scales Frosmoth: 75-89 (23.8 - 28.2%) -- 93.9% chance to 4HKO (Depends on a roll to break at +0)
0 SpA Venomoth Bug Buzz vs. 136 HP / 0 SpD Ice Scales Frosmoth: 48-57 (15.2 - 18%) -- possible 6HKO (Always loses 1v1 to Frosmoth)

The ones who depend on a roll also realisticaly always lose, since it can just Quiver Dance and Sub again, then it ain't getting broken without crit.


:typhlosion: Typhlosion, mainly with Choice Specs set can also be a nightmare for this squad, you might not know but it usually runs Blaze and not Flash Fire, so Porygon2 can't really check it for free. Your Fire resist being a non-spdef invested Cramorant also isn't helping, since Eruption can 2HKO it at max power, or even Tera Fire Fire Blast, if it have been chipped previously.
252 SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 4 SpD Cramorant: 168-198 (48.8 - 57.5%) -- 96.1% chance to 2HKO
252 SpA Choice Specs Tera Fire Typhlosion Fire Blast vs. 252 HP / 4 SpD Cramorant: 165-195 (47.9 - 56.6%) -- 89.1% chance to 2HKO

:glastrier: Glastrier can also cause trouble as you have anything to really nuke it, while it is able to break through most of your team with STAB + Coverage moves such as Close Combat.
Improving the Team

:cramorant:
Cramorant @ Heavy-Duty Boots
Ability: Gulp Missile
EVs: 248 HP / 164 SpD / 96 Spe
IVs: 0 Atk
Tera Type: Ground
Calm Nature
- Defog
- Roost
- Surf
- Brave Bird / Hurricane (Other option)

Could use this Cramorant spread I sent above instead of Max Spe + Max HP, it helps you to outspeed the most common threats that Cram's supposed to check and gives you slightly more bulk, therefore more durability. I'd keep Brave Bird to improve the Frosmoth MU, but generally Hurricane is better if you can hit.

:Shaymin:
Shaymin @ Leftovers
Ability: Natural Cure
Tera Type: Water / Ground
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Earth Power
- Air Slash
- Synthesis / Healing Wish

Nothing to be elaborated a lot in here, I just don't really understand the Tera Water exactly. Guess it's supposed to flip the MU vs. Fire- and Ice-types, but usually going with Tera Ground or Tera Flying will do more things by boosting the chosen coverage move + in case of Flying you get to resist Fighting-type moves, which ends up being really helpful against revenge killers such as Scarf Passimian.

:Porygon2:
You came up with some interesting EVs for this, top stuff! Only change i'd make is go Tera Poison over Fairy, you really can afford being weak to Ground when in a squad with Shaymin, Cramorant and Mesprit, and Poison gives you immunity to Poison, which is really cool, while keeps the Fighting resistance from Fairy.

Robo Bitch (Porygon2) @ Eviolite
Ability: Trace
Tera Type: Fairy / Poison
EVs: 252 HP / 76 Def / 12 SpA / 156 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Tri Attack
- Ice Beam
- Thunder Wave
- Recover

:venomoth:
Interesting choice. Mono Bug Buzz with Recovery and Subs seems more interesting than I thought. It requires some nice positioning from the user but can really be outstanding. My change in here would add 16 Spe EVs to it, making this new Spread:

Mothman (Venomoth) @ Leftovers
Ability: Tinted Lens
Tera Type: Dark
EVs: 252 HP / 220 Def / 36 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Substitute
- Morning Sun

This allows you to outspeed +1 Spe base 100s (Charizard, Shaymin, Typhlosion, etc.) at +2 Spe (2 Quiver Dance uses) While mantaining reliable bulk.

:sandaconda: :mesprit:
I believe this Pokémon are the main issues of the Team for now. Sandaconda has been struggling lately on teams due to it consuming too much momentum, and the Power Creep getting higher with the tier shifts, therefore making it not a super strong physical wall as it previously was. Mesprit is fine, but Choice Scarf sets haven't been really great lately due to the lack of firepower. I would make the Mesprit a Defensive Pivot with Stealth Rock like this:

:mesprit:

Mesprit @ Rocky Helmet
Ability: Levitate
Tera Type: Steel
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- U-turn
- Thunder Wave / Knock Off
- Stealth Rock
- Psychic Noise

96 Speed EVs allow it to outspeed Jolly Brute Bonnet, could run just enough to outspeed Adamant too.

And would swap Sandaconda for a generally better Choice Scarf user, such as Passimian:

:passimian:

Passimian @ Choice Scarf
Ability: Defiant
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Earthquake / Gunk Shot
- Knock Off
- U-turn

You can generally afford to run Porygon2 as your Volt Immune in current meta, since the most common Electric-types in Jolteon and Lanturn can be traced of their ability Volt Absorb, and the other Electric-types that aren't traced beat the Grounds regardless (i.e Vikavolt)

CLICK HERE to get the paste with my modifications! I hope I have helped :D!!
 
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