Testing 1, 2, 3 (4, 5, 6)

The Team:
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I am considering switching Metagross for a Scizor to remove the ground weakness but should i do it?


The Lead
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Ability: Pressure
Nature: Modest
EVs: 40Atk 252SpA 216Spe
-Flamethrower-
-Air Slash-
-HP Ice-
-U Turn-

Description: This is a special lead Moltres that I designed made specifically to counter Azelf, Aerodactyl, Metagross and Roserade. I am not sure if this EV spread can outspeed Aerodactyl, altough I said so I didn't come across one. The way it counters Aerodactyl and posibly Dragons is by HP Ice. U-Turn on anything named Azelf (or when you see a sprite of Azelf) for some serious damage altough the nature might not be able to do so. Most lead Roserade lead with Powder then Toxic Spikes, but if you can manage to get a flinch off of the Air Slash the Roserade is dead (assuming it has Focus Sash). Flamethrower stands there for a solid STAB. Some things I might consider changing on this pokemon is the nature and changing the HP Ice to HP Grass.

Electic attacks go to Dugtrio, Magnezone and Tangrowth

Synergy:
+ A Scarfer
+ KOs many common leads
+ It can U-Turn

The Steel Counter
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Leftovers
Ability: Magnet Pull
Nature: Modest
EVs: 252SpA 200Spe 56HP
-HP Fire-
-Thunderbolt-
-Substitute-
-Magnet Rise-

Description: This thing comes in and counters everything Steel. HP Fire is a mighty move for taking down steels such as Bronzong. Thunderbolt serves me to add more punch to the masacre of Skarmory. This is a fun EV Spread and it works for me:) Substitute protects you from any Status. It has Magnet Rise to Evade Earthquakes/Powers. Altough this set has problems with the numerus Flygons. It's better to switch in the Dugtrio against something like Jirachi and Metagross because Magnezone gets owned by them (Jirachi doesn't own him always).

Ground attacks are switched to Moltres
Fighting attacks go to Moltres and Tentacruel
Fire attacks go to Moltres and Tentacruel

Synergy:
+The steel Trapper
+Has the most resistances
+It isn't afraid of something slower statusing it.
+It can get in easy

The Revenge Killer
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Choice Band/Focus Sash
Ability: Arena Trap
Nature: Jolly/Adamant
EVs: 252Atk 252Spe 6HP
-Earthquake-
-Rock Slide/Stone Edge-
-Aerial Ace-
-Pursuit-

Description: Ahhh... the best revenge killer there is. I have been using the Choice Band one on my team but I am testing out Dugtrio with Focus Sash. Earthquake will absolutely destroy Heatrans and Magnezones. Now on the Choice Bandset I use Rock Slide because it can't afford to miss being frail as it is. But on the other side with Focus Sash I'm not too worried about missing with Stone Edge. Aerial Ace is just a filler, while Pursuit hits escaping flyers and Levitators namely Gengar. When using the Choice Band set I use the Jolly nature because my attack is already boosted, but when using the Focus Sash i need all the power I can get.

Ice attacks go to Tentacruel, Magnezone and Metagross.
Water attacks go to Tentacruel an Tangrowth.
Grass attacks go to Moltres, Magnezone and Metagross.

Synergy:
+The Revenge killer
+The Trapper

The Late Game Sweeper
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Life Orb
Ability: Clear Body
Nature: Adamant
EVs: 252Atk 132Spe 126HP
-Agility-
-Meteor Mash-
-Ice Punch/Earthquake-
-Thunderpunch-

Description: This Metagross should be used in the late game when everything is weakend. Since this is supposed to be a late game sweeper it doesn't need Explosion. When it gets in on something that does squat to it it first Agilitys and then attempts to sweep the rest. Meteor Mash is the oblivous STAB and a great move. Thunderpunch is there to take out some bulky waters and Gyarados. I'm having a debate between Ice Punch and Earthquake. With Ice Punch I can easiliy OHKO the Dragons and KO Gliscor. With Earthquake I gain the Ability to OHKO other Metagross, Magnezone and Heatran.

Fire moves go to Moltres and Tentacruel.
Ground moves go to Tangrowth and Moltres.

Synergy:
+The late game sweeper
+Can get in easy

The physical wall
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Leftovers
Ability: Leaf Guard
Nature: Impish
EVs: 252HP 176Def 80Atk
-Knock Off-
-Sleep Powder-
-Leech Seed-
-Power Whip-

Description: The physical wall of the team. This Tangrowth can get very annoying once it Knocks Off everything of your opponents team that doesn't have Sticky Hold. But wait the annoying only begin here why not make them go to slle with Sleep Powder to make a switch. Or better yet regain your health at the cost of theirs with Leech Seed. It will be realy rare when someone gets Knocked Off, Sleep Powdered and Leech Seeded. However it is very nice to even pull of one of the moves. But it has to have Power Whip on it only because it will get Taunted by something like Gyarados and then have Gyarados have a attempt to sweep.

Poison attacks go to Magnezone, Metagross and Tentacruel
Fire attacks go to Moltres and Tentacruel
Ice attacks go to Metagross Magnezone and Tentacruel
Flying attacks go to Magnezone and Metagross
Bug attacks go to Moltres, Tentacruel, Metagross and Magnezone.

Synergy:
+Sleeper
+Item Remover
+Annoyer

The special wall
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BlackSludge
Ability: Liquid Ooze
Nature: Bold
EVs: 252HP 176Def 80SpD
-Rapid Spin-
-Toxic Spikes-
-Surf-
-Ice Beam-

Description: This guy is key if I have the Focus Sash Dugtrio because othervise his Sash will be ruined. While it can Rapid Spin other rocks and spikes away it can set up it's own Toxic Spikes. Surf provides the oblivous STAB and the only water type move in the team. Ice Beam is there to take care of Dragons, Gliscor and such. I gave it BlackSludge as a item because of the so many freaking trickers in this metagame so Alakazam can cry now. It's nature is Bold because it need as much physical defense while maintaining it's special defense.

Ground attacks go to Tangrowth and Moltres
Psychic attacks go to Magnezone
Electric attacks go to Tangrowth, Dugtrio and Magnezone

Synergy:
-The Spinner
-The Spiker
-The substitute for trick


The main idea for this team is to make sure that Metagross can sweep
 
I was going to say there is no way in hell Moltres was outspeeding Aero, but then I noticed you had a Choice Scarf (despite not being mentioned in the summary or the stats) but Moltres isn't stopping them getting the Rocks up and then getting out, since they know that you must be Scarfed, and going to the nearest Gyarados/Tyranitar, and the sheer number of Rotoms nowadays means Tenta is unlikely to get a Spin off. Still, if it works for you...

The dual trappers strategy, fine, since Meta will need its Steel friends 'removed' before it tries to set up an unboosted sweep.

Metagross... the general consensus is that Earthquake should be paired with Meteor Mash and one Elemental Punch, but this is subject to opinion.

Lastly, you have huge weaknesses to certain common pokemon. ScarfTran destroys everything on your team except Tentacruel if it walks into Flamethrower (and more often than not it will, since Moltres can do very little back. Duggy can revenge-kill IF it has a sash AND it has not been already broken.Swords Dance Infernape is in about the same position.

DDGyara with EQ, Waterfall and Taunt mauls just about your entire team, bar Tangrowth.

Tangrowth isn't stopping Scizor, and both Maggy and Duggy aren't catching him; the majority are now CBzor, who will usually just U-turn straight out, catching out Tangrowth if it stays in and your trappers if you switch out.

If I were you, I'd concentrate on removing your massive Fire, Water and Ground weaks before elaborating on the pokemon.
 
I see no item on moltres, but I will assume choice scarf because thats the build it looks like the most as you mentioned outspeeding aerodactyl. Moltres looks pretty good, but I think you might want to consider changing it as you don't have stealth rocks, and most users of rocks are leads. I would suggest switching it out for either an aerodactyl of your own, or a swampert. This would help your team because aerodactyl can outspeed and taunt all non boosted leads and can set up its own rocks. It also counters some common leads in some infernape, most tyranitar, and it shuts down azelfs set ups. Even with a spinner moltres is lack luster because it cannot switch in for fear of half its life be taken unless you spin first every time. Rocks would also help your team as it would help to soften your opponent up more for a metagross sweep lategame.

I also would reccomend sticking with band on dugtrio, because without it, it cannot revenge kill with enough power to take down some of things it should be killing. Focus sash just isn't worth it because any passive damage whatsoever and dugtrio just lost its most valueble asset, its item. I would also go with stone edge over rock slide and sucker punch over pursuit. Stone edge allows duggy to take on flyers and other things that are weak to rock with more gusto and you will miss the power of stone edge much more often than you will miss the accuracy of rock slide. Pursuit is quite useless on a dugtrio, one because almost nothing that can be hit by pursuit should be switching anyway, and two because it will mainly be used for revenge killing tyranitar and the like not ghosts and psychics. Gar can outspeed with a scarf and ohko or come close so that will not be switching out. It can also outspeed you without a scarf you are adamant over jolly as you only hit 339 speed to gar's 350. Azelf can obviously outspeed and kill/severely dent you so you should be the one running not it.

So the final rundown would be:

Aerodactyl@ focus sash
Jolly
252 atk 252 speed 4 hp
Stone edge
Earthquake
Taunt
Stealth rock

over your moltres for lead countering and rocks.

Stone edge and sucker punch for sure on dugtrio.

Scizor>Metagross might be a good idea, but I will leave that up to you as it would come down to what sweeper you find more effective in the long run for your style of play and I cannot recommend one or the other based on never having seen you play.

Whew that was a long rate.

Good luck with the team and I hope I helped,

-chaos 9
 
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