The New Wonder Trio
Hello and welcome to my RMT! My name is Eoin and though I mainly specialize in the draft format of mons, I decided to try my hand at building something viable but novel to close out Gen 6 with. I started with the revolutionary concept of building around a bulky Mega Scizor, since it remains one of the easiest things in the tier to develop as a win condition. The end result is pretty cool in my opinion, and perhaps worth looking at by more experienced builders in the tier than myself.
Teambuilding Process
The first pokemon I had in the team was Mega Scizor, and barring a debate between two moves during final testing, this set never changed much. It was clear from the outset that the team would not be overly defensive, and also that this was going to be the designated win con in many cases, so the standard bulky SD set was most appropriate.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Revolutionary as I said. The set lives a HP Fire from Mega Diancie after rocks and sets up on physical attackers up to and including the equivalent of Scarfed Landorus. I debated between Superpower and U-turn after building the rest of the team due to a difficulty vs Life Orb Excadrill and Bisharp but ultimately the ability to escape from and trap opposing Magnezone was just a lot easier than predicting with Superpower.
The idea was from here to make a list of the most common answers to Scizor and pick things that punished them. At the top of the list of threats was of course Magnezone. I considered Dugtrio but after looking at other merits, such as the ability to completely remove Whirlwind Skarmory as a Scizor check, I decided to go with a Magnezone of my own. Since the idea was to beat opposing Magnezone I tweaked the standard sets a little.
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Volt Switch
- Hidden Power [Ground]
- Flash Cannon
After a U-turn, HP Ground kills all standard variants of Magnezone. Having the IVs for HP Ground also ensure it always outspeeds Specs HP Fire Zone. Assault Vest allows it to avoid being 2hkod by Scarfed HP Fire after Rocks. Specially defensive Heatran cannot Ohko with Lava Plume and is 2hkod by HP Ground after rocks, Earth Power has a low chance to Ohko. Pairing this with Scizor gives you an incredible matchup against common variants of stall who rely on Skarmory either to set or remove hazards, or more importantly to check physical setup. The Assault Vest also helps vs Tornadus T who proved to be problematic sometimes.
The next pokemon which menaces Scizor and needed a counter was Rotom-W. While there were no shortage of options to take a hit from it, or shrug off status, none of those had the ability to consistently stop it from Volt Switching. Looking through the list of Electric immunities, I saw that Gastrodon would fit this role incredibly well, also covering the existing weakness to pokemon like Mega Manectric, Tankchomp, Heatran, and even to opposing Scizor in some cases. While Gastrodon is outclassed in all its usual roles nowadays, its stats are still very respectable and the ability to completely shut down Rotom was enough of a selling point.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Ice Beam
- Recover
A fully physically defensive spread, if kept healthy, allows you to check Sand cores reasonably well. Ice Beam was chosen over Ground Stab to improve the matchup against more offensive Garchomp variants, and generally hits its switch ins better. Toxic allows it to beat Rotom, even if it wants to stay in and pain Split. Since Rotom is typically many teams' go-to switch in for Scald it can be difficult to play around Gastrodon safely once Toxic damage forces it out. Beats every Talonflame bar the tech Natural Gift set. Lacking Ground Stab makes matchups vs Charizard X more difficult, and this has been one of the lingering problems of the team, but if the rest of the team prevents it from setting up, then Toxic allows this to 1v1 it. Also "counters" Rain rest CM Manaphy which beats the other two if allowed a boost.
Next on the list of things to be dealt with were Charizard Y, Keldeo, and the group of Grass types who either carried HP Fire or a sleep inducing move. Since at this point I wanted to introduce either some hazards or hazard control, the obvious choice was Latias. Having two Steel types and a means of trapping Heatran and at worst forcing it to take huge damage, as well as the best Weavile counter in the game, meant Latias could provide an offensive threat simply by carrying dual Stab coverage, which allowed me to run recovery and hazard control. However, in theory, pokemon like Amoonguss, Mega Venusaur, Tangrowth and Breloom put me in 50-50 scenarios in terms of predicting Sleep moves. With that in mind I chose the following set:
Latias @ Safety Goggles
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Roost
- Defog
This set was mainly chosen for its defensive merits, providing a continuous switch in for the aforementioned threats. Safety Goggles, while being chosen purely for the ability to avoid Sleep, have the curious property with this spread of allowing you to occasionally avoid being 2hkod by Scarfed T-tars Pursuit due to the lack of sand damage if you stay in. The offensive coverage is standard, and does ok due to the team's answers to opposing Fairies/Steel types. The finished team ended up being quite resistant to Stealth Rocks but Defog ensures you don't get overwhelmed by Spikes stacking. Roost lets you come in on Keldeo forever. Psychic was chosen over Psyshock because after rocks a Psychic into Draco Meteor kills Tail Glow Manaphy, while Psyshock does not. The ability to hit CM users isn't really relevant on this team, and in general it just hits a little harder.
At this point in the process Stealth Rocks were required, as well as something for the common Dark/Fighting coverage combination, ie. a Fairy. Fortunately I found a little known gem from Gen 1 which served my purpose.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Calm Mind
- Soft-Boiled
It absolutely agonizes me not to have that one move but Stealth Rocks were needed to deal with Zard X and to help with Talonflame. Considered dropping Calm Mind for T-wave as is standard but the matchup this gives you vs stall is too valuable. Without T-wave it does lack the hilarious property of going 1v1 with Mega Venusaur but overall CM Clef is just terrifying and forces the opposition to preserve certain things they might otherwise use to switch into its teammates. Obviously provides the team with some defensive synergy creating the F/D/S core but Clef is generally not great at switching into anything properly strong.
With one available slot left I wanted to add a Fire type, but the best ones didn't fit well due to secondary typing. I also lacked a speed tier above the common 110 threshold, so it became a choice between Weavile, Torn, and Serperior. However, the need for a reliable check to Tail Glow Manaphy was the decisive factor. Serperior also benefited from the Magnezone's ability to trap and put heavy damage on sp def Heatran. It paired well with Scizor who shut down fast checks such as Weavile. In general, of the three pokemon considered for their speed, it seemed the most threatening.
Serperior @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]
The standard set was tweaked to have max offenses, as I am unconvinced of the efficiency of running HP EVs and Leech Seed. Leaf Storm is the team's fastest method of dealing with the likes of Rotom-W, Manaphy and Quagsire. As with Scizor and Clefable, it enjoys Heatran being removed early in the game, especially since Leaf Storm only has 8 PP, so firing off ineffective hits is a bad idea. SubSeeds lets it 1v1 Chansey which is the main draw of the set, but also has general utility vs most predicted counters. HP Fire was chosen over anything else for Amoonguss, Ferrothorn, Scizor, Skarm etc.
The Team as a Whole
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Volt Switch
- Hidden Power [Ground]
- Flash Cannon
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Ice Beam
- Recover
Latias @ Safety Goggles
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Roost
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Calm Mind
- Soft-Boiled
Serperior @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Volt Switch
- Hidden Power [Ground]
- Flash Cannon
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Ice Beam
- Recover
Latias @ Safety Goggles
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Draco Meteor
- Roost
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Calm Mind
- Soft-Boiled
Serperior @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]
The main draw of the team for me is the trio of Mega Scizor, Magnezone and Gastrodon, who cover some of the staples of balance exceptionally well. By taking the main risk factor out of building a team around Scizor, that of being beaten at team preview by Magnezone, the strategy of simply building with counters to Scizor checks becomes much more viable. Heatran, Landorus, Garchomp, Rotom-W, Weavile, and the Latis to name a few are all dealt with by this trio.
While the walls are definitely breakable, the team also matches up reasonably well against varying degrees of offense, mainly as a result of Scizor. However, it is clearly the most offensive team archetypes that threaten this squad. Bird spam style teams, and anything with Charizard X has a decent matchup at least. On a positive note the presence of Mega Scizor usually prevents Baton Pass teams from working properly.
Against stall the team has proven at its most successful. The combination of Zone and Scizor alone usually wins the game but the added bonus of having a rock setter that forces out Mega Sableye, a genuine answer to Amoonguss, and multiple ways of punishing setup fodder, makes this a team worth trying for anyone sick of the colour pink.
Weaknesses ;-;
Watch out for:
Be afraid of:
Ono It's:
Click Dat X It's:
Thanks for taking the time to check out this team! As with any team it's far from perfect, but I have hit that point where making changes to accommodate a weakness leaves me weak to something else, so any outside suggestions/comments are very welcome :)