This is an update to my last team which is no doubt lost in the endless depths of the RMT forum. I'm dredging it back because I'm proud to say that in my travels I've stumbled ass backwards into something really cool. That something is an offensive team that uses all 3 famous 3 type cores! After reading the last issue of The Smog I realized that my team contains the fire/water/grass, dragon/fairy/steel, and fighting/dark/psychic cores mentioned in that article. Merely having those cores isn't enough though. How does this team do in practice?
Sex Appeal (Gardevoir) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
My mega of choice is Gardevoir. As my main special attacker it is her job to break things. Hyper Voice hits incredibly hard while Psyshock offers complimentary coverage to hit poison types like Venusaur. Focus Blast is a necessary evil but it's the only move in her arsenal that will do a hefty chunk to most steels. Taunt is there to shut down defensive mons and hazard layers such as Heatran on the switch. The days of Gardevoir 6-0ing stall seem to be over but she can at least try.
Don't think that Gardevoir is a mere bludgeon though. The key to using her effectively is to use her Trace ability to its fullest extent. This is why the timid nature is used over modest. This lets her outspeed adamant excadrill and modest kingdra in their respective weathers as well as speed tie Charizard-Y.
Other considerations: I really hate Focus Blast's accuracy but again, there's not much to be done about it. HP Ground is an option but it doesn't hit non-Heatran steels nearly as hard.
Witchcraft Rock (Hydreigon) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Flash Cannon
A Kyurem-B that doesn't need spin support? Sign me up! I can't seem to make a team without Hydreigon lately and why not? It has an amazing movepool with an interesting set of resistances and immunities. It can switch into a lot of things and forms a mighty wallbreaking core with Gardevoir. While it's movepool is expansive I opted to go with the standard set as it offers the best coverage, breaking down common mons like Rotom and the slow ground types that infest the tier. I especially like Flash Cannon because fairy switch-ins are painfully obvious most of the time.
Other considerations: None. Hydreigon rules and should be side by side with Kyurem-B in the viability rankings. Again, this guy is mister moves so if you notice an attack I might have missed that will help my team more effectively than the standard set let me know :)
Hot Pie (Heatran) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Toxic
- Taunt
- Stealth Rock
Probably the member of my team that has gone through the most changes Heatran completes my fairy/dragon/steel core. His primary role is simple: rocks. Beyond that his typing and ability made him an excellent switch-in to most fairy types and with taunt and magma storm he can beat most defensive mons that give my special attackers the most trouble including Chansey and Clefable. Toxic is a new addition to help punish switch-ins and beat the things I trap more consistently.
Other considerations: My old Heatran was modest with Lava Plume and Earth Power in place of this set's offensive moves. Should I go back to those?
Snitchblade (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Spikes
- Thunder Wave
- Magnet Rise
Taking my thunderus' place is Klefki. Man has this thing proven its worth. Klefki's main job is to stack Spikes and be a general bastard. It's surprisingly hard to kill. Thunder Wave is very useful for checking fast treats like Mega Lopuuny and for providing genuine paralysis support (unlike thunderus Klefki can often live to support another day). Play Rough (and Thunder Wave) help detour the most used Defoggers, Lati@s. Magnet Rise bypasses half its weaknesses and since ground types don't usually carry another coverage move for this type combo Klefki is usually free to spam Spikes for another turn. Klefki retains its spot as one of the most hated mons in OU and I couldn't be happier.
Other considerations: None. This guy patches up so many weaknesses this team had including Lopunny, Dragonite, and Gyarados and sets up on so many more. No complaints here although choosing between Play Rough and Foul Play was agony.
Opposite Day (Serperior) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
This team looks a little Azumarril weak...
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Serperior: 165-195 (56.7 - 67%) -- guaranteed 2HKO
Good enough :) Serperior is my late game clear and once Talonflame and Heatran are gone very little can stop it. The set is standard and for all you snake lovers out there, yes, Life Orb is mandatory. It misses important 2 hit-kos at +2 without it. Glare provides additional paralysis support for my slower wallbreakers as well as something for Serp to do early game while its checks are still around.
Other considerations: HP Ground over HP Fire although Fire hits more things.
Prismatic Runner (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hydro Pump
Finishing my fire/water/grass core as well as my fighting/dark/psychic core is Keldeo. I know scarf is known as its weakest set but no other mon can check lopunny, landorus-T, Weavile, Mamoswine, Mega Sceptile, and various set-up sweepers in one set. Without scarf Keld I'd be weak to all these. It's simple but effective.
Other considerations: None. Again, nothing does what this set does. If you can name another offensive mon that checks all those threats, power to you. Choice Specs is rather cool though.
Threat List:
Hazards: This team lacks hazard control. None of my mons are weak to stealth rocks and Klefki's Spikes often encourage my opponent to Defog away their own hazards to save themselves. None the less it's still a fundamental that I lack. I'll leave it up to you to decide if that is important or not.
Offensive grounds: Hydreigon is the only mon I have that can actually switch in to ground moves. While offensive ground types are becoming increasingly rare the odd ones (scarf Lando and speedy chomp) do slip through the cracks.
Breloom: Is tough to switch into and a hell of a lead against me but luckily not that common.
And that's my current team. What do you think? Is the 9 type core great or a bust? As always, feedback is very much appreciated :)
Sex Appeal (Gardevoir) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
My mega of choice is Gardevoir. As my main special attacker it is her job to break things. Hyper Voice hits incredibly hard while Psyshock offers complimentary coverage to hit poison types like Venusaur. Focus Blast is a necessary evil but it's the only move in her arsenal that will do a hefty chunk to most steels. Taunt is there to shut down defensive mons and hazard layers such as Heatran on the switch. The days of Gardevoir 6-0ing stall seem to be over but she can at least try.
Don't think that Gardevoir is a mere bludgeon though. The key to using her effectively is to use her Trace ability to its fullest extent. This is why the timid nature is used over modest. This lets her outspeed adamant excadrill and modest kingdra in their respective weathers as well as speed tie Charizard-Y.
Other considerations: I really hate Focus Blast's accuracy but again, there's not much to be done about it. HP Ground is an option but it doesn't hit non-Heatran steels nearly as hard.
Witchcraft Rock (Hydreigon) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Flash Cannon
A Kyurem-B that doesn't need spin support? Sign me up! I can't seem to make a team without Hydreigon lately and why not? It has an amazing movepool with an interesting set of resistances and immunities. It can switch into a lot of things and forms a mighty wallbreaking core with Gardevoir. While it's movepool is expansive I opted to go with the standard set as it offers the best coverage, breaking down common mons like Rotom and the slow ground types that infest the tier. I especially like Flash Cannon because fairy switch-ins are painfully obvious most of the time.
Other considerations: None. Hydreigon rules and should be side by side with Kyurem-B in the viability rankings. Again, this guy is mister moves so if you notice an attack I might have missed that will help my team more effectively than the standard set let me know :)
Hot Pie (Heatran) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Toxic
- Taunt
- Stealth Rock
Probably the member of my team that has gone through the most changes Heatran completes my fairy/dragon/steel core. His primary role is simple: rocks. Beyond that his typing and ability made him an excellent switch-in to most fairy types and with taunt and magma storm he can beat most defensive mons that give my special attackers the most trouble including Chansey and Clefable. Toxic is a new addition to help punish switch-ins and beat the things I trap more consistently.
Other considerations: My old Heatran was modest with Lava Plume and Earth Power in place of this set's offensive moves. Should I go back to those?
Snitchblade (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Spikes
- Thunder Wave
- Magnet Rise
Taking my thunderus' place is Klefki. Man has this thing proven its worth. Klefki's main job is to stack Spikes and be a general bastard. It's surprisingly hard to kill. Thunder Wave is very useful for checking fast treats like Mega Lopuuny and for providing genuine paralysis support (unlike thunderus Klefki can often live to support another day). Play Rough (and Thunder Wave) help detour the most used Defoggers, Lati@s. Magnet Rise bypasses half its weaknesses and since ground types don't usually carry another coverage move for this type combo Klefki is usually free to spam Spikes for another turn. Klefki retains its spot as one of the most hated mons in OU and I couldn't be happier.
Other considerations: None. This guy patches up so many weaknesses this team had including Lopunny, Dragonite, and Gyarados and sets up on so many more. No complaints here although choosing between Play Rough and Foul Play was agony.
Opposite Day (Serperior) @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
This team looks a little Azumarril weak...
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Serperior: 165-195 (56.7 - 67%) -- guaranteed 2HKO
Good enough :) Serperior is my late game clear and once Talonflame and Heatran are gone very little can stop it. The set is standard and for all you snake lovers out there, yes, Life Orb is mandatory. It misses important 2 hit-kos at +2 without it. Glare provides additional paralysis support for my slower wallbreakers as well as something for Serp to do early game while its checks are still around.
Other considerations: HP Ground over HP Fire although Fire hits more things.
Prismatic Runner (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hydro Pump
Finishing my fire/water/grass core as well as my fighting/dark/psychic core is Keldeo. I know scarf is known as its weakest set but no other mon can check lopunny, landorus-T, Weavile, Mamoswine, Mega Sceptile, and various set-up sweepers in one set. Without scarf Keld I'd be weak to all these. It's simple but effective.
Other considerations: None. Again, nothing does what this set does. If you can name another offensive mon that checks all those threats, power to you. Choice Specs is rather cool though.
Threat List:
Hazards: This team lacks hazard control. None of my mons are weak to stealth rocks and Klefki's Spikes often encourage my opponent to Defog away their own hazards to save themselves. None the less it's still a fundamental that I lack. I'll leave it up to you to decide if that is important or not.
Offensive grounds: Hydreigon is the only mon I have that can actually switch in to ground moves. While offensive ground types are becoming increasingly rare the odd ones (scarf Lando and speedy chomp) do slip through the cracks.
Breloom: Is tough to switch into and a hell of a lead against me but luckily not that common.
And that's my current team. What do you think? Is the 9 type core great or a bust? As always, feedback is very much appreciated :)