VGC Turning up the heat with Mega Charizard Y!

Hi everybody! It's TheHoodedGamer here with my 5th RMT! I haven't posted a RMT in a while and I thought that this team could be my next. I have had reasonable success but any help would be appreciated :D

Well, I'm not paralyzed
But, I seem to be struck by you
I wanna make you move
Because you're standing still
If your body matches
What your eyes can do
You'll probably move right through
Me on my way to you
Paralyzer (Thundurus) @ Sitrus Berry
Ability: Prankster
Level: 50
Shiny: Yes
EVs: 252 HP / 116 Def / 68 SpD / 52 Spe
Calm Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
I chose Thundy because he is amazing TR counter/Speed Control Pokémon. His role is exactly that; Speed Control and a soft TR counter (assuming the TR setter doesn't have a Mental Herb). Thundurus' relatively good bulk and access to Thunder Wave allow it to support its teammates with speed control. Thunderbolt is Thundurus's STAB move and hits Pokemon like Mega Charizard Y and Suicune hard. Hidden Power Ice serves as coverage and deals heavy damage to common Ground-types such as Garchomp and Landorus-T. Taunt prevents field effects like Trick Room from going up and stops status moves like Will-O-Wisp and Spore from being used. The given EV spread is used to survive a Modest 252 Life Orb Draco Meteor from Hydreigon 100% of the time and can survive a Modest 252 Choice Specs Draco Meteor from Hydreigon only 18.7% of the time :P

Here are some calcs:
Offensive (no real achievements)
0 SpA Thundurus Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 128-152 (69.9 - 83%) -- guaranteed 2HKO

0 SpA Thundurus Hidden Power Ice vs. 4 HP / 0 SpD Landorus-T: 136-160 (82.4 - 96.9%) -- guaranteed 2HKO

Defensive
252+ Atk Choice Band Landorus-T Rock Slide vs. 252 HP / 116 Def Thundurus: 132-156 (70.9 - 83.8%) -- guaranteed 2HKO after Sitrus Berry recovery

252 Atk Garchomp Rock Slide vs. 252 HP / 116 Def Thundurus: 74-88 (39.7 - 47.3%) -- 92.3% chance to 3HKO after Sitrus Berry recovery

252+ Atk Life Orb Mamoswine Rock Slide vs. 252 HP / 116 Def Thundurus: 107-127 (57.5 - 68.2%) -- 60.5% chance to 2HKO after Sitrus Berry recovery

252+ SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 68+ SpD Thundurus: 156-185 (83.8 - 99.4%) -- guaranteed 2HKO after Sitrus Berry recovery

252+ SpA Choice Specs Hydreigon Draco Meteor vs. 252 HP / 68+ SpD Thundurus: 178-211 (95.6 - 113.4%) -- 81.3% chance to OHKO

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 252 HP / 68+ SpD Thundurus: 111-132 (59.6 - 70.9%) -- 88.3% chance to 2HKO after Sitrus Berry recovery

252+ SpA Choice Specs Sylveon Shadow Ball vs. 252 HP / 68+ SpD Thundurus: 68-80 (36.5 - 43%) -- 5.3% chance to 3HKO after Sitrus Berry recovery

252+ SpA Choice Specs Sylveon Psyshock vs. 252 HP / 116 Def Thundurus: 78-92 (41.9 - 49.4%) -- guaranteed 3HKO after Sitrus Berry recovery

44+ SpA Mega Charizard Y Heat Wave vs. 252 HP / 68+ SpD Thundurus in Sun: 103-123 (55.3 - 66.1%) -- 25.4% chance to 2HKO after Sitrus Berry recovery

44+ SpA Mega Charizard Y Solar Beam vs. 252 HP / 68+ SpD Thundurus: 39-46 (20.9 - 24.7%) -- guaranteed 6HKO after Sitrus Berry recovery

252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 116 Def Thundurus: 133-157 (71.5 - 84.4%) -- guaranteed 2HKO

252+ Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 116 Def Thundurus: 109-130 (58.6 - 69.8%) -- 75.4% chance to 2HKO after Sitrus Berry recovery

252 Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 116 Def Thundurus: 173-205 (93 - 110.2%) -- guaranteed 2HKO after Sitrus Berry recovery

252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 252 HP / 116 Def Thundurus: 77-92 (41.3 - 49.4%) -- 100% chance to 3HKO after Sitrus Berry recovery

252 Atk Mega Lopunny Return vs. 252 HP / 116 Def Thundurus: 105-124 (56.4 - 66.6%) -- 37.9% chance to 2HKO after Sitrus Berry recovery

140 Atk Terrakion Rock Slide vs. 252 HP / 116 Def Thundurus: 102-120 (54.8 - 64.5%) -- 5.9% chance to 2HKO after Sitrus Berry recovery

252+ Atk Life Orb Talonflame Brave Bird vs. 252 HP / 116 Def Thundurus: 62-74 (33.3 - 39.7%) -- guaranteed 4HKO after Sitrus Berry recovery


I burn it down just to watch it go
I burn it down so everybody knows
I burn it down just to see it torched
Burn it down, I hate it to the core

Burn It Down (Charizard) (M) @ Charizardite Y
Ability: Blaze
Level: 50
Shiny: Yes
EVs: 188 HP / 44 Def / 116 SpA / 4 SpD / 156 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Heat Wave / Hideen Power [Ground]
- Protect
- Overheat
I chose Mega Charizard Y because it has excellent type synergy with Thundy. His role it to hit everything hard in the Sun while Thundy paralyzes. Heat Wave is a great STAB Fire-type move that Charizard can throw around without worrying as much about it getting blocked by Protect, and as such it's the main move it will be using. Also, HP Ground can be used to get over Heatran and such. Solar Beam is equally important to make sure Charizard can threaten the opponent's weather changing Pokemon when Drought is activated, mainly Tyranitar and Politoed, as well as Rotom-W and various Rock- or Ground-types. Overheat is a extremely hard hitting single-target move that can OHKO some bulkier threats. He EVs are to make MegaZard incredibly bulky. I chose Blaze over Solar Power so that Trace wouldn't win against me.

Here are some calcs:
Offensive
116+ SpA Mega Charizard Y Overheat vs. 12 HP / 4 SpD Landorus-T in Sun: 232-274 (139.7 - 165%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 92 HP / 0 SpD Sylveon in Sun: 157-186 (86.2 - 102.1%) -- 12.5% chance to OHKO

116+ SpA Mega Charizard Y Solar Beam vs. 196 HP / 12 SpD Azumarill: 190-224 (95 - 112%) -- 68.8% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 0 SpD Talonflame in Sun: 131-155 (85.6 - 101.3%) -- 12.5% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 4 SpD Thundurus in Sun: 232-274 (150.6 - 177.9%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 212 HP / 20 SpD Mega Kangaskhan in Sun: 192-226 (92.7 - 109.1%) -- 56.3% chance to OHKO

116+ SpA Mega Charizard Y Heat Wave vs. 0 HP / 4 SpD Mega Manectric in Sun: 127-150 (87.5 - 103.4%) -- 25% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 4 SpD Mega Manectric in Sun: 232-274 (160 - 188.9%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 4 HP / 0 SpD Mega Lopunny in Sun: 204-240 (144.6 - 170.2%) -- guaranteed OHKO

Defensive
252+ Atk Landorus-T Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 176-208 (99.4 - 117.5%) -- 87.5% chance to OHKO

252+ Atk Huge Power Azumarill Aqua Jet vs. 188 HP / 44 Def Mega Charizard Y in Sun: 48-56 (27.1 - 31.6%) -- guaranteed 4HKO

252+ Atk Huge Power Azumarill Waterfall vs. 188 HP / 44 Def Mega Charizard Y in Sun: 96-114 (54.2 - 64.4%) -- guaranteed 2HKO

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 188 HP / 4 SpD Mega Charizard Y: 48-57 (27.1 - 32.2%) -- guaranteed 4HKO

252+ SpA Choice Specs Sylveon Shadow Ball vs. 188 HP / 4 SpD Mega Charizard Y: 60-71 (33.8 - 40.1%) -- guaranteed 3HKO

252+ SpA Choice Specs Sylveon Psyshock vs. 188 HP / 44 Def Mega Charizard Y: 78-92 (44 - 51.9%) -- 14.1% chance to 2HKO

252+ Atk Life Orb Talonflame Brave Bird vs. 188 HP / 44 Def Mega Charizard Y: 125-148 (70.6 - 83.6%) -- guaranteed 2HKO

252 SpA Thundurus Thunderbolt vs. 188 HP / 4 SpD Mega Charizard Y: 134-158 (75.7 - 89.2%) -- guaranteed 2HKO

252 SpA Mega Manectric Thunderbolt vs. 188 HP / 4 SpD Mega Charizard Y: 140-168 (79 - 94.9%) -- guaranteed 2HKO

252 SpA Mega Manectric Overheat vs. 188 HP / 4 SpD Mega Charizard Y in Sun: 51-60 (28.8 - 33.8%) -- 0.8% chance to 3HKO

252 Atk Mega Lopunny Return vs. 188 HP / 44 Def Mega Charizard Y: 105-124 (59.3 - 70%) -- guaranteed 2HKO


You'll die as you lived
In the flash of the blade
In a corner forgotten away
You lived for the touch
For the feel of the steel
One man, and his honor

Flash of the Blade (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Level: 49
Shiny: Yes
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Flash Cannon
- Shadow Ball
- Wide Guard
- King's Shield
I chose Aegislash because he has and amazing offensive typing in steel, and good defensive synergy with the rest of the team. His role is to get rid of the ever so prevalent Fairies as well as getting rid of other Aegislashes. You might be wondering, "why is your Aegislash level 49? Are you a noob?" Maybe, idk lol. But seriously, Aegislash is level 49 so I can secure the fact that I out-slow other Aegislashes and KO them with Shadow Ball while they're in Blade Forme. Shadow Ball and Flash Cannon are Aegislash's main STAB moves, which allow him to get rid of pesky Fairies, and Psychics, like Gardevoir. Wide Guard provides support to this pesky little Blade and its teammates by protecting them from spread attacks such as Hyper Voice, Earthquake, Rock Slide, and Heat Wave, which are ever so prevalent. King's Shield is necessary, as it lets Aegislash alter back to its Shield Forme after it attacks. Basically a great revenge killer :D

Here are some calcs:
Offensive
+2 100+ SpA Aegislash-Blade Flash Cannon vs. 4 HP / 0 SpD Hydreigon: 153-181 (91 - 107.7%) -- 50% chance to OHKO

+2 100+ SpA Aegislash-Blade Flash Cannon/Shadow Ball vs. 4 HP / 0 SpD Mega Gardevoir: 218-258 (151.3 - 179.1%) -- guaranteed OHKO

+2 100+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Aegislash-Blade: 482-570 (288.6 - 341.3%) -- guaranteed OHKO

+2 100+ SpA Aegislash-Blade Flash Cannon/Shadow Ball vs. 0 HP / 4 SpD Garchomp: 160-189 (87.4 - 103.2%) -- 25% chance to OHKO

+2 100+ SpA Aegislash-Blade Flash Cannon vs. 0 HP / 4 SpD Mamoswine: 416-492 (224.8 - 265.9%) -- guaranteed OHKO

+2 100+ SpA Aegislash-Blade Flash Cannon vs. 4 HP / 0 SpD Landorus-T: 169-199 (102.4 - 120.6%) -- guaranteed OHKO

Defensive
252+ SpA Life Orb Hydreigon Dark Pulse vs. 252 HP / 156 SpD Aegislash-Shield: 125-148 (76.6 - 90.7%) -- guaranteed 2HKO

252 SpA Mega Gardevoir Shadow Ball vs. 252 HP / 156 SpD Aegislash-Shield: 72-86 (44.1 - 52.7%) -- 16.8% chance to 2HKO

252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 156 SpD Aegislash-Shield: 110-132 (67.4 - 80.9%) -- guaranteed 2HKO

252 Atk Garchomp Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 92-110 (56.4 - 67.4%) -- guaranteed 2HKO

252+ Atk Mamoswine Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 102-120 (62.5 - 73.6%) -- guaranteed 2HKO

252+ Atk Landorus-T Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 108-128 (66.2 - 78.5%) -- guaranteed 2HKO

252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 106-128 (63.4 - 76.6%) -- guaranteed 2HKO

44+ SpA Mega Charizard Y Overheat vs. 252 HP / 156 SpD Aegislash-Shield in Sun: 242-288 (148.4 - 176.6%) -- guaranteed OHKO :/


I will not bow
I will not break
I will shut the world away
I will not fall
I will not fade
I will take your breath away

I Will Not Bow (Terrakion) @ Lum Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect
Terrakion has one of the best, if not the best, offensive typings in the game, and the main aim of its moveset is to use that typing to its full advantage. His role is to provide Quick Guard Support and to get rid of powerful pokemon like Mega Kangaskhan. Close Combat is the Fighting-type STAB attack Terrakion will use, and its huge 120 Base Power backed up by Terrakion's base 129 Attack stat means it can deal large amounts of damage to foes that don't resist it. Rock Slide is a great STAB spread move that also has a yummy 30% chance to cause each of the opposing Pokemon to flinch. Quick Guard allows Terrakion to support the rest of the team and itself by blocking priority moves including Fake Out if Terrakion is faster than the Fake Out user. Protect is used for scouting or blocking attacks and is one of the best moves in doubles. Lum Berry is a soft check to burn.

Here are some calcs:
Offensive
252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Mega Kangaskhan: 204-242 (112.7 - 133.7%) -- guaranteed OHKO

252 Atk Terrakion Close Combat vs. 4 HP / 0 Def Heatran: 194-230 (116.1 - 137.7%) -- guaranteed OHKO
Defensive
252+ SpA Heatran Earth Power vs. 4 HP / 0 SpD Terrakion: 124-148 (74.2 - 88.6%) -- guaranteed 2HKO


He's the one they call Dr. Feelgood
He's the one that makes ya feel alright
He's the one they call Dr. Feelgood
He's gonna be your Frankenstein

Dr. Feelgood (Venusaur) (M) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 30 Atk / 30 SpA / 30 SpD
- Protect
- Giga Drain
- Hidden Power [Ground]
- Sludge Bomb
I chose Venusaur because of his amazing Ability in Chlorophyll. His role is to be a sun sweeper. Giga Drain is the preferred Grass-type STAB move, as it is reliable even without sun. Sludge Bomb is mainly used to hit Fairy-types, namely Sylveon, but is overall a pretty strong secondary STAB move. I chose HP Ground over HP Ice because it gives me coverage against Fire, Poison, and Ground types instead of Dragon, Flying, and Ground, in which I already cover Ground types with Giga Drain. Protect is a staple and allows Venusaur to avoid hits it doesn't want to take, which is especially necessary because this set is quite frail. 252 EVs in Special Attack, Life Orb, and a Modest nature lets Venusaur hit as hard as possible. 252 Speed EVs allow it to outspeed as good as anything under sun, and this set doesn't really need any bulk investment, as it doesn't want to take any hits anyway. 31/30/31/30/30/31 gives Venusaur HP Ground.

Here are some calcs:
Offensive
252+ SpA Venusaur Hidden Power Ground vs. 4 HP / 0 SpD Heatran: 120-144 (71.8 - 86.2%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Venusaur Sludge Bomb vs. 92 HP / 0 SpD Sylveon: 116-138 (63.7 - 75.8%) -- guaranteed 2HKO

252+ SpA Venusaur Giga Drain vs. 252 HP / 52 SpD Suicune: 102-120 (49.2 - 57.9%) -- 12.9% chance to 2HKO after Sitrus Berry recovery

252+ SpA Venusaur Sludge Bomb vs. 0 HP / 4 SpD Weavile: 81-96 (55.8 - 66.2%) -- guaranteed 2HKO

Defensive
Venusaur doesn't meet any defensive standards because of how frail it is.


Let it go, let it go
Can't hold it back anymore
Let it go, let it go
Turn away and slam the door
I don't care what they're going to say
Let the storm rage on
The cold never bothered me anyway

Let It Go (Mamoswine) (M) @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- Superpower
- Icicle Crash
- Earthquake
- Rock Slide
I chose Mamoswine because I noticed I had a big weakness to Mamoswine or just Ice in general. His role is to kill opposing Mamoswines/Ice-types and to provide Ice STAB attacks which hurt. Earthquake is Mamoswine's Ground-type STAB move and hits Fire- and Steel-types super effectively. Superpower lets Mamoswine hit Pokemon such as Mega Kangaskhan and Ferrothorn super effectively. Icicle Crash is a reliable Ice-type STAB move with a yummy flinch chance :D. Rock Slide is for Rock coverage. Maximum Attack and Speed with a Adamant Nature to hit as hard as possible and as fast as possible. Choice scarf finds its way on Mamoswine because it doesn't normally have a good speed tier and it could use he extra speed.Thick Fat is by far the best ability, as it weakens Ice- and Fire-type moves, which helps increase Mamoswine's ability to tank hits.

Here are some calcs:
Offensive
-1 252 Atk Mamoswine Icicle Crash vs. 12 HP / 92 Def Landorus-T: 196-232 (118 - 139.7%) -- guaranteed OHKO

-1 252 Atk Mamoswine Ice Shard vs. 12 HP / 92 Def Landorus-T: 96-112 (57.8 - 67.4%) -- guaranteed 2HKO

252 Atk Mamoswine Icicle Crash vs. 0 HP / 0 Def Garchomp: 304-364 (166.1 - 198.9%) -- guaranteed OHKO

252 Atk Mamoswine Rock Slide vs. 252 HP / 4 Def Mega Charizard Y: 156-184 (84.3 - 99.4%) -- guaranteed 2HKO --considering that Mega Charizard Y OHKOs with Overheat

252 Atk Mamoswine Rock Slide vs. 4 HP / 0 Def Talonflame: 172-204 (111.6 - 132.4%) -- guaranteed OHKO

-1 252 Atk Mamoswine Earthquake vs. 0 HP / 0 Def Mega Manectric: 102-122 (70.3 - 84.1%) -- guaranteed 2HKO

Defensive
Mamoswine also is quite frail and has no real defensive benchmark

I Will Not Bow (Garchomp) (M) @ Lum Berry
Ability: Rough Skin
Level: 50
EVs: 12 HP / 204 Atk / 84 Def / 36 SpD / 172 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Claw
- Protect

Dr. Feelgood (Breloom) (M) @ Focus Sash
Ability: Technician
Level: 50
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Protect

Well that's my RMT! Any and all feedback is appreciated and I thank anybody that has taken time out of their day to read though this. :D

Paralyzer (Thundurus) @ Sitrus Berry
Ability: Prankster
Level: 50
Shiny: Yes
EVs: 252 HP / 116 Def / 68 SpD / 52 Spe
Calm Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]

Burn It Down (Charizard) (M) @ Charizardite Y
Ability: Blaze
Level: 50
Shiny: Yes
EVs: 188 HP / 44 Def / 116 SpA / 4 SpD / 156 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Heat Wave
- Protect
- Overheat

Flash of the Blade (Aegislash) (M) @ Weakness Policy
Ability: Stance Change
Level: 49
Shiny: Yes
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
IVs: 0 Spe / 0 Atk
- Flash Cannon
- Shadow Ball
- Wide Guard
- King's Shield

I Will Not Bow (Terrakion) @ Lum Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect


Dr. Feelgood (Venusaur) (M) @ Life Orb
Ability: Chlorophyll
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 30 Atk / 30 SpA / 30 SpD
- Protect
- Giga Drain
- Hidden Power [Ground]
- Sludge Bomb

Let It Go (Mamoswine) (M) @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- Superpower
- Icicle Crash
- Earthquake
- Rock Slide

Don't use that, use this: The updated team
 
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nice and bland ass songs i've listened to all of them

I don't have much to say as I am about to leave but your team seems weak to opposing CharYs (especially solar power cary with ancientpower) because if they lack AP you only have your own CharY as a check to it so imo run Ancient Power > Overheat on CharY and most opposing CharYs can actually protect stall you out on 'mons like Mamoswine or come in with you locked in the wrong move.
 
nice and bland ass songs i've listened to all of them

I don't have much to say as I am about to leave but your team seems weak to opposing CharYs (especially solar power cary with ancientpower) because if they lack AP you only have your own CharY as a check to it so imo run Ancient Power > Overheat on CharY and most opposing CharYs can actually protect stall you out on 'mons like Mamoswine or come in with you locked in the wrong move.
Thanks for the reply Mudvayne. I don't think I should than run Ancient Power because without Overheat, I miss out on a lot of OHKOs, but I'll test that out for a few days.
 

DaAwesomeDude1

waiting for a moment
is a Top Contributoris a Top Tiering Contributor Alumnus
DPL Champion
Alrighty let's get this rated. Sorry it took so long for me to get to it, but it looks p nice; considering I helped you with a few things on there of course it looks nice :^)
lol jk but seriously lets get to it, gonna go through each Pokemon individually and go through what should be changed:
Thundurus: looks good
Charizard: looks good
Aegislash: looks good
Garchomp: Honestly i find this kinda redundant with Mamoswine, since the only thing it offers is Dragon coverage (which mamo already hits with Ice type moves). I guess the added speed and the ability to switch moves is kinda cool too but ehh. Personally I would use Mamoswine over this and replace Garchomp with Terrakion. Terrakion provides needed rock coverage against Rotom-H, whom you have no way of hitting currently and threatens Thundurus pretty hard too. It also gives you a reliable way of OHKOing Mega Kanga. Use Close Combat, Rock Slide, Quick Guard, Protect with a Lum Berry as the item. 252 Atk 252 Spe Jolly.
Breloom:
I usually prefer Venu as my grass type with zard but breloom works fine too
Mamoswine: Adamant is generally better than Jolly since more power is definitely appreciated haha. Jolly only outruns like scarf lando anyways and not like lando can do much to mamo (unless locked into Superpower but even then it leaves itself open to your other team members)

Just came back from work not too long ago so a bit tired. Will update with changes if I think of something better haha. Watch out for Trick Room teams as your team is a bit weak to it. An alternate option I was thinking on was trying a bulky water type like Rotom-W or Suicune over the Garchomp slot to give you a better matchup against common TR mons. Anyways good job dude and good luck with the team :)
 
Alrighty let's get this rated. Sorry it took so long for me to get to it, but it looks p nice; considering I helped you with a few things on there of course it looks nice :^)
lol jk but seriously lets get to it, gonna go through each Pokemon individually and go through what should be changed:
Thundurus: looks good
Charizard: looks good
Aegislash: looks good
Garchomp: Honestly i find this kinda redundant with Mamoswine, since the only thing it offers is Dragon coverage (which mamo already hits with Ice type moves). I guess the added speed and the ability to switch moves is kinda cool too but ehh. Personally I would use Mamoswine over this and replace Garchomp with Terrakion. Terrakion provides needed rock coverage against Rotom-H, whom you have no way of hitting currently and threatens Thundurus pretty hard too. It also gives you a reliable way of OHKOing Mega Kanga. Use Close Combat, Rock Slide, Quick Guard, Protect with a Lum Berry as the item. 252 Atk 252 Spe Jolly.
Breloom:
I usually prefer Venu as my grass type with zard but breloom works fine too
Mamoswine: Adamant is generally better than Jolly since more power is definitely appreciated haha. Jolly only outruns like scarf lando anyways and not like lando can do much to mamo (unless locked into Superpower but even then it leaves itself open to your other team members)

Just came back from work not too long ago so a bit tired. Will update with changes if I think of something better haha. Watch out for Trick Room teams as your team is a bit weak to it. An alternate option I was thinking on was trying a bulky water type like Rotom-W or Suicune over the Garchomp slot to give you a better matchup against common TR mons. Anyways good job dude and good luck with the team :)
Thx DaAwesomeDude1 for replying to the thread, I've been thinking about switching out Garchomp with Terrakion and Breloom with Venusaur but I wanted some more feedback so I will definitely change Gachomp with Terrakion.
 
Since haxiom said its ok, i have decided to bump this thread. A few things I am looking for:
  1. Feedback on the overall synergy of the whole team since the change
  2. Any changes that look like they're necessary
  3. People to like the team :D
Changes made to the team:
  1. Terrakion over Garchomp: reasoning behind this is that, already having Mamoswine, agar home was kind of redundant, and with Terrakion, I get a needed Fighting-Type coverage
  2. Chlorophyll Venusaur over Breloom: Breloom, while able to use a 100% accurate sleeper move, he isn't the fastest thing in the world, nor is it the best offensively. Here is where Venusaur comes in. Venusaur is a pretty good Special Attacker, and since this is a Sun team, Chlorophyll makes Venusaur the fastest thing possible. It also provides more coverage in Grass, Poison, and Ground than Grass and Fighting.
  3. Superpower over Ice Shard on Mamoswine: Ice Shard is redundant to use on a Scarf set and Superpower gives Mamoswine the ability to hit Mega Kang and Ferrothorn for SE damage
 
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Mishimono

mish mish
is a Top Tiering Contributoris a Past SCL Champion
Only problem really is you are kind of Rock Slide weak but you can take care of the two most common users in Terrakion, Landorus-T. I don't really know what would change this ut it looks okay to me :)
 
At a glance, your team seems weak to substitute Heatran. Thundurus hits some defensive benchmarks but is very underwhelming offensively with this spread. In my opinion, given the fast-paced nature of your team you could use some more offense. If you feel like soft-resetting for a new Thundurus, I'd recommend a Modest Thundurus with the following EV spread, taken from Scar's world's report:

244 HP / 40 Def / 36 SpA / 156 SpD / 28 Spe

It hits good enough defensive benchmarks, like surviving rain boosted Hydro Pump from Ludicolo but can also break Heatran's sub with Thunderbolt. In my opinion HP Ice is largely unnecessary as you have Mamoswine for Landorus-T and Venusaur for most other ground types. I'd recommend Swagger > HP Ice because Swagger wins games and is incredibly disruptive while still giving you a (unreliable) means of offense against Ground types and annoying the hell out of your opponent (as well as helping shut down their special attackers)

In addition, I'd highly recommend Sleep Powder over HP ground on Venu - HP ground really only hits Heatran (everything else is hit harder by either Sludge Bomb or Giga Drain - Sludge Bomb outdamages HP ground unless the latter is 4x effective or the latter is 2x effective and Sludge Bomb is 1/2x effective etc.) Fast sleep gives a lot of utility in this metagame and with a more offensivd Thundurus, you won't need Venu against Heatran as much anyways (given the prevalence of bulky and Shuca Heatran since World's and given how weak HP ground is from your calcs, I don't think you're missing many KOs anyways - HP ground seems not useful).

I'd also recommend changing back to Jolly Mamoswine - Scarf Landorus-T is an important benchmark and I feel like Mamoswine's biggest niche is hard-countering double-genies (EQ does a lot to Mamoswine and choice-lock is hard to justify).

Here's my bulky Jolly Mamoswine spread: 20/148/76/0-/20/244+
244 speed Jolly outspeeds Landorus-T by a point.
0 HP/36 SpDef survives sylveons hyper voice (can 2hko with iron head)

0 HP/84 Def survives neutral Mega Salamence Double-Edge 100% of the time and can 2hko with icicle crash (most common variant)

100 Attack guarantees the OHKO on 4 HP Talonflame.


The standard 252/252 spread is also fine since it's a pretty frail mon anyways.

Those were radical-ish changes - if you don't want to make any of those, please at least make the following EV optimizations:

Thundurus - 116 is not divisible by 8 despite having an even IV in defense. Move 4 EVs from Defense to SpA so they're not wasted.

Venusaur- move 4 evs from SpA to Defense for same reason - has to be Defense, no other stat will change.
 
I love sun teams! Sun is one of the most versatile playstyles out there, so i'll be glad to help. Let's get started!

First of all, i want to note how weak your team is to rain. This seems like an obnoxious fact as Sun natural weakness should be rain, but your team is so weak to water that it isn't a fair matchup. Terrakion, Thundurus, Charizard, Mamoswine, Venusaur - All of them fear either Ice Beam or the water-type STAB move from Ludicolo or Kingdra, both of the most common abusers. This weakness doesn't really require much to patch: Just replace the Life Orb of Venusaur for Venusaurite and give it an EV spread of 188 HP / 252 SpA / 68 Spe with a Modest Nature. This will give your team a better standing against rain teams which look like a threat for your team (let's say, MegaGross rain). The speed allows you to outspeed Scarf Landorus-T with it and Giga Drain / Sleep Powder it, so there's that.

Another weakness your team has is Trick Room. Why is this? Because your team has solely one Trick Room check in your team (That is Aegislash) and Thundurus isn't really safe to pull out in some scenarios, specially with Fake Out support of the opponent. Don't be fooled: Terrakion + Thundurus seems like a safe lead, as you can Quick Guard + Taunt the Cresselia turn 1, while, let's say, Cresselia + Scrafty could either go for the obvious play of Fake Out + Trick Room, or could predict the Quick Guard and go for a Psychic + Drain Punch against the Terrakion slot, or it could go for Ice Beam + Knock Off / Stone Edge versus Thundurus. Getting a more solid check for all of these answers is required.
As i said, your team really relies on Venusaur as a rain check, but the fact that it sits in a really uncomfortable speed tier is annoying. Maybe Ferrothorn over Venusaur could be a potential change, or also Amoonguss could be a replacement. Both check rain rather well (Ferrothorn, in fact, is a counter to every rain that doesn't have a Terrakion) and allows you to have a better defensive synergy, as it resist Psychic and Fairy, a classic combination of Trick Room Gardevoir, which your team kinda fears.

Well, that's pretty much all i can help with your team. Amazing team nonetheless! I hope i can see another team like this on the future!

- Skarm
 
Thanks soooooooo much Steven Stone and QuietHeatran for all the help! I have taken all of the advice into consideration and here is a list of the changes I am willing to make:
  • Replace Venusaur with Ferrothorn: Steven Stone made a great point in which I needed a better Rain and Trick Room counter. Ferrothorn shall be tested. Thinking of a set like this:
Ferrothorn @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 148 Atk / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Thunder Wave / Leech Seed
- Protect​
  • Giving Mamoswine the EV Spread of 20 HP / 148 Atk / 76 Def / 20 SpD / 244 Spe with Jolly Nature: QuietHeatran made a good point that 252/252 Adamant Mamsowine is pretty frail and the given EV spread survives a lot of things it couldn't before while still hitting a decent Speed and Attack benchmark.
  • Giving Thundurus the EV Spread of 244 HP / 40 Def / 36 SpA / 156 SpD / 28 Spe and a Modest Nature as well as giving Thundurus Swagger over HP Ice: QuietHeatran made another good point hat it survives Rain-boosted STAB Hydro Pump from Ludicolo as well as destroy Heatran's Sub with Thundurus' Thunderbolt. Swagger is the better option as HP Ice, as said, is pretty redundant when I have Mamoswine for Ice Coverage.
 

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