ORAS OU Vindicativa Bellatorum (Hazardous F.W.G - Peaked 1750+)

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~ We Are The Harbinger of Your Downfall ~

..:: INTRODUCTION ::..
Howdy folks! After the last success of my FMA-themed team featuring the amazing anti-meta Mew, I have spent most of my time testing different stuffs. Believe or not, my alt had been up and down so many time as I tested different playstyle. After a while, I successfully create a very solid team that I believe will do pretty well in the current metagame.

With this team, my highest is around 1764 but I know I can get higher than that if hax factors do not jump in most of the time. However, I decide to post this team before reaching 1800+ as I feel really excited about how well the team works, and I really want to see how can I improve further.

..:: TEAM OVERVIEW ::..
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..:: TEAMBUILDING PROCESS ::..
The initial idea is to build a team with FWG core so I have to choose the Pokemon for the core first. Talonflame comes immediately to my mind due to its meta-changing potential.
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Talonflame hates Rock, and since I am thinking of playing with Hazards against opponents I prefer Rapid Spin over Defog. Thus, Starmie comes next, and it fits quite well to deal against several threat of Talonflame such as Rocky Helmet Garchomp or Heatran or, to some extent, Tyranitar (non-Scarf).
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Choosing a Grass Pokemon is pretty hard due to the limited choice, but Serperior comes as an answer eventually. Contrary really changes it, and it helps hitting stuff pretty hard over time and kill many of Talonflame's counters such as Rotom-W and Quagsire.
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Okay, after finishing with a Core, I come to the Hazard part. As I really don't like being hammered by Mega Lopunny and Talonflame which are threats, and I don't really mind making the team balance, Rocky Helmet Garchomp takes the slot, and I really, really enjoy using it, and people are really annoyed by it.
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So to make the team somewhat harder to face, I become greedier and need more Hazard. Klefki, even though I hate it so much, comes out amazingly in its role to annoy others by its T-wave and to fill the Hazard onto opponent team. It comes great synergically too, as Garchomp + Klefki are part of the core of it own.
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So the last slot is reserved for a Mega, and with a hazardful field it is best to exert pressure onto the opponent. With that Mega Lopunny comes in due to its power, its amazing Speed and sometimes, Fake Out saves me in a pinch. From all of that, I have a great team.
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..:: DETAIL ::..
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Cecidit Stella (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance

Talonflame is phenomenal, its unique ability separates it from the rest of the starting birds. After clearing all of Talonflame's counters, namely Rotom-W, Tyranitar, Mega Aerodactyl,... getting a +2 opens up a chance for clearing game. Sharp Beak is a solid choice of item to add decent amount of damage to Brave Bird while bluffing the Choice Band (which, oddly, not so popular now...). The EVs stands in a perfect Speed that is enough to outspeed Scarf Magnezone, Raikou, Thundurus and the HP is in odd number so the SR damage will be only 49%.​
  • Brave Bird: STAB, with Priority thanks to Gale Wing that turns Talonflame into a deadly sweeper. It's okay to hit something hard in the early game, but it works best to clean lategame after all threats are annihilated.
  • Flare Blitz: Also STAB, and also a very good coverage to deal with most things that resists Brave Bird such as Magnezone, Raikou, Thundurus... also it kills many things at x4 such as Scizor and Ferrothorn which is always a nice thing.
  • Roost: Main purpose is to regain the lost HP from recoil damage, also Priority due to the Ability so will be useful sometimes.
  • Swords Dance: Main boosting move that heightens the power of Talonflame to scary level. Pretty straightforward and a great thing to allow Talonflame to sweep effectively.
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Lux Splendida (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock
Starmie has been so good, so solid back then, and recently people recognize its ability again and even decide to give its ranking to A+ which I approve. Starmie has excellent Speed, great coverage, and even 2 usable Abilities. I go for Analytic here, as it allows me to 2HKO Rotom-W and hurts some Chansey badly with Psyshock, or giving Hydro Pump a scary damage output that can easily OHKO Tyranitar that switches in. Life Orb is the choice here to give Starmie great offensive damage, and the EVs are straightforward: Speed, and Special Attack.​
  • Rapid Spin: The great thing about Rapid Spin is that it clears the Hazard on one side of the field only, meaning that I can continue to hurt the opponent with layers of hazards. It clears off Stealth Rock which makes Talonflame healthy.
  • Hydro Pump: If it isn't because of the damage output, I would not choose Hydro Pump at all due to its bad accuracy but it is so important to nail certain OHKO on switch in such as Tyranitar and many 2HKO as well. It hits Tyranitar, Quagsire and Heatran hard that certainly will help Talonflame to sweep.
  • Ice Beam: A very good coverage move to OHKO Landorus(es) and Garchomp, 2HKO Lati@s and Celebi on switch in (I really appreciate Analytic here), as well as many other things weak to Ice which is plenty.
  • Psyshock: STAB that hits quite hard to many stuff, especially switch-in such as AV Raikou and Rotom-W and Chansey. It also has good accuracy so killing off weakened stuff with Psyshock is a reliable choice.
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Frustra Imperator (Serperior) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground] / Hidden Power [Fire]
- Dragon Pulse
- Glare / Synthesis

I don't know why this thing isn't OU yet, since it is so useful right now and so easy to fit in. After ensuring that opponent's Talonflame is no more, it's pretty easy to use Serperior: Press Leaf Storm and go. Life Orb is the choice of Item to maximum its damage output since its base SpA isn't that much from the start, and the EVs are standard as it already outspeeds many key things such as Lati@s and Keldeo non-Scarf.​
  • Leaf Storn: Contrary comes late to Serperior, but it immediately makes Serperior the most valuable Starter from Gen V (sorry Emboar...). STAB, with a free Nasty Plot boost is too nice to ignore, and its based power is also great as well that it OHKO most Water super-effectively.
  • Hidden Power [Ground] is mainly used here, since I prioritize killing Heatran quickly for Talonflame. However, Hidden Power [Fire] is nice sometimes to OHKO Scizor and Ferrothorn easily.
  • Dragon Pulse: A guarantee move to kill Dragon that resist both Hidden Power and Leaf Storm such as Lati@s, and a great neutral-damage move to most things that resist Leaf Storm. Bear in mind that Damage Calculator will be useful as sometimes Leaf Storm still deals greater damage.
  • Glare is pretty useful, as I can just paralyze opposing Talonflame on switch in as well as many things such as Heatran and Altaria. It also helps as a last-resort move to rely on parahax and move on. However, Synthesis is also useful to regain health from Life Orb recoil and some damage taken in.
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Periculosum Monstrum (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock
This Garchomp has been, how to say it, so popular that I see less Offensive SD Garchomp now. With Rough Skin and Rocky Helmet, things that touch Garchomp lose significant damage, notably Talonflame and Mega Lopunny which do not like it at all. It also discourages Spinner as they will lose significant damage for just a spin. The EVs allow Garchomp to outspeed positive nature 70 base speed such as Jolly Bisharp, while the rest is thrown into HP and Def to increase its bulk.​
  • Dragon Tail: With the right amount of Hazard, the act of phazing can be lethal as it weakens opponent's team largely. It also helps to discourage others from switching in Defogger/Spinner which is useful to keep the Hazard up long enough. It's STAB also, so it deals certain useful damage.
  • Earthquake: STAB, and with no Atk investment it still hits quite alright to most stuff, especially Heatran, Roosting Talonflame and Bisharp. It is also useful in killing weakened stuff too.
  • Toxic: A good way to weaken things that usually stall it out such as Landorus-T, Hippowdon or Quagsire which is great. Also, it discourages Defogger such as Zapdos and Mandibuzz so the opponent will risk losing a large amount of HP, opening up sweeping opportunity for later.
  • Stealth Rock: Mandatory hazard that effectively makes many things weak such as Dragonite, Altaria, Talonflame and many other things that do not like x2 or x4 damage from SR. Also, combining with Spikes, it discourages others from switching stuff.
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Mysterium Mens (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise

Yeah, sorry guys, I really don't want to use this cancerous thing but it synergizes so well to the team, especially Garchomp + Klefki is a good hazardous defensive core too. Its Priority applies to most of its move which are all useful, and its Typing and Stat is great too that people hate me for just having Klefki in the team. Apart from that, it is a good Special Wall and gives good Hazard (Spikes) as well as support (Thunder Wave), allowing the team to fight through.​
  • Dazzling Gleam: It may look weird to give some attacking move to Dazzling Gleam but it is useful in hitting decently to things that are weak to Fairy, such as Mega Sableye. It also makes Klefki become flexible and nails certain damage since Fairy has quite a decent coverage.
  • Spikes: Secondary layer of Hazard is nice, and sometimes it deals somewhat better damage to switch-ins. Also Priority so Klefki can still give some Spikes before it faints.
  • Thunder Wave: This Priority T-wave is so annoying that it shuts down many sweepers completely such as DD Charizard-X or DD Gyarados or many other things that are susceptible to T-wave, giving the teammate having a great time killing it off. It's even more annoying that the Parahax jumps in and people scream in pain. If they bring back Swagger I swear it will be much worse.
  • Magnet Rise: Odd enough, this fits Klefki perfectly and makes it even more cancerous to deal with. It makes Landorus, Landorus-T, Hippowdon and Garchomp looking useless most of the times, DD Altaria giving up the Subs and risking the T-wave as its Earthquake cannot hit anymore and so on.
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Pulchra Puella (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Power-Up Punch
- Return
I have used it once, and I will use it again due to how amazing it can be. Amazing Speed, amazing Attack, and its Fake Out can save somewhat and certify as Priority too. With the hazards up, many 2HKO turns to OHKO easily, and with such Speed Lopunny becomes really hard to handle after opponent's Talonflame is no more.​
  • Fake Out: Priority STAB, average damage, and always go first and flinch the opponent makes it a good move to weaken enemy as well as turning into Mega form at first time. It also helps killing a weakened opponent too.
  • Power-Up Punch: A good way to deal average STAB damage to weakened foes, and also a guaranteed Attack boost by +1 means it can hit anything else stronger later. Both of its main STAB are already strong, and making it stronger, coupled with its already high Speed, is outright a scary thing.
  • Return: Powerful STAB with reliable coverage and accuracy to kill many stuffs, most of the time OHKO if they are weakened somewhat.
  • High Jump Kick: Nuke STAB, but the risk is high if it misses or if the opponent uses Protect. Still, a very very powerful move that can guarantee a kill especially to Fighting-weak Pokemon, including Mega Sableye now that it is susceptible to Fighting.
..:: CONCLUSION ::..
I realize I have written so much but I hope it's alright since I am very excited to share the team to everyone. It has been fun giving pressures to opposing teams with great cores and great hazard support which is not so popular for a Balance team now. Of course, I will appreciate any opinions that can help to improve the team.

..:: IMPORTABLE ::..
Cecidit Stella (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance

Lux Splendida (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock

Periculosum Monstrum (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock

Pulchra Puella (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Power-Up Punch
- Return

Mysterium Mens (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise

Frustra Imperator (Serperior) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Glare
 
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Team looks solid except I would run ice punch over power-up punch on lopunny to OHKO dragonite after fake out, etc. Also would you run this over your Deadly Sins team or is that one still better?
 
Team looks solid except I would run ice punch over power-up punch on lopunny to OHKO dragonite after fake out, etc. Also would you run this over your Deadly Sins team or is that one still better?
The thing is, I don't really want to kill off the bait stuff with Ice Punch. I know it hits Landorus and Landorus-T, Dragonite and Garchomp quite fine, but they can all be handled by other teammates well enough that straightforwardly killing them is not so necessary. Rather, having a boost and starting a sweep sounds more promising, especially with such hazard support that pressurizes the opponents a lot.

And I believe each team has its uniqueness. My previous team and this team work differently but they all work decently in the metagame so I cannot say which one is better. Right now, I'm using this team more as I want to get a new feeling.

Thank you for your compliment. :D
 
Also I'd swap Analytic from Starmie to Natural Cure since it's generally a fast pokemon. Also Frustration over Return and min happiness for Lopunny incase of the random Dittos.
 
Also I'd swap Analytic from Starmie to Natural Cure since it's generally a fast pokemon. Also Frustration over Return and min happiness for Lopunny incase of the random Dittos.

Analytic's utility is that it allows Starmie to hit switches much harder, and Natural Cure provides less utility on an offensive set like LO. Return vs frustration is a matter of choice, since people are starting to wise up and some run min happiness on Ditto.

Personally I'd say HP Fire is more useful than HP ground on Serperior, since you have multiple Heatran checks.

Something I do notice is that, with the exception of Heatran, Band Talonflame really hurts your entire team, and after rocks Band Talonflame has a high chance of 2HKOing, making it a unreliable switch in. In addition, Garchomp cannot check it either, due to lack of Stone Edge. You really have no clear answer outside of wearing it down with Rocky Helmet+Rough Skin and fake out from Mega Lopunny. I'd suggest adding Stone Edge to garchomp at the very least.

Sorry I can't help more, but hopefully my advice helps somewhat!
 
I'd slash Giga Drain on the last slot of Serperior since it's mainly filler, and recovering HP while doing solid damage is pretty good in my opinion. Band Talonflame does do a lot to your team, however... maybe consider adding in a good Rock type? Honestly this team looks really good and I don't feel like rating right now, as I am excessively tired. Band Talon has lost some popularity, so there is that.
 
Also I'd swap Analytic from Starmie to Natural Cure since it's generally a fast pokemon. Also Frustration over Return and min happiness for Lopunny incase of the random Dittos.
I don't think Natural Cure will benefit much as Analytic due to its ability to nail 2HKO/OHKO many switch-in which is more effective, though I have said it in Starmie's part of the RMT. As for Lopunny, it's based on preference and Ditto isn't popular now too.

Personally I'd say HP Fire is more useful than HP ground on Serperior, since you have multiple Heatran checks.

Something I do notice is that, with the exception of Heatran, Band Talonflame really hurts your entire team, and after rocks Band Talonflame has a high chance of 2HKOing, making it a unreliable switch in. In addition, Garchomp cannot check it either, due to lack of Stone Edge. You really have no clear answer outside of wearing it down with Rocky Helmet+Rough Skin and fake out from Mega Lopunny. I'd suggest adding Stone Edge to garchomp at the very least.
HP Fire and HP Ground is situational. I usually switch between both of them but generally find that killing Heatran fast is more favorable so I generally stick to HP Ground.

As for Band Talonflame, I don't agree at all since Talonflame cannot survive after hitting 2 Brave Bird into Garchomp, and Stone Edge is pretty much destroying the very purpose of Garchomp and it doesn't benefit much either. As a matter of fact, Garchomp can only take 2 Brave Bird but that's perfectly fine as Talonflame is dead by then. If not as switch-in, Garchomp can easily phaze it out with Dragon Tail, hurt it with Toxic, or just Earthquake when predicting Roost. Apart from that, Klefki can also take Brave Bird and hurt it with T-wave too so that it sweeping potential drops. Last but not least, Band Talonflame generally runs Adamant so my Talonflame can easily outspeed it and kill with Brave Bird Priority. Band Talonflame is not so common now but is still a threat to most team, and as for my team I believe it can handle pretty well.
252+ Atk Choice Band Talonflame Brave Bird vs. 248 HP / 168+ Def Garchomp: 189-223 (45.1 - 53.2%) -- 33.2% chance to 2HKO
0 Atk Garchomp Dragon Tail vs. 0 HP / 4 Def Talonflame: 108-127 (36.3 - 42.7%) -- guaranteed 3HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 4 Def Talonflame: 226-267 (76 - 89.8%) -- guaranteed 2HKO
 
I've really been having trouble with Thundurus using this team. No one can do SE damage on it, so it repeatedly comes in and cripples a sweeper with t-wave or forces me to sack something. Talon doesn't OHKO without a boost, and is OHKOed, Starmie and Garchomp are OHKOed, Mega-Lop will be paralysed if it mega evolves, klefki can't do anything especially on lefties variants, and serp can't do much and will be t-waved. I tried fixing by changing Chomp to lead SR, to guarantee killing thundry if it leads or getting SR so talon can kill it later, but you lose a lot of defensive prowess.

EDIT: I changed Garchomp to a 252/188/68 defensive spread. This avoids the OHKO from LO Thundurus' HP Ice, and let's you deal with it adequately.
 
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I've really been having trouble with Thundurus using this team. No one can do SE damage on it, so it repeatedly comes in and cripples a sweeper with t-wave or forces me to sack something. Talon doesn't OHKO without a boost, and is OHKOed, Starmie and Garchomp are OHKOed, Mega-Lop will be paralysed if it mega evolves, klefki can't do anything especially on lefties variants, and serp can't do much and will be t-waved. I tried fixing by changing Chomp to lead SR, to guarantee killing thundry if it leads or getting SR so talon can kill it later, but you lose a lot of defensive prowess.

EDIT: I changed Garchomp to a 252/188/68 defensive spread. This avoids the OHKO from LO Thundurus' HP Ice, and let's you deal with it adequately.
I actually has little problem with Thundu bar Agility Set which is rare. Usually Thundu is set-up bait for Klefki, and Starmie comes after dealing with Ice Beam which is the SE you are definitely missing (T-wave may come, but the latter will either force to Defog (notably Lati@s, which is an easy OHKO from Analytic Ice Beam since Starmie is now slower), or kill Starmie straightly (which open up opportunity for its faster revenge killer, stopping things to Defog). Unless the ParaHax comes in, I don't think Thundu is much of a threat.
 
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This team has some issues dealing with Mega Manectric (as it just Volts away)
I actually has little problem with Thundu bar Agility Set which is rare. Usually Thundu is set-up bait for Klefki, and Starmie comes after dealing with Ice Beam (T-wave may come, but the latter will either force to Defog (notably Lati@s, which is an easy OHKO from Analytic Ice Beam since Starmie is now slower), or kill Starmie straightly (which open up opportunity for its faster revenge killer, stopping things to Defog). Unless the ParaHax comes in, I don't think Thundu is much of a threat.

252 SpA Life Orb Starmie Ice Beam vs. 0 HP / 0 SpD Thundurus: 257-304 (85.9 - 101.6%) -- 12.5% chance to OHKO
252 SpA Life Orb Thundurus Thunderbolt vs. 4 HP / 0 SpD Starmie: 429-507 (163.7 - 193.5%) -- guaranteed OHKO
4 SpA Klefki Dazzling Gleam vs. 0 HP / 0 SpD Thundurus: 87-103 (29 - 34.4%) -- 4.7% chance to 3HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 252+ SpD Klefki: 146-173 (45.9 - 54.4%) -- 8.2% chance to 2HKO after Leftovers recovery

Im aware LO + Ice Beam kills it, but it can just switch out. A well-played thunderus hurts this team.
 
This team has some issues dealing with Mega Manectric (as it just Volts away)


252 SpA Life Orb Starmie Ice Beam vs. 0 HP / 0 SpD Thundurus: 257-304 (85.9 - 101.6%) -- 12.5% chance to OHKO
252 SpA Life Orb Thundurus Thunderbolt vs. 4 HP / 0 SpD Starmie: 429-507 (163.7 - 193.5%) -- guaranteed OHKO
4 SpA Klefki Dazzling Gleam vs. 0 HP / 0 SpD Thundurus: 87-103 (29 - 34.4%) -- 4.7% chance to 3HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 252+ SpD Klefki: 146-173 (45.9 - 54.4%) -- 8.2% chance to 2HKO after Leftovers recovery

Im aware LO + Ice Beam kills it, but it can just switch out. A well-played thunderus hurts this team.
Well tbh I've faced a lot of Thundurus and have little issues dealing with them. To be fair, 3 members of my team can hurt it badly, OHKOing it if SR is up. On the other hand, Thundurus fails to hit significantly to Klefki, allowing more Hazards on the opponent's team which I think the sac is worthy. It's not the issue of well-play or not, but it's clearly not a threat as far as I'm concern.

Mega Manetric, on the other hand, is somewhat annoying and I am forced to speed-tie with Mega Lopunny, or weaken it to the range for Talonflame's Brave Bird. However, as this team plays with Hazards a lot, seeing Mega Manetric means that it is necessary to keep the Hazard up most of the time and weaken it gradually. It's annoying, but usually I can play around with it and it really hates the field full of Hazards.
 
One thing you could try is Light Screen > Magnet Rise on Klefki...

This would allow you to keep Thundy + Manectric under control for at least 5 turns. Also, you can double you longevity 1v1 against thundy to really get a chance to set up spikes.
 
Hey, glad to see you have another great team already. One thing I noticed would be that Raikou, Thundurus, and Mega Manectric are the only threats I can come up with, and I think you got it covered for the most part. Also, just an idea of something you could try out would be Red Card on Klefki. I run it too because its similar to Deoxys-Defense. You can set up spikes and/or paralyze them, and then they hit you and switch out, allowing you to paralyze something else, or add another layer of spikes. Red Card also helps with forcing out some threats that have set up, or anything that's annoying and force them to take more hazard damage. Other than that, you've done a fantastic job with the team. Nice Job
 
Hey Beastly Grant cool team! I don't want to change much as I like the offensive build of this team but I do want to point out how weak it is to Talonflame. You have one check, Defensive Garchomp which is easily worn by other physical attackers such as Bisharp and Landorus-T. Because of this I have two suggestions, one is going as far as running Max Speed on your Talonflame, so at worst you speed tie with opposing Talonflame. The other is trying out Healing Wish on your Mega Lopunny over Power-Up-Punch. This provides some extra insurance for your Garchomp as well as the other members of your team when they have been weakened as well as helps you out vs teams with Choice Scarf Landorus-T + Talonflame, bringing back your Garchomp to cripple them when they "touch" you. Besides that I really have no other suggestions. Cool team bud :]
 
Hey, glad to see you have another great team already. One thing I noticed would be that Raikou, Thundurus, and Mega Manectric are the only threats I can come up with, and I think you got it covered for the most part. Also, just an idea of something you could try out would be Red Card on Klefki. I run it too because its similar to Deoxys-Defense. You can set up spikes and/or paralyze them, and then they hit you and switch out, allowing you to paralyze something else, or add another layer of spikes. Red Card also helps with forcing out some threats that have set up, or anything that's annoying and force them to take more hazard damage. Other than that, you've done a fantastic job with the team. Nice Job
Red Card sounds great to stop the flow, and I definitely will try it out. Thanks for the suggestion.
Hey Beastly Grant cool team! I don't want to change much as I like the offensive build of this team but I do want to point out how weak it is to Talonflame. You have one check, Defensive Garchomp which is easily worn by other physical attackers such as Bisharp and Landorus-T. Because of this I have two suggestions, one is going as far as running Max Speed on your Talonflame, so at worst you speed tie with opposing Talonflame. The other is trying out Healing Wish on your Mega Lopunny over Power-Up-Punch. This provides some extra insurance for your Garchomp as well as the other members of your team when they have been weakened as well as helps you out vs teams with Choice Scarf Landorus-T + Talonflame, bringing back your Garchomp to cripple them when they "touch" you. Besides that I really have no other suggestions. Cool team bud :]
You are right about Talonflame with the fact that Speed Tie sucks, so I definitely will make my Talonflame max-Speed just to outspeed tons of things and carry out its job well. Healing Wish Lopunny is very very new, and I have never seen anybody using it but I will give it a try although the boost from PoP really gives me the edge against stall team sometimes. Thank you for the useful rating. :D
 
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hey man cool team, ik this is offense but i dont like how weak u are to Specs Keldeo, Metagross, talonflame as offensive core, just because u only answer for physical attacker is bulky chomp and for specs keldeo is only offensive starmie which get 2hko and scarf is a roll to 2hko u, so i suggest a bulky starmie althoug sounds weird but i think it would help u a lot.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 24 Def / 236 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Rapid Spin
- Psyshock

just enough Speed for HP fire opposing serperior
Hope i Help u man
 
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