Other Wings of DEATH (Monotype FLying)

Should Tropius be replaced?


  • Total voters
    5
  • Poll closed .
Batty (Crobat) @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Defog

I chose Crobat as a physical wall and also rock removal, which is VERY helpful on a flying Monotype, especially to Zard-Y, because Stealth Rock would otherwise wreck this team. HE is also a good U-Turner to switch out of a threat to a counter, like Charizard if a Ice type is present. Also, Brave Bird and Cross Poison for reliable STAB. But, due to the bonus and restriction of the band, you'll mostly be using Brave Bird since it packs a whopping 120 base power. Because of this and Defog, he is my recommended lead, although you'll want to switch if you're using Defog or something that walls Flying Types like Aggron is present.

Dragon (Charizard) (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- SolarBeam
- Flare Blitz
- Earthquake
- Roost

Ah yes, the mega of this team. Charizard is VERY useful when against something like Mawile that walls Crobat. I picked Solar Beam and Earthquake for coverage vs pesky Water, Rock, Ice, and Electric types, all of which give this team MAJOR problems. He really gets a lot done, and Solar beam is the reason I chose Y over X. With the new ability Drought, SOlar Beam becomes REALLY dangerous for water and rock types, since it only takes one turn and OHKOs so many threats like Azumarill and his glaring weakness to Rock. There aren't many threats that do not die to Solar Beam or Earthquake. Plus, no Dragon weakness! YAY! But really, this guy is GOOD.

Fruitosaur (Tropius) (M) @ Yache Berry
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Sunny Day
- SolarBeam
- Synthesis
- Earthquake

The ONLY reason this guy is on this team is because I like him. His stats suck, and Ice is a glaring 4X weakness. Why does he suck so bad?!?!?! Anyway, He's ANOTHER SOlAR BEAM USER. This time, however, it is for really good STAB. the Yache Berry is to let him live longer versus Ice types, although he won't be seeing action versus those guys. In case you have to send him out against Ice types, Earthquake is a reliable coverage option. But seriously, Ice types WILL WRECK HIM! But, he is a good choice versus Rock types, due to being part Grass. Not very good, but in my eyes, he is AWESOME! Although versus Ice Types, he will not live long :(. So yeah. Tropius.
Phoenix (Moltres) @ Life Orb

Ability: Pressure
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Sunny Day
- SolarBeam
- Fire Blast
- Hidden Power [Ground]
WHAT?!?! ANOTHER Fire/Flying Type?!?!? Yeah, Moltres is on here too. He is ALSO a Sunny Day user, and ANOTHER Solar Beam user. In case you can't tell, my style is to murder anything before it can hit me. Moltres is good at doing JUST THAT. SOlar Beam and HP Ground are there for the same reason as Charizard's Solar Beam and Earthquake, since they are the same type after all. Because of that, they also share that same glaring weakness to Rock. Fire Blast is for VERY GOOD STAB, which is only helped by Sunny Day or Zard-Y's Drought that hits VERY HARD on anything that doesn't resist it. The downside is he is 2 tiers worse, but who cares?

Badass Raptor (Staraptor) (M) @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Hidden Power [Ground]
- Return
- Double-Edge
Ah, yes, Staraptor.I have not used you until this team. His Brave Bird is a MONSTER, OHKOing stuff that doesn't resist it, at the cost of recoil. The downside is three BB's and you're dead. Giga Impact and Return are for VERY powerful STAB, and Hidden Power is for type coverage. Yes, EVERY LAST ONE of this thing's weaknesses, Rock,Ice,and Electric, are weak to Ground. Take this to your advantage with the other members of the team and ALWAYS HAVE GROUND MOVES ON HAND WITH A FLYING TYPE MONOTYPE TEAM! ANyway, Reckless boosts Brave Bird and Double Edge. Said Moves+STAB+ RECKLESS on top of its 120 attack + EVs makes for TOTAL DEVASTATION against anything that doesn't resist them, although the recoil price is HEAVY. So, yeah. Staraptor.

STALLER (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Roost
- Earthquake
- Taunt
- Acrobatics
Gliscor, the ULTIMATE staller, is on this team too. The upside of his type is he is immune to one of Flying's weaknesses, Electric. The downside is, Like Tropius, he has a 4X weakness to Ice. Fortunately, Earthquake is useful for Type Coverage AND STAB. Poison Heal recover twice as much as Leftovers, so this thing will REFUSE TO DIE. SERIOUSLY. This thing has DEFINITELY EARNED its Nickname. ANy minor hit it takes, just shrugs it off with Poison heal. Any 2x hits? in a couple of turns, back up to full. It is AMAZING to stall. So, yeah. Gliscor.

That is my team. I am open for improvements.

THREATLIST:
Rock, Ice, and Electric Types: If counters are gone, they will WRECK MY FACE.
Stealth Rock: If Crobat is down, Stealth Rock will do MAJOR damage to almost everyone.


IMPORTABLE:

Batty (Crobat) @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Defog

Dragon (Charizard) (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- SolarBeam
- Flare Blitz
- Earthquake
- Roost

Fruitosaur (Tropius) (M) @ Yache Berry
Ability: Chlorophyll
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 30 Atk / 30 Def
- Sunny Day
- SolarBeam
- Synthesis
- Earthquake

Phoenix (Moltres) @ Life Orb
Ability: Pressure
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Sunny Day
- SolarBeam
- Fire Blast
- Hidden Power [Ground]

Badass Raptor (Staraptor) (M) @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Hidden Power [Ground]
- Return
- Double-Edge

STALLER (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Roost
- Earthquake
- Taunt
- Acrobatics
 
For Trophius, first of all you don't see many mono ice teams.

Secondly, your use of M-YZard is ineffective. With low attack/defense, run:
Deathwing(Charizard)@CharziteY
Ability:Solar Power (in case Trophius Actually gets up a sunny day)
Shiny: yes
IVs: 4Def/252Spa/252Spe
-Solar Beam
-Flamethower/Fire Blast
-Focus Blast
-Roost/Air Slash

3rd Skarmory makes better use of defog. Crobat isn't a good wall & Defog/Choice Band gives them a chance to put rocks back up
.
4th Close Combat>HP Ground on Staraptor
 
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Hey there n_n. I see many glaring flaws in this team, so let me try to fix them one-by-one. Firstly, Defog and a Choice Band is not a good idea and I don't think Crobat should even run a Choice Band. Instead, running a stallbreaker set would be much more beneficial to your team by aiming to prevent Stealth Rock from being set and being much more all-around useful. I like your Mega Charizard Y set, but I'd suggest changing Earthquake to Focus Blast because it gives much better all-around coverage and uses Mega Charizard Y's higher Special Attack stat. Similarly, changing its EV spread to 4 Atk / 252 SpA / 252 Spe would be a much wiser option. I don't really agree with changing Flare Blitz to Fire Blast, however, as Flare Blitz helps muscle past special walls, such as Chansey, that I think can trouble your team. Tropius is really not viable whatsoever, so I'd recommend changing it to Dragonite. Dragonite might seem a bit random, but it really helps your team because it provides a way to take on Electric-types and is very useful as a late-game win condition that appreciates Mega Charizard Y's ability to weaken walls early game. Sun teams in a whole are not very viable, so I'd also change Moltres to Landorus-Therian. Landorus-Therian provides your team with Stealth Rock, which you don't have otherwise, and provides a defensive backbone for your team. Although having two Pokemon weak to Ice 4x, Landorus-Therian spreads powerful Earthquakes and helps with opposing Electric-type teams. For these reasons, it's much more useful than Moltres as a whole.

Staraptor looks nice, a strong wallbreaker indeed; however, the set seems really redundant. Changing Hidden Power Ground to Close Combat is much wiser because it OHKOes Heatran regardless, which is what I assume you're aiming to do. Return is also not very viable, so I'd recommend changing it to either U-turn or Quick Attack. Quick Attack provides your team with priority, which you'd otherwise lack (although Dragonite now provides this), so it's useful in this regard; U-turn, however, is helpful to keep up offensive momentum. Gliscor is ok for the most part, but I feel like you're missing the whole point of Acrobatics: hitting Mega Heracross. This isn't nearly as valuable and now Gliscor is redundant with Landorus-T, the better choice. In this slot you could run either Thundurus or Togekiss. One one hand, Thundurus provides utility by blocking Stealth Rock via Taunt and spreading paralysis; on the other we have Togekiss, which is another wallbreaker for your team and provides defensive backbone and synergy. It's really up to personal preference here.

Summary:
  • 169.png
    Current set ---> Stallbreaker set
  • 006-mega-y.png
    Earthquake ---> Focus Blast
  • 006-mega-y.png
    Current EV spread ---> 4 Atk / 252 SpA / 252 Spe
  • 357.png
    --->
    149.png

  • 146.png
    --->
    645-therian.png

  • 398.png
    Hidden Power Ground ---> Close Combat
  • 398.png
    Return ---> U-turn or Quick Attack
  • 472.png
    --->
    642.png
    or
    468.png
Sets:
169.gif

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 80 Atk / 4 SpD / 176 Spe
Jolly Nature
- Brave Bird
- Super Fang
- Defog / Taunt
- Roost

149.gif

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

645-therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

642.gif

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Focus Blast / Taunt

468.gif

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Roost
- Aura Sphere
 
Hey there n_n. I see many glaring flaws in this team, so let me try to fix them one-by-one.
149.gif

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

A dragonite does sound promising, however it still has that 4x weakness. Fire punch should be ran over earthquake. with DDance more defensive IVs would be appreciated, and outrage< Dragon Claw/Rush. (always that one fairy hybrid)
 
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A dragonite does sound promising, however it still has that 4x weakness. Fire punch should be ran over earthquake. with DDance more defensive IVs would be appreciated, and outrage< Dragon Claw/Rush.

I'm not really in agreement with running Fire Punch, as now Heatran is a thorn in this team side. Fire Punch has no real reason of use because Mega Charizard Y hastily takes care of Ferrothorn for Dragonite. Yeah, I realize it has a 4x weakness, so does one other Pokemon on the team, but it can be played around considering there is also one Pokemon resistant to it and utterly destroys Ice-types. Ice-type moves can be played around in general, so I don't think that's a valid point; everything has a weakness. Dragon Claw and Dragon Rush are not advisable because Outrage provides so much more raw power and it's meant to be used later in the match, when the extra power is extremely helpful. Dragon Rush is also a horrible move, so there's that. Don't really agree with anything in this post n_n.
 
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