Hey nerds - I recently started work on a new team for ORAS, and I was wondering if you could give me your opinions on it - I've included a threats list down below to provide some context on issues my team's facing, and provide a starting point for feedback ^^
Cobalion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stealth Rock
Cobalion was the starting point for this team - With its impressive physical bulk, wide movepool, and immodest speed, it functions as an effective late game sweeper. Chose it over the more popular Terrakion due to its ability to take a physical hit better if I need to Swords Dance in a 1v1 situation, as well as provide more opportunities to set up rocks against physical attackers. Combined with the Lum Berry, this provides plenty of opportunities for setup and allows it to also act as a scout against pokemon that can carry several status moves, such as Chansey.
Latias @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Psyshock
- Roost
The CobaLias core has lost some effectiveness since Steel losing its resistance to Ghost, but still has great synnergy as they cover one another's weaknesses near perfectly, and Latias' Psychic typing can be used to bait Dark type moves to give Cobalion a nice attack boost. Latias' good special defense also combines well with Cobalion's physical defense to ensure that they can even take neutral hits for one another in a pinch. Defog seals Latias' spot on the team, as it allows her to fully utilize her ability to switch in on Cobalion's weaknesses by clearing away hazards which are a big threat for the other members of the party.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Def
Jolly Nature
- Rock Slide
- Earthquake
- Outrage
- Dual Chop
Some testing revealed a crippling weakness to Charizard X on my team, and Scarfchomp was implimented as a counter-measure. Thanks to its blistering speed, it can switch in on a Charizard as it Dragon Dances, outspeed the next turn, and OHKO it with Earthquake. In case of a misprediction, it also has enough bulk to survive a single hit from Charizard Y, and can oneshot it in return with Rock Slide. Although it shares the same Fairy weakness as Latias, Garchomp has excellent synnergy with Scizor, the team's go-to Fairy killer, as it resists Scizor's only weakness, and is in turn protected from the likes of Clefable by Scizor's access to Bullet Punch. It also effectively deals with the likes of Volcarona, being able to switch in on Quiver Dance and wipe it out with Rock Slide. Finally, Rock Slide was chosen over Stone Edge as it provides more reliable damage, and the extra power on Stone Edge wasn't necessary for checking any of the threats Garchomp was chosen to deal with.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Recover
- Stockpile
- Scald
Quagsire has become my team's tank after a weakness to physically defensive stat boosting pokemon became apparent. It's grass type weakness is all but neutralised by the typing of several other members of the team, and Unaware+Stockpile provides an excellent method of bolstering Quagsire's defenses. Despite this, however, Quagsire hasn't quite been pulling its weight - its defenses pre-stockpile are kitten poor for a dedicated tank, which means that it is unable to switch in on heavy-hitting attackers and wall them from the get-go, instead being two-shotted by hard-hitters such as Latios. This weakness is accented by Unaware, meaning that pokemon locked in to Draco Meteor can continue to pound Quagsire with no repecussions due to the Special Attack drop. The final nail in the Axolotl's coffin is the weakness to Toxic, and the fact that, unlike Crocune, cannot be used to scout status moves, as it has no method of cleansing itself.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
My team's lack of quick-response physical attackers made Scizor a logical choice for the fifth slot. Latias and Suicune take high-power Fire moves for Scizor, who in return, acts as my team's main revenge killer and tears through annoying Fairy types with Bullet Punch. This is where the U-Turn core on my team also begins to take form, as Scizor can hit offensive switch-ins like Charizard-X with a well-timed U-Turn, then tag out with Landorus to cripple them with an Intimidate.
Manectric (F) @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Overheat
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
With two effective U-Turners already on the team, I decided to continue the trend by throwing in Manectric. Forming a strong double-intimidate core with Landorus-T and adding the finishing touches to the hit n' run combo my team has, Manectric acts as a secondary lead for my team, getting an easy Mega Evo on common leads such as Ferrothorn and Forretress, and OHKO'ing them with Overheat before they get a chance to set up too many hazards. Lightningrod also gives Manectric more opportunities to switch in, and helps to cover Cobalion's low Sp.Def and Suicune's natural Electric weakness. I chose to take some EV's out of speed and put them into HP to aid in survivability - this gives Meganectric 396 speed, beating the entire 130 speed tier and outspeeding Adamant Mega-Gyara after a DD, and has a good chance to OHKO it after Stealth Rock damage.
I've had a good deal of success with this team since its inception, and I feel that each member of the team synnergises well with the others, either by covering weaknesses or emphasising strengths. I have had some problems however, which are listed below.
Oh wow, Rotom-W's a problem, what's new? The main issue here is predictability - tanky variants cripple Latias with T-Wave and Trick, preventing her from Defogging away the ever-threatening rocks. More offensive variants can survive hits from Cobalion and exploit its low SpDef. Finally, it's STABS tear up Lando and Suicune, and it resists Scizor's main revenge kill move. Not exactly an 'I will sweep your team' threat, but still a real headache.
Conkeldurr's versatility is also an issue for me - whatever my team does, Conkeldurr has an answer to it. While Latias can OHKO Assault Vest variants with Psyshock, she can't switch in due to Knock Off doing massive damage and losing the Life Orb. Cobalion can't eat Knock Off's due to Mach Punch, Ice/Fire Punch cause big problems for Landorus and Scizor respectively, and Suicune although Suicune takes Thunderpunches well, Scald runs the huge risk of burning it, which would allow it to go on a hair-glowing, boulder-tossing rampage through the rest of my team.
While Greninja is a threat, it's not nearly as bad as the previously mentioned offenders - That is, if Manectric's managed to Mega Evolve. Low Kick prevents Cobalion from coming in on it, Ice Beam deals with Landorus and Latias, and HP Fire can OHKO Scizor. Suicune can deal with it, but can't switch in on Grass Knot sets, and really needs to get at least one CM up before it can effectively wall it.
Thoughts:
- I am currently not thinking. Durrrrr.
Cobalion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stealth Rock
Cobalion was the starting point for this team - With its impressive physical bulk, wide movepool, and immodest speed, it functions as an effective late game sweeper. Chose it over the more popular Terrakion due to its ability to take a physical hit better if I need to Swords Dance in a 1v1 situation, as well as provide more opportunities to set up rocks against physical attackers. Combined with the Lum Berry, this provides plenty of opportunities for setup and allows it to also act as a scout against pokemon that can carry several status moves, such as Chansey.
Latias @ Life Orb
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Psyshock
- Roost
The CobaLias core has lost some effectiveness since Steel losing its resistance to Ghost, but still has great synnergy as they cover one another's weaknesses near perfectly, and Latias' Psychic typing can be used to bait Dark type moves to give Cobalion a nice attack boost. Latias' good special defense also combines well with Cobalion's physical defense to ensure that they can even take neutral hits for one another in a pinch. Defog seals Latias' spot on the team, as it allows her to fully utilize her ability to switch in on Cobalion's weaknesses by clearing away hazards which are a big threat for the other members of the party.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Def
Jolly Nature
- Rock Slide
- Earthquake
- Outrage
- Dual Chop
Some testing revealed a crippling weakness to Charizard X on my team, and Scarfchomp was implimented as a counter-measure. Thanks to its blistering speed, it can switch in on a Charizard as it Dragon Dances, outspeed the next turn, and OHKO it with Earthquake. In case of a misprediction, it also has enough bulk to survive a single hit from Charizard Y, and can oneshot it in return with Rock Slide. Although it shares the same Fairy weakness as Latias, Garchomp has excellent synnergy with Scizor, the team's go-to Fairy killer, as it resists Scizor's only weakness, and is in turn protected from the likes of Clefable by Scizor's access to Bullet Punch. It also effectively deals with the likes of Volcarona, being able to switch in on Quiver Dance and wipe it out with Rock Slide. Finally, Rock Slide was chosen over Stone Edge as it provides more reliable damage, and the extra power on Stone Edge wasn't necessary for checking any of the threats Garchomp was chosen to deal with.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Toxic
- Recover
- Stockpile
- Scald
Quagsire has become my team's tank after a weakness to physically defensive stat boosting pokemon became apparent. It's grass type weakness is all but neutralised by the typing of several other members of the team, and Unaware+Stockpile provides an excellent method of bolstering Quagsire's defenses. Despite this, however, Quagsire hasn't quite been pulling its weight - its defenses pre-stockpile are kitten poor for a dedicated tank, which means that it is unable to switch in on heavy-hitting attackers and wall them from the get-go, instead being two-shotted by hard-hitters such as Latios. This weakness is accented by Unaware, meaning that pokemon locked in to Draco Meteor can continue to pound Quagsire with no repecussions due to the Special Attack drop. The final nail in the Axolotl's coffin is the weakness to Toxic, and the fact that, unlike Crocune, cannot be used to scout status moves, as it has no method of cleansing itself.
Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower
My team's lack of quick-response physical attackers made Scizor a logical choice for the fifth slot. Latias and Suicune take high-power Fire moves for Scizor, who in return, acts as my team's main revenge killer and tears through annoying Fairy types with Bullet Punch. This is where the U-Turn core on my team also begins to take form, as Scizor can hit offensive switch-ins like Charizard-X with a well-timed U-Turn, then tag out with Landorus to cripple them with an Intimidate.
Manectric (F) @ Manectite
Ability: Lightning Rod
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Overheat
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
With two effective U-Turners already on the team, I decided to continue the trend by throwing in Manectric. Forming a strong double-intimidate core with Landorus-T and adding the finishing touches to the hit n' run combo my team has, Manectric acts as a secondary lead for my team, getting an easy Mega Evo on common leads such as Ferrothorn and Forretress, and OHKO'ing them with Overheat before they get a chance to set up too many hazards. Lightningrod also gives Manectric more opportunities to switch in, and helps to cover Cobalion's low Sp.Def and Suicune's natural Electric weakness. I chose to take some EV's out of speed and put them into HP to aid in survivability - this gives Meganectric 396 speed, beating the entire 130 speed tier and outspeeding Adamant Mega-Gyara after a DD, and has a good chance to OHKO it after Stealth Rock damage.
I've had a good deal of success with this team since its inception, and I feel that each member of the team synnergises well with the others, either by covering weaknesses or emphasising strengths. I have had some problems however, which are listed below.
Oh wow, Rotom-W's a problem, what's new? The main issue here is predictability - tanky variants cripple Latias with T-Wave and Trick, preventing her from Defogging away the ever-threatening rocks. More offensive variants can survive hits from Cobalion and exploit its low SpDef. Finally, it's STABS tear up Lando and Suicune, and it resists Scizor's main revenge kill move. Not exactly an 'I will sweep your team' threat, but still a real headache.
Conkeldurr's versatility is also an issue for me - whatever my team does, Conkeldurr has an answer to it. While Latias can OHKO Assault Vest variants with Psyshock, she can't switch in due to Knock Off doing massive damage and losing the Life Orb. Cobalion can't eat Knock Off's due to Mach Punch, Ice/Fire Punch cause big problems for Landorus and Scizor respectively, and Suicune although Suicune takes Thunderpunches well, Scald runs the huge risk of burning it, which would allow it to go on a hair-glowing, boulder-tossing rampage through the rest of my team.
While Greninja is a threat, it's not nearly as bad as the previously mentioned offenders - That is, if Manectric's managed to Mega Evolve. Low Kick prevents Cobalion from coming in on it, Ice Beam deals with Landorus and Latias, and HP Fire can OHKO Scizor. Suicune can deal with it, but can't switch in on Grass Knot sets, and really needs to get at least one CM up before it can effectively wall it.
Thoughts:
- I am currently not thinking. Durrrrr.
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