Hey guys this is my first time posting a team for the forums and would like to get some opinions. I randomly threw this team together and have been surprised by its success on the ladder. I am typically a player that was stuck around the 1600's, but with this team I was able to peak in the top 50 on the ladder. Here it is
The Team
https://pastebin.com/PJkwD0eb
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Recover
I wanted a powerful mega that is capable of hitting hard and that had a great speed tier. It helps to outrun mons like Greninja, M-Lopunny, Tapu Koko, Tornadus T, etc. It is capable of getting powerful hits off on these mons, potentially O-KOing some of them depending on whether rocks are up. This mon forces so many switches and allows me to put dents in bulkier teams. The trace ability comes in handy when facing other weather teams, mainly rain, and helps to weaken the opposing teams weather sweepers. Psychic, Shadow Ball And Focus Blast are decent coverage moves with the chance to lower Sp Def so many mons will not be able to take 2 hits from this mon. Recovery is for longevity; mainly used when a switch is forced on the opposing team.
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 76 HP / 184 Atk / 196 SpD / 52 Spe
Careful Nature
- Crunch
- Pursuit
- Stone Edge
- Fire Blast
T-tar is my only way to set up sand so make sure to keep this mon alive to ensure that Drill can potentially sweep. Smooth Rock is necessary on this mon. It guarantees that drill will have enough sand turns to inflict massive damage. It also helps inflict chip damage on mons that arent immune to the sand. This mon also serves as my switch in for Koko's, the Lati's, Trans, and Torns (without focus blast or superpower) effectively trapping these mons and getting some damage off with pursuit Fire Blast is the last move of choice, it helps to catch Scizor, Skarmory, and Ferrothorns off guard. Possibly knocking out these mons if they are low or keeping them low so the other members that struggle with these mons can break through them easier.
Excadrill @ Earth Plate
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
This is mon is vital because it serves as speed control for this team. WIth T-Tars sand it is capable of sweeping weakened teams. I decided on earth plate for Drill so that it can get off extremely powerful earthquakes. Swords Dance is used to boost its already impressive attack power. With +2 and earth plate it is capable of knocking out bulky mons like Gastrodon and Tapu Fini in one hit. Rock Slide is there for Zapdos and other flying mons that resist Iron Head. Beware of skarms though.
Zapdos @ Rocky Helmet
Ability: Static
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Defog
- Roost
- Hidden Power [Ice]
This is my other form of speed control on the team. It is a threat to any physical attacker; they will take rocky helmet damage and run the risk of getting paralyzed. This Zap set is great for checking mons like Scarf Lando, Lopunny, Kartana, Celesteela and Scizor. I used to have Torn-T in this spot but it left me extremely vulnerable to Hawluchas. Zap effectively counters Lucha without Stone Edge and can knock it out with discharge. It can however live a +2 Stone Edge from Lucha if no rocks are up.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Clanging Scales
- Close Combat
- Stealth Rock
- Flamethrower
Kommo-o serves as both my rocker and Z-mon. This mon is usually the lead for this team. It can beat most lead lando sets. Depending on the set it can knock it out in 1 hit with Clangorous Soul Blaze. If it is a bulkier set it will knock them out in 2 hits. Beware of Fairy mons though as you run the risk of wasting your Z-move. If you predict your opponent to switch into their fairy mon just set up rocks. This mon serves as my switch in for Heatran, Ferro (Immune to gyro ball with bulletproof), Serperiors, Scizors, Kartanas. It can effectively dismantle these mons with its moveset. Max Sp Attack investment is used so that it can get the most out of its Z-move. Flamethrower is there to inflict decent damage on magearnas that usually will switch in on this mon. Kommo-o, if unchecked, can serve as an early breaker or a late game sweeper depending on the opponents team. This mon also checks Ash-Greninja well if it is locked into Water Shuriken or Dark Pulse.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Earthquake
- Knock Off
- Giga Drain
- Hidden Power [Ice]
Tang is my all around switch in for special attackers. It has great utility with the ability to knock off items. Its a great check to Magnezone, greninja, Tapu Koko and Fini and Keldeo. Regenerator is to ensure its longevity throughout the game as this team does not deal with hard hitting Special Attackers well if this mon is dead. It also serves as a psuedo ground resist if zapdos is dead.
Proof of Peak
Replays
http://replay.pokemonshowdown.com/gen7ou-861738525
http://replay.pokemonshowdown.com/gen7ou-861725516
http://replay.pokemonshowdown.com/gen7ou-860855269
http://replay.pokemonshowdown.com/gen7ou-860331954
http://replay.pokemonshowdown.com/gen7ou-860228238
http://replay.pokemonshowdown.com/gen7ou-860142033
http://replay.pokemonshowdown.com/gen7ou-859301061
http://replay.pokemonshowdown.com/gen7ou-858379473
http://replay.pokemonshowdown.com/gen7ou-857037619
https://pastebin.com/PJkwD0eb
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Recover
I wanted a powerful mega that is capable of hitting hard and that had a great speed tier. It helps to outrun mons like Greninja, M-Lopunny, Tapu Koko, Tornadus T, etc. It is capable of getting powerful hits off on these mons, potentially O-KOing some of them depending on whether rocks are up. This mon forces so many switches and allows me to put dents in bulkier teams. The trace ability comes in handy when facing other weather teams, mainly rain, and helps to weaken the opposing teams weather sweepers. Psychic, Shadow Ball And Focus Blast are decent coverage moves with the chance to lower Sp Def so many mons will not be able to take 2 hits from this mon. Recovery is for longevity; mainly used when a switch is forced on the opposing team.
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 76 HP / 184 Atk / 196 SpD / 52 Spe
Careful Nature
- Crunch
- Pursuit
- Stone Edge
- Fire Blast
T-tar is my only way to set up sand so make sure to keep this mon alive to ensure that Drill can potentially sweep. Smooth Rock is necessary on this mon. It guarantees that drill will have enough sand turns to inflict massive damage. It also helps inflict chip damage on mons that arent immune to the sand. This mon also serves as my switch in for Koko's, the Lati's, Trans, and Torns (without focus blast or superpower) effectively trapping these mons and getting some damage off with pursuit Fire Blast is the last move of choice, it helps to catch Scizor, Skarmory, and Ferrothorns off guard. Possibly knocking out these mons if they are low or keeping them low so the other members that struggle with these mons can break through them easier.
Excadrill @ Earth Plate
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
This is mon is vital because it serves as speed control for this team. WIth T-Tars sand it is capable of sweeping weakened teams. I decided on earth plate for Drill so that it can get off extremely powerful earthquakes. Swords Dance is used to boost its already impressive attack power. With +2 and earth plate it is capable of knocking out bulky mons like Gastrodon and Tapu Fini in one hit. Rock Slide is there for Zapdos and other flying mons that resist Iron Head. Beware of skarms though.
Zapdos @ Rocky Helmet
Ability: Static
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Defog
- Roost
- Hidden Power [Ice]
This is my other form of speed control on the team. It is a threat to any physical attacker; they will take rocky helmet damage and run the risk of getting paralyzed. This Zap set is great for checking mons like Scarf Lando, Lopunny, Kartana, Celesteela and Scizor. I used to have Torn-T in this spot but it left me extremely vulnerable to Hawluchas. Zap effectively counters Lucha without Stone Edge and can knock it out with discharge. It can however live a +2 Stone Edge from Lucha if no rocks are up.
Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Clanging Scales
- Close Combat
- Stealth Rock
- Flamethrower
Kommo-o serves as both my rocker and Z-mon. This mon is usually the lead for this team. It can beat most lead lando sets. Depending on the set it can knock it out in 1 hit with Clangorous Soul Blaze. If it is a bulkier set it will knock them out in 2 hits. Beware of Fairy mons though as you run the risk of wasting your Z-move. If you predict your opponent to switch into their fairy mon just set up rocks. This mon serves as my switch in for Heatran, Ferro (Immune to gyro ball with bulletproof), Serperiors, Scizors, Kartanas. It can effectively dismantle these mons with its moveset. Max Sp Attack investment is used so that it can get the most out of its Z-move. Flamethrower is there to inflict decent damage on magearnas that usually will switch in on this mon. Kommo-o, if unchecked, can serve as an early breaker or a late game sweeper depending on the opponents team. This mon also checks Ash-Greninja well if it is locked into Water Shuriken or Dark Pulse.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Earthquake
- Knock Off
- Giga Drain
- Hidden Power [Ice]
Tang is my all around switch in for special attackers. It has great utility with the ability to knock off items. Its a great check to Magnezone, greninja, Tapu Koko and Fini and Keldeo. Regenerator is to ensure its longevity throughout the game as this team does not deal with hard hitting Special Attackers well if this mon is dead. It also serves as a psuedo ground resist if zapdos is dead.
Proof of Peak
Replays
http://replay.pokemonshowdown.com/gen7ou-861738525
http://replay.pokemonshowdown.com/gen7ou-861725516
http://replay.pokemonshowdown.com/gen7ou-860855269
http://replay.pokemonshowdown.com/gen7ou-860331954
http://replay.pokemonshowdown.com/gen7ou-860228238
http://replay.pokemonshowdown.com/gen7ou-860142033
http://replay.pokemonshowdown.com/gen7ou-859301061
http://replay.pokemonshowdown.com/gen7ou-858379473
http://replay.pokemonshowdown.com/gen7ou-857037619
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