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RMT: Mega Gallade


AuthorReborn

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So I wanted to design a team centered around Mega Gallade as the main sweeper. Looking for thoughts and opinions. on it.

The (Edited) Team:

Ouch (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Spikes
Physical wall, classic set. Gyro Ball will destroy most threats in the tier.
Flinch Me (Gallade) @ Galladite
Ability: Justified
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Zen Headbutt
- Knock Off
- Swords Dance
I switched out Ice Punch for SD and Close Combat for Drain Punch to give Gallade a bit more longevity, since without Drain Punch, he dies very quickly.
I am the Night (Greninja) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Hydro Pump
- U-turn
- Dark Pulse
Typical OU threat with Protean and a Life Orb.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
This is My answer to what nickcrash mentioned down below: My team was extremely weak to Talonflame and Magic Guard Clefable. Iron head will decimate Clefable and Rock slide should discourage any Talonflames from staying in. Also, Rapid Spin to deal with annoying hazards.
Police (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [ice]
- Thunderbolt
I put VS and Magnet pull on this thing and so far it's been doing pretty good. Mainly counters Azu and Slowbro, both of which are everywhere.
Mega Muk (Goodra) @ Assault Vest
Ability: Gooey
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
- Draco Meteor
- Ice Beam
- Fire Blast
- Sludge Bomb
Special Wall, which is extremely hard to take down, even with a Physical sweeper because of that sheer bulk and crazy movepool. Destroys Lati@s, Mega or not.

This is my first RMT so I probably did something wrong. Feel free to critique me because I'm pretty new to competitive battling.

Alrighty so same deal as last time. I an completely open to your suggestions.

Edited by AuthorReborn
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Personally, I like putting an air balloon on magnezone and, personally I love thunder wave on magnezone, I would put it in for tri attack.

Why would you put Thunder Wave over Tri Attack on a Scarfed Pokemon. If anything put Volt Switch to get out if you're scouting or in trouble or something.

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Pretty sure they can still try and fail to escape from stuff with magnet pull before attacking, so they literally lose nothing by trying. It's better to run magnet pull in order to be able to send it in to trap steel types.

Also volt switch>>>>>>>>>>>anything else you're considering.

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Pretty sure they can still try and fail to escape from stuff with magnet pull before attacking, so they literally lose nothing by trying. It's better to run magnet pull in order to be able to send it in to trap steel types.

Also volt switch>>>>>>>>>>>anything else you're considering.

I would agree, except the thing is that no one does actually attempt to escape. They see Magnezone and assume Scarfed+Magnet Pull.Also I not have Volt Switch on there.

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From a quick view of things, I've noticed 2 somewhat serious threats to your team:

1) Talonflame (classic). If you don't have time to put your rocks up or they manage to get rid of them, this might cause you serious problems. You'll most probably have to sacrifice a mon to change freely into Magnezone and get to 1hp before killing it.

2) Clefable (with magic bounce). It can get its calm mind up a bit and hit hard. Assuming you have it switch onto a ferrothorn to throw the rocks back, you should be cautious with when you change back to Magnezone, as they carry flamethrower. Magnezone is not specs so you might run onto a stall run with casualties. If you don't play this right or let it boost 2 calm minds before going to Magnezone (that in the case that you're stuck to another move due to previous usage and have to switch out and back in again), I don't believe the other guys can do much to it, even ferro's gyro ball.

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From a quick view of things, I've noticed 2 somewhat serious threats to your team:

Clefable (with magic bounce). It can get its calm mind up a bit and hit hard. Assuming you have it switch onto a ferrothorn to throw the rocks back, you should be cautious with when you change back to Magnezone, as they carry flamethrower. Magnezone is not specs so you might run onto a stall run with casualties. If you don't play this right or let it boost 2 calm minds before going to Magnezone (that in the case that you're stuck to another move due to previous usage and have to switch out and back in again), I don't believe the other guys can do much to it, even ferro's gyro ball.

Clefable gets Magic Guard, not Magic Bounce, it can't 'throw the rocks back'. However they often carry flamethrower/fire blast for just such an occasion, and Gyro Ball does nothing to it.

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Imo you should use hp fire instead of hp ice. You can trap and kill set up pokemons like ferro . He is really good trapper and very useful in stopping hazards

HP Ice is there to deal with things like Gliscor and Landorous T switch ins. Also, I don't really need to worry about Ferro a ton because I already have two checks in Gallade and Goodra.

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wynaut goodra with sap sipper ? Goodra with mixed set is so good..Draco meteor Fire blast sludge wave and eq... I always loved this set with assault vest. eq is useful against heatran..

Edited by Sharath Bhat
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