Drymus Posted June 22, 2016 Share Posted June 22, 2016 Hi there. You may or may not know of me, but I'd like some help from the experts anyways. I'm still fairly new to competitive, so please bear with me. At a Glance: Teambuilding Process: The team is centered around the lovable Togekiss. Lovable as long as you aren't outsped by it, of course. But with a base 80 speed, there are plenty of threats that do outspeed it. Choice scarf is an option, but it locks Togekiss into one move and is likely to force me to switch often. Tailwind, however, doubles Togekiss's speed for three turns, which helps out significantly. Fortunately, there are several users of Tailwind who can use the move at +1 priority. Of these options, I chose Whimsicott and Talonflame, mainly because of their access to U-Turn to gain momentum. Of course, this will also require some switching, and Talonflame and Togekiss don't particularly like Stealth Rocks. Starmie is a fast Rapid Spinner that's also capable of hitting hard. Lastly, looking at Togekiss's weaknesses and STAB attacks, steel, electric, rock, ice, and poison seem to give it issues. Mega Medicham is able to hit four of those weaknesses with its STAB attacks, and enjoys the Tailwind support. Lastly, Garchomp is able to get free switches in on electric attacks, which half of the team is weak to, and set up Stealth Rocks for the opponent. Making it Tankchomp also punishes many physical attackers aiming at my team. Team Analysis: Fluffy (Whimsicott) @ Leftovers Ability: Prankster EVs: 248 HP / 8 Def / 252 Spe Timid Nature - U-turn - Taunt - Moonblast - Tailwind Fluffy is my usual lead. Taunt lets him cripple users of SR or status moves. Tailwind gives his teammates some extra speed to take out those who would normally outspeed. U-Turn lets him pivot into another teammate, and Moonblast lets him put a dying foe out of its misery. Smogonbird (Talonflame) @ Sharp Beak Ability: Gale Wings EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Brave Bird - Flare Blitz - Tailwind - U-turn Like Fluffy, Smogonbird runs Tailwind and U-Turn to help out the team. Unlike Fluffy, Smogonbird is capable of hitting fairly hard with Priority Brave Bird and Flare Blitz for coverage. Haxkiss (Togekiss) @ Leftovers Ability: Serene Grace EVs: 4 HP / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Air Slash - Fire Blast - Heal Bell - Dazzling Gleam Haxkiss wouldn't be Haxkiss without the mighty Air Slash. Dazzling Gleam is another reliable STAB that hits for decent damage. Fire Blast can catch some steel types off guard. Heal Bell allows Haxkiss to act as an emergency cleric in case its teammates are crippled by status. Leftovers is chosen to let it make use of the turns it buys through flinch hax. Misty (Starmie) @ Life Orb Ability: Natural Cure EVs: 252 SpA / 4 SpD / 252 Spe Modest Nature IVs: 0 Atk - Rapid Spin - Hydro Pump - Thunderbolt - Psyshock Misty clears away hazards that the rest of the team doesn't like, and can hit fast and hard with STAB Hydro Pump and Psyshock. Thunderbolt gives coverage against other water-types. Epic Shark (Garchomp) @ Rocky Helmet Ability: Rough Skin EVs: 240 HP / 176 Def / 92 Spe Impish Nature - Stealth Rock - Earthquake - Endure - Stone Edge Epic Shark sets up Stealth Rocks, and can be switched in to punish physical attackers. Earthquake hits many steel, poison, electric, and rock types hard, while Stone Edge hits birds. Endure lets Epic Shark live at least one more hit, possibly long enough to take its attacker with it. Saitama (Medicham-Mega) @ Medichamite Ability: Pure Power EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - High Jump Kick - Bullet Punch - Ice Punch - Zen Headbutt Like his namesake, Saitama has massive attack power, and hits like a truck with his STAB High Jump Kick and Zen Headbutt (though I have to consider enemy ghost-types before clicking HJK). Bullet Punch gives priority, while Ice Punch hits flying, dragon, and ground hard. Saitama seems to put in work as a late-game sweeper. Exportable: Haxkiss (Togekiss) @ Leftovers Ability: Serene Grace EVs: 4 HP / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Air Slash - Fire Blast - Heal Bell - Dazzling Gleam Misty (Starmie) @ Life Orb Ability: Natural Cure EVs: 252 SpA / 4 SpD / 252 Spe Modest Nature IVs: 0 Atk - Rapid Spin - Hydro Pump - Thunderbolt - Psyshock Fluffy (Whimsicott) @ Leftovers Ability: Prankster EVs: 248 HP / 8 Def / 252 Spe Timid Nature - U-turn - Taunt - Moonblast - Tailwind Saitama (Medicham-Mega) @ Medichamite Ability: Pure Power EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - High Jump Kick - Bullet Punch - Ice Punch - Zen Headbutt Epic Shark (Garchomp) @ Rocky Helmet Ability: Rough Skin EVs: 240 HP / 176 Def / 92 Spe Impish Nature - Stealth Rock - Earthquake - Endure - Stone Edge Smogonbird (Talonflame) @ Sharp Beak Ability: Gale Wings EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Brave Bird - Flare Blitz - Tailwind - U-turn Quote Link to comment Share on other sites More sharing options...
Ironbound Posted June 22, 2016 Share Posted June 22, 2016 Innovative. Very offensive, of course, and therefore it can fall apart of key elements are lost too soon; Volcanion and Rotom-W are a pain as usual, things like fat Lati as well to some extent, some other stuff I can't think of immediately, and you lack a steel type so I automatically rate it -∞/10. Togekiss is kinda difficult as on offensive Mon, at least for me, I prefer to use a fat Roost or TWave set, or a Nasty Plot set. I see why you'd like heal bell for the team, but consider Nasty Plot or Roost for added utility. Starmie could also use ice beam over Psyshock, since you've got Mega cham for Psychic coverage anyways, and Starmie can still check Keldeo with tbolt. Stun spore on Whimsicott is also good, since it can emergency check a thing like DD Zard-X, and provide paralysis for Togekiss more reliably than Tailwind (you've got one user of Tailwind anyways) May also consider a Jirachi instead, really. Steel master race, and it does the flinch job or the rocks job better, and also gets momentum. Just my thoughts. Make of 'em what you will. Quote Link to comment Share on other sites More sharing options...
Shad_ Posted June 22, 2016 Share Posted June 22, 2016 Ok let's see what do we have here I can immediatly notice a pokemon that could cause some problems to your team, aka Rotom-W. Once Garchomp is gone you basically don't have any counter to it since Whimsicott doesn't carry any Grass Type moves. To avoid this, try this set on it Fluffy (Whimsicott) @ Leftovers Ability: Prankster EVs: 248 HP / 8 Def / 252 Spe Timid Nature - Giga Drain - Taunt - Moonblast - Tailwind / U-Turn / Stun Spore I suggest you to place Giga Drain just to deal with Rotom-W and other annoying Water Types such as Seismitoad. They're common in the OU Tier and can represent a threat to this team imo. The rest is fine, but place either Tailwind or U-Turn, avoid both. You don't have a Volt Switch user so you can't even form a proper Volt-Turn core and Dark Types are checked already by Moonblast. Stun Spore as Viri mentioned is a pretty good choice too. The second thing i immediatly notice is that you lack mons capable of bear with Special Attackers. How can you resolve this? Switch Togekiss from an Offensive set to a Specially Defensive one. Haxkiss (Togekiss) @ Leftovers Ability: Serene Grace EVs: 252 HP / 4 SpA / 252 SpD Calm Nature IVs: 0 Atk - Roost - Air Slash - Thunder Wave - Dazzling Gleam Toge works perfectly with this set. You have Roost, wich allows Toge to survive even more, and Thunder Wave, that can cripple faster opponents and make them fall with the power of hax. Air Slash serves this purpose, as with Serene Grace and TW every opponents that's not a Steel or a Rock Type will be basically die. Of course, if the hax god is by your side. Dazzling Gleam is just here as a powerful STAB with a good secondary effect. I see you placed Endure on Garchomp, i suggest you to replace it with something that can assure a good amount of damage on pokémon like Ferrothorn and other dangerous pokémon, like Fire Blast. With the Specially Defensive set there is no place for Fire Blast on Toge, and competitively speaking Endure is not a good choice on Garchomp as there are quite some other faster mons in the Tier. The rest seems fine to me, be sure to keep Starmie alive in case the opponent keep on using Stealth Rock even after one Rapid Spin, SR can heavily damage your team. Hope i helped! Quote Link to comment Share on other sites More sharing options...
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