Oct 1, 2015, 07:12 PM
http://www.teammagma.net/teambuilder/?44...79w|3m|448
Basically an idea of what your team looks like on paper. Off the bat I can see this team struggling with the Mence + Terrakion + Milotic architecture core. Basically any bulky water type properly supported by a Venu counter has ease in disrupting your team.
The base core of the team is interesting as well seeing as how two of the three mons are weak to Ice while the other is weak to both Water and Ground meaning that right there bulky Water types and even double genie cuts through this core. This explains why you chose Rotom-W and Venusaur, however, these mons cling more to a defensive playstyle which contradicts the main core which is based on offense.
But back to the core. Tornadus' moveset is very unique indeed. The Role Play idea is genius to be honest but in most cases, if Charizard comes in on a choice scarfed Tyranitar, even if it resets the weather, Rock Slide still OHKOs the Charizard which allows you to switch out and switch back in. For other weathers, especially Rain, there is always some form of Fake Out present meaning that if the opponent were to Fake Out Tornadus, you wouldn't be able to reset the weather. The other perks to this are very situational and losing Prankster stops Tornadus from effectively using its support moves which is what it was meant for in the first place.
I would of loved to see something like Sky Drop + Hurricane/Thunder/Smack Down or Sky Drop with a No Guard user as a former member (correct me if I'm wrong about this), AbruptFury, once did in a tournament here with Aerodactyl and Machamp. Sky Drop does stop Pokemon from attacking for one turn but how much else can you get done in that turn for it to make enough of an impact on the following turns?
A move like Heat Wave would be good on this Tornadus build to snipe mons such as Ferrothorn, Breloom, Scizor, Metagross etc who love to take advantage of sand modes by being immune to the residual damage, possessing super effective attacks for Tyranitar and possibly other mons in the core and not being weak to the attacks used in sand mode.
For Garchomp, I would recommend going for a mixed attacking set with Earthquake, Rock Slide, Draco Meteor and Protect. Reason for Draco Meteor is that you have 4 physical attackers and no way of dealing with common intimidaters effectively. Sure you have Rotom's 4/5 hitting Hydro Pump and Tyranitar's Ice Beam for Landorus-T, Arcanine and Gyarados but if your opponent has checks for these mons then you're going to have a warm time. Draco Meteor allows you to still effectively attack even after burns and intimidates. It also allows you to OHKO Mence 100% of the time.
-1 252+ Atk Mega Garchomp Dragon Claw vs. 4 HP / 0 Def Mega Salamence: 102-120 (59.6 - 70.1%) -- guaranteed 2HKO
0 SpA Mega Garchomp Draco Meteor vs. 4 HP / 0 SpD Mega Salamence: 186-222 (108.7 - 129.8%) -- guaranteed OHKO
Lucario here is a pretty weird choice because all it really does is give you more Fighting weaknesses. For the set, I'd say Close Combat/Low Kick, Bullet Punch, Follow Me/Helping Hand and Protect. Feint doesn't really do much for you here.
Not a bad team. I'd give it a 6.8/10
The core is strong and has been established and the other mons complement the core enough in my opinion
Basically an idea of what your team looks like on paper. Off the bat I can see this team struggling with the Mence + Terrakion + Milotic architecture core. Basically any bulky water type properly supported by a Venu counter has ease in disrupting your team.
The base core of the team is interesting as well seeing as how two of the three mons are weak to Ice while the other is weak to both Water and Ground meaning that right there bulky Water types and even double genie cuts through this core. This explains why you chose Rotom-W and Venusaur, however, these mons cling more to a defensive playstyle which contradicts the main core which is based on offense.
But back to the core. Tornadus' moveset is very unique indeed. The Role Play idea is genius to be honest but in most cases, if Charizard comes in on a choice scarfed Tyranitar, even if it resets the weather, Rock Slide still OHKOs the Charizard which allows you to switch out and switch back in. For other weathers, especially Rain, there is always some form of Fake Out present meaning that if the opponent were to Fake Out Tornadus, you wouldn't be able to reset the weather. The other perks to this are very situational and losing Prankster stops Tornadus from effectively using its support moves which is what it was meant for in the first place.
I would of loved to see something like Sky Drop + Hurricane/Thunder/Smack Down or Sky Drop with a No Guard user as a former member (correct me if I'm wrong about this), AbruptFury, once did in a tournament here with Aerodactyl and Machamp. Sky Drop does stop Pokemon from attacking for one turn but how much else can you get done in that turn for it to make enough of an impact on the following turns?
A move like Heat Wave would be good on this Tornadus build to snipe mons such as Ferrothorn, Breloom, Scizor, Metagross etc who love to take advantage of sand modes by being immune to the residual damage, possessing super effective attacks for Tyranitar and possibly other mons in the core and not being weak to the attacks used in sand mode.
For Garchomp, I would recommend going for a mixed attacking set with Earthquake, Rock Slide, Draco Meteor and Protect. Reason for Draco Meteor is that you have 4 physical attackers and no way of dealing with common intimidaters effectively. Sure you have Rotom's 4/5 hitting Hydro Pump and Tyranitar's Ice Beam for Landorus-T, Arcanine and Gyarados but if your opponent has checks for these mons then you're going to have a warm time. Draco Meteor allows you to still effectively attack even after burns and intimidates. It also allows you to OHKO Mence 100% of the time.
-1 252+ Atk Mega Garchomp Dragon Claw vs. 4 HP / 0 Def Mega Salamence: 102-120 (59.6 - 70.1%) -- guaranteed 2HKO
0 SpA Mega Garchomp Draco Meteor vs. 4 HP / 0 SpD Mega Salamence: 186-222 (108.7 - 129.8%) -- guaranteed OHKO
Lucario here is a pretty weird choice because all it really does is give you more Fighting weaknesses. For the set, I'd say Close Combat/Low Kick, Bullet Punch, Follow Me/Helping Hand and Protect. Feint doesn't really do much for you here.
Not a bad team. I'd give it a 6.8/10
The core is strong and has been established and the other mons complement the core enough in my opinion
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