Jul 15, 2015, 02:33 PM
What's up everybody! :D
As of recently, I have seen the need to get more "radical" with team building. My idea was to use a team with Choice specs Aurorus and round. What I want is a team with Trick Room as an option but attackers that could function without it - a semi trick room team. After much effort and testing on showdown, I came to up with this team
I decided Mega Salamence would make a great fit with its Aerialate ability which turns all normal type moves to the flying typing meaning that round would be a flying type move. Also Salamence has enough speed to outrun common threats to Aurorus which in turn allows Aurorus to use Round before getting hit if it didn't take out the opponent. Blaziken was for type coverage against Normal, Rock, Grass etc, mainly Landorus-Therian, Kangaskhan and Amoonguss who threatened my strategy. Cresselia is great for setting up Trick Room and also works as a fairly decent support mon outside. Azumarill is one of the most dangerous attackers under Trick Room which is why I chose it and Amoonguss for redirection.
During team testing, I realized that I never brought Aurorus to any matches due to type matchups and speed tiers. Before I go further, here is the set I was running
Aurorus @ Icicle Plate
Ability: Refrigerate
Level: 50
EVs: 164 HP / 80 Def / 236 SpA / 28 SpD
Modest Nature
- Hyper Voice
- Round
- Protect
- Earth Power
I EV'd it to survive most special attacks, for example, Scald from Ludicolo in the rain and things along the line.
I decided to give up on the initial Aurorus + Round strategy and just go for a standard Mega Salamence team. I swapped out Aurorus for sashed Bisharp and taught Salamence Rock Slide over Round to make my matchups against Zard Y less of a pain since it does threaten everything on my team.
There We Go (Salamence-Mega) @ Salamencite
Ability: Aerilate
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Rock Slide
- Hyper Voice
- Double-Edge
Typical EV spread so I won't get into it. Rock Slide I explained already, Hyper Voice is for spread damage and Double Edge is Salamence's most powerful offensive option
Kentucky (Blaziken) @ Life Orb
Ability: Speed Boost
Level: 50
EVs: 136 Atk / 4 Def / 124 SpA / 244 Spe
Naive Nature
- Protect
- Overheat
- Superpower
- Hidden Power [Ice]
EV'd to outspeed Landorus-T by 1 point after a speed boost and OHKO it with Hidden Power Ice. It also picks up OHKOs on defensively invested Amoonguss. Superpower now OHKOs Mega Kang. The real MVP of my team because its damage output along with Mega Mence's always picked up the necessary kills though for the life of me I always get stopped by a Mega Zard when using him
Scum (Amoonguss) @ Black Sludge
Ability: Regenerator
Level: 50
EVs: 188 HP / 164 Def / 156 SpD
Sassy Nature
- Protect
- Giga Drain
- Rage Powder
- Spore
I stole this EV spread because I really don't know how to run Amoonguss and to be honest I really don't want to because I hate both using and facing this Pokemon. It's only purpose is to cushion the weaknesses of Pokemon on my team but it has failed to do so countless of times in matches. Basically every match I bring this thing to it gets destroyed on the first turn it is sent it.
Luna (Cresselia) @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 220 HP / 140 Def / 148 SpA
Calm Nature
IVs: 0 Spe
- Trick Room
- Calm Mind
- Ice Beam
- Moonlight
Ugh, dear lord. Cresselia was a tough pick on my part to be honest. I almost never used Trick Room because there was too much pressure on the field or there was an Amoonguss on the opponents team and I really didn't want to get spored to death. Calm Mind Cress has put in work and has won me games by itself, however, Ice Beam has proven more and more as a bad offensive option because apart from the genies, it always ended up as a 2 hit kill even after 2 calm minds. Moonlight never even had a chance. Either I got fully paralyzed or my greed with the Calm Minds screwed me over. The EV spread is to survive LO Bisharp's Knock Off as well as OHKO Landorus-Therian with Ice Beam. If you're wondering why I picked Safety Goggles, simple, Amoonguss....
Day (Azumarill) @ Assault Vest
Ability: Huge Power
Level: 50
EVs: 124 HP / 236 Atk / 100 Def / 48 SpD
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
The second MVP on my team. Azumarill put in work. A lot of work. I opted for Assault Vest just so Azumarill would have a fighting chance against the common electric types before fainting. The EV spread allows me to survive Mega Kang's Double Edge and the remaining EVs were dispersed randomly.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Protect
Boy, oh boy. If I had a penny for every bad decision I made with this team, I could buy me some gumballs. If only I could find the coin slot . But anyways, I never liked the idea of sashed Bisharp solely because of its piss poor damage output in comparison to the Life Orb variant. On that note, I opted for Swords Dance over Knock Off and regretted that decision ever since. It has won me matches but its performance hasn't impressed me one bit for me to want to keep it on this team.
I currently don't have any recordings of my practice with this team simply because of my utter frustration experienced when testing it.
I really need some help on this one. Take out any team members except Mega Salamence, Blaziken and Azumarill. I would appreciate suggestions on more optimal movesets and also I still want to make the Aurorus idea work in VGC. In terms of team synergy, I think it is still undeveloped because most of the moveset options were under the premise of "I lost a match because I didn't have x move so let me switch in x move in place of y".
As of recently, I have seen the need to get more "radical" with team building. My idea was to use a team with Choice specs Aurorus and round. What I want is a team with Trick Room as an option but attackers that could function without it - a semi trick room team. After much effort and testing on showdown, I came to up with this team
I decided Mega Salamence would make a great fit with its Aerialate ability which turns all normal type moves to the flying typing meaning that round would be a flying type move. Also Salamence has enough speed to outrun common threats to Aurorus which in turn allows Aurorus to use Round before getting hit if it didn't take out the opponent. Blaziken was for type coverage against Normal, Rock, Grass etc, mainly Landorus-Therian, Kangaskhan and Amoonguss who threatened my strategy. Cresselia is great for setting up Trick Room and also works as a fairly decent support mon outside. Azumarill is one of the most dangerous attackers under Trick Room which is why I chose it and Amoonguss for redirection.
During team testing, I realized that I never brought Aurorus to any matches due to type matchups and speed tiers. Before I go further, here is the set I was running
Aurorus @ Icicle Plate
Ability: Refrigerate
Level: 50
EVs: 164 HP / 80 Def / 236 SpA / 28 SpD
Modest Nature
- Hyper Voice
- Round
- Protect
- Earth Power
I EV'd it to survive most special attacks, for example, Scald from Ludicolo in the rain and things along the line.
I decided to give up on the initial Aurorus + Round strategy and just go for a standard Mega Salamence team. I swapped out Aurorus for sashed Bisharp and taught Salamence Rock Slide over Round to make my matchups against Zard Y less of a pain since it does threaten everything on my team.
There We Go (Salamence-Mega) @ Salamencite
Ability: Aerilate
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Rock Slide
- Hyper Voice
- Double-Edge
Typical EV spread so I won't get into it. Rock Slide I explained already, Hyper Voice is for spread damage and Double Edge is Salamence's most powerful offensive option
Kentucky (Blaziken) @ Life Orb
Ability: Speed Boost
Level: 50
EVs: 136 Atk / 4 Def / 124 SpA / 244 Spe
Naive Nature
- Protect
- Overheat
- Superpower
- Hidden Power [Ice]
EV'd to outspeed Landorus-T by 1 point after a speed boost and OHKO it with Hidden Power Ice. It also picks up OHKOs on defensively invested Amoonguss. Superpower now OHKOs Mega Kang. The real MVP of my team because its damage output along with Mega Mence's always picked up the necessary kills though for the life of me I always get stopped by a Mega Zard when using him
Scum (Amoonguss) @ Black Sludge
Ability: Regenerator
Level: 50
EVs: 188 HP / 164 Def / 156 SpD
Sassy Nature
- Protect
- Giga Drain
- Rage Powder
- Spore
I stole this EV spread because I really don't know how to run Amoonguss and to be honest I really don't want to because I hate both using and facing this Pokemon. It's only purpose is to cushion the weaknesses of Pokemon on my team but it has failed to do so countless of times in matches. Basically every match I bring this thing to it gets destroyed on the first turn it is sent it.
Luna (Cresselia) @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 220 HP / 140 Def / 148 SpA
Calm Nature
IVs: 0 Spe
- Trick Room
- Calm Mind
- Ice Beam
- Moonlight
Ugh, dear lord. Cresselia was a tough pick on my part to be honest. I almost never used Trick Room because there was too much pressure on the field or there was an Amoonguss on the opponents team and I really didn't want to get spored to death. Calm Mind Cress has put in work and has won me games by itself, however, Ice Beam has proven more and more as a bad offensive option because apart from the genies, it always ended up as a 2 hit kill even after 2 calm minds. Moonlight never even had a chance. Either I got fully paralyzed or my greed with the Calm Minds screwed me over. The EV spread is to survive LO Bisharp's Knock Off as well as OHKO Landorus-Therian with Ice Beam. If you're wondering why I picked Safety Goggles, simple, Amoonguss....
Day (Azumarill) @ Assault Vest
Ability: Huge Power
Level: 50
EVs: 124 HP / 236 Atk / 100 Def / 48 SpD
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
The second MVP on my team. Azumarill put in work. A lot of work. I opted for Assault Vest just so Azumarill would have a fighting chance against the common electric types before fainting. The EV spread allows me to survive Mega Kang's Double Edge and the remaining EVs were dispersed randomly.
Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Iron Head
- Protect
Boy, oh boy. If I had a penny for every bad decision I made with this team, I could buy me some gumballs. If only I could find the coin slot . But anyways, I never liked the idea of sashed Bisharp solely because of its piss poor damage output in comparison to the Life Orb variant. On that note, I opted for Swords Dance over Knock Off and regretted that decision ever since. It has won me matches but its performance hasn't impressed me one bit for me to want to keep it on this team.
I currently don't have any recordings of my practice with this team simply because of my utter frustration experienced when testing it.
I really need some help on this one. Take out any team members except Mega Salamence, Blaziken and Azumarill. I would appreciate suggestions on more optimal movesets and also I still want to make the Aurorus idea work in VGC. In terms of team synergy, I think it is still undeveloped because most of the moveset options were under the premise of "I lost a match because I didn't have x move so let me switch in x move in place of y".
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