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[RATE MY TEAM] Mega Croissant strikes again
#1
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Before ORAS came out i expected Mega Salamence to be the biggest threat in VGC 2015, and the first weeks after ORAS came out made me think i was right.
However the metagame has changed day by day, till the point that every team featured too many options to deal with Mega Mence (and to take advantage of it). Its usage dropped down to give back space for the reliable and solid (but boring) Mega Kang.
So i had to decide whether to continue with my favourite Mega or not, and i opted for not. The rise of Choice Specs Sylveon, Competitive Milotic, Defiant Bisharp, Suicune, Hidden Power Thundurus, Rain teams being common on BS and many other reasons also helped me to make this choice.
I've not been enjoying my online battles in the last weeks and and i've lost many points too. I feel like my current team is better then the one i had before, which lacked 1 or 2 things the meta now requires, but my current team is made of common threats and there are many team countering it. Battle Spot is different from tourneys because you have to build a team which can adapt to any situation and to any strange strategy.
So i have decided to change my team again, and to build my new one around Mega Mence as well as my decent competence can do, but i wouldn't be writing here if i did not require any suggestions too, so here is my team:

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Salamence-Mega @ Salamencite
Ability: Intimidate > Aerilate
Level: 50
EVs: 100 HP / 180 Atk / 36 Def / 4 SpD / 188 Spe
Jolly Nature
- Double-Edge
- Dragon Dance
- Giga Impact / Roost
- Protect


I've decided to run a Jolly nature and 188 Spe EVs to reach 180 speed stat, outspeeding an Adamant/Modest Mega Mence and any 110/111 base speed pokemon too. I don't want to run a 252/252 set because i think Mega Mence has still a lot to prove, so i've tried to build a custom set in this case.
This is a physical set that doesn't really need to set up a Dragon Dance every game to work well. I've chosen Double-Edge instead of Return because i'm not Adamant and i'm not even running max attack, so i had to deal as much damage as possible.
Giga Impact has a good reason to be in the third slot: it gets an OHKO on the bulkiest Sylveon and a 75% chance to OHKO 4 HP Mega Kang (and it gets 100% OHKO on every Double-Edge <100% OHKO chance), it doesn't have recoil damage so i can use this move when i'm at low HP to achieve the max damage possible before fainting in that turn as some sort of kamikaze attack.
On the other hand, Roost has the incredible defensive ability to remove my Flying type for one turn, so that i can take x2 Ice and x1 Rock damage, or i can use it in free turns where Dragon Dance has less priority (for example where i'm at low HP and i already have a Dragon Dance set up)

Damage calcs:

-1 252+ Atk Parental Bond Mega Kangaskhan Ice Punch vs. 100 HP / 36 Def Mega Salamence: 144-174 (78.6 - 95%) -- guaranteed 2HKO
-1 252+ Atk Mega Gallade Ice Punch vs. 100 HP / 36 Def Mega Salamence: 116-140 (63.3 - 76.5%) -- guaranteed 2HKO
252 SpA Thundurus Hidden Power Ice vs. 100 HP / 4 SpD Mega Salamence: 148-176 (80.8 - 96.1%) -- guaranteed 2HKO
92 SpA Suicune Ice Beam vs. 100 HP / 4 SpD Mega Salamence: 152-180 (83 - 98.3%) -- guaranteed 2HKO (neutral 92 SpA are those required to OHKO 4 HP LandT)
252+ Atk Mamoswine Ice Shard vs. 100 HP / 36 Def Mega Salamence: 120-144 (65.5 - 78.6%) -- guaranteed 2HKO
252+ Atk Huge Power Azumarill Play Rough vs. 100 HP / 36 Def Mega Salamence: 150-176 (81.9 - 96.1%) -- guaranteed 2HKO

180 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 132+ Def Mega Venusaur: 188-224 (100.5 - 119.7%) -- guaranteed OHKO
180 Atk Aerilate Mega Salamence Double-Edge vs. 4 HP / 0 Def Terrakion: 151-178 (90.4 - 106.5%) -- 37.5% chance to OHKO
180 Atk Aerilate Mega Salamence Double-Edge vs. 140 HP / 4 Def Mega Charizard Y: 168-198 (98.2 - 115.7%) -- 87.5% chance to OHKO
180 Atk Aerilate Mega Salamence Double-Edge vs. 108 HP / 196 Def Sylveon: 151-178 (82 - 96.7%) -- guaranteed 2HKO
180 Atk Aerilate Mega Salamence Double-Edge vs. 252 HP / 252+ Def Amoonguss: 248-294 (112.2 - 133%) -- guaranteed OHKO


Every team should need a good answer to Choice Specs/Pixie Plate Sylveon and my team requires it more than many others.
I was thinking about a Snarl Arcanine, that could work well by lowering Ice Beam and Hyper Voice power, but 2 Intimidates could be a disaster against Milotic and Bisharp (Moxie Salamence and Flash Fire Arcanine are something i don't even consider).
So i've chosen Heatran, a pokemon i really appreciate, because it is able to single-handedly destroy entire teams which are not prepared for it. Fire/Steel stabs and Flash Fire (in this case) is fantastic. Oh and yeah, Fairy hits x1/4 :D

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Heatran @ Chople Berry
Ability: Flash Fire
Level: 50
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
- Flash Cannon
- Heat Wave
- Earth Power
- Protect


Chople Berry is great. Many teams are usually prepared to KO Heatran with a strong Fighting type move but i won't let it happen.
204 Speed EVs are used to outspeed Adamant Bisharp, 252 SpA EVs to hit as hard as possible and the rest in bulk.

Damage calcs:

252+ Atk Parental Bond Mega Kangaskhan Low Kick (120 BP) vs. 52 HP / 0 Def Chople Berry Heatran: 105-124 (60.6 - 71.6%) -- guaranteed 2HKO

252 Atk Terrakion Close Combat vs. 52 HP / 0 Def Chople Berry Heatran: 97-115 (56 - 66.4%) -- guaranteed 2HKO
252+ SpA Heatran Flash Cannon vs. 4 HP / 0 SpD Terrakion: 168-198 (100.5 - 118.5%) -- guaranteed OHKO


Here is my second favorite pokemon in this VGC and my favorite 1st Gen pokemon.  I wanted a stronger match up against Fairies, a Taunt user and a decent safe switch for Heatran. There's a pokemon that can do everything i've listed. Ladies and gentlemen.. please welcome Mr.Hex

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Gengar @ Focus Sash
Ability: Levitate
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Taunt
- Protect


EVs are standard. Shadow Ball and Sludge Bomb are good moves nobody should really touch in Gengar's movesets, since they have great coverage.
While there isn't much to say about Taunt, i want to spend two words on my choice to run Protect over W-o-W or Icy Wind. I really like Gengar to lead in most of my matches, but Protect Gengar is not something you can really predict at least in Battle Spot (this applies to Thundurus, Conkeldurr and many other pokemons which suffer the 4 move restriction) . I can surprise my opponent by protecting Gengar in crucial situations or when i know my opponent is going to double target it. Gengar is also able to deal a lot of damage to almost any pokemon in this meta and i want it to stay on the field as much as possible.
W-o-W + Icy Wind will still be my favourite set anyway, but this team needs something else as i said.


At this point i'm still weak to Suicune, Milotic, Rotom-W and Mega Swampert. A support Calm Rotom-W has been more than an option, since Gengar is not running W-o-W, but then it would take more then 2 turns to take down bulky water types anyway and i would lose against a Modest Rotom-W. So..

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Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Level: 50
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
- Thunderbolt
- Grass Knot
- Volt Switch
- Hidden Power [Ice]


212 Spe EVs are enough in my opinion, since it outspeeds any uninvested neutral 90 Speed under a Tailwind, including a 4 EV Rotom or a 20 EV Suicune too.
Moves are quite standard, but they work well. Volt Absorb is great because it allows me to get a free switch into Thunder Waves and Thunderbolts. I am faster than ScarfLandT and i also wall any Thundurus-I without Hidden Power Ice.

Here are some good stats:

252+ SpA Milotic Ice Beam vs. 44 HP / 0 SpD Thundurus-T: 114-136 (71.6 - 85.5%) -- guaranteed 2HKO
252+ Atk Landorus-T Rock Slide vs. 44 HP / 0 Def Thundurus-T: 102-122 (64.1 - 76.7%) -- guaranteed 2HKO
252 Atk Terrakion Rock Slide vs. 44 HP / 0 Def Thundurus-T: 128-152 (80.5 - 95.5%) -- guaranteed 2HKO

252+ SpA Thundurus-T Hidden Power Ice vs. 4 HP / 0 SpD Landorus-T: 196-232 (118.7 - 140.6%) -- guaranteed OHKO
252+ SpA Thundurus-T Grass Knot (120 BP) vs. 4 HP / 0 SpD Terrakion: 178-210 (106.5 - 125.7%) -- guaranteed OHKO
252+ SpA Thundurus-T Thunderbolt vs. 252 HP / 40+ SpD Rotom-W: 76-90 (48.4 - 57.3%) -- 92.2% chance to 2HKO


My team is fast, maybe too fast. Let's slow it down a bit.

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Conkeldurr @ Assault Vest
Ability: Guts
Level: 50
EVs: 212 HP / 44 Atk / 144 Def / 108 SpD
Adamant Nature
IVs: 14 Spe
- Mach Punch
- Drain Punch
- Knock Off
- Rock Slide


This set is not 100% mine. The EVs are from Collin Heier's Conkeldurr (3rd place in World 2014) and it is  defensive set. I think i need something like this because my team so far has an overall mediocre bulk. Conkeldurr is not something you can KO easily if you don't have a Talonflame in the back.
Conkeldurr gives me a stronger match up against M-Kang and Bisharp. Guts is my choice because i can switch into W-o-Ws directed to Mega Mence as a boss (i'm not even running Ice Punch and that's another reason i didn't pick Iron Fist). 14 Spe IVs are used to be 1 point slower then a Quiet 0 Speed IV Aegislash, meaning that my Knock Off will hit after Stance Change activates and it will get the OHKO.

Damage calcs:

252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 212 HP / 144 Def Conkeldurr: 150-177 (72.4 - 85.5%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Talonflame Brave Bird vs. 212 HP / 144 Def Conkeldurr: 150-176 (72.4 - 85%) -- guaranteed 2HKO
40 SpA Cresselia Psyshock vs. 212 HP / 144 Def Conkeldurr: 68-84 (32.8 - 40.5%) -- 100% chance to 3HKO
252+ SpA Aerilate Mega Salamence Hyper Voice vs. 212 HP / 108 SpD Assault Vest Conkeldurr: 126-150 (60.8 - 72.4%) -- guaranteed 2HKO
252+ SpA Choice Specs Hydreigon Draco Meteor vs. 212 HP / 108 SpD Assault Vest Conkeldurr: 144-171 (69.5 - 82.6%) -- guaranteed 2HKO

44+ Atk Conkeldurr Rock Slide vs. 4 HP / 0 Def Mega Charizard Y: 156-188 (101.2 - 122%) -- guaranteed OHKO
44+ Atk Conkeldurr Drain Punch vs. 4 HP / 0 Def Mega Kangaskhan: 132-156 (72.9 - 86.1%) -- guaranteed 2HKO
44+ Atk Conkeldurr Drain Punch vs. 124 HP / 40 Def Hydreigon: 134-162 (73.2 - 88.5%) -- guaranteed 2HKO


My last member is an underestimated pokemon which got in 2nd place in a recent Netherlands Regional Championship. Lapras is a great answer to rain teams, a good pokemon to have against M-Camerupt TR Teams and another bulky pokemon i really need.

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Lapras @ Weakness Policy
Ability: Water Absorb
Level: 50
EVs: 228 HP / 124 Def / 116 SpA / 40 SpD
Sassy Nature
- Ice Shard
- Freeze-Dry
- Hydro Pump
- Protect


Weakness Policy is a scary surprise for those who thinks to just connect a Giga Drain or a Rock Slide with Lapras without paying the consequences. A Sassy Nature is essential because i need both Atk and SpAtk. For those who are not familiar with Freeze-Dry: this Ice type move allows Lapras to hit a Water type for supereffective damage. Gyarados, Swampert, Ludicolo, Gastrodon, Kingdra and every dual type that would suffer from Ice if it wasn't for its Water type, now suffers a x4 weakness from this fantastic move.
Lapras + Gengar + M-Mence core is fantastic (it was the main core i've used in my first ORAS team too). Lapras is happy to switch into Ice moves and it's even happier to take -1 Rock Slides to get the desired boost, while Gengar can switch into a Fighting move and Mence into Grass moves.
Hydro Pump is the only defect of this set, because Lapras cannot learn Scald. A +2 Hydro Pump is scary as much for my opponent as for me because of a potential miss. But hey, everyone is using Rotom-W even if it's locked into Hydro Pump too and no one complains (maybe because everyone complains about W-o-W misses instead?)

Damage calcs:

+2 116 SpA Lapras Freeze-Dry vs. 164 HP / 40 SpD Assault Vest Ludicolo: 204-244 (115.9 - 138.6%) -- guaranteed OHKO
+2 116 SpA Lapras Freeze-Dry vs. 252 HP / 0 SpD Mega Swampert: 292-348 (141 - 168.1%) -- guaranteed OHKO
+2 116 SpA Lapras Freeze-Dry vs. 252 HP / 40+ SpD Rotom-W: 132-156 (84 - 99.3%) -- guaranteed 2HKO
+1 0 Atk Lapras Ice Shard vs. 4 HP / 0 Def Landorus-T: 132-160 (80 - 96.9%) -- guaranteed 2HKO (i've counted the Intimidate, otherwise a +2 gets the OHKO)
+2 116 SpA Lapras Freeze-Dry vs. 212 HP / 96+ SpD Thundurus: 156-186 (86.1 - 102.7%) -- 12.5% chance to OHKO
+2 116 SpA Lapras Hydro Pump vs. 4 HP / 0 SpD Tyranitar in Sand: 168-198 (95.4 - 112.5%) -- 68.8% chance to OHKO
+1 116 SpA Lapras Hydro Pump vs. 52 HP / 0 SpD Heatran: 180-212 (104 - 122.5%) -- guaranteed OHKO

There are so many damage calcs that i've run with this Lapras set that it would take 30 more mins just to post all of them.



This is my Type Resistances table http://www.teammagma.net/teambuilder/?37...2t|534|131

Team synergy:

#Volt Absorb Thundurus-T + Lapras (for Thunderbolts)
#Volt Absorb Thundurus-T + Mega Salamence (for Thunder Waves)
#Guts Conkeldurr + Mega Salamence (for both W-o-W and Thunder Waves)
#Gengar, Thundurus-T and M-Mence + Heatran (1 is immune to Fighting and 2 have a resistance while all of them are immune to Ground, which should discourage the opponents in getting locked into Earthquake for example)
#Water Absorb Lapras + Heatran
#Gengar + Lapras + Mega Salamence (as i said in Lapras description)
#Conkeldurr gets a "free" switch into Rock Slides, which i suffer with 3 different pokemons (M-Mence, Lapras and Thundurus-T)
#Heatran gets a free switch into W-o-W



As you can see my team is still missing something: speed control, Snarl and/or W-o-W support, a Follow Me/Rage Powder support for Dragon Dance M-Mence or a Fake Out user. I have 4 Special and 2 Physical attackers (that maybe is not a bad idea since there are a lot of Intimidates and W-o-Ws around, but there are a lot of Special walls too)

I'd like to know what kind of adjustments i should do in your opinion, because i don't have an objective point of view.

Thanks for reading  Smile
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#2
A few small things to note: Your team is pretty Mamoswine/Conkeldurr/Bisharp weak.

Icicle crash will always OHKO mega mence, and with your EV spread and jolly nature: You can't even KO it with double edge without a D-Dance up. It also can take out your Thundurus with icicle crash, and your Heatran with an Earthquake.

The standard AV Conkeldurr can take gear of Gengar and Lapras aswell. Also, the standard max attack Conkeldurr beats the bulky Conk in a drain punch battle.

Also, at +1 Bisharp can KO everything on your team (except conkeldurr) with sucker punch and low kick.

This isn't a bad team: You're going in the right direction. However I do think Lapras is only adding onto your fighting weakness (since most fighting types carry ice punch/knock off, which hit your thundurus/gengar/megamence/ + fighting hits heatran) I do see Lapras working well in some instances, but other not so much. Everything your calcing it against, Conkeldurr already handles relatively easily.

Also, I don't think phyisical mence is gonna pull through. It's decent, but mega mence is shaky when it comes to viability on it's own. It's better off hyper voice spamming next to heatwave users or sylveon. I wish it was better myself, but it's really only OP in singles. Another thing is, it'll always make mega metagross teams even easier to run around. Ice punch/hammer arm/meteor mash/EQ also hurt your entire team, which are all basic moves on M-Metagross.

No team is perfect, so keep that in mind. Once again, this team is good and it's definitely in the right direction. Just trying to help you out with what's always at the top of the ladder.
50 thousand people used to live here...Now it's a ghost town.
Reply
#3
Yeah my team relies so much on Conkeldurr performances (it's my only reliable choice against Bisharp + LandT/Suicune/Tailwind but in other situations i can play carefully with Heatran, that is definitely made to outspeed it for a reason). However in Battle Spot there is always a 20-30% probability of encountering a particular core that puts your team at disadvantage, no matter how you choose your leads or something, but yeah i've also noticed i'm also weak to a Scrafty + Mental Herb Gothitelle or to offensive Cresselia + Hariyama lead and i have to risk my Thundurus-I against a Hail team featuring Landorus-T as well. There are many common leads i've should analized before creating the team.

Special M-Mence was the set i've always been using before. I've used it as a late game cleaner thanks to Hyper Voice power, winning many 1vs2 situations where i would have lost with a physical set. The main problem of that set was the spread damage and special walls that made M-Mence hit for 3HKO sometimes (for example in a final head to head against a Sylveon i had no chances to win if Sylveon was like half HP).

Maybe i should think about a Naive Mixed set, but it would require a lot of changes in my team aswell. I'm working on it. Thanks Rogue for the many things you noticed.
Reply
#4
Most of the team synergy seems like they're based on switching in and out which isn't a good thing to do in VGC. Worse case scenario, you get over-predicted.
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