Aug 9, 2015, 12:36 PM
(This post was last modified: Aug 9, 2015, 11:25 PM by Pokeventurer.)
Hi guys back with a quick/huge update on the team. the reason i didn't re-edited the last post was that the team wildly changed, so i though i will cover up the last time's suggestions up with this team now, now the results are much much better and according to my comfort ability. a big thanks to everyone who took part in rating the old team can be found here: let's get started
The Team Building Process:
i wanted to build around m-sharpedo as everyone already knows though, after making it's spread it couldn't have survived much so i needed a bulky/defensive core around to keep it alive with the first though of adding redirection, wide guard was one thing i acknowledged as important from sharpedo's point of view. after which i added DD t-tar and excadrill as it was the best weather in my purpose. for the last slot as suggested by friends here, i acknowledged thundurus to be an important member overall for the team which was then putted on providing exceptional speed control and the important move taunt + ways of dealing with bulky water types
The Team:
Sharpedo @ Sharpedonite
Ability: Speed Boost
Level: 50
EVs: 228 Atk / 52 SpA / 228 Spe
Naive Nature
- Protect
- Ice Beam
- Waterfall
- Crunch
. Outspeeds jolly scarfed lando after a +1 boost.
. OHKO'es a 4 HP salamence with ice beam.
. Rest was tossed into Attack stat.
Sharpedo despite being the main focus of the team doesn't gets much to discuss about though. it gets brought into every match by now and often proves to finish off the games and the mons weakened by it's partners. sharpedo is also observed to be a momentum shifter, sharpedo wipes away any lando-t which are big threats to sand mode and other 4x weak dragons in general too though. sharpedo becomes an attack magnet by achieving such great speed but surely does gets one or two OHKO'es. if sharpedo is left unchecked then it would be gg from my opponents from me.
Parasect @ Rocky Helmet
Ability: Dry Skin
Level: 50
EVs: 156 HP / 220 Def / 132 SpD
Sassy Nature
- Giga Drain
- Wide Guard
- Spore
- Rage Powder
. More physical defense to counter physical oriented metagame
. I choose it over the amoogus because of wide guard and sorta compress the purposes of the members.
. Rocky helmet to improve matchup of fake out and m-kang generally.
Mostly people will be arguing and i did saw someone argue that people will use anything else over the meta mons, who can do the job much much better, however i have many reasons to use it over amoongus and good ones too. First of all my old team occupied wide guard aegislash which costed me a whole slot and i was forced to bring it in the matches against spread attackers. people suggested thundurus/taunt and thundy was the best for the job though. i did replaced aegislash with Thundy though however then came back nd choose the better redirectioner which was parasect. it gave me wide guard and better ways to defend sharpedo single handedly. plus that it had a similar movepool to amoongus and the best ability dry skin which absorbs water for HP and further improves my matchup against water types. parasect surely brought amoongus with some things i needed as extras. it has 2x, 4x weaknesses which my team can handle extremly well by nature (flying and fire)
Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 164 HP / 4 Def / 204 SpA / 4 SpD / 132 Spe
Modest Nature
- Overheat
- Thunderbolt
- Protect
- Will-O-Wisp
. Safety goggles to help it against any Powder move users as well as prevent sand damage
. Speed investment to burn down bisharps.
. Will-o-wisp helps against the threat of fighting types to the team (god forbid any guts conk)
Rotom-h forms this team a picture perfect core which i really liked. F/W/G cores were something easy to think off and build around i this case of the team i did the same and loved to play it. rotom while being naturally bulky works better in the presence of m-sharpedo as the third member of the team. i honestly have seen some calm nature very bulky rotom sets which i hate the most as the utilize two attacking moves aparently it wasn't my style to play, i choose for an offensive spread with safety goggles to give it a fairly good chance of OHKO'ing amoonguss'.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Superpower
- Ice Beam
. Choice scarf to pick of OHKO'es fast rock slides to get flinch haxes.
. Choice scarf syncs in well with the team overall.
. With four pokemons on the field immune to chip damages and becomes really useful.
Tyranitar as discussed before was at first a DD variant but then even after 252/252/4 i thought it was missing out it's own potential especially against things like breloom and venusaur while setting up who negate rage powder's effects. the team surely did acquired a fighting move at thing point to deal with sand mirror matches. after alot of argues with myself and the communities/after trying taunteven aerial ace but rouge made a really fair point with the team. sharpedo pays off in almost every match but a second ice beam user was felt needed over practice course today, so t-tar was the best call for it.
Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 172 HP / 212 Atk / 20 Def / 20 SpD / 84 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Protect
. Speed EV's to outspeed lando-t by one point behind sand.
. Attack EV's make it an equivalent to 200 total attack stat + life orb adding to the damage scale.
. The rest dumped into the bulk making it exceptionally bulky.
i know this is weird but let me explain. you guys may think why not EV to counter opposing excadrill like 252 speed and jolly nature to tie and win under some conditions? after Aaron zheng's landorus thingie excadrill's chances of appearing are just further more reduced, and also people are using that after you or protect, last resort gimmicky ways with stoutland. even if one appears i just have to lead with amoongus + sharpedo with rage powder + waterfall to take off any excadrills on the field, so that was my explanation. now for the set, rock slide haxes out when i try my luck in addition slowly helps in wearing off my opponent's team, iron head to fairly deal with fairies though, the old team had drill run over EQ but this one had the though changed with thundurus added, with 2x ground immunities i was comfortable to use the move.
Thundurus @ Expert Belt
Ability: Prankster
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Taunt
- Thunder Wave
- Protect
. You'll know, just read down below.
Ok so now my brain started to work thanks to everyone who pointed out the flaws in the team, i choose thundurus over all the following reasons: my team needed ways to counter bulky water types (which is what this update brought) Marcusube suggested that i needed taunt as an essential which i acknowledged to be true after giving the old status of the team a though, someone directly stated the use of thundurus to remove the 2x ground weakness from the team + it was comfy for it to switch in for fighting type moves. so there you have the reasons for using it. now would be for the EV spread: i choose 252/252/4 spread as a first because i was scared into running the thundurus mirror-match every second battle and at max with timid nature i would speed tie though; secondly it was to inflict more damage to water types (a big issue for the team). i choose expert belt as thundurus' main job was to inflict damage and on the other hand sand was being brought into every game which 2 countering chip damage, i was constantly being annoyed the hell out of.
Battle vids:
There you go Delta
http://replay.pokemonshowdown.com/battle...-257741199
http://replay.pokemonshowdown.com/battle...-257742315
http://replay.pokemonshowdown.com/battle...-257745056
http://replay.pokemonshowdown.com/battle...-257746382
http://replay.pokemonshowdown.com/battle...-257749391
http://replay.pokemonshowdown.com/battle...-257750509
Conclusion:
i am perfectly well with this team for right now except the 3x fighting weakness coming in and also in some matches i feel like needing some good fighting coverage (overall a great type to have in your teams) and that clearly means tbat their is more room for improvement in the team and also that i can also use some suggestions and feedback from you guys Bye for now!
The Team Building Process:
i wanted to build around m-sharpedo as everyone already knows though, after making it's spread it couldn't have survived much so i needed a bulky/defensive core around to keep it alive with the first though of adding redirection, wide guard was one thing i acknowledged as important from sharpedo's point of view. after which i added DD t-tar and excadrill as it was the best weather in my purpose. for the last slot as suggested by friends here, i acknowledged thundurus to be an important member overall for the team which was then putted on providing exceptional speed control and the important move taunt + ways of dealing with bulky water types
The Team:
Sharpedo @ Sharpedonite
Ability: Speed Boost
Level: 50
EVs: 228 Atk / 52 SpA / 228 Spe
Naive Nature
- Protect
- Ice Beam
- Waterfall
- Crunch
. Outspeeds jolly scarfed lando after a +1 boost.
. OHKO'es a 4 HP salamence with ice beam.
. Rest was tossed into Attack stat.
Sharpedo despite being the main focus of the team doesn't gets much to discuss about though. it gets brought into every match by now and often proves to finish off the games and the mons weakened by it's partners. sharpedo is also observed to be a momentum shifter, sharpedo wipes away any lando-t which are big threats to sand mode and other 4x weak dragons in general too though. sharpedo becomes an attack magnet by achieving such great speed but surely does gets one or two OHKO'es. if sharpedo is left unchecked then it would be gg from my opponents from me.
Parasect @ Rocky Helmet
Ability: Dry Skin
Level: 50
EVs: 156 HP / 220 Def / 132 SpD
Sassy Nature
- Giga Drain
- Wide Guard
- Spore
- Rage Powder
. More physical defense to counter physical oriented metagame
. I choose it over the amoogus because of wide guard and sorta compress the purposes of the members.
. Rocky helmet to improve matchup of fake out and m-kang generally.
Mostly people will be arguing and i did saw someone argue that people will use anything else over the meta mons, who can do the job much much better, however i have many reasons to use it over amoongus and good ones too. First of all my old team occupied wide guard aegislash which costed me a whole slot and i was forced to bring it in the matches against spread attackers. people suggested thundurus/taunt and thundy was the best for the job though. i did replaced aegislash with Thundy though however then came back nd choose the better redirectioner which was parasect. it gave me wide guard and better ways to defend sharpedo single handedly. plus that it had a similar movepool to amoongus and the best ability dry skin which absorbs water for HP and further improves my matchup against water types. parasect surely brought amoongus with some things i needed as extras. it has 2x, 4x weaknesses which my team can handle extremly well by nature (flying and fire)
Rotom-Heat @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 164 HP / 4 Def / 204 SpA / 4 SpD / 132 Spe
Modest Nature
- Overheat
- Thunderbolt
- Protect
- Will-O-Wisp
. Safety goggles to help it against any Powder move users as well as prevent sand damage
. Speed investment to burn down bisharps.
. Will-o-wisp helps against the threat of fighting types to the team (god forbid any guts conk)
Rotom-h forms this team a picture perfect core which i really liked. F/W/G cores were something easy to think off and build around i this case of the team i did the same and loved to play it. rotom while being naturally bulky works better in the presence of m-sharpedo as the third member of the team. i honestly have seen some calm nature very bulky rotom sets which i hate the most as the utilize two attacking moves aparently it wasn't my style to play, i choose for an offensive spread with safety goggles to give it a fairly good chance of OHKO'ing amoonguss'.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Superpower
- Ice Beam
. Choice scarf to pick of OHKO'es fast rock slides to get flinch haxes.
. Choice scarf syncs in well with the team overall.
. With four pokemons on the field immune to chip damages and becomes really useful.
Tyranitar as discussed before was at first a DD variant but then even after 252/252/4 i thought it was missing out it's own potential especially against things like breloom and venusaur while setting up who negate rage powder's effects. the team surely did acquired a fighting move at thing point to deal with sand mirror matches. after alot of argues with myself and the communities/after trying taunt
Excadrill @ Life Orb
Ability: Sand Rush
Level: 50
EVs: 172 HP / 212 Atk / 20 Def / 20 SpD / 84 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Protect
. Speed EV's to outspeed lando-t by one point behind sand.
. Attack EV's make it an equivalent to 200 total attack stat + life orb adding to the damage scale.
. The rest dumped into the bulk making it exceptionally bulky.
i know this is weird but let me explain. you guys may think why not EV to counter opposing excadrill like 252 speed and jolly nature to tie and win under some conditions? after Aaron zheng's landorus thingie excadrill's chances of appearing are just further more reduced, and also people are using that after you or protect, last resort gimmicky ways with stoutland. even if one appears i just have to lead with amoongus + sharpedo with rage powder + waterfall to take off any excadrills on the field, so that was my explanation. now for the set, rock slide haxes out when i try my luck in addition slowly helps in wearing off my opponent's team, iron head to fairly deal with fairies though, the old team had drill run over EQ but this one had the though changed with thundurus added, with 2x ground immunities i was comfortable to use the move.
Thundurus @ Expert Belt
Ability: Prankster
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Taunt
- Thunder Wave
- Protect
. You'll know, just read down below.
Ok so now my brain started to work thanks to everyone who pointed out the flaws in the team, i choose thundurus over all the following reasons: my team needed ways to counter bulky water types (which is what this update brought) Marcusube suggested that i needed taunt as an essential which i acknowledged to be true after giving the old status of the team a though, someone directly stated the use of thundurus to remove the 2x ground weakness from the team + it was comfy for it to switch in for fighting type moves. so there you have the reasons for using it. now would be for the EV spread: i choose 252/252/4 spread as a first because i was scared into running the thundurus mirror-match every second battle and at max with timid nature i would speed tie though; secondly it was to inflict more damage to water types (a big issue for the team). i choose expert belt as thundurus' main job was to inflict damage and on the other hand sand was being brought into every game which 2 countering chip damage, i was constantly being annoyed the hell out of.
Battle vids:
There you go Delta
http://replay.pokemonshowdown.com/battle...-257741199
http://replay.pokemonshowdown.com/battle...-257742315
http://replay.pokemonshowdown.com/battle...-257745056
http://replay.pokemonshowdown.com/battle...-257746382
http://replay.pokemonshowdown.com/battle...-257749391
http://replay.pokemonshowdown.com/battle...-257750509
Conclusion:
i am perfectly well with this team for right now except the 3x fighting weakness coming in and also in some matches i feel like needing some good fighting coverage (overall a great type to have in your teams) and that clearly means tbat their is more room for improvement in the team and also that i can also use some suggestions and feedback from you guys Bye for now!