Aug 3, 2015, 11:35 AM
Alright, I have taken an in depth analysis with this team. Here are some flaws I found while using it:
Huge Fairy Weakness
Lacks offensive pressure
Conkeldurr lacks the adequate movepool
Team needs Wide Guard
Psyshock never helped Sylveon
The EV spread on Jellicent did achieve much
Ice Beam redundant on Jellicent
Dragon Pulse not good on Ampharos
Weavile missed out on KOs too often and cannot deal with 50-50s
Jellicent didn't need Recover but Protect is critical in avoiding mons who stop it from setting up TR
These are all note scraps that I made so forgive me if they don't make any sense based on sentence structure.
With these flaws, I have attempted to fix some of the errors with this team from my point of view.
![[Image: jellicent.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/jellicent.png)
![[Image: amoonguss.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/amoonguss.png)
![[Image: chandelure.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/chandelure.png)
Let's discuss the old faces first
Now for the newcomers.
Of course, I'm not going to give you all these suggestions without demonstration. Here are some battle videos of the testing.
http://replay.pokemonshowdown.com/battle...-255705361
http://replay.pokemonshowdown.com/battle...-255703989
Overall, Ampharos has proven to have potential in this meta but it is hard to carry to certain matchups since people generally have mons that deal with it easily.
Another thing to note is that you may want to invest into a mon with Taunt and have an alternate mode of speed control. There have been matches where TR couldn't be set up because the opponent had mons that took advantage of it, primarily Amoonguss and Ferrothorn.
Huge Fairy Weakness
Lacks offensive pressure
Conkeldurr lacks the adequate movepool
Team needs Wide Guard
Psyshock never helped Sylveon
The EV spread on Jellicent did achieve much
Ice Beam redundant on Jellicent
Dragon Pulse not good on Ampharos
Weavile missed out on KOs too often and cannot deal with 50-50s
Jellicent didn't need Recover but Protect is critical in avoiding mons who stop it from setting up TR
These are all note scraps that I made so forgive me if they don't make any sense based on sentence structure.
With these flaws, I have attempted to fix some of the errors with this team from my point of view.
![[Image: ampharos-mega.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/ampharos-mega.png)
![[Image: jellicent.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/jellicent.png)
![[Image: sylveon.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/sylveon.png)
![[Image: amoonguss.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/amoonguss.png)
![[Image: hariyama.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/hariyama.png)
![[Image: chandelure.png]](http://www.pokestadium.com/assets/img/sprites/misc/icons/chandelure.png)
Let's discuss the old faces first
Ampharos @ Ampharosite
Ability: Static
Level: 50
EVs: 76 HP / 204 SpA / 228 SpD
Quiet Nature
- Protect
- Thunderbolt
- Hidden Power [Ground]/Power Gem
- Focus Blast
During theory and making the EV spread, I realized that Ampharos pretty much covers what it needs to with 204 SpAtk EVs. Don't believe me?
204+ SpA Mold Breaker Mega Ampharos Focus Blast vs. 4 HP / 0 SpD Mega Kangaskhan: 176-208 (97.2 - 114.9%) -- 81.3% chance to OHKO
252+ SpA Mold Breaker Mega Ampharos Focus Blast vs. 4 HP / 0 SpD Mega Kangaskhan: 180-212 (99.4 - 117.1%) -- 93.8% chance to OHKO
The comparison here is because no matter how much you invest, it is still a roll
252+ SpA Mold Breaker Mega Ampharos Hidden Power Ground vs. 0 HP / 0 SpD Heatran: 172-204 (103.6 - 122.8%) -- guaranteed OHKO
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 252 HP / 20 SpD Mega Charizard Y: 176-210 (95.1 - 113.5%) -- 75% chance to OHKO
In testing, I realized that Raichu gave this Pokemon the most problems. HP Ground is to remove it so you can then proceed to Thunderbolt spam. Power Gem is an option if you want to straight up take out Zard but I think HP Ground covers more. It hits Heatran, Terrakion and Excadrill for a good chunk without having to risk Focus Blast missing. Dragon Pulse is redundant seeing as how you have Sylveon to nuke Dragons and Thunderbolt is a stable enough STAB so there is no need to rely on Dragon Pulse.
The EV spread survives Earthquake from scarf Jolly Mamoswine and the rest of EVs were dumped into SpDef to take hits such as Ice Beam and Earth Power relatively better.
Ability: Static
Level: 50
EVs: 76 HP / 204 SpA / 228 SpD
Quiet Nature
- Protect
- Thunderbolt
- Hidden Power [Ground]/Power Gem
- Focus Blast
During theory and making the EV spread, I realized that Ampharos pretty much covers what it needs to with 204 SpAtk EVs. Don't believe me?
204+ SpA Mold Breaker Mega Ampharos Focus Blast vs. 4 HP / 0 SpD Mega Kangaskhan: 176-208 (97.2 - 114.9%) -- 81.3% chance to OHKO
252+ SpA Mold Breaker Mega Ampharos Focus Blast vs. 4 HP / 0 SpD Mega Kangaskhan: 180-212 (99.4 - 117.1%) -- 93.8% chance to OHKO
The comparison here is because no matter how much you invest, it is still a roll
252+ SpA Mold Breaker Mega Ampharos Hidden Power Ground vs. 0 HP / 0 SpD Heatran: 172-204 (103.6 - 122.8%) -- guaranteed OHKO
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 252 HP / 20 SpD Mega Charizard Y: 176-210 (95.1 - 113.5%) -- 75% chance to OHKO
In testing, I realized that Raichu gave this Pokemon the most problems. HP Ground is to remove it so you can then proceed to Thunderbolt spam. Power Gem is an option if you want to straight up take out Zard but I think HP Ground covers more. It hits Heatran, Terrakion and Excadrill for a good chunk without having to risk Focus Blast missing. Dragon Pulse is redundant seeing as how you have Sylveon to nuke Dragons and Thunderbolt is a stable enough STAB so there is no need to rely on Dragon Pulse.
The EV spread survives Earthquake from scarf Jolly Mamoswine and the rest of EVs were dumped into SpDef to take hits such as Ice Beam and Earth Power relatively better.
Jellicent @ Leftovers
Ability: Cursed Body
Level: 50
EVs: 188 HP / 180 Def / 140 SpD
Calm Nature
IVs: 0 Atk
- Trick Room
- Scald
- Will-O-Wisp
- Protect
In all of my practicing, I never once needed to use Ice Beam with Jellicent. Reason being, if a Dragon or mon that was weak to Ice Beam was in, they easily had switch-ins to take the Ice Beam then destroy Jellicent the following turn. I opt for Will-o-Wisp simply because after getting TR up, you can stop fast physical sweepers like Salamence, Excadrill, Bisharp, Lopunny, Landorus-T etc before they attack. Sure Scald is an option but if you really need that burn, relying on 30% chances isn't getting you anywhere. Also Will-o-Wisp + Protect is good for burn stall. Recover had no use to be honest. A move from an opponent pulls Jellicent to depths where even after it recovered, using the move again would secure the kill. Leftovers + Protect for HP recovery seemed better especially since now you have a way to avoid getting knocked out before you get up Trick Room.
Ability: Cursed Body
Level: 50
EVs: 188 HP / 180 Def / 140 SpD
Calm Nature
IVs: 0 Atk
- Trick Room
- Scald
- Will-O-Wisp
- Protect
In all of my practicing, I never once needed to use Ice Beam with Jellicent. Reason being, if a Dragon or mon that was weak to Ice Beam was in, they easily had switch-ins to take the Ice Beam then destroy Jellicent the following turn. I opt for Will-o-Wisp simply because after getting TR up, you can stop fast physical sweepers like Salamence, Excadrill, Bisharp, Lopunny, Landorus-T etc before they attack. Sure Scald is an option but if you really need that burn, relying on 30% chances isn't getting you anywhere. Also Will-o-Wisp + Protect is good for burn stall. Recover had no use to be honest. A move from an opponent pulls Jellicent to depths where even after it recovered, using the move again would secure the kill. Leftovers + Protect for HP recovery seemed better especially since now you have a way to avoid getting knocked out before you get up Trick Room.
Sylveon @ Pixie Plate
Ability: Pixilate
Level: 50
EVs: 188 HP / 68 Def / 252 SpA
Modest Nature
- Hyper Voice
- Shadow Ball
- Calm Mind
- Protect
Psyshock doesn't kill Amoonguss or Conkeldurr. It doesn't faint anything you would think it would. It's a bad filler move on this set. Calm Mind is fun seeing as how with redirection, you can increase your defenses and offenses then nuke the field with Hyper Voice spam. Shadow Ball is still a necessity in dealing with Aegislash, Gengar, Gardevoir and Pokemon that resist Hyper Voice.
Ability: Pixilate
Level: 50
EVs: 188 HP / 68 Def / 252 SpA
Modest Nature
- Hyper Voice
- Shadow Ball
- Calm Mind
- Protect
Psyshock doesn't kill Amoonguss or Conkeldurr. It doesn't faint anything you would think it would. It's a bad filler move on this set. Calm Mind is fun seeing as how with redirection, you can increase your defenses and offenses then nuke the field with Hyper Voice spam. Shadow Ball is still a necessity in dealing with Aegislash, Gengar, Gardevoir and Pokemon that resist Hyper Voice.
Amoonguss @ Rocky Helmet
Ability: Regenerator
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Rage Powder
- Protect
- Sludge Bomb
SpDef Amoonguss has been way more clutch than the physically defensive variant. It takes Ice Beams, Psychics, Heat Waves and neutral special attacks very nicely. In my opinion, it is superior than the physically defensive variant because it doesn't get immediately one shot by Psychic from Gardevoir.
252 SpA Mega Gardevoir Psychic vs. 252 HP / 252+ SpD Amoonguss: 152-182 (68.7 - 82.3%) -- guaranteed 2HKO
This means you can spore it back then Sludge Bomb repeatedly for the faint. Just note that if the opponent has Psyshock, its a damage roll that has a 50% chance of OHKOing (approximately).
Ability: Regenerator
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Rage Powder
- Protect
- Sludge Bomb
SpDef Amoonguss has been way more clutch than the physically defensive variant. It takes Ice Beams, Psychics, Heat Waves and neutral special attacks very nicely. In my opinion, it is superior than the physically defensive variant because it doesn't get immediately one shot by Psychic from Gardevoir.
252 SpA Mega Gardevoir Psychic vs. 252 HP / 252+ SpD Amoonguss: 152-182 (68.7 - 82.3%) -- guaranteed 2HKO
This means you can spore it back then Sludge Bomb repeatedly for the faint. Just note that if the opponent has Psyshock, its a damage roll that has a 50% chance of OHKOing (approximately).
Now for the newcomers.
Hariyama @ Expert Belt / Lum Berry
Ability: Thick Fat / Guts
Level: 50
EVs: 4 HP / 164 Atk / 20 Def / 252 SpD / 68 Spe
Adamant Nature
- Wide Guard
- Close Combat
- Rock Slide
- Knock Off
In testing, Conkeldurr's type coverage was really abysmal. It never had an answer for the top 4 megas in the meta game and was easy to play around. I did try to shake things up by running a Wide Guard set, but the same problem still remained. Hariyama put in a lot of work on this team. First of all, Thick Fat made it so that Zard cant't wipe you out of existence with Overheat which is what they like to use to swat Wide Guarders. Hariyama has Close Combat to OHKO Kang and Heatran, something which Conkeldurr (if it's Guts AV) can't do. Rock Slide is for coverage against Zard and anything else that takes a super effective hit from it and Knock Off is for an option to hit Aegislash, Gengar and such. The EV spread combined with expert belt allows you to OHKO Kang, max speed Timid Zard and Aegislash-Blade, all of which threaten this team. 68 EVs outspeeds Scrafty so you can OHKO it as well without giving it a chance to do damage to you. The rest of EVs were distributed into SpDef and the remainder into defense and HP. HP investments into Hariyama don't change damage rolls by that much since its HP stat kicks off at 219 which is already a large number. You can opt for Guts w/ Expert Belt as well. In testing, even though people know that Hariyama has Guts, they still try to status it. I like Thick Fat for it calls the bluff and the Fire/Ice resistances are a more significant asset than Guts is.
Ability: Thick Fat / Guts
Level: 50
EVs: 4 HP / 164 Atk / 20 Def / 252 SpD / 68 Spe
Adamant Nature
- Wide Guard
- Close Combat
- Rock Slide
- Knock Off
In testing, Conkeldurr's type coverage was really abysmal. It never had an answer for the top 4 megas in the meta game and was easy to play around. I did try to shake things up by running a Wide Guard set, but the same problem still remained. Hariyama put in a lot of work on this team. First of all, Thick Fat made it so that Zard cant't wipe you out of existence with Overheat which is what they like to use to swat Wide Guarders. Hariyama has Close Combat to OHKO Kang and Heatran, something which Conkeldurr (if it's Guts AV) can't do. Rock Slide is for coverage against Zard and anything else that takes a super effective hit from it and Knock Off is for an option to hit Aegislash, Gengar and such. The EV spread combined with expert belt allows you to OHKO Kang, max speed Timid Zard and Aegislash-Blade, all of which threaten this team. 68 EVs outspeeds Scrafty so you can OHKO it as well without giving it a chance to do damage to you. The rest of EVs were distributed into SpDef and the remainder into defense and HP. HP investments into Hariyama don't change damage rolls by that much since its HP stat kicks off at 219 which is already a large number. You can opt for Guts w/ Expert Belt as well. In testing, even though people know that Hariyama has Guts, they still try to status it. I like Thick Fat for it calls the bluff and the Fire/Ice resistances are a more significant asset than Guts is.
Chandelure @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 188 HP / 68 Def / 252 SpA
Modest Nature
- Trick Room
- Protect
- Heat Wave
- Shadow Ball/Energy Ball
The EV spread here hasn't been finalized yet. Chandelure is, in my opinion, a very strong Trick Room setter. Not only does it avoid Fake Out but it has Flash Fire to eat up Zard and Heatran's Heat Wave spam and switch into predicted Will-o-Wisp and other fire attacks. The attacks here are pretty much standard so no need to explain each. Energy Ball is still debated over Shadow Ball because your team lacks options for Rotom-W and Gastrodon, who give this team a rough time.
Ability: Flash Fire
Level: 50
EVs: 188 HP / 68 Def / 252 SpA
Modest Nature
- Trick Room
- Protect
- Heat Wave
- Shadow Ball/Energy Ball
The EV spread here hasn't been finalized yet. Chandelure is, in my opinion, a very strong Trick Room setter. Not only does it avoid Fake Out but it has Flash Fire to eat up Zard and Heatran's Heat Wave spam and switch into predicted Will-o-Wisp and other fire attacks. The attacks here are pretty much standard so no need to explain each. Energy Ball is still debated over Shadow Ball because your team lacks options for Rotom-W and Gastrodon, who give this team a rough time.
Of course, I'm not going to give you all these suggestions without demonstration. Here are some battle videos of the testing.
http://replay.pokemonshowdown.com/battle...-255705361
http://replay.pokemonshowdown.com/battle...-255703989
Overall, Ampharos has proven to have potential in this meta but it is hard to carry to certain matchups since people generally have mons that deal with it easily.
Another thing to note is that you may want to invest into a mon with Taunt and have an alternate mode of speed control. There have been matches where TR couldn't be set up because the opponent had mons that took advantage of it, primarily Amoonguss and Ferrothorn.
[Insert signature here]