Aug 23, 2015, 05:00 PM
I'm done a bit of analysis on your team and hope my suggestions help. Firstly, after running it through team magma builder, and just a quick analysis shows you have two main team weaknesses, ghost and flying. Playing the VGC meta this imposes quite a problem due to the imposing threats of M-salamence and M-gengar. I've read your calcs and one important point that you forgot is that trick room setters usually have to survive a 3HKO, not a 2HKO, (as trick room is a fairly readable play and therefore will be an easy target), whilst using up an attacking turn.
I know that a ghost type trick room setter seems like a good idea, to save you from that potential mega kang, but remember that it can still run scrappy fake-out shutting down trick room for a turn.
In other words, I'd probably scrap gourgeist all together. Firstly, your calculations seem to be a bit iffy and you've missed the biggest potential threats:
252 Atk Aerilate Mega Salamence Double-Edge vs. 140 HP / 156+ Def Gourgeist-Super: 372-440 (107.5 - 127.1%) -- guaranteed OHKO
252+ SpA Heatran Heat Wave vs. 140 HP / 212 SpD Gourgeist-Super: 338-398 (97.6 - 115%) -- 81.3% chance to OHKO
252 SpA Mega Charizard Y Heat Wave vs. 140 HP / 212 SpD Gourgeist-Super in Sun: 536-632 (154.9 - 182.6%) -- guaranteed OHKO
I tend to run cresselia as my set up, due to its sheer bulk:
Cresselia @ Mental herb
Ability: Levitate
Level: 50
EV's: 236 HP / 204 Def / 68 SpD
Relaxed nature
IVs: 0 Spe / 0 Atk
-Trick room
-Psyshock
-Ice beam
-Helping hand
The set-up: Metal herb provides relief from that pesky prankster taunt. Not sure whether to go psyshock or psychic, and whether to replace ice beam. EV spread to give it all around bulk.
Defensive calcs:
252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 236 HP / 204+ Def Cresselia: 168-201 (38.1 - 45.6%)
252 SpA Mega Charizard Y Heat Wave vs. 236 HP / 68 SpD Cresselia in Sun: 205-243 (46.5 - 55.2%)
252 SpA Mega Salamence Draco Meteor vs. 236 HP / 68 SpD Cresselia: 153-180 (34.7 - 40.9%)
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 236 HP / 68 SpD Cresselia: 172-204 (39 - 46.3%)
Knowing that cress can survive any potential immediate threats means that, though you'll be running it most of the time, a move slot can be open for gardevoir. Running trick room on gardevoir isn't a bad idea, but personally i'd run HP ground to deal with heatran, metagross or aegislash (common threats) or shadow ball (no heatran coverage).
Amoongus also has less use as a physical wall in recent meta, it used to be nice for being a switch in for M-kang but realistically has little practical use.
The set i started using is:
Amoonguss @ Sitrius Berry
Ability: Regenerator
EVs: 180 HP / 92 Def / 236 SpD
Sassy Nature
IVs: 0 Spe
- Giga Drain
- Rage Powder
- Spore
- Protect
the calcs can be seen here: http://pokemonforever.com/Thread-VGC-VGC...t=amoongus
A few more minor suggestions would be:
w-o-w on rotom rather than thunder wave, A defensive natured rotom favors this as it grants more survivability, as realistically its still not a massive offensive threat even with speed control, and also is a move that can be used effectively in trick room.
Potentially changing safety goggles on heatran to shuca berry / air balloon. Breeloom becomes less of a threat as under TR heatran outspeeds and can OHKO (without sash), and heatwave isn't redirected by amoongus' rage powder anyway.
Let me know if you have anymore questions / help with the team. Hope this was useful
I know that a ghost type trick room setter seems like a good idea, to save you from that potential mega kang, but remember that it can still run scrappy fake-out shutting down trick room for a turn.
In other words, I'd probably scrap gourgeist all together. Firstly, your calculations seem to be a bit iffy and you've missed the biggest potential threats:
252 Atk Aerilate Mega Salamence Double-Edge vs. 140 HP / 156+ Def Gourgeist-Super: 372-440 (107.5 - 127.1%) -- guaranteed OHKO
252+ SpA Heatran Heat Wave vs. 140 HP / 212 SpD Gourgeist-Super: 338-398 (97.6 - 115%) -- 81.3% chance to OHKO
252 SpA Mega Charizard Y Heat Wave vs. 140 HP / 212 SpD Gourgeist-Super in Sun: 536-632 (154.9 - 182.6%) -- guaranteed OHKO
I tend to run cresselia as my set up, due to its sheer bulk:
Cresselia @ Mental herb
Ability: Levitate
Level: 50
EV's: 236 HP / 204 Def / 68 SpD
Relaxed nature
IVs: 0 Spe / 0 Atk
-Trick room
-Psyshock
-Ice beam
-Helping hand
The set-up: Metal herb provides relief from that pesky prankster taunt. Not sure whether to go psyshock or psychic, and whether to replace ice beam. EV spread to give it all around bulk.
Defensive calcs:
252 Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 236 HP / 204+ Def Cresselia: 168-201 (38.1 - 45.6%)
252 SpA Mega Charizard Y Heat Wave vs. 236 HP / 68 SpD Cresselia in Sun: 205-243 (46.5 - 55.2%)
252 SpA Mega Salamence Draco Meteor vs. 236 HP / 68 SpD Cresselia: 153-180 (34.7 - 40.9%)
252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 236 HP / 68 SpD Cresselia: 172-204 (39 - 46.3%)
Knowing that cress can survive any potential immediate threats means that, though you'll be running it most of the time, a move slot can be open for gardevoir. Running trick room on gardevoir isn't a bad idea, but personally i'd run HP ground to deal with heatran, metagross or aegislash (common threats) or shadow ball (no heatran coverage).
Amoongus also has less use as a physical wall in recent meta, it used to be nice for being a switch in for M-kang but realistically has little practical use.
The set i started using is:
Amoonguss @ Sitrius Berry
Ability: Regenerator
EVs: 180 HP / 92 Def / 236 SpD
Sassy Nature
IVs: 0 Spe
- Giga Drain
- Rage Powder
- Spore
- Protect
the calcs can be seen here: http://pokemonforever.com/Thread-VGC-VGC...t=amoongus
A few more minor suggestions would be:
w-o-w on rotom rather than thunder wave, A defensive natured rotom favors this as it grants more survivability, as realistically its still not a massive offensive threat even with speed control, and also is a move that can be used effectively in trick room.
Potentially changing safety goggles on heatran to shuca berry / air balloon. Breeloom becomes less of a threat as under TR heatran outspeeds and can OHKO (without sash), and heatwave isn't redirected by amoongus' rage powder anyway.
Let me know if you have anymore questions / help with the team. Hope this was useful