Gifts of the Gods

Thanks for completing part of my request. I'll note some standouts here, ordered by descending attack power. (Prioritizing mons that we haven't covered yet in this thread)

Mega Heracross: See above. Being swept by one quite often, I can't help but agree with all of these points. While it can fit all the coverage it wants, it cannot fit that and Swords Dance, making it just shy of being nuts.

Mega Gallade: Doesn't actually need speed, thanks to the Mega giving so much. It does appreciate a defensive stat, though.

Rampardos: Head Smash destroys much more, now that the speed can be patched. Or you could give it a defensive stat to make it bulkier.

Mega Banette: Wow, that attack stat is massive... It really likes the addition of Speed in this meta, making Protect pretty unnecessary now. Alas, the best coverage it has is Gunk Shot... This might be one of the rare cases where Metronome could be a viable move. ...If you don't mind not having Destiny Bond, that is.

Tyranitar (both forms): As you can guess, these are reliable standbys for the speed slot. You likely get the gist of what Tyranitar does by now. (Ruins faces and now sweeps)

Mega Gyarados: Notable for taking other offensive teams down, particularly those that lack priority. It's basically Tyranitar, but a water type instead. The base form is decent at handling Heracross, too.

Mega Swampert: Can now be the lightning bruiser that it always dreamed of being, even outside of the rain. In the rain, you can basically outspeed everything, even with a god like Kyogre.

Haxorus: Being faster gives it more leniency in choosing between Swords Dance and Dragon Dance. Dual Chop as a STAB option along with Taunt actually makes this a potent anti-lead and attacker. All in all, a brutal option that struggles against Skarmory, and some of the stronger priority.

Landorus-T: Earlier in the thread, this popped up due to someone being thankful that they can escape from Landorus spam. Oh, but you can make it a reality again... In the speed slot, this can quickly break down teams with a combination of Edgequake, U-turn, Knock off, and just being bulky in general.

Rhyperior/Rhydon: Both mentioned earlier. As Landorus shows, Edgequake is a rough combination to get past without injury. Both of these mons are great in the speed slot, too, particularly because Swords Dance is an option. (Which also applies to Landorus-Therian)

Darmanitan: Flare Blitz the world, and gain momentum from it, too. Less bulky than Landorus, so caution is advised around Extreme Speed and other priority.

Mega Aggron: Special Defense is appealing, but so is speed. A Hone Claws set looks pretty good right about now...

Escavalier: Making one of the slowest mons one of the fastest is already a good sign. This is pretty much Scizor, minus the priority, U-turn, and recovery, and plus Drill Run and Spore immunity.

Mega Abomasnow: Great in the speed slot, except for the horrid typing.

Machamp: Enter Dynamic Punch spam central, or mix it up by becoming really fast with Guts.

Ursaring: For some reason, I don't see this much at all. It's very strong with Guts, and has the strongest Façade in the game when poisoned. Quick Feet is overkill at this point.

Pangoro: I once told someone that Pangoro in the speed slot could be good. They apparently didn't get the point, as they were using a boosting set. That's not what makes the panda good. It's Parting Shot, and the fact you an actually outspeed some mons while using it! Either attack or Parting Shot, and become a momentum machine. Deoxys-S teams appreciate this the most, but Arceus or Mewtwo teams fid some good out of this.

Golurk: Basically a budget ghostly Machamp at this point. Without boosting or a good Ghost STAB.

Crawdunt: Speedy Adaptability Knock Off hurts just as much as you think it does. Unfortunately a tad frail, even on the physical side.

Druddigon: With Mold Breaker and new-found speed, it can serve as an even better anti-lead with more options to mess up offense.
 

TSM Misterfreek

Banned deucer.
Here is a nice bulky offense team I've been using for a while. I've been 25-0 with it on ladder so far, the mechanics of this team are fairly straightforward. Set up rocks with P-Don and kill opposing leads with Lava Plume and Earthquake. EQ was used over Precipice Blades for consistency. Shuckle sets up Sticky Web quite nicely, and once that's done, proceed to sweep with the Sand Core of this team. Exacdrill with Base 140 defense is surprisingly bulky, as it get 2HKO'D by Jolly Mega Heracross's Close Combat. Assault Vest was used to maximize bulk and 'Drill takes hits like a champion. Smogonbird is used for revenge killing and Tangrowth is used for synergy. Enjoy!


252 Atk Mega Heracross Close Combat vs. 4 HP / 252+ Def Excadrill: 290-344 (80.1 - 95%) -- guaranteed 2HKO

Another Hypothetical Scenario: 252 Atk Mega Mewtwo X Close Combat vs. 4 HP / 252+ Def Excadrill: 300-354 (82.8 - 97.7%) -- guaranteed 2HKO

Shuckle @ Chesto Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Toxic
- Sticky Web
- Rest

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Acrobatics

Excadrill @ Assault Vest
Ability: Sand Rush
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Slack Off
- Earthquake
- Stone Edge
- Roar

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Knock Off
- Leaf Storm
- Earthquake
- Hidden Power [Ice]

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Lava Plume
- Earthquake
- Dragon Tail
 
I was experimenting with Gods other than Deo-A and Arceus and I made this bulky team with Kyogre:
Rotom-Heat @ Leftovers

Ability: Levitate

EVs: 248 HP / 40 Def / 220 Spe

Bold Nature

IVs: 0 Atk

- Overheat

- Volt Switch

- Pain Split

- Will-O-Wisp


Kyogre @ Blue Orb

Ability: Drizzle

EVs: 248 HP / 248 Def / 12 Spe

Bold Nature

IVs: 0 Atk

- Rest

- Sleep Talk

- Scald

- Ice Beam


Clefable @ Leftovers

Ability: Unaware

EVs: 248 HP / 252 Def / 8 SpD

Bold Nature

IVs: 0 Atk

- Moonblast

- Heal Bell

- Wish

- Protect


Cresselia @ Leftovers

Ability: Levitate

EVs: 248 HP / 252 Def / 8 SpD

Bold Nature

IVs: 0 Atk

- Moonlight

- Thunder Wave

- Psychic

- Moonblast


Slowbro @ Slowbronite

Ability: Regenerator

EVs: 252 HP / 80 Def / 176 SpD

Bold Nature

IVs: 0 Atk

- Calm Mind

- Scald

- Psyshock

- Slack Off


Scizor @ Leftovers

Ability: Technician

EVs: 248 HP / 60 Def / 200 SpD

Impish Nature

- Defog

- Roost

- Bullet Punch

- U-turn

This is a very bulky team, Mega Slowbro with Kyogre's SpD can tank most hits and can set up with Calm Mind + Slack Off, Cresselia's great bulk with Kyogre's SpA can remove threats without setting up and is a great check to Primal Groudon, Scizor is for Defogging and revenge kill, Unaware Clefable is a great wall and the cleric for this team with Heal Bell and Wish, Rotom-Heat is for coverage to hit Grass and Steel types, especially Ferrothorn, the defensive form of Primal Kyogre is chosen for more longevity.
Note: Scizor can carry the mega stone and you can decide on either Slowbro or Scizor to mega evolve in game
 
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