Hi, so I've been play testing a bunch of teams lately, and I think I finally found one I like. The thing is, it could still definitely use some work to take it from the team I like, to being a successful team. I've played a lot of games with it on the showdown ladder, and it has okay success, but it still seems to be lacking. Without further ado, here it is,
Rayquaza @ Focus Sash
Ability: Air Lock
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Ascent
- Extreme Speed
- Overheat
- Protect
So originally, this guy was a swords dance, focus sash set. Then I found myself struggling with Primal-Groudon, so I changed to waterfall over swords dance. Then I was struggling with Ferrothorn and Bronzong, so I replaced waterfall with overheat. That helps me beat those two, which is important for our next member, but I'm not quite sure if I'm totally happy with it. The EV's are standard mix, max attack to increase dragon ascent and extreme-speed, max speed, and four in special attack for overheat. I went with hasty over naive to take water spout, hyper voice, and eruption better from their respective users.
Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 192 HP / 84 Def / 68 SpD / 164 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect
So when figuring out Xerneas, I decided I wanted bulky over fast and offensive. The moves are the geomancy standard, good clean fairy stabs with protect. The EV's are designed to make precipice blades a 3HKO from max attack adamant Primal-Groudon. Anything less than that does even less damage, and since max attack p-don is pretty rare now, It holds up well. Max special attack Primal-Kyogre's water spout has a 6.3% chance to OHKO, which lets me hold up against most other variants as well. It also lives M-Gengar's sludge bomb, life orb M-Rayquaza's dragon ascent, and basically any-non boosted attack that isn't M-Mawile's iron head. Its also fast enough to outrun non-scarfed Smeargle.
Amoonguss @ Mental Herb
Ability: Regenerator
Level: 50
EVs: 252 HP / 60 Def / 196 SpD
Calm Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Grass Knot
- Protect
Amoonguss is the mon I hate to face but love to use. Its redirection is crucial for Xerneas to have sweeping potential on this team, as well as to allow M-Ray to punch holes in things like it does. The rage powder and spore are standard redirection and sleep support. I went for grass knot over clear smog because the chip damage on Kyogre is important to let Xerneas or Rayquaza pick up that KO, and considering that Amoonguss isn't that offensive, I felt the higher damage of grass knot over giga drain was too good to pass up. Protect in the final move slot to stop double edge's and dragon ascent's as well as cut off the double attack from people expecting the rage powder. The Ev's maximize its special bulk to help take on Xerneas and Kyogre, while the 60 defense EV's allow it to take a -1 double edge from 20 Atk M-Salamence, as well as jolly Kangaskhan's double edge. Regenerator over Effect Spore to allow it to regain some health with a switch.
Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
Talonflame is one of two members of this team I'm unsure of. I rarely bring it, and while its speed control and damage are good, it feels underwhelming. At one point it was bulky roar Arcanine, but I thought the speed control was more important. I went LO for extra damage on threats like Salamence and Xerneas, as well as running brave bird and flare blitz for the dual stab that lets me hit fast, as well as hitting mons like Bronzong and Ferrothorn. I went protect over quick guard because this team has fake out pressure itself in Scrafty, but that's another thing I'm unsure about with this mon. I went standard 252/252 to maxamize damage and speed.
Gyarados @ Lum Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 116 Atk / 20 Def / 120 SpD
Adamant Nature
- Waterfall
- Thunder Wave
- Taunt
- Protect
Gyarados is the second mon I'm unsure about. It was originally here to help against P-don with the help of M-Ray, as well as stop smeargle. But it also seems underwhelming, and it also feels like it loses momentum and becomes stale quickly. The EV's let it live attacks from M-kang, M-Mence, and M-Ray after intimidate, and paralyze them. The rest of its bulk is there to help against Xerneas, and paralyze it as well. The attack lets it OHKO 4 HP 0 DEF P-Don with waterfall in air lock or delta stream. Waterfall as its one attack, thunder wave for speed control, and taunt for smeargle, in combination with lum. Protect to stop electric attacks and the such. I liked it more when I first built the team, but now it doesn't seem to fit as well.
Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 244 HP / 228 Atk / 20 Def / 12 SpD / 4 Spe
Adamant Nature
- Fake Out
- Low Kick
- Knock Off
- Super Fang
Scrafty is the king of chip damage on my team. Its move set lets it's team mate's set up with fake out, put a large amount of damage onto M-Kangaskhan with low kick, hit Bronzong and Cress with knock off, as well as remove items from a lot of other mons, and let Xerneas and Ray pick up KO's after a super fang. Scrafty puts in a lot of work with the right support, and lets its team-mate clean up the game. The EV's Let it live a -1 Double Edge from 20 Atk Salamence, as well as live a water spout from max SpAtk P-Kyogre. The rest is put into attack to help scrafty get the most amount of chip damage off as it can.
Overall I like the team, but it needs something, and I can't seem to see it. I'm hoping some fresh sets of eyes will supply a new perspective on the team. Thank you in advance!
Replays:
Wins:
http://replay.pokemonshowdown.com/vgc2016-430662993
http://replay.pokemonshowdown.com/vgc2016-430666069
Losses:
http://replay.pokemonshowdown.com/vgc2016-430668501
http://replay.pokemonshowdown.com/vgc2016-430672570
Rayquaza @ Focus Sash
Ability: Air Lock
Level: 50
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Ascent
- Extreme Speed
- Overheat
- Protect
So originally, this guy was a swords dance, focus sash set. Then I found myself struggling with Primal-Groudon, so I changed to waterfall over swords dance. Then I was struggling with Ferrothorn and Bronzong, so I replaced waterfall with overheat. That helps me beat those two, which is important for our next member, but I'm not quite sure if I'm totally happy with it. The EV's are standard mix, max attack to increase dragon ascent and extreme-speed, max speed, and four in special attack for overheat. I went with hasty over naive to take water spout, hyper voice, and eruption better from their respective users.
Xerneas @ Power Herb
Ability: Fairy Aura
Level: 50
EVs: 192 HP / 84 Def / 68 SpD / 164 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Dazzling Gleam
- Geomancy
- Protect
So when figuring out Xerneas, I decided I wanted bulky over fast and offensive. The moves are the geomancy standard, good clean fairy stabs with protect. The EV's are designed to make precipice blades a 3HKO from max attack adamant Primal-Groudon. Anything less than that does even less damage, and since max attack p-don is pretty rare now, It holds up well. Max special attack Primal-Kyogre's water spout has a 6.3% chance to OHKO, which lets me hold up against most other variants as well. It also lives M-Gengar's sludge bomb, life orb M-Rayquaza's dragon ascent, and basically any-non boosted attack that isn't M-Mawile's iron head. Its also fast enough to outrun non-scarfed Smeargle.
Amoonguss @ Mental Herb
Ability: Regenerator
Level: 50
EVs: 252 HP / 60 Def / 196 SpD
Calm Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Grass Knot
- Protect
Amoonguss is the mon I hate to face but love to use. Its redirection is crucial for Xerneas to have sweeping potential on this team, as well as to allow M-Ray to punch holes in things like it does. The rage powder and spore are standard redirection and sleep support. I went for grass knot over clear smog because the chip damage on Kyogre is important to let Xerneas or Rayquaza pick up that KO, and considering that Amoonguss isn't that offensive, I felt the higher damage of grass knot over giga drain was too good to pass up. Protect in the final move slot to stop double edge's and dragon ascent's as well as cut off the double attack from people expecting the rage powder. The Ev's maximize its special bulk to help take on Xerneas and Kyogre, while the 60 defense EV's allow it to take a -1 double edge from 20 Atk M-Salamence, as well as jolly Kangaskhan's double edge. Regenerator over Effect Spore to allow it to regain some health with a switch.
Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
Talonflame is one of two members of this team I'm unsure of. I rarely bring it, and while its speed control and damage are good, it feels underwhelming. At one point it was bulky roar Arcanine, but I thought the speed control was more important. I went LO for extra damage on threats like Salamence and Xerneas, as well as running brave bird and flare blitz for the dual stab that lets me hit fast, as well as hitting mons like Bronzong and Ferrothorn. I went protect over quick guard because this team has fake out pressure itself in Scrafty, but that's another thing I'm unsure about with this mon. I went standard 252/252 to maxamize damage and speed.
Gyarados @ Lum Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 116 Atk / 20 Def / 120 SpD
Adamant Nature
- Waterfall
- Thunder Wave
- Taunt
- Protect
Gyarados is the second mon I'm unsure about. It was originally here to help against P-don with the help of M-Ray, as well as stop smeargle. But it also seems underwhelming, and it also feels like it loses momentum and becomes stale quickly. The EV's let it live attacks from M-kang, M-Mence, and M-Ray after intimidate, and paralyze them. The rest of its bulk is there to help against Xerneas, and paralyze it as well. The attack lets it OHKO 4 HP 0 DEF P-Don with waterfall in air lock or delta stream. Waterfall as its one attack, thunder wave for speed control, and taunt for smeargle, in combination with lum. Protect to stop electric attacks and the such. I liked it more when I first built the team, but now it doesn't seem to fit as well.
Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 244 HP / 228 Atk / 20 Def / 12 SpD / 4 Spe
Adamant Nature
- Fake Out
- Low Kick
- Knock Off
- Super Fang
Scrafty is the king of chip damage on my team. Its move set lets it's team mate's set up with fake out, put a large amount of damage onto M-Kangaskhan with low kick, hit Bronzong and Cress with knock off, as well as remove items from a lot of other mons, and let Xerneas and Ray pick up KO's after a super fang. Scrafty puts in a lot of work with the right support, and lets its team-mate clean up the game. The EV's Let it live a -1 Double Edge from 20 Atk Salamence, as well as live a water spout from max SpAtk P-Kyogre. The rest is put into attack to help scrafty get the most amount of chip damage off as it can.
Overall I like the team, but it needs something, and I can't seem to see it. I'm hoping some fresh sets of eyes will supply a new perspective on the team. Thank you in advance!
Replays:
Wins:
http://replay.pokemonshowdown.com/vgc2016-430662993
http://replay.pokemonshowdown.com/vgc2016-430666069
Losses:
http://replay.pokemonshowdown.com/vgc2016-430668501
http://replay.pokemonshowdown.com/vgc2016-430672570