Monotype Tornadus-Therian Balance (Peak #5, 1839)

Calaeb

formerly Pawwz



The Team.

Tornadus-Therian @ Fightinium Z

Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Hurricane

- Focus Blast

- Knock Off

- Taunt


As the first slot and the Pokemon I wanted to build around, Tornadus-Therian serves as a utility role in the team. Hurricane is its main STAB move, being able to hit Flying-type weak Pokemon like Mega Venusaur, which this team struggles against to an extent. Focus Blast is the next move; paired with Fightinium Z, it can remove major threats to Flying teams such as Kyurem-Black, Heatran and Tyranitar after some small chip. Knock Off is there to cripple Pokemon reliant on their items such as Chansey, Porygon2, Mantine, Zapdos and Celesteela by removing them. Lastly, Taunt shuts down most walls, allowing Tornadus-Therian to put in work against bulkier builds like most Water- and Normal-type teams.

252 SpA Tornadus-Therian All-Out Pummeling (190 BP) vs. 0 HP / 0 SpD Kyurem-Black: 402-474 (102.8 - 121.2%) -- guaranteed OHKO
252 SpA Tornadus-Therian All-Out Pummeling (190 BP) vs. 0 HP / 4 SpD Heatran: 350-412 (108.3 - 127.5%) -- guaranteed OHKO
252 SpA Tornadus-Therian All-Out Pummeling (190 BP) vs. 252 HP / 252+ SpD Tyranitar in Sand: 356-420 (88.1 - 103.9%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery

Aerodactyl-Mega @ Aerodactylite

Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge

- Earthquake

- Pursuit

- Stealth Rock / Ice Fang


Up next is the Mega Evolution of choice for the team. Mega Aerodactyl is a great fit here; it outspeeds a huge metagame threat in Tapu Koko, traps Victini and packs a reliable, strong STAB. Stone Edge is a staple move on every Aerodactyl, hitting opposing Flying- and Ice- types, like Mandibuzz and Weavile. Earthquake completes a fast EdgeQuake coverage combo, threatening most Electric-, Flying- and Poison- type teams. Due to the number of switches Mega Aerodactyl forces, Pursuit is a nice move to get chip damage on fleeing targets that fear getting killed by Stone Edge or Earthquake, like Heatran and Latios. After a Pursuit, Earthquake OHKOes Tapu Koko, while Victini gets a ton of damage if it tries to flee after it has used V-Create. Since the team lacked a way to lay down entry hazards, Stealth Rock was chosen for the fourth slot. However, Ice Fang is an option over Stealth Rock to check threatening Pokemon to Flying-type teams like Swords Dance Garchomp and 2HKO every single Dragon-type in tandem with Stone Edge.

Landorus-Therian @ Choice Scarf

Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake

- U-turn

- Knock Off

- Defog / Stealth Rock



Following Mega Aerodactyl, we have Landorus-Therian. Landorus-T fills important roles on this team; it's a reliable speed controller with Choice Scarf and a fast emergency hazard remover. Earthquake is its main STAB move, being a good revenge killing tool versus faster threats, like Tapu Koko and +1 Porygon-Z. Knock Off and U-turn are, albeit generic, great utility moves for the team; the former cripples defensive switch-ins and offensive ones alike by removing their items, while the latter keeps momentum by taking advantage of opposing switch-outs. Defog was chosen as Landorus' fourth move for two reasons: the team already has Stone Edge on Mega Aerodactyl, and a fast Defog is incredibly good for Flying teams as a means of removing Stealth Rock late-game. If you choose to run Ice Fang on Mega Aerodactly, you can opt to use Stealth Rock on Landorus instead of Defog.

Zapdos @ Leftovers

Ability: Pressure
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Discharge

- Toxic

- Substitute

- Roost



In the fourth slot, Zapdos was chosen as a stallbreaker for the team. The set is pretty straightforward on what it does - Discharge is Zapdos' main STAB move, hitting non-resistant Pokemon decently while coming with a handy 30% paralysis chance. Toxic, in conjunction with Substitute and Pressure, allows Zapdos to stall out most threats that are outsped by it, like the majority of balanced Water-type teams. Last but not least is Zapdos' form of recovery, Roost. Roost is mandatory on any Zapdos set, given it keeps Zapdos healthy through the match, and, therefore, enables it to be a further annoyance to bulkier teams. 136 Speed EVs in conjuction with a Timid nature allow Zapdos to outspeed popular threats such as Heatran and Suicune.

Mantine @ Leftovers

Ability: Water Absorb
EVs: 252 HP / 80 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Scald

- Roost

- Defog

- Haze



Following Zapdos, is a Pokemon that I think should be a staple on every balance Flying team, Mantine. Mantine serves a big role on this team. Scald is Mantine's only attacking move, letting it hit most of the meta for some chip, and having the chance to burn the foe is incredible. It lets Mantine win 1v1s against Toxapex and Celesteela. Roost is a staple move, allowing Mantine to last longer in the match and recover reliably. Defog is our main form of hazard removal. Since Mantine is a Special Defensive pivot, it can Defog on most things pretty easily. 176 Speed EVs, paired with Haze allows Mantine to speed creep Jolly Azumarill. Azu is a massive threat to this team, being able to almost 6-0 it with a single Belly Drum. Haze allows us to stop Azumarill.

Celesteela @ Metronome

Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize

- Flash Cannon

- Giga Drain

- Air Slash


Finally, last but not least on the team, is the ever so broken Pokemon, Celesteela. Celesteela can play a variety of roles and sets; but on this team I chose to go with Offensive Automize. This set lets the team clean up a variety of types late game, including Ice, Fairy, Water, Grass, Bug, Fighting and Rock. Three of those types, are a massive problem for Flying; those being Ice, Rock and Water. Automize is there as the main setup moving, doubling Celeseela's speed, allowing it to outspeed Pokemon such as Mega Swampert inside of Rain. Flash Cannon is there to like I said, clean up Ice, Rock and Fairy. Giga Drain is for Rock and Water, while also letting Celesteela gain back a decent percentage of HP at the same time. The fourth move I chose was Air Slash. Since this team can't hit Grass, Bug and Fighting very well, despite having the type advantage, Air Slash is a good fit here allowing Celesteela to clean up all three types late game.

184364

maroon For helping build the team during our tutoring session.
Mateeus_1 For helping with the grammar and wording throughout this RMT.

Tornadus-Therian @ Fightinium Z
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Focus Blast
- Knock Off
- Taunt

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Defog

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Toxic
- Substitute
- Roost

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 80 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Haze

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Pursuit
- Stealth Rock

Celesteela @ Metronome
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Flash Cannon
- Giga Drain
- Air Slash











 
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