Hi guys, I have a pretty good team here that has led me to a couple amounts of success. I still have some few tweaks that I need to make but I can't seem what to do in order to make this team a little better.
So to start off,
Heres, Tornadus-T
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power [Ice]
- U-turn
Yes, tornadus' speed is an essential part of the team that allows U-turn to cause damage and make the switch, changing the games momentum and still hitting a chunk of HP, while regenerating that lost HP from Life Orb. Hurricane can punish switch ins no matter what and the confusion is an extra bonus, then due to speed get a u-turn (hitting latias nicely) out of there and completely change the momentum. HP Ice can help taking out Gliscor, it still is a 2HKO but if hit on the switch in can definitely cripple it.
Heatwave can punish those bulky steel types like ferrothorn really hard, and works well if Char Y has sun out to cause more damage to switch ins.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Air Slash
Tha picture says it all. IT is a COMPLETE monster,
One of the best Wallbreakers in the game. Checking M-Sableyes obvious WoW,and It allows you to just chip away at teams heavily.
It is very fragile to Scarfed T-tar, exca but we have checks for that.
A Timid nature allows Mega Charizard Y to Speed tie with other positive-natured base 100 Speed Pokemon, namely Manaphy, as well as Jolly Excadrill outside of sand and maximum Speed Kyurem-B.
And solarbeam will help with those water threats like manaphy and azumarill. Just don't let it belly drum on you. For manaphy, drought helps tank, even after a tailglow. I replaced roost with airslash ash it can also do decent amount of damage on various types of mons, just make sure chansey is able to wish hp back up if needed.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Ice Punch
- Crunch
- Superpower
- Pursuit
T-Tar Wrecks. Although I am still trying to figure out a better spread, it still wrecks. I wanted to give it a little extra bulk while maintaining speed and attack. But, Ive noticed I would want a spread with altleast 302 speed in order to beat those LO Excadrill, with superpower. While luring the obvious EQ from scarfed excadrill. Either switching to torn-t (Who can H-wave, if they are stupid to stay, or u-turn to gain momentum) or skarm. Ice punch works great for opposing birds, grass, etc. Crunch does HEAVY damage, and pursuit is there to trap those pesky Latios/as and psychic mons. Sandstream increases the spD and allows for even more spD tank. I wanted something in able to check zapdos, or any other electric types because this team gets wrecked by them. This mon can do some editing but hasn't yet disappointed me too much.
252+ Atk Tyranitar Superpower vs. 252 HP / 0 Def Excadrill: 444-524 (104.7 - 123.5%) -- guaranteed OHKO
252+ Atk Tyranitar Ice Punch vs. 0 HP / 4 Def Staraptor: 246-290 (79 - 93.2%) -- guaranteed 2HKO after sandstorm damage
Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Wish
I have debated between Blissey or chansey so much due to the Eviolite being knocked off vs leftovers from blissey. But, still, De Blobs are so OP. This set can tank any SpD hit so easily. And heal the team back up in a flash while crippling fast threats with t-wave. Helping with electric, and water threats to the team, it can also serve to catch people off guard. Expecting a wish switch, they may switch and I can get the t-wave or chip off some dmg while healing myself up. Softboiled is a must due to the fact u can t-wave, tank, then heal back up. I have been debating the use of heal bell, but that can be a double bladed sword. Taunt users can predict the switch and cripple chansey completely, but if i end up getting torn-t, char-y para'd , or t-tar burned it can solve huge problems.
Skarmory @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Defog
- Counter
- Whirlwind
- Roost
If Chansey can't take, Skarmory CAN.
Its physical bulk is toooooo much to handle. Obviously i needed a spinner or defogger, but skarm fit this team a lot better. Countering Both exca and t-tar, bisharp nicely, as well as many other physical attackers, while punishing them with helmet. If I manage to allow a SD on the opponent i can count on using skarm to tank and counter the hit, OHKOing a threat. and Roosting back up. And sturdy helps with wild charge, or any physical attack that OHKOs skarm. Or just enjoy annoying them with whirlwind if I was playing stupid and allowed a sub, SD.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Hydro Pump
- Icy Wind
Yes, my little pony is a beast, where specs hydropump can chip off SOOO much damage.
Scald to burn incoming physical threats, making skarms job easier. I decided to put in focus blast instead of secret sword. This could be changed but I feel like it has done a pretty good job so far. I'm not exactly sure which could be better but I did notice chansey as a threat without secret sword.
And Icy wind is of course to weaken/slow down those speedy threats, like birds and latias/os.
252 SpA Choice Specs Keldeo Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 300-354 (46.7 - 55.1%) -- 66.8% chance to 2HKO
252 SpA Choice Specs Keldeo Secret Sword vs. 4 HP / 252+ Def Eviolite Chansey: 548-648 (85.3 - 100.9%) -- 6.3% chance to OHKO
To top it all off, I just want to say it has been fun playing with this team, definitely winning alot more than losing. But clearly there is still a lot of room for improvement. (that goes for any team).
As mentioned, chansey can be a threat to this team, sorta, and Electric types (Specifically M-Manetric) can sweep if you are not careful. Manectric can be checked by chansey and OHKOed easily by Char, and keldeo on a switch in but still poses a huge threat. I was thinking of adding a ground type, maybe land-t but i'm still not exactly sure what can be added to not allow more holes and cover up that weakness.
So yea, if you see a Lt. Surge team, click X.
So to start off,
Heres, Tornadus-T
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power [Ice]
- U-turn
Yes, tornadus' speed is an essential part of the team that allows U-turn to cause damage and make the switch, changing the games momentum and still hitting a chunk of HP, while regenerating that lost HP from Life Orb. Hurricane can punish switch ins no matter what and the confusion is an extra bonus, then due to speed get a u-turn (hitting latias nicely) out of there and completely change the momentum. HP Ice can help taking out Gliscor, it still is a 2HKO but if hit on the switch in can definitely cripple it.
Heatwave can punish those bulky steel types like ferrothorn really hard, and works well if Char Y has sun out to cause more damage to switch ins.
252 SpA Life Orb Tornadus-T Heat Wave vs. 252 HP / 168 SpD Ferrothorn: 369-437 (104.8 - 124.1%) -- guaranteed OHKO
252 SpA Life Orb Tornadus-T Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 281-333 (79.8 - 94.6%)
0- Atk Life Orb Tornadus-T U-turn vs. 252 HP / 0 Def Latias: 130-153 (35.7 - 42%) -- guaranteed 3HKO
0- Atk Life Orb Tornadus-T U-turn vs. 0 HP / 4 Def Latios: 143-169 (47.8 - 56.5%) -- 84.8% chance to 2HKO
252 SpA Life Orb Tornadus-T Hidden Power Ice vs. 244 HP / 200+ SpD Gliscor: 281-333 (79.8 - 94.6%)
0- Atk Life Orb Tornadus-T U-turn vs. 252 HP / 0 Def Latias: 130-153 (35.7 - 42%) -- guaranteed 3HKO
0- Atk Life Orb Tornadus-T U-turn vs. 0 HP / 4 Def Latios: 143-169 (47.8 - 56.5%) -- 84.8% chance to 2HKO
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Air Slash
Tha picture says it all. IT is a COMPLETE monster,
One of the best Wallbreakers in the game. Checking M-Sableyes obvious WoW,and It allows you to just chip away at teams heavily.
It is very fragile to Scarfed T-tar, exca but we have checks for that.
A Timid nature allows Mega Charizard Y to Speed tie with other positive-natured base 100 Speed Pokemon, namely Manaphy, as well as Jolly Excadrill outside of sand and maximum Speed Kyurem-B.
And solarbeam will help with those water threats like manaphy and azumarill. Just don't let it belly drum on you. For manaphy, drought helps tank, even after a tailglow. I replaced roost with airslash ash it can also do decent amount of damage on various types of mons, just make sure chansey is able to wish hp back up if needed.
252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 0 SpD Manaphy: 306-360 (89.7 - 105.5%) -- 37.5% chance to OHKO
+3 252 SpA Manaphy Scald vs. 0 HP / 4 SpD Mega Charizard Y in Sun: 240-284 (80.8 - 95.6%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Mega Sableye in Sun: 279-328 (91.7 - 107.8%) -- 50% chance to OHKO
252 SpA Mega Charizard Y Solar Beam vs. 92 HP / 0 SpD Azumarill: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
252 SpA Mega Charizard Y Solar Beam vs. 240 HP / 16 SpD Assault Vest Azumarill: 240-284 (59.8 - 70.8%) -- guaranteed 2HKO
+3 252 SpA Manaphy Scald vs. 0 HP / 4 SpD Mega Charizard Y in Sun: 240-284 (80.8 - 95.6%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 4 SpD Mega Sableye in Sun: 279-328 (91.7 - 107.8%) -- 50% chance to OHKO
252 SpA Mega Charizard Y Solar Beam vs. 92 HP / 0 SpD Azumarill: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
252 SpA Mega Charizard Y Solar Beam vs. 240 HP / 16 SpD Assault Vest Azumarill: 240-284 (59.8 - 70.8%) -- guaranteed 2HKO
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Ice Punch
- Crunch
- Superpower
- Pursuit
T-Tar Wrecks. Although I am still trying to figure out a better spread, it still wrecks. I wanted to give it a little extra bulk while maintaining speed and attack. But, Ive noticed I would want a spread with altleast 302 speed in order to beat those LO Excadrill, with superpower. While luring the obvious EQ from scarfed excadrill. Either switching to torn-t (Who can H-wave, if they are stupid to stay, or u-turn to gain momentum) or skarm. Ice punch works great for opposing birds, grass, etc. Crunch does HEAVY damage, and pursuit is there to trap those pesky Latios/as and psychic mons. Sandstream increases the spD and allows for even more spD tank. I wanted something in able to check zapdos, or any other electric types because this team gets wrecked by them. This mon can do some editing but hasn't yet disappointed me too much.
252+ Atk Tyranitar Superpower vs. 252 HP / 0 Def Excadrill: 444-524 (104.7 - 123.5%) -- guaranteed OHKO
252+ Atk Tyranitar Ice Punch vs. 0 HP / 4 Def Staraptor: 246-290 (79 - 93.2%) -- guaranteed 2HKO after sandstorm damage
Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Wish
I have debated between Blissey or chansey so much due to the Eviolite being knocked off vs leftovers from blissey. But, still, De Blobs are so OP. This set can tank any SpD hit so easily. And heal the team back up in a flash while crippling fast threats with t-wave. Helping with electric, and water threats to the team, it can also serve to catch people off guard. Expecting a wish switch, they may switch and I can get the t-wave or chip off some dmg while healing myself up. Softboiled is a must due to the fact u can t-wave, tank, then heal back up. I have been debating the use of heal bell, but that can be a double bladed sword. Taunt users can predict the switch and cripple chansey completely, but if i end up getting torn-t, char-y para'd , or t-tar burned it can solve huge problems.
Skarmory @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Defog
- Counter
- Whirlwind
- Roost
If Chansey can't take, Skarmory CAN.
Its physical bulk is toooooo much to handle. Obviously i needed a spinner or defogger, but skarm fit this team a lot better. Countering Both exca and t-tar, bisharp nicely, as well as many other physical attackers, while punishing them with helmet. If I manage to allow a SD on the opponent i can count on using skarm to tank and counter the hit, OHKOing a threat. and Roosting back up. And sturdy helps with wild charge, or any physical attack that OHKOs skarm. Or just enjoy annoying them with whirlwind if I was playing stupid and allowed a sub, SD.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Hydro Pump
- Icy Wind
Yes, my little pony is a beast, where specs hydropump can chip off SOOO much damage.
Scald to burn incoming physical threats, making skarms job easier. I decided to put in focus blast instead of secret sword. This could be changed but I feel like it has done a pretty good job so far. I'm not exactly sure which could be better but I did notice chansey as a threat without secret sword.
And Icy wind is of course to weaken/slow down those speedy threats, like birds and latias/os.
252 SpA Choice Specs Keldeo Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 300-354 (46.7 - 55.1%) -- 66.8% chance to 2HKO
252 SpA Choice Specs Keldeo Secret Sword vs. 4 HP / 252+ Def Eviolite Chansey: 548-648 (85.3 - 100.9%) -- 6.3% chance to OHKO
To top it all off, I just want to say it has been fun playing with this team, definitely winning alot more than losing. But clearly there is still a lot of room for improvement. (that goes for any team).
As mentioned, chansey can be a threat to this team, sorta, and Electric types (Specifically M-Manetric) can sweep if you are not careful. Manectric can be checked by chansey and OHKOed easily by Char, and keldeo on a switch in but still poses a huge threat. I was thinking of adding a ground type, maybe land-t but i'm still not exactly sure what can be added to not allow more holes and cover up that weakness.
So yea, if you see a Lt. Surge team, click X.
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power [Ice]
- U-turn
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Air Slash
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Ice Punch
- Crunch
- Superpower
- Pursuit
Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Wish
Skarmory @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Defog
- Counter
- Whirlwind
- Roost
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Hydro Pump
- Icy Wind
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power [Ice]
- U-turn
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Air Slash
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Ice Punch
- Crunch
- Superpower
- Pursuit
Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Wish
Skarmory @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 SpA
- Defog
- Counter
- Whirlwind
- Roost
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Focus Blast
- Hydro Pump
- Icy Wind
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