dingbat
snek
Hi i'm dingbat, and this is the balance team I built during the Mega Pidgey suspect test. I managed to hold a nice gxe with this team before I went on a small tilt, but it's one of the most balanced (hehe) teams I have built this generation that has not resorted to me using some sort of pink core. Without further ado, here are the contents of the team:
It is hands down my favorite sweeper in this meta right now, which is why I wanted to build off of it in the first place. However, the variant I run is one that I have seen absolutely zero other people use, which kind of saddens me because they're missing out big time on a lot of extra sweeping capability. First off, I opted to run a Life Orb over leftovers because I stopped giving two shits about leftovers recovery and I discovered that most of the time I wasn't gonna keep it in on strong attacks anyways. Second off, the extra damage helps me a ton against most threats in this meta-- I can almost always ohko Hydra, always ohko Krook, Mamo, and Cobalion with Focus Blast; all those calcs are without SR damage. Not only does it hit much harder right off the bat, but it also has a much easier time breaking opposing CM set-up sweepers. Instead of doing half/less than half on opposing bulky Psychics, I can do close to 50% on Cresselia at +6 and well over 50% against opposing Reuniclus and Slowking with Psyshock and Snorlax will take at least 45% from an unboosted Focus Blast as opposed to around 35%. As for the EVs, 160 HP gives it enough to take 4 Seismic Tosses from full hp, 240 Defense EVs boosts its pdef to near max, 12 Speed EVs allow it to speed creep a majority of other base 30s, and the rest goes to SpA to give it a slightly greater punch right off the bat.
Ok, so you may be wondering why I'm running air balloon on this thing when I could instead use Magnet Rise or a resist berry. First off, I can run Stone Edge on it in order to nail Salamence, Chandy, and weakened RK9 for more damage, something I can't do with Magnet Rise. Secondly, I can give absolutely zero shits about switching into Mamoswine and Krookodile barring the uncommon Superpower because this thing takes 0 from Knock Off/Ice STAB. And if I get a free switch into any of those two while my air balloon is intact, I can just insta click Swords Dance while they make a switch into whatever, and if that whatever is called Salamence, I can proceed to bop it with a Stone Edge. So considering how extremely common these said threats are, air balloon indeed has a very useful niche on Cobalion not just on paper, but in practice as well.
I opted to run Roar over Calm Mind on Cune because I already have another stronger CM user in Reuniclus, and it just continues to put in so much work against lots of opposing teams. There are a lot of advantages to running this set-- instead of sacrificing EVs on Speed, I can instead invest a little bit on Special Defense because I can still beat out other Roar Cunes and similar stuff while I'm asleep and in addition, it's much harder for stuff like Cobalion or Lucario to set up SD because of the elevated risk of losing their set-up. Lastly, because I'm such a (BAN ME PLEASE), I can focus more on PP stalling and spamming Scald to spread annoying ass burns because Scald is clearly not a broken move lmao.
This is the rest of my team that I just slapped on because idk, it works on balance I guess? Anyways, on Crobat, I opted to run maximum attack because I like hitting as hard as possible with Brave Bird. 386 speed is enough to outspeed most other bats and it is my hazard remover. Krook is there to cause a bit of annoyance with Knock Off, while setting rocks like 40% of the time. Florges is my medic, as well as my backup Fighting resist. I run 8 speed so that I always outspeed max speed Modest Dragalge.
Threat List:
I'm probably missing a few, but here are the prominent ones:
Heliolisk and Rotom-C: These two 'mons just straight up murder my team because Krookodile is absolutely unreliable against those two and everything else just takes so much damage. Out of the 16 losses I had during the suspect test, around 13 of them were because my opponent had one of those two 'mons, and I simply have very few methods of dealing with those two.
Slurpuff also bones my team so hard because it sets up on like 4 of my 'mons, and the only thing that can take a +6 Play Rough at full health is Suicune lol.
Mega Ampharos and Rotom-H: Like Heliolisk and Rotom-C, I also don't have very many answers to these two regarding switchins and Rkers, but at least most of my team outspeeds the former and the latter is only really an issue when it's offensive.
Doublade: Most of the time I am forced to switch into Cune because four of my six 'mons can't do jack shit to this and Krook can only switch into one Sacred Sword. So if I don't keep Cune alive, this thing is more than capable of whittling my entire team down.
Chandelure: Scarf Chandelure causes the most heartache against my team, because there's nothing on this team that wants to get tricked a Choice Scarf other than maybe Krookodile, and even Krookodile is not the most reliable at trapping ScarfLure. And absolutely nothing wants to switch in to SpecsLure.
Shoutouts to: Christo The Gr8 for calling this the most balanced team he has ever seen or something like that lol
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 160 HP / 240 Def / 96 SpA / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Calm Mind
- Recover
Ability: Magic Guard
EVs: 160 HP / 240 Def / 96 SpA / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Calm Mind
- Recover
It is hands down my favorite sweeper in this meta right now, which is why I wanted to build off of it in the first place. However, the variant I run is one that I have seen absolutely zero other people use, which kind of saddens me because they're missing out big time on a lot of extra sweeping capability. First off, I opted to run a Life Orb over leftovers because I stopped giving two shits about leftovers recovery and I discovered that most of the time I wasn't gonna keep it in on strong attacks anyways. Second off, the extra damage helps me a ton against most threats in this meta-- I can almost always ohko Hydra, always ohko Krook, Mamo, and Cobalion with Focus Blast; all those calcs are without SR damage. Not only does it hit much harder right off the bat, but it also has a much easier time breaking opposing CM set-up sweepers. Instead of doing half/less than half on opposing bulky Psychics, I can do close to 50% on Cresselia at +6 and well over 50% against opposing Reuniclus and Slowking with Psyshock and Snorlax will take at least 45% from an unboosted Focus Blast as opposed to around 35%. As for the EVs, 160 HP gives it enough to take 4 Seismic Tosses from full hp, 240 Defense EVs boosts its pdef to near max, 12 Speed EVs allow it to speed creep a majority of other base 30s, and the rest goes to SpA to give it a slightly greater punch right off the bat.
Cobalion @ Air Balloon
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Stone Edge
- Swords Dance
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Stone Edge
- Swords Dance
Ok, so you may be wondering why I'm running air balloon on this thing when I could instead use Magnet Rise or a resist berry. First off, I can run Stone Edge on it in order to nail Salamence, Chandy, and weakened RK9 for more damage, something I can't do with Magnet Rise. Secondly, I can give absolutely zero shits about switching into Mamoswine and Krookodile barring the uncommon Superpower because this thing takes 0 from Knock Off/Ice STAB. And if I get a free switch into any of those two while my air balloon is intact, I can just insta click Swords Dance while they make a switch into whatever, and if that whatever is called Salamence, I can proceed to bop it with a Stone Edge. So considering how extremely common these said threats are, air balloon indeed has a very useful niche on Cobalion not just on paper, but in practice as well.
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 216 Def / 52 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Ability: Pressure
EVs: 240 HP / 216 Def / 52 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
I opted to run Roar over Calm Mind on Cune because I already have another stronger CM user in Reuniclus, and it just continues to put in so much work against lots of opposing teams. There are a lot of advantages to running this set-- instead of sacrificing EVs on Speed, I can instead invest a little bit on Special Defense because I can still beat out other Roar Cunes and similar stuff while I'm asleep and in addition, it's much harder for stuff like Cobalion or Lucario to set up SD because of the elevated risk of losing their set-up. Lastly, because I'm such a (BAN ME PLEASE), I can focus more on PP stalling and spamming Scald to spread annoying ass burns because Scald is clearly not a broken move lmao.
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Pursuit
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 32 HP / 252 Atk / 4 SpD / 220 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Protect
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Pursuit
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 32 HP / 252 Atk / 4 SpD / 220 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Protect
This is the rest of my team that I just slapped on because idk, it works on balance I guess? Anyways, on Crobat, I opted to run maximum attack because I like hitting as hard as possible with Brave Bird. 386 speed is enough to outspeed most other bats and it is my hazard remover. Krook is there to cause a bit of annoyance with Knock Off, while setting rocks like 40% of the time. Florges is my medic, as well as my backup Fighting resist. I run 8 speed so that I always outspeed max speed Modest Dragalge.
Threat List:
I'm probably missing a few, but here are the prominent ones:
Shoutouts to: Christo The Gr8 for calling this the most balanced team he has ever seen or something like that lol
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 160 HP / 240 Def / 96 SpA / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Calm Mind
- Recover
Cobalion @ Air Balloon
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Stone Edge
- Swords Dance
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 216 Def / 52 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Pursuit
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 32 HP / 252 Atk / 4 SpD / 220 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Protect
Ability: Magic Guard
EVs: 160 HP / 240 Def / 96 SpA / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Calm Mind
- Recover
Cobalion @ Air Balloon
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Stone Edge
- Swords Dance
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 216 Def / 52 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Stealth Rock
- Earthquake
- Pursuit
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 32 HP / 252 Atk / 4 SpD / 220 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog
Florges @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Protect
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