ORAS OU Komm, Süsser Tod - Joint RMT w/ LiL TOoùpiiT

Cicada

soul reaver
is a Tiering Contributoris a Community Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion




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INTRODUCTION ♦
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So, with the 6th generation ending and SM coming soon, Leftiez and I decided to post a team we built together that we had fun with. Also to show off my amazing drawing skills (mostly for that).

We wanted to build an Offense where you can exploit the typing synergy of its members to have real tools to switch around instead of having a mindless chain of sweepers.
Our main guideline while building was to be the most aggro possible, hence why we play SD Landorus-T instead of the Bulky set or Specs Latios instead of Defog.
Offense is a playstyle we both appreciate given how much fun it is, even though the metagame isn’t too kind to them with all those annoyances running around in ORAS, such as Lopunny or Weavile.
The idea behind the form of this team comes from a first draft i made in approximately 2 minutes last March or something. iirc, it was something like Diancie-Mega | Scarf KyuB | Magnezone | Defog Latios | Azumarill | Chomper. Nothing too complicated, just a random Dragon/Fairy spam.
After talking with my nigga Leftiez, we thought that this idea would be really fun to incorporate on a proper build, and that’s the result.

What we wanted as its base was a cleaner which has some bulk to have more defensive utilities while being a strong weapon against other Offenses, and if possible something that’s not that common, hence why we chose to base our build around Rock Polish Metagross-Mega whose set isn’t used that much. With its raw power and sheer bulk, it was the mon that filled our criterias the best.

We won’t go much into details about how we managed to get there, but we put some quick explanations about the role of each members below.

So then, without further ado, let’s get started.​


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THE TEAM IN DEPTH ♦
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Landorus-Therian @ Rocky Helmet ****** hedgehog's dilemma
Ability: Intimidate
EVs: 40 HP / 248 Atk / 220 Spe
Jolly Nature
- Earthquake = Ground STAB, main hitting move.
- Stone Edge = EdgeQuake is a tried and true combo. Hits Levitate/Flying-type mons and other stuff that resists Earthquake.
- Swords Dance = Turns Landorus-T into a real powerhouse, not a lot of mons can withstand its assaults after a boost.
- Stealth Rock = Stealth Rock.

Why this pokemon ?

We had two options on this spot (as we all have 80% of the time when trying to build a decent ORAS OU team) : Garchomp or Landorus-T.
We chose Lando-T because of its ‘natural’ Ground immunity, proving to be clutch vs. Scarf Excadrill who became common with the recent hype around xtra’s bird spam during OLT. Being able to check Charizard X is also important on Megagross-based teams for obvious reasons.

Landorus-Therian is a mon that finds its way into most teams since its introduction in BW2, and for a good reason.
It’s one of the most splashable ones in ORAS OU, and its ability to check most Physical attackers and setting up the mandatory Stealth Rocks without being too passive is a given for all kind of teams. It’s not even rare to see the Defensive set on Hyper Offenses for those reasons.
You can also tailor its sets depending on how you want to use it : if you want something to take hits you can go with the Pivot set, if you want something fast go with the Scarf set, SD+RP if you want a cleaner etc.

The big idea we had when building this team was to be the less passive possible, so we went with a Swords Dance set. It enables Lando-T to soften Physical walls (fuck PhyDef Tang though), easing the job for its teammates.

Item & Spread :

Rocky Helmet is a great item on Landorus-T because it enables it to punish Physical Attackers just by switching in, proving to be useful especially against hit-and-run mons like Lopunny or Landorus-T.

About the spread, we put enough Speed to outspeed Neutral Speed Kyurem-B and Neutral Base 100 mons. Atk maximized, the rest in HP.

Other Options :

The loss in bulk can be annoying on the long run, especially vs Talonflame whose SD set can be a headache for us to deal with.
That's why a Bulky set is perfectly usable here, the only real gripe i have about that is the fact that the team is pressured by Kyurem-B and Megacham, especially if Metagross didn’t Mega Evolved yet. As explained earlier, that’s why we went for a Jolly nature.
You can still play around though if you’re crafty enough though.

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Azumarill @ Sitrus Berry ****** tumbling down
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Aqua Jet = The move that made its Belly Drum set viable in gen 6. Can clean teams by itself with Water resists gone or weakened.
- Play Rough = Fairy STAB, mainly used to break stuff.
- Knock Off = Rounds up Azumarill’s STABs really well.
- Belly Drum = Abuse your resistances -> Belly Drum -> 1744 Atk no gg

Why this pokemon ?

Azumarill fills a lot of roles on this team, be it offensively or defensively, as weird as it sounds. Even though a Belly Drum set isn’t supposed to take damages, it’s our main Weavile check and Keldeo backup check.
It’s also one of our main breakers giving a big dong slap to even Slowbro and Tangrowth if it finds an opportunity to set-up, as well as a secondary cleaner. Aqua Jet is useful to RK the likes of Diancie or Excadrill, or just something weakened.

What we liked about BD Azumarill on this team is that it’s well supported given all the opportunities this team gives it to slap some asses, while helping the other members in return.
To explain this dynamic better, let’s take for example the complementarity between Azumarill and Latios.
Latios’ typing leaves it to the mercy of Pursuit users such as Weavile or Tyranitar which are both set-up baits for Azumarill, while on the other side Latios’ can come on Water-resists which can prevent an Azumarill sweep such as Rotom-W or Venusaur.
Those two shares a great offensive and defensive synergy, and that’s what can make Azumarill lethal, especially when paired with Magnezone.

It’s not the easiest mon to use, and you have to calculate some parameters before attempting to sweep with it. Having to bring him in to take some hits kinda sucks, but it’s the only set on this team that we wouldn’t change.

Item & Spread:

It’s the classic Azumarill spread, outspeed Skarmory and slower bulky mons. We added 8 EVs in speed compared to the spread in-site to creep other BD Azumarills, while keeping an even HP number to ensure that its Sitrus Berry is activated after the Belly Drum.

Other Options :

A Jolly Nature can be perfectly playable here to lure Rotom (if it doesnt run 44 evs in Spe) while still OHKOing PhyDef Tangrowth etc, which is great as nobody expect Azumarill to be that fast. It makes it less good at cleaning, but it puts more emphasis on its wallbreaking abilities so it might be better idk.

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Latios @ Choice Specs ****** fly me to the moon
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Draco Meteor = zbraa patate de forain ez.
- Psyshock = Allows Latios to exert some pressure on Fairies and to not have to rely on Draco Meteor to hit stuff like Keldeo.
- Surf = Cool coverage on Latios that wasn’t used much not too long ago. Hits Tyranitar without having to resort to Draco Meteor, and Heatran.
- Trick = Can cripple some walls like Chansey or Clefable, also a cool tech to ease set-ups for Megagross or Azumarill.

Why this pokemon ?

A staple for most teams thanks to its great resists. It acts as our main Water/Electric-type answer and Special Wallbreaker.

The Choice Specs set fits perfectly well here mainly because it works as an incredible wallbreaker as well as providing way more offensive pressure than Life Orb variant, 2HKOing Fairies with psyshock, even though it might need Stealth Rock on the field vs. Altaria depending on the spread it's running. Also, luring Chansey out with Trick is so satisfying.
It helps against Bisharp too, as it can be annoying to deal with if we don’t play our cards optimally.
That means it's not going to be hard walled in any way, making Choice Specs the best set to use against defensive archetype who usually doesn't care that much about Latios.

All you need to do when playing it is to bait most Steels-type so Magnezone can trap them, giving more room for Azumarill and Latios to sweep.

Item & Spread:

We wanted to make that set the least passive possible, hence why we chose Choice Specs instead of Life Orb. Not being able to get Hazards out of the field can be annoying, but we’re not really fans of Defog as it kills the momentum and it restricts Latios’ coverage.

Other options

It’s possible to play a Choice Scarf set here coupled with Specs Hydreigon.

The advantage with having Latios as your Scarfer is that it can RK more things, such as Charizard X while allowing you to use Specs Hydreigon
On the other hand, being Pursuit-weak can be prejudiciable, especially vs Serperior + Pursuit support. Tbh I don’t really like Scarf Latios, but I can see it working here.

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Magnezone @ Occa Berry | Chopple Berry ****** longinus spear
Ability: Magnet Pull
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch | Thunderbolt = Momentum grabber and Electric STAB fwiw. Really useful to ease prediction or play around bulky cores. Tbolt is an alternative if you feel that Zone doesn’t pressure CM Cune/Mana enough, as having only Volt Switch to hit them can be inconvenient sometimes.
- Flash Cannon = Steel STAB, mandatory to force through Fairy-types.
- Hidden Power [Fire] = Makes Scizor and Ferrothorn regret they're born.
- Thunder Wave = mex. Can catch various stuff off-guard, like Lati twins to make an Azu sweep more likely. Pretty cool tech move on non-choiced sets to cripple offensive mons.

Why this pokemon ?

As you may have read here, we thought about building a DragFairy spam team because of the fact that, while being great offensive types in their own right, they’re walled by Steel-types, so Magnezone's role on this team is pretty self apparent.

It’s the core of the team, supporting each member in a way or another. Some people think it’s an average mon, but it has some resists that can be hard to gather on some teams. For example, it’s often our main switch-in into Fairy-types, since we don’t really want to expose Megagross much.

Speaking about Megagross, who’s our main sweeper, it traps several of its main checks such as M-Scizor, Ferrothorn or Skarmory while roasting Slowbro. Wrecking those Slowbro+Clefable cores is also a cool perk, as they can be annoying to deal with when using some Megagross-based cores, such as Megagross + Hydreigon.
As for the moveset, we didn’t feel that we would benefit from a Choice set since we already have 2, and we still had some defensive issues, hence the use of a Berry item.

All in all, it’s a cool pivot for this kind of teams and, as you may have concluded when playing around Pursuit-users or facing some Dugtrio teams on the ladder, trapping is a really strong strat.

Item & Spread :

The spread hits 209 in Spe, outspeeding most Bulky M-Scizor and Suicune, with full SpA for maximum power and the rest in HP.

About the berry, it’s a toss-up between Chople and Occa. Both can help vs various threats that can be annoying for the team.

Occa berry is useful to lure SD Flare Blitz Talonflame who can be a bitch to deal with since our Lando-T isn’t bulky. It can also lure Manectric coupled with Mirror Coat on the last slot.

Chople help against M-Alakazam who’s threatening for Megagross based teams, and Offensive SD M-Scizor who can be a pain in the ass, even though it’s not common nowadays.
Also, being able to lure Thundurus and Keldeo is coolio, it’s the best item i think if we go for a Scarf Latios variant.

Other Options

Several options are available for his last move.
Toxic is a fun tech to catch some stuff off-guard like Hippowdon, Mirror Coat is cool to lure shit like Thundurus (if you’re running Chopple) or Manectric (if Occa) etc.
Magnezone’s set is surprisingly customisable, so don’t hesitate to toy a bit with it.

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Hydreigon @ Choice Scarf ****** IKARI GENDO
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Modest | Timid Nature
- Draco Meteor = Hydreigon’s most powerful STAB, can prove itself useful if we want to force through something, RK stuff like Lopunny or Kyurem, or just catch things trying to come into a predicted Dark Pulse like Keldeo.
- Dark Pulse = Consistent STAB, can also makes a good win condition given how Dark STAB is savage in Gen 6.
- Earth Power = Its appeal here is to hit Bisharp, which is the main reason we play Hydreigon in the first place. We didn’t particularly needed Fire Blast with Magnezone on the back, and Focus Blast gives us aids. Also hits Raikou harder fwiw.
- U-Turn = Momentum grabber, one of the coolest perks of Hydreigon over the competition. We didn’t need another coverage move anyway with the support this team gives.

Why this pokemon ?

I know most people think that set is a waste of a slot, but it’s a necessary evil here and tbh it’s actually not that bad. We needed it as we lacked something to contain Bisharp, also because we were terriweak to LO Starmie and Serperior. Having something fast doesn’t hurt either.

We’re not in fond of Scarfers because it’s so easy to take advantage of them and that can be lethal in offense, however Hydreigon ain’t that bad in that regard, as it got a STAB on the most threatening offensive type in gen 6 which can actually be a legit win condition if the conditions are checked.

Its typing is also pretty cool, giving us a backup check to Water/Electric-types, also to Psychic-types such as M-Alakazam who can be threatening for Megagross-based teams.
It also complements the other teammates very well, especially Azumarill’s since he can attract Keldeo, Latios etc and force them to use Secret Sword / Draco Meteor, giving some free turns for Azumarill to wreck havoc.
It can bait Steel-types and more importantly Fairy-types so that you can bring Megagross or Magnezone in safely and exert some pressure. U-Turn helps a lot to force such situations, but you should already know how brainless that move is.

Item & Spread:

Nothing too fancy here. We mostly used Modest here because of the slight gain in power (especially to RK frailer mons such as Lopunny if need arises), but Timid can be clutch to outspeed Scarf Landorus-T and Scarf Kyurem-B.
We needed Choice Scarf to have something for Serperior/LO Starmie etc, as explained above.

Other options:

It’s possible to play a Choice Specs set here coupled with Scarf Latios.
The advantage with having Hydreigon as your Special Wallbreaker instead of Latios is that it doesn’t have to take as much damage as Latios since you don’t need it to check a lot of things, plus it’s not pursuit-bait so that’s great.

We explained the cons when talking about other options on Latios above.

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Metagross-Mega @ Metagrossite ****** komm, süsser tod
Ability: Clear Body -> Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant | Jolly Nature
- Meteor Mash = Obligatory Steel-STAB, which is the main appeal of Megagross given its ability to take a dump on Fairy-types and other shit like Tyranitar. Also the Atk Raise is a given when it happens.
- Zen Headbutt = Secondary STAB that meshes well with MMash, especially against stuff like Rotom-W.
- Earthquake | Ice Punch = Hits Jirachi and Heatran, who aren’t trapped by Magnezone. Also useful vs. Charizard X which is cool on some situations since our Lando isn’t bulky. Ice Punch nails RH Lando/Chomp, the main drawbacks of using Physical Sweepers that are used on 90% of ORAS teams do it's a good alternative.
- Rock Polish = Allows Megagross to outspeed the entire metagame after a boost, making him insanely threatening coupled to his raw power.

Why this pokemon ?

As we said earlier, RP Megagross is the focal point of the build. We wanted to build an offense around something that can give other offenses a run for their money, but we wanted to try a different sweeper than the likes of Lopunny or Manectric.
Metagross is anything but marginal, but the Rock Polish set isn’t used that much so we rolled with that.

Another thing that conditioned our choice is the fact that it has some defensives utilities, his great bulk and resists allowing him to check several threats such as Fairy-types or Lati@s. That gives this team real tools to switch around and exploit the typing synergy and the bulk of the teams, and that’s what we looked for.

The fact that you have to get rid of one of your coverage moves is the main drawback of this set, so that’s something you have to make up for when building around it.
For instance, we have Magnezone taking care of pesky Steel-types such as Skarmory or Ferrothorn so we didn’t need Hammer Arm nor Thunder Punch.
Other Physical Walls are either pressured by SD Lando-T, BD Azumarill, VoltTurn from Zone/Hydreigon or sent to the shadow realm by our Special Attackers. It’s just a matter of preparing the field efficiently for an eventual Megagross sweep.

Spread :

We went with an Adamant nature to hit as hard as possible, since RP can make up for the loss in speed even though it can be inconvenient sometimes. The boost in power is noticeable though, especially when trying to pass through bulkier mons.

A Jolly nature is also useful, especially to outspeed Keldeo as our answers can be burned and taken care of quickly as they don't have recovery moves. Both have their merits, so go with the one you feel working the most for you.

With neutral 252 Spe, Megagross can outspeed Positive Speed Kyurem-B who can be a headache at times, so we wanted to inhibit the potential damages as much as possible.

Other options :

Even though we built around that specific set, it’s possible to change it for a classic All-Out Attacker set with a Jolly nature.
Being able to outspeed more things such as Base 100 mons and Keldeo takes a weight off our shoulders, as we’re not really prepared to take those hits.


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THREAT LIST ♦
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Weavile Stall

It's an impossible match-up for us if the player isn't complete garbage.
It has everything this team hates to face : Sableye-Mega being a bitch to switch into because of Will-O-Wisp + Knock Off hitting our burn switch-ins, Quagsire cockblocking our Physical Attackers and blocking our Volt Turn, Weavile trapping Latios thus crippling our means to beat Quagsire, Chansey walling our Special Attackers..
Yep, click [X] if you ever face one.

Quagire

Cockblocks our Physical Attackers and blocking our attempt to pressure with Volt Switch. God I hate that mon.

Sableye-Mega

The combinaison of Will-O-Wisp and Knock Off is annoying to face as our burn switch-ins are nailed by Knock Off, as well as blocking our attemp to set-up rocks making it harder to pressure the opposing team.
Also Wisp lessen their lifespan so it can be annoying to break the team if Latios is dead.

Weavile

Annoying because our only real switch-in is BD Azumarill. The gameplan against it depends on whether it's a LO or Band set.
If it's a LO, try to wear it down by sending your resists on predicted hits or staying in w mons that aren't KO' in one hit (for ex, Megagross can tank one Knock Off).
If it's a Choice Bander, it's harder to wear it down but you have more options as Azumarill/Magnezone/Metagross can come on its Ice-type attacks, Landorus-T/Azumarill/Hydreigon/Magnezone can tank one or more Knock Offs etc..
Also, Hydreigon can tank one Ice Shard and KO it if its healthy enough.

Kyurem-Black

Annoying to deal with if Metagross hasnt Mega-Evolved. You can play aroun by sending Latios/Hydreigon on a predicted Fusion Bolt, but if it has Substitute be prepared to sac your pawns in order to break them.
Our Landorus-T is fast so that's one thing you can lure it with.

Medicham-Mega

Same as Kyurem-Black, our team isn't really prepared to switch into it (like most teams without Sableye/Slowbro). Try to mega evolve with Megagross asap. If not, Landorus-T will be your primary switch-in but yeah.

Keldeo

It can be annoying to face as our Scald burn switch-ins don't have a recovery move.
It's more manageable if you use Jolly Megagross and/or Chople Magnezone.

Rotom-Wash

Like Latios, the fact that it can burn its switch-ins and that they havn't a recovery move can be a pain on the long run, so try to not drag the battle out for too long. As with most Offenses, you want to pressure it as much as possible so it's advised to go aggro.
Try to send the optimal mon into it (Latios, Magnezone or Hydreigon) depending on how they'll be useful during the match.

Lopunny-Mega

A pain to deal with for Offense teams.
Our Landorus-T isn't bulky so it can fall relatively quickly on the long run. It can still tank 1/2 hits and do some residual damages with Rocky Helmet.
We have Hydreigon and Azumarill to RK it, Megagross can tank a hit.
If you go with Chople Magnezone, you can lure it.
As with most threats for this build, it's a matter to play your cards well.

Charizard X

Like Lopunny, the fact that Landorus-T isn't bulky makes it annoying to tank.
Try to keep the rocks on the field. Azumarill and Landorus-T can take one hit so try to damage as much as possible. Flare Blitz's recoil helps in that case.
It's the main reason why Scarf Latios is a great alternative.

SD Flare Blitz Talonflame

Not that common atm, but it's a pain as Landorus-T is (once again) not bulky.
That's why we use Occa Berry on Magnezone for instance.

Offensive SD Scizor

As with SD FBlitz Talon, not common but a pain. Its typing + the fact that it can outspeed Magnezone and nails it with Superpower, also tank hits from Megagross makes it a threat.
The good news is that it's not as bulky as the common set so you can pressure it with Landorus-T, Hydreigon if it hasn't set-up a SD, go for a flinch with Megagross..
Just don't let Landorus-T be too weakened as it's the one that can take it on the best.

I may have forgotten some threats tho so feel free to comment if you see other threats or if i made a mistake on my descriptions!

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IMPORTABLE ♦
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hedgehog dilemma (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 40 HP / 248 Atk / 220 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock

tumbling down (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum

flymetothemoon (Latios) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Draco Meteor
- Psyshock
- Surf
- Trick

longinus spear (Magnezone) @ Occa Berry
Ability: Magnet Pull
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
- Thunder Wave

IKARI GENDO (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- U-Turn

komm susser tod (Metagross-Mega) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Rock Polish


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CONCLUSION ♦
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All in all, it’s been a fun team to play with. If you read the Other Options sections, you may have noticed that there’s a lot of options available, which makes the squad kinda flexible in term of changes.

We don’t really have much to add, so i’ll just shoutout myself for my fabulous drawing skills, and that marvelous software that is Paint for allowing me to express my intamable artist soul.
Also thanks to Leftiez for being the Best Guadeloupean Player Who Ever Lived™ and for being an inexhaustible source of memes with his blackness and lack of trophies (and for co-building the team i guess).

That’s all folks! Hope you enjoyed the RMT, feel free to comment if you see any room for improvement etc !
 
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p2

Banned deucer.
id consider jolly max / max on azu

rotom looks v annoying in a vacuum, and lots of them don't run 44 speed nowadays. it's annoying because lati and hydra just get volted on as they come in and common rotom teammates get in easily. jolly azu prevents it from stopping you at +6 and opens up opportunities for lando to be more annoying for example, you could potentially use this to free up zenbutt on gross, idk. i've not seen this team in action so i haven't seen how the team plays against rotom.

maybe jolly on mgross too since you can maintain the high initial speed, helping issues against keldeo since both your answers to it have no recovery and are really vulnerable to burns. jolly + agility is fine, though the power drop is definitely annoying

also, modest scarf hydra sounds diapers, is there any specific reasoning for modest over timid?

either way, cool team.
 

Cicada

soul reaver
is a Tiering Contributoris a Community Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
Yea Rotom can potentially be annoying, but tbh i don't think it's more annoying for this team than for other teams. I mean, if you don't play cockblockers like Gastro or Celebi, it'll be potentially annoying because of how it works. I can see how you came to that conclusion as 2 of my mons are a free switch-in to him, and it must be weakened if i don't want to switch out with Megagross.
Most of the time, I actually don't send Latios but rather Magnezone or Hydreigon depending on the opposing team (i.e sending the mon that'll be the less useful, like zone if there isnt any steel-type to trap, hydre if i feel like it wont do crap..). It's mostly a matter of playing my cards well but yea, I have to pressure it asap without letting it and its teamates pressure me as it can leave some scars if i let it drag it out.

I didn't think about Jolly Azu and i actually find that suggestion quite interesting. The way I see it, it add more to its wallbreaking abilities as it still OHKOs PhyDef Tang, Amoonguss etc while potentially luring Rotom so that's great. It's worse as a cleaner, so i'll have to try it out to see how worth it is. But i'll try it for sure, i really like this kind of change that can surprise the opponent.

Jolly M-Gross is definitely an option for what you explained, and I actually often alternate between those two. The boost in Atk from Adamant is really noticeable and i feel like it makes it a bit less dependant of its teammates as they don't have to weaken stuff as much (also the damages are fun to watch). But both are at least equally good (jolly more consistent defensively, adamant makes it more threatening), i'll slash Jolly above.

The main reason behind Modest Scarf Hydra is to do significantly more damages to frailer things like Lopunny or Weavile (if im full) if i need to RK them with Hydre.
For example, Hydreigon has 56.3% chances to OHKO Lopunny with DM w rocks up while its a guaranted 2HKO if it's timid.
It also has 56.3% chances to OHKO Weavile w/o rocks up, guaranted 2HKO if timid. There's other examples like this one but i don't have another in mind rn.
The slight boost in power from Modest actually helped me a lot in this kind of situations, even though Timid is ofc more useful on paper, notably to lure Scarf Lando.

Thanks for the rate !
 
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Shurtugal

The Enterpriser.
is a Tiering Contributor
I really like the artwork on this RMT!

So this isn't going to be one of my thorough rates or anything, more just some comments:

Have you ever thought about running Specs on Hydregion and running Scarf on Latios? I feel like Scarf on Hydregion is pretty predictable, whereas swapping them gives you a lot more surprise factor, while at the same time, Hydregion just hits harder and Latios is just faster. Really seems more efficient -- Hydregion Specs is super good and can hita ton more things. Someone mentioned Rotom-W as a threat? kek. Hydregion with a Specs is literally the best thing for that.


OK but regardless of my personal tastes (I'm not sure swapping them is more beneficial to this team, more that I just love Specs Hydregion), but for some actual content - I think Focus Blast over Earth Power is probably better. Hit Bisharp harder as well as Tyranitar - banded Tyranitar is very problematic and can pretty much come in for free on Hydregion otherwise. FB hits most of the same threats and more.

Other than this minor change on Hydregion, this team is absolutely stunning! Using Occa / Chople on Magnezone is so underrated and good and I'm glad someone else has Seen The Light with it!

Thank you for sharing this top tier art team!
 

Cicada

soul reaver
is a Tiering Contributoris a Community Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
Hey, thanks for the kind words!

Yeah I considered those variants you mentioned (cf. the Other Options sections), and I often swap the sets to make the team less predictable for those who know it.

Scarf Latios is better for Charizard X in particular, but the main reason behind Scarf Hydreigon is not to get wrecked by Serperior + Pursuit as it can quickly become a pain in the ass if Hydreigon gets a bit weakened (for instance, it takes ~75% min after 2 Leaf Storms from the no LO 252 SpA set, ~90% min if it has Miracle Seed etc).
It mostly comes from personal preferences, and the fact that there's several viable options avaiable for this team is one of its cool perks :p.
I don't really like using Scarf Latios in general, but it's a perfectly viable alternative for this team as Hydreigon's wallbreaking abilities are godlike.

About Focus Blast over Earth Power, Focus Blast has a better coverage in general, but its accuracy kinda irks me and I want to have a sure kill against Bisharp.
This slot is dedicated to Bisharp in particular as Hydreigon is the closest thing I have as a check and I don't want to rely on my luck to take care of it.
I don't think that Tyranitar is that problematic given the offensive nature of the team, and most of my team members can send it to the shadow realm (Lando, Azu, Megagross).
Apart from trapping Latios / take advantage of Hydreigon, it can't really cripple the team "that" much (I mean, compared to other squads).
It's mostly a matter of not letting it damage the team too much, but yeah, thats BandTtar for ya. Also, U-Turn helps if I don't want a Hydre vs. Ttar situation to happen.

Glad you liked the team and artworks, really appreciate that!
 
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