I'd like some help to know what to fix with this team. I'm around the 1500-1600 area and I'm trying to figure out what's holding me back. I know I have no hazards or hazard control, so I'm wondering if somehow I can add that in (or if, frankly, I even need it on a semi-HO team)
Vulcan (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 108 HP / 148 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Mega Zard X is one of the main mons to receive the baton pass. I have adamant to hit harder, since I don't really need the jolly nature as long as I get one or two speed boosts passed. I feel like 108 HP is sufficient, as it allows it to come into from a baton pass and ensure it isn't OHKO'd or takes too much damage. The set itself is a pretty standard smogon set.
Millipede (Scolipede) @ Lansat Berry
Ability: Speed Boost
Shiny: Yes
EVs: 248 HP / 172 Atk / 88 Spe
Adamant Nature
- Substitute
- Protect
- Baton Pass
- Megahorn
Ah, yes. The best OU passer without a doubt. I run sub and protect to ensure as many speed boosts as I can, and if I can get a will-o-wisp with Mew, this thing can basically stall any mon to death. I don't think I need max HP almost ever, as I can just protect turn 1 on any mon that might outspeed me. The attack is there because I've come across many latis, mega or not, and also many azelf leads which straight up die to a Megahorn and I can sub on a possible explosion. I also run Lansat berry because a lot of times I can just sub up to 25% and then pass to Kingdra without having to click focus energy.
A Little Horse (Kingdra) @ Scope Lens
Ability: Sniper
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Surf
- Ice Beam
- Focus Energy
Critdra is the main special attacker of the team, obviously. I run surf over hydro pump because it beats stall, and I can NOT even begin to describe how many times I've had focus energy and +2 speed and missed a Hydro Pump. Not to mention the fact that most mons that are 2HKO'd by Hydro Pump are also 2HKO'd by Surf.
Robo Cop (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone with Specs and a few speed boosts hits so hard it is insane. It guaranteed 2HKO's Thundurus after rocks, which is why I feel like I should put SR on a mon. It also traps the obvious Scizors or Ferros, and Specs HP Fire straight up OHKO's most Ferro sets. It is also a slow volt switcher, which works very well as a VoltTurn core with Lando-T.
Mew Juan (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic
Mew, although it slows the momentum, works pretty well on this team. It clears hazards for Zard to come in, which is essential if I want to baton pass before it is mega. It lives literally any special hit and can will-o stall most mons. It is also my status absorber since I can synchronize anything back.
Flying Dirt (Landorus-Therian) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- U-turn
Max attack adamant Lando-T hits like a TRUCK, especially if it gets one or two speed boosts from Scolipede. I have 6-0'd teams just by reading a mindless stealth rock and getting up one SD. There's not much more to say about this thing, as it is your average offensive Landorus-T.
Thanks for any advice :)
Vulcan (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 108 HP / 148 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Mega Zard X is one of the main mons to receive the baton pass. I have adamant to hit harder, since I don't really need the jolly nature as long as I get one or two speed boosts passed. I feel like 108 HP is sufficient, as it allows it to come into from a baton pass and ensure it isn't OHKO'd or takes too much damage. The set itself is a pretty standard smogon set.
Millipede (Scolipede) @ Lansat Berry
Ability: Speed Boost
Shiny: Yes
EVs: 248 HP / 172 Atk / 88 Spe
Adamant Nature
- Substitute
- Protect
- Baton Pass
- Megahorn
Ah, yes. The best OU passer without a doubt. I run sub and protect to ensure as many speed boosts as I can, and if I can get a will-o-wisp with Mew, this thing can basically stall any mon to death. I don't think I need max HP almost ever, as I can just protect turn 1 on any mon that might outspeed me. The attack is there because I've come across many latis, mega or not, and also many azelf leads which straight up die to a Megahorn and I can sub on a possible explosion. I also run Lansat berry because a lot of times I can just sub up to 25% and then pass to Kingdra without having to click focus energy.
A Little Horse (Kingdra) @ Scope Lens
Ability: Sniper
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Surf
- Ice Beam
- Focus Energy
Critdra is the main special attacker of the team, obviously. I run surf over hydro pump because it beats stall, and I can NOT even begin to describe how many times I've had focus energy and +2 speed and missed a Hydro Pump. Not to mention the fact that most mons that are 2HKO'd by Hydro Pump are also 2HKO'd by Surf.
Robo Cop (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magnezone with Specs and a few speed boosts hits so hard it is insane. It guaranteed 2HKO's Thundurus after rocks, which is why I feel like I should put SR on a mon. It also traps the obvious Scizors or Ferros, and Specs HP Fire straight up OHKO's most Ferro sets. It is also a slow volt switcher, which works very well as a VoltTurn core with Lando-T.
Mew Juan (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Soft-Boiled
- Will-O-Wisp
- Psychic
Mew, although it slows the momentum, works pretty well on this team. It clears hazards for Zard to come in, which is essential if I want to baton pass before it is mega. It lives literally any special hit and can will-o stall most mons. It is also my status absorber since I can synchronize anything back.
Flying Dirt (Landorus-Therian) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- U-turn
Max attack adamant Lando-T hits like a TRUCK, especially if it gets one or two speed boosts from Scolipede. I have 6-0'd teams just by reading a mindless stealth rock and getting up one SD. There's not much more to say about this thing, as it is your average offensive Landorus-T.
Thanks for any advice :)