Hi everybody, my name is mrseacoore and today, I am showing my team that I have used in OU for some time now. Hola todos, me llamo "mrseacoore" y hoy, estoy mostrando mi equipo que ha usado en OU por un tiempo ahora.
My youtube channel is named mrseacoore if you are interested by the way. Anyway, The team that I am presenting today is one that I think is incredibly good. I admit that lately I have been dabbling around in the lower tiers, so my ladder rank in OU is a bit sad at the moment. But every single time that I've laddered with this team, I've just powered cleanly to at least 1450 elo because of the pure synergy and balanced coverage the team creates as a full unit. The idea for this team came about when I theorized that a bulky triple-core paired with strong offensive threats on the same team should be able to deal with every type of playstyle from Stall to Hyper Offense with minute weaknesses to each in a slightly varying degree. This all sounds really nice, but it was not and is not the easiest kind of thing to create when you actually try to do it. I tried putting Lando and Slowbro together, but I couldn't figure out a third that completed a good trio, as Heatran was still weak to water and Ferro gave me an unnecessary weakness to Offensive Mega Venusaur and LO Breloom and did not really deal too well with sand or rain teams generally speaking. I tried Mega-Sableye, wish support Jirachi, and AV Torn - but that left me weak to Diancie and DDD Altaria among other notable threats that tend to work in combos (ex: Hippo/T-tar + Drill/Chomp +Zard-X; Lopunny + teammate(s); etc.)... So long story short, building the main trio-core for this team took a very long time. In the end, I noticed that the possibility of a volt-turn support core could work for my theory. Now before I see Rotom + Lando in the comments, know that despite the great synergy of those two together, there are clear flaws to them outside of coverage -cough- raw power -cough-. Be honest, very few volt-turn partners want to come in on something like Specs Keldeo or LO Weavile's Knock Off. There is also an issue in giving those two a third partner for their core that doesn't add some clear minor weakness somewhere. Status is also a very relevant factor in my opinion. Between burns and paralysis, a battle can go from one person's favor to the other with just one or two statuses. We all know that running status moves are meant to catch counters or to slow down a sweeper or just to be annoying. So when I thought about it, I could use typing and abilities to grant some support for my team regarding status. I also needed to think about specific matchups though, which usually comes first. So it began with a few questions; What has a good matchup against a majority of the most commonly used pokemon in the OU meta? Clefable, Weavile, Mega-Lopunny, Mega-Sableye, MegaGross, and that nonexistent Greninja. What is a good status absorber? Clefable, Mega-Sableye (not secondary effects of moves), and natural cure users. Bam! 1st member becomes Clefable. 2nd Member: What pairs well with Clef? Steel, Ground, Rock, and Electric Types, each of which deal with a specific type of check/counter for Clef. (ex: Rock and Electric types help deal with Talonflame and Mega-Zard while Steel types help deal with Mega-Venusaur and provide a check/counter for opposing Fairy Types that Clef cannot always deal with such as Mega-Diancie and Azumarill.) What doesn't mind countering for Clef on super effective moves? Rotom immediately came to mind, seeing as poison type moves aren't particularly common. Rotom also solves the problem of talonflame almost all on its own and gives me a way to stop certain physical attackers with w-o-w. It even has a decent matchup against Diancie. Bam! 2nd member is Rotom-Wash. Now for the final member of the trio-core. If we want good synergy with Rotom and a way to form a volt-turn core, what can we use? Scizor, Jirachi, Lando, Tornadus, and the much rarer U-turn Celebi (usually baton pass). I ended up choosing Scizor because I felt that Celebi would lean too much toward stall and would not give me a way to check Weavile. Scizor also was given a mega stone. So that finished my core. I then began thinking, "What's basically the scariest thing I could use as a wallbreaker that has great STAB coverage?" Keldeo instantly came to mind of course. But I just despised the idea of having multiple water types on a team unless it couldn't be helped. So I kept thinking about Keldeo and what makes it scary. base 108 speed and base 129 SpA complemented by LO or Specs (usually Specs). If we can give Keldeo choice specs, why can't we give Terrakion choice band? Bam! 4th member would be known as Terrakion. It complements Clef pretty well and can come in off of a slow volt-turn user. The 5th member needed to be something that could set hazards. I just used a Mew. Mew can do anything... ANYTHING. ANYTHING... And then I just needed something else that worked. I wanted another priority user, but I also desperately needed grass and steel/psychic type coverage (Rachi and Gross primarily). Tornadus was the first thing I thought of, but I really needed a way to use priority other than Scizor due to the reason that my team did not have a good way of always preventing D-Dance sweepers or Weather Teams from outright winning if they managed to set up. Bam! Talonflame. Because Talonflame somehow has less attack at Lv.100 than Mega-Rayquaza does at Lv.50 but is still seen as one of the most threatening pokemon in the OU tier. And that's the story of how this team was made, but that is only how it was made, not with how the moves and spreads were chosen.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
Clefable is a serious threat in the current OU meta. I would honestly go as far as to call it S rank because there is no possible way to teambuild without having a plan for Clefable anymore. Clefable deals with so many commonly used pokemon, I'm not joking when I say: Out of the top 50 most commonly used pokemon in OU, Clefable deals with about 30 of them give or take 2 or 3. This is what I've looked at according to the Dec. 2015 OU Usage Rate Statistics ( http://www.smogon.com/forums/thread...ier-update-december-2015-read-the-op.3557847/ )
And if we are looking at the most viable things, Clefable deals with a huge number of everything from A- Rank to S rank currently. ~30 mons depending on the set. That makes Clef a huge threat in its own right. This is quite clearly the CM Clefable with flamethrower to catch opposing steel types on switch in (flamethrower over fire blast for both more PP and perfect accuracy to ensure that steel counters are going to take good damage, bar Heatran). This Clefable could just as well use t-wave or heal bell, but I think that the CM variant is often a win condition or just a really great tank throughout the game that gets nice chip damage on a majority of the tier at the very least. The calm nature is chosen to make it just a bit easier for Clef to set up calm minds, most notably against Rotom, Slowbro, and several other special attackers. Clefable ends up dealing a lot of damage after 1 calm mind boost. It's very beneficial honestly. Soft-Boiled is a great means of recovery and Clef doesn't take secondary damage from weather, hazards, or status, which is wonderful. Paralysis is the only status that Clefable doesn't want to have in most situations.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 12 SpA / 8 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom is certainly a great pokemon in the OU meta, as it has been since whatever generation it was declared OU. On my team, Rotom fits extremely well in tandem with Clefable and Scizor-Mega as I mentioned earlier. It has 0 Atk IVs to minimize foul play and confusion damage in the rare situations that those come up. I have 30 speed IVs solely to underspeed opposing rotom and come off with the momentum from my volt switch. I could also run 29 or 28 Speed IVs if I seriously wanted to make it absolute that I underspeed opposing Rotom; however there's not a need for that 99 times out of 100. Anyway, we have 240 Def investment to hit the 341 jump number in the stats. The investment taken from that defense was dumped into SpA in order to add some small amount of power to my attacks. This could also be placed into SpDef, it's all based on preference really. Rotom will usually put a huge strain on sand teams as well as give a halt to several strong physical attackers in the tier with will-o-wisp, meaning that it is very difficult to switch directly into rotom with offensively oriented teams. Rotom gives me quite a lot of momentum and is able to last throughout the battle depending on how I use it. Rotom is also my main counter and check to Talonflame, with Hydro Pump 2HKOing the Bulk Up Variant (248 HP and Max SpDef with a SpD nature). Pain Split, sadly, is the only way for Rotom to recover HP without being Chesto-Resto. But that's fine, because my team's major weakness is being worn down anyway, and I didn't want to run stall in the first place. And that is Rotom.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Roost
- Bullet Punch
- U-turn
- Defog
Scizor is such a powerful pokemon. I don't feel that it has ever really lost any viability since it got its mega. Yes, a whopping 1/4 of the tier started to carry HP fire just to deal with it and Ferrothorn at one point in time. This is also Defog scizor, which means that it doesn't act as the SD variant and sweep. This thing forces so many switches that it can legitimately generate momentum. Again, many very common pokemon in the tier fall under the jurisdiction of Scizor. This thing clears away hazards, which significantly benefits my team, specifically Talonflame and Rotom. Scizor is very bulky and eats up hits on both sides of its defense. It shortens offensive threats' lives. We should know what it does. I shouldn't have to explain it. This is a prominent pokemon of the tier and we all know about its sets because it's famous. It's ******* Scizor-Mega.
Mew @ Colbur Berry
Ability: Synchronize
EVs: 248 HP / 68 Def / 76 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Aura Sphere / Fire Blast
- Ice Beam
- Roost
Mew can do ANYTHING!!!!!!!!!!!!!!!!!!!!!!!!! No but seriously, Mew can do anything it wants. I chose to make it set up stealth rocks and lure in the infamous Weavile, Bisharp, and Tyranitar, all of which lose 1v1 thanks to colbur berry + Aura Sphere. We don't actually have to run Colbur Berry to take a Knock Off from Weavile or Bisharp; however we have to be at full HP, which isn't going to happen in practice. We have 116 speed investment specifically to outspeed Tankchomp and Offensive SR Lando (which runs 1 speed more than Tankchomp) and outspeeds fast taunt skarmory and anti-lead Breloom. Ice Beam is run for good coverage and as a way of OHKOing Lando and Tankchomp (it's a roll on Tankchomp after rocks and on Naive Fire Blast Tankchomp). The roll is 75% on Defensive Lando. It is possible to use 120 SpA investment on Mew to guarantee an OHKO on Defensive Lando and a 50% OHKO on Tankchomp. Mew's Aura Sphere does OHKO both Weavile and Bisharp, and Bisharp does not outspeed Mew. Aura Sphere 2HKOs Tyranitar in the sand as well as its Mega counterpart. Fire blast is an alternative move to Aura Sphere which still beats SD Bisharp, but cannot KO Weavile unless Weavile has taken hazard damage. Fire Blast is a great move and should be considered if you don't think that you need to guarantee the OHKOs on Bisharp, T-tar, and Weavile with Mew. It's all preference honestly. Aura Sphere also puts a noticeable dent in Heatran for the special attack investment being run.
(technically only 68 SpA is needed to get the rolls, but I didn't know where to invest the extra 8 EVs)
Roost provides very good longevity, though I will note that you can run an offensive Mew with SR and three attacks, having psychic/psyshock in the last slot to hit Keldeo. I prefer Roost so Mew can continue setting up rocks when needed. Mew is very bulky in its own right and should not be underestimated. This is a great anti-leading-lead-Mew and I very much like it.
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
I'm barely even going to touch on the Talonflame. It's so well known in the OU tier that most people have its sets memorized. This is the Offensive SD variant with an Adamant Nature.
Priority Brave Bird + Sky Plate/Sharp Beak = Big Damage
Flare Blitz = Coverage and good damage
Swords Dance = I'm a bigger threat
Roost = I have longevity too, and the longevity is also priority
Talonflame is an easy win condition on my team and checks quite a few prominent threats that the trio-core cannot kill properly. It also is able to stop some sweepers with enough prior damage.
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Earthquake
Terrakion is a hugely underrated threat in the OU Meta in my opinion. With a Choice Band, it essentially becomes Physical Keldeo with stronger STAB and different coverage. Latias (the red Lati with more defense) cannot ever come in more than once on a Close Combat from CB Terra. Lando doesn't really like countering this. Tornadus hates switching into Terra's moves bar EQ. Terrakion also nails its checks over the head with whatever move it uses for them. It isn't impossible to bluff a choice scarf either, which makes for a good situation sometimes. This thing decimates so many counters that it isn't funny. It also acts as a last minute check for CM Clefable. Essentially, this is the best wallbreaker for my team because of what it covers. Most of what it covers, the rest of my team doesn't directly cover. So this is a big member on my team.
I'm getting ridiculously sleepy right now as I'm typing this, so I'm just gonna end the rmt by saying this team is amazing and I haven't stopped laddering up with it. (been doing them suspect tests as of late).
I have 5 replays for you guys to watch if you want to. These were all back to back and consecutive games. But yeah, this is a good ol' volt-turn core with a grande amount of potential.
Replays:
http://replay.pokemonshowdown.com/ou-349869205
http://replay.pokemonshowdown.com/ou-349858476
http://replay.pokemonshowdown.com/ou-349861944
http://replay.pokemonshowdown.com/ou-349871058
http://replay.pokemonshowdown.com/ou-349915515
Thank you for reading. I hope you enjoy the team. Leave feedback, any amount is appreciated.
My youtube channel is named mrseacoore if you are interested by the way. Anyway, The team that I am presenting today is one that I think is incredibly good. I admit that lately I have been dabbling around in the lower tiers, so my ladder rank in OU is a bit sad at the moment. But every single time that I've laddered with this team, I've just powered cleanly to at least 1450 elo because of the pure synergy and balanced coverage the team creates as a full unit. The idea for this team came about when I theorized that a bulky triple-core paired with strong offensive threats on the same team should be able to deal with every type of playstyle from Stall to Hyper Offense with minute weaknesses to each in a slightly varying degree. This all sounds really nice, but it was not and is not the easiest kind of thing to create when you actually try to do it. I tried putting Lando and Slowbro together, but I couldn't figure out a third that completed a good trio, as Heatran was still weak to water and Ferro gave me an unnecessary weakness to Offensive Mega Venusaur and LO Breloom and did not really deal too well with sand or rain teams generally speaking. I tried Mega-Sableye, wish support Jirachi, and AV Torn - but that left me weak to Diancie and DDD Altaria among other notable threats that tend to work in combos (ex: Hippo/T-tar + Drill/Chomp +Zard-X; Lopunny + teammate(s); etc.)... So long story short, building the main trio-core for this team took a very long time. In the end, I noticed that the possibility of a volt-turn support core could work for my theory. Now before I see Rotom + Lando in the comments, know that despite the great synergy of those two together, there are clear flaws to them outside of coverage -cough- raw power -cough-. Be honest, very few volt-turn partners want to come in on something like Specs Keldeo or LO Weavile's Knock Off. There is also an issue in giving those two a third partner for their core that doesn't add some clear minor weakness somewhere. Status is also a very relevant factor in my opinion. Between burns and paralysis, a battle can go from one person's favor to the other with just one or two statuses. We all know that running status moves are meant to catch counters or to slow down a sweeper or just to be annoying. So when I thought about it, I could use typing and abilities to grant some support for my team regarding status. I also needed to think about specific matchups though, which usually comes first. So it began with a few questions; What has a good matchup against a majority of the most commonly used pokemon in the OU meta? Clefable, Weavile, Mega-Lopunny, Mega-Sableye, MegaGross, and that nonexistent Greninja. What is a good status absorber? Clefable, Mega-Sableye (not secondary effects of moves), and natural cure users. Bam! 1st member becomes Clefable. 2nd Member: What pairs well with Clef? Steel, Ground, Rock, and Electric Types, each of which deal with a specific type of check/counter for Clef. (ex: Rock and Electric types help deal with Talonflame and Mega-Zard while Steel types help deal with Mega-Venusaur and provide a check/counter for opposing Fairy Types that Clef cannot always deal with such as Mega-Diancie and Azumarill.) What doesn't mind countering for Clef on super effective moves? Rotom immediately came to mind, seeing as poison type moves aren't particularly common. Rotom also solves the problem of talonflame almost all on its own and gives me a way to stop certain physical attackers with w-o-w. It even has a decent matchup against Diancie. Bam! 2nd member is Rotom-Wash. Now for the final member of the trio-core. If we want good synergy with Rotom and a way to form a volt-turn core, what can we use? Scizor, Jirachi, Lando, Tornadus, and the much rarer U-turn Celebi (usually baton pass). I ended up choosing Scizor because I felt that Celebi would lean too much toward stall and would not give me a way to check Weavile. Scizor also was given a mega stone. So that finished my core. I then began thinking, "What's basically the scariest thing I could use as a wallbreaker that has great STAB coverage?" Keldeo instantly came to mind of course. But I just despised the idea of having multiple water types on a team unless it couldn't be helped. So I kept thinking about Keldeo and what makes it scary. base 108 speed and base 129 SpA complemented by LO or Specs (usually Specs). If we can give Keldeo choice specs, why can't we give Terrakion choice band? Bam! 4th member would be known as Terrakion. It complements Clef pretty well and can come in off of a slow volt-turn user. The 5th member needed to be something that could set hazards. I just used a Mew. Mew can do anything... ANYTHING. ANYTHING... And then I just needed something else that worked. I wanted another priority user, but I also desperately needed grass and steel/psychic type coverage (Rachi and Gross primarily). Tornadus was the first thing I thought of, but I really needed a way to use priority other than Scizor due to the reason that my team did not have a good way of always preventing D-Dance sweepers or Weather Teams from outright winning if they managed to set up. Bam! Talonflame. Because Talonflame somehow has less attack at Lv.100 than Mega-Rayquaza does at Lv.50 but is still seen as one of the most threatening pokemon in the OU tier. And that's the story of how this team was made, but that is only how it was made, not with how the moves and spreads were chosen.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Soft-Boiled
Clefable is a serious threat in the current OU meta. I would honestly go as far as to call it S rank because there is no possible way to teambuild without having a plan for Clefable anymore. Clefable deals with so many commonly used pokemon, I'm not joking when I say: Out of the top 50 most commonly used pokemon in OU, Clefable deals with about 30 of them give or take 2 or 3. This is what I've looked at according to the Dec. 2015 OU Usage Rate Statistics ( http://www.smogon.com/forums/thread...ier-update-december-2015-read-the-op.3557847/ )
And if we are looking at the most viable things, Clefable deals with a huge number of everything from A- Rank to S rank currently. ~30 mons depending on the set. That makes Clef a huge threat in its own right. This is quite clearly the CM Clefable with flamethrower to catch opposing steel types on switch in (flamethrower over fire blast for both more PP and perfect accuracy to ensure that steel counters are going to take good damage, bar Heatran). This Clefable could just as well use t-wave or heal bell, but I think that the CM variant is often a win condition or just a really great tank throughout the game that gets nice chip damage on a majority of the tier at the very least. The calm nature is chosen to make it just a bit easier for Clef to set up calm minds, most notably against Rotom, Slowbro, and several other special attackers. Clefable ends up dealing a lot of damage after 1 calm mind boost. It's very beneficial honestly. Soft-Boiled is a great means of recovery and Clef doesn't take secondary damage from weather, hazards, or status, which is wonderful. Paralysis is the only status that Clefable doesn't want to have in most situations.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 12 SpA / 8 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Rotom is certainly a great pokemon in the OU meta, as it has been since whatever generation it was declared OU. On my team, Rotom fits extremely well in tandem with Clefable and Scizor-Mega as I mentioned earlier. It has 0 Atk IVs to minimize foul play and confusion damage in the rare situations that those come up. I have 30 speed IVs solely to underspeed opposing rotom and come off with the momentum from my volt switch. I could also run 29 or 28 Speed IVs if I seriously wanted to make it absolute that I underspeed opposing Rotom; however there's not a need for that 99 times out of 100. Anyway, we have 240 Def investment to hit the 341 jump number in the stats. The investment taken from that defense was dumped into SpA in order to add some small amount of power to my attacks. This could also be placed into SpDef, it's all based on preference really. Rotom will usually put a huge strain on sand teams as well as give a halt to several strong physical attackers in the tier with will-o-wisp, meaning that it is very difficult to switch directly into rotom with offensively oriented teams. Rotom gives me quite a lot of momentum and is able to last throughout the battle depending on how I use it. Rotom is also my main counter and check to Talonflame, with Hydro Pump 2HKOing the Bulk Up Variant (248 HP and Max SpDef with a SpD nature). Pain Split, sadly, is the only way for Rotom to recover HP without being Chesto-Resto. But that's fine, because my team's major weakness is being worn down anyway, and I didn't want to run stall in the first place. And that is Rotom.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Roost
- Bullet Punch
- U-turn
- Defog
Scizor is such a powerful pokemon. I don't feel that it has ever really lost any viability since it got its mega. Yes, a whopping 1/4 of the tier started to carry HP fire just to deal with it and Ferrothorn at one point in time. This is also Defog scizor, which means that it doesn't act as the SD variant and sweep. This thing forces so many switches that it can legitimately generate momentum. Again, many very common pokemon in the tier fall under the jurisdiction of Scizor. This thing clears away hazards, which significantly benefits my team, specifically Talonflame and Rotom. Scizor is very bulky and eats up hits on both sides of its defense. It shortens offensive threats' lives. We should know what it does. I shouldn't have to explain it. This is a prominent pokemon of the tier and we all know about its sets because it's famous. It's ******* Scizor-Mega.
Mew @ Colbur Berry
Ability: Synchronize
EVs: 248 HP / 68 Def / 76 SpA / 116 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Aura Sphere / Fire Blast
- Ice Beam
- Roost
Mew can do ANYTHING!!!!!!!!!!!!!!!!!!!!!!!!! No but seriously, Mew can do anything it wants. I chose to make it set up stealth rocks and lure in the infamous Weavile, Bisharp, and Tyranitar, all of which lose 1v1 thanks to colbur berry + Aura Sphere. We don't actually have to run Colbur Berry to take a Knock Off from Weavile or Bisharp; however we have to be at full HP, which isn't going to happen in practice. We have 116 speed investment specifically to outspeed Tankchomp and Offensive SR Lando (which runs 1 speed more than Tankchomp) and outspeeds fast taunt skarmory and anti-lead Breloom. Ice Beam is run for good coverage and as a way of OHKOing Lando and Tankchomp (it's a roll on Tankchomp after rocks and on Naive Fire Blast Tankchomp). The roll is 75% on Defensive Lando. It is possible to use 120 SpA investment on Mew to guarantee an OHKO on Defensive Lando and a 50% OHKO on Tankchomp. Mew's Aura Sphere does OHKO both Weavile and Bisharp, and Bisharp does not outspeed Mew. Aura Sphere 2HKOs Tyranitar in the sand as well as its Mega counterpart. Fire blast is an alternative move to Aura Sphere which still beats SD Bisharp, but cannot KO Weavile unless Weavile has taken hazard damage. Fire Blast is a great move and should be considered if you don't think that you need to guarantee the OHKOs on Bisharp, T-tar, and Weavile with Mew. It's all preference honestly. Aura Sphere also puts a noticeable dent in Heatran for the special attack investment being run.
(technically only 68 SpA is needed to get the rolls, but I didn't know where to invest the extra 8 EVs)
Roost provides very good longevity, though I will note that you can run an offensive Mew with SR and three attacks, having psychic/psyshock in the last slot to hit Keldeo. I prefer Roost so Mew can continue setting up rocks when needed. Mew is very bulky in its own right and should not be underestimated. This is a great anti-leading-lead-Mew and I very much like it.
Talonflame @ Sky Plate
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
I'm barely even going to touch on the Talonflame. It's so well known in the OU tier that most people have its sets memorized. This is the Offensive SD variant with an Adamant Nature.
Priority Brave Bird + Sky Plate/Sharp Beak = Big Damage
Flare Blitz = Coverage and good damage
Swords Dance = I'm a bigger threat
Roost = I have longevity too, and the longevity is also priority
Talonflame is an easy win condition on my team and checks quite a few prominent threats that the trio-core cannot kill properly. It also is able to stop some sweepers with enough prior damage.
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Earthquake
Terrakion is a hugely underrated threat in the OU Meta in my opinion. With a Choice Band, it essentially becomes Physical Keldeo with stronger STAB and different coverage. Latias (the red Lati with more defense) cannot ever come in more than once on a Close Combat from CB Terra. Lando doesn't really like countering this. Tornadus hates switching into Terra's moves bar EQ. Terrakion also nails its checks over the head with whatever move it uses for them. It isn't impossible to bluff a choice scarf either, which makes for a good situation sometimes. This thing decimates so many counters that it isn't funny. It also acts as a last minute check for CM Clefable. Essentially, this is the best wallbreaker for my team because of what it covers. Most of what it covers, the rest of my team doesn't directly cover. So this is a big member on my team.
I'm getting ridiculously sleepy right now as I'm typing this, so I'm just gonna end the rmt by saying this team is amazing and I haven't stopped laddering up with it. (been doing them suspect tests as of late).
I have 5 replays for you guys to watch if you want to. These were all back to back and consecutive games. But yeah, this is a good ol' volt-turn core with a grande amount of potential.
Replays:
http://replay.pokemonshowdown.com/ou-349869205
http://replay.pokemonshowdown.com/ou-349858476
http://replay.pokemonshowdown.com/ou-349861944
http://replay.pokemonshowdown.com/ou-349871058
http://replay.pokemonshowdown.com/ou-349915515
Thank you for reading. I hope you enjoy the team. Leave feedback, any amount is appreciated.