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The Killswitch
Introduction Greetings all! This is my first team on this site and I must say it has been doing good. As I type this (12/24/2015) I have made it to 1403 on the OU ladder, but I topped out at 1537 a week ago. I'm usually a stall player, but this time I decided to try a more offensive approach to the metagame with this team, and so far it doesn't disappoint. There also aren't many Pokemon that really threaten the team outside of Mega Venusaur, Buneary, and Medicham, as each Pokemon compliments each other well. I find this team very easy to use and the sets are really straight forward. At a Glance http://www.pokestadium.com/sprites/xy/excadrill.gif http://www.pokestadium.com/sprites/xy/azumarill.gif http://www.pokestadium.com/sprites/xy/landorus-therian.gifhttp://www.greenchu.de/sprites/xy/494.gif http://www.pokestadium.com/sprites/xy/chansey.gif http://www.pkparaiso.com/imagenes/rubi-omega-zafiro-alfa/sprites/animados/altaria-mega.gif http://www.pokestadium.com/sprites/xy/excadrill.gifUp Close Excadrill @ Leftovers Ability: Mold Breaker EVs: 252 HP / 4 Atk / 252 SpD Careful Nature - Earthquake - Iron Head - Rapid Spin - Toxic Excadrill has always been a Pokemon that has thrived, it has been in OU, moved up to Uber, and finally with the weather nerf, has been brought back down to OU again, and it is still good. Bulky Excadrill can take some surprising shots and can fire back some surprising shots. Iron Head takes on annoying fairies (Clefable I'm looking at you) and cleans up what Earthquake can't. Excadrill makes for a good Rapid Spinner, as he causes switches and plenty of opportunities. Toxic is a great move with prediction, hitting bulky mons that try to come in and weakening them. http://www.pokestadium.com/sprites/xy/azumarill.gif Azumarill @ Assault Vest Ability: Huge Power EVs: 240 HP / 252 Atk / 16 SpD Adamant Nature - Play Rough - Waterfall - Aqua Jet - Knock Off Azumarill creates great synergy with the team, being able to cover Landorus-T, Chansey, and Excadrill and punching right back with her own move. Waterfall is probably the most commonly used move, as having 100% accuracy helps more, as well as the occasional flinch. Thanks to Aqua Jet being a priority move, I can usually finish off weakened foes, and even without KOing the opponent, Aqua Jet does good damage in its' own right. Knock Off helps take recovery away from the foe, and having a 120 BP move is very useful. It takes the pressure off the match and makes sure I don't have to rush with taking out the opponent. Play Rough is the final move, taking out pesky Dark and Fighting-types, which is very good because there are powerful Pokemon of each type that can be threatening to this team. http://www.pokestadium.com/sprites/xy/landorus-therian.gif Landorus-Therian @ Leftovers Ability: Intimidate EVs: 252 HP / 240 Def / 8 SpD / 8 Spe Impish Nature - Earthquake - U-turn - Stone Edge - Stealth Rock Standard pivot set, Landorus-T works well as a physical wall, Intimidate helps minimize the damage taken. Not only defensively, but offensively Landorus-T is a behemoth. Earthquake dents anything that isn't immune to it. Adding to that, Stone Edge dents anything that Earthquake can't hit. U-turn rounds out Stone Edge and Earthquake, allowing Landorus-T to hit everything in the OU tier for neutral damage at least, and helps keep offensive momentum. Stealth Rock of course, to help deal extra damage. http://www.greenchu.de/sprites/xy/494.gif Victini @ Expert Belt Ability: Victory Star EVs: 4 Def / 252 SpA / 252 Spe Naughty Nature - V-create - Thunder - Glaciate - Focus Blast Victini is a rather amazing Pokemon with alright stats. This little mini nuke's mixed set has a super effective move for nearly every Pokemon in OU. V-Create is a physical move, that, with the addition of STAB, is a 180 BP move. It 2HKOs Chansey and 3HKOs Clefables, and anything else barring Water-types, Dragons, and Rock-types. Thunder covers Flying-types and the Water Pokemon that think they can come in and stop Victini. Glaciate is a very interesting move, because it reduces the opponent's speed, and with prediction, can cripple incoming threats, allowing Victini to possibly win a match it normally couldn't. Focus Blast covers Heatrans, Tyranitars, and anything the above moves can't hit. http://www.pokestadium.com/sprites/xy/chansey.gif Chansey @ Eviolite Ability: Natural Cure EVs: 4 HP / 252 Def / 252 SpD Bold Nature - Thunder Wave - Soft-Boiled - Seismic Toss - Heal Bell One of the oldest Pokemon, Chansey is still also one of the most viable. Chansey does her job well as a cleric, and often she does her job. Thunder Wave eliminates faster Pokemon, letting my slower Pokemon move first. Seismic Toss makes sure Chansey has a decent attack, isn't just Taunt bait, and breaks Substitutes with ease. Soft-Boiled is for recovery. http://www.pkparaiso.com/imagenes/rubi-omega-zafiro-alfa/sprites/animados/altaria-mega.gif Altaria @ Altarianite Ability: Cloud Nine EVs: 248 HP / 168 SpA / 92 Spe Modest Nature - Hyper Voice - Fire Blast - Roost - Earthquake Mega Altaria is very interesting, being a Dragon-type immune to Dragon-type moves. Mega Altaria is also more powerful, having base 110 in Atk, Def, and Sp. Atk with 105 Sp. Def. Thanks to these great stats, Mega Altaria is suitable as an amazing mixed attacker. Altaria isn't even fazed by Heatran, Earthquake hits him very hard, scaring the magma quadruped away. Hyper Voice is the main move used by Altaria, blasting away Dragons, Rotom-W, and really anything that isn't Steel or Poison. Fire Blast gets rid of the Scizor, Ferrothorn, Skarmory, and other Steel-types people cockily bring out. Roost finishes off the set, giving Mega Altaria longevity throughout the game. Exportable: Spoiler:
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Have you encountered problems with stall? Because this team seems like it might face great difficulties in that match up. Things like hippowdon and mega venusaur would also be very troublesome to face if hazards are up.
Other than that, your team isn't very fast, so will face problems against hyper offence and those lop/zam balances. Keldeo also gives this team a lot of problems, especially if it is the old cub-cm set (but mega altaria kinda helps with that). Your team looks very offensive on paper, but to be quite honest it feels like you lose out on a lot of momentum. For one i feel chansey is the most replaceable member here. It's passive and you need something that can help you against stall, aka stallbreaker. Mew is a good choice. The team doesn't glue together for me well enough tbh, if you could provide something about the overall synergy and as to why you chose each mon would be helpful. |
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Azumarill is not a keldeo switch in, its useless once it gets burned. and the offensive core of weavile+keldeo does a number on this team.
While i see the benefits of covering everything's weaknesses with other mons, this team is essentially just switching into things repeatedly, which also means you are going to get worn down very quickly. For example lets take the following "Victini resists Ice-type moves that try to hit Mega Altaria and Landorus-T while providing a resistance to Chansey's and Excadrill's fighting weakness and resisting Steel-types for Mega Altaria. " The only threatening ice type pokemon that comes to my mind right now is weavile, get my point. You accounted for singular type coverage, but not all pokemons are single type. Now you can argue that double switching is possible and that you can essentially pressure the opposition by predicting his moves and switching into things that either resist or are immune to that particular attack, but not only does this mean you are slowly wearing yourself down but also due to the lack of speed, most things that do threaten your current mon will have the coverage and speed to overpower your switch-ins due to what i mentioned above. I don't know if i am being clear, its late and i am sleepy. But yeah tl;dr you need some kind of win-con and answers to team archetypes/playstyles than just answers to singular types. |
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Okay i don't see the point in arguing further since i am not able to word myself out properly, i think? idk.
So the only other way i could help is if you could provide some good replays, doesn't need to be all wins or loses, but just games that you felt are good in general. |
gotta agree w/ bigpaws here, the team is serviceable to get you to a certain point but is held back by the fact that, well, the team doesn't really do anything.
when bigpaws says you need a wincon, it's because nothing on this team applies much pressure that is can sustain. this is where the low speed is a problem. you claim that's not the goal of the team, but the problem is your team can only switch into threats for a finite period of time before they get worn down, with key members of your defensive core (azu and lando) lacking notable recovery. your opponent can switch around and predict too, and this build is putting too much pressure on its user to do so. you also have to play around a lot of weaks (bish, azu, lop, venu, etc.) which is only making your life more difficult. you *can* play around that stuff (though definitely not everything), but why make the margin for error so thin? why not just a refine a more sound build, and one that makes outplaying opponents easier by applying more pressure? the thing you need is speed. this is not a stall--you need a wincon. (or, if you really insist not to have one, you need to swing the other way and make your defensive core more sound.) i'm curious what you want to replace and what you don't before making suggestions, but while the team is certainly not bad, it has trouble w/ certain archetypes and pokes and doesn't have enough of its own coherent strategy. |
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