RMT #aerilate [1600+]

Started by halcyonic August 16th, 2014 8:00 AM
  • 1395 views
  • 5 replies

halcyonic

Seen March 12th, 2023
Posted September 5th, 2015
1,476 posts
11.2 Years

#aerilate [1600+]


hi there, mid here with a new team. best team i've ever built imo. pls rate and comment, thx!

version 1:
Spoiler:

Mega Pinsir @ Pinsirite
Ability: Hyper Cutter > Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Swords Dance
-Quick Attack
-Return
-Earthquake

physical setup sweeper/wallbreaker. mega pinsir rekts a ton of **** in the metagame. moves are pretty standard and self-explanatory.


Thundurus-I @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 Atk / 30 Def
Timid Nature
-Nasty Plot
-Thunder Wave
-Thunderbolt
-Hidden Power Ice

special setup sweeper and insurance against setup sweepers/birdspam check. i run hp ice over hp flying cos mega pinsir deals with amoonguss and mega venu.


Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 88 Def / 68 SpA / 100 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

secondary birdspam counter and defogger. EVs seem complicated so i'll explain. 252 HP for extra lefties recovery, 68 SpA to ensure the OHKO on mega pinsir, 100 Spe to outpace regular and mega gyarados, and the rest are dumped into Def for physical bulk.


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

bisharp (cos defog) check and special wallbreaker. moves are standard and self-explanatory so nothing much to say here.


Landorus-T @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 44 Def / 212 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

electric immunity and revenge killer. 212 Spe is to outpace mega manectric.


Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled

stealth rock lead with offensive pressure. regular hazard leads (e.g. chomp, terrakion, ferro, etc) are all dealt with using moonblast and fire blast. soft-boiled lets clef heal itself if needed.


version 2:


Mega Pinsir @ Pinsirite
Ability: Hyper Cutter > Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Swords Dance
-Quick Attack
-Return
-Close Combat


Thundurus-I @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
Timid Nature
-Nasty Plot
-Thunder Wave
-Thunderbolt
-Hidden Power Flying


Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind


Landorus-T @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

importables :
Spoiler:
version 1:
Spoiler:
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 88 Def / 68 SpA / 100 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 44 Def / 212 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled


version 2:
Spoiler:
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Close Combat

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall


notes:
Spoiler:
version 1:
Spoiler:
-should mega pjnsir run close combat over eg?
-is there a better set thundurus could run?
-is there a better ev spread landorus could run?


version 2:
Spoiler:
-birdspam becomes a threat once thundurus and landorus are down.
-should starmie run natural cure as a status absorber?
-is there a better ev spread landorus could run?
Male
Seen 1 Week Ago
Posted June 28th, 2022
7,210 posts
15.9 Years
Hi cool team. Just a few things tho.

With Aegislash banned, Pinsir wants CC > EQ. This lets you hit stuff like Skarm and Rotom etc HARD after an SD, has more net power etc.

HP Flying would make more sense on Thundurus imo. Not only does this serve as a one two punch with Keldeo to lure in and cripple grass types better and thus open up holes for each other.

Magnezone would also be awesome here, to remove Pinsirs and Landorus main counters, sadly its hard to fit in without losing some utility.


EDIT: Also be careful of Greninja, every time it comes in something dies, esp Extrasensory versions which are very common.
†Kill the unicorn
Just to have its horn
Soon he's just a fantasy†

Anti

return of the king

Non-binary
Kobe's Reality
Seen March 6th, 2022
Posted January 17th, 2022
10,818 posts
15.8 Years
This looks like a fun team, but it's pretty weak to numerous special breakers and sweepers. D_A mentioned Greninja, but you're also in real trouble if Keldeo comes in for a revenge kill or on your own Keldeo. You have plenty of revenge killing for it, but it's still going to do its job. Charizard-Y can come in early game on Clefable and is pretty much guaranteed a kill. Mega Gardevoir has a ton of opportunities to get in, and you don't have a Fairy resist to take Hyper Voice. So I'd pin that as the team's major problem.

Otherwise, the two notable weaknesses I see are Sand Rush Excadrill and Mamoswine. Sand is definitely a weak but one a team like this has to play around, and I think you're equipped to do so reasonably well. Mamoswine, on the other hand, is just a terror, and every time it comes in to revenge kill you get to decide whether to risk Keldeo or not. I think that weakness is pretty natural with four Ice weaks, haha.

I think the misfit here is Zapdos. It's a bit of a momentum killer that is only compounding the weaknesses of a triple-Flying core in Land/Thund/Pinsir. BirdSpam is really strong and countering it is nice, but I just don't see its purpose.

I agree with D_A's suggestion of HP Fly on Thund, as Mega Venusaur actually walls this team pretty badly except Pinsir (which sucks because it forces predictable play that your opponent can exploit), and luring it in is hugely useful. CC>EQ on Pinsir is also a good suggestions. I would also consider Superpower on Landorus-T since M-Gyarados and M-Tar can't really be overprepared for, it it helps with Balloon Exca. Whether you want to lose Knock Off is another story though.

But yeah, to fix the weaks outlined above, I think Zapdos has to go. The more extreme solution would be running Scarf Spin Exca over Land-T so you can use something in the Zapdos slot besides [email protected] [email protected] fits nicely over Zapdos but compounds weaknesses to Gardevoir, Greninja, and Mamoswine, though it does help a lot with M-Venu, Keld, and Char-Y. (I'm also cautious to get into super-standard core territory with Keld/Thund/[email protected]) So my suggestion is going to be running Starmie over Zapdos, presumably with a moveset of STAB/Thunderbolt/Psyshock/Rapid Spin? (I actually don't know what Starmie runs lol.) Anyway, Starmie can also benefit from the removal of M-Venu or just do that itself. It removes SR while keeping your own, forces out troublesome special breakers (except Gard, but you're just going to have to live with this weakness) and Mamoswine.

Anyway, I dig the Pinsir/Thund/Keld set-up--they are three of the best OU mons--and I can see this being a fun team to play with. Good luck with your team br0.
Why are the beautiful sick and divided like myself?

champagnepapi

exile

Male
new england
Seen September 4th, 2016
Posted June 25th, 2016
1,795 posts
12.5 Years
I like hp flying on keld over icy wind to hit m venusaur hard on specskeld, but youre slightly weak to latios so i dunno, breaking stall also seems slightly problematic though less so with hpflying keld, since it gives stall another worrisome mon besides m pinsir, you could also do cm over fire blast on clef but mono attacker cm clef is ehh, at the very least itd beat stall but mpinsir who is now broken and keld should be enough vs most guys. Good squad though.

paired to kaori & vrai
Male
Seen 1 Week Ago
Posted June 28th, 2022
7,210 posts
15.9 Years
I think you could get away with unchoicing Landorus (Defensive for Stealth Rock) and putting Assault vest Azu over Clefable.

This helps with most of the weaknesses Anti mentioned and also Greninja.

I dont think this opens up many holes. Plus you have emergency from Thundy t-wave for anything fast.

SR defensive Lando
Azuvest
Pinsir
Latias (possibly with healing wish supporting Pinsir)/Starmie
Keldeo
Thund


something like that maybe?
†Kill the unicorn
Just to have its horn
Soon he's just a fantasy†

halcyonic

Seen March 12th, 2023
Posted September 5th, 2015
1,476 posts
11.2 Years
thanks for the suggestions! i'll update after i make some changes :]

edit: updated op with changes.

really disappointed with current team, losing battle after battle and currently standing at higher 1400. hp ice > hp flying on thund in most situations, starmie (performs okay) and azuvest (cb stronk) adds to the teams electric weakness and defensive lando-t is weak af.

sticking with version one with mega pinsir's eq changed to close combat for now. will experiment with other pokemon in a while.