#aerilate [1600+]

  • 1,475
    Posts
    13
    Years
    • Seen Mar 13, 2023

    #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:


    version 2:

    [PokeCommunity.com] #aerilate [1600+]

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

    [PokeCommunity.com] #aerilate [1600+]

    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

    [PokeCommunity.com] #aerilate [1600+]

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

    [PokeCommunity.com] #aerilate [1600+]

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

    [PokeCommunity.com] #aerilate [1600+]

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

    [PokeCommunity.com] #aerilate [1600+]

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

    importables :
    Spoiler:

    notes:
    Spoiler:
     
    Last edited:
    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.
     
    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 Lati@s. Lati@s 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/Lati@s.) 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.
     
    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.
     
    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?
     
    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.
     
    Last edited:
    Back
    Top