Showing posts with label Breloom. Show all posts
Showing posts with label Breloom. Show all posts

Thursday, December 31, 2015

Azumarill the Champion: Last Battle Spot Doubles / VGC 2015 Team




Azumarill the Champion: Last Battle Spot Doubles / VGC 2015 Team
(at least for now)



Artist: Sephirona


Prelude

Going to start off with this team report or RMT (whatever you might call it) with an apology for not posting this team earlier before the new VGC 2016 format was announced. As people are now simulating the VGC 2016 format on Showdown (again no In-Game Ladder though unlikely), I'd assume interest would be moved toward figuring out how to beat Xerneas + Primal Groudon or Scarf Smeargle + Quick Guard. I did plan to post this team and the other team centered around Kang + Volc early December, however the lack of time, testing out some VGC 2016 teams, and of course, not planning out for these team report schedules much sooner. Just a brief notice, this team is based on the Battle Spot Doubles / VGC 2015 formats and the Season 12 of Battle Spot Doubles as the record indicates. I just wanted to post these teams and some fun Battle Spot Doubles teams before I talk about the who VGC 15 format in sorta a review from a Battle Spot Doubles in-game ladder perspective. 


Background + Brief Teambuilding

After playing some Battle Spot Doubles Season 12 with some of the no pentagon Pokemon now available, I want to refocus on making another Mega Salamence / Aegislash / Entei core fir laddering given I've already am familiar with these Pokemon. Immediately I dropped the idea of having Rotom-W on the team given its I wasn't comfortable testing out offensive sets with Life Orb, and the low 50 Base HP. Sure this Pokemon has 107 points in both base defenses, however its not going to live as long with stuff like Mega Kangaskhan, Mega Gardevoir, Dragon-types, Amoonguss, Cresselia, and others who can sponge Rotom-W's attacks. In the end, I wanted a Pokemon who was somewhat bulky enough to take on Dark-, Dragon-, and Fighting-types while still resisted to Fire/Ice-type hits so Aegislash and Mega Salamence can switch on freely. With these features, Azumarill was a prime Pokemon to use with the rise of the Belly Drum variants in response to CHALK teams usage, though I didn't want to use Amoonguss at the time. Eventually AV Azumarrill, though not the most original set for Azu was the main item chose given with its base 100 HP / 80 Def / 80 Sp. Def can take even a STAB Thunderbolt from Thunderus.

Thundurus was my main go-to Electric-type Pokemon at this point given it's ability Prankster to spread Thunder Wave paralysis, and yes, Swagger certain targets when need be. I did notice somewhat of an Rock-/Ice-type weakness especially against a potential sand or rain team with their fast weather attackers. Breloom was the last Pokemon added here since it has Mach Punch to bypass the speed orders and form a duel priority core with Azumarill. With that here's the team in full: 



Team










Salamence-Mega @ Salamencite  
Ability: Intimidate  
Level: 50  
EVs: 44 Atk / 212 SpA / 252 Spe  
Naive Nature  
- Double-Edge  
- Hyper Voice  
- Draco Meteor  / Flamethrower
- Protect  

Milestones
-Standard Mega Salamence (from Cybertron's US Nats Team)
-Outspeeds base 110s and at least speed ties with opposing Mega Mence

Well if anyone had to guess, Mega Salamence is not dead. In fact by the end of the VGC 2015 and Battle Spot Doubles season, Mega Salamence usage did rose likely due it its potential to take on some of the common Pokemon in the formats like Mega Kangaskhan, Heatran, Landorus-T, Amoonguss, (look at that...4/5 of CHALK), and OHKO others like Mega Gardevoir, Charizard Y, or Sylveon with a Aerilate-boosted Double Edge. To be fair, most of these Pokemon can have a coverage option like HP Ice, Pixilate Hyper Voice, fast Dragon STAB, or good old Rock Slide to at least neutralize my Mega. Still regardless of Mence's quad weakness to Ice or Pixlate Hyper Voice, IMO it was the top 2 / 3 Mega Evolution by the end of the season... at least for me. 

Anyways Mega Salamence's EV spread was exactly the same as Cybertron's, however I did test out some other EV's spreads to balance out the damage output of Aerilate Double Edge / Hyper Voice. For some people who don't know, Mega Salamence is arguably among the best mixed attackers in both Battle Spot Doubles and VGC given how hard it hits with either those two attack I've mentioned. Aerliate Double Edge is almost as strong as a Parental Bond Return and deals about 69% to 4 HP Mega Kang. Hyper Voice has been Mega Salamence's cleaning option though not as strong as something like Sylveon or Mega Gardevoir's Hyper Voice due to the lower Sp Atk and lack of a boosting item/status. The main for Hyper Voice is to deal more damage against an Intimidate user like opposing Salamence, Landorus-T, Gyarados, or Scrafty though I have to be careful against Snarl users. Draco Meteor is for opposing Mega Salamence since some of them can breakthrough this team (aka Dragon Dance), however I have to risk the speed tie. Opposing Dragon-types like Hydreigon and Lati@s get hit hard with a Draco Meteor, but usually I scout if these Pokemon have Scarfs outspeed my Mence. Flamethrower was added later on since bar the Entei, my team doesn't fair well against Ferrothorn or even opposing Aegislash. 









Entei @ Shuca Berry  
Ability: Pressure  
Level: 50  
EVs: 132 HP / 116 Atk / 4 Def / 68 SpD / 188 Spe  
Jolly Nature  
- Sacred Fire  
- Snarl  
- Will-O-Wisp  
- Protect  

Milestones:
-Outspeeds both Jolly Lando-T (non-Scarf) and Kang before it Megas.
-Can take a Banded EQ from Adamant Lando-T (and even single target as well).
-Can take one Double Edge from Jolly 252 Atk Mega Kangaskhan.
-Can take three Specs Hyper Voice from Modest 252 SpA Sylveon.

Man this Pokemon has come a long way with me ever since I almost one an online tourney with it, though I failed to deliver for Entei in those battles. Eventually I got another Entei set with Jolly and gave it enough investment to outspeed both Jolly Max Speed Landorus-T or Kangaskhan before it gets the full speed after Mega Evolution. If anyone can tell, this Entei was more of a utility set to allow my Pokemon to take either physical or special hits better with the combination of Sacred Fire, Snarl, and Will-O-Wisp. Sacred Fire is without the best Fire-type move in the game given the 45% chance to burn a target, and yes factoring in the 5% chance to miss as well. Likewise, Entei's task is mainly to burn physical Pokemon like Mega Kangaskhan, Tyranitar, Landorus-T, Mega Salamence, and others with either Will-O-Wisp, or from the Sacred Fire via switch ins. Another thing about Sacred Fire is how it can its a solid option against Focus Sash Pokemom like Breloom, Bisharp, Excadrill, or Terrakion given that most of these Pokemon are weak to Fire-type attacks, or are physical attackers themselves. Snarl is Entei's option to mitigate the amount of damage against both targets so special attackers like Sylveon, Mega Gardevoir, Suicune, Thundurus, Heatran, etc. The only other time I use Snarl is to get a KO against a Pokemon who is down to 1 HP with their Focus Sash, while reducing the other special attack by one stage.  In the end, Entei would probably go down as my favorite Fire-type Pokemon to use in the formats given how much work it can do for my team from a defensive standpoint. Sure I know the format was leaning somewhat in a hyper offense direction, but with Entei mitigating damage, and burning help close out games. 










Azumarill @ Assault Vest  
Ability: Huge Power  
Level: 50  
EVs: 196 HP / 252 Atk / 4 Def / 44 SpD / 12 Spe  
- Waterfall  
- Play Rough  
- Aqua Jet  
- Knock Off  

Milestones:
-Survives a Life Orb Thundurus Thunderbolt bar crit.
-OHKOs Landorus-T and Heatran with Waterfall + Aqua Jet (Intimdiate drop)
-Has a 62.5% chance to OHKO Blade form Aegislash with Knock Off.
-Can live a Solar Beam from Modest Charizard Y.

After some thought about which Pokemon haven't I tried out yet, Azumarill was the only decent Water-type who fits this team somewhat well, specifically with the CHALK matchup. Since Thundurus had Sitrus Berry as its item (I'll discuss this later), Azumarill was given the Assault Vest so it can take most special hits like Pixilate Hyper Voice from Sylveon or a Thunderbolt from Electric-types. Azumarill was my team's primary response to Fighting-type Pokemon bar Breloom/Virizion (both are weak to Mence) given some of these Pokemon tend to carry a coverage option like Ice Punch or Rock Slide. If Salamence/Entei can either Intimidate/burns some key targets while get a couple Snarl drops, then Azumarill can tank most of these mitigated attacks bar crits and can proceed to steamroll against the opposition. Waterfall is one of the best Water-type attacks given the 20%  chance to flinch, though Azumarill doesn't tale advantage of this due to its low speed stat. Then again, Thundurus can Thunder Wave a key target as Azu can paraflinch my opponent with this combo. Regardless if Initimidated,  Waterfall from Azumarill will deal a chunk to most targets, especially against Landorus-T so one Aqua Jet can OHKO the following turn. 

I know in most situations, Landorus-T won't switch unto to an Azumarill, but getting that attack drop is all what my opponent needs to mitigate the damage to his own team. Play Rough is another standard option mostly for Dragons, Fighting, and Dark Pokemon which can potentially OHKO. Knock Off is mostly there for Aegislash and Cresselia, however removing items can help deduce what sets my opponent is running with their team. Finally, Aqua Jet gives the team its first form of priority and often used to take out weaken Pokemon like Excadrill, Tyranitar, Heatran, Landorus-T, or any other Pokemon likely weak to water. Even though I've doubted the power of this Pokemon many times, Azumarill was definitely the MVP for this team in multiple situations where at it has to do is either clean of the game, or at times wrestle out the opposition with its 100 HP / 80 Def /  80 Sp. Def bulk. No matter how many times this Azumarill got hit, it took most attacks and finished off the opposing Pokemon with its STABs or Aqua Jets. 










Breloom @ Focus Sash  
Ability: Technician  
Level: 50  
EVs: 4 HP / 252 Atk / 252 Spe  
Jolly Nature  
- Bullet Seed  
- Mach Punch  
- Spore  
- Protect  

Milestones: 
-Standard Bread-and-Butter Focus Sash Breloom.
-Can OHKO Scarf Tyranitar with Mach Punch.
-Needs three Bullet Seeds to OHKO standard AV Azumarill 
-2HKOs most Water-type Pokemon 

Breloom's task for this team largely to put stuff to sleep with Spore, use its Technician STAB Mach Punch to pick off targets, and Bullet Seed anything else that isn't resistant to Grass-type. Not much to say about Breloom other than why I've started using it lately and before the new format rules where announced. While not as strong as say the other Grass-types like Amoonguss or Ferrothorn from a defensive standpoint, Breloom can win battles off of Spore mind games. Essentially, Breloom can allow at least one free turn for my other Pokemon to get off damage, or even spread their own status option. Catching targets off a switch is essential using Breloom since if they aren't either Grass-types, or even holding Safety Goggles/Lum Berry, this allows for another free turn against Pokemon as it hasn't taken the guarantee turn of sleep.  Breloom was honestly the one of the few Grass-type IMO who can handle Trick Room, Rain, and Sand while maintaining offensive pressure for my team. Breloom has been most helpful against opposing Azumarill-Amoonguss cores since I can either for Bullet Seed or Spore the Azu slot. By the end of the Battle Spot Double Season 12, people started using Sap Sipper Azumarill so now I'd pair Breloom with Salamence, or have Thundurus in the back who can deal deal with both Pokemon. 










Thundurus @ Sitrus Berry  
Ability: Prankster  
Level: 50  
EVs: 252 HP / 160 Def  / 28 SpD / 68 Spe  
Bold Nature  
IVs: 0 Atk / 30 Def  
- Thunderbolt  
- Thunder Wave  
- Swagger  / HP Ice
- Protect  

Milestones:
-EV Spread is based on Thundurus having 30 in Def. 
-Max speed to outspeed Smeargle 
-Takes a Double Edge from Mega Kangaskhan (Jolly)
-Landorus-T's Rock Slide is a 3HKO with Sitrus Berry 

Throughout the year, Thundurus has been a "necessary evil" on most of my teams given how powerful it is with Prankster Thunder Wave, Swagger, Taunt, etc. For this moveset, Thundurus only has Thunderbolt as its main attacking option while I did switch between either HP Ice and Swagger since Landorus-T can be annoying for this team. Again I wanted Thundurus to spread as much paralysis against faster Pokemon given my team is still considerably slow to middling speed. Swagger I'll admit has been my safe-net in case something "goes wrong" and we need to get ourselves out of the negative odds. There is a stigma with Swagger given that its mainly used to either ensure special attackers don't attack as often, or hope to whoever +3 Kangaskhan faints itself. I will say relying on Swagger immediately against physical attackers is risky given you've just powered up a Kangaskhan or Landorus-T to +2 and both have 50/50 odds of OHKOing something, which is still great odds. Personally, Swagger isn't broken as one might think in doubles as the opponent can either switch out or have an item like Lum Berry to take the Swagger. Many battles I have to assume that Swagger won't work and I've only used it as a supplement like pairing it with Thunder Wave. Yes it sound like a dick move to paraconfusion someone, but I'm reducing the chance for them to be immobile (either from paralysis or confusion) for the rest of the at least one turn. In the end, Thundurus has been a great asset in buying almost pseudo free turns while maintaining speed control. 









Aegislash @ Leftovers  
Ability: Stance Change  
Level: 50  
EVs: 236 HP / 12 Def / 92 SpA / 100 SpD / 68 Spe  
Modest Nature  
IVs: 0 Atk  
- Shadow Ball  
- Flash Cannon  
- Substitute  
- King's Shield  

Milestones:
-Same set from Kang + Volc team

I'm not going to discuss this Aegslash set for the team since it kinda obvious Aegislash is my Substitute attacker with STAB Shadow Ball and Flash Cannon to hits their intended targets. One thing I'll say is Aegislash has a better chance at stall out matches against opposing Kangaskhan provided I've burnt it with Entei so and about like 4 battles have come down to this scenario.  One thing I'll say is drawing Aegislash on the field will often force them to bring a response to it like their Fire-type/Ground-type Pokemon ( i.e Heatran, Landorus-T, Blaziken, Tyranitar, etc).  Azumarill pairs well in these situations for Aegislash as my opponent usually has to deal with the Azu first but might give Aegislash a free Substitute.  Given Aegislash massive defense stats and a plethora of resistances/immunities, it only becomes harder to take downe when anyone factors in all the potential burns, attack drops (Intimidate), or Snarls for either Mega Salmence or Entei.  Aegislash is honestly been the most consistent member of the team to day and likely will find itself in some of my new VGC 2016 teams. 




Highest Record with this Team 


(With my OR Cartidge) 



Final Thoughts/Conclusion

So there you have it, my last serious VGC 2015 / Battle Spot Doubles team I'll use in awhile. If there was one thing I've purposely disregarded in the article, its the lack or no mentions of any of the "No-Pentagon" exclusive Pokemon Aka Sheer Force Landorus, Defiant Thundurus, or Seismic Toss Kang. If anything, I didn't encounter any of those teams until I reached the 1800 on a couple occasion until I stopped around 1810.Of the all the exclusive No Pentagon Pokemon, Defiant Thundurus and Eruption Heatran are the most concerning, however I've only encountered them as I laddered with my Alpha Sapphire team. Well as stated earlier, I'm probably going to give sorta a review of my time with the VGC 2015 and Battle Spot Doubles formats around January regarding how I felt about the year. This team might be revisited, but only for any somewhat grassroot/unofficial tourney using Battle Spot Doubles rules since I could have made some improvements here and there, but as stated multiple times I'd rather focus on VGC 2016. If there is time, I might even go to the local Anaheim Regionals to see how I fare against other people, though I want to prepare as much as possible. 

Well I guess I'll leave this one last note... have a great 2016 year!

Tuesday, October 27, 2015

Be Afraid of Your Shadow: A Top 10 U.S Battle Spot Team (Season 10)

Admission & Prelude

I'm gonna be blunt and say the following team reports (including an upcoming one) aren't necessary mine at all (both my "Trap" and "Sand-Room") but taken from a Japanese player by who goes by the name of either Myan or Myon (みょん)  . These two teams are arguably some of the most fun teams I've had the pleasure of using on Battle Spot Doubles from late June to early September. I did happen to battle this player 3 times as he used each of the original variation to what I'm about to post in the upcoming thread. Pretty much owe my successful runs on Battle Spot to Myon.  So without further ado, here's one of those teams.

Background

Around mid-June, I was laddering on the Battle Spot ladder using my old Mega Metagross team and I encountered a particular Japanese team consistent of the following Pokemon: Gengar, Mamoswine, Raikou, Breloom, Gyarados, and Hydreigon. Aside from maybe the Gengar (which I correctly called it as the Mega initially) this team wasn't composed of the more common Pokemon like Landorus-T, Aegislash, Mega Kangaskhan,Thundurus, Sylveon, Amoonguss, etc. To me it looked like a rag tag team but I recalled this guy had a 1870+ rating on Battle Spot so I felt it was some kind of elaborate Perish Trap team. In my first encounter with this team, I used Mega Metagross and Thundurus as he lead with Mamoswine and Gengar. Myon went on a hard read that I'd protect with Metagross and as he double targets Thundurus with both his Pokemon. To his dismay, he actually misses the Icicle Crash on Thundurus and Mega Metagross KOs the Mega Gengar immediately. Pretty much after a couple of turns, he forfeits realizing Mega Gengar was his key win condition and should have prioritize on Mega Metagross instead. The following day I encounter him around the a rating of 1890+ just close to 1900. This time the battle goes poorly on my part as his Mega Gengar goes for a Will-O-Wisp while Mamoswine KOs my Thundurus. Honestly I felt this time he'd protect Mega Gengar but instead goes for a nice counter to my aggressive play and should have recognized it. I send out Hydreigon to setup Tailwind as he switches to Gyarados for Mamoswine and Thunder Wave my dragon the following turn. At this point, I have a paralyzed Hydreigon and a -1 burned Mega Metagross that couldn't do anything else but activate Gyarados's Sitrus Berry item but the match was decided there.

Despite losing to Myon (みょん)  rightfully so in the second battle, there was just something about the team I wanted to work on immediately. The team itself has a somewhat hyper offensive mode reliant upon both Mega Gengar's trapping ability: Shadow Tag to disallow the opponent of making any optimal switch outs and disruption by using certain teammates. Again I don't know the full extend of how his team works out but I was able to get a rating of 1905 with the same team while he was around 1960+ before he probably reset his rating or something. Here's the proof of my Top 10 in the US; for those who want a "clearer" image  just check the Pokemon Global Link and change the current season to season 10.



Prior to Mid-June 2015, I never used or considered Mega Gengar as a viable Mega Evolution in the VGC 2015 format because of the "gimmicks" associates with it. Of course, some of these ideas were based on what some might call "best of one" strategies such as Perish Trap, Encore-Disable, or Fake Tears offense. Yes I'm well aware of others such as P3DS or Wolfey have used before me, both I wanted to actually work for my win and not just rely on 33% double protect chances or losing Mega Gengar prematurely. I'm not criticizing Perish Trap as a viable VGC strategy as its one of the most difficult  to pull off, but its just the reliance of stalling out for 3 turns is what doesn't appeal to me...yet.  Other teams I've used successfully on the ladder were my Mega Scizor Heavy Rain (Peaked at 1884) or Mega Metagross Hyper Offense (Peaked at 1865) team. Not going to lie but I pretty much started using the new Mega Gengar Trap team on the middle ladder (1690+) and continued on a 24-2 (not counting 3 "communication failed" battles were my internet craps out though no rating drops) run to reach to 1905. Those two losses were mostly due to how reliant status ailments are (aka Will-O-Miss) and skewed crits can mean defeat almost immediately. The rest of my wins were based on my opponent bringing what I'd expect and knowing when to let go of Mega Gengar while maintaining my other win conditions.


Recreating the Team
(Note: I'm going to explain all of this in depth later)



The team core started with these three Pokemon in particular: Gengar, Mamoswine, and Gyarados. Essentially I reasoned the goal for Mega Gengar wasn't to setup any "Perish Trapp" mode, rather to help key teams like Mamoswine and Gyarados do their particular role. Mega Gengar + Mamoswine is a great response against the Double Genie as Mamoswine can OHKO most Landorus-Therian and Thundurus-Incarnate by using Icicle Crash. Finally this Gyarados functions as a defensive pivot against most physical targets and even functions similar to Thundurus by using Thunder Wave and Taunt against key targets while spamming Waterfall for the potential paraflinch. Funny enough usually my opponents would bring Pokemon what are meant to handle Mega Gyarados like Thundurus and Amoonguss, however once they realize I'm using Mega Gengar its too late as Mamoswine or Gyarados can neutralize these targets immediately. 



The core was still weak to opposing Ghost-/Psychic-/Water-types like Aegislash, Cresselia and even strong rain teams who are all capable of taking out the original three. For Rain teams, Assault Vest Snarl Raikou was a decent answer as Gyarados can paralyze them while Mega Gengar forces them in with Shadow Tag. Hydreigon is another Pokemon I've actually used extensively for almost 5 months at the time and I almost always had one on a team. This time Hydreigon acted as my main check to Bisharp, Aegislash, Cresselia opposing Ghosts, and even my own secondary speed control by acting as the main Tailwind setter just for weather teams.


My only main concern with this team was maintaining "insurance" against opposing Water-types (Milotic, Suicune, Rotom-W, Swampert), Rock-/Steel types (Aegislash, Bisharp, Tyranitar, Exadrill), Dark type Pokemon (Hydreigon, Scrafty, Tyranitar, Krookodile, Greninja) and even Mega Kangaskhan. Breloom was the last Pokemon for this team since it can deal with all these after-mentioned threats (kinda like a poorly used duck-tape) since it has priority Mach Punch which the team lacked to beat Mega Kang/T-Tar/Driller, Bullet Seed to beat Water-types, and Spore to put things to sleep. Though I've only used it lately. Mega Gengar + Breloom is a strong lead as I'm able to put something to sleep as Mega Gengar traps the sleeping Pokemon. Now that I've discuss the main team building element, its time to discuss the Pokemon individual roles.


The Team











Gengar-Mega @ Gengarite  
Ability: Shadow Tag  
Level: 50  
EVs: 92 HP / 164 SpA / 252 Spe  
Timid Nature  
- Shadow Ball  
- Sludge Bomb  
- Will-O-Wisp  
- Protect  

Milestones:
-Max Speed to outspeed base 108 before Mega Evolving
-2HKOs Sylveon, Mega Salamence, Mega Gardevoir, Aegislash, Amoonguss (on a roll), etc with the appropriate moves. 
-Will-O-Wisp give Mega Gengar vital "defensive achievements" without sacrificing speed or SpA
-Sludge Bomb has a 99.6% chance to 2HKO Mega Kangaskhan aside from the the potential poison/crit damage (MAJOR MILESTONE)
-Dumped the rest of the EVs in HP. 



Without question, Mega Gengar is the very nucleus of the team thanks to IMO the best utility-based ability in the game: Shadow Tag. Here's a quick summary of how Shadow Tag works, Mega Gengar is able to trap most Pokemon from switching out aside from Ghost types so that I can break down opposing teams with the appropriate Pokemon. Though it would be wise to add "bulk" into Mega Gengar, I felt that base 110 and 130 speed was a benchmark too important to pass up since Gengar can still outspeed base 108 Pokemon like Terrakion. Aside from the speed investment, the only notable achievement I wanted out of Mega Gengar is to 2HKO 4 HP Mega Kangaskhan nearly most of the time if in case it becomes a problem even if I'd went for Will-O-Wisp against it. Speaking of the status ailment, Will-O-Wisp allows Mega Gengar to burn crucial target especially physical attackers so they are trapped in without being a major threat to my team. Shadow Ball and Sludge Bomb round out Mega Gengar's attacking options as Shadow Ball can inflict heavy damage against most team like Mega Metagross or Aegislash while Sludge Bomb 2HKOs most Fairy-types like Mega Gardevoir or Sylveon. Protect is an important move in of itself as it allows Mega Gengar to survive another turn while keeping the opposing side trapped in.

The key for this team's success to to maintain Mega Gengar long enough so that its outlived its usefulness once the opposing side has about 2 Pokemon left, or if  any Fairy-, Ghost-, or Psychic-types are around. Of course there is an element of surprise using this team since people usually don't expect a Mega Gengar without either a Liepard or Perish Trap like team. Once Mega Gengar has Mega Evolved, its mostly up to the rest of teammates below to disrupt/snipe key targets.










Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Rock Slide
- Superpower

Milestones:
-Outspeeds Adamant Scarf Landorus-T
-Can Still OHKO Landorus-T and Mega Salamence (on a roll) with Icicle Crash.
-Speed reaches up to 217 speed with Scarf

Mamoswine is the definition of "anti-meta" if you want something to KO Landorus-T and Thundurus most of the time. With Mamoswine being part Ground-type, it cannot get paralyzed by Thundurus so it can function as a great Scarfer to KO key targets. For instance, with Mega Gengar being vulnerable to any STAB Earthquake from Landorus-T, Mamoswine's job is designated to eliminate any of these flying tigers (or whatever you'd like to call it) with a quad super effective Icicle Crash. Mamoswine is even  great pick against most Mega Salamence teams especially against "Japan Sand" as it can KO most of team archetype with its coverage options. Again Icicle Crash is meant for any Landorus-T, Zapdos, Thundurus, Amoonguss, Hydreigon, and Mega Salamence as most of these targets have a chance of being OHKO. STAB Earthquake is another fine option Mamoswine has to beat most Fire, Rock, Steel, Poison, and Electric types like Heatran, Raichu, Bisharp, Tyranitar, and even opposing Mega Gengar. Rock Slide is meant for Fire-/Flying-types like Mega Charizard Y, Thundurus, Zapdos, Volcarona, Mega Salamence, Gyarados, etc. Though I did have Ice Shard for a couple battles early one, I'd eventually opted for Superpower as another means to OHKO Mega Kangaskhan and, more specifically Mega Tyranitar if I ever encounter it since a Dragon Dance variant is an threat to the whole team.











Gyarados @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 44 Atk / 92 Def / 44 SpD / 76 Spe
Impish Nature
- Waterfall
- Taunt
- Thunder Wave
- Protect

Milestones:
-Jolly Mega Kangaskhan's -1 Double Edge is a 3HKO factoring Intimidate.
-Terrakion's -1 Rock Slide has a near 100% to 4HKO Gyarados.
-Intimidated Gyarados can still 2HKO 4 HP Landorus-T
-Choice Specs Sylveon's Hyper Voice only 3HKOs.
-Survives a Specs Draco Meteor from Hydreigon.


Anyone use to either a Dragon Dance Gyarados, or even expected a Mega Gyarados might be surprised to see this rather unusual set instead. Without question, defensive Gyarados has been the main defensive backbone of the team aside from Mega Gengar due to its Water/Flying-typing and intimidate ability. Since most of the team doesn't have any form of Defense EVs in their spreads, Gyarados's tasked to act as a pivot while spreading Intimidate drops on the opposing side. Coupled with Mega Gengar's Will-O-Wisp, Gyarados can surprisingly help neuter most physical attackers as they are render near useless while being unable to switch out due to Shadow Tag. Taunt is a tech option to shut down any Amoonguss, Cresselia, or any otherd from going for their support options. Since most people expected Gyarados to be either the Mega or a Dragon Dance variant, they would attempt often send in their support Pokemon (aka Amoonguss) and leave it exposed for a Taunt. For sure this has caught many players off by surprised and coupled with Mega Gengar's trap ability, they are rendered near useless throughout much of the battle (or 3 turns).

Thunder Wave is the team's primary speed control method considering Defensive Gyarados has the bulk to live and paralyze most of the top Megas in the game (Kangaskhan, Charizard Salamence, Gardevor, etc). Waterfall is Gyarados only STAB option but paired with Thunder Wave this combination of paraflinching can oftentimes sway a battle into my favor by getting free turns. Despite the lack of attack investement, Gyarados has enough power to 2HKO most Landorus-T and 4 HP Landorus-T if intimidated. In all, most of my victories would have been posssible without Gyarados acting as the defensive anchor of the team.










Raikou @ Assault Vest
Ability: Pressure
Level: 50
EVs: 12 HP / 252 SpA / 244 Spe
IVs: 22 Atk / 30 Def
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
- Snarl

Milestones:
- 2HKOes most Milotic/Politoed/Charizard Y variants without SpD investment or Sitrus Berry
- 252 SpA Modest Choice Specs Sylveon has a 10.2% chance to 2HKO with Hyper Voice.
- 252 SpA Aegislash's Shadow Ball can only 3HKO.
- Slightly cut speed investment to outrun Serperior (Rare but Potent Threat)

While Gyarados handles physical attackers, Assault Vest Snarl Raikou acts as the team's semi-special wall and primary counter to Thundurus (aside from Swagger variants of course). It was imperative to find a Pokemon who can actually stand up against the dominate thunder genie while dealing with a vast majority of Water/Flying type Pokemon.  Thunderbolt was Raikou's main STAB of choice...well I guess anyone would have guessed it so the pure Electric-type tiger can rip against Water and Flying type Pokemon with ease. HP Ice is a vital coverage option most Electric-types tend to carry to hit Dragon-, Ground-, Grass-, and Flying-types, specifically Landorus-T and Mega Salamence for considerable damage. Snarl is the crux of this Assault Vest Raikou set as it allows my team to effectively disrupt the damaging power of the opposing two special attacking Pokemon by one stage while giving the team vital momentum to quickly dispatch the weaken threats. Raikou in tandem with Gyarados is often used together when dealing with either rain/sun-based teams since most of these Pokemon are weak to STAB Thunderbolt or are vulnerable to Snarl spam.  Here's the thing, I never consider Snarling the intended special attackers no more than 2 times due to the possibility that my opponent can land a critical hit which can really hamper the team effort.

As mentioned now and in any Raikou set, the classic "boltbeam" combo of Thunderbolt and HP Ice was used to deal with a wide variety of threats, including both Thundurus and Landorus-T... though I'd need to make sure Raikou isn't face-to-face with a Scarf variant. Funny enough, Pressure has been a far reliable ability than I could image for this same reason its one of the many which goes on a particular order based on speed. Since most Scarf  Landorus-T's are either built to outspeed Mega Salamence or Mega Gengar, this will give me invaluable information determining indeed if Landorus-T is Choice Scarf, or holding a different item. Extrasensory was opted over Shadow Ball since I still needed coverage against the following Pokemon who can  beat this team: Amoonguss, Gengar, Nidoking/Queen, Mega Venusaur, Terrakion, Conkeldurr, Blaziken, etc.











Hydreigon @ Life Orb
Ability: Levitate
Level: 50
EVs: 16 HP / 4 Def / 236 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- Tailwind

Milestones:
-Outspeed Base 95 speed tier
-Idealized HP Number so Life Orb recoil does less damage
-Can KO Excadrill (on a Roll or with prior LO Recoil), Bisharp, Heatran, Blaziken, etc with Earth Power.
-2HKOs most Cresselia/Aegislash using Dark Pulse
-OHKOs 4 HP Mega Metagross with Dark Pulse

As the team was still weak against Cresselia/Aegislash while maintain "speed control", I decided then to use the same Hydreigon set I'd used to reach 1865 on Battle Spot, except this time its EVs wasn't as "restricted" as before. Without question Hydreigon was often paired to fight opposing weather teams since it has access to one particular move few ran until more recently when Lagos popularized it: Tailwind. Just thinking back to why I'd started using Tailwind Hydreigon, there were times in which I have Hydreigon and it can easily scare off the opposing team by either protecting to scout the potential set, or switch out to a favorable matchup. With Tailwind, I now have a method of punishing most opposing switch outs/protect scouting while still maintaining offensive pressure with Hydreigon. By doubling the speed now, my team can potentially overrun most weather-based teams with their offensive proneness as Hydreigon takes point.

Even without Choice Specs, Life Orb Draco Meteor still hits rather hard against most targets while OHKOing Mega Salamence, opposing Hydreigon (without Haban Berry), 4 HP Landorus-T, etc. Again I'd like to reiterate that Draco Meteor though strong, isn't the most used attack as this Hydreigon is meant to be an all-out attacker and any Special Attack drops will hinder its mid-late game value. Dark Pulse is the preferred attack against most targets due to how strong Dark-type is against the rest of the type chart while the extra chance to flinch can be beneficial at time. Earth Power was chosen over Protect for three reasons: 1) Fire/Steel types were still rather threatening, I don't have an answer to Bisharp aside from Breloom, and 3) to act as a "suicide" lead.  Pretty much the idea of Tailwind Hydreigon is to setup Tailwind for the team ASAP, do as much meaning full damage as possible, and go down as another Pokemon like Breloom or Raikou can finish the job. If Hydreion manages to KO its intended targets while impedes against the opponent's plan then its has done its job and go down. (PS: Life Orb kinda helps Hydreigon achieve this role as well).










Breloom @ Focus Sash
Ability: Technician
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Protect


Milestones:
-Standard Breloom set.
-KOs 4 HP Scarf Tyranitar with Technician Mach Punch
-Can 2HKO Milotic, Rotom-W, and Suicune with Bullet Seed.
-Guess that's it...

I guess I should explain Breloom even though people figure reason why its on this team.With the last five Pokemon in placed, I'd figured that Breloom's tasked to beat out any potential Water-types, Dark-types, and put anything to sleep with Spore. Despite being the least and quite often most replaced member of the team, Breloom was definitely able to pull its weight when I need it to take out either a Bisharp, a Milotic, stop Trick Room, or even finish off any target with its priority Mach Punch. Breloom was an vital asset against Mega Swampert rain teams and even sand in general as it can 2HKO most targets with either a Bullet Seed, Mach Punch or at the very minimum put the target to sleep. Breloom can also handle most Azumarill-Amoonguss archetypes as it can easily puts the aquatic rabbit to sleep so it can't Belly Drum. 





Other Pokemon I've Tried Out
(In place of Breloom)









Ferrothorn @ Leftovers / Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 148 Atk / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Milestones:
-Level 51's Ferrothorn
- Survives a STAB Close Combat from Terrakion

Standard Ferrothorn set based on the one Level 51 used. Pretty much the replacement Grass-type for Breloom when I don't feel like using it. What I like about Ferrothorn unlike Breloom was the fact its able to beat most Rain/Sand teams almost by itself in addition stall out the opponent with Leech Seeds. Gyro Ball and Power Whip are Ferrothorn's main STAB to hit most Pokemon hard especially with Gyro Ball. The only problem with using Ferrothorn is that my weakness to Blaziken/Bisharp and opposing Fire-types are magnified.  Its still a good Pokemon to handle Double Genie by itself but can really slow the team down especially if it cannot pick up the KOs quickly enough.








Arcanine @ Safety Goggles
Ability: Intimidate
Level: 50
EVs: 208 HP / 156 Def / 36 SpA / 28 SpD / 84 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Snarl
- Will-O-Wisp
- Morning Sun

Milestones:
-Speed creep against Jolly Tyranitar and Bisharp without Scarf.
-KOs Bisharp and Breloom with Flamethrower.
-2HKOs most Amoonguss sets.
-100 SpA Suicune's Scald becomes a 3HKO.

This Arcanine set...wasn't well thought out honestly since I'd just looked around for a defensive set and only found from a NB article. Originally I felt that Ferrothorn wasn't doing its job as a damage mitigater well so I've decided that another pivot switch Pokemon was in order. At the same time I felt that Gardvoir-Amoongus teams will rise after the dominating performance it received at US Nationals so I felt the team needed a Pokemon who can beat these two while recovering off HP. Flamethrower and Snarl are Arcanine's main attacking options though Flamethrower was for targets not named Heatran while Snarl was designated for special attacker. Arcanine is also the team's second Will-O-Wisp user to alleviate Mega Gengar and the second Intimidate user so I'm sure as well will see Bisharp or Milotic make an appearance. Safety Goggles Arcanine was another check for Sun teams with Charizard Y and Venusaur since it can Snarl both targets while the Fire-type can't get put to sleep by Venusaur with Sleep Powder.


Leads

About 70% of the time, my leads for this team is Mega Gengar + either Mamoswine, Breloom, or Gyarados dependent of the opposing team. If its standard CHALK without Thundurus, then I might just lead with Gengar + Gyarados to get an Intimidate on either Kangaskhan/Landorus-T while threatening Heatran/Landorus-T for a 2HKO. If Thundurus is on the opposing team, Mamoswine is almost an "auto-lead" especially if they have Landorus-T/Heatran/Mega Salamence as a well. The times I've used Azumarill/Mega Gardevoir/Amoonguss or Kang + Milotic/Bisharp is when I bring Breloom since its able to bypass redirection, put something to sleep, or threaten with a super effective hit. For most Trick Room based teams, I use Mega Gengar with either Gyarados with Taunt or Spore from Breloom to stop the potential setup (though I'll explain why this isn't full-proof in the threats section). If I do lead with Raikou (about 10% of the time with Mega Gengar) if my opponents has a predominate special attackers (about 3+ depending on the team). 

The other 20% of the time (the only time I might not lead with Mega Gengar) is when I encounter  weather-based teams in which Hydreigon/Raikou are my main options for Sun/Rain while Gyarados/Hydreigon is a common lead for most sand-based teams. Most weather teams have a teammate who's reliant of their respective field conditions/abilities to double their speed which is why Thunder Wave Gyarados or Tailwind Hydreigon will see action. Speaking of Hydreigon, its probably my most important win-condition to keep around considering the Tailwind boost will allow the rest the teammates to outspeed the foe to maintain offensive momentum within the next three turns. 


Threats

Of course with such a highly rated team comes some notable flaws in the teambuilding as well as matchups that might be slightly difficult to beat. Here's a list of the top 10 threats for this team I've rounded out for this team report. 

Blaziken + Bisharp


This matchup is honestly the most difficult to face off against considering the fact I'm using an offensive team myself only except it requires the use of stat-reducing strategies (which Bisharp deters), use of two Dark-type/Ice-type Pokemon for speed control (which Blaziken decimates both Mamoswine/Hydreigon), and all 6 of my Pokemon cannot take the combination of Fire/Dark/Steel/Fighting coverage these threats have. The main reasons why I'd even place this so high up on the list compared with anything else is because it all depends on the leads as well as which Pokemon is going to attack/protect on each turn. Hydreigon can setup Tailwind as it threatens both Bisharp and Blaziken with a Life Orb Earth Power, though if my opponent reads this they can easily KO Hydreigon with Superpower. All that Mega Gengar can do against is fire off a Will-O-Wisp to burn Bisharp, or trap either so that Breloom or Raikou can  knock out either or. Even if I setup Tailwind as my opponent protects Blaziken, there's an extreme likelyhood they go for the 33% double protect ( heck even triple protect ) so Bisharp has a straight shot at Mega Gengar. Focus Sash Breloom can put either Bisharp/ Blaziken to sleep though again it comes down to calling who's going to protect at the cost of its item at times. Defensive Gyarados easily no doubt is a hard counter to Blaziken, though if it still has Rock Slide or if Bisharp is still around I'd risk giving the Dark-/Steel-type the Defiant boost.


Competitive/Defiant Users


Bisharp, Milotic, Braviary, and other users like Wigglytuff and Primape (though not much these two in particular) can threaten easily threaten the team archtype since it forces me to reconsidering not bringing defensive Gyarados. Oftentimes this forces me to play hyper-offensive with the team and be reliant that Mega Gengar can stick around as long as possible without being KOed. Breloom and Raikou are my main answers in knocking out either Bisharp and especially Milotic who can easily spam Icy Wind to slow down my rather fast team. 


Mega Kangaskhan


Anyone might be wondering why Mega Kangaskhan is on the list when I claim to have "answers" for it? Well the problem with relying on Will-O-Miss and Intimidate spam is practically the reason why anyone would bring Mega Kangaskhan as they can easily patch this up by having a redirection partner to avoid burns, a Intimidate deter like Bisharp/Milotic to stop Gyarados from switching in so often, and Power-Up Punch to regain their "regular" offensive power back. Again this team's reliance on neutering Kang's attacking power than just start off killing it is the reason why I have Pokemon who are able to 2HKO the standard variant.


Transform Smeargle / Some DV Archtypes like Assist Void


Transform Smeargle with Dark Void is an near auto-loss for the team as I'm extremely reliant upon either Breloom, Hydreigon, Mamoswine, or Raikou to deal with Khan-Artist. Fake Out support from Mega Kangaskhan is almost guaranteed with their team archetype as it can flinch either of my Pokemon for reasonable damage. Again all I can hope against facing Dark Void teams is hope that either Dark Void misses on someone or if my opponent goes for an attack with Kangaskhan instead as Smeargle DVs ; both scenarios are unlikely. I specifically mentioned Transform Smeargle as it can easily turn into a copy of my own Mega Gengar and my opponent now has two powerful Mega Evolutions. This time, all the opponent has to do is trap my own Pokemon while its partner takes out the rest of my team.


Latios/Latios/Hydreigon (Dragon-types)


Again so what do all three of these Pokemon have in common? Well all of them can KO Mega Gengar, have free pass to fire a neutral Draco Meteor, or even Tailwind to maintain speed control. The Lati Twins are the most concerning as they have a fast base 110 speed in which my opponent can go for a speed tie when targeting Mega Gengar, and have enough coverage to threaten most of my team. Hydreigon is surprisingly more concerning for me since I typically don't know if it outspeeds my own so I always have to play with caution. Now here's the reason why they aren't higher on this list: Raikou + Shadow Tag . If my opponent inadvertently fires a Draco Meteor as say my AV Raikou used Snarl (best checks to either), not only will their special Dragon-type receive a -1 from Snarl but an additional -2 from Draco Meteor. Now their special Dragon-type is reduced to -3 and can't switch out now due to Mega Gengar being on the field as I prioritize on the other target. Raikou can continue to Snarl or even while all they can hope for a critical hit Draco Meteor. Once the Dragon-type is low enough, I'd immediately remove it from battle, though I'd usually wait until it cannot switch out anymore by taking out two other opposing Pokemon.


Safety Goggles / Redirection / Fake Out Trick Room

While I haven't battle too many Trick Room based teams as often during my 7th place run, their intermediate hyper offense during those 4 turns can be extremely threatening if I don't bring the right Pokemon. Mega Gengar can easily trap most Trick Room setters though they might have Ghost types like Aegislash, Dusclops, Sableye, even Gengar to threaten my own Ghost-type. Pretty much Mega Gengar has to inflict as much damage on the Trick Room setter like Cresselia while Gyarados attempts to get off a Taunt so the field condition is denied. Breloom is another threat to most Trick Room teams as I can potentially spore the target so either Mega Gengar or Breloom have another turn to KO it.

However since this isn't a perfect world, Trick Room will come some form of support like Safety Goggles Cress, Fake Out Kang/Scafty/etc, or redirection from Amoonguss. The way this team handles most Trick Room teams is Mega Gengar deal optimal damage (or burn Mega Kang), and protect it as long as possible (not spamming consecutive protects btw). To expand on that last point, Shadow Tag denies most TR teams of their main offense (unless its Mega Gardevoir TR) so my opponent has to lead with their most hyper offensive teammates. Cresselia moderately threatening however not offensively capable enough to carry its team in a TR offense. The main concern would be the TR user's partner. If my opponent leads with Gardevoir or Amoonguss, I may counter with Gengar or Gyarados/Breloom (last part dependent on the team). If my opponent leads with Cresselia/Heatran, usually  Mega Gengar/Gyarados are my best leads.

In essence, this team relies on the either Mega Gengar/Gyarados/Breloom to prevent a potential Trick Room with their scare crow-like presence (STAB Shadow Ball/Spore) or a  surprise Taunt. If my opponent does happen to setup TR then the objective would be to stall it out with Gyarados and Mega Gengar taking the brunt of the offense which isn't too great. That's why I started exploring other Pokemon like Ferrothorn or defensive Arcanine who can also take incoming attacks in Trick Room so Mega Gengar can stick around longer.


PuP Mega Kang / DD Mega Mence with either Competitive/Defiant


This matchup  I really don't look forward facing off as I realize this strategy cuts off Gyarados completely. Basically I'm either forced to face a Mega Kangaskhan/ Mence with either respective setup while I can't use Gyarados (or Arcanine later on) to beat these teams since this will risk giving either Bisharp or Milotic a +1/+2 in their respective attacking stats. For Mega Kang + Bisharp/Milotic, Mega Gengar and Breloom were usually my main answer since Gengar traps both of them in and threatens with a Will-O-Wisp burns while Breloom either threatens with a super effective Mach Punch or Spore. Mega Salamence with Dragon Dance is much more threatening IMO since after +1 it can easily 2HKO or even KO majority of my team with the Flying STAB Aerilate + Earthquake. 


Sylveon or Mega Gardevoir


The only reason why I'd mentioned these two is because my only answers are Mega Gengar and AV Raikou with Snarl since the rest of my team isn't resistant to a Pixilate Hyper Voice. Sylveon isn't as threatening since its slow however Mega Gardevoir is a threat in of itself as it can either go for a Psychic STAB on Mega Gengar, spam Hyper Voice for significant spread damage, or even Trick Room to allow its slower Pokemon to move first. My method of dealing with these two are Mega Gengar + Gyarados/Breloom since Gyarados has access to Taunt so it can shut down Amoonguss (a popular partner for Mega Gardevoir) or even paralyze Gardevoir with Thunder Wave. Breloom can easily bypass Rage Powder from Amoonguss, can live one hit from Mega Gardevoir with with Focus Sash to either Spore or KO with Bullet Seed. One thing to note is 164 SpA Mega Gengar can easily do about 70% to Sylveon (assuming 232 HP) and 78% to Mega Gardevoir. This isn't factoring the additional 30% chance of the 1/8th poison damage it can get so any of my Pokemon can take them out with a neutral STAB. 


Redirection


Though Taunt Gyrardos is usually my main answer to neutralize a redirection user like Amoonguss, Volcarona, Clefable, Clefairy, Togekiss etc are still rather annoying to face in battle. All they really need is a two turns like one to call the Taunt from Gyarados or Gengar (since lead Gengar usually carries it and suspect I have one) or the second turn. Once Taunted (and trapped), they are pretty much rendered useless for the next few turns. 


Swagger


Last but not least, Swagger. If my opponent is desperate (say Thundurus Vs. Mamoswine) and wants to win the battle based on a 45% confusion hit (factoring the 10% chance to miss). If I hit myself, it gives my opponent an opportunity, though depends on the circumstances of the match, but if my Pokemon gets past confusion, then it depends on who got swaggered. Mega Gengar, Raikou, or Hydreigon will attempt to take out the Swagger user immediately, though if Breloom, Gyarados, or especially Mamoswine get through then its likely they'll take out Thundurus or OHKO a different target.  Course my opponent can easily get a the free confusion turn and proceed to use this as a momentum shift in their favor.



Second Proof of Peak

Just in case anyone wants physical proof.


Closing Thoughts


So we finally got to the best part of the post...the end! Sure this team never won anything like a tourney but honestly it was one of the most fun teams I've used. Though I admit this team was just a rip off of another talented Japanese player (みょん myon7314) who can sure as hell beat my ass anytime of the day, I guess emulation is a good start to team building especially when you don't have the actually source of the team to work with (like a blog post). If there happens to be a blog post about the original team then I'll give credit where it's due. Well that's about so hopefully I'll make another team report soon. As always thanks for reading.