Showing posts with label Cresselia. Show all posts
Showing posts with label Cresselia. Show all posts

Wednesday, September 23, 2015

Experimental Teams: Revisiting 1st VGC Team





Prelude

So... after a full month battling hiatus on Pokemon Showdown, I've decided to get up, go on my laptop and just ladder (though the first two steps is exactly the same to access my website). The only reason why I went on Showdown FIRST before going on Battle Spot is 1) I don't want to mess with the results of my Gravity team (yet), and 2) the Battle Spot Meta allows non pentagon Pokemon so I've yet to make a VGC 2015 that can handle non pentagon stuff.   Honestly, I really didn't have a team in mind to use on Showdown, despite me having like 150+ complete teams I've made for myself and for other people for VGC lately. Currently this is the post Worlds/NB Invitational  metagame so I expected Chalk teams to rise drastically in usage following its successes in both formats. Last Saturday the 12th, I ladder with my latest Mega Char Y team just for a bit, however it was against lower ladder stuff. Since the old Battle Spot Doubles ladder was gonna be separated with following the changes made in the official ladder, I've decided to wait a bit until the new ladder was running.

Eventually after some thought, I decided Mega Salamence was a great Mega Evolution (not named Mega Kangaskhan) to begin laddering with. Didn't feel like using my 2nd Place Mega Salamence team since it has a poor matchup against Thundurus and Heatran which both have risen in usage. Since I didn't have any ideas, I thought it be better off to revisit rather "successful" teams in the past and just begin from there.


If anyone knows these 6 particular Pokemon formed the basis of my first VGC team made for the earlier 2015 format in December (the ruleset was just announced at the time) and still the most thought-out IMO. Back then, I wanted to try out a team which not only have great synergy with each other, but at the same time can initiate / maintain offense with their bulk. Well I sorta just described "bulky offense" but that's what its is. The highest I got with this team was around the top 30 on Showdown before I tilted back down. Despite some small setbacks, this same team (just replace Mega Salamence with Mega Kangaskhan) has won me my first subscriber tourney in December 27th and a back to back small online forum tourneys in January which motivated me to continuing to battle more. 

Honestly I only stopped using this team back in late April because I felt "bored" of using the same Pokemon and I wanted to expose myself to as many playstyles as possible. Funny enough Mega Salamence was used more for this team during online laddering, yet Mega Kangaskhan was my primary Mega of choice during tourneys since I wasn't sure about running mixed on Mega Salamence before I started seeing it with Tyranitar and Excadrill back in April. For a time, I decided to drop the team and make others since maybe after some metagame shifts / changes I'll have some ideas to improve this team. Right now here's a version of the first team.


The Current Team



Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 244 HP / 4 Def / 36 SpA / 60 SpD / 164 Spe
Calm Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Electroweb

Very long rant/thoughts about this peculiar Pokemon

OK not gonna lie, but admit it, we all have a weird love-hate relationship with the washing machine just for several reasons. Rotom-W is arguably the best Rotom-form in the game without question with only one type weakness to Grass, except maybe a  host of other stuff like Mold Breaker, Freeze-Dry, Gravity + Ground attack, and....ok I'll stop since you kinda have to hit Wash Rotom as hard as possible. That last part has truth to it since all Rotom-formes have a poor base stat of just about 50 with an overall defenses of 107/107. Though anyone might think it those high defense stats help, it only makes Rotom subpar defensively as it needs either Sitrus Berry, Leftovers, or heck even Pain Split (something normally seen in singles), to makeup its defensive prowess. Inaccurate moves are an absolute pain in the ass since I hate having to rely on Will-O-Wisp and even Hydro Pump to hit certain targets. Mainly I've stopped using Rotom-W in May since I thought it wasn't consistent enough to use, like I don't want to rely on Wide Lens which I have done when I tested Entei once.

So after ranting my frustrations with Rotom-W, why have I result to using it again? Well... when I used a earlier version of the team, I gave Rotom Light Screen to help out against strong spread damage, which helped mitigate the damage against Drought Heat Wave Charizard Y and Specs Hyper Voice from Sylveon. For a time, Light Screen Rotom-W helped support the team which in turn allowed my Calm Mind Cresselia to setup, Mega Kangaskhan to using Power-up Punch, and for my other teammates to respond properly. This time, I'm not using Rotom-W as a defensive pivot mainly, rather as a pivot to get speed control up with Electoweb. popularized by Lajos Woltersdorf, the only Western player who Top Cut Worlds at Masters . With the rise of Milotic as the premier stat drop deter, I needed a Pokemon who can setup Electoweb and still beat Milotic once weaken and Rotom-W was the best answer. If anyone doesn't know what the move itself does, it basically a weak Electic attack (with STAB) that can drop both targets speeds by about 1 stage, or the first hit by two-thirds of its originally speed.

By the makeup of the team, you might expect Cresselia to be the main speed control utility Pokemon by having either Icy Wind, Thunder Wave, or even Trick Room but Rotom-W fulfills that role nicely since few people expect the Electroweb support. The only main downside with Electroweb is I cannot  freely spam it against Defiant/Competitive users (Bisharp/Milotic) and Ground types (Excadrill, Landorus-T) so Rotom-W has to attack or spread Will-O-Wisp. Speaking of Will-O-Miss... its still a great option to have especially against Aegislash since there's been a move to either Life Orb or Leftovers sets. In addition, burning my opponents physical are nice to have to buffer my Pokemon against  Mega Kangaskhan, Mega Salamence, Landorus-T, Bisharp, etc. For what it is, Thunderbolt is the most reliable attack for Rotom-W though I'd watch out for Pokemon like Raichu, Thundurus-T, or Manetric who all have Lightening Rod/Volt Absorb. Hydro Pump is Rotom-W's strongest attack to offer, though I'd prefer it it got maybe Scald (since everyone would love those burns). Even Rotom-W has given my some issues in the past, its surely picking up its weight since the old glory days.


Cresselia @ Rocky Helmet  / Safety Goggles
Ability: Levitate
Level: 50
EVs: 220 HP / 76 Def / 132 SpA / 36 SpD / 44 Spe (First Spread)
EVs: 220 HP / 148 Def / 4 SpA / 92 SpD / 44 Spe  (Second Spread)
Modest  / Bold Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Toxic
- Moonlight

Anyone who observed this Cresselia on this team, you might ask what's the purpose of Cress now that it has no speed control. The best answer I can explain its purpose in one word: Toxic. With this post-worlds metagame, I've seen a notable rise in bulky Water types as well as the  resurgent Calm Mind Cresselia to combat the establish Chalk teams . Given my team has only a handful of responses for CM Cresselia at a time, I decided to use Toxic mainly to put the opposing Pokemon on a timer while still doing damage every turn. If anyone who doesn't know the mechanic of Toxic, every turn the afflicted Pokemon takes about n+1 / 16, which n is the number of turns the badly poisoned Pokemon has stayed in. Some people have called me out for saying that I use stall tactics to win battles, and yes its true semi-stall is my preferred playstyle in Singles and Doubles.  Toxic makes the rest of my team's job of taking out key targets much easier since they don't have to rely on potential damage rolls, survive investment, or other bulky stuff.

Course Cresselia isn't going to stall out the rest of the match without having Psychic for Fighting and Poison types and Ice Beam for the Double Genies and Dragons types. Moonlight works in tandem with both the Rocky Helmet ( inflicts one-sixth to the target for using physical contact moves) and Toxic since Cresselia can easily recover off the damage as the opponents gets afflicted to residual damage. There are numerous situations as well where Mega Kangaskhan Fake Outs Cresselia and does about a one-third of its health due to Parental Bond hitting twice and the effects of Rocky Helmet. Heck even I had moments where Cresselia takes a Double Edge from Mega Kangaskhan or Mega Salamence only to recover to back where Moon Duck was the turn before. Once the opposing Pokemon is weak enough, Cress can finish it off with Psychic, Ice Beam or I can just recover off the damage and get ready for the next switch in.

I've listed 2 EV spreads for Cresselia: one that optimizes its special attacking to allow it to at the very least 4 HP Mega Salamence and most Landorus-T sets with Ice Beam. The second spread is modified to take a Knock Off from Life Orb Bisharp, a Double Edge from Mega Kangaskhan, or most other attack as best as possible to stall the opponents with Toxic.




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

Like it or not, Mega Salamence to me is still the de-facto 2nd best Mega Evolution in the VGC format after maybe Gardevoir and Charizard Y because its unpredictability in movepool and sets. Honestly people should not think of Mega Salamence as inferior against the Chalk teams seen on some of the Masters Top Cut teams at Worlds. Seriously like there were 4 teams that featured Mega Salamence and one of them almost Top Cut but unfortunately their resistance wasn't too kind.   Instead of using the recent mono Dragon Dance-Roost set, I've decided for now to return (lol) to the good old Hyper Voice and Double Edge mixed set. Hyper Voice becomes a special Flying type attack  thanks to Aerialate (the only other move that's similar in strength or power are Aeroblast / Hurricane). Some people were skeptical about the use of Hyper Voice since at best it can 2HKO most of things that are not Steel, Rock, or Electric types,  however its now being used for the same reason. Hyper Voice always deals a solid enough damage to the point where another or Double Edge an potentially knock out it opponent. Double Edge is a incredibly powerful Flying move due to Aerialate that allows Mega Salamence to deal heavy damage against the opponent at the cost of its HP.

For the last moveslot, Flamethrower stood out the most given that my team doesn't have a proper response to most Steel types (Ferrothorn, Aegislash, Scizor, Mega Metagross/Mawile ) if in case Heatran or Aegislash goes down. Draco Meteor is a option to consider in the future and one I've used earlier on but again I want more consistence with an attack, especially if it has a chance to miss or drop my special attack by two stages. The EV spread from Cybertron's Nationals Mega Salamence isn't too complicated as it allows Mega Salamence to OHKO max defense Amoonguss 100% of the time, 116 HP / 84 Def Mega Gardevoir 93.5% of the time, 2HKO 4 HP Landorus-T 98.4% of the time, and Mega Kangaskhan with the combination of Hyper Voice + Double Edge. Not much else to say other than Mega Salamence being the main offense of the team.

OK there are a couple things I'd like to point off. First off I tend to not Mega Evolve Mega Salamence if there are physical attackers and it can clearly outspeed in base form. This is so Salamence in base form can spread Intimidate before anything else. The only time where I'd like to Mega Evolve immediately is if I'm facing a something like Terrakion that's faster, or my opponent has a Defiant/ Competitive user in the back and Salamence didn't trigger their ability. The Intimidate drops is to ensure that my team can take physical hit from the likes of Mega Kangaskhan better which helps out Rotom-W, Aegislash, and Cresselia. To end off a really dumb note while I was testing on Showdown, I was wondering  why Double Edge wasn't doing the proper damage until I realized it was still at 0 IV attack which ended up costing me a few games where my opponent's Pokemon lives by a few HP and the only time I notice was I started writing this post.




Aegislash @ Life Orb
Ability: Stance Change
Level: 50
EVs: 236 HP / 204 SpA / 68 Spe
Modest Nature
- Shadow Ball
- Flash Cannon
- King's Shield
- Shadow Sneak  / Wide Guard

I've have been using  two Aegislash sets for the past several days, however this is the set I've use the most so it will get shown first. If anyone is ever using Mega Salamence, there's no reason to not consider Aegislash as its premier partner before maybe other Steel types. Anyone who's read my recent tourney team can tell my "issues"  with Life Orb Aegislash, however this was when I had Landorus-T and Bisharp at the time. Back then the team had a poor matchup against CM Cresselia since she can get all the boost have have her partner protect against any attack like Toxic or Assurance from Bisharp. However since most of Cresselia's partners were Kangaskhan and Landorus-T, Bisharp would have a difficult time getting an attack off against the crescent Pokemon. Life Orb Aegislash gave me an out against Calm Mind Cresselia given the massive damage output it deals with a LO Shadow Ball. In fact, Life Orb Aegislash is capable of OHKOing Mega Gardevoir, Sylveon, Togekiss, Clefable, and even Evolite Clefairy with a powerful Flash Cannon. If they do happen to survive, Mega Salamence can easily pick them off with a Hyper Voice of its own.

For awhile Life Orb Aegislash was the main staple of my teams featuring Mega Salamence since it gave me extra firepower to OHKO specific targets or leave them within range of another Pokemon to knock out. Since the team revolves around dealing residual damage, Life Orb Aegislash can pick off any weaken targets without much difficulty. My only concern with Aegislash is technically it has a limited timer to use since the possibly damage taken, Life Orb recoil, and passive hits can render it obsolete a times. Usually I don't bring LO Aegislash unless my opponent doesn't have a response for it or not prepared for the damage output (like OHKOing Clefable / Evolite Clefary). The last moveslot was a toss up between Shadow Sneak or Wide Guard but since my team lacked priority, Shadow Sneak was opted. Yes I'm using STAB Shadow Sneak with a negative attack nature in most, yet the Life Orb mitigates it. Aegislash doesn't have something like Quiet since it needs the speed to hopefully creep against Sylveon and knock it out with a LO Flash Cannon. Going back to Shadow Sneak, its an great coverage move to secure KOs against targets under around 20% or below (40% if they are weak to Ghost). This actually improves my matchups against opposing Ghost types, especially Gengar. 



Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Assurance
- Superpower
- Protect

This slot use to be rather two Pokemon: Bisharp and AV Landorus-T to be exact. First off, I need a Pokemon who can take a special Dark / Ghost hits from opposing Aegislash / Hydreigons and inflict strong Dark type STAB. At the same time, this Pokemon has to be somewhat bulky and be my main check to most bulky support Thundurus. So who can that Pokemon be that is? THE O FUCKING G BEST DARK TYPE SINCE GEN 2....TYRANITAR.

Literally c'mon who could it been anyways. There's no question Tyranitar is the best Rock AND Dark type in the game with 2 great offensive types....and that's not even the best part. Tyranitar has access to the one of the best abilities in the game being Sand Stream. With Tyranitar's ability Sand Stream, it receives a 50% boost to its special defense for 5 turns, or as long as the sand is up on the field. Before I talk about what Tynanitar's moveset is, I'd really want how important its ability can be to the team. Basically Sand Stream is my main method to disrupt any form of weather (Sun, Hail, Sand) bar opposing sand teams since my team has somewhat of a poor matchup against all three archetypes if my opponent maintain their respective weather.  The sandstorm weather effect pairs well with residual damage done with Toxic and Will-O-Wisp as I can wear down my opponents team if it needs to be.

Tyranitar's EV spread isn't complicated as its able to outspeed Bisharp and maybe those who speed creep Bisharp and isn't faster than T-Tar. However this speed placement is important since this allows for Mega Salamence (like obviously), Heatran and Rotom-W to outspeed Tyranitar so it can deal massive amount of damage with spread move + Assurance. What the move Assurance does is if a an opposing Pokemon has already taken damage from anything (from recoil, Life Orb, muli spread damage, or a single target hit), Assurance base power of 60 is doubled  to 120 before factor STAB. Think of it this way, a full power Assurance is essentially a Dark type STAB without any drawbacks except setting up the attack itself with Salamence's Hyper Voice, Rotom-W's Electroweb, Heatran's Heat Wave, or any double target in which T-tar is last to move before its opponent. STAB Rock Slide is nothing to laugh at either coming from a Tyranitar considering it will do heavy damage to opposing side factoring in the 30% chance to flinch on either target.

Superpower is Tyranitar's last attacking option as its offers vital coverage against Dark, Steel, and Normal types like Hydreigon, Heatran, Mega Kangaskhan, opposing Tyranitar, and many more. Protect is a great move to have so that my opponent can double target thinking this T-tar is the rather common Scarf variant. I've have consider using a couple of "support" options like Taunt or even Thunder Wave, but only time will tell. 



Heatran @ Shuca Berry
Ability: Flash Fire
Level: 50
EVs: 52 HP / 212 SpA / 244 Spe
Timid Nature
- Heat Wave
- Hidden Power [Ice]
- Earth Power
- Protect

The last member of the team and honestly its no surprise seeing Heatran paired with some old timers partners like Cresselia or Rotom-W.  I chose this old Heatran set to be my main special attacker aside from Life Orb Aegislash since it has enough coverage to hit majority of the game. Heat Wave and Earth Power are staples in most Heatran sets as it hits a strong spread Fire damage against my opponent and deal with opposing Fire types, notably enemy Heatrans with Earth Power (bar Shuca Berry / Assault Vest). I guess the last moveslot to explain here is Hidden Power Ice as with the Shuca Berry allows Heatran to lure in Mega Salamence or Landorus-T and smack them down with a strong Ice coverage. The Shuca Berry allows Heatran to take a Ground hit, allowing to function somewhat well as a lure assuming my opponent's Landorus-T or Mega Salamence goes for an Earthquake.

This Heatran has a Timid nature so it can outspeed most opposing Heatrans and at most, Adamant max speed Excadrill with either Earth Power or Heat Wave. Granted with the Electroweb support from Rotom-W, Heatran can outspeed many other threats and deal with them appropriately with the right coverage. Since half of the team doesn't like getting hit with Pixilate Hyper Voice, Heatran is just a buffer against those attacks. Unfortunately I've notice Heatran is somewhat the "weakest" link compared to the rest of my team given it doesn't hit hard enough against the opposing targets. If the Sylveon / Mega Gardevoir user finds out I don't have Flash Cannon, they could just easily stay in to take any of Heatrans attacks while repeatedly fire Hyper Voice against the rest of the team. I've consider replacing Heatran for another Pokemon I'll get to later.


Former Members:




Bisharp @ Life Orb  /  Focus Sash
Ability: Defiant
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Assurance
- Iron Head
- Protect

Bisharp is a very 2 offensive dimensional Pokemon depending on how well you can make predictions. During the early VGC 2015 meta, around December / January,  Bisharp was my team's main response for slow Fairy types not named Mega Gardevoir. What makes this chess-piece inspired Pokemon work is funny enough its own concept design: to set itself up for "checkmate" positions. Basically all the users needs to do is position Bisharp where it can get a Defiant boost from Intimidate Pokemon like Landorus-T, Icy Wind, Electroweb, or just any random stat drop. I wanted to try out Assurance after seeing Cypher, or Jio from the Imouto Island used one to get 2th I believe at the NY/NJ Invitational. If anyone of you are are familiar with Assurance, well basically I've explain in the Tyranitar section, but basically to sum it up the power of the attack gets doubled if the opposing Pokemon has taken damage from a single target or recoil. Life Orb Assurance allows Bisharp to pick up more kills than its Knock Off variant since its total power factoring STAB is like 180 compared to 146 so there is a direct difference there. Sucker Punch and Iron Head are designated for STAB coverage and priority purposes so not much to say.

Anyways the reason I'd dropped Bisharp was mainly the fact experienced  people can play around Intimidate better now compared to maybe early 2015. Course Bisharp is very fail for a Steel type given it won't take a special or a strong coverage weakness too well like from Mega Kangaskhan, Mega Gardevoir, heck even Mega Salamence can KO Bisharp if given the chance. The item choice was somewhat annoying to consider as Bisharp needs the Life Orb to do respectable damage though Focus Sash allows it to take one attack and retaliate with one of its STAB options. After a couple battles in with my first team featuring Bisharp, it really didn't fulfilled its job to handle Fairy types like Sylveon or Gardevoir so it was eventually replaced with Aegislash.


Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 140 HP / 84 Atk / 4 Def / 84 SpD / 196 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- Rock Tomb

This is the same AV Landorus-T set I've been using since August and the one I used to win a small tournament hosted at Pokemon Forever. I guess you can call it a water down version of my original AV Landorus-T since it opts for bulk and speed, rather than nearly full attack investment before. If anyone hasn't seen it what this spread does, I definitely recommend looking at it on the recent team report posted here. since much of the smaller details are there, but will only focus on what matters. The idea of using AV Landorus-T again for this team is to provide support by spreading Intimidate drops and being a pivot against Pokemon that Cresselia or Rotom-W don't want to take hits from if weaken. Since this isn't "choice" locked Landorus-T, I'm free to do whatever I can to benefit the team's overall efforts in the battle from using STAB Earthquake, Rock Slide, Superpower, or even Rock Tomb. The last moveslot might sound like an odd choice but Rock Tomb allows Landorus-T to give the team some unexpected speed control plus a bypass against Charizard Y with Wide Guard.

Landorus-T was the second Pokemon I've consider replacing following facing many Milotics and Bisharps on the ladder. Though Landorus-T and Mega Salamence can outspeed and and hit Milotic first, it can easily survive if my opponent brings in their own Intimidate user. This severally limits my choice of Pokemon as my opponent can easily go for Milotic and have a response for Cresselia or Rotom-W (obviously Bisharp and Heatran aren't going to take a Scald hit well). Having Landorus-T on the field made it much more easier for my opponent to just go for any Ice type coverage on the team.


Tested in Place of (Have Seen Rotation):




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

After testing out Life Orb Aegislash,  I came across the same issues during high ladder matches as Aegislash didn't stick around too often as it should. The final nail to the coffin for the Life Orb set was the fact I added Tyranitar to the team as it deals with CM Cress better than anyone else.  Basically just with Tyranitar's presence it forces my opponents to not consider using Cresselia or bringing the CM version at least since sand stream cuts its recover down to 33% and won't enjoy taking full-powered Assurance too well. So what's the next best set for Aegislash to run one might ask? Substitute Leftovers is one of the more annoying Aegislash set to face as it can gradually recover off its lost HP from direct damage or the decoy its creates and fire strong STAB Shadow Balls and Flash Cannons. While I've used this exact set from the my recent Mega Charizard Y team, what really makes Sub-Leftovers Aegislash far more annoying to deal with is it doesn't necessary have to keep offensive momentum all the time. Granted this is all thanks to Aegislash's Ghost / Steel typing with 9 resistances and 3 immunities which effectly allows it to take most attacks. At times, Substitute  Aegislash can even take some neutral hits and still  have its sub intact for another turn. From here, Aegislash can do progressive damage against my opponents, while stance changing with King's Shield to maintain the Substitute for the following turn. Another tactic in which Substitute Aegislash does extremely well is stalling out my opponent with the residual damage from either Wash Rotom's Will-o-Wisp, Cresselia's Toxic, or the passive sandstorm damage from Tyranitar. 

The EV spread is somewhat complicated, but it lets Aegislash survive a Heat Wave from Mega Charizard Y in the Sun, Specs Dark Pulse from Hydreigon most of the time (7/8), and can take a hit from non-Life Orb Aegislash and knock its counterpart out with a Shadow Ball. The only notable kill that Substitute Aegislash gets with the 92 SpA is 4 HP Terrakion with Flash Cannon 100% of the time (of course non-Focus Sash / Babiri Berry / Assault Vest / invested ).



Entei @ Shuca Berry
Ability: Pressure
Level: 50
EVs: 132 HP / 116 Atk / 4 Def / 84 SpD / 172 Spe
Adamant Nature
- Sacred Fire
- Snarl
- Stone Edge
- Protect

Alright everyone might be wondering why I've been using Entei over Mega Salamence for the past... 20+ battles, its not just of Sacred Fire. By adding Tyranitar onto this team, I've notice it people running Virizion on the higher ladder far many times than even Terrakion. At the same time, Wash Rotom might not be able to get a Will-O-Wisp off a certain target so Entei is my secondary backup option to to burn something. Due to its limited  movepool, Entei doesn't have much options left to chose from (unless they allows for Extreme Speed and Flare Blitz event Entei). This set almost mirrors the one I used to get 2nd place at a 32 Person Tourney with the only modification being its speed investment is 1 point higher to outspeed Timid Heatran. Shuca Berry is opted for Sitrus Berry so Entei can take an Earth Power or Earthquake and get off a Sacred Fire / Snarl. Again Scared Fire allows Entei to burn the target about ~45% of the time (factoring the chance to miss). Snarl is extremely helpful against specially based teams by dropping their special attack stats by 1 stage each use. The last moveset Stone Edge is just coverage for any Fire type (named Charizard Y) who thinks they are safe against Entei.

The reason why Entei has seen more usage than Heatran lately is it can literally disrupt specially based teams with one or two physical attackers (which in turn Entei can burn). Of course  I'm talking about Mega Gardevoir teams specifically since they already have answers for Heatran (Landorus-T/Scrafty), but the combination of Snarl / Sacred Fire from Entei can deal enough so the rest of my team can handle this archetype.  Probably the only few Pokemon who can take on Entei are bulky Water types and strong physical attackers with type advantages, however either have to be careful switching in on either Snarl or Sacred Fire. This tactic actually benefits Sub-Leftovers Aegislash the most as it can take repeated hits in Shield form while still getting up a decoy without losing much. This pretty much give Rotom-W and Cresselia an easier time to wall and break down teams thanks to their defensive capabilities.

Final Thoughts

For this addition of "Experimental Teams", I'm not giving too much damage calculations as before, since this team isn't 100% finalized. Most of the EVs spreads might have changed here and there, but they've been utilized by some of the top VGC players so those are practically standard by now. Some of the attack / special attack investment should do similar damage as those found in the Nugget Bridge calculator as before so I'd go there to find out any damage calculations. There's wasn't much to mention since there wasn't any exemplary KOs some of these Pokemon can achieve and have to rely on  progressive chip damage to maintain offensive momentum.

I'd like to credit again Dreykopff from Nugget Bridge for the idea of Quick Sand as well as Lajos for making me reconsider Rotom-W with Electroweb. For sure I'm definitely going to look over some other stuff people have used on their teams, and maybe integrate in future teams of mines. I'll give an update on how this team is doing on the Showdown ladder since I temporary gonna take break from Battle Spot Doubles on the actual cartridge for now.

Wednesday, September 16, 2015

WE'RE BURNING IT DOWN! Another 1st Place Tourney Team from a Small Online Tourney


Prelude

If there's one Mega Pokemon that's alluded me throughout the current VGC 2015 ruleset and still today, its definitely Charizard Y. Early on around late January 2015, I'd built a duel Mega Evolution core between Mega Charizard Y and Mega Venusaur just to bluff the sun mode, yet eventually realized Charizard Y was brought only a handful of times while I opted for bulk my other Mega provided. Admitably, this was my most successful iteration of using Charizard Y since it did put in a great amount of work, however I'd lose more often with it than Mega Venusaur. Ever since I've tried but failed to make another "successful" Charizard Y team.  Soon afterward  my attention turned to the other viable Megas and even some "obscure" ones until recently I revisit it for the 5th time.

One of the biggest nemesis to Charizard Y is not a Pokemon, rather the move: Rock Slide. This attack inflicts quadruple effectiveness against Charizard Y and the added 30% flinch factor, in case it happens to take the hit, but likely will OHKO most of the time. With Pokemon like Scarf Landorus-T and Terrakion running around, its near mandatory to have a Pokemon who can deal with these threats, or at least carry Wide Guard. The ever so popular Mega Kangakaskhan and Mega Salamence can easily destroy Charizard Y with just one Double Edge, let alone Heatran can single-handedly wall most Charizard Y sets. The rise of certain archetypes didn't help my outlook for Mega Charizard Y such as "Japan Sand", Double Genies, Redirection, Rain, and the well-establish CHALK teams.

The funny thing is Charizard Y CAN beat these teams, or the Pokemon built around them since very few of them are capable of taking Drought-boosted Fire attacks head on.


TEAM BUILDING GUIDE 



Since I wanted to build around a Charizard Y core, I thought it be a "good" idea to use some of the more successful Charizaed Y team that did well at their respective competitions. It wasn't long before I chose to ditto Angel Miranda/Jeudy Azzereli's US Nationals team: Flamethrower/HP Ground Charizard Y, Scarf Tyranitar, "Special" Landorus-T (this is what I meant Pod/Mudkip/Anime), Will-O-Wisp Jellicent, Sub Aegislash, and Calm Mind HP Ground Sylveon. The only notable edits I made from their team was change the Aegislash for my Leftovers Ferrothorn everyone loves, and replace Ice Beam with Toxic on Jellicent to improve my matchups with CM Cresselia and bulky Water types. To be honest, Ferrothorn and Jellicent is probably the one of the nastiest defensive core I've ever tested out and they can stalled out entire matches to the point where Scarf Tyranitar, Calm Mind Sylveon, Landorus-T, or Charizard Y just cleanup the game. Aegislash gave this team some issues, but it wasn't that problematic when you have Flamethrower Charizard Y, Earth Power Landorus-T and Tyranitar plus the other team members bar Jellicent can take a hit. I've later found out that Terrakion/Bisharp/Hydreigon is an absolute matchup nightmare to face with this team as they can pick off most of of them as I didn't have much speed control. After some thoughts, I've settled with this...

As you all can see, I'd made some considerable changes to the first team such as replacing Scarf Tyranitar for Cresselia for speed control with immense bulk, and Jellicent for Greninja for immediate hyper offense. The only notable edits was I replace HP Ground for Tailwind on Charizard Y, swapped special Landorus-T for my occasional Assault Vest set, and edited the team (bar Ferrothorn) with some minor speed increases for Tailwind "speed" tiers. While this team wasn't as great as the other team in practice, it felt somewhat improved since I've felt more confident using Charizard Y now I had speed control options in the form of Tailwind and Trick Room. Essentially the Trick Room mode was Cresselia, Sylveon, Ferrothorn, AV Landorus-T, and Charizard Y while the fast "Tailwind" mode was with Charizard Y, Greninja, AV Landorus-T, and Sylveon. The only issues I encounter was Kangaskhan can plow through this team much easier now that I didn't have Jellicent or any Ghost types for that matter. Rocky Helmet Moonlight Cresselia was my main "check" to Mega Kangaskhan but she can get worn down immediately. Double Genie surprisingly became more annoying to face as in practice my team would get Rock Slide flinched by Landorus-T, paralysis and swagger confusion by Thundurus on game deciding turns with me getting the short end of the stick.  I made some moderate changes afterward so this is the finalized version of the team.


THE TEAM


Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 252 HP / 12 Def / 44 SpA / 4 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Tailwind
- Protect

Milestones:
- This is Blake Hopper's Nationals Charizard Y
- Survives most Rock Slides after an Intimidate drop.
- Slight speed creeps against those who outspeed adamant Landorus-T
- Just go to the link already....

Without any doubt. Mega Charizard Y is among the top 5 Mega Evolutions in the VGC 2015 format given very few Pokemon are able to take Drought-boosted Fire attacks and Solar Beams to the face. While threats such as Mega Kangaskhan, Mega Salamence, Thundurus, Heatran, and any other Pokemon with Rock type coverage/STAB (Tyranitar, Landorus-T, Terrakion) can beat Mega Charizard Y one versus one, it has a relatively good matchups against the rest of the VGC format. I mean c'mon... who and their right mind would switch in a Pokemon to a Drought boosted Heat Wave / Flamethrower without taking massive chunk of their HP down. The problem with Charizard Y is knowing when to use it in battle instead of losing it indiscriminately to any of these after mentioned threats so I tried to adapt. The first notable thing about Charizard Y is it doesn't utilize the once standard Overheat and Heat Wave set anymore, rather Flamethrower.  Here's are my reasons for running Flamethrower:


  1. With Flamethrower, Charizard Y is able to avoid playing with the Wide Guard mind games from Aegislash, Hitmontop, Conkeldurr, etc. 
  2. Flamethrower Charizard Y deals more damage on the opposing Pokemon due to it being a single target unlike Heat Wave. The most notable aspect is Modest 44 SpA investment is enough to KO Shield form Aegislash even if it has 252 HP and 164 SpD investment 100% of the time. Unless Aegislash is fully specially defensive or has an Occa Berry, it certainly won't live the hit. 
  3. Flamethrower doesn't have a chance to miss or potentially give Heatran an immediately Flash Fire boost (unless my opponent switches in correctly). 
  4. Unlike the move Overheat, Flamethrower does not harshly reduce Charizard Y's special attack by two stages. This mean Charizard Y will always have a reliable single target attack to use which is still boosted by Drought.
Solar Beam is fairly standard on Charizard Y as it hits all Water, Rock, and Ground type Pokemon for super effective damage, though I always caution myself to use this move when faced with opposing weather teams. Tailwind on Charizard Y definitely changed the perception of how I felt about this Mega Evolution since it had a rather poor matchup against increasingly faster metagame capable of OKHOing the Fire Starter. Not only does it double the speed of Charizard Y, but as well as the rest of my team who appreciates the Tailwind boost. Often when Charizard Y is able to setup a Tailwind boost, my opponent will try to protect or stall out the field condition. The problem with this is Charizard Y + anyone of its partners under Tailwind can handle most switch ins: Conkeldurr deal powerful "Iron Fist" attacks,  Landorus-T/Sylveon can fire Earthquakes/Hyper Voices freely, Aegislash can setup a fast Sub, and Cresselia can even T-Wave when necessary, speaking of Cress... 










Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
EVs: 220 HP / 132 Def / 124 SpA / 4 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonlight
- Psychic
- Ice Beam

Milestones:
-Slight speed creep against Pokemon with Base 80 speed
-Guarantee KO against non-Sash / non-invested Breloom with Psychic
-Takes Specs Dark Pulse from Modest Hydreigon
-Takes Banded Knock Off from Adamant Bisharp. (Main Benchmark)
-Return from Mega Kangaskhan and Mega Salamence is a 3HKO (assuming no positive attack Nature)
-Takes Life Orb Shadow Ball from Modest Aegislash
-Probably gonna update this spread since its honestly not as optimal for today's present meta

DUCKHUNTSWAN RETURNS! In all seriousness, I felt the team needed a reliable Pokemon who can provide some form of speed control without being incredibly frail at the same time. Cresselia is probably my main signature Pokemon since she can reliably provide speed control due to her incredible bulk and access in recovery in Moonlight. The main goal for Cresselia is to spread paralysis with Thunder Wave to allow Charizard Y and friends to outspeed and eventually OHKO. Of course support Thundurus was considered but Cresselia doesn't share the same Rock weakness as Charizard Y so my opponents won't elect to use Rock Slide as often. Funny enough, the moveset for Cresselia is virtually unchanged from my original Mega Charizard and Mega Venusaur team since its was the most consistent Cresselia set not named Calm Mind. While I've used Trick Room and Icy Wind on Cresselia recently, very few people expect Thunder Wave as Cresselia is bulky enough to take hits and spread paralysis. Moonlight adds to Cresselia's longevity and makes her difficult to take out factoring the potential 67% healing factor (of the usual 50%) if Charizard Y's sun is still up. One thing I'd like to point out is Moonlight works in tandem with her item Rocky Helmet as any contact moves from notable physical attackers like Mega Kangaskhan will taken 1/6 damage to their health to make up for Cresselia's lack of offensive presence. Basically if Mega Kangaskhan or Mega Salamence try to Double Edge Cresselia, both will be taking massive damage to themselves and while she can easily recover off the damage or finish them with either Psychic or Ice Beam. The only notable thing Psychic offers is STAB option, capable of OHKOing non-Focus Sash Breloom and doing chip damage when needed. Originally I had Icy Wind for speed control, however the rise of Milotic and resurgence of Bisharp has forced me to use Ice Beam instead.

I'm 100% sure I'll probably start running more "offensive" Cresselia sets which can at least do some damage against my opponent. The EV spread could be tweaked a bit to reflect on the increasingly number of Cresselia running special attack investment.  For sure, I can just run about 124 defense EVs just to take a Banded Knock Off from Bisharp, but really people are going to soften up Cresselia for the finishing blow. Rocky Helmet-Moonlight surprisingly enough deals more damage against Mega Kangakhan or any other contact based physical attacker as the opponent will takes "unnecessary" damage while Psychic and Ice Beam barely get notable KOs. Toxic might be another interesting move choice since it can at least wear down Double Genies (notably support Thundurus), opposing Cresselia, Sylveons, Milotic, Rotom-W, or anything considered "slow". Then again these are just some thoughts about some of my future Cresselia sets.












Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 132 HP / 84 Atk / 20 Def / 84 SpD / 188 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- Rock Tomb

Milestones:
-Outspeeds neutral base 95 speed Pokemon and some Standards: Ex. Arcanine and 188 Speed EVs Charizard Y (clocks in at 144).
-Can take 2 Heat Waves and 2 Hyper Voices from either 44 SpA+ Charizard Y in Sun, 252 SpA+ Mega Gardevoir, and/or 252 SpA+ Sylveon (Not Specs / CM). Of Course can only take 1 of each.
-No notable offensive kills whatsoever other than KOing quad weak stuff  (Charizard, Tyranitar, Talonflame, Heatran) without any attack drops.


Jolly Assault Vest Landorus-T. I thinks that's a mouth-full to say so I'll break down the set for everyone. Originally I was gonna run Choice Scarf Landorus-T for this slot but always hated having to be choice lock into an unwanted attack like Rock Slide on Terrakion or Aegislash where I can easily could Earthquake. To me, the best Landorus-T sets are those that offer multiple options and lets it used its STAB Earthquake, or Fly. IMO if you want a Landorus-T set that's able to take any special (even random) Ice/Water attacks while giving it enough staying power and longevity to spread Intimidate drops, just run Ass Vest. K Ogloza you got me on that one.  Ever since the announcement of the VGC 2015 format, I've tried and tested mostly Assault Vest Landorus-T because I thought the special defense increase would allow me to take incoming Ice Beams, special Water hits, and most special hits comfortingly without no "aggressive" investment to its special defense already. I never really understood why people would Choice Scarf their Landorus-T sets other than maybe outspeed Mega Gengar and the obnoxious 30% flinch factor which easily sway the battle against the opponent. My Assault Vest Landorus-T set early on was 184 HP / 232 Atk / 92 Spe (enough to outspeed Bisharp), and then moved to Aaron Taylors Landorus-T's spread onced revealed. Now I've moved on from Adamant Landorus-T since I realized it Landorus-T needs to outspeed most Mega Charizard Y and slower Mega Kang sets if the AV set were to be "effective". Prior to this change, one of the biggest issues with Adamant Landorus-T was its speed benchmark since either after-mentioned Megas can deal a chunk of damage to Landorus-T before it can give a proper response. The best counter measure for this issue to to run a Jolly nature with a reasonably high speed EVs without compromising what AV Landorus-T is meant to do in the first place. With a speed reaching about 148 speed, Landorus-T is able to outspeed all base 95 Pokemon by one point and hopefully all the standard Charizard Y and bulkier Mega Kang with the slight increased investment.

The moveset is somewhat standard: Earthquake for STAB, Rock Slide for Talonflame / opposing Charizard Y, and Superpower for Mega Kang, Tyranitar, and others weak to Fighting.  The only move that seems out of place is Rock Tomb which definitely helped me out in the Finals against Delta. The idea of using Rock Tomb is to cancel out the Choice Scarf from opposing Landorus-T and drop the speed of threats like Mega Kangaskhan, Charizard Y, Thundurus, etc. Though it might not seem much, the speed drop helps my own Charizard Y outspeed any potential base 100 mentioned since it needs all the speed control to function well.










Conkeldurr @ Sitrus Berry
Ability: Iron Fist
Level: 50
EVs: 108 HP / 116 Atk / 68 Def / 132 SpD / 84 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Wide Guard

Milestones:
-"Almost" the same EV spread as Blake Hopper's Nationals Conkeldurr in terms of Attack, Speed and HP.
-Survives 252+ Atk Mega Kangaskhan's Double Edge without Sitrus Berry, in turn....
-Iron Fist Drain Punch + recoil from Double Edge OKHOs most Mega Kang variants
-Ice Punch + Mach Punch OHKOs 4 HP Landorus-T with Intimidate drop
-Has a 6.3% to live a LO Draco Meteor from Timid Hydreigon
-Survives Banded Brave Bird from Talonflame with Intimidate drop.
-Outspeed Adamant Mega Kang in Tailwind. (This applies to all base 100 Pokemon with a neutral nature).

What's this, a non Assault Vest Conkeldurr... blasphemy. Well after giving my Landorus-T the Assault Vest item, Sitrus Berry was the next best thing to run on Conkeldurr. Essentially Sitrus Berry allowed Conkeldurr to have either Protect or Wide Guard (which I elected the latter) and gives it a better matchup against physical attackers now with the 25% recovery from its item in addition to Iron Fist boosted Drain Punch. Speaking of Iron Fist, Conkeldurr receives a 1.2x boost to its "punching" moves so Drain Punch, Mach Punch, and Ice Punch do more damage the Guts variants until they receive a status condition. The moveset is pretty standard for a non AV Conkeldurr set: Drain Punch for consistent STAB damage with recovery, Mach Punch for priority to pick off weaken Pokemon, and Ice Punch for Double Genies (Landorus-T Thundurus), Zapdos, Amoonguss, and Mega Salamence. Wide Guard can surprise my opponents expect an AV variant and block all spread damage for my team. The only notable thing to explain is why the speed investment. Originally this Conkeldurr was modeled after Blake Hopper's version from his 3rd Place Nationals team and it has the same speed investment as well. The idea here to setup Tailwind (or spread Thunder Wave) and basically outspeed most Adamant Mega Kangaskhan, clocking in at 154 speed where most adamant max speed with a base stat of 100 have. Recently the VGC format has had this "love crazy" for speed creeping around 134-148 speed so having a Tailwind Conkeldurr outspeed something like an AV Adamant Landorus-T, Specs Modest Hydreigon,  bulky Thundurus, or anything around that speed creep area can be a huge shock to my opponent.










Aegislash @ Leftovers
Ability: Stance Change
Level: 50
EVs: 236 HP / 28 Def / 76 SpA / 100 SpD / 68 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Substitute
- King's Shield

Milestones:
- Speed Creep for opposing Aegislash and Sylveon
- Survives Heat Wave from +44 SpA Charizard Y: 44+ SpA Mega Charizard Y Heat Wave vs. 236 HP / 100 SpD Aegislash-Shield in Sun: 134-162 (81.2 - 98.1%) -- guaranteed 2HKO
- Survives Modest Specs Hydreigon's Dark Pulse 12.5% of the time: 252+ SpA Choice Specs Hydreigon Dark Pulse vs. 236 HP / 100 SpD Aegislash-Shield: 144-170 (87.2 - 103%) -- 12.5% chance to OHKO
- Survives LO Sucker Punch from Adamant Bisharp: 252+ Atk Life Orb Bisharp Sucker Punch vs. 236 HP / 28 Def Aegislash-Shield: 133-159 (80.6 - 96.3%) -- guaranteed 2HKO
- Has a 85.5% chance to 2HKO 4 HP Mega Salamence with either Shadow Ball / Flash Cannon: 76+ SpA Aegislash-Blade Shadow Ball vs. 4 HP / 0 SpD Mega Salamence: 82-97 (47.9 - 56.7%) -- 85.5% chance to 2HKO
-Tailwind Speed: Outspeeds both Terrakion and Mega Metagross (base 108s and 110s) under the field condition.

There's a bit of a story with this Pokemon slot, namely something about my playstyle in question. After I lost to Justin Flynn in the 32 Person Tourney and a following week of some of the worse hax-filled battles against me on Battle Spot (after a 21-4 run with a variation of this team), I just quit using Life Orb Aegislash for several reasons. To me, Aegislash has always been a powerful Pokemon in its own right, often considering it to the be "true" pseudo-legendary of Gen 6 with a technical BST of 720 if played well. I asked myself this question since it troubled me a bit: Why am the fuck I'm running Life Orb on a Pokemon who's probably the superglue to the team? With Aegislash having a very limited timer with the Life Orb and paired with its low 60 HP, I began questioning myself seriously about running Life Orb Aegislash in the long run. Of course LO Aegiaslash can just punch holes against teams, especially when paired with a Helping Hand user, but the meta has changed to the point even Cresselia...CRESSELIA opts for protect to "force" the Aegislash user into playing aggressive and be exposed to an attack! While testing both Life Orb Aegislash and Leftovers Ferrothorn on Battle Spot, I realized double Steel on a team isn't as good as anymore considering if my opponent has a Heatran or Charizard Y in team preview. This severally limits my options against these two Pokemon as they'll know I'm going to be bring either 1 of them + the other 3/4 members of the team. While Ferrothorn is an amazing defensive Pokemon in its own right, Aegislash was just the overall 'better' Steel type pick since it can handle CHALK, defeat Cresselia by itself, and potentially deal wall most Pokemon like Terrakion, Choice-Locked Landorus, Mega Salamence, Mega Gardevoir, and even Mega Kangaskhan.

 A friend of mine (I'll keep their name anonymous since he's probably gonna use it in a tourney) told me about using Substitute Aegislash, heck even went far to out the famed "Billaslash" coined after a notable German VGC player with Substitute and Wide Guard (since German Engineering, or Theorymoning is fun). At first I questioned the EV spread of the Aegislash but after trying out "Billaslash" I really liked it. Some time latter, I edited the EV spread so that the HP stat is 4n+1 to get an optimal recovery and just dumped it into defense and that's how I got the EV spread you see above. I should probably quit stalling at this point. Since Conkeldurr carried Wide Guard now, I'm pretty much have a "free slot" for Aegislash so...Substitute was given (well no shit after like 2 minutes of explaining this). For sure I could have been "that guy" and ran 2 Wide Guard users to get a thin assurance that Charizard Y won't die to pebbles but as Angel Miranda just perfectly about Aegislash in his co-national report, "Aegislash is a pokemon that can win games on its own." While I've familiar with offensive Life Orb Aegislash, defensive Substitute Leftovers allows Aegislash to stick around more in the long haul and hopeful be the teams main win condition. Shadow Ball and Flash Cannon are the main STAB options for Aegislash so not really much to explain there aside to hit Fairy, Psychic, Ice, Ghost, and Rock types hard. The speed investment allows Aegislash to hopefully outspeed Sylveon and slower Aegislash variants, though I'm fairly certain some Aegislashs are much faster now. Another thing to note about this Aegislash is with Tailwind support from Charizard Y, it  outspeed most threats like Terrakion and Mega Metagross and dispatch them with its powerful STAB attacks. Not much else to say about the Steel/Ghost sword other than it being the main superglue of the team.











Sylveon @ Pixie Plate
Ability: Pixilate
Level: 50
EVs: 156 HP / 116 Def / 120 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Calm Mind
- Hidden Power [Ground]
- Protect

Milestones:
- Speed Creep against opposing Sylveon, Aegislash, and even slow Politoeds/Tyranitars
- 93.8% chance to knock out 4 HP Mega Salamence: 120+ SpA Pixie Plate Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Mega Salamence: 170-204 (99.4 - 119.2%) -- 93.8% chance to OHKO
- OHKOs 4 HP Heatran with +1 HP Ground from Calm Mind: +1 120+ SpA Sylveon Hidden Power Ground vs. 4 HP / 0 SpD Heatran: 172-204 (102.9 - 122.1%) -- guaranteed OHKO
- Under Tailwind, outspeeds Mega Salamence by one point.


Last, certainly but not least, the one of the best Fairy type in the game, Pixilate Sylveon. Like seriously, do I even need to explain what Sylveon does? Well... its a cute little Fairy that screams at you all day and will fuck you up with its feelers...ok I'm not gonna go that far. Most of my Sylveon sets I started out with were mainly supportive with a couple niche support moves like Helping Hand, Screens, Quick Attack, and even Baby-Doll Eyes/Charm of all things just for opposing physical attackers just look at them...

LOOK AT THEM!!!!!

... but this Sylveon is different than most of the others I ran before. Lately, Calm Mind Sylveon was an extremely alluring option to use since after one boost, Sylveon has a pseudo Choice Specs and Assault Vest boost which can only get stronger after every increase. Basically after one boost, Sylveon is already hitting harder than most Specs sets thanks to its small  x 1.2 boost from the Pixie Plate. What's the best part about CM Sylveon you ask? Basically since Sylveon has a natural base HP stat of 95, Special Attack of 110, and Special Defense of 130, Calm Mind just turns Sylveon into a "special" tank capable of taking some of the strongest special attacks in the format. Not even most special Steel hits from Heatran or Aegislash are able to KO Sylveon after one boost while Sylveon retaliates with Hidden Power Ground. At this point in the metagame, Hidden Power Ground should be standard on virtually all Sylveon sets to be able hit Steel and Fire types like Aegislash, Arcanine, Heatran, Blaziken, Excadrill, etc. Of course some of these targets will be faster so that's where Charizard Y and Cresselia come in. With Tailwind from Charizard Y, Sylveon is able to outspeed the likes of positive speed Mega Salamence with the full investment! Yeah Greninja might be an issue (unless Conk, Cress or Aegislash has something to say), but anything else below that speed tier of 120 will get hit with a powerful Pixilate Hyper Voice. In fact, in combination with Charizard Y, the only notable Pokemon that can switch in on any of these two's attacks are Heatran and just any other Flash Fire user. Practically anything else will likely get KO'ed between the two. Usually the goal when deploying Sylveon is to either knock out any Steel types on the field, KO / paralyze any target that can OHKO it, leave out any special attackers in the end so Sylveon can Calm Mind and sweep my opponent's team


TOURNAMENT:

I was gonna use this team for Justin Subscriber Tourament, but I was kinda tired the whole day having not slept for 19 hrs (with 30 mins naps) before the tourney started. Fortunately for me it was a Sunday so regardless of what happens, I'm knocking out immediately. (btw This wasn't due to "overpreparing", just some IRL stuff that happen). Instead I tested the team in Pod's Tourney and here's what happen.

Just a quick note I'll separate the Pokemon from the back with this ; punctuation

ROUND 1: VS ZigZagger456 (Team: Mega Salamence, Thundurus, Gastrodon, Aegislash, Heatran)

Leads: Cresselia, Sylveon ; Charizard Y ,?????? (forgot either Aegislash or Conkeldurr)
He Brings: Gastrodon, Aegislash  ;  Heatran, Mega Salamence

To be completely honest, this was the most loop-sided battle from the single elimination tourney, all because of Cresselia did her job spreading paralysis and my opponent's Mega Salamence, Heatran and Aegislash getting paralyzed almost every turn. Basically this allowed Sylveon to setup two Calm Mind and just sweep his entire team from there. If anything, this battle showed that CM Sylveon is a monster if setup.

ROUND 2: VS ELMIGUELVGC (Team: Landorus-T, Mega Metagross, Thundurus, Bisharp, Politoed, Ludicolo)

Leads: Charizard Y, Cresselia  ;  Conkeldurr, Aegislash
He brings: Ludicolo, Thundurus  ;  Bisharp, Charizard Y

This battle... was like as if I called almost every possible play despite facing  El Miguel before who's kinda notorious of running somewhat unorthodox sets, but hey they work so you can't complain much. However in this battle I was kinda on fire, literally with some of the calls. Turn 1 I decided to swap out to Conkeldurr thinking that he'll paralyze the former Charizard Y spot, but to my surprise (and relief), he went for Rain Dance with Thundurus and Fake Out on Cresselia which took damage from the Rocky Helmet.  Then Miguel double targets my Conkeldurr with both his Pokemon, and despite Ludicolo getting a critical hit Scald and the Thunderbolt from Thundurus, Conkeldurr manages to live on a sliver of HP (thanks to the Sitrus Berry) and retaliates with  Drain Punch onto the Ludicolo, which Crits and leaves it low on health about 20%. Surprisingly, Cresselia also crits Thundurus with an Ice Beam doing over 50% to Thundurus and revealing no Sitrus Berry. At this point I can easily get 2 free KOs with Mach Punch and Ice Beam, but he switchs out Thundurus for Bisharp and lets Ludicolo faint to the Mach Punch. Metagross comes in in place of Ludicolo and knocks out Conkeldurr with a Bullet Punch and Bisharp actually does about 80%- 95% to Cress with Knock Off as she paralyzes Bisharp with Thunder Wave.

 At this point, I only have a healthy Charizard Y and Aegislash, with a weaken Cresselia to beat the rest of his team. I was in a great position as Charizard Y can easily faint either Steel types with Drought boosted Flamethrower and elect to target the bigger threat, Bisharp. However, Miguel switches out his Bisharp, preserving it for the late game I suppose, and sacks his weaken Thundurus. Metagross fires a Zen Headbutt onto my  Cresselia and KOs it with ease. Now this point its Mega Metagross and a paralyzed Bisharp against my Charizard Y and Substitute Aegislash. At this point, I'd decided to go after the Bisharp since he's "forced" to Sucker Punch and Metagross protects, while setting up a Substitute for Aegislash. LITERALLY BEST FAIL SAVE DECISION EVER. The Metagross crits Charizard Y with a Bullet Punch and Sucker Punch actually picks up the KO while Aegislash subs up. This terrified me as I'm forced into playing with King Shield-Stance Change against both a healthy Bisharp and Mega Metagross. So my only win condition was to target the Bisharp and go for King's Shield when Metagross attacked. Fortunately for me, Miguel attacks into Aegislash 2 times with Metagross so it's attack stat is greatly reduced, as Bisharp keeps Sucker Punching. Then it dawn on me that Bisharp was Banded or choiced in some fashion as I did left my Aegislash exposed to get a Substitute so I continuously Kings Shield and attack the Bisharp unto I was able to knock it out in three hits. Basically at this point, it was a -6 Mega Metagross against healthy Aegislash with Substitute up. I forgot how exactly it ended, but I finish the battle with a crit, or even a high roll most likely. Miguel was able to beat me last time off a really high roll with a +1 Zen Headbut (he had Power-Up Punch) unto my heavily physically defensive Thundurus so this battle was kinda a bitter sweet win in honestly. There was hax on both sides but I think had he not Sucker Punched my Charizard Y it would have been over for sure


So I actually have the battle codes for the Semis and the Final matches against Token and Delta. If you like to watch the video, then sure go on since it I'm still going to give my after thoughts about the battles.


Semi Finals Bo3; VS Token (Team: Mega Kangaskhan, Togekiss, Nidoking, Hydreigon, Ferrothorn, Terrakion)

Game 1

I bring: Cresselia, Landorus-T ; Charizard Y , Conkeldurr
He brings: Togekiss, Nidoking ; Mega Kangaskhan, Hydreigon

Battle Code: 8A4W - WWWW - WW2Z -Q9X8



Game 2

I bring: Sylveon, Landorus-T ; Cresselia, Charizard Y
He brings: Hydreigon Togekiss ; Nidoking, Mega Kangaskhan


Battle Code: FKHW - WWWW - WW2Z - Q92Q


Finals: VS Delta (Team: Charizard Y, Landorus-T, Breloom, Mamoswine, Staraptor, Milotic )

Game 1:

I bring: Charizard , Cresselia ; Landorus-T , Aegislash
He brings: Mamoswine, Breloom ; Landorus-T , Staraptor

Battle Code: X4JG - WWWW - WW2Z - Q93U


Game 2:

I brings: Charizard Y , Landorus-T ; Cresselia , Conkeldurr
He Brings: Breloom, Charizard Y ; Staraptor , Landorus-T

Battle Code: K79G - WWWW - WW2Z - Q95W

Friendly Match (Game 3): 9B4W -WWWW - WW2Z - Q95R

Conclusion 


For sure I'll leave a description of when I take out the battle code for potential future battles. I've probably discuss the team as extensively as I can so in the future there'll be a follow up post for any changes I make to this squad whether is from the EVs spread, item choices, or individual Pokemon. If I had to chose my MVPs of every battle, it had to be Charizard Y simply because the offensive pressure it provides with the Drought-boosted Flamethrower and the Tailwind to boost the speed for the rest of my Pokemon. Subsitute Aegislash and Thunder Wave Cresselia are the centerpiece of the team's defensive effort aid by AV Landorus-T thanks to the Intimidate drops and ability to freely use any attack. Conkeldurr and Sylveon make up the backbone of the team's overall offense give how powerful their attacks are and sometimes how very teams have capable switch ins when paired with Charizard Y.

I'm definitely going to test out other types of archetypes centered around Charizard Y and a host of other Megas for this blogspot. Thanks for reading and leave a comment below about the team if you like.