Advertisement
WashedLaundry

Legends in the Making

Aug 30th, 2015
87
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.62 KB | None | 0 0
  1. Salamence @ Salamencite
  2. Ability: Intimidate
  3. Level: 50
  4. EVs: 164 HP / 132 Atk / 4 Def / 68 SpD / 140 Spe
  5. Adamant Nature
  6. - Return
  7. - Dragon Claw
  8. - Dragon Dance
  9. - Protect
  10.  
  11. EVs:
  12. -Borrowed some of Lightcore's benchmarks but also set my own. 140 Spe outspeeds non-Scarf Landorus (including Jolly ones), ensuring I can attack before its rock slide and reduce flinch chances. This also has some pretty key Pokemon outsped, including Jolly Excadrill out of sand, Jolly Base 90s, the slew of Pokemon between Jolly base 70s and Adamant base 70s trying to outspeed Bisharp/Breloom/Non-scarf Ttar, Neutral Base 100s, and the like. The rest of it is an alteration of Lightcore's set. 132 Attack has a guaranteed OHKO on the bulkiest of Amoonguss, while 164 HP / 68 SpD gives me a 15/16 chance of taking Ludicolo's Ice Beam and KOing it in return with...Return...
  13.  
  14. Moveset:
  15. -Dragon Claw is the only odd choice but my team lacks any meaningful way to hit Electric types nor take their attacks. As a result, finding ways for my team to get strong neutral damage across the board on them was important, and Dragon Claw is another tool for doing exactly that. DDMence in general lacks good options past normal-turned-flying moves. Earthquake and Rock Slide are both pitiful damage-wise, even after a Dragon Dance, and Mence lacks a good physical fire move (then again, most outside of Flare Blitz suck as it is). Getting a STAB move you can throw at Rotom and Thundurus is a decent idea at the end of the day.
  16.  
  17.  
  18.  
  19. Volcarona @ Rocky Helmet
  20. Ability: Flame Body
  21. Level: 50
  22. EVs: 252 HP / 156 Def / 4 SpA / 76 SpD / 20 Spe
  23. Bold Nature
  24. - Fiery Dance
  25. - Struggle Bug
  26. - Rage Powder
  27. - Protect
  28.  
  29. -Modest is stupid for a non-Quiver Dance Volc. Timid's only useful if you want to outspeed Breloom with minimal investment (but Safety Goggles makes that unnecessary). Run Bold for Rage Powder, it doesn't require all of your EV investment into defense and allows you to take hits better.
  30. -252 HP/156 Def does the same thing the non-Bold sets do: Survive non-STAB rock slides from everything on top of Kanga DE
  31. -20 Speed outspeeds Bisharp
  32. -Rest dumped into special defense to help take special hits better
  33.  
  34. Moveset:
  35. -Fiery Dance over Flamethrower. Yes, Flamethrower does more damage but it doesn't turn any 2hkos into KOs to my knowledge. I don't like Overheat as I like my Pokemon to have staying power and the second you overheat you lose most of your offensive pressure. Likewise, on a Pokemon like this, Heat Wave would be doing minimal damage. Flamethrower does more damage but if you can proc the special attack increase (and, really, it's a coinflip that you do so), you can become a damage threat immediately simply because +1 fiery dance hurts on anything that won't resist it and +2 will start netting OHKOs should you be that lucky.
  36. -I've tried a variety of things in Struggle Bug's slot. At first it was Tailwind, but the team didn't really need the speed control for the most part (Greninja's fast, Mence becomes fast, Conk needs trick room to outspeed most everything it truly cares to outspeed, and Aegislash actually wants to be slow for the most part). I tried Roost but I could never get it off. I considered Bug Buzz but saw Struggle Bug and figured it fit right in with the team's goals of making my Pokemon tanky by lowering my opponent's damage.
  37.  
  38. Rotom-Wash @ Sitrus Berry
  39. Ability: Levitate
  40. Level: 50
  41. EVs: 244 HP / 76 Def / 68 SpA / 116 SpD / 4 Spe
  42. Modest Nature
  43. - Hydro Pump
  44. - Thunderbolt
  45. - Will-O-Wisp
  46. - Light Screen
  47.  
  48. -244 HP for even number for Sitrus Procs
  49. -244 HP/76 Def works as a check to see if an enemy Conk is Iron Fist or Guts. If it does about 30%, it's guts. If it pops my Sitrus Berry, it's Iron Fist.
  50. -Modest Nature and 68 Sp.Atk allows me to net or chunk the bulkier Landorus that are showing up.
  51. -116 Sp.Def allows me to survive Hydreigon Draco, Zard Y Solar Beam (except for Modest 252 but nobody runs that), basically all your standard attacks
  52.  
  53. MOVESET DECISIONS:
  54. -Light Screen allows Mence to take special hits. After a Light Screen, it can start surviving some of the Ice Beams thrown its way, as well as Hyper Voices and the like. Not only that, it allows Volc to take Water moves much better, Conkeldurr to become nigh unkillable with Special Attacks, and basically gives Aegislash Rain for fire moves.
  55. -Wisp is to disable physical attackers. Without it, I'd be relying on Salamence's intimidate and Volc's flame body. It's not a guaranteed spot, as the utility of Electroweb is tempting, but right now, there it is.
  56.  
  57. Conkeldurr @ Assault Vest
  58. Ability: Iron Fist
  59. Level: 50
  60. EVs: 156 HP / 116 Atk / 140 Def / 92 SpD / 4 Spe
  61. Brave Nature
  62. IVs: 28 Spe
  63. - Mach Punch
  64. - Drain Punch
  65. - Ice Punch
  66. - Knock Off
  67.  
  68. -Modified Bopper's Nationals Conk as I don't think this team is as reliant upon Tailwind as his team was. Kept the attack value (I think this is vain because most Landorus are not going to be 4 HP/0 Def but that takes away from defensive investment) as a result and moved the 80 EVs leftover between defenses
  69. -156/92 allows you to take special attacks all the way up to a Modest Garde's Hyper Voice and Psychic (Psyshock as well), meaning that you can save a turn on the field to slap Heatran or Scrafty in the face (and let Aegislash clean up afterwards).
  70. -156/140 allows you to take all the important physical hits except for Jolly Mence's DE (though you have a chance of surviving it if it's at -1 attack).
  71.  
  72. Aegislash @ Leftovers
  73. Ability: Stance Change
  74. Level: 50
  75. EVs: 228 HP / 252 SpA / 28 SpD
  76. Modest Nature
  77. - Flash Cannon
  78. - Shadow Ball
  79. - Substitute
  80. - King's Shield
  81.  
  82. -228 HP gives it 164 HP, something divisible by 4 for an even amount of lefties recovery.
  83. -Dumped rest of EVs into Sp.Atk and Sp.D
  84.  
  85. Greninja @ Life Orb
  86. Ability: Protean
  87. Level: 50
  88. EVs: 4 HP / 252 SpA / 252 Spe
  89. Timid Nature
  90. - Ice Beam
  91. - Hidden Power [Ground]
  92. - Grass Knot
  93. - Protect
  94.  
  95. "Wait you have an electric problem why Greninja"
  96. 252 SpA Life Orb Protean Greninja Ice Beam vs. 236 HP / 128+ SpD Thundurus: 164-195 (89.1 - 105.9%) -- 31.3% chance to OHKO
  97.  
  98. Most of them are not that bulky either.
  99.  
  100. In reality, Greninja serves as the fast, speedy nuke. In testing this team over and over, Greninja's offensive pressure and wide movepool made it enough of a threat that opponents would prioritize hitting it over Rotom, Volc, or Aegislash, allowing those Pokemon to set up crucial things for my team to succeed. In turn, Volc and Rotom's attack-reducing options and redirection allowed Greninja more turns on the field, giving it extra time to remove key threats, such as the genies, Heatran, Aegislash, and
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement