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Talenheim

Tal's Return

Aug 4th, 2015
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  1. Long story short, for the past six months or so, I've been relatively inactive in the Pokemon scene, although I've kept myself updated with the metagame. This is the first team I made since that hiatus, so I can try and regain whatever skills I've lost.
  2.  
  3. Kyurem-Black @ Life Orb
  4. Ability: Teravolt
  5. EVs: 52 Atk / 252 SpA / 204 Spe
  6. Mild Nature
  7. - Hidden Power [Fire]
  8. - Earth Power
  9. - Ice Beam
  10. - Fusion Bolt
  11.  
  12. I built the team around this variant of Kyub, since it seemed like a relatively anti-metagame choice despite all the offensive teams roaming around. I forwent Roost since I found that whenever I have it, I never end up using it. So far, I haven't missed it.
  13.  
  14. Gyarados (M) @ Gyaradosite
  15. Ability: Intimidate
  16. EVs: 252 Atk / 4 SpD / 252 Spe
  17. Jolly Nature
  18. - Dragon Dance
  19. - Waterfall
  20. - Earthquake
  21. - Crunch
  22.  
  23. After looking around the Good Cores thread, I saw that Mega Gyarados acted as a good partner. I'm running Earthquake over the posted Substitute since I've found it fits my playstyle better.
  24.  
  25. Raikou @ Assault Vest
  26. Ability: Pressure
  27. EVs: 252 SpA / 32 SpD / 224 Spe
  28. Timid Nature
  29. IVs: 30 HP / 30 Def
  30. - Thunderbolt
  31. - Volt Switch
  32. - Hidden Power [Ice]
  33. - Extrasensory
  34.  
  35. At this point, it was pretty clear that this was going to be a Bulky Offense team. Raikou acts as a good pivot and also hits Pokemon I did not truly cover well, like Talonflame and fast Waters.
  36.  
  37. Scizor (M) @ Choice Band
  38. Ability: Technician
  39. EVs: 248 HP / 252 Atk / 8 Spe
  40. Adamant Nature
  41. - Bullet Punch
  42. - U-turn
  43. - Superpower
  44. - Pursuit
  45.  
  46. Simply put, it gives me a way to scare Hoopa-U and fairies, which otherwise have a field day with this team. Pursuit is also useful since I have no hazard removal on this team, since I found that I pressure most Rock setters enough as it is.
  47.  
  48. Meloetta @ Choice Scarf
  49. Ability: Serene Grace
  50. EVs: 36 Def / 252 SpA / 220 Spe
  51. Modest Nature
  52. - Psyshock
  53. - Shadow Ball
  54. - Focus Blast
  55. - U-turn
  56.  
  57. Easily the most unorthodox position on this team, Meloetta is mainly here for my check to Mega Lopunny, and fighting-types in general. Since nobody expects a Scarf variant, I can catch a surprising number of Pokemon by surprise, and max investment modest base 128 Sp.Atk hits hard even without a boosting item. I might EV to make U-Turn a 0/2HKO on Hoopa-U, if I think it's necessary. (At any rate, I'm very comfortable with using Meloetta, so it helps me play better overall.) EVs are to outspeed jolly M-Lopunny, with the rest dumped into Defense.
  58.  
  59. Cobalion @ Leftovers
  60. Ability: Justified
  61. EVs: 252 Atk / 4 Def / 252 Spe
  62. Jolly Nature
  63. - Stealth Rock
  64. - Close Combat
  65. - Iron Head
  66. - Swords Dance
  67.  
  68. I needed a Stealth Rocker and a secondary Fairy check, as well as a secondary sweeper. Cobalion can use the Dark-types that Meloetta lures in as setup bait, to set up either safe Rocks or a safe Swords Dance.
  69.  
  70. The final team ends up as a standard Bulky Offense team. One notable thing is that I have no hazard removal; that's since I believe I have enough ways to pressure them that not only can I sometimes prevent it, but also potentially acquire more momentum than the rock setter. At any rate, I have only two rock-weak Pokemon, and neither are quad weaknesses. Since they're mainly offensive Pokemon, they can frankly usually afford to take the damage.
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