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May 21st, 2018
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  1. Usually these days I restrain myself from doing RMTs. Most probably because I’ve come to terms with the fact that when it comes down to building my train of thought bounces between difficult to explain and non existent. That’s why I decided to present a team I made, not only from my point of view, but also from pdt’s, who had a good amount of success using it.
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  3. The basic idea behind this team was to make mega manectric work in this meta. Mane is probably the weirdest pokemon in this tier. On paper it tears down entire teams, either by spamming its great movepool(typewise) or by clicking volt switch to gain momentum on fatter mons that it cannot 2hko. All that until it runs on a bulky ground type, that isn’t weak to its hp of choice x4. Until that goes down, mane is borderline useless.Hence, a lure is needed. A pokemon that will keep in the ground type by force and either ohko it or damage it to the point where mane can bypass it and go ballistic on the opposing team.
  4. Terrakion is a pretty unorthodox fit for that role, but a surprisingly good one. Basically what it is supposed to do is a)break through alomomola + unaware user on stall and b) go to +2, lure in the potential swampert or hippo, force them to stay in on the upcoming cc and kill them with +2 z-cc, opening up the door for manectric. Forth moveslot on terra really is filler so I decided to throw toxic in there, specifically for mega slowbro stall variants.
  5. With the initial core of mega mane+terrak, what was needed asap was a ground resistance/immunity. Given the fact that terrakion can act as a breaker in certain matchups, I thought it would be a good idea to form a volt-turn core around it. Hydreigon is a mon that can play that part as good as any other in the tier, by simultaneously providing volt-turn capabilities, ground immunity, speed and hazard control. At the same time its natural resistance to prevalent types like water and grass provides some added defensive synergy to the team.
  6. Next thing in line was hazards of my own plus a fairy killer. I chose nidoking, which honestly is my go-to pick for such roles. Excellent coverage, hard hitter and notorious balance breaker, being able to switch into every fairy attack (yes I’ve went hard king on primarina, learn to predict) and force the opposing team to switch into an extremely hard hitting move. Nidoking being an electric immunity, coupled with hydreigon, gives me an offensive core to semi-check opposing mane w/o having to resort to the ‘’mandatory’’ swampert or hippowdon, both of which would be a bad fit for this build(imo at least). The last but definitely not least of nidoking’s contributions to this team is the ability to resist breloom’s mach punch, which is a huge deal given the fact its probably the team’s main way to stop the +2 l.o. set (the only good breloom set) from sweeping.
  7. At this point, it is blatantly obvious that the team has essentially nothing for opposing dragons. With azumarill being gone, primarina was the obvious pick. Azu’s ban,from my experience, has made z-belch hydra and gh latias both a rare sight, meaning that most dragons running around currently cannot really dent this primarina set. Picking it over specs, is something I am a huge fan of since it still keeps its ability to hit relatively hard, while at the same time keeping the one thing that if specs primarina had would push it over the edge. Survivability. Lastly it can serve as an emergency sd scizor check and also spore fodder, if you are crazy man enough to switch it hard into breloom.
  8. The last mon on this team is a (dare I say) custom scizor spread, that I trust as much as a player can trust a pokemon. Maintaining both it’s hard hard hitting ability and sustain with max hp it does an excellent job of being both a reliable pivot midgame and a lethal cleaner at +2 late game. Also having a fairy resist that can recover hits is very helpful during long grinding games vs sylveon-m.aggron fat balance cores.
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