[RMT] The Draconid's Might

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[RMT] The Draconid's Might

Post by Enchidio on Mon Apr 25, 2016 9:39 pm

dont ask why this isnt a dragon team
ok it's because i dont want to use more than one lord oc so it's flying
ok this team is based off mega salamence OK LET'S JUST WORK ON THIS TEAM OK

Delta (Salamence-Mega) (M) @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Roost
- Earthquake

The premier sweeper. I feel this is self-explanatory. Dragon Dance turns Salamence's attack into insane levels. Return will destroy just about anything. 583 attack (After a Dragon Dance boost), 198.9 power hit is brutal. If you survive it, you're lucky.
Intimidate is used over Moxie because I'll probably Mega Evolve this thing from the start, so Intimidate would be worlds more beneficial than Moxie. Earthquake makes neutral coverage on every singular type. Roost is to increase longetivity.

Skarmdie (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 SpD / 24 Spe
Impish Nature
- Defog
- Spikes
- Roost
- Whirlwind

Standard lead. Spikes (unless I'm fighting someone who's my knight or whatever). After that, Whirlwind. If someone sets up hazards, I just Defog. Of course, that's only for Stealth Rock. Roost is to stall opponents, especially since I have no attacking move whatsoever.

Darde (Archeops) (M)
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Rock Slide
- Earthquake
- Roost

Jesus, why does Defeatist exist? Anyway, Acrobatics deals a hell of a lot of damage. Rock Slide is secondary coverage, and Earthquake deals with the steel types that would otherwise wall this set. Roost can get me out of Defeatist. Adamant is chosen over Archeops because it needs all the power it can get due to Defeatist.

Speed (Crobat) (M) @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Sleep Talk

Brave Bird and Cross Poison are my main STAB moves, however, using them generally goes to the opponent. Despite Brave Bird's higher power, it does come at the cost of recoil. They're just STAB, is all. U-Turn is to get me out of a tough situation. Sleep Talk not only allows it to attack when asleep, but it also means that none of my other mons can be asleep. Band is used to maximize its offensive stats as much as possible. Infiltrator is to break through substitutes. This is so useful and it has gotten me out of tough situations many times, but that's for another day.

Seral Skies (Dragonite) (M) @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage
- Earthquake

Ah, yes. The generic WP Dnite said. Hazard control from Skarmory keeps Stealth Rock off the field. A typical scene is that I use Dragon Dance while I'm hit with a super effective move. Due to Multiscale, this set will only take x1 damage from SE hits, and x2 damage from Ice Beam. It can take a hit and sweep with +3 attack. Earthquake is coverage, Extreme Speed is priority, and Outrage is STAB.

Fera Sea (Noivern) (M) @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Draco Meteor
- Flamethrower
- Air Slash

My Specs user. Boomburst hurts, Draco Meteor will kill anything that isn't designed to be a special wall. Air Slash is a secondary move that can be used either when Boomburst has ran out of priority or when I'm fighting the fighting kingdom. Specs is used to increase damage output. Infiltrator is, well, Infiltrator.

Rate 1-10, tell me what I need to do to edit the worst team ever made on Showdown.
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Re: [RMT] The Draconid's Might

Post by Colonel on Mon Apr 25, 2016 9:57 pm

1. use fucking stone edge on archeops
2. dont use those speed evs on skarm theyre on the recommended spread for literally no reason
3. roost is shit use some hidden power to kill some obscure threat like quag who fucking wins vs you. ik rpers are bad but there may jus be that 1 rper that decides to fuck w you
4. bandbat is shit and situational but idk what rpers like to run it might be useful idk
5. wp dnite only works against bad people but youre fighting rpers so its ok
6. noivern is gay

4/10, feel like eating some kfc. what menu item do you recommend?

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Re: [RMT] The Draconid's Might

Post by Mikhail97 on Tue Apr 26, 2016 3:24 am

Colonel wrote:1.  use fucking stone edge on archeops
2.  dont use those speed evs on skarm theyre on the recommended spread for literally no reason
3.  roost is shit use some hidden power to kill some obscure threat like quag who fucking wins vs you.  ik rpers are bad but there may jus be that 1 rper that decides to fuck w you
4.  bandbat is shit and situational but idk what rpers like to run it might be useful idk
5.  wp dnite only works against bad people but youre fighting rpers so its ok
6.  noivern is gay

4/10, feel like eating some kfc.  what menu item do you recommend?

A big bucket of go fuck yourself

Come on now at least try to improvise the team

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Re: [RMT] The Draconid's Might

Post by Articuno on Tue Apr 26, 2016 8:44 am

Your team can be improved a bit. I'd make these changes:

Skarmdie (Skarmory) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/ 252 Def/ 4 SpD
Impish Nature
- Stealth Rock
- Brave Bird / Spikes
- Roost
- Whirlwind / Defog

Replace your Archeops with Togekiss. It helps mitigate your lack of Special attackers and allows your sweepers to set up more effectively. You can run either a defog set or a Nasty Plot set.

Togekiss (Togekiss) (F) @Leftovers
Ability: Serene Grace
EVs: 252 HP/ 252 SpD / 4 SpA OR 252 HP / 252 Def / 4 SpD
Calm or Bold Nature
- Defog
- Thunder Wave
- Air Slash
- Roost

OR

Togekiss (Togekiss) (F) @ Leftovers  
Ability: Serene Grace  
EVs: 252 SpA / 252 Spe/ 4 HP
Timid Nature  
- Nasty Plot  
- Roost / Heal Bell
- Aura Sphere / Fire Blast / Dazzling Gleam  
- Air Slash

Crobat is okay but I'd suggest not using banded. Life Orb works just as well. I do have to add that I would consider replacing it with Gliscor.

Speed (Crobat) (M) @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Taunt / Roost

Or Gliscor, which can act as a stallbreaker.

Gliscor (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 Def / 56 Spe (I dunno about these EVs tbh)
Careful Nature
-Toxic / Roost / Protect
-Roost / Substitute / Protect
-Earthquake / Knock Off
-Swords Dance / Taunt

Weakness Policy is kinda gimmicky. While powerful IF managed to proc, it can be unreliable and I'd suggest replacing it with either a Band or a Lum Berry.

Seral Skies (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage / Dragon Claw
- Earthquake

OR

Seral Skies (Dragonite) (M) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Fire Punch
- Extreme Speed
- Outrage
- Earthquake

Honestly, I'd replace Megamence with something like Thundurus. Megamence is strong, for sure. However, your team currently has three Dragon/Flying mons and is super weak to Ice. While Thundurus is weak to it as well, it's at least not 4x weak.

Delta (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA/ 4 Def / 252 Spe
Timid Nature
- Thunder Wave / Taunt / Focus Blast
- Nasty Plot
- Thunderbolt
- Hidden Power Ice / Grass Knot

If you're going to run Noivern, you might want to change the set up a little.

Fera Sea (Noivern) (M) @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst / Air Slash / Flamethrower
- Draco Meteor
- Switcheroo / U-Turn
- Hurricane

Yes, Boomburst is a sound-based 120 BP attack. However, it gets no STAB and doesn't actually have any coverage. Use Air Slash or Flamethrower if you decide to change it - Air Slash for more reliable hits and Flamethrower if you feel you need to coverage. Take Switcheroo to cripple walls and U-turn in order to keep momentum.

I know a put a lot of edits here but I'm definitely not really good at looking at a team on its own and seeing how it can do. Whether or not you choose to use any of this or not, I would definitely emphasize the fact that you need more Special Attackers on the current team. Good luck!

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Re: [RMT] The Draconid's Might

Post by Hydre(Hydreigon) on Tue Apr 26, 2016 9:59 am

Just to correct Articuno, boomburst is actually 140BP ^^'

But yeah, nothing much to add to what has been already told

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Re: [RMT] The Draconid's Might

Post by Nebulous on Tue Apr 26, 2016 12:04 pm

Mikhail97 wrote:At least try to improvise the team

yeah because that makes sense.


anyways I would suggest Ho-Oh since it is an excellent special wall/tank, but arti already covered most of the sets you can use.


Last edited by Nebulous on Tue Apr 26, 2016 12:06 pm; edited 3 times in total (Reason for editing : typo)
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Re: [RMT] The Draconid's Might

Post by Enchidio on Tue Apr 26, 2016 3:49 pm

Will run Stone Edge on Archeops.
Band Crobat works wonders, so I won't replace it.

I'll use that Skarmory set, Arti, ty.

I'm not replacing Archeops with Togekiss because I personally find it to be bad. I'll try it out, anyway.

I used WP Dnite because eh, I always use the Band set. I'll use Band, anyway.

Mega Salamence is like, the reason I made this team. While I definitely like Thundurus, I doubt I'm gonna replace Sala.

Noivern gets Hurricane? I'll replace Air Slash with that. Other than that, the current Noivern set is fine.

Like I said before, I'd use Ho-Oh if Mega Sala wasn't already the reason I made this.
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Re: [RMT] The Draconid's Might

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