Replies in bold.Alright, I'm back (again :s) to resolve what's hopefully the final issue of my triples team. I just lost somewhere in the 160s in a rather strange battle against a lot of surprisingly bulky legendaries, which featured more untimely misses than usual (and some weird AI predictions, e.g. Latios who attacked Rotom rather than Blaziken), the most untimely miss of which was at the end: Blaziken went 1 on 1 against Suicune, who was in Sky Uppercut's KO range (maybe even in Flare Blitz's :..( I just didn't wanna risk it because it really wasn't that clear), missed SU, causing me to lose. I think this team really should be able to win the Starf Berry; the Trick Room problem has been solved as much as possible by adding Taunt Talonflame, the remaining issue is that I tend to rely on moves with imperfect accuracy a little too much.
I can think up two changes to remedy this:
-Greninja: Scald (or Dark Pulse?) over Hydro Pump. Problem is, I already surrendered some firepower when swapping out Zapdos for Talonflame (didn't matter at the time because Talon is 'only' the utility attacker), but that means I shouldn't be neglecting Greninja's and Mamo's power, which I feel I would be doing if I were to take out Hydro Pump. On the other hand, I've found I'm using Hydro Pump not that much anymore because I can now use Grass Knot on Rock types, and if I just need a reliable STAB I usually go with Ice Beam. I really need a Water-type move to hit Fire-types though because they resist both Ice Beam and GK. Maaaybe Dark Pulse could also work, offensively it wouldn't matter I guess but I think a Water-type move is better because it screws Fire-types over defensively as well (because Protean).
I'd go with Dark Pulse, as Blaziken, Mamoswine, Metagross, and Rotom already have moves to hit Fire-types(Rock Slide, Earthquake and Hydro Pump), and Dark Pulse has that utility of hitting things that are not close to Greninja. Also, after using Mat Block, you'll be a Fighting-type, attracting Psychic-type moves, and then you can use Dark Pulse to be immune to these moves:)
-Blaziken: Low Kick over Sky Uppercut. It's getting really annoying that Blaziken has only one perfectly accurate move (Flare Blitz), so I think SU just doesn't cut it anymore. I didn't consider Low Kick at first at all because I thought it was unreliable (using GK on Greninja has convinced me otherwise) and because I thought it was a tutor move -.- I'm a lot less reluctant to making this change (only thing is it would require me to breed a new Torchic), because it hits most stuff for 80BP or more (i.e. neglegibly weaker or clearly stronger than SU).
The only problem here is, I don't know for sure if there are any relevant targets where Low Kick is too weak. So far I've only noticed Blissey (60BP, which is annoying but I've also got Talon's Taunt and Gross's Hammer Arm), but I don't know if there are more.
vs. Blissey1 and 2: 252+ Atk Mega Blaziken Low Kick (60 BP) vs. 0 HP / 252 Def Blissey: 254-302 (76.9 - 91.5%)
vs. Blissey3: 252+ Atk Mega Blaziken Low Kick (60 BP) vs. 252 HP / 252+ Def Blissey: 234-276 (64.6 - 76.2%)
vs. Blissey4: 252+ Atk Mega Blaziken Low Kick (60 BP) vs. 0 HP / 252+ Def Blissey: 234-276 (70.9 - 83.6%)
As you said, you have other moves to finish the job, but I'm not sure. Are there other relevant pokemon that are hit harder by Sky Uppercut than any other move Blaziken has?
This would leave me with the following inaccurate STABs: Mamo's Icicle Crash (unremediable), Rotom's Hydro Pump (unremediable), and Metagross's Meteor Mash (same), as well as some coverage moves. That SHOULD work, because Mamo and Rotom have more spammable STABs (Earthquake and T'bolt) and Metagross's job is more not dying than actually killing stuff lol (aside from applying some pressure with EQ and sniping some stuff with BP).
For reference, this is the team in its current form, should be pretty clear how it works:
Greninja @ Lum Berry
Ability: Protean
Nature: Timid
IVs: 31/19/19/31/31/31
EVs: 4 Def / 252 SpA / 252 Spe
-Mat Block
-Hydro Pump -> Scald/Dark Pulse?
-Ice Beam
-Grass Knot
Bob (Talonflame) @ Sharp Beak
Ability: Gale Wings
Nature: Adamant
IVs: 31/31/31/nobody cares/31/31
EVs: 192 HP / 252 Atk / 4 Def / 60 Spe
-Brave Bird
-Tailwind
-Taunt
-Protect
Manny (Mamoswine) @ Life Orb
Ability: Thick Fat
Nature: Naive
IVs: 1/31/17/31/31/31
EVs: 244 Atk / 12 SpA / 252 Spe
-Earthquake
-Icicle Crash
-Freeze-Dry
-Ice Shard
Blaziken @ Blazikenite
Ability: Speed Boost -> Speed Boost
Nature: Adamant
IVs: 31/31/31/27/13/31
EVs: 252 Atk / 4 Def / 252 Spe
-Flare Blitz
-Sky Uppercut -> Low Kick?
-Rock Slide
-Protect
Metagross @ Assault Vest
Ability: Clear Body
Nature: Adamant
IVs: 31/31/31/10/18/31
EVs: 252 HP / 252 Atk / 4 SpD
-Meteor Mash
-Earthquake
-Hammer Arm
-Bullet Punch
Rotom-W @ Sitrus Berry
Ability: Levitate
Nature: Modest
IVs: 31/15/31/31/11/31
EVs: 252 HP / 8 Def / 240 SpA / 8 SpD
-Hydro Pump
-Thunderbolt
-Will-O-Wisp
-Protect
tl;dr: need advise over power vs. accuracy in order to reach the consistency necessary for 200 wins, because it's a tad frustrating getting close again but seeing it slipping through my fingers because I gave the RNG a little too much room. Halp.
If anybody could help me with these two small issues, I'd really appreciate it ^.^
tl;dr:Greninja->Dark Pulse, and Blaziken->Low Kick(not sure though)