This is my first post to RMT, hopefully I dont mess up and get this thread locked!
While extensively testing out my team on showdown I've noticed a few problems with this team, in particular Mega Kanga and Lando-T. This is a MAJOR problem with my team seeing as both of those pokemon are in the top used of the VGCs. I also have a minor problem with Trick Room teams as my entire team is based around high speeds. Preferable I'd like to keep my Aerodactyl, Scyther and Serperior, but if reason is factored I will consider changing them. Its also worth mentioning that some work can be done on the EVs but I favored the suggested Smogon ones until I know more.
Anyway here it is:
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 220 HP / 52 Atk / 4 Def / 4 SpD / 228 Spe
Jolly Nature
- Rock Slide
- Sky Drop
- Ice Fang
- Protect
Aerodactyl is my focal point of this team, it takes out threats such as dragons with ice fang and can neutralize any pokemon that are setting up or serious threats with Sky Drop. Protect is a clear given on this set as it not only allows saftey for one turn but also allows a hit free mega evolution if the situation allows for it. A massive problem with this set is that generally I'll send Aerodactyl out first paired with Scyther who sets up tailwind while Aerodactyl eliminates immediate threats with Sky Drop, however Intimidate users cut the damage out put of both pokemon, preventing them from attacking in the turns after tailwind is set. While This can easily be avoided by not sending Aerodactyl out first it is almost integral to most of my victories with this team to have him sent out first.
Latias @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Helping Hand
- Psyshock
- Recover
Latias was the pokemon I originally intended to build this team around, however I found a Latias/Aerodactyl lead to be ineffective. It was initially a bulky set which focuses on setting up to the point where using recover negates all damage put onto it. This set has many flaws with it and has only worked a few times. As well as the Calm Mind/Psyshock/Recover, I've also put Helping Hand on this set to contribute to the damage set by the other pokemon on my side. Latias isnt based around dealing with certain pokemon in particular but as a general special wall.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Heatran was added to the team in an effort to protect the Latias against fairly types which I previously had no defense against. It also stops any Ice types in their path when paired up with Aerodactyl or Scyther, using Earth Power on any electric types. I'm willing to change heatran as well seeing as once Latias is gone my weakness to fairy is also gone.
Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Aerial Ace
- Bug Bite
- Tailwind
Scyther (Although not originally intended to do so) is paired with Aerodactyl as the lead, it works well as a tailwind set up, but suffers from the same problem as Aerodactyl, once intimidate pokemon appear on the field it is completely nullified. This is my reasoning for Swords Dance, allowing scyther to raise his attack back to +1 and spamming bug bite on anything I can to remove any possible berries.
Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 124 Def / 132 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Will-O-Wisp
- Protect
- Pain Split
Cofagrigus is my failed solution to Kangaskhan. It was intended to stop them in their tracks through will-O-Wisp but I neglected the fact that the other pokemon on my opponents side usually has some sort of counter to Cofagrigus. He also serves as a "counter" to trick room teams, with extremely low speed if trick room is successfully set up then he can out slow certain pokemon and shadowball them.
Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Substitute
- Giga Drain
Finally Serperior is my teams solution to water types. One of the weaknesses I noticed. It also helps when dealing with dragon types after setting up a leaf storm. Serperior's Item is also very damaging, the added damage of attacks and life orb recoil starts to stack up and Serperior tends to last a shorter amount of times then other pokemon on the team. Unfortunatly it contributes to my teams weakness to Ice Types but can handle most pokemon bearing Ice type moves (Water types or Water/Ice Types)
Extra Options
One of the pokemon I've considered is Bisharp, not only does it counter my weakness to fairy, but it also causes opponents to think twice before sending out intimidate pokemon. However Bisharp will only serve to be another pokemon that Kangaskhans and Lando-T can easily destroy.
This team feels mediocre, barely breaking even wins, but I hope to improve it and win more since it counters some of the biggest threats I've seen in actual VGC tournaments.
While extensively testing out my team on showdown I've noticed a few problems with this team, in particular Mega Kanga and Lando-T. This is a MAJOR problem with my team seeing as both of those pokemon are in the top used of the VGCs. I also have a minor problem with Trick Room teams as my entire team is based around high speeds. Preferable I'd like to keep my Aerodactyl, Scyther and Serperior, but if reason is factored I will consider changing them. Its also worth mentioning that some work can be done on the EVs but I favored the suggested Smogon ones until I know more.
Anyway here it is:
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 220 HP / 52 Atk / 4 Def / 4 SpD / 228 Spe
Jolly Nature
- Rock Slide
- Sky Drop
- Ice Fang
- Protect
Aerodactyl is my focal point of this team, it takes out threats such as dragons with ice fang and can neutralize any pokemon that are setting up or serious threats with Sky Drop. Protect is a clear given on this set as it not only allows saftey for one turn but also allows a hit free mega evolution if the situation allows for it. A massive problem with this set is that generally I'll send Aerodactyl out first paired with Scyther who sets up tailwind while Aerodactyl eliminates immediate threats with Sky Drop, however Intimidate users cut the damage out put of both pokemon, preventing them from attacking in the turns after tailwind is set. While This can easily be avoided by not sending Aerodactyl out first it is almost integral to most of my victories with this team to have him sent out first.
Latias @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Helping Hand
- Psyshock
- Recover
Latias was the pokemon I originally intended to build this team around, however I found a Latias/Aerodactyl lead to be ineffective. It was initially a bulky set which focuses on setting up to the point where using recover negates all damage put onto it. This set has many flaws with it and has only worked a few times. As well as the Calm Mind/Psyshock/Recover, I've also put Helping Hand on this set to contribute to the damage set by the other pokemon on my side. Latias isnt based around dealing with certain pokemon in particular but as a general special wall.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
Heatran was added to the team in an effort to protect the Latias against fairly types which I previously had no defense against. It also stops any Ice types in their path when paired up with Aerodactyl or Scyther, using Earth Power on any electric types. I'm willing to change heatran as well seeing as once Latias is gone my weakness to fairy is also gone.
Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Aerial Ace
- Bug Bite
- Tailwind
Scyther (Although not originally intended to do so) is paired with Aerodactyl as the lead, it works well as a tailwind set up, but suffers from the same problem as Aerodactyl, once intimidate pokemon appear on the field it is completely nullified. This is my reasoning for Swords Dance, allowing scyther to raise his attack back to +1 and spamming bug bite on anything I can to remove any possible berries.
Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 124 Def / 132 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Will-O-Wisp
- Protect
- Pain Split
Cofagrigus is my failed solution to Kangaskhan. It was intended to stop them in their tracks through will-O-Wisp but I neglected the fact that the other pokemon on my opponents side usually has some sort of counter to Cofagrigus. He also serves as a "counter" to trick room teams, with extremely low speed if trick room is successfully set up then he can out slow certain pokemon and shadowball them.
Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Substitute
- Giga Drain
Finally Serperior is my teams solution to water types. One of the weaknesses I noticed. It also helps when dealing with dragon types after setting up a leaf storm. Serperior's Item is also very damaging, the added damage of attacks and life orb recoil starts to stack up and Serperior tends to last a shorter amount of times then other pokemon on the team. Unfortunatly it contributes to my teams weakness to Ice Types but can handle most pokemon bearing Ice type moves (Water types or Water/Ice Types)
Extra Options
One of the pokemon I've considered is Bisharp, not only does it counter my weakness to fairy, but it also causes opponents to think twice before sending out intimidate pokemon. However Bisharp will only serve to be another pokemon that Kangaskhans and Lando-T can easily destroy.
This team feels mediocre, barely breaking even wins, but I hope to improve it and win more since it counters some of the biggest threats I've seen in actual VGC tournaments.