Gundy Balance 1.0
Team Member 1:
Dragapult:
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Sucker Punch
Reasoning: I wanted to build around this set, as it catches many switch ins to Clefable, and kills them with a +1 steel wing. After realizing that you are Adamant +1, sometimes they will bring it their scarf Dragapult which dies to a +1 sucker punch. Dragon darts is a strong stab to kill and punch a hole in anything your opponent brings in as a switch in. This set needs damage on a lot of their mons to sweep, but acts a good early game hole puncher or late game sweeper.
Important Calcs:
as this set is much different than typical dragapult sets, I will show come calcs I deem important.
Cinderace:
*there are a lot more situations where this is good, but I don't feel like looking for every single one.
+1 252+ Atk Life Orb Dragapult Dragon Darts (2 hits) vs. 4 HP / 0 Def Cinderace: 422-500 (139.7 - 165.5%) -- guaranteed OHKO
Possible damage amounts: (211, 214, 216, 218, 220, 224, 226, 227, 231, 234, 235, 238, 242, 243, 246, 250)
*you are able to kill it at plus one, and are typically out of range of a non-banded sucker punch
252 Atk Cinderace Sucker Punch vs. 0 HP / 0 Def Dragapult: 180-212 (56.7 - 66.8%) -- guaranteed 2HKO
Possible damage amounts: (180, 182, 184, 186, 188, 190, 192, 194, 196, 198, 200, 202, 204, 206, 208, 212)
Clefable:
*this calc is the most important imo, as if you bluff specs or scarf many people will bring in clefable as your dragon dance.
+1 252+ Atk Life Orb Dragapult Steel Wing vs. 252 HP / 4 Def Clefable: 398-471 (101 - 119.5%) -- guaranteed OHKO
Possible damage amounts: (398, 403, 408, 413, 419, 421, 426, 432, 437, 442, 445, 450, 455, 460, 465, 471)
*you are then able to ohko it with a +1 steel wing
Dragapult:
*many people bring in a scarf dragapult in attempt to revenge you at +1 after realizing you are adamant.
+1 252+ Atk Life Orb Dragapult Sucker Punch vs. 0 HP / 0 Def Dragapult: 393-463 (123.9 - 146%) -- guaranteed OHKO
Possible damage amounts: (393, 398, 400, 406, 411, 416, 419, 424, 429, 434, 439, 442, 447, 452, 458, 463)
Toxapex:
*this is a common wall in the ou tier which threatens you with a toxic, they sometimes are smart and recover spam to slowly kill you with life orb damage, but others will toxic upon your first hit
+1 252+ Atk Life Orb Dragapult Dragon Darts (2 hits) vs. 252 HP / 252+ Def Toxapex: 174-210 (57.2 - 69%) -- guaranteed 2HKO after Black Sludge recovery
Possible damage amounts: (87, 90, 90, 91, 94, 94, 95, 95, 97, 97, 99, 99, 101, 101, 103, 105)
Threats:
Corviknight and Ferrothorn completely wall this set, and need to be damaged heavily or ko'd before this can sweep.
Team Member 2:
Zeraora:
Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Drain Punch
Reasoning: This set helps deal with both Corviknight and Ferrothorn, especially after getting a bulk up off. Drain Punch helps you stay healthy when fighting bulkier mons and I tested out fire punch instead of drain punch to better deal with Ferrothorn, but drain punch aids in killing Seismitoad after getting +1. As you can better eat earthquakes and heal back any damage taken with drain punch, while still being able to beat Ferrothorn 1v1.
Important Calcs:
Corviknight:
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 48 Def Corviknight: 404-476 (101 - 119%) -- guaranteed OHKO
Possible damage amounts: (404, 408, 414, 416, 422, 428, 432, 438, 440, 446, 452, 456, 462, 464, 470, 476)
*you are able to ohko Corviknight after a bulk up which is very easy to get on this mon, especially if he's forced to defog after you knock off hazard weak mons.
Ferrothorn:
+2 252 Atk Zeraora Drain Punch vs. 252 HP / 252+ Def Ferrothorn: 176-208 (50 - 59%) -- 74.2% chance to 2HKO after Leftovers recovery
Possible damage amounts: (176, 178, 180, 182, 184, 186, 188, 190, 192, 194, 196, 198, 200, 202, 204, 208)
*this is more of a grind, but after getting +2 or higher, you deal with ferrothorn, after recovery from drain punch
Seismitoad:
+2 252 Atk Zeraora Drain Punch vs. 252 HP / 252+ Def Seismitoad: 128-151 (30.9 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
Possible damage amounts: (128, 129, 131, 132, 134, 135, 137, 138, 140, 141, 143, 144, 146, 147, 149, 151)
*i wouldn't typically bring this in until Seismitoad is damaged by either Dragapult or another pokemon, but in a pinch it can slowly widdle down Seismitoad for either Dragapult or Dracovish, but sometimes after weakening Seismitoad with psychic fangs from Vish it can occasionally pick up a KO.
Team Member 3:
Dracovish:
Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Outrage
- Psychic Fangs
- Crunch
Reasoning:
Dracovish helps capitalize off damage dealt to walls by either Dragapult or Zeraora, and in rain it hits like a truck. Is a great late game cleaner, and aids in match ups against stall as under rain it destroys even physical walls.
Calcs:
*we all know dracovish, I don't think presenting calcs is really neccesary.
Threats:
Water Absorbers: In order to deal with them, I often find myself sacking Dragapult andor Zeraora in order to K/O them or get them into range of crunch. Most teams with water absorbers have only that mon as their Dracovish counter/check, and once gone Dracovish sweeps their team.
Team Member 4:
Pelipper:
Pelipper @ Heavy-Duty Boots
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Hurricane
Reasoning: Acts a defogger and sets rain for Dracovish to do even more damage. Aids in dealing with Cinderace which is otherwise a major threat to the team. I am running hurricane over u-turn as I found using it to help chip Ferrothorn or Seismitoad. It also helps to create a 3 mon defensive core, which deals with a lot of the metagame besides Weavile, Crawdaunt, and Terrakion. (All 3 of those are pretty niche picks, and can be beaten with proper prediction, and proper sacks).
Calcs:
This pokemon and the rest of the defensive core are pretty standard, and don't need much of an explanation for specific ev's imo. If anyone provides a better ev set for what this mon has been said to attempt to accomplish, I would be happy to test it out.
Team Member 5:
Clefable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Teleport
- Moonblast
Reasoning: It's teleport Clefable. Enough said. But, in reality it helps bring Dracovish in, keeps your walls and breakers healthy with wish teleport passing, deals with Special Attacking Dragapults, and just does what Clefable does.
Team Member 6:
Ferrothorn:
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Stealth Rock
- Knock Off
- Power Whip
Reasoning:
As we have pelipper to alleviate much of the threat of physical fire type attacks, the rain also allows Ferrothorn to sometimes eat a hit, get chip with iron barbs and rocky helmet to set rocks if necessary. Power Whip helps to deal with Seismitoad and knock off non life orb clefables leftovers, and leech seed for some recovery outside of Clefable wish passing to it.
Team Threats:
This team is very weak to Terrakion, any psychic type booster, and strong slow water type breakers with coverage. Typically all of those weaknesses can be alleviated through proper play and prediction, but still can make the match up very difficult. Remember to scout for trick on the rotom forms before bringing in Clefable, as you don't want to get Clefable tricked.
*This team is the first time I've really thought out and fully designed myself, and I am currently above 1700 on the ladder with it, and am continuing to climb and haven't reached a peak, but I feel it can improve. So please let me know what you guys think!
Pokepaste:
https://pokepast.es/b88c1c2dcadd3b6d
-gundy
Team Member 1:
Dragapult:
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Sucker Punch
Reasoning: I wanted to build around this set, as it catches many switch ins to Clefable, and kills them with a +1 steel wing. After realizing that you are Adamant +1, sometimes they will bring it their scarf Dragapult which dies to a +1 sucker punch. Dragon darts is a strong stab to kill and punch a hole in anything your opponent brings in as a switch in. This set needs damage on a lot of their mons to sweep, but acts a good early game hole puncher or late game sweeper.
Important Calcs:
as this set is much different than typical dragapult sets, I will show come calcs I deem important.
Cinderace:
*there are a lot more situations where this is good, but I don't feel like looking for every single one.
+1 252+ Atk Life Orb Dragapult Dragon Darts (2 hits) vs. 4 HP / 0 Def Cinderace: 422-500 (139.7 - 165.5%) -- guaranteed OHKO
Possible damage amounts: (211, 214, 216, 218, 220, 224, 226, 227, 231, 234, 235, 238, 242, 243, 246, 250)
*you are able to kill it at plus one, and are typically out of range of a non-banded sucker punch
252 Atk Cinderace Sucker Punch vs. 0 HP / 0 Def Dragapult: 180-212 (56.7 - 66.8%) -- guaranteed 2HKO
Possible damage amounts: (180, 182, 184, 186, 188, 190, 192, 194, 196, 198, 200, 202, 204, 206, 208, 212)
Clefable:
*this calc is the most important imo, as if you bluff specs or scarf many people will bring in clefable as your dragon dance.
+1 252+ Atk Life Orb Dragapult Steel Wing vs. 252 HP / 4 Def Clefable: 398-471 (101 - 119.5%) -- guaranteed OHKO
Possible damage amounts: (398, 403, 408, 413, 419, 421, 426, 432, 437, 442, 445, 450, 455, 460, 465, 471)
*you are then able to ohko it with a +1 steel wing
Dragapult:
*many people bring in a scarf dragapult in attempt to revenge you at +1 after realizing you are adamant.
+1 252+ Atk Life Orb Dragapult Sucker Punch vs. 0 HP / 0 Def Dragapult: 393-463 (123.9 - 146%) -- guaranteed OHKO
Possible damage amounts: (393, 398, 400, 406, 411, 416, 419, 424, 429, 434, 439, 442, 447, 452, 458, 463)
Toxapex:
*this is a common wall in the ou tier which threatens you with a toxic, they sometimes are smart and recover spam to slowly kill you with life orb damage, but others will toxic upon your first hit
+1 252+ Atk Life Orb Dragapult Dragon Darts (2 hits) vs. 252 HP / 252+ Def Toxapex: 174-210 (57.2 - 69%) -- guaranteed 2HKO after Black Sludge recovery
Possible damage amounts: (87, 90, 90, 91, 94, 94, 95, 95, 97, 97, 99, 99, 101, 101, 103, 105)
Threats:
Corviknight and Ferrothorn completely wall this set, and need to be damaged heavily or ko'd before this can sweep.
Team Member 2:
Zeraora:
Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Knock Off
- Drain Punch
Reasoning: This set helps deal with both Corviknight and Ferrothorn, especially after getting a bulk up off. Drain Punch helps you stay healthy when fighting bulkier mons and I tested out fire punch instead of drain punch to better deal with Ferrothorn, but drain punch aids in killing Seismitoad after getting +1. As you can better eat earthquakes and heal back any damage taken with drain punch, while still being able to beat Ferrothorn 1v1.
Important Calcs:
Corviknight:
+1 252 Atk Zeraora Plasma Fists vs. 252 HP / 48 Def Corviknight: 404-476 (101 - 119%) -- guaranteed OHKO
Possible damage amounts: (404, 408, 414, 416, 422, 428, 432, 438, 440, 446, 452, 456, 462, 464, 470, 476)
*you are able to ohko Corviknight after a bulk up which is very easy to get on this mon, especially if he's forced to defog after you knock off hazard weak mons.
Ferrothorn:
+2 252 Atk Zeraora Drain Punch vs. 252 HP / 252+ Def Ferrothorn: 176-208 (50 - 59%) -- 74.2% chance to 2HKO after Leftovers recovery
Possible damage amounts: (176, 178, 180, 182, 184, 186, 188, 190, 192, 194, 196, 198, 200, 202, 204, 208)
*this is more of a grind, but after getting +2 or higher, you deal with ferrothorn, after recovery from drain punch
Seismitoad:
+2 252 Atk Zeraora Drain Punch vs. 252 HP / 252+ Def Seismitoad: 128-151 (30.9 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
Possible damage amounts: (128, 129, 131, 132, 134, 135, 137, 138, 140, 141, 143, 144, 146, 147, 149, 151)
*i wouldn't typically bring this in until Seismitoad is damaged by either Dragapult or another pokemon, but in a pinch it can slowly widdle down Seismitoad for either Dragapult or Dracovish, but sometimes after weakening Seismitoad with psychic fangs from Vish it can occasionally pick up a KO.
Team Member 3:
Dracovish:
Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fishious Rend
- Outrage
- Psychic Fangs
- Crunch
Reasoning:
Dracovish helps capitalize off damage dealt to walls by either Dragapult or Zeraora, and in rain it hits like a truck. Is a great late game cleaner, and aids in match ups against stall as under rain it destroys even physical walls.
Calcs:
*we all know dracovish, I don't think presenting calcs is really neccesary.
Threats:
Water Absorbers: In order to deal with them, I often find myself sacking Dragapult andor Zeraora in order to K/O them or get them into range of crunch. Most teams with water absorbers have only that mon as their Dracovish counter/check, and once gone Dracovish sweeps their team.
Team Member 4:
Pelipper:
Pelipper @ Heavy-Duty Boots
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Defog
- Hurricane
Reasoning: Acts a defogger and sets rain for Dracovish to do even more damage. Aids in dealing with Cinderace which is otherwise a major threat to the team. I am running hurricane over u-turn as I found using it to help chip Ferrothorn or Seismitoad. It also helps to create a 3 mon defensive core, which deals with a lot of the metagame besides Weavile, Crawdaunt, and Terrakion. (All 3 of those are pretty niche picks, and can be beaten with proper prediction, and proper sacks).
Calcs:
This pokemon and the rest of the defensive core are pretty standard, and don't need much of an explanation for specific ev's imo. If anyone provides a better ev set for what this mon has been said to attempt to accomplish, I would be happy to test it out.
Team Member 5:
Clefable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Teleport
- Moonblast
Reasoning: It's teleport Clefable. Enough said. But, in reality it helps bring Dracovish in, keeps your walls and breakers healthy with wish teleport passing, deals with Special Attacking Dragapults, and just does what Clefable does.
Team Member 6:
Ferrothorn:
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Stealth Rock
- Knock Off
- Power Whip
Reasoning:
As we have pelipper to alleviate much of the threat of physical fire type attacks, the rain also allows Ferrothorn to sometimes eat a hit, get chip with iron barbs and rocky helmet to set rocks if necessary. Power Whip helps to deal with Seismitoad and knock off non life orb clefables leftovers, and leech seed for some recovery outside of Clefable wish passing to it.
Team Threats:
This team is very weak to Terrakion, any psychic type booster, and strong slow water type breakers with coverage. Typically all of those weaknesses can be alleviated through proper play and prediction, but still can make the match up very difficult. Remember to scout for trick on the rotom forms before bringing in Clefable, as you don't want to get Clefable tricked.
*This team is the first time I've really thought out and fully designed myself, and I am currently above 1700 on the ladder with it, and am continuing to climb and haven't reached a peak, but I feel it can improve. So please let me know what you guys think!
Pokepaste:
https://pokepast.es/b88c1c2dcadd3b6d
-gundy