BASED TOGEKISS IS HERE
FEAR TEH FAIRY BURD
Anyway. First up, is Togekiss. I nominate Togekiss for
A Rank in Flying.
loser set imo (Togekiss) @ Leftovers
Ability: Serene Grace
252 HP/ 252 SpDef/ 4 Def
Calm Nature
-Thunder Wave
-Air Slash
-Heal Bell
-Roost
Explanation: OK, I was really debating whether to put this into A rank or B rank for Flying. Decided to put it into A Rank after Sae mentioned that it has a lot of versatility and utility, making it not a very dominant threat, but a solid threat that needs coverage. Anyway, onto the set. This is the common Paraflinch set that has invoked fear in many Monotype players around the internet. Item, Ability, and EV's are simple: Most bulk as possible to tank as much hits, and more flinch chance with Serene Grace. This set can tank pretty much any special attack, and TWave right back, subjecting it to the terror of Paraflinch. Heal Bell is for curing the status of mons on your team, such as a Para'd Char X (which is really helpful v Thundy-I's para'ing your sweeper, so you get a second shot), burned Landorus-T, or toxic'ed Zapdos. It's a great utility mon for flying teams, and can even manage to live an Ice Beam and cripple the famous Greninja, the terror of all Flying teams. However, it's good to note that it can't switch in. This set is commonly used in a Toge/Zap/Skarm core, with Skarm setting Rocks and tanking physical hits, Zapdos Defogging and breaking walls with Toxic/Heat Wave, and Togekiss alleviating pressure on them with Heal Bell and paralysis support.
And if you really wanna be real (cough
Arifeen cough), use this set to utterly destroy Fighting (who actually has an even matchup v Flying), Bug, Grass, and even Dark, who I've found is a pain to beat with Flying:
smogon burd?
Anttyaz burd (Togekiss) @ Choice Scarf
Ability: Serene Grace
252 SpAtk/ 252 Spe/ 4 SpDef
Timid Nature
-Air Slash
-Dazzling Gleam
-Flamethrower/Fire Blast
-Trick/Aura Sphere
Explanation: K, this set is the death of all teams weak to Toge's STAB's, especially Flying. Not too much of an explanation needed here, just bring it in, spam Air Slash, hope for flinch. If against a team like Dark, weaken the team, bring in Toge, spam DG, win. Flamethrower v Fire Blast is for Scizor/Ferrothorn, and the choice is up to you for power or accuracy.
252 SpA Togekiss
Flamethrower vs. 252 HP / 168 SpD Ferrothorn: 284-336 (
80.6 - 95.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Togekiss
Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 348-412 (98.8 - 117%) --
93.8% chance to OHKO
Fire Blast can net the KO, but can get you killed by Gyro Ball if you miss. Your choice. Trick is a great option to cripple walls such as Chansey and Clefable, both of which pose some problems to Flying mono. Aura Sphere is mostly for Heatrans (who you won't be doing much to anyway), and Ttars. Overall the best option is Trick, but if you have Clef and Chansey, and other walls considerably covered, and Rock is tearing you a new one, might as well just use Aura Sphere. Anyway, not too much else to say here, just get rid of Rocks to increase longevity.
Thanks to
Sae Sae for reminding me of Trick and letting me put my birdie in A rank :]
*cough* nick for hax *cough*
K, next we have....Skarmory! I nominate Skarmory for
S Rank in Flying mono.
Skarmory @ Rocky Helmet/Leftovers
Ability: Sturdy
252 HP/ 252 Def/ 4 Spe
Impish Nature
-Roost
-Stealth Rock/Spikes
-Brave Bird/Counter
-Whirlwind/Defog
Explanation: Again, not too sure of the rank. I think S, because it pretty much has defined Flying mono; I see no viable Flying team, besides Omega-Xis14's, that does not run Skarmory. That could be my genericness coming out, but it's sorta true. Skarmory just has too much utility to give up. Stealth Rock v Spikes is if you already have a Rocks setter, such as Lando-T. If not, Rocks it is. Brave Bird is pretty much mandatory on it, I used to run no attack Skarm w/ Defog and WW, but I lost too many matches to say it has a good reason to use over the other sets. BB v Counter really shouldn't be too much of a question, Brave Bird has far more uses, but Counter has some neat utility if you want to use it. Whirlwind is what I believe is the better option, racking up hazard damage while also avoiding it from being setup bait (unless Taunt). Defog can be used if you lack trust in your ability to bring in your other Defogger in safely (which I did and still do ;_;). Pretty basic set overall, just stops Rock monos from crushing you, stops Mamoswine, and a lot of other things that threaten to ruin your bird's day.
Ok, next up is Landorus-T. I nominate Lando-T for
S Rank in Flying.
Landorus-T @ Leftovers
Ability: Intimidate
252 HP/ 252 Def/ 4 Atk
-Stealth Rock
-U-Turn/Knock Off
-Earthquake
-Stone Edge/Rock Slide
Explanation: Lando-T is one of those pokes that you really can't predict what set it is. LO attacker, Scarf Rkiller, Lefties pivot, Band wallbreaker, etc. So many x.x Thanks to Acast and Anttyaz for proving this to me. Anyway, onto the set. This is the tanky offensive pivot Lando-T, which works great in OU, and works great in Monotype as well. It can switch in on pretty much any physical attacker, set up Sneaky Pebbles, then U-Turn out or threaten with a 145 base Atk STAB Earthquake. This set isn't really what makes Landorus A rank, as it isn't 'influencing' the meta, per se, but it still is a decent threat that most teams should think of when building a team. Stone Edge vs. Rock Slide is again, power or accuracy. I think SE OHKO'es M-Pinsir, while Rock Slide needs some additional damage to pull that off. U-Turn v Knock Off is another 50/50. Offensive momentum, or the ability to cripple your opponent's team? It's a throw-up between the two.
Landorus-T @ Choice Scarf/Band
Ability: Intimidate
252 Atk/ 252 Spe/ 4 Def
Jolly/Adamant Nature
-U-Turn
-Knock Off/Superpower
-Earthquake
-Stone Edge
Explanation: Here's the more threatening Lando-T set. While I realize that Band and Scarf play somewhat differently, I
was really lazy, thought that they were similar enough to allow one explanation for each. Scarf takes on more of a revenge-killing aspect, able to outspeed many threats and KO them with powerful EQ's or Stone Edge's. It can also capitalize on the switches it forces by using U-Turn. Knock Off or Superpower is tilted more towards Knock Off, but if your team struggles v Ferro or Chansey, then the immediate killing power is better to ensure KO's on those two. Band is somewhat similar, but lends itself to a more wallbreaking aspect. You do NOT want to stare a 145 base Atk, Choice Banded Landorus-T straight in the face. The power is way too real. U-Turn, even when unSTAB, can still do some serious damage to an opposing team, especially when combined with a Volt Switcher and Stealth Rocks. Same scenario with Knock Off or Superpower, it's really up to the user. Scarf is usually better when paired with another Banded or Specs mon, such as Staraptor, while Band is just the opposite. That's just my preference though, you can run HO with dual Scarfers, or just deal damage with dual Band. The set that you want to use is up to what your team needs.
Additional comments: A LO Rock Polish set is worth mentioning, Rock Polish lets him outspeed even Scarfed Latios, unless I'm wrong, and LO boosts his already incredible attack to insane levels. However, sweeping can be better accomplished by Char X or M-Gyara, but this set is great for Hyper Offensive teams and for the surprise factor.
Thanks to
Acast and
Anttyaz (lol double A) for telling me to put this beast in S Rank. Apparently A + A = S <.<
Finally, one of the staple VoltTurners on Flying. Thundurus-T, who I nominate for
A Rank in Flying.
Thundurus-T @ Choice Scarf
Ability: Volt Absorb
252 SpAtk/ 252 Spe/ 4 SpDef
Timid Nature
-Volt Switch
-Thunderbolt/Grass Knot
-HP Ice
-Focus Blast/Grass Knot
Explanation: The only one I am actually certain is an A-Rank. Not meta defining, but if you lose to it, you should change your team immediately. Thundurus-T has Volt Absorb, a great Electric immunity needed on Flying, that deters Electric attacks and with right prediction, can get its health back up by a quarter. Volt Switch is obvious; its provided momentum is just way too good to pass up. Tbolt is actually debatable; I rarely find myself clicking it, unless I'm facing Water. Volt Switch is what I normally use. HP Ice is obvious, for Landorus, Garchomp, and other annoying Grounds. Focus Blast is really helpful vs. Ice and Steel, especially with the Aegi ban. Grass Knot can be used for Ground, who arguably has a very good matchup vs Flying, and Water, who is pretty much even with it, in my opinion. This is one of the best pokes to use in a Flying mono, imo, for its offensive capabilities, decent coverage, elec immunity, and great momentum booster with Volt Switch. You really can't go wrong using this thing.
Anyway, that's it for now. I realized that I haven't used Thundy-I enough to actually give a rating to it, so I'll give that up for someone x.x Other
bad not generic pokes coming soon, since some of them are actually pretty good and have some niches in the meta. Thanks to all who read this fat wall of text <.<