This is my flying team that I have changed and changed who knows how many times. Finally, after a headache of changes, and no improvement, I asked a voice in the Monotype room (thanks Enoch.EXE) to help me with a team. My one requirement was that my favorite Pokemon, Togekiss, be on the team. He willingly complied to my immature request, and we built a balanced team together. It has done pretty well, peaking at #8 on the ladder and still going. I will edit all changes that are told and will also post updates of peaks and team changes. Thank you all for taking the time to look at my team!
P.S. (Pardon the title, please :P)
Proof:
Heavenly Torturer (Togekiss) Leftovers
Ability: Serene Grace
EV's: 252 HP/ 252 SpD/ 4 Def
Calm Nature
-Roost
-Thunder Wave
-Heal Bell
-Air Slash
Togekiss here is the main cleric of this team. She has incredible special bulk, allowing it to tank hits with ease and set up wishes to pass to incoming teammates. EV's, ability, item, and nature are obvious: to allow it to tank and heal to the best of its ability. Roost is obvious; for its own longevity. Heal bell is there to stop stall, and to heal a statused teammate that would not like to be statused (basically all teammates). Air Slash and Thunder Wave are for that annoying paraflinch chance, crippling many foes and taking out several. Togekiss forms an amazing core together with Skarmory and Zapdos, which has survived through many battles.
Forever Flying (Skarmory) Rocky Helmet
Ability: Sturdy
EV's: 252 HP/ 252 Def/ 4 SpD
Impish Nature
-Stealth Rock
-Whirlwind
-Roost
-Counter
Here it is. The one everyone knew was coming. Skarmory. The most physically bulky flying type there is, with only competition to Mandibuzz. With good typing and solid bulk, Skarmory can easily set up a layer of Stealth Rocks on the field to cripple opponents. He is my main physical wall, taking hits like they're nothing, and then whirlwinding that annoying mon out of the way. Rocks and whirlwind can make an annoying duo, especially when paired with Skarmory's physical bulk. Roost is obvious, there for longevity. Counter may seem gimmicky, but it is actually an amazing asset to this team. It comes in on setup sweepers, namely Mega Mawile and Charizard X. With Sturdy, it tanks through their attacks and then kills them with their own power. I was unsure of its viability, but Counter has proven itself and is a great support.
Bringer of Storms (Zapdos) Leftovers
Ability: Pressure
EV's: 252 HP/ 252 SpD/ 4 SpA
Calm Nature
-Thunderbolt/
-Toxic
-Roost
-Defog
The bringer of storms. The golden avian monster since Gen I. It's Zapdos. My bulky defogger is here, and has come to patch up my electric weakness and those annoying sneaky pebbles. He can tank several hits, but does not have the sheer bulk of Togekiss and should not be used to wall very frequently. Thunderbolt, obvious: STAB attack and used to take out annoying waters that seem to wreck my team. Toxic is there for opposing Zapdos, which I seem to encounter more often than Ferrothorn. Roost, longevity, and defog, hazards. Zapdos I need to play a bit right, but he can be great when used properly. In conjunction with Togekiss's Heal Bell and Wish, he has a lot more longevity than usual. Good for defogging and helping with electrics, as most electrics don't possess an attack that can take him down. Most HP ices only do 30% to him:
252+ SpA Choice Specs Jolteon Hidden Power Ice vs. 252 HP / 252+ SpD Zapdos: 148-176 (38.5 - 45.8%) -- 84.4% chance to 2HKO after Stealth Rock and Leftovers recovery
So yeah, he's great to tank hits and toxic electrics to take them out. If he outspeeds, then Roost makes him resistant to electric. However, a faster roost needs to be played carefully, as it makes him weak to Earthquake/Earth Power. Overall, he's amazing and does his job wonderfully.
Ruler of Hell (Mega-Charizard X) Charizardite X
Ability: Tough Claws
EV's: 252 Atk/ 252 Spe/ 4 HP
Jolly Nature
-Dragon Dance
-Dragon Claw
-Fire Punch
-Earthquake
The big, bad new mega evolution of Charizard. The deadly Ruler of Hell leaves a path of destruction in its wake. Nothing can withstand it. Well, maybe Azumarill, but you know what I mean. He's my main sweeper, just demolishing at +1, and let alone +2. With his typing, most tend to go for the ice or electric attack, which gives me a free boost. Some switch out entirely. I try to reserve him till late game, when his counters are mostly gone or weakened. He's pulled a Super Saiyan clutch in many games, and is amazing at countering my electric and ice weaknesses. Levitaters are taken out by Dragon Claw; even Rotom-W is 2HKO'ed at +1, and it can't do anything in return:
+1 252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Rotom-W: 178-211 (58.5 - 69.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
After Levitaters are out of the way, he's free to spam Earthquake against electric teams. Ice, just go for Fire Punch. Speaking of Fire Punch, I chose it for the lack of recoil over Flare Blitz. While the power drop is notable, I have yet to see a situation where Flare Blitz would have KO'ed or won me the game when Fire Punch didn't. More often, Flare Blitz was a double edged sword in my use. The recoil just puts a complete stop to my sweep, and kills me against Chansey or Blissey. However, Fire Punch remedies this, and sets him loose on a rampage of destruction.
Sloth the Indolent (Dragonite) @ Weakness Policy
Ability: Multiscale
EV's: 252 Atk/252 Spe/4 HP
Adamant Nature
-Dragon Dance
-Dragon Claw
-Extremespeed
-Fire Punch
With Talonflame now banned, I had to find a replacement for the Flaming Demon. I decided to go with Dragonite, who I had been toying with lately. The WP set is to make it a sweeper, just destroying everything with the +2 priority ESpeed. Dragon Claw for powerful STAB, obvious. Fire Punch is there for Skarmories, but it doesn't do as much as I would like. I've been thinking about putting Fire Blast on, since WP does increase SpA as well as Attack. Opinions?
Hell's Punisher (Landorus-Incarnate) Life Orb
Ability: Sheer Force
EV's: 252 SpA/ 252 Spe/ 4 HP
Naive Nature
-Earth Power
-Knock Off
-Psychic
-Focus Blast
Last but not least, we have Hell's Punisher himself, Landorus-I. He was kind of a wild card I threw in here at the last second, but a bit of thought was put into him here. I was mostly debating between him and Thundurus-T, for Volt Absorb. However, I felt I needed him as a wallbreaker, and that meant the sheer power he has with Sheer Force and Life Orb. Naive Nature is to outspeed Jolly/Timid Charizard and Rock Slide them to death. Rock Slide itself is for this purpose, and if I can predict the switch into Talonflame (which doesn't often happen). Psychic is for Fighting monos, and the occasional Mega-Venusaur that threatens to wall. Focus Blast is the greatest coverage available here; it has stopped several of my 'counters' cold in their tracks. Ferrothorn, Balloon Heatran, and tons more have been stopped by this thing's Focus Blast. All in all, this here is a beast that punches holes into teams, allowing Charizard to sweep, and sometimes sweeping himself.
Checks and Counters:
Greninja: Greninja I can do nearly nothing against. It 2HKO's my special walls, and nothing else can stand up to it. I almost always have to sac something to bring in Tflame or Char X to kill it.
Azumarill: Skarmory can take this, but it is only a check. At best, it can phaze it out, but that's all it can do. If Skarm is out, then I might as well say gg.
Water Teams: Water teams in general mostly can take me down. In rain, their attacks are incredibly strong, and the only way I can take them down is Tflame killing them with speed and power, but that requires their walls to be out of the way. If I can set up one DD on Char X though, I can usually do a number on them.
Ice Teams: This is obvious. Char X and Tflame are my best counters, but they are easily killed by Mamoswine, Kyu-B, etc. They are overall a pain to deal with, and its difficult to take them down.
Replays:
P.S. (Pardon the title, please :P)
Proof:
Username: That Greedy GuyHeavenly Torturer (Togekiss) Leftovers
Ability: Serene Grace
EV's: 252 HP/ 252 SpD/ 4 Def
Calm Nature
-Roost
-Thunder Wave
-Heal Bell
-Air Slash
Togekiss here is the main cleric of this team. She has incredible special bulk, allowing it to tank hits with ease and set up wishes to pass to incoming teammates. EV's, ability, item, and nature are obvious: to allow it to tank and heal to the best of its ability. Roost is obvious; for its own longevity. Heal bell is there to stop stall, and to heal a statused teammate that would not like to be statused (basically all teammates). Air Slash and Thunder Wave are for that annoying paraflinch chance, crippling many foes and taking out several. Togekiss forms an amazing core together with Skarmory and Zapdos, which has survived through many battles.
Forever Flying (Skarmory) Rocky Helmet
Ability: Sturdy
EV's: 252 HP/ 252 Def/ 4 SpD
Impish Nature
-Stealth Rock
-Whirlwind
-Roost
-Counter
Here it is. The one everyone knew was coming. Skarmory. The most physically bulky flying type there is, with only competition to Mandibuzz. With good typing and solid bulk, Skarmory can easily set up a layer of Stealth Rocks on the field to cripple opponents. He is my main physical wall, taking hits like they're nothing, and then whirlwinding that annoying mon out of the way. Rocks and whirlwind can make an annoying duo, especially when paired with Skarmory's physical bulk. Roost is obvious, there for longevity. Counter may seem gimmicky, but it is actually an amazing asset to this team. It comes in on setup sweepers, namely Mega Mawile and Charizard X. With Sturdy, it tanks through their attacks and then kills them with their own power. I was unsure of its viability, but Counter has proven itself and is a great support.
Bringer of Storms (Zapdos) Leftovers
Ability: Pressure
EV's: 252 HP/ 252 SpD/ 4 SpA
Calm Nature
-Thunderbolt/
-Toxic
-Roost
-Defog
The bringer of storms. The golden avian monster since Gen I. It's Zapdos. My bulky defogger is here, and has come to patch up my electric weakness and those annoying sneaky pebbles. He can tank several hits, but does not have the sheer bulk of Togekiss and should not be used to wall very frequently. Thunderbolt, obvious: STAB attack and used to take out annoying waters that seem to wreck my team. Toxic is there for opposing Zapdos, which I seem to encounter more often than Ferrothorn. Roost, longevity, and defog, hazards. Zapdos I need to play a bit right, but he can be great when used properly. In conjunction with Togekiss's Heal Bell and Wish, he has a lot more longevity than usual. Good for defogging and helping with electrics, as most electrics don't possess an attack that can take him down. Most HP ices only do 30% to him:
252+ SpA Choice Specs Jolteon Hidden Power Ice vs. 252 HP / 252+ SpD Zapdos: 148-176 (38.5 - 45.8%) -- 84.4% chance to 2HKO after Stealth Rock and Leftovers recovery
So yeah, he's great to tank hits and toxic electrics to take them out. If he outspeeds, then Roost makes him resistant to electric. However, a faster roost needs to be played carefully, as it makes him weak to Earthquake/Earth Power. Overall, he's amazing and does his job wonderfully.
Ruler of Hell (Mega-Charizard X) Charizardite X
Ability: Tough Claws
EV's: 252 Atk/ 252 Spe/ 4 HP
Jolly Nature
-Dragon Dance
-Dragon Claw
-Fire Punch
-Earthquake
The big, bad new mega evolution of Charizard. The deadly Ruler of Hell leaves a path of destruction in its wake. Nothing can withstand it. Well, maybe Azumarill, but you know what I mean. He's my main sweeper, just demolishing at +1, and let alone +2. With his typing, most tend to go for the ice or electric attack, which gives me a free boost. Some switch out entirely. I try to reserve him till late game, when his counters are mostly gone or weakened. He's pulled a Super Saiyan clutch in many games, and is amazing at countering my electric and ice weaknesses. Levitaters are taken out by Dragon Claw; even Rotom-W is 2HKO'ed at +1, and it can't do anything in return:
+1 252 Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Rotom-W: 178-211 (58.5 - 69.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
After Levitaters are out of the way, he's free to spam Earthquake against electric teams. Ice, just go for Fire Punch. Speaking of Fire Punch, I chose it for the lack of recoil over Flare Blitz. While the power drop is notable, I have yet to see a situation where Flare Blitz would have KO'ed or won me the game when Fire Punch didn't. More often, Flare Blitz was a double edged sword in my use. The recoil just puts a complete stop to my sweep, and kills me against Chansey or Blissey. However, Fire Punch remedies this, and sets him loose on a rampage of destruction.
Sloth the Indolent (Dragonite) @ Weakness Policy
Ability: Multiscale
EV's: 252 Atk/252 Spe/4 HP
Adamant Nature
-Dragon Dance
-Dragon Claw
-Extremespeed
-Fire Punch
With Talonflame now banned, I had to find a replacement for the Flaming Demon. I decided to go with Dragonite, who I had been toying with lately. The WP set is to make it a sweeper, just destroying everything with the +2 priority ESpeed. Dragon Claw for powerful STAB, obvious. Fire Punch is there for Skarmories, but it doesn't do as much as I would like. I've been thinking about putting Fire Blast on, since WP does increase SpA as well as Attack. Opinions?
Hell's Punisher (Landorus-Incarnate) Life Orb
Ability: Sheer Force
EV's: 252 SpA/ 252 Spe/ 4 HP
Naive Nature
-Earth Power
-Knock Off
-Psychic
-Focus Blast
Last but not least, we have Hell's Punisher himself, Landorus-I. He was kind of a wild card I threw in here at the last second, but a bit of thought was put into him here. I was mostly debating between him and Thundurus-T, for Volt Absorb. However, I felt I needed him as a wallbreaker, and that meant the sheer power he has with Sheer Force and Life Orb. Naive Nature is to outspeed Jolly/Timid Charizard and Rock Slide them to death. Rock Slide itself is for this purpose, and if I can predict the switch into Talonflame (which doesn't often happen). Psychic is for Fighting monos, and the occasional Mega-Venusaur that threatens to wall. Focus Blast is the greatest coverage available here; it has stopped several of my 'counters' cold in their tracks. Ferrothorn, Balloon Heatran, and tons more have been stopped by this thing's Focus Blast. All in all, this here is a beast that punches holes into teams, allowing Charizard to sweep, and sometimes sweeping himself.
Checks and Counters:
Greninja: Greninja I can do nearly nothing against. It 2HKO's my special walls, and nothing else can stand up to it. I almost always have to sac something to bring in Tflame or Char X to kill it.
Azumarill: Skarmory can take this, but it is only a check. At best, it can phaze it out, but that's all it can do. If Skarm is out, then I might as well say gg.
Water Teams: Water teams in general mostly can take me down. In rain, their attacks are incredibly strong, and the only way I can take them down is Tflame killing them with speed and power, but that requires their walls to be out of the way. If I can set up one DD on Char X though, I can usually do a number on them.
Ice Teams: This is obvious. Char X and Tflame are my best counters, but they are easily killed by Mamoswine, Kyu-B, etc. They are overall a pain to deal with, and its difficult to take them down.
Replays:
http://replay.pokemonshowdown.com/frost-oumonotype-560259
http://replay.pokemonshowdown.com/oumonotype-125672476
http://replay.pokemonshowdown.com/frost-oumonotype-546340
http://replay.pokemonshowdown.com/oumonotype-124601369
http://replay.pokemonshowdown.com/oumonotype-124596802
http://replay.pokemonshowdown.com/oumonotype-120933564
(Yeah, sorry for the overload. Just wanted to show the team from more than one view.)
Please give any advice possible, as every little bit is valued. Thank you all for taking the time to read and rate this, you are very much appreciated for the effort!
Anything that is being tested is now slashed in blue.http://replay.pokemonshowdown.com/oumonotype-125672476
http://replay.pokemonshowdown.com/frost-oumonotype-546340
http://replay.pokemonshowdown.com/oumonotype-124601369
http://replay.pokemonshowdown.com/oumonotype-124596802
http://replay.pokemonshowdown.com/oumonotype-120933564
(Yeah, sorry for the overload. Just wanted to show the team from more than one view.)
Please give any advice possible, as every little bit is valued. Thank you all for taking the time to read and rate this, you are very much appreciated for the effort!
The Greedy Queen (Togekiss) (F) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Roost
- Thunder Wave
- Heal Bell
- Air Slash
Fort Briggs (Skarmory) (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Whirlwind
- Stealth Rock
- Roost
- Counter
Bringer of Storms (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Thunderbolt
- Toxic
- Defog
- Roost
Ruler of Hell (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Earthquake
Sloth the Indolent (Dragonite) (M) @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- ExtremeSpeed
- Dragon Claw
- Fire Punch
Hell's Punisher (Landorus) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Earth Power
- Knock Off
- Psychic
- Focus Blast
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Roost
- Thunder Wave
- Heal Bell
- Air Slash
Fort Briggs (Skarmory) (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Whirlwind
- Stealth Rock
- Roost
- Counter
Bringer of Storms (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Thunderbolt
- Toxic
- Defog
- Roost
Ruler of Hell (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Earthquake
Sloth the Indolent (Dragonite) (M) @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- ExtremeSpeed
- Dragon Claw
- Fire Punch
Hell's Punisher (Landorus) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SAtk / 30 SDef
- Earth Power
- Knock Off
- Psychic
- Focus Blast
Attachments
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