National Dex Picnicker's Choice

WellBjorn

Banned deucer.
> Picknicker's Choice: Nat Dex Balance <


Introduction
Hello everyone, thanks for taking the time to check out my team. This is my first ever RMT and my first official post although I have lurked prior. I've been battling competitively for not long, only a bit over a year and a half now, but I really enjoy making teams (although I'm not particularly great at it as you're about to see), but this is one that I think is decent. I'd love any feedback in order to make this team better! Thanks so much :)


The Team + Thoughts

scizor-mega.gif
tapufini.gif
heatran.gif
rillaboom.gif
zapdos.gif
garchomp.gif




scizor-mega.gif


Biscuits (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 252 HP / 36 Def / 220 SpD
Careful Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

Whenever making teams, you obviously have to start out with a mon you want to build around, and I think mega scizor is one of the best to do that. It provides fantastic utility threatening with offensive swords dance sets, or much more defensive support capabilities with roost and the ability to create momentum with U-turn. I chose to run a defensive SD build deviating from the traditional 16 Def Impish run for banded Kartana because 1. I don't see as much band as I used to (more SD than anything, and occasionally scarf and band although band is my favorite) and 2. This team originally had buzzwole who is a fantastic Kart check although I replaced it for another solid Kart check who I will cover later. Because of this, I made it much more spdf oriented like a regular scizor build. I feel the moves are self explanatory so I won't go over them.


tapufini.gif


Gravy (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Scald
- Taunt
- Calm Mind

I knew I wanted to pair scizor with Fini because of how fantastic they work together well as physical/special walls. Fini provides great utility with misty terrain, as well as checking the premier offensive threats of the meta game, primarily Weavile and Ash-Gren. Scald is obviously a desired move due to its ability to burn the physical threats its primarily switching in on, and draining kiss is fantastic to pair with leftovers as well as calm mind as it does not have a reliable form of recovery. Taunt is a Fini standard which allowed to not only set up on, but prevent the recovery of defensive Pokemon. I'm running nearly max defense with no speed because this is a very important part of my core so sacrificing more speed to outrun mons like Magnezone felt largely pointless. The 20 speed though is to outrun those hitting 210 (which tends to be other very defensive FIni's, and getting that faster taunt could be the difference).

heatran.gif


Midday Stroll (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Flamethrower
- Flash Cannon
- Earth Power

This team seems largely defensively oriented so scarf Heatran usually picks up a surprise eruption kill. I don't have too much to comment on this as it is a standard scarf Heatran set. Timid for max speed (I contemplated running Modest but outspeeding things like Koko, Weavile, and Mega Lopunny is just too important). Eruption is obviously the go to move given its 150 BP at full + STAB bonus. Really the only things living that at full HP are other Heatran's which it runs Earth Power if you need to predict, although EP gives beneficial coverage for other mons as well. Flamethrower is run for when you inevitably are at less HP where it would do more damage than Eruption. Flash Cannon is for hitting everything else.

rillaboom.gif


Daddy's Girl (Rillaboom) @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- U-turn
- Knock Off
- Superpower

Rillaboom was the final Pokemon of the original 6 that I chose, and I debated between SD and Band but eventually settled on Band simply because its damage on Grassy Glide is too good to pass up for revenge killing. I chose jolly over adamant for the extra speed which I think is more valuable, and I excluded Wood Hammer because 1. Grassy Glide is obviously a given 2. U-turn provides great switch opportunities which lets me pivot into something like scarf Heatran on its few checks, Knock Off for the coverage and utility it brings, and Superpower for the coverage.

zapdos.gif


Devil's Spawn (Zapdos) @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Hurricane
- Defog
- Roost

This was my replacement for Buzzwole because I felt Buzzwole was fairly redundant and checking a few things that Fini couldn't defensively (primarily Kartana and Rillaboom) and it took some of the burden off Fini as it is a great wall that has access to roost. However, I felt that didn't warrant a spot on the team, and I didn't really have great hazard removal yet, so Zapdos took up the mantel. The set itself isn't revolutionary, boots are essentially a given as it's my hazard removal. I'm running 40 speed to outrun adamant Rillaboom, and Jolly can't really break that well. Then I'm running HP and Def the rest of the way to fill its purpose. I chose Zapdos for my defogger because it fills in the gaps removing Buzzwole made, and Zapdos in because it excels at dealing with the vast number of good flying and water type Pokemon for this team. The move I see how some people might take issue over is hurricane. The primary objective of this Pokemon was to replace buzzwole, and it OHKOs Kartana and Rillaboom with hurricane (heat wave doesn't kill Rillaboom). Although it certainly has less accuracy, it makes up for it with more power. I understand that heat wave does have nice coverage, but hurricane also makes defensive zapdos VERY threatening in opposing rain with discharge.

garchomp.gif


King Leoncoeur (Garchomp) @ Firium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Fire Fang

My final Pokemon I brought because I felt the team was too defensive. Landorus is certainly another Pokemon that can fit this role, but I liked Garchomp more. Its running a very offensive stealth rock lead obviously with Earthquake, and stone edge to hit flying/levitating mons. I'll be completely honest, this is the mon I'm anticipating the most criticism on and I completely understand and I'd love a good replacement. I'm running Firium Z to help deal with the annoying Corviknights that are the premier walls to Garchomp. I also contemplated running scale shot but I wanted it to fulfill my needs of Stealth Rock and without SD it feels lackluster, and I thought about running poison jab with either poison Z or rock Z but decided against.

Conclusion

Thank you so much for reading everything, it's currently 2am for me so I apologize for any formatting or spelling errors I might've made. Please let me know any feedback you might have on sets/moves/mons.​
 
Hello WellBjorn! This looks like a very interesting team, but there are some changes (some big and some small) that it could use to be much more optimal.

MAJOR CHANGES
:rillaboom: -> :Tangrowth:

CB Rillaboom isn't that great tbh and it doesn't do much for the team since it just helplessly flounders against good defensive cores like CorvPexTran or CorvPexLando, especially since you lack Magnezone support. Therefore, I've replaced it with Assault Vest Tangrowth, which notably gives your team an actual Ground-type check (Rilla just gets blasted by Z-moves) as well as a sturdy check to electrics like Tapu Koko and Zeraora. I've opted for Power Whip here so opposing Fini that are Calm Mind don't annoy your team too much. Also, since Tapu Fini is already a hard answer to Ash-Greninja, I've opted for 92 Defense EVs, which lets you take +2 Continental Crush from Garchomp after Stealth Rock with the rest pooled in SpD to still handle Koko and Gren (in the case of Gren, you're using Tang as an emergency check to it in case Fini gets overwhelmed handling other threats)

:garchomp: -> :Landorus-therian:

Not trying to be rude here, but that Garchomp set is abysmal and doesn't really lure Corviknight like you say it does. Standard Corv takes only about 26-31% from unboosted Fire Fang and Z-Fire Fang does about 48-57%, meaning you're not keeping rocks up against it and get Pressure-Stalled trying to beat it and set rocks. Not to mention you don't really break cores like ClefPex now and everything you hit with FFang already hates either Edge or Quake. SD Rockium Z is by far its best set since even Corv doesn't like taking it on. However, since this team is in desperate need of decent speed control, I'm putting Choice Scarf Landorus-Therian over Chomp, who provides an electric immunity similar to Chomp, while also giving the team another ground immunity to play around threats like opposing Lando-T. Punishment on Scarf Lando provides another means of revenge-killing CM Mega Latias and Reuniclus after a few boosts.


MINOR CHANGES

:scizor-mega:
Unless the EV Spread you're using on MSciz hits a specific benchmark that I'm not aware of, I would recommend changing it to the standard 248 HP/16 Def/244 SpD Impish spread. Even if you're not seeing Band Kart as often, you should run this spread in order to be adequately prepared for taking it on as well as other stuff like MMaw and SD Rillaboom.

:Tapu-fini: Calm Mind -> Defog
Making Tapu Fini the defogger over Zap (which I'll explain more when I get to Zap's change) means the team has a far easier time keeping hazards off the field, especially against Heatran and Ash-Greninja. I'm also changing the EV spread because while your explanation would seemingly make sense, it's actually incorrect. Tapu Fini NEEDS to run Speed investment, specifically enough to outpace Modest Heatran so that it can better take it on 1v1. Otherwise, it's unable to fog before getting taunted by Tran and at risk of losing to Tran's Z-move, especially Z-Steel Beam (which OHKOES after rocks + Magma chip) and Z-Solar Beam, therefore rendering it incapable of doing much. Even with some of Fini's bulk investment being diverted to speed, it's still a very decent check to what it's supposed to handle.

:Heatran: Choice Scarf -> Offensive Rocks
Hate to break it to you, but Scarf Heatran is not viable at all. Sure, getting a surprise KO on something sounds appealing, but you're extremely slow against opposing scarfers (which are mostly Lando-T) and after the opponent realizes you're Scarf Eruption, they can play around you (provided their team is half decent) and suddenly you're not doing anything to them. Not to mention that the team isn't benefitting too much from what you're surprising anyways. You also throw away Heatran's best trait, which is being able to trap important threats like Toxapex, Chansey, Blissey, etc. Therefore, I've elected to make Heatran the Firium Z set, which traps and removes the aforementioned threats (especially Pex for Sciz) through Magma Storm + Taunt while being an extremely threatening Stealth Rock setter.

:zapdos: Defog -> 3 Attacks
Remember when I said I'd elaborate more on why I made Fini the defogger? Well simply put, it's because Defog Zapdos is bad. It can't keep rocks off against most hazard setters (especially Rockium Chomp, Lando, and opposing Firium Tran) because of how easily they force it out. However, 3 Attacks Zapdos is an incredible mon with unique offensive and defensive utility. Zapdos' coverage in Discharge, Heat Wave, and HP Ice enable it to provide a lot for the team, notably including a much more immediate check to Kartana thanks to Heat Wave as well as a sturdy way to pressure stuff like bulky waters alongside Tangrowth for Heatran and Sciz while just being overall difficult to switch into.

:scizor-mega: :Tapu-fini: :Heatran: :Tangrowth: :zapdos: :landorus-therian:
https://pokepast.es/79a83528e5518579

Hope this helps! And feel free to ask questions if you have any!
 
Hi WellBjorn , while the above team is extremely solid, there are some different changes which I would make to move this to a new direction.

Major Changes

:heatran: -> :hoopa-unbound:

Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt

Hoopa U is a breaker which i feel compliments Scizor much better than Heatran, especially with the loss of Mega Alakazam, Psychic Spam isnt prevalent enough to justify Double Steel cores as much, and Hoopa U also solves the Toxapex problem i noticed withnyour team, as Tapu Fini being you’re only switch in often leads to it losing its item, getting chipped and worn down. Hoopa gets a free switch in on pex in Misty Terrain, punching holes for Scizor to clean.

:rillaboom: -> :tangrowth:


Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
- Power Whip
- Knock Off
- Hidden Power [Ice]
- Earthquake

(thank you for the evs KirbCena , will be using this a lot more now) as outlined earlier, Band Rilla is just not good, practically mandating a Zone and even then being walled by a lot. Tangrowth gives you a pivot into Tapu Koko as well as a secondary Greninja Pivot, due to Fini often getting overwhelmed especially by the likes of the up and coming Steel Z Heatran + Greninja cores, especially since we are changing the Fini set as well.

:tapu-fini:
Gravy (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 236 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Draining Kiss
- Scald
- Taunt
- Calm Mind
->

Scarf (Tapu Fini) @ Choice Scarf
Ability: Misty Surge
EVs: 192 HP / 92 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Defog
- Moonblast
- Trick

Scarf Tapu Fini gives this team much needed speed control as well as a secondary check to both Heatran and Ash Greninja, who can generally overwhelm both Garchomp and Tangrowth easily.


:garchomp:
King Leoncoeur (Garchomp) @ Firium Z -> Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Fire Fang -> Swords Dance

I get the idea that you’re trying to pull off with firium but unfortunately it does not work as well in practice as outlined in the rate above, Swords Dance Rockium deals with Corviknight, Skarmory and the Grass-types much better.

Minor Changes

:zapdos:
Devil's Spawn (Zapdos) @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Hurricane -> Heat Wave
- Defog -> Hidden Power Ice
- Roost

Since you have Defog now on Fini, you can afford 3 Attack Zap, its a menace to switch into on a lot of teams due to how scary Ice / Fire / Electric coverage is. If you choose to go with a different attack on Fini over Defog, you can maintain this set.

:scizor-mega: :hoopa-unbound: :garchomp: :zapdos: :tangrowth: :tapu-fini:

hope you have fun with the new team, cheers^^
 
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