Hi welcome to my latest rmt, an aid to my gallade. Ina metagame where the fiercest fighting types are often redicilously fast, slow but powerful or a mixeture of both mega gallade has found it's self in a bit of a nomads land of mega's and fighting typ[es, which often give better and require less support for the team. However the above reason, plays into gallades favour, often it goes under prepared for as an individual and capitilise on it's strengths, namely great attack stat, solid speed tier, respectible move pool with the e-punches, drain punch cc, knock off ect. and okay defnce and respectable special defence. With these in mind gallade can crave it's self a nieche over it's brethen, so long as it's prime counters are taken care of.
Gallade @ Galladite
Steadfast
252 Spe / 252 atk / 4 Def
Jolly
-Drain Punch
-Ice Punch
-Swords Dance
-Zen Headbut
Gallade has become an often overlooked mega in favour of the two ou fighting mega's - Medicham and Lopbunny. Unfortunately this is largely due to a "no mans land" area whicvh gallade sits in, where it's not imediately as powerful to break walls like medicham nor last enough like lopbunny to revnge and check threats. That said that put it in a position that it's underpared for. It's bulkier than both and has acess to a boosting move in swords dance, unlike medichamp he's not forced out by faster mons or raped by priority, similiar situation with lopbunny but with fewer revenge killers and being much easier to wall. Base 110 speed allows it to Wizz past mons like keldeo and speed tie with the lati, which makes it life that much easier. The set is simple, maxium speed with jolly and speed eves 252 and 252 attack to increase it's damage output while it tie or outspeeds 350 speed and bellow. The moves are drain punch for recover, which works well with ice punch, allowing gallade to heal from punishing rocky helemt garchomp and landorus switch ins, swords dance for boosting and zen headbut for psychic stab.
Bisharp @ Blackglasses
252 Atk / 52 SpD / 204 Spe
Adamant
-Iron head
-swords dance
-Knock Off
-Pursuit
So we have one pokemon with a blade sticking out of it's head, why not add another? Bisharp makes for a great partner for gallade, having a fairly decent ability to check fairies, and deal wiwth bulky psychic types, as well as both of them covering each others weaknesses relitively well. Gallade also loves entry hazards and when your oponent doesn't, bisharp can trap and punish defoggers, as well as laying waste to any starmie as to woe a rappid spin through it creak a few mind games on bother parties in sucker or pursuit. The set is the standard ev spread with enough eves to reach the base 224 bench mark, covering uninvested pokemon that fail to reach that speed, such as tyranitar or azumaril. a Little goes into special defence while the rest go into attack for maximium attack, further bosted with an adamant nature for full power. The move set is heavy dark support spam, knock off for crippling stab item removal, sucker punch for priority on the otherwise slow bisharp, pursuit to trap and iron head rounds off for duel stab that rapes fairies and does a dent in azumaril, when attempting to fish off a weask aqua bunny. Finaly black glasses allow for a lack oif lo recoil and boost dark type moves for extra umph.
Skarmory @ rockyhelmet
252 Hp / 4 Def / 252 SpD
Careful
-Iron head
-Spikes
-Roost
-Whirlwind
Specialy defensive skarmory acts as a great answer to faries, not only does this skarmory effectively act as a decent mixed wall, but it also provides hazards that bisharp and gallade can take advantage of easily. The item choice is rocky helemet, the main reason being to punish physical attackers with skarmory supprising physical bulk univested, namly the likes of azumaril, which the team has issuses with, while skarmory heals off the damage with roost at the cost of weaking it's mixed walling capbilities. The nature allows skarmory to fully compinsate for it's poor special defence along with maximium hp and spd to further this, with a lil in defence for that extra bulkiness. The move is straight farword, spikes allows skarmory to help the team with passive damage, roost is for helping purposes, iorn head is to hurt it's fairy targets and whirlwind is one of the main draws over ferrothorn, not only can skarmory more reibily check faries and has a lack of a fighting weakness but it can phase too, which racks up damage and detters would be counters.
Landorus-t @ rocky helmet
248 Hp / 240 def / 8 Spd /Spe
Impish
-Earthquake
-U-turn
-Rock slide
-Stealth rock
Lando-t, always the quintesential phsyically bulky tank of ou. Lando joins the team to deal with the likes of talonflame and sand cores (ttar +exca) as a whole. With acess to imtimidate further increasing it's bulk phsyically, it gives it an edge over chomp, who can phase and chip, but lacks the bulk intimidate gives and an additional ground immunity which is nice + chomp has a nasty weakness to faries and dragons, which would ill pair with lati@s, who proved it's worth over starmie as a former need for hazard removal.
Thew eves give lando a wee bit of special bulk and speed as standard, with the rest in hp and defence for maximium physical bulk, aided by an impish nature. The move set uses eq for that always good ground stab, ropckslide is for acuracy reasons over stone edge, u-turn allows lando to pivot and stealth rock is just the best move in the game, as well as a further hazard. Rocky helemet allows for further chip damage.
Latias @ life orb
72 Hp / 180 SpA / 252 Spe
Timid
-Draco Meteor
-Psychic
-Roost
-Healing Wish
Latias replaces latios, namely as the defence latias offers against the likes of keldeo and other special attackers it can sponge reliably, which latios struggles and thats not something the team wants in it's check/counter to these dangerous mons. The set allows for the standard eves to give some bulk to stand a few hits, roost it off and outspeed 350 and bellow with a timid 252 speed eve investment and the remainder eves in Special attack for maximium damage, life orb further boosts the otherwise weak special attack unboosted as latias is much weaker than her brother. The moveset takes advantage of latias over latios. As prievously mentioned roost is a great help to aid incountering/checking the likes of keldeo and friends , psychic hits harder than psyshock against the likes of volcanora, which latios can can fairly relibly if dracoing it or other mons is not a viable option, draco is a dracon stab nuke to finnish off threats and healing wish gives new like to a weakened teammate.
Heatran @ power herb
252 SpA / 252 Spe / 4 Spd
timid
-Solar beam
-Magma storm
-Earth Power
-taunt
Heatran vs volcanion has a tough one, both have their merits, for example volc can check azumaril, while heatran lacks that crucial stealth rock weakness, volc lacks a dragon ressit that having latias is nifty to have, especialy since skarmory can be unribly in that department, heatran can check and heatran lacks an electric weaknesses which would be an issuse as lati@s would have to defog to rid hazards, which wopuld includes the team, a further complication. Still for now it's heatran and the set is an all out lo attacking set. The nature is timid and with maxium speed to out speed modest or less invested heatran, volcaion, which heatran can check to pick off with ep and non speed boosted base 80~ pokemon, and the rest go ninto special attack to max out heatrans damage. The move choice is to lurte with hp grass, swampert and other grass weak pokemon, hetran can't hit harder dispise finding out they are picked off sudenly by heatran, especialy a weakened rotom-w just chancing it's luck, earth power kills rival heatran, hurts or kills volc, depending on his set or health, flashcannon hurts farries bad and hurts azumaril on the switch and while fire blast hits hard especially if hit prievously fire type moves, due to flash fire.
Gallade @ Galladite
Steadfast
252 Spe / 252 atk / 4 Def
Jolly
-Drain Punch
-Ice Punch
-Swords Dance
-Zen Headbut
Gallade has become an often overlooked mega in favour of the two ou fighting mega's - Medicham and Lopbunny. Unfortunately this is largely due to a "no mans land" area whicvh gallade sits in, where it's not imediately as powerful to break walls like medicham nor last enough like lopbunny to revnge and check threats. That said that put it in a position that it's underpared for. It's bulkier than both and has acess to a boosting move in swords dance, unlike medichamp he's not forced out by faster mons or raped by priority, similiar situation with lopbunny but with fewer revenge killers and being much easier to wall. Base 110 speed allows it to Wizz past mons like keldeo and speed tie with the lati, which makes it life that much easier. The set is simple, maxium speed with jolly and speed eves 252 and 252 attack to increase it's damage output while it tie or outspeeds 350 speed and bellow. The moves are drain punch for recover, which works well with ice punch, allowing gallade to heal from punishing rocky helemt garchomp and landorus switch ins, swords dance for boosting and zen headbut for psychic stab.
Bisharp @ Blackglasses
252 Atk / 52 SpD / 204 Spe
Adamant
-Iron head
-swords dance
-Knock Off
-Pursuit
So we have one pokemon with a blade sticking out of it's head, why not add another? Bisharp makes for a great partner for gallade, having a fairly decent ability to check fairies, and deal wiwth bulky psychic types, as well as both of them covering each others weaknesses relitively well. Gallade also loves entry hazards and when your oponent doesn't, bisharp can trap and punish defoggers, as well as laying waste to any starmie as to woe a rappid spin through it creak a few mind games on bother parties in sucker or pursuit. The set is the standard ev spread with enough eves to reach the base 224 bench mark, covering uninvested pokemon that fail to reach that speed, such as tyranitar or azumaril. a Little goes into special defence while the rest go into attack for maximium attack, further bosted with an adamant nature for full power. The move set is heavy dark support spam, knock off for crippling stab item removal, sucker punch for priority on the otherwise slow bisharp, pursuit to trap and iron head rounds off for duel stab that rapes fairies and does a dent in azumaril, when attempting to fish off a weask aqua bunny. Finaly black glasses allow for a lack oif lo recoil and boost dark type moves for extra umph.
Skarmory @ rockyhelmet
252 Hp / 4 Def / 252 SpD
Careful
-Iron head
-Spikes
-Roost
-Whirlwind
Specialy defensive skarmory acts as a great answer to faries, not only does this skarmory effectively act as a decent mixed wall, but it also provides hazards that bisharp and gallade can take advantage of easily. The item choice is rocky helemet, the main reason being to punish physical attackers with skarmory supprising physical bulk univested, namly the likes of azumaril, which the team has issuses with, while skarmory heals off the damage with roost at the cost of weaking it's mixed walling capbilities. The nature allows skarmory to fully compinsate for it's poor special defence along with maximium hp and spd to further this, with a lil in defence for that extra bulkiness. The move is straight farword, spikes allows skarmory to help the team with passive damage, roost is for helping purposes, iorn head is to hurt it's fairy targets and whirlwind is one of the main draws over ferrothorn, not only can skarmory more reibily check faries and has a lack of a fighting weakness but it can phase too, which racks up damage and detters would be counters.
Landorus-t @ rocky helmet
248 Hp / 240 def / 8 Spd /Spe
Impish
-Earthquake
-U-turn
-Rock slide
-Stealth rock
Lando-t, always the quintesential phsyically bulky tank of ou. Lando joins the team to deal with the likes of talonflame and sand cores (ttar +exca) as a whole. With acess to imtimidate further increasing it's bulk phsyically, it gives it an edge over chomp, who can phase and chip, but lacks the bulk intimidate gives and an additional ground immunity which is nice + chomp has a nasty weakness to faries and dragons, which would ill pair with lati@s, who proved it's worth over starmie as a former need for hazard removal.
Thew eves give lando a wee bit of special bulk and speed as standard, with the rest in hp and defence for maximium physical bulk, aided by an impish nature. The move set uses eq for that always good ground stab, ropckslide is for acuracy reasons over stone edge, u-turn allows lando to pivot and stealth rock is just the best move in the game, as well as a further hazard. Rocky helemet allows for further chip damage.
Latias @ life orb
72 Hp / 180 SpA / 252 Spe
Timid
-Draco Meteor
-Psychic
-Roost
-Healing Wish
Latias replaces latios, namely as the defence latias offers against the likes of keldeo and other special attackers it can sponge reliably, which latios struggles and thats not something the team wants in it's check/counter to these dangerous mons. The set allows for the standard eves to give some bulk to stand a few hits, roost it off and outspeed 350 and bellow with a timid 252 speed eve investment and the remainder eves in Special attack for maximium damage, life orb further boosts the otherwise weak special attack unboosted as latias is much weaker than her brother. The moveset takes advantage of latias over latios. As prievously mentioned roost is a great help to aid incountering/checking the likes of keldeo and friends , psychic hits harder than psyshock against the likes of volcanora, which latios can can fairly relibly if dracoing it or other mons is not a viable option, draco is a dracon stab nuke to finnish off threats and healing wish gives new like to a weakened teammate.
Heatran @ power herb
252 SpA / 252 Spe / 4 Spd
timid
-Solar beam
-Magma storm
-Earth Power
-taunt
Heatran vs volcanion has a tough one, both have their merits, for example volc can check azumaril, while heatran lacks that crucial stealth rock weakness, volc lacks a dragon ressit that having latias is nifty to have, especialy since skarmory can be unribly in that department, heatran can check and heatran lacks an electric weaknesses which would be an issuse as lati@s would have to defog to rid hazards, which wopuld includes the team, a further complication. Still for now it's heatran and the set is an all out lo attacking set. The nature is timid and with maxium speed to out speed modest or less invested heatran, volcaion, which heatran can check to pick off with ep and non speed boosted base 80~ pokemon, and the rest go ninto special attack to max out heatrans damage. The move choice is to lurte with hp grass, swampert and other grass weak pokemon, hetran can't hit harder dispise finding out they are picked off sudenly by heatran, especialy a weakened rotom-w just chancing it's luck, earth power kills rival heatran, hurts or kills volc, depending on his set or health, flashcannon hurts farries bad and hurts azumaril on the switch and while fire blast hits hard especially if hit prievously fire type moves, due to flash fire.
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