Hola todos, you probably don't know me. And that's ok. I do my best work in the shadows, remaining just below the radar.
That being said, though, I'm relatively new to this whole battle fiasco (I made this account a while back, but I didn't really play that often). I tried constructing a team that revolved around Waterium Z Manaphy, using the best of my teambuilding knowledge.
Let's not stand on ceremony here, though. Enough of the theatrics.
Manaphy was chosen as a centerpiece of the team. Simply put, I like Manaphy a lot. A powerful mon who could rip apart most Stall and become super fast if I willed it.
Marowak-Alola was selected due to his ability to combat enemy Grass- and Electric-types (i.e. Serperior and Magnezone).
Core was relatively solid, though Marowak-Alola had a Stealth Rock vulnerability and thus necesitated Defog/Rapid Spin support. Latios was chosen over Tapu Fini due to ability to bait Quickzor/Ferrothorn (latter of which posed a threat to Manaphy).
Magearna was selected due to fact that it benefited from Rain and provided protection from Dark, Dragon, and Tapu Lele's devastating assaults. Also provided excellent support with Volt Switch.
Two Ground weaknesses necessitated a means to combat enemies such as Choice Scarf Excadrill and enemy Landorus-T. Landorus-T provided Intimidate to help Manaphy set up easier, Stealth Rock to provide indirect damage, and U-turn for team support.
Pheromosa was added to provide a high-speed, high-power force, as well as being able to U-turn.
Latios @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Roost
Latios is an ally I'm very familiar with, though the influx of Fairies wasn't overly helpful. Nonetheless, he does his main job – dealing high damage and Defogging – very well. He is possibly my favorite mon of all time – the movie gave me too much feels.
Unlike most Defog users, Latios actually has offensive presence with his attacking moves, which was a major factor when I considered him a spot on the team.
Hidden Power Fire allows me to actually reliably handle Ferrothorn and Scizor – the former would flee before Marowak-Alola, while the latter would either follow suit or reveal his/her Speed investment and eliminate Marowak-Alola with a Knock Off. This is of critical importance and is why I chose to forfeit Psyshock.
32 HP EVs minimize suicide damage a Life Orb inflicts, and Roost is chosen so I can handle enemies such as Thundurus and Keldeo repeatedly – it is important to note that Marowak-Alola cannot heal him/herself,. It also cushions HP Ices from the enemy more comfortably.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Landorus-T can provide indirect damage with Rocky Helmet and Stealth Rock, as well as direct damage with Earthquake. The indirect damage matters more, though – it is pivotal to allow Manaphy the best chance of eliminating the rest of the OPFOR.
The Intimidate is also a very useful tool – it allows Manaphy to setup on enemies with the weakened attack. and can prove especially useful. It was a large factor when I considered Landorus-T for the team.
Landorus-T was chosen over other mons such as Rotom-W, as he gave me Stealth Rocks while also providing a means of defense from various enemies such as Mega Pinsir.
Manaphy @ Waterium Z
Ability: Hydration
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Tail Glow
- Rain Dance
The main focus of the team. Waterium-Z serves two functions:
Psychic was chosen as the secondary attack move of choice, as it provided the best neutral coverage possible while allowing me to better combat enemies such as Mega Venusaur and Toxapex. SpDef drops also came in handy to making Scald hurt more.
Scald burns foes, making them take even more indirect damage and allowing Manaphy to setup versus burned mons that relied on physical assaults.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 26 Spe
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch
Provides a shield versus Tapu Lele as well as any mons who cannot break through.
Dual STABs were a given, though Volt Switch was worth noting, as it allows teammates to get into combat while minimizing the damage they take.
Not much to say about Magearna.
Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam
It's the fastest mon in the meta right now (outside of Scarf users), and also provides U-turn backup.
Pheromosa was chosen to give the team some necessary Speed. It was necessary to find a way to outspeed the 110 Speed mark.
Pheromosa was also chosen because it can knock holes into the team for Manaphy to handle later, or Manaphy could knock holes into the team for Pheromosa to handle later.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 128 Atk / 132 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Bonemerang
- Will-O-Wisp
Marowak-Alola provides a shield versus Grass- and Electric-type attacks, providing Manaphy some degree of protection.
Marowak-Alola was also chosen because of his massive damage output. Dual STABs are resisted by few, and a Thick Club means that switch-ins are limited.
Will-O-Wisp was chosen to, again, allow Manaphy more opportunities to set up and deal more indirect damage to eliminate enemies faster.
That being said, though, I'm relatively new to this whole battle fiasco (I made this account a while back, but I didn't really play that often). I tried constructing a team that revolved around Waterium Z Manaphy, using the best of my teambuilding knowledge.
Let's not stand on ceremony here, though. Enough of the theatrics.
Manaphy was chosen as a centerpiece of the team. Simply put, I like Manaphy a lot. A powerful mon who could rip apart most Stall and become super fast if I willed it.
Marowak-Alola was selected due to his ability to combat enemy Grass- and Electric-types (i.e. Serperior and Magnezone).
Core was relatively solid, though Marowak-Alola had a Stealth Rock vulnerability and thus necesitated Defog/Rapid Spin support. Latios was chosen over Tapu Fini due to ability to bait Quickzor/Ferrothorn (latter of which posed a threat to Manaphy).
Magearna was selected due to fact that it benefited from Rain and provided protection from Dark, Dragon, and Tapu Lele's devastating assaults. Also provided excellent support with Volt Switch.
Two Ground weaknesses necessitated a means to combat enemies such as Choice Scarf Excadrill and enemy Landorus-T. Landorus-T provided Intimidate to help Manaphy set up easier, Stealth Rock to provide indirect damage, and U-turn for team support.
Pheromosa was added to provide a high-speed, high-power force, as well as being able to U-turn.
Latios @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Roost
Latios is an ally I'm very familiar with, though the influx of Fairies wasn't overly helpful. Nonetheless, he does his main job – dealing high damage and Defogging – very well. He is possibly my favorite mon of all time – the movie gave me too much feels.
Unlike most Defog users, Latios actually has offensive presence with his attacking moves, which was a major factor when I considered him a spot on the team.
Hidden Power Fire allows me to actually reliably handle Ferrothorn and Scizor – the former would flee before Marowak-Alola, while the latter would either follow suit or reveal his/her Speed investment and eliminate Marowak-Alola with a Knock Off. This is of critical importance and is why I chose to forfeit Psyshock.
32 HP EVs minimize suicide damage a Life Orb inflicts, and Roost is chosen so I can handle enemies such as Thundurus and Keldeo repeatedly – it is important to note that Marowak-Alola cannot heal him/herself,. It also cushions HP Ices from the enemy more comfortably.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 SpD
Impish Nature
IVs: 26 Spe
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Landorus-T can provide indirect damage with Rocky Helmet and Stealth Rock, as well as direct damage with Earthquake. The indirect damage matters more, though – it is pivotal to allow Manaphy the best chance of eliminating the rest of the OPFOR.
The Intimidate is also a very useful tool – it allows Manaphy to setup on enemies with the weakened attack. and can prove especially useful. It was a large factor when I considered Landorus-T for the team.
Landorus-T was chosen over other mons such as Rotom-W, as he gave me Stealth Rocks while also providing a means of defense from various enemies such as Mega Pinsir.
Manaphy @ Waterium Z
Ability: Hydration
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Tail Glow
- Rain Dance
The main focus of the team. Waterium-Z serves two functions:
- Provides Manaphy with additional Speed so that it can either knock a good hole into the enemy or finish what's left of them.
- Gives Manaphy a more powerful Scald in case a high-powered move is required.
Psychic was chosen as the secondary attack move of choice, as it provided the best neutral coverage possible while allowing me to better combat enemies such as Mega Venusaur and Toxapex. SpDef drops also came in handy to making Scald hurt more.
Scald burns foes, making them take even more indirect damage and allowing Manaphy to setup versus burned mons that relied on physical assaults.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 26 Spe
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch
Provides a shield versus Tapu Lele as well as any mons who cannot break through.
Dual STABs were a given, though Volt Switch was worth noting, as it allows teammates to get into combat while minimizing the damage they take.
Not much to say about Magearna.
Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- High Jump Kick
- U-turn
- Poison Jab
- Ice Beam
It's the fastest mon in the meta right now (outside of Scarf users), and also provides U-turn backup.
Pheromosa was chosen to give the team some necessary Speed. It was necessary to find a way to outspeed the 110 Speed mark.
Pheromosa was also chosen because it can knock holes into the team for Manaphy to handle later, or Manaphy could knock holes into the team for Pheromosa to handle later.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 128 Atk / 132 Spe
Adamant Nature
- Flare Blitz
- Shadow Bone
- Bonemerang
- Will-O-Wisp
Marowak-Alola provides a shield versus Grass- and Electric-type attacks, providing Manaphy some degree of protection.
Marowak-Alola was also chosen because of his massive damage output. Dual STABs are resisted by few, and a Thick Club means that switch-ins are limited.
Will-O-Wisp was chosen to, again, allow Manaphy more opportunities to set up and deal more indirect damage to eliminate enemies faster.