SM OU Scarf Pelipper RAIN OFFENSE (1800+ Ladder & updated)

Intro: The idea was to build a new rain team without the standard Koko + Hawlucha core. Here's what I ended up with.

Updated the team with latest version and better analysis.

First look at the team:


Version 1




Version 2



Version 3 & 4




Detail analysis:

RAIN SETTER

Pelipper @ Choice Scarf
Ability: Drizzle
Nature: Timid
4 Def / 252 SpA / 252 Spe
- Scald / Hydro Pump
- Hurricane
- U Turn
- Knock Off / Ice Beam​
Dual STABs is mandatory as they provide great neutral coverage. Scald is preferred most of the time due to 100% accuracy and the chance to burn; Hydro provides better power output but doesn't have real application other than OHKOing Gengar (Scald does ~80%), Victini (Scald has 62.5% chance to OHKO) and Naive Tornadus-T (Scald can't even OHKO after SR). U-Turn is great for momentum, either predicting a switch or pivot out safely (thanks to Scarf, Pelipper can outspeed upto base 121s). Last slot is a toss up: Knock Off is great to remove Shed Shell from Ferrothorn/ Celesteela and Eviolite from Chansey while Ice Beam is generally a good coverage to have vs Offense.

Choice Scarf is the item of choice as it offers Pelipper the offensive present, which allows it to grasp surprised KOs (Few people actually expect Scarf). A bulky set with Damp Rock wouldn't be a bad option but I feel Defensive Pelipper provides little utility as it's too slow nor bulky enough to defog efficiently and offers no offensive pressure.


I wanted to try something new. And came up with this unset. Scarf Pelipper is decently fast and can cause real damage, despite base 95 SpA, thanks to its high base power attacks. Dual STABs is mandatory as they provide great coverage. U-Turn for momentum and Knock Off for utility (Chansey's Eviolite, Assault Vest from Tangrowth & Magearna are main targets).

Water STAB of choice is between Scald and Surf (no Hydro Pump since 80% accuracy is bs). Without SR, Surf guarantees OHKO on Landorus-T, Victini and pre-mega Diancie; has good chance to 2HKO Zapdos (90%) and Clefable (65%). With SR's up, Surf can OHKO Heatran, Tapu Koko (if they ever hard switch Koko on Pelp), Gengar (87.5%), Bisharp (62.5%) and has nice chance to 2HKO Ninetales-A (41% - in the Hail) and Defensive Mew (82.5%). However, take note that Scald burn is more than enough to make up for the damage loss.

Max speed with Timid Nature means Scarf Pelipper outpaces upto base 121s (i.e Tornadus-T & M-Pidgeot), which unfortunately is just slower than Greninja. 4 EVs put in SpD to increases the chance of living Specs Greninja's Dark Pulse from full (12 SpD would guarantee avoiding OHKO -> 244 SpA / 12 SpD / 252 Spe+ is a posible spread).

Seriously, why ever use Scarf Pelipper? It snatches the suprises KOs vs common lead (M-Diancie, M-Medicham, Landorus-T, etc.) and scouts for opponent's item (for example, look out for if Drizzle or Tapu's Terrain goes first). Also, as I said before, Scarf Pelipper isn't lackluster in term of damage: Rain-boosted Surf rivals the power of Life Orb Kyurem-B while Hurricane is almost as strong as than Scarf Lele's Moonblast.

Bulky Pelipper is also exploitable by powerful breakers (M-Medicham, M-Pinsir, M-Diancie, Landorus-T, etc.) and it often can't tank hits well after taking SR damage -> Scarf is the way to go (for me at least)

252 SpA Life Orb Teravolt Kyurem-Black Ice Beam vs. 252 HP / 4 SpD Clefable: 199-234 (50.5 - 59.3%) -- 79.3% chance to 2HKO after Leftovers recovery
252 SpA Pelipper Surf vs. 252 HP / 4 SpD Clefable in Rain: 195-229 (49.4 - 58.1%) -- 64.5% chance to 2HKO after Leftovers recovery

252 SpA Tapu Lele Moonblast vs. 0 HP / 4 SpD Manaphy: 154-183 (45.1 - 53.6%) -- guaranteed 2HKO after Stealth Rock
252 SpA Pelipper Hurricane vs. 0 HP / 4 SpD Manaphy: 144-171 (42.2 - 50.1%) -- 91% chance to 2HKO after Stealth Rock


RAIN ABUSER





Mega Swampert
Ability: Damp -> Swift Swim
Nature: Jolly
252 Atk / 4 Def / 252 Spe
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock​
Next up is Mega Swampert, the premiere rain sweeper of any rain team thanks to its excellent typing that synergize really well with Pelipper.

Waterfall, EQ and Ice Punch offers perfect coverage, coupled with base 150 ATK, M-Swampert can pressure offensive builds really hard. Stealth Rock is on the last slot as no member of the team can learn Rock, plus Swampert forces lots of switches, thus making setting Rocks up easier. Jolly is a must have to outspeed SH Magearna and upto base 109-Scarfer (i.e. Kartana), two of which is extremely dangerous to rain team.


As for as Rain team goes, Mega Swampert is almost an auto-included. And it's for a good reason: perfect typing to synergize with Pelipper, the premiere rain setter, decent power coming of base 150 ATK (Dual STABs + Ice Punch provide almost perfect neutral coverage) and great natural bulk (100/110/110). Moreover, it also has access to Stealth Rock, which is excellent for role-compression.

However, like Pelipper, M-Swampert is also cursed by its mediorce speed. As much as the stat line screams Adamant nature, Timid is a must to outspeed upto +1 base 109s (i.e. Kartana and Keldeo) and Shift Gear Magearna. (Adamant can't even outspeed +1 base 100s). EV spread is self-explanatory with 4 SpD to minimize the chance of getting OHKO by Magearna's Twindle Tackle from full HP.




Seismitoad @ Life Orb
Ability: Swift Swim
EVs: 24 Atk / 252 SpA / 232 Spe
Hasty Nature
- Hydro Pump / Surf
- Earth Power
- Knock Off
- Sludge Wave / Stealth Rock​

Another pokemon that can fill this role, rain abuser with electric immunity, and not using the Mega slot, is Seismitoad. However, Seismitoad is still slightly weaker even with Life Orb, and lower bulk as well (105/75/75). Furthermore, it usually has to go for the risky Hydro Pump to secure the KOs.

- Water STAB
252 SpA Life Orb Seismitoad Hydro Pump vs. 0 HP / 0 SpD Mew: 175-208 (51.3 - 60.9%)
252 SpA Life Orb Seismitoad Surf vs. 0 HP / 0 SpD Mew: 144-172 (42.2 - 50.4%)
252 Atk Swampert-Mega Waterfall vs. 0 HP / 0 Def Mew: 145-172 (42.5 - 50.4%)

- Ground STAB
252 SpA Life Orb Seismitoad Earth Power vs. 0 HP / 0 SpD Mew: 144-172 (42.2 - 50.4%)
252 Atk Swampert-Mega Earthquake vs. 0 HP / 0 Def Mew: 183-216 (53.6 - 63.3%)

- Why Hydro Pump is needed instead of Surf to OHKO various things ?
Tapu Lele: 75% chance to OHKO after SR
Mimikyu
Garchomp: 37.5% chance to OHKO after SR
Lopunny-Mega
Pinsir-Mega
+1 Volcarona (after a QD)
Zapdos: hit 75-89% with Hydro
Weavile
+1 Victini (After Z-Celebrate)


However, Seismitoad, with access to Sludge Wave and Knock Off, plus a small speed pump, can beat common checks / switch-ins that otherwise beat (or severely damage) Swampert-M.
Lati@s:
- Hydro Pump + Knock Off (97.5 BP) always KOs Latios and rolls 98.2-117.5% on Latias, (Seismitoad outspeeds Scarf Lati. )
24 Atk Life Orb Seismitoad Knock Off (97.5 BP) vs. 0 HP / 0 Def Latias: 195-231 (64.7 - 76.7%)
252 SpA Life Orb Seismitoad Hydro Pump vs. 0 HP / 4 SpD Latias in Rain: 104-123 (34.5 - 40.8%)

- Knock Off (65 BP) has good chance to 2HKO Z-Latios
24 Atk Life Orb Seismitoad Knock Off (65 BP) vs. 0 HP / 4 Def Latios: 146-172 (48.5 - 57.1%) -- 90.2% chance to 2HKO

Tapu Fini:
- 2HKO after SR and Leftovers, small chance to 2HKO without SR
252 SpA Life Orb Seismitoad Sludge Wave vs. 248 HP / 0 SpD Tapu Fini: 161-192 (46.9 - 55.9%) -- 25% chance to 2HKO after Leftovers recovery
0 SpA Tapu Fini Moonblast vs. 0 HP / 0 SpD Seismitoad: 124-147 (35.3 - 41.8%)

Tangrowth: After getting Knock Off-ed 1st time, Tangrowth is no longer a switch-in
- 2x Sludge Wave (with Assault Vest) hits 75-88% (2HKO after SR and Poison damage)
252 SpA Life Orb Seismitoad Sludge Wave vs. 252 HP / 228+ SpD Assault Vest Tangrowth: 151-179 (37.3 - 44.3%)

- Knock Off (97.5 BP) + Sludge Wave (no Assault Vest) hits 74-87%
24 Atk Life Orb Seismitoad Knock Off (97.5 BP) vs. 252 HP / 28 Def Tangrowth: 73-86 (18 - 21.2%)
252 SpA Life Orb Seismitoad Sludge Wave vs. 252 HP / 228+ SpD Tangrowth: 226-268 (55.9 - 66.3%)

Mew:
- Hydro Pump + Knock Off hits 106-123% -> guartantee KO (M-Swampert only has a small chance to 2HKO with Waterfall in rain)
252 SpA Life Orb Seismitoad Hydro Pump vs. 240 HP / 0 SpD Mew in Rain: 265-312 (66 - 77.8%)
24 Atk Life Orb Seismitoad Knock Off (97.5 BP) vs. 240 HP / 156 Def Mew: 153-182 (38.1 - 45.3%)

Tapu Bulu: Sludge Wave always OHKOs unless its Assault Vest.


As with the Toad's set, 232 Spe with positive nature outspeeds M-Tyranitar and other base 70s outside of rain and upto Scarf Latios in rain. Max SpA to actually has a small chance to OHKO SH Magearna, the rest put into Atk to increase Knock Off power (or SpD to increase the chance to live a AoA from Magearna after SR and 1 round of Life Orb damage
252 SpA Life Orb Seismitoad Earth Power vs. 0 HP / 4 SpD Magearna: 257-304 (85.3 - 100.9%)
252 SpA Magearna All-Out Pummeling (190 BP) vs. 0 HP / 24 SpD Seismitoad: 255-300 (72.6 - 85.4%) + 10% Life Orb damage + 7% SR damage -> 89.6 - 102.4% -> 82.25% chance to survive


One of the problem with Seismitoad is that it often can't afford to run SR as it needs all 4 offensive moves: dual STABs + Poison coverage for Grass + Knock Off for Lati & Chansey. The problem is amplified with the fact that Hydro is absolutely necessary for power, thus Toad ends up without a reliable Water STAB. (Yet I am eventually using SR on Seismitoad and forced to forgo a coverage move, so any suggestion to how to fix this is much appreciated)



Ludicolo @ Life Orb / Choice Specs
Ability: Swift Swim
Nature: Timid
252 SpA / 4 SpD / 252 Spe
- Hydro Pump / Surf
- Giga Drain / Energy Ball
- Ice Beam
- Knock Off​

Ludicolo is the second swift swimmer of the team, is usually capable of breaking bulky Water and Grass that wall Mega Swampert. Hydro Pump over Scald since Scald is too weak coming from base 90 SpA. Giga Drain usually preferable but Energy Ball's higher power output may come handy in certain circumstances (EBall OHKOs M-Gyarados and Manaphy after SR, OHKOs Keldeo from full and 2HKOs Bold Pelipper). Ice Beam hits Dragons that resist the STABs. Focus Blast in the last slot is mainly for Ferrothorn (2HKO) and Kyurem - B (OHKO after SR). Surf is also a good option, rocking 100% accuracy with decently strong power output.

I usually prefer Life Orb as locking into any move is less than ideal for Ludicolo. Furthermore, Choice Specs's higher power only makes a different without Rocks, otherwise LO offers all the OHKO and 2HKO of Specs when Rocks on the field iirc (only exception is Specs Ice Beam OHKO Bulu after SR).

Ludicolo faces stiff competition from Kingdra as a special rain sweeper. While Kingdra has better speed (Kingdra outspeed upto base 113-scarfer) and power (base 95 vs 90 SpA, plus Kingdra can run Modest), Ludicolo's Grass-typing offers better coverage to handle Water-type (particularly M-Gyarados, which can set up all over Kingdra, and Tapu Fini, which takes 0 from all Kingdra attacks).


BREAKER




Tapu Lele @ Psychium Z Mind Plate
Ability: Psychic Surge
Nature: Modest
252 SpA / 4 SpD / 252 Spe
- Moonblast
- Psyshock
- Calm Mind Taunt
- Thunderbolt / Focus Blast / HP Fire​

Calm Mind Tapu Lele is picked as the next member to handle stall and bulkier builds in general. After a CM, Psyshock 2HKOs Chansey while everything else on stall pretty much get OHKOed (Z-Psyshock OHKOes Clefable and AV Tangrowth). Moonblast is a reasonably strong secondary STAB, nailling Dark-type which immune to Psyshock. The last moveslot, which is needed to help Lele muscle pass bulky Steel, can be either Focus Blast or Thunder. +1 Focus Blast OHKOs Ferrothorn while +1 Thunder OHKOs Celesteela and Tapu Fini, all of which requires SR and Modest nature. Also note that Modest Psyshock has 65% chance to 2HKO Chansey after rocks. However, with Modest nature Lele only outspeeds upto base 81s, which leave it vulnerable to common threats such as Landorus - T, Kyurem - B or Zygarde. Finally, Psychic terrain also protect the team from priority users such as Ash Gren or Mimikyu, which can threaten a late game sweep.


Mind Plate Tapu Lele is a serious beast. Psyshock basically 2HKOs every non-resist. Moonblast is a strong Fairy STAB that destroys all Dark types thinking it's choice-locked into Psyshock. Taunt is great to aid its walbreaking power (stopping status moves or opponent's spamming roost to stall out Psychic terrain). The last slot is pretty much customizable. Thunderbolt OHKOs Phys Def Skarmory, 2HKOs Alomoloma and can pick off weaken Celesteela. Focus Blast KOs Heatran after Psyshock + SR and 2HKOs Ferrothorn.

252+ SpA Tapu Lele Thunderbolt vs. 252 HP / 252+ SpD Celesteela: 154-182 (38.6 - 45.7%)
252+ SpA Tapu Lele Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 220-260 (62.5 - 73.8%)
252+ SpA Tapu Lele Focus Blast vs. 248 HP / 0 SpD Heatran: 274-324 (71.1 - 84.1%)
252+ SpA Mind Plate Tapu Lele Psyshock vs. 248 HP / 8 Def Heatran in Psychic Terrain: 123-144 (31.9 - 37.4%)


Note: Modest Mind Plate can potentially have similar damage output as Choice Specs, thus sometimes it's advantageous to fake choice-locked and only reveal it when necessary.
252+ SpA Mind Plate Tapu Lele Psyshock vs. 252 HP / 28 Def Tangrowth in Psychic Terrain: 210-247 (51.9 - 61.1%)
252 SpA Choice Specs Tapu Lele Psyshock vs. 252 HP / 28 Def Tangrowth in Psychic Terrain: 237-280 (58.6 - 69.3%)

Since this Tapu Lele set aims to break stall and balance as effective as possible, Thunderbolt is opted. Calm Mind also can be used over Taunt, but it leaves Lele vulnerable to status (Thunder is an option on Calm Mind set to OHKO Alomoloma and Mixed Def Celesteela after SR @ +1)

Another nice synergy Tapu Lele provides is Psychic Terrain blocking Priority moves aiming at Seismitoad, which isn't super bulky and will take lots of damage from Life Orb recoil.

Lately, I've been testing out HP Fire Tapu Lele and HP Ice Magnezone. The idea is that Lele can lure and kill Ferro and Mega Sczior itself while Magnezone, who still functions as Celesteela's worst enemy, having fun with Lando and Zygarde. It seems cool and works well for now, but lose out the 2HKO on Alomoloma and OHKO Phys Def Skarmory kinda sucks if facing stall alot.

The drawback of using Modest is that it's only faster than base 81s, which leave it vulnerable to some threats between 81-95 base speed (Zygarde, Kyurem B, Landorus T, Excadrill and Nidoking)


SUPPORT




Magnezone @ Assault Vest Steelium Z / ElectriciumZ
Ability: Magnet Pull
Nature: Modest
80 HP / 252 SpA / 176 Spe
252 SpA / 4 Def / 252 Spe
- Thunder / Thunderbolt
- Volt Switch
- Flash Cannon
- HP Fire
Magnezone offer valuable support to all previous team members, removing annoying Steel such as Skarmory, Ferrothorn, M-Scizor and Celesteela. Thunder can be used over Thunderbolt as main Electric STAB to OHKO M-Mawile (40HP/ 0SpD spread -> 25% chance) and PhysDef Celesteela (94% chance) after SR or 2HKO Defensive (240HP / 0SpD) Mew, but can be risky without rain (Pelipper doesn't have Damp Rock so rain only lasts 5 turns). Other moves are self-explanatory. With 176 Spe, Zone outspeeds upto Adamant M-Mawile while 80HP helps it survive +2 Sucker Punch. The rest put in to SpA to maximum damage output. Assault Vest allows Magnezone to avoid 2HKO from and Specs Psyshock/Psychic from Tapu Lele, avoid OHKO from Specs Ash-Gren's Hydro and M-Zam's Focus Blast.


With Tapu Lele and rain, the team clearly need some help to break past some bulky Steels (Celesteela, Ferrothorn and Scizor - Mega for example). Hence, Magnezone seems to be a good partner. Beside trapping Steel, Magnezone, being a Steel-type itself, provides useful resistance (Fairy and Grass are 2 most notable ones) for the team.

Thanks to rain from Pelipper, Thunder is an option over Thunderbolt. And the ungraded power is significant. Thunder OHKOs Mixed Def Celesteela (93.8% chance) and M-Mawile (25%) after SR. Magnezone can often set up free Substitute against Steels (Ferrothorn and Celesteela) or things that it checks (Tapu Koko, Toxapex and Clefable), and fire off another hit to anything comes in to revenge kill it, which is where Z-Flash Cannon comes in play. Cockscrew Crash OHKOs Lando-T and Garchomp while has 37.5% chance to OHKO Zygarde (0 HP / 4 Def), all after SR. It also can aid the surprise KO on Mega Venusaur and AV Tangrowth (Flash Cannon followed by Cockscrew Crash has 56% and 37.5% chance to KO the two after SR respectively).

Another option is running Z-Thunder, a 185 BP nuke that OHKOs SH Magearna and has 70% chance of OHKOing Phys Def Mew and Heatran (after SR for all). It also neglects the shaky accuracy outside of rain and always OHKOs SpD Celesteela from full. HP Ice often is used on Electricium-Z set to hit 4X Ice-weak as strong as a Cockscrew Crash. In short, Z-Thunder offers the consistacy of Electric STAB outside of rain, plus OHKO Mew, Heatran and SH Mage at the cost of dealing less damage to M-Venu, Tangrowth and missing out OHKO on (Mega) Tyranitar and Latios. Another reason for using HP Ice is that with Tapu Lele having Modest Nature, it is necessary to have a good way of beating Lando - T and Zygarde, as both outspeed Lele.

SPEED CONTROL (outside of rain) & HAZARD CONTROL




Latios @ Life Orb
Ability: Levitate
Nature: Hasty / Naive
4 Atk / 252 SpA / 252 Spe
- Draco Meteor
- Psyshock / Thunder Shadow Ball / Roost
- Earthquake
- Defog​
Lastly, Latios provides hazard removal and some speed control (the whole team are slower than base 100s without rain).

Draco Meteor is the main STAB, dealing massive damage to most non-resist and not Chansey. Earthquake 2HKOs Tyranitar after SR, which is a huge threat since it reset rain and the team has no switch-in for it. EQ also 2HKOs SH Magearna (66.8% chance to 2HKO AV variant after SR). Thunder is mostly used to hit Fini, Pex and Celesteela (all are annoying for rain to deal with, get 2HKOed) while nailing most things resisting Draco for a good damage. Psyshock is the option to 2HKO Tapu Bulu (which is extremely dangerous) and Chansey (if Knock Off-ed Eviolite)


Latios with its good 110 speed tier and Defog is the next member. It checks offensive Water such as Keldeo and Manaphy while beatdown most powerful breaker that outspeed Tapu Lele (especially Kyurem - Black)

Draco Meteor is the most powerful STAB. EQ for Tyranitar since it can be super annoying for the team (it set Sand, hits like a truck and nothing can OHKO it in Sandstorm). EQ also OHKOs Heatran (87.5% after SR) and dent hard on Tapu Koko and Magearna. Shadow Ball can be used over Roost on the last slot for Tapu Lele (huge threat to the team) as well as bulky Psychic such as Mew, Cresselia, Jirachi and Reuniclus (even though Lele can beat most of them 1v1, it will be severely weaken after that)

4 Atk Life Orb Latios Earthquake vs. 0 HP / 0 Def Tyranitar: 159-187 (46.6 - 54.8%)
4 Atk Life Orb Latios Earthquake vs. 0 HP / 0 Def Tyranitar-Mega: 122-146 (35.7 - 42.8%)
Assuminng Tyranitar switches in a EQ, then Mega evolves, it should take 82.3-97.6%
-> roughly 60% chance to KO after SR

4 Atk Life Orb Latios Earthquake vs. 0 HP / 0 Def Tapu Koko: 198-234 (70.4 - 83.2%)

4 Atk Life Orb Latios Earthquake vs. 200 HP / 0 Def Magearna: 153-182 (43.5 - 51.8%) -- 66.8% chance to 2HKO after Stealth Rock

252 SpA Life Orb Latios Shadow Ball vs. 0 HP / 4 SpD Tapu Lele: 203-239 (72.2 - 85%)
252 SpA Life Orb Latios Shadow Ball vs. 240 HP / 0 SpD Mew: 229-270 (57.1 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Latios Shadow Ball vs. 248 HP / 108+ SpD Jirachi: 187-221 (46.4 - 54.8%) -- 62.1% chance to 2HKO after Stealth Rock and Leftovers recovery





Latias - Mega
Ability: Levitate
Nature: Timid
248 HP / 8 SpA / 252 Spe
- Draco Meteor
- Roost
- Stored Power / Surf
- Calm Mind / Defog​

If Seismitoad is used instead of Mega Swampert, Mega Latias is a solid option over Latios. Mega Latias adds great bulk to the team while offers another win-con with the Calm Mind set. The choice is between CM + Stored Power and Surf + Defog. Draco Meteor is a must to OHKO Kyurem B (the team has no switch-in for this monster) and a good STAB in general. Roost is to abused Mega Latias astronimical bulk. Surf functions similar to EQ on Latios, hitting Heatran (which walls Tapu Lele and can't be trapped by Zone) and Ttar super-effectively and is a pseudo-STAB under rain.
8 SpA Latias-Mega Surf vs. 0 HP / 4 SpD Tapu Lele in Rain: 117-138 (41.6 - 49.1%) -- 82.4% chance to 2HKO after Stealth Rock

8 SpA Latias-Mega Surf vs. 248 HP / 0 SpD Heatran: 166-196 (43.1 - 50.9%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery

8 SpA Latias-Mega Surf vs. 0 HP / 4 SpD Tyranitar in Sand: 116-138 (34 - 40.4%) -- guaranteed 3HKO after Stealth Rock


Latias-Mega can live a +2 Acrobatics from Hawlucha and KO back with Draco after SR (Hawlucha can geta free SD vs M-Swampert and proceed to sweep the team otherwise). It also checks Double Dance Landorus-T, living a +2 Stone Edge (even +4 SE can't guarantee KO) and OHKO back with rain-boosted Surf.

EVs are standard to utilize Latias' great speed tier and bulk. 8 EVs to SpA to OHKO offensive Landorus-T in the rain.

8 SpA Latias-Mega Surf vs. 0 HP / 0 SpD Landorus-Therian in Rain: 316-372 (99 - 116.6%) -- 87.5% chance to OHKO

+4 252+ Atk Landorus-Therian Stone Edge vs. 248 HP / 0 Def Latias-Mega: 332-391 (91.4 - 107.7%) -- 50% chance to OHKO

+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 248 HP / 0 Def Latias-Mega: 267-315 (73.5 - 86.7%) -- guaranteed 2HKO after Stealth Rock

8 SpA Latias-Mega Draco Meteor vs. 104 HP / 0 SpD Hawlucha: 274-324 (84.8 - 100.3%) -- 81.3% chance to OHKO after Stealth Rock


PATCHING WEAKNESS

At this point, the final team member should try to patch up at much weakness the team has as possible. Hawlucha, DD Gyarados (Mega and normal), Ash-Greninja, Kartana (especially Scarf verison), Kyurem B, Tapu Lele, opposing rain (Kingdra & M-Swampert), Mega Alakazam (it traces Swift Swim) and DD Zygarde (Swift Swimmer can't OHKO from full) are threats that I could think of.
Scarf Greninja covers most of them (except Hawlucha), grasping momentum with STAB U-Turn and potentially luring in Ash-Gren checks / counters to smack them with Gunk Shot (or U-Turn on the Ferrothorn switch to trap and kill it since Ash Gren is more common in rain team)


Greninja @ Choice Scarf
Ability: Protean
Nature: Hasty
EVs: 244 Atk / 12 SpA / 252 Spe
- Ice Beam
- Gunk Shot
- U-turn
- Low Kick​

12 SpA guarantees OHKO on Kartana with Ice Beam after SR, the rest dumped into ATK since 3 out of 4 moves are physical based. Hasty nature instead of Naive to take less damage from Scald and Dark Pulse (if necessary).
244 Atk Protean Greninja Low Kick (120 BP) vs. 0 HP / 0 Def Kyurem-Black: 314-372 (80.3 - 95.1%)
244 Atk Protean Greninja Low Kick (120 BP) vs. 0 HP / 0 Def Gyarados-Mega: 290-344 (87.6 - 103.9%) -- 25% chance to OHKO
12 SpA Protean Greninja Ice Beam vs. 0 HP / 0 SpD Kartana: 243-286 (93.8 - 110.4%) -- guaranteed OHKO after Stealth Rock


Threats:

Ash-Greninja: The team has no Dark resist, plus Pelipper gives Rain for Gren's Water STAB. Note that Ludicolo tanks a Specs Dark Pulse from full after SR and OHKO with Giga Drain.
Tapu Bulu: Pelipper and Z-Psyshock can OHKO, but both get OHKOed by CB Wood Hammer, everything else get 2HKOed (Latios, magnezone) or OHKOed (Ludicolo, Swampert-M) so basically there's no safe switch in. Not to mention that thing can heal up with Horn Leech and Grassy Terrain.
Kartana: Peliper can switch in once and OHKO non-scarf variant. If it's scarfed, Zone need to be healthy to trap and kill (it if it's not locked into Sacred Sword)
Serperior: After Magnezone get weaken it can run through the team with Leaf Blade, Dragon Pulse and HP Fire.
Hawlucha: Click X (it OHKOs everything at +2) or pray for HJK miss on Swampert-M (Frankly the only think Hawlucha sets up on is Swampert-M as other mons can all OHKO it).
SH Magearna with Twindle Tackle: 50% chance to OHKO M-Swampert after SR (Without info on that Z move SH Magearna has is what makes it threatening)
Maybe there's more but I can't recall anything right now.


Gyarados (normal or Mega) with EQ: without EQ Magnezone can check it, with EQ, Waterfall and Z-Bounce / Crunch it trashes on the team.

Ash-Greninja: nothing can switch in. Thankfully it also can't have free switch versus my team.

Toxic Spikes: 2 best breakers of the team (Tapu Lele and Swampert-M / Seismitoad) is grounded and vulnerable to poison. Especially if opting for non-Defog Latios / Latias - M.

Volcarona: Volc wins by coming in for free and QD twice after Gren locking into Ice Beam or Low Kick (hard switch to Pelipper and hope for a crit or confusion Hurricane is the only way).

Aurora Veil: need to play carefully around this as Pelipper got OHKOed by Freeze Dry on the switch and if Veil is up, it's really difficult to stop the set up mon.


P/s: I played some games at 1750s and the team felt alright, but definitely there's lots of room for improvement. Any suggestion is highly appreciated :D

P/s2: update the team to latest version and put in beter analysis.




 
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