So, after I got bored of my old monofairy (and specially after megamaw got banned tho) I decided to try another not overused mono (fuck steels and flyings), so I picked Dragon! This team have won me some tourneys and make me reach #2 on the monotype PO ladder and top #10 in the monotype Showdown ladder, but like im lazy I stopped laddering lols Anyways, here is the team and like always, all suggestions are welcome :3 ------------------------------------------------------------------------------------------------------------------------- At a glance: ------------------------------------------------------------------------------------------------------------------------- In Depth: Black Darkness (Garchomp) @ Focus Sash Ability: Rough Skin EVs: 232 Atk / 24 SpA / 252 Spe Naive Nature - Earthquake - Iron Tail - Fire Blast - Stealth Rock Classic lead Garchomp, almost 80% of the times i lead with this guy, except when I find some lead which it can't break, like Mew or Shuckle (in those cases i lead with Salamence and start toxic them and defogging with Latias later). Anyways rocks are rocks obv, EQ for powerful STAB, Fire Blast for Skarmory, Ferro and friends, and Iron Tail to hit them fairies and ices hard. 24 SpA to always 2HKO Skarmory with Fire Blast, max speed and the rest in attack. White Light (Kyurem-Black) @ Choice Scarf Ability: Teravolt EVs: 180 Atk / 76 SpA / 252 Spe Naive Nature - Outrage - Fusion Bolt - Iron Head - Ice Beam The scarfer of the team, I did it mixed: Outrage wrecks, Fusion Bolt is nice coverage, Iron Head same reason of Garchomp and Ice Beam to catch them Landorus-t/Gliscors or other physical walls on the switch. 76 SpA to get the 2HKO on Skarmory, max speed and the rest on attack. Spoiler I was testing Assault Vest Kyu-B to take better on ices, and Latios like my scarfer, trick and defogger, but the combination didn't work for me, defog is too important for this team so yeah... Brute Force (Salamence) @ Leftovers Ability: Intimidate EVs: 248 HP / 252 Def / 8 SpD Impish Nature - Dragon Tail - Toxic - Wish - Protect This guy have saved my ass so much times its not funny... In a gen where the power creep went to the roof with a lot of megas and other threats, WishMence is my physical wall (it can even take Play Roughs from Azumarill and only be 3HKOed after protect lols). So Toxic becos walls use to switch into it, so why dont toxic them?, Dragon Tail to pass dangerous mons/setup sweepers, Wish and Protect to get it healthy and maybe heal its partners too. 248 HP for a Stealth rock number iirc, max def and rest in SpD. Clear View (Latias) (F) @ Leftovers Ability: Levitate EVs: 116 SpA / 196 SpD / 196 Spe Timid Nature IVs: 0 Atk / 30 SpA / 30 Spe - Dragon Pulse - Hidden Power [Fire] - Defog - Recover A defogger is a must on this team (especially for Stealth Rocks) so Latias says hi, shes my special defensive wall too. Defog and Recover to do her job, Dragon Pulse like STAB, and HP Fire to get into steels which love to switch into her (specially Bisharp, even if HP don't OHKO, it does decent damage again him) 196 speed to outspeed jolly garchomp and defog one last time if needed, 196 SpD let it survive LO Ice beam Greninja after rocks (thanks god it was banned), and can resist LO HP Ice Thundurus, Hurricane Tornadus-T/Mega Pidgeot, Icy Wind Keldeo, etc (these are only 3HKOs or 4HKOs), and the rest on SpA to have some offensive presence. Brave Heart (Dragonite) @ Lum Berry Ability: Multiscale EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Outrage - Earthquake - Extreme Speed - Dragon Dance Classic sweeper set so not spending too much words here. DD, Outrage, EQ and ES break through most pokes. Lum Berry because he is bait for walls which rely on status to counter it. The work of Dnite here isn't sweep the opponent that much (although it's nice if he have the chance), but weaken walls for Mega Altaria. Rainbow Rider (Altaria) @ Altarianite Ability: Natural Cure EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Return - Earthquake - Dragon Dance - Sing Mega Altaria is easily the MVP of the team, after the other teammates have weakened the opponent enough, Mega Altaria can wreak havoc. DD is DD, period. Return and Earthquake for perfect coverage (except again some steels), and the final move is Sing... yes, Sing. I know, awful accuracy, but for me the reward worth the risk (it let me pass lot of counters like Megasaur, Landorus-T, even Skarmory one time lol) If the Sing accuracy don't make it for you, you can change it for Roost/Heal Bell/Fire Blast/Cotton Guard/whatever you want tho.., In this case Adamant nature because Mega Altaria needs all the power possible. ------------------------------------------------------------------------------------------------------------------------- Final Words Hope you like playing with this team and becoming a Dragon Mastaaa!!! Also, thanks to all the artists of the pictures and gifs :) ------------------------------------------------------------------------------------------------------------------------- Importable Spoiler Garchomp @ Focus Sash Ability: Rough Skin EVs: 232 Atk / 24 SpA / 252 Spe Naive Nature - Earthquake - Iron Tail - Fire Blast - Stealth Rock Kyurem-Black @ Choice Scarf Ability: Teravolt EVs: 180 Atk / 76 SpA / 252 Spe Naive Nature - Outrage - Fusion Bolt - Iron Head - Ice Beam Salamence @ Leftovers Ability: Intimidate EVs: 248 HP / 252 Def / 8 SpD Impish Nature - Dragon Tail - Toxic - Wish - Protect Latias (F) @ Leftovers Ability: Levitate EVs: 116 SpA / 196 SpD / 196 Spe Timid Nature IVs: 0 Atk / 30 SpA / 30 Spe - Dragon Pulse - Hidden Power [Fire] - Defog - Recover Dragonite @ Lum Berry Ability: Multiscale EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Outrage - Earthquake - Extreme Speed - Dragon Dance Altaria @ Altarianite Ability: Natural Cure EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Return - Earthquake - Dragon Dance - Sing
Hey, team looks good, I like the idea! The only thing I don't understand (apart from Sing on Mega Altaria, it's a terrible move really :3) is using SuiChomp (I assume that's the idea of the Sash) with Latias which will Defog your Rocks away. So I'd suggest using a different Garchomp set that has a little bit more longevity, or isn't meant to die immediately.
hey, cool team i like several of the sets u use, but i have a couple of things that are bothering me. for instance, how skarmory can come in and completely shut down both ur set up mons, and how latias just falls short of 2hkoing physically defensive skarm with hp fire. 104 SpA Latias Hidden Power Fire vs. 252 HP / 4 SpD Skarmory: 138-164 (41.3 - 49.1%) -- guaranteed 3HKO after Leftovers recovery so ur only ways of beating skarmory are ur sash lead which usually doesnt last so long, AND skarmory can actually stall out your fireblasts, especially with the pretty high chance of missing. 24 SpA Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 180-214 (53.8 - 64%) -- guaranteed 2HKO after Leftovers recovery which leaves u kyurem-b your scarf pokemon 4 SpA Teravolt Kyurem-B Ice Beam vs. 252 HP / 4 SpD Skarmory: 153-180 (45.8 - 53.8%) -- 3.1% chance to 2HKO after Leftovers recovery 252 Atk Teravolt Kyurem-B Fusion Bolt vs. 252 HP / 252+ Def Skarmory: 152-180 (45.5 - 53.8%) -- 3.9% chance to 2HKO after Leftovers recovery So your only way of beating skarm is basically between 3.1 and 3.9, or fire blast never missing. Thats why i highly recommend to give altaria fire blast over sing, and maybe naughty nature on kyu-b. Also i would like to point out how none of ur pokes really appreciates a burn, and most WoWers can take on both altaria and dnite, and theres nothing u can do about it, no heal bell on altaria, or healing wish on latias.
@Oh So Penspin: ty for ur comment, I will make sure to test bulky chomp (thats the set u are talking, right?) @gengar17: nice suggestions, I changed some evs on kyurem-b so he have + chances again skarmory with ice beam (also, now ice beam have the 2HKO on excadrill too, so thats nice!) I was tempted of give latias more SpA, but that reduces her bulk, so i better left her like that. About the wowers, normally I switch to latias to take the incoming w-o-w (specially from rotom-w, the most common), because she don't mind statuses that much, also I can play with natural cure altaria too if I have the chance. Other suggestions welcome :)
Might I suggest Iron Head over Iron Tail on Garchomp? Other than that the team is fine beyond what Gengar said.
@Harold Wren The only reason to put a steel move in the first place is to beat those ugly fairies, so i suppose i understand why he choose iron tail over iron head, even with the shaky accuracy he can afford a miss thanks to the focus sash, i see little point in replacing it with iron head because earthquake does almost the same damage on fairies anyway For example against a physically defensive clefable: With iron tail 232 Atk Garchomp Iron Tail vs. 252 HP / 252+ Def Clefable: 190-224 (48.2 - 56.8%) -- 37.9% chance to 2HKO after Leftovers recovery Iron head now 232 Atk Garchomp Iron Head vs. 252 HP / 252+ Def Clefable: 152-180 (38.5 - 45.6%) -- guaranteed 3HKO after Leftovers recovery Earthquake: 232 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Clefable: 142-168 (36 - 42.6%) -- 94.6% chance to 3HKO after Leftovers recovery Notice that with iron tail he has a small chance of a 2hko and that iron head does almost the same damage than earthquake Now another example, against a physically defensive mega diancie, i know is not common to see that ev spread, but lets remember that this is monotype and we see different sets than in OU, is possible to encounter a physically defensive mega diancie as a lead considering that the fairy type in general has problems taking physical hits with iron tail 232 Atk Garchomp Iron Tail vs. 252 HP / 252+ Def Mega Diancie: 292-344 (96 - 113.1%) -- 75% chance to OHKO Iron head 232 Atk Garchomp Iron Head vs. 252 HP / 252+ Def Mega Diancie: 232-276 (76.3 - 90.7%) -- guaranteed 2HKO The old reliable EQ 232 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Mega Diancie: 218-258 (71.7 - 84.8%) -- guaranteed 2HKO In this scenario even with a 4x weakness, iron head cant do a OHKO and as in the case of clefable EQ causes almost the same damage, so my comment in this is that even with shaky accuracy iron tail is superior to iron head in this team since iron head does almost the same than EQ, but even with that, 75 accuracy is sooo unreliable, my suggestion is to replace the steel move on garchomp with stone edge/rock slide to hit the flying type (that remember is immune to EQ) you can have a better coverage and you can take the ice-types with fire blast anyway, hope that helps :D
Ya thats pretty much the reason @Rabidragon, clefable is one of the biggest threats to this team, specially the cosmic power set (others are mega diancie and the good old cloyster), so I needed the 2HKO pretty much, hence the iron tail. Ty anyways for ur suggestion @HaroldWren :D
I thought the ladder was dead :-P Anyway doesnt mono ice easily beat this team? And even a lo mamoswine on mono ground can ko all of ur pokes.
This is hardly a valid point, this is monotype, you can't expect to beat every single type with 6 pokemons that share a type. I can argue back that steel destroys ice, what did that achieve? and LO mamoswine loses to kyurem-b btw.
Nice team, @.Rawr! ! I main Dragon as well (Dragon gym leader in the server I co-own), and I'll probably be testing a few of these sets myself!
@EqualizeR yeah, my team have big problems with monoice, but predicting well and good plays it can be done (but again, so difficult to do) @Darth Magnus :)