Introduction
Hello - Have this cool team I wanted to share built around a zapdug core
shoutouts vapicuno & jhonx for helping me refine
Hello - Have this cool team I wanted to share built around a zapdug core
shoutouts vapicuno & jhonx for helping me refine
Set explanation
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Substitute
- Baton Pass
Nothing special here, just a basic offensive zap w/ sub + bp
Ice > Grass here because I'm not too bad into pert regardless and I like being able to pressure celebi into dug range + flygon actually is quite threatening to me on the spikes builds it fits on
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 236 Atk / 48 SpD / 224 Spe
Jolly Nature
- Earthquake
- Hidden Power [Bug]
- Aerial Ace
- Beat Up
It's dugtrio. This is a zapdug core. Need I say more?
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Ice Beam
- Rest
Cune here gives me a lot of my defensive backbone, especially into the entire physical side of the spectrum - mence and ttar, as well as being a psuedocheck to gengar
So this is a modest crocune set but I did ice > sleep talk because I needed that extra security into ddmence as I have no intimidater and jirachi is not ice, and losing stalk doesn't really matter as much as I'm not bliss weak or other cmer weak.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 136 Atk / 236 SpA / 136 Spe
Mild Nature
- Dynamic Punch
- Psychic
- Fire Punch
- Hidden Power [Grass]
Alright, this is the fire. Standard mixrachi EVs, but I did psychic over the traditional last of body slam as modest psychics really sting the molt and zard & aero, as well as not needing to click grass every time if I want to catch dugtrio - jirachi here pairs extremely well with dugtrio forcing out bulky ttar and blissey into dug range, as well as forcing a bunch of switches as I reveal coverage move after coverage move to put things into dug range. Rachi also takes advantage of zap's sub heavily on stuff like metagross mmash or various rock slides, forcing big damage on everything coming in.
Snorlax @ Leftovers
Ability: Immunity
EVs: 92 HP / 116 Atk / 144 Def / 144 SpD / 12 Spe
Adamant Nature
- Self-Destruct
- Body Slam
- Shadow Ball
- Earthquake
I have lax here to cover the cmers and various special threats while spamming paralysis for the fairly slow jirachi to abuse. Lax also allows me to blow things up in a pinch, because it lives one from almost everything. It also means I don't autolose into offmie, which is nice.
Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 176 Atk / 80 Def
Adamant Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion
Metagross here is my aero/dder pivot, allowing me to come into rock slides early into the game and scout damage, and force repeated mashes to wear down skarm and pert. Standard bulkygross shit
Threat list:
My best switchins are cune/rachi, if it's fire grass wisp it threatens a lot of my team and mandates cune be at full
Nothing likes to switch into a swampert at full health, but cune overload and zap not being grass really hurt me here
dugtrio destroys my offense if it gets me on a few key turns, and I have to be very careful when clicking moves with jirachi or else my main breaker will get nowhere and I will have to force offense with boom
I beatdown skarm most of the time, and it's free entry for rachi, but spikes going up hurts me as I have only one spikes immune and skarm can roar around a lot.