(
Threats & Issues //
Fixes & Benefits):
To preface this, the provided team has an explicit and comprehensible structure as well as an incorporated strategy that is built around well. Therefore, I don't think many changes are necessary at all here but in fact could be disadvantageous to the team, possibly taking away from its essence and even derailing the teams purpose. Anyway, I made a few simple fixes that help with its match-up versus some defining threats and further the teams capacity to respond to recent metagame trends.
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Opposing Gliscor can give this team a fair amount of trouble. Stealth Rock and Toxic variants can be used as set up fodder by Reuniclus but the concern here lies with Taunt and Swords Dance variants. Avalanche on Aggron-M over Toxic can help to alleviate this issue to some degree, although careful execution is recommended since there is quite a bit of pressure on Aggron-M to keep a multitude of threats in check. Latias, Azumarill, Altaria-M, Beedrill-M, SD Scizor and now SD Gliscor too are all supposed to be handled by Aggron-M. I had considered to incorporate a WishPass compenent on the team (Sylveon>Azumarill) for that reason, which then, however, necessitates changes to fix other weaknesses (most notably Serperior, making me opt for Crobat over Salazzle and subsequently Marowak-A over Gliscor to compensate for the loss of a wallbreaker and for the hindered pivotality against Scizor), but these turned out to alter the dynamic of the team quite significantly, which is why I am not going to present them here in depth. Another minimal change I carried out is the shift of 36 EVs from special defense to attack on Aggron-M, which ensure the OHKO with Heavy Slam on Belly Drum Azumarillafter Stealth Rock and Sitrus Berry recovery, and 8 EVs from special defense to speed that allow it to creep oppossing Sap Sipper Azumarill.
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Anyways, moving on! Unfortunately, not even Psyshock lets Reuniclus beat the Subsitute + Protect Suicune variant, which is by far its most used set. The team has to be very careful to keep Azumarill healthy for a late game Perish Song versus it. In fact, an early burn turns out to have a devastating impact in that match-up! The fast Toxic on Gliscor (which could easily be subsituted by Knock Off as well, granting some more opportunity to lure opposing Gliscor, depredating them of their passive recovery) is a great asset versus unsuspecting Suicune of that sort, but it is not a reliable countermeasure to a Suicune that is already protected by a Subsitute. Rest over Play Rough on Azumarill makes any attempt of that set to sweep futile. The loss of Play Rough isn't all that concerning here, considering that it does pityful damage to anything but Hydreigon anyway (not like Hydreigon will be able to break through zumarill with Rest anytime soon). Just be careful to not burn the Perish Song PP all too fast!
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Lastly (yes, already!), I recommend opting for only 19 speed IVs on Reuniclus to outspeed Marowak-A under Trick Room, a playstyle that has picked up some popularity lately, and one that this team has to play around very carefully. Alternatively, a change that helps a ton versus fat builds, stall in particular, is using Psychic over Psyshock with a Life Orb equipped instead of Leftovers. Combined with a bit of speed investment (around 52 will suffice) it easily outpaces and achieves the 2HKO on Quagsire. From testing I can report that this set actually obliterates most stall builds and even has a decent amount of applications outside of pressuring stall, for example dealing much greater chunks of damage to Gliscor and Aerodactyl-M, as well as incoming steel types such as Doublade, which takes about 25% from LO Psychic. I thought of this change in light of the recent prominence of Pursuit Aerodactyl-M on stall builds, which stops all and any attempts of NP Salazzle to break through cold. This change, however, comes at the cost of sustainability by Leftovers, which weakens Reuniclus defensive capabilities. Considering that the team has an array of utilities versus stall in Perish Trap Azumarill, Toxic/Knock Off Gliscor as a reliable pivot, HP Grass Salazzle and CM Reuniclus already, I held off on making that last change. It remains an option that I felt was worth mentioning though.
Overview & Conclusion
- Avalanche over Toxic (and a slight EV spread edit) on Mega Aggron
- Rest over Play Rough on Azumarill
(and possibly Knock Off over Toxic on Gliscor
)
- Reduction from 31 to 19 speed IVs on Reuniclus
to improve the Trick Room match-up
(as well as a feasible alternative take on the set with Psychic and Life Orb)
So yeah, not many changes necessary here at all. SD Gliscor remains the teams greatest nemesis, but with Avalanche on Aggron-M, in addition to the already present Inferno Overdrive on Salazzle as a lure, it is definitely managable. I actually played around with
Counter (and some defense investment) on the Gliscor, which can deal with SD Facade and Knock Off variants and which has had some fun applications outside of that, but is, as I found, generally inferior to Knock Off or Toxic.
Overall, real fun competition, thanks to Cynde and Sun for hosting, and I hope to be seeing you all around in the RMT section! Peace.