So my Monotype Spring Seasonals run is finally over and I decided I'm going to RMT the team I've been known for predictably using in the past two months. I used this to qualify for Monotype Ladder Tour 2 with the highest GXE in the first cycle. I only reached #7 on the ladder, but that was partially due to my own fear of losing my MLT spot. This team showed up with a 9-3 record in seasonals. It was pretty obvious I was spamming this team, so I'm pretty happy with how it went. The team performs exceptionally well on both the ladder and in tour battles. The team name is a last tip of the hat to the Phoenix League, which I led for some 6 months and have since left. With that all being said, I'm proud to show off Flight of the Phoenix here.
The Team
A Closer Look
Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 160 Def / 124 SpD
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
Skarmory is the center of the team. It's a fantastic physical wall and it has the Steel typing that makes it a switch-in for Ice- and Rock-type attacks. Whirlwind and Roost are pretty standard fare for Skarmory. Iron Head was chosen to allow Skarmory to beat Mega Diancie and Fairy-type Pokemon in general. The last move is almost always Stealth Rock, but I actually strongly dislike Stealth Rock Skarmory. It has a rather poor matchup against many of the types that Stealth Rock beats, should not be used as a lead, and can fulfill a much better role for the team with Defog. I love having Defog on Skarmory because as a physical wall, it can safely Defog against most physical attackers. Against a type such as Rock or Ground, Skarmory finds countless opportunities to Defog safely. The EV spread is designed to avoid being KOed by a Life Orb Latios after Stealth Rock damage, when it uses Draco Meteor into Hidden Power Fire. Further, Choice Scarf Kyurem-B can never 2HKO Skarmory with Ice Beam even after Stealth Rock damage.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Toxic
- Roost
- Defog
Zapdos is the other half of the powerful Skarmory + Zapdos core that shuts out almost every attacker. Ever since I started using it, I've preferred Volt Switch to Discharge. Volt Switch just provides so much momentum for the team that Discharge's mildly higher Base Power and paralysis chance is not nearly as good. I also prefer Toxic to Heat Wave, as it allows Zapdos to wall and stall countless foes and even other defensive Pokemon. Because I lack Heat Wave, there's no reason for Zapdos to creep Jolly Breloom, so I can invest more into Special Defense. Zapdos's decent bulk makes it a fantastic Defog user. I think two Defog users is optimal and keeps Stealth Rock away, as Zapdos and Skarmory can Defog on each other's checks, making it a lot easier to choose which Pokemon to remove the Stealth Rock with. (On side note, yes, 252 HP is more optimal due to Leftovers / Roost recovery outweighing Stealth Rock damage)
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt
As the strongest sweeper Flying has to offer, Mega Gyarados is my wincon in most matchups. Its ability to threaten to sweep one of the strongest types, Psychic, cannot be appreciated enough. As long as it's in the back, most Choice item users have to be very careful when it comes to choosing their moves, as Mega Gyarados can easily come in to start setting up.I choose to use a Jolly nature to make sure Mega Gyarados outspeeds Choice Scarf users such as Hoopa-U, Volcanion, and Gardevoir. I decided to use Taunt over Substitute to beat phazers such as Skarmory and Hippowdon. Taunt is also a fantastic option that stops Pokemon that usually force Mega Gyarados out and try to use Stealth Rock or set up (Again, Skarmory and Hippowdon can Stealth Rock too). This does make Mega Gyarados much more vulnerable against the likes of Sableye, which cannot be Taunted before the Will-O-Wisp, and Slowbro, which can potentially get a burn with Scald.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Rock Slide
- Stealth Rock
To help Mega Gyarados set up its sweep, Landorus was my wallbreaker of choice, with its fantastic Special Attack and Sheer Force. It forces a lot of switches, with its huge movepool, and breaks most of the physical walls that Mega Gyarados has a hard time getting through. My moveset is tailored to hit the targets I felt were most difficult to handle. Sludge Wave makes Landorus almost unstoppable against Fairy teams, as the only immunity is Klefki, which gets easily KOed by Earth Power. Rock Slide is a great coverage option, as it lets Landorus hit Zapdos for a solid 2HKO even with the Timid nature. It also OHKOes Volcarona and Mega Charizard Y. The final move is Stealth Rock. Most Flying teams put it on Skarmory, but I strongly dislike Skarmory using Stealth Rock, as that removes the possibility of using double Defog. As said, Landorus forces countless switches and that helps it set up Stealth Rock with great ease. The Rock Slide moveslot can be adapted to the metagame. Knock Off can easily be used to beat Psychic more easily and it should be used with a Naive nature to allow it to beat Latios and Victini. While Focus Blast is popular to hit Skarmory, this team doesn't need the coverage and most Skarmory users will be scared out by the possibility regardless.
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- Thunder Wave
Thundurus is my Water check. Thunderbolt hits almost every Water-type Pokemon for significant damage. With Grass Knot, Swampert is easily OHKOed. This makes Thundurus an absolutely fantastic asset against rain Water teams, which can be a very dangerous matchup. Its Prankster Thunder Wave is also invaluable for stopping fast threats, such as Kingdra or Choice Scarf Kyurem-B, and makes Thundurus a very nice emergency check if needed. Hidden Power Ice is just great coverage for hitting Dragon-types that otherwise wall this set. It doesn't do substantial damage, but Thundurus can easily revenge kill with it. Its high Speed also lets it outspeed Keldeo, Latias, and Latios. While it's far from being a power player, it's the glue that checks so many problems and is a fundamental part of the team.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Toxic
- Roost
- Earthquake
As the final teammate, Gliscor is my choice. Gliscor is perhaps the best stallbreaker for Flying and I chose to use the standard Taunt set and spread, making it even more frustrating for defensive teams to break. More than just beating stall though, Gliscor's biggest selling point is its ability to utterly dismantle Fairy teams. On Fairy teams, only three Pokemon (the uncommon Sylveon and Mega Gardevoir, and the almost nonexistent Choice Band Azumarill) can even 2HKO Gliscor. Gliscor also serves as a full stop to even any non-Choice Band / Specs Hoopa-U, due to its ridiculous bulk and Roost. As mentioned, it breaks stall, making it invaluable against stall Water and the defensive Normal core. In addition to breaking stall, by choosing Taunt, slower Pokemon cannot set up on Gliscor, notably stopping Belly Drum Azumarill, Adamant Bisharp, and Doublade.
Spoiler alert: Balanced team loses to wallbreakers and balance breakers.
This annoying thing ruins my day. Nothing can switch into it at all and Thundurus can't even OHKO with Thunderbolt or meaningfully paralyze it. Even worse, its Fake Out spam makes it a stop to Mega Gyarados if I take any extra damage while setting up. It comes in, it gets a kill. That's really all there is to this ridiculous monster. Pray that it somehow takes chip damage and Landorus or Thundurus are allowed to finish it off.
When it's running a support set, Calm Mind + Reflect Type, or BoltBeam support, I'm perfectly okay. Zapdos beats all of them. When it runs BoltBeam + Calm Mind, I'm in trouble. With Calm Mind, Mega Latias has enough power to break through Zapdos with Ice Beam. It also takes a pittance from Thundurus and Landorus. The team's only hope is to hit a Toxic with Zapdos early on and try to slowly whittle it down before too many Pokemon are lost.
In truth, I should give thanks every day that Dragon users love to put a Choice Scarf on one of their best wallbreakers for some unknown reason. When this has a Choice Scarf, Skarmory and Zapdos wall it all day long. But when it has Life Orb to boost its damage, it becomes a bit more frustrating. This thing gets a kill just like Mega Medicham does every time it comes in. Thankfully(?), Thundurus can paralyze this and it no longer becomes a threat at all. Stealth Rock deals a clean 25% every time it comes in, so its life expectancy is quite low. Also, Mega Gyarados and Landorus can take it out if it has taken some amount of damage (Life Orb recoil, Stealth Rock damage, and what not).
Kingdra is devastating to the team. My only real option is to sack something and either take advantage of it being locked into Hydro Pump or Draco Meteor. Thundurus can paralyze this, so that's a hope. The goal is to take out Politoed, the source of rain, before this takes me out.
Like with Mega Latias, if this just runs a friendly set, it gets walled by Zapdos. Grass Knot, Focus Blast, or Taunt are all fine. But when you run into the one person running around with Nasty Plot Thundurus, that's just bad news bears. Zapdos is the only member that can take a hit at +2, so my only out is to wear it down through Life Orb recoil and the one hit Zapdos gets. Well, I can go for the Speed tie with my own Thundurus of course, but that's not so reliable.
Choice Specs Keldeo can walk through most of my team. We all know Scald has 100% burn rate too, so even though Zapdos can almost always survive two Scalds even if the first one burns, that makes Zapdos almost useless afterwards. Thankfully, Thundurus can outspeed to OHKO with Thunderbolt, though. Subsitute + Calm Mind and Choice Scarf Keldeo are far from annoying, though, so I hope (in vain) for those sets.
This annoying thing ruins my day. Nothing can switch into it at all and Thundurus can't even OHKO with Thunderbolt or meaningfully paralyze it. Even worse, its Fake Out spam makes it a stop to Mega Gyarados if I take any extra damage while setting up. It comes in, it gets a kill. That's really all there is to this ridiculous monster. Pray that it somehow takes chip damage and Landorus or Thundurus are allowed to finish it off.
When it's running a support set, Calm Mind + Reflect Type, or BoltBeam support, I'm perfectly okay. Zapdos beats all of them. When it runs BoltBeam + Calm Mind, I'm in trouble. With Calm Mind, Mega Latias has enough power to break through Zapdos with Ice Beam. It also takes a pittance from Thundurus and Landorus. The team's only hope is to hit a Toxic with Zapdos early on and try to slowly whittle it down before too many Pokemon are lost.
In truth, I should give thanks every day that Dragon users love to put a Choice Scarf on one of their best wallbreakers for some unknown reason. When this has a Choice Scarf, Skarmory and Zapdos wall it all day long. But when it has Life Orb to boost its damage, it becomes a bit more frustrating. This thing gets a kill just like Mega Medicham does every time it comes in. Thankfully(?), Thundurus can paralyze this and it no longer becomes a threat at all. Stealth Rock deals a clean 25% every time it comes in, so its life expectancy is quite low. Also, Mega Gyarados and Landorus can take it out if it has taken some amount of damage (Life Orb recoil, Stealth Rock damage, and what not).
Kingdra is devastating to the team. My only real option is to sack something and either take advantage of it being locked into Hydro Pump or Draco Meteor. Thundurus can paralyze this, so that's a hope. The goal is to take out Politoed, the source of rain, before this takes me out.
Like with Mega Latias, if this just runs a friendly set, it gets walled by Zapdos. Grass Knot, Focus Blast, or Taunt are all fine. But when you run into the one person running around with Nasty Plot Thundurus, that's just bad news bears. Zapdos is the only member that can take a hit at +2, so my only out is to wear it down through Life Orb recoil and the one hit Zapdos gets. Well, I can go for the Speed tie with my own Thundurus of course, but that's not so reliable.
Choice Specs Keldeo can walk through most of my team. We all know Scald has 100% burn rate too, so even though Zapdos can almost always survive two Scalds even if the first one burns, that makes Zapdos almost useless afterwards. Thankfully, Thundurus can outspeed to OHKO with Thunderbolt, though. Subsitute + Calm Mind and Choice Scarf Keldeo are far from annoying, though, so I hope (in vain) for those sets.
I wish I had replays from MLT2 to show, but all of the replays of my high ladder games are dead. When you play 92 games but have 0 good replays...
From Seasonals:
Vs. Hammy using CM Mega Latias Psychic
Vs. Zarif using Psychic
Vs. Trich using Fairy
Vs. Leru using Flying
Vs. Leru using rnbs's Fairy cteam
Vs. Level 56 using HO Steel
From Seasonals:
Vs. Hammy using CM Mega Latias Psychic
Vs. Zarif using Psychic
Vs. Trich using Fairy
Vs. Leru using Flying
Vs. Leru using rnbs's Fairy cteam
Vs. Level 56 using HO Steel
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Rock Slide
- Stealth Rock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 160 Def / 124 SpD
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Toxic
- Roost
- Defog
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- Thunder Wave
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Toxic
- Roost
- Earthquake
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Wave
- Rock Slide
- Stealth Rock
Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 160 Def / 124 SpD
Impish Nature
- Roost
- Defog
- Iron Head
- Whirlwind
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Toxic
- Roost
- Defog
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- Thunder Wave
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Taunt
- Toxic
- Roost
- Earthquake
Shoutouts to the whole squad that's been pushing me forward and backing me up. You're all the best.