Hey guys, whipped up this team a few days ago and looking for some advice on what I could do better on.
Delta Charizard (M) @ Delta Charizardite
Ability: Spirit Call
EVs: 4 HP / 252 SAtk / 252 Spe
Modest nature
- Dragon Pulse
- Lunar Cannon
- Shadow Ball
- Substitute
In honor of my main game I decided to shoot for a Mega Delta Charizard as my mega and special sweeper. Since it appears that Dragon Pulse and Shadow Ball are the best STAB’s and Lunar Cannon is boosted by New Moon, and it has decent coverage with that trio. Perhaps that one ice move (icy wind?) could replace one of the dark/ghost moves due to SE redundancy? Substitute was the only move that I really thought was practical for slot 4, but it really hasn’t been able to benefit me at all so far since the battle style of Insurgence seems to be largely heavy-hitter, so that could be switched to something else like Shadow Sneak.
Delta Luxray @ Air Balloon
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SDef
Adamant nature
- Poison Jab
- Bulk Up
- Iron Tail
- Substitute
Even though I was hesistant to use a NU Poke for OU, Delta Luxray seemed to cover DCharizard’s fairy weakness, so I opted for a bulky offensive set. Again I used Substitute in case I get a free turn but so far it hasn’t proved too useful. Double stabs felt initially smart but Iron Tail isn’t the best move in the world so a different move could fit this slot instead.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 36 Def / 220 SDef
Sassy nature
- Leech Seed
- Gyro Ball
- Stealth Rock
- Protect
I have a bit of an addiction with this Ferrothorn set, as it serves as rocks, Fairy-killer and leech-stall all at the same time. Nothing more to be said other than the fact that it accentuates my team’s glaring fire weakness.
Delta Scizor @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SDef / 252 Spe
Adamant nature
- Ice Shard
- Icicle Crash
- Close Combat
- Rock Tomb
I’m liking Delta Scizor so far in my main game too, so I grabbed the two strongest STABs in the arsenal, and true to normal scizor, the STAB priority ice shard. Rock Tomb seemed like a good coverage move for flying/fire types but it seems like D-Scizor is too slow to actually hit most of them first and dies due to its frailty. I could switch out the Life Orb for a Scarf just to change things up, but we’ll see about that.
Talonflame @ Leftovers
Ability: Flame Body
EVs: 216 HP / 252 Atk / 40 Spe
Adamant nature
- Flare Blitz
- Brave Bird
- U-turn
- Swords Dance
I felt that I needed a Fire type to round out the water/grass synergy I had planned, so I had initially went with a bulky Heatran (until I got the message it was unreleased). I decided that a Talonflame to roast/BB-into-oblivion most of the opposing Delta typings would be smart. Since as I said earlier, swords dance can get Talonflame killed frequently due to the heavy-offense, so I’m considering switching it to a different offensive move and switching to a Choice Band to cripple walls even further.
Marvin (Starmie) @ Life Orb
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SAtk
Bold nature
- Thunderbolt
- Psyshock
- Ice Beam
- Rapid Spin
I figured a spinner is important due to Talonflame. Starmie fills that niche the best, also fulfilling my team’s major lack of speed. I’m considering replacing one of the three core offensive moves with Surf just in case I get into a position where I need it, but I don’t know which one is least important?
Overall this team has a lot of offensive power but needs some little tweaks by someone with a little bit more knowledge of this metagame, so if you can help me I’d appreciate it