Gen 7 LandoMag: Cheat Version


This is a team I made during Snake III. It is based on the standard Lando+Mag core, but utilizes some more unique ways to gain advantages through the momentum aforementioned core provides. Namely Regenerator procs (you usually don't find Torn on these teams), as well as Suicune set-up opportunities. Generally, this team is pretty easy to pilot effectively. I'll mostly go over the more in-depth stuff, the best way to read this as a new player of the gen is in conjunction with the Smogon Strategy Pokedex for SM.


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 60 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Punishment
- Defog

I wanted Atk investment on this type of team. It still serves as a good pivot into physical Pokemon, even with very little bulk investment. 196 Speed ensures that you outspeed Mega-Alakazam, while the rest of the EV's are simply dumped into pdef. For it's moveset, EQ and U-turn are mandatory for obvious reasons (I've used Knock over U-turn before, but the whole purpose of this team in particular is to make use of the generated momentum). Defog gives us a way to remove Hazards, although we usually won't be forcing the issue. Punishment can revenge kill set-up sweeper such as Mega-Latias and Reuniclus. Vincune can make it possible to sneakily switch into Lando against those.


Magearna @ Leftovers
Ability: Soul-Heart
EVs: 72 HP / 228 Def / 208 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Volt Switch
- Hidden Power [Fire]
- Pain Split​

EV's let Magearna live two +2 bulky Mega-Zor Bullet Punches, two Choice Specs Lele HP Fire, one +2 Hawlucha HJK, while having the lowest amount of HP investment possible for Pain Split efficiency. On this team, I opted for min speed in order to have the slowest Volt Switch possible, which is important against opposing Magearna, as well as Celesteela if they try to underspeed 0 speed Magearna for a slow Leech Seed. Especially the Celesteela part is incredibly important and I constantly see people not care about trying to underspeed Magearna / not letting Celesteela underspeed their Magearna. The moveset is very self-explanatory.


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Protect
- Stealth Rock​

Diancie has key defensive utility (Torn, Volcarona) while providing an excellent offensive Stealth Rock setter. Max Atk is used to better threaten specially defensive Toxapex, as well as things like Amoonguss, AV Tangrowth, Venusaur-Mega, Zapdos etc. Due to it's high chance to raise defense, as well as unexpectedly high damage, it is your favorite thing to click once Stealth Rock has been set up. Protect allows for a clean Mega-Evolution, later threatening to switch in on opposing hazard-setting moves.


Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off

Kartana is found on a lot of LandoMag offense, and is our most standard way to make use of generated momentum. Usually you will find yourself using Knock Off earlier on to weaken whatever may try and switch into you, cleaning up with one of your STABs lategame. Both the EV's and moves are set in stone for CB Kartana, I don't think it needs much of an introduction.


Tornadus-Therian (M) @ Flyinium Z
Ability: Regenerator
EVs: 152 HP / 148 Def / 16 SpA / 192 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Taunt​

This bulk spread allows Torn to eat one Mega-Medicham Ice Punch, Mega-Mawile Play Rough, and Choice Band Hoopa Hyperspace Fury. Enough speed for Serperior is used, while the rest goes into special atk. Hurricane is needed on this team to check Fighting-types, as well as Grass-types. Knock Off makes progress against Heatran/Pex, and will always be useful to have, U-turn plays into the point of getting Regenerator off a bunch and lets us keep momentum. Taunt is necessary to prevent Toxapex from setting up Toxic Spikes, and it can also screw with other defensive Pokemon, as well as certain dedicated leads. Flyinium Z is used because no other Pokemon needs a Z-crystal on this team, and the temporary boost in accuracy/power seems to be worth it over something with long-term benefits like rocky helmet on an offensive team like this one.


Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 8 Def / 32 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute​

This Pokemon can win games by itself, and while it doesn't threaten immediate KO's, the threat to set up sub or cm boosts is forcing your opponent to respect it at all times, thus making it fit on a team like this. 252 HP allows sub to tank Seismic Toss. 8 Def lets Suicune tank two +2 Gliscor EQ's. 216 speed is for base 80 Pokemon, while the rest goes into special defense in order to get more out of Calm Mind. The moves are what any Vincune set runs.

Replays
Charmflash vs. LordEnz NPL
Welli0u vs. Relous Snake III
Tace vs. SMB Snake III
Charmflash vs. GaryTheGengar Snake III

Threatlist
#1 Zapdos
Zapdos is the biggest annoyance to this team. You struggle to kill it, and it will be able to threaten pretty much anything on your team with the right coverage. If facing it, you will want to pivot in Diancie via Magearna and try to keep up rocks so that Kartana Knock Off can 2hko it. Luckily Zapdos isn't all that common in this generation.
#2 Hawlucha
This Poke will force you to either keep off rocks (usually not possible) or preserve 100% of Magearna's HP. While you could argue that Magearna will trade even with Hawlucha (even let you get an extra switch after it dies later), this team needs Magearna to perform a variety of other tasks, so you will usually not be very happy doing so. Lastly you could try to "outplay" it with Diancie but thats a massive headache at best, and a game loss at worst.
#3 Mega-Scizor
You have a counter to it's most common defensive SD sets in Magearna, and can generally pressure it with taunt Torn as well as Suicune, but the longer the game goes the harder it will be to keep it in check. He has a great matchup against Kartana, Diancie and Lando, though switching a lot into these will force it to waste turns roosting.

Kartana @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Knock Off

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Protect
- Stealth Rock

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 60 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Punishment
- Defog

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 8 Def / 32 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Protect
- Substitute

Tornadus-Therian (M) @ Flyinium Z
Ability: Regenerator
EVs: 152 HP / 148 Def / 16 SpA / 192 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Taunt

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 72 HP / 228 Def / 208 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Volt Switch
- Hidden Power [Fire]
- Pain Split


 

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