Trinitrotoluene
young ☆nd foolish
The Twin Terrors of the Rain
Changes will be bolded.
If you've been reading my RMTs, then you most likely will note that I am a huge fan of the sand. I've based many teams around sand, and most of them have been a modest success. I went through Round 50 of the B101 program with Huntofthelion a while back. He taught me a few things, but the most important lesson I gained from him was how I played. With that bit of knowledge in mind, I decided to create a rain team after looking through several concepts to test my ability to build teams that don't use Tyranitar or any of the sand sweepers that follow. With most of the speculation for R5 of suspect voting centering around Thundurus, I figured that it was time to use it to the maximum before it is pushed on over to Ubers (if it's voted upon that way). Anyways, now that I most likely have bored you with this long, tedious intro, here's the team building process.
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The Team at a Glance:
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Act I of Team Building
When I skimmed a list of concepts, a deadly one that emerged was not SmashPassing (stopped by pHazing and Quagsire), but Double Genie abuse. Naturally, I decided to play with that idea, and obviously, I can't have a Double Genie team without Tornadus and Thundurus, so they went in.
End Act I of Team Building
With that settled, I thought my team was good, that nothing could break it without a ton of effort. Then, I went and tested it. No need for you to guess what happened. It was horrible. It was beaten by the most random stuff. I decided to scrap it, but work on the double genie concept even further. I kept the genies and Toed, but I decided to implement different members over Rotom-W, Magnezone, and Forretress.
Act II of Team Building
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▲to be determined▲to be determined
Looking upon my spinning choices, I decided to test Starmie over Forretress, being disappointed by the results of my Forretress run. It works better that Forretress ever did.End Act II of Team Building
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Politoed (F) @ Chesto Berry
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Perish Song
- Toxic
- Rest
Tornadus (M) @ Choice Specs
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hurricane
- Hidden Power [Ice]
- Focus Blast
- U-turn
Thundurus (M) @ Life Orb
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Thunder
- Focus Blast
- Hidden Power [Ice]
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunder
- Recover
- Rapid Spin
Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 176 Def / 80 Spd
Impish Nature (+Def, -SAtk)
- Swords Dance
- Earthquake
- Ice Fang
- Taunt
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Sassy Nature (+SDef, -Spd)
- Power Whip
- Leech Seed
- Bulldoze
- Stealth Rock
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Perish Song
- Toxic
- Rest
Tornadus (M) @ Choice Specs
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Hurricane
- Hidden Power [Ice]
- Focus Blast
- U-turn
Thundurus (M) @ Life Orb
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Thunder
- Focus Blast
- Hidden Power [Ice]
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunder
- Recover
- Rapid Spin
Gliscor (F) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 176 Def / 80 Spd
Impish Nature (+Def, -SAtk)
- Swords Dance
- Earthquake
- Ice Fang
- Taunt
Ferrothorn (F) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Sassy Nature (+SDef, -Spd)
- Power Whip
- Leech Seed
- Bulldoze
- Stealth Rock
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The Team in Detail:
Ability: Drizzle
EVs: 252 HP | 252 Def | 4 SDef
Bold Nature (+Def, -Atk)
~ Scald
~ Perish Song
~ Toxic
~ Rest
"May soft rains fall upon the field of battle and bring power to the storm at your command."
Why this Pokemon was chosen:
Politoed's Drizzle is needed for Tornadus to be effective, and it helps Thundurus's cause immensely. As a lead, it serves as an annoyer for many lead strategies. Are you accumulating boosts to pass to a sweeper with Ninjask? Perish Song ruins that. Do you have a Tyranitar? Toxic ruins its durability. On its own however, it lacks power, but for what it lacks in power, it makes up in utility. It's fun to use, and it mostly serves as a defensive pivot for my team. The EVs give Politoed maximum defense on the physical side, which is beneficial because most sand sweepers are physically based. Scald's burn chance makes it a risk for physical sweepers to switch in on it. Perish Song and Encore let Toed disrupt many set-up strategies while ChestoRest gives Politoed a second chance at life. Overall, this set in conjunction with Starmie's Rapid Spin lets me win most weather wars I'm placed through.
Am I considering any changes to this Pokemon?
- A RestTalking set at the cost of disruptive value
- A Specs set with max HP and Special Attack and the following moves: Hydro Pump, Ice Beam, Hidden Power Grass, Perish Song
- A more specially defensive spread
- Toxic over Encore (thanks IronBullet93!)
Ability: Prankster
EVs: 252 SAtk | 4 SDef | 252 Spd
IVs: 30 Atk | 30 Def
Timid Nature (+Spd, -Atk)
~ Hurricane
~ Hidden Power Ice
~ Focus Blast
~ U-turn
"Raging winds in this storm bring fear to the battlefield, but those winds are in your control. Blow your enemies away!"
Why this Pokemon was chosen:
Say hello to Barry the Tornadus! Tornadus is the first genie in this team, and he serves as a scout and early-game wallbreaker for the team. He comes in on Virizion and other Grass-types that threaten Politoed, Starmie, and Ferrothorn and threatens them with Hurricane. When I first bring Tornadus in, I U-turn to scout their primary Tornadus switch-in and bring a teammate into a favorable match-up. On my next Tornadus switch-in, I attack with Hurricane to fish out their switch-in and get some damage on them. If their Tornadus counter is scarfed, which I usually will have figured out by that point, I switch in my check and apply pressure. Hurricane is Tornadus's only STAB move worth using at all, and it transforms Tornadus into a veritable threat that must be stopped at all costs. Focus Blast with Specs lets me nail Tyranitar and many of its potential checks. Hidden Power Ice lets me troll the dragons that reign OU without fear. U-turn lets me see how my opponent reacts, as noted above. The given IVs let me use Hidden Power Ice without losing a Speed point while the EVs are the generic sweeper spread The Timid nature lets me preserve Tornadus's already frail physical defense at the cost of its negligible Attack.
Am I considering any changes to this Pokemon?
- Rain Dance over one of the present moves not named Hurricane
- Focus Blast over Hammer Arm Implemented.
- Specs with Focus Blast is being used over LO and Hammer Arm (thanks everyone!)
- Attack IVs changed to 30, HP to 31
- EVs changed from 24 Atk | 232 SAtk | 252 Spd with Naive to 252 SAtk | 4 SDef | 252 Spd with Timid
Ability: Prankster
EVs: 252 SAtk | 4 SDef | 252 Spd
IVs: 30 Atk | 30 Def
Timid Nature (+Spd, -Atk)
~ Nasty Plot
~ Thunder
~ Focus Blast
~ Hidden Power Ice
"The crackling lightning shines a harsh light to your grim face, buffeted by the storm, and strikes your opponents down, one by one."
Why this Pokemon was chosen:
Give your greetings to Paul the Thundurus. He is the second genie of this team, and he also is the harder-hitting genie IMO with his Nasty Plot, Life Orb boosted attacks. He serves as this team's late-game sweeper. He comes in whenever an opportunity for a Thundurus sweep opens itself, such as a Skarmory setting Spikes up for its team or a Gliscor using Protect. He then uses Nasty Plot and proceeds to rend to opposition with its powerful Thunder, using Focus Blast and Hidden Power Ice only when needed. He also checks potent Shell Smash sweepers such as Cloyster and Gorebyss before they can wreak havoc on this team. The EVs are the generic sweeper spread with the last 4 EVs placed in Special Defense. The IVs let me use Hidden Power Ice without losing a speed point, often letting me win the Speed tie against opposing Thundurus that forget to set their IVs to allow for maximum Speed (the default IVs for Hidden Power Ice are 30 Speed IVs). Timid was chosen because the speed is needed and Life Orb + Nasty Plot makes up for the lack of Modest.
Am I considering changes to this Pokemon?
Changes made:
- None made
Ability: Natural Cure
EVs: 4 HP | 252 SAtk | 252 Spd
Timid Nature (+Spd, -Atk)
~ Hydro Pump
~ Thunder
~ Recover
~ Rapid Spin
"A small echinoderm may seem insignificant in this storm, but it plays a large role in preserving it. Spin yourself, make the storm faster..."
Why this Pokemon was chosen:
RAPID SPIN. Need I say more? Actually, I have to. Starmie is this team's Rapid Spinner of choice, seeing that Forretress brought a massive amount of fail to the first iteration of this team. It also serves as the generic hard-hitting Water ever-present on rain teams, genie revenger, and pseudo-status absorber, should Gliscor's Poison Heal not activate at that point of the game. It comes in on Fire attacks aimed at Ferrothorn and Ice attacks aimed at Gliscor and the genies. I open with Hydro Pump if I see that my opponent has a Ghost in the wings because, more often than not, s/he'll send in his/her Ghost in on a predicted Rapid Spin only to get smacked in the face with Hydro Pump. If my opponent's Ghost is a Jellicent, I'll use Thunder and score a 2HKO on it. Hydro Pump and Thunder are powerful moves that benefit from the rain. Rapid Spin helps the genies mow through my opponent's team with minimal effort. Recover preserves Starmie's life so it can spin multiple times throughout the battle. The EVs are placed where they currently are for the same reasons as Thundurus.
Am I considering any changes to this Pokemon?
- Ice Beam over Thunder, just to deal more damage to opposing Thundurus at the cost of dealing with Jellicent more efficiently
- Life Orb and BoltBeam over Recover and Lefties
- A TrickScarf set to revenge kill
- Surf over Hydro Pump to help with accuracy
- None made
Ability: Poison Heal
EVs: 252 HP | 176 Def | 80 Spd
Impish Nature (+Def, -SAtk)
~ Swords Dance
~ Earthquake
~ Ice Fang
~ Taunt
"A being of the sand makes itself at home in this perfect storm, stopping the sand that could dull the sharpness of the storm."
Why this Pokemon was chosen:
Gliscor was a good Pokemon in Generation IV. Granted it wasn't the best, but it got the stall-breaking job done with the aid of the sand. Now, in Generation V, Poison Heal lets Gliscor step its stall-breaking, Fighting-type stopping game up with the ability that made Breloom so difficult to deal with while freeing up a slot for both Swords Dance and Taunt, letting Gliscor rampage until a Bronzong or something faster shows up. It comes in on Electric moves aimed at the genies, Politoed, and Starmie, and Fighting-type moves aimed at Ferrothorn. Taunt and Swords Dance are the two moves Gliscor needs to make life problematic for stall teams. Earthquake and Ice Fang are needed to provide the most complete coverage possible in two moves. The EVs let me outspeed stall-breaking Mew and get the jump on the standard Taunt SD Gliscor by one point while taking most physical attacks well. An Impish nature helps facilitate its ability to wall the physical spectrum.
Am I considering any changes to this Pokemon?
- A set purely focused on walling and not sweeping
- More defensive EVs at the cost of Speed and losing opposing Gliscor match-ups
- None made
Ability: Iron Barbs
EVs: 252 HP | 48 Def | 208 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
~ Power Whip
~ Leech Seed
~ Bulldoze
~ Stealth Rock
"Fear comes in small packages, and the rocks placed in this storm help drop pressure on those who must weather it."
Why this Pokemon was chosen:
I eventually saw the need for a more defensive Ferrothorn set. I decided to go with the standard support Ferrothorn set with Bulldoze over any other option given to weaken Heatran and Magnezone on the switch. I play Ferrothorn more conservatively due to its marked decrease in power. However, the defensive EVs allow me to slip up once with it without major consequences. Its typing, combined with its defensive EVs, allow me to wall Latios and other strong special attackers not named CM Reuniclus and Swift Swimmers ad infinitum. Stealth Rock is Ferrothorn's card in this team, and its main purpose for being here. Power Whip and Bulldoze allow me to nail my opponent's Pokemon while Leech Seed helps augment Lefties recovery. The EVs let me take Latios's Draco Meteor with plenty to spare as well as Starmie's LO rain boosted Hydro Pumps while a Sassy nature lets Ferrothorn wall on the special side, considering that I have Politoed and Gliscor for physical walling.
Am I considering any changes to this Pokemon?
- The generic support Ferrothorn Implemented.
- Explosion over Stealth Rock
- Shed Shell, at the cost of Attacking strength
- Ferrothorn made more defensive, with Lefties over CB
- EVs changed from 252 HP | 252 Atk | 4 SDef with Brave to 252 HP | 48 Def | 208 SDef with a Sassy nature (thanks again IronBullet93!)
- Gyro Ball replaced with Leech Seed
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One Last Look at the Team: