Why hello there, reader. First and furthermost, thank you for checking this out. Please leave an opinion here, even if it's a small, subjective thing! That being said, moving on to the main theme.
This team came up because I was thinking of a neat Azumarill+Excadrill based team. Since they cover each others' weaknesses and have a fairly solid offensive AND defensive synergy, I wanted to exploit that as much as possible. This team was gone through some serious modding, and seems to be working amazingly at the moment, but it still has a few hurtcore flaws: no Ghost resists or immunities and no way of setting up Stealth Rock, namely.
Without further ado, let us meet the team.
Rotom-H @ Leftovers
Modest nature. 252 HP / 252 Spa / 6 SpD
Levitate
~Volt Switch
~Overheat
~Will-o-Wisp
~Protect
"What the fuck why aren't you using the washy thingie"
No, seriously, Rotom-H is actually amazing as long as Stealth Rock is away from my field. Has a pretty interesting synergy with most teammates, can OHKO most steels and physically bulky grounds, burn stuff...basically everything Rotom-W can do. So, why am I carrying the Oven?
Fire STAB is why. Hidden Power Fire just isn't enough to tank through Scizor and Ferrothorn, and no other teammates can dispatch them before they set up their stuff. Besides, Overheat is a bit more reliable (accuracy-wise) when dispatching problematic stuff like Gliscor on the switch, Roserade, and regular Venusaur. I can't touch Tar, but I can burn him and GTFO with Volt Switch. Talonflame doesn't enjoy a max SpA Volt Switch, and I can tank all of it's common moves (heck, I can tank everything bar Return and lol hidden power).
Protect is an interesting move to have on Rotom-H, as it creates some interesting mindgames and soothes a bit next turn's prediction (especially when fighting Garchomp, Tyranitar, and Rotom-W). Also, allows me to scout for Choice users and rack of my lefties a bit.
Azumarill @ Assault Vest
Adamant nature 252 HP / 252 Atk / 6 Spe
Huge Power
~Waterfall
~Aqua Jet
~Play Rough
~Superpower / Ice Punch / Double-Edge
Azumarill is an interesting Pokémon, to say the least. Belly Drum and Choice Band both grant him enough raw power to wreck anything he touches, yes, but one must not forget Azumarill's gigantic 100 base HP and 80 / 80 defenses. Being a Water/Fairy-type pokémon, Azumarill's most common predators are all special moves (Giga Drain, Grass knot, Sludge Bomb, and Thunderbolt), making Assault Vest a noble item of choice. Many of the previously mentioned moves' users are frail Pokémon (Gengar, I'm looking at you), making Waterfall+Aqua Jet a deadly combination with Assault Vest. I've noticed Superpower to be especially useful because it allows me to hit Ferrothorn for some mighty damage if Rotom died prior, but Ice Punch is a must-have to hit Grass/Poison-types.
On a side note, Assault Vest makes it easier to switch into resisted special moves, like Fire Blast, Shadow Ball and Hydro Pump in the rain- all staples that my team could hardly afford to get hit by.
Garchomp @ Choice Band (not garchompite)
Adamant nature. 252 Atk / 252 Spe / 6 HP
Rough Skin
~Earthquake
~Fire Fang
~Stone Edge
~Outrage / Dragon Claw
Earthquake is the bread and butter of this Garchomp, 2KOing everything that's not a a flier or a full special wall. Even mixed tanks like Mega Venusaur are 2KOd by Earthquake more often than not.
Fire Fang and Stone Edge are obvious coverage moves, whereas the fourth slot is a tricky one.
Outrage can no longer be used as liberally as in Gen V, because fairies, Ferrothorn and Aegislash exist. Those aside, not even Gliscor can afford to switch in unless he's rather healthy and positive he'll outstall my Outrage with protect.
252+ Atk Choice Band Garchomp Outrage vs. 252 HP / 252+ Def Gliscor: 199-235 (56.2 - 66.3%) -- guaranteed 2HKO
As you can see from the previous calc, Adamant is my nature of choice because this Garchomp isn't meant to sweep nor faint, but murder switch ins and slower Pokémon. Sorta like a wallbreaker of sorts.
Excadrill @ Choice Scarf
Jolly nature. 252 Atk / 252 Spe / 6 HP
Mold Breaker
~Earthquake
~Rock Slide
~Iron Head
~Rapid Spin
Probably the most unorthodox set in my team. Choice Scarf Garchomp is mediocre at best in this generation, because fliers, levitaters, and fairies all exist and can afford to wall Chomp's main stabs.
Excadrill, however, still hits an solid 453 speed and 369 attack, which is more than enough to successfully revenge kill weakened foes. STAB Earthquake is nothing to joke about, especially when Mold Breaker allows me to break through Gengar's and Rotom's Levitate. Rock Slide is there for the obvious QuakeSlide combo, whereas Iron Head is there for obvious STAB, Fairy-pummeling, and Flinch Hax if I'm feeling cheap (luck > skill). Choice Scarf Rapid Spin seems idiotic on paper, but Excadrill is usually forced out after one turn, so gotta make it count (ie, have them switch out and hit with a stupidly powerful move, EQ their spinblocker, or outright spin away?).
Oh, and having a Scarfer that's immune to paralysis and toxic is always neat.
Aegislash @ Weakness Policy
Quiet nature. 252 HP / 252 SpA / 6 Atk [0 Speed IVs]
Stance Change
~Shadow Ball
~Flash Cannon
~Shadow Sneak
~King's Shield
Let's be honest. This set doesn't even need an explanation, as it's bog-standard. Admittedly, I've considered to run Air Balloon or even Lefties on Aegislash, but Weakness Policy is just GOOD. Same goes for Hidden Power Ice, but I really don't know what should be ditching for it.
Roserade @ Black Sludge
Timid nature. 252 SpA / 252 Spe / 6 Def
Natural Cure
~Leaf Storm
~Sleep Powder
~Toxic Spikes
~Sludge Bomb / Hidden Power Rock
STAB Leaf Storm, despite having a mediocre coverage, is nothing to underestimate, and there's little-to-no reason to not use it.
Grass/Poison is actually a good defensive typing. Sleep Powder + Toxic Spikes is pretty good for racking up status effects. Also, I usually like sticking to a single layer of TSpikes because battles tend to be a bit more fast-paced, meaning my opponents won't be around much to be punished by 2 layers.
As for the final slot, both moves are equally useful. Most people will go directly to smogonbirde (AKA Talonflame) after I use Sleep Powder, since they can easily take a Leaf Storm and Sludge Bomb. That's where Hidden Power Rock comes in handy: hits them for massive damage. However, SB is still a solid move that shouldn't be dissed around, and it's my best bet against enemy Grassers.
Since this team is mainly about bulky offense, I can switch in relatively easily all Pokémon into any type, bar Ghost. Mega Venusaur is also a huge threat, because Garchomp and Rotom-H are the only ones that can actually harm it. Mega Kangaskhan is also a true pain, but manageable thanks to Garchomp, Will o Wisp, and and Scarf Earthquake. Mega Charizard (both) can easily steamroll through my team late game if Rotom is dead and if Rock Slide misses (of he Dragon Dances). Finally, the lack of actualy set-up moves hurts against full-Stall teams...
This being said, I conclude my very first Gen VI RMT thread. Thank you so much for reading! Once again, I'm open to all sorts of input, especially when fitting Stealth Rock and Set-Up moves into this team.
meep
This team came up because I was thinking of a neat Azumarill+Excadrill based team. Since they cover each others' weaknesses and have a fairly solid offensive AND defensive synergy, I wanted to exploit that as much as possible. This team was gone through some serious modding, and seems to be working amazingly at the moment, but it still has a few hurtcore flaws: no Ghost resists or immunities and no way of setting up Stealth Rock, namely.
Without further ado, let us meet the team.
Rotom-H @ Leftovers
Modest nature. 252 HP / 252 Spa / 6 SpD
Levitate
~Volt Switch
~Overheat
~Will-o-Wisp
~Protect
"What the fuck why aren't you using the washy thingie"
No, seriously, Rotom-H is actually amazing as long as Stealth Rock is away from my field. Has a pretty interesting synergy with most teammates, can OHKO most steels and physically bulky grounds, burn stuff...basically everything Rotom-W can do. So, why am I carrying the Oven?
Fire STAB is why. Hidden Power Fire just isn't enough to tank through Scizor and Ferrothorn, and no other teammates can dispatch them before they set up their stuff. Besides, Overheat is a bit more reliable (accuracy-wise) when dispatching problematic stuff like Gliscor on the switch, Roserade, and regular Venusaur. I can't touch Tar, but I can burn him and GTFO with Volt Switch. Talonflame doesn't enjoy a max SpA Volt Switch, and I can tank all of it's common moves (heck, I can tank everything bar Return and lol hidden power).
Protect is an interesting move to have on Rotom-H, as it creates some interesting mindgames and soothes a bit next turn's prediction (especially when fighting Garchomp, Tyranitar, and Rotom-W). Also, allows me to scout for Choice users and rack of my lefties a bit.
Azumarill @ Assault Vest
Adamant nature 252 HP / 252 Atk / 6 Spe
Huge Power
~Waterfall
~Aqua Jet
~Play Rough
~Superpower / Ice Punch / Double-Edge
Azumarill is an interesting Pokémon, to say the least. Belly Drum and Choice Band both grant him enough raw power to wreck anything he touches, yes, but one must not forget Azumarill's gigantic 100 base HP and 80 / 80 defenses. Being a Water/Fairy-type pokémon, Azumarill's most common predators are all special moves (Giga Drain, Grass knot, Sludge Bomb, and Thunderbolt), making Assault Vest a noble item of choice. Many of the previously mentioned moves' users are frail Pokémon (Gengar, I'm looking at you), making Waterfall+Aqua Jet a deadly combination with Assault Vest. I've noticed Superpower to be especially useful because it allows me to hit Ferrothorn for some mighty damage if Rotom died prior, but Ice Punch is a must-have to hit Grass/Poison-types.
On a side note, Assault Vest makes it easier to switch into resisted special moves, like Fire Blast, Shadow Ball and Hydro Pump in the rain- all staples that my team could hardly afford to get hit by.
Garchomp @ Choice Band (not garchompite)
Adamant nature. 252 Atk / 252 Spe / 6 HP
Rough Skin
~Earthquake
~Fire Fang
~Stone Edge
~Outrage / Dragon Claw
Earthquake is the bread and butter of this Garchomp, 2KOing everything that's not a a flier or a full special wall. Even mixed tanks like Mega Venusaur are 2KOd by Earthquake more often than not.
Fire Fang and Stone Edge are obvious coverage moves, whereas the fourth slot is a tricky one.
Outrage can no longer be used as liberally as in Gen V, because fairies, Ferrothorn and Aegislash exist. Those aside, not even Gliscor can afford to switch in unless he's rather healthy and positive he'll outstall my Outrage with protect.
252+ Atk Choice Band Garchomp Outrage vs. 252 HP / 252+ Def Gliscor: 199-235 (56.2 - 66.3%) -- guaranteed 2HKO
As you can see from the previous calc, Adamant is my nature of choice because this Garchomp isn't meant to sweep nor faint, but murder switch ins and slower Pokémon. Sorta like a wallbreaker of sorts.
Excadrill @ Choice Scarf
Jolly nature. 252 Atk / 252 Spe / 6 HP
Mold Breaker
~Earthquake
~Rock Slide
~Iron Head
~Rapid Spin
Probably the most unorthodox set in my team. Choice Scarf Garchomp is mediocre at best in this generation, because fliers, levitaters, and fairies all exist and can afford to wall Chomp's main stabs.
Excadrill, however, still hits an solid 453 speed and 369 attack, which is more than enough to successfully revenge kill weakened foes. STAB Earthquake is nothing to joke about, especially when Mold Breaker allows me to break through Gengar's and Rotom's Levitate. Rock Slide is there for the obvious QuakeSlide combo, whereas Iron Head is there for obvious STAB, Fairy-pummeling, and Flinch Hax if I'm feeling cheap (luck > skill). Choice Scarf Rapid Spin seems idiotic on paper, but Excadrill is usually forced out after one turn, so gotta make it count (ie, have them switch out and hit with a stupidly powerful move, EQ their spinblocker, or outright spin away?).
Oh, and having a Scarfer that's immune to paralysis and toxic is always neat.
Aegislash @ Weakness Policy
Quiet nature. 252 HP / 252 SpA / 6 Atk [0 Speed IVs]
Stance Change
~Shadow Ball
~Flash Cannon
~Shadow Sneak
~King's Shield
Let's be honest. This set doesn't even need an explanation, as it's bog-standard. Admittedly, I've considered to run Air Balloon or even Lefties on Aegislash, but Weakness Policy is just GOOD. Same goes for Hidden Power Ice, but I really don't know what should be ditching for it.
Roserade @ Black Sludge
Timid nature. 252 SpA / 252 Spe / 6 Def
Natural Cure
~Leaf Storm
~Sleep Powder
~Toxic Spikes
~Sludge Bomb / Hidden Power Rock
STAB Leaf Storm, despite having a mediocre coverage, is nothing to underestimate, and there's little-to-no reason to not use it.
Grass/Poison is actually a good defensive typing. Sleep Powder + Toxic Spikes is pretty good for racking up status effects. Also, I usually like sticking to a single layer of TSpikes because battles tend to be a bit more fast-paced, meaning my opponents won't be around much to be punished by 2 layers.
As for the final slot, both moves are equally useful. Most people will go directly to smogonbirde (AKA Talonflame) after I use Sleep Powder, since they can easily take a Leaf Storm and Sludge Bomb. That's where Hidden Power Rock comes in handy: hits them for massive damage. However, SB is still a solid move that shouldn't be dissed around, and it's my best bet against enemy Grassers.
This being said, I conclude my very first Gen VI RMT thread. Thank you so much for reading! Once again, I'm open to all sorts of input, especially when fitting Stealth Rock and Set-Up moves into this team.
meep