Everybody Do The John Wall- Team at a Glance
Hey guys! I'm back with my 2nd RMT, this time in RU. I've always found RU to be a sort of awkward tier, because it isnt the best of the best (OU) or the best of the worst (NU), it's just somewhere in the middle. (I say best of the worst with the highest respect, as NU has been and probably will always be my favorite tier). However, NU was becoming a little stale for me so I thought I'd venture into the unknown waters of RU. I thought it would be easiest to learn a new tier by making a defensive team that eases predictions. I also wanted to integrate Kabutops in somehow, since it's one of my favorite pokemon and I never got to use it in NU. Make a team of unbreakable walls + a Kabutops, that's where my thought process was when I started. Then I got to work
Teambuilding
I Started with Amoongus, being fully aware at how good defensively this thing can be. With good bulk and access to recovery+regenerator and a 100% sleep inducing move, along with a key defensive resistance to fighting, I knew this was a good place to begin. I wasn't worried with the movepool at this point, since I normally pick 6 mons that work well together with a plan of movesets and EV's in mind before they're actually set in stone. Next Thing I was looking for were resistances to Fire (Delphox, Emboar, etc) Ice (Mega Abomosnow, etc.) Psychic (See Magical Fox) and Flying (Braviary, etc.).
Specially defensive Alomomola fit the bill. There's nothing sexy about a regenerator core, but with resistances to ice and fire plus superb bulk along with recovery in wish/regenerator Alomomola just seemed to make sense. I could always find a psychic/flying resist later and with access to Scald (Ban scald lulz) Big Luvdisc has a good chance to burn incoming physical threats, which is always troublesome for the opponent. 2 walls down 2 more to go, I continued on my search for an unbreakable team.
The Sets
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Sludge Bomb
- Giga Drain
- Spore
- Synthesis
Not much can be said about this standard Amoongus set. As previously mentioned this thing has total survivability with access to synthesis + Regenerator, and with black sludge + giga drain you have so many ways of viable recovery that you almost have to try to let this thing die. It's that good. Stab sludge bomb is nothing to laugh at either, as it has a solid chance to poison and gets off respectable chip damage. Spore is also so nice to have, and it's very spammable if they dont have a grass type.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
IVs: 0 Atk
Calm Nature
- Wish
- Protect
- Toxic
- Scald
Again, not much needed on this standard Alomomola set. It eats hits and wears down opponents by (yawn) wish/protect/toxic shenanigans. It also passes HUGE wishes which can support Spiritomb and probopsdd immensely. Scald is just too good of a move not to add it on, as it is STAB and has a chance to burn incoming physical attackers. It's special defense is nothing special even after full investment and a positive nature, but it's HP is what makes this thing so good.
Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 SpA / 252 SpD
IVs: 0 Atk
Calm Nature
- Stealth Rock
- Volt Switch
- Thunder Wave
- Earth Power
Stealth Rocks and Volt Switch along with flying/psychic resistances are what got this magnet on my team. From there I looked at what this team needed most, and thought T-wave would be nice to add as it makes Probo a little more versatile. Electric types and lightningrod users kind of laugh at this moveset, so throwing on earth power gives Probo a little more surprise factor and gets off respectible chip damage, which is all I could ask for. I thought about using toxic over t-wave, but with amoonguss' sludge bomb and alomomola's toxic I didnt find a need for it here.
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Foul Play
- Sucker Punch
- Shadow Sneak
I really love this set. Again shout out to Teddeh for introducing it to me. Defensive spiritomb gives me immunties to psychic and fighting, but thats not why it's here. Infiltrator + Will-o and stab Priority whittles opponents behind a sub will-o can just cripple offensive threats outright, making it easier to set up with kabutops. The real ace on this is foul play. Even if the opponent is burned, foul play still uses the opponents regular attack stat, killing offensive threats who think they can just set up extra Sword Dances on your sucker punches. Just avoid getting burned yourself and this set works wonders.
Kabutops @ Lum Berry
Ability: Weak Armor
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Frustration
The man of the hour. Bro Beans himself. This is my win condition in many games (unless the opponent has forfeited out of frustration branching from not being able to break my walls). Not much can switch in against a +2 Waterfall + Aqua Jet/Frustration, making this a huge threat. Aqua Jet can be useful earlier in the game too, as Stab priority is always nice to have. Lum berry lets you set up in a defensive mon's face as it tries to status you in false confidence, and weak armor gives you extra speed to help sweep late game. Frustration is used over return in case your opponent has a ditto, because even if it copies Kabutops +2 it's happiness is more then likely generated at 255, rendering frustration useless. the little things go a long way in pokemon.
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 4 HP / 252 SpA / 252 Spe
IVs: 0 Atk
Modest Nature
- Bug Buzz
- Giga Drain
- HP Ground
- Protect
Like I said, it's no surprise to anybody that this thing is a threat. Nothing really appreciates switching into this monster, barring Gligar and Moltres. Protect is here just in case you need the extra +1 speed, allowing me to run modest, which I like since this originally came onto the team as a wallbreaker. With proper predictions this thing destroys teams and creates so many holes all by itself. Giga drain hinders bulky water types and STAB bug buzz destroys grass types, 2 things that arent too phazed but unboosted waterfalls from kabutops. HP Ground over air slash to hit steel types that dont think Yanmega can hit them. This things a threat, no if's and's or but's about it.
The Breakdown
Guys, I love this team. It's helped me learn the RU tier and has gotten me to as high as 162 on the ladder. Kabutops is awesome, Yanmega runs the tier, and my walls are pretty unbreakable. But no team is perfect. Entry hazards on my side of the field hurt, since I'm doing a lot of switching to counter threats along with a 4x weakness to stealth rocks *Cough Cough Yanmega Cough*. There are two reasons why I'm here writing this for yall today. 1. To show off a very effective team that was built with little to no knowledge of the tier, and 2. To help me with my hazard problem. Rapid spin on my sweeping Kabutops just doesnt make much sense to me cause I need aqua jet for priority, waterfall is my strongest move, and frustration to kill things such as amoonguss and alomomola after a switch in to a +2 waterfall. I like my team as is but if there's a way to make it better, I'm all ears. Thanks to anyone who has read all the way through, you guys rock. Please help a guy out and suggest some things! Peace :]
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