Intro
Hi, everyone. Fortune here bringing you my second RMT. This time I'm bringing you a balanced team I made fairly quickly. It basically revolves around two sashed hard hitters and the rest of the team supporting them. When this team was first created, I had my doubts. It looked very weak on paper and had it's fair share of weaknesses. Regardless I started laddering with it and somehow made it up to 1885 with it. I then posted the first version of this RMT and thanks to your guys' suggestions, it's turned into quite the balanced and reliable squad. Like I said, I made it to 1885 with this team and actually made it to a few tournament finals with it. It's probably my favorite team and best I've ever made so I hope you guys can enjoy it as much as I did.
Anyways, enough of that, here's the team.
Team Preview
I've been wanting to use Crawdaunt for a while. I think it is a really under-appreciated Pokemon. This generation it got many new toys to play with. Crabhammer got a nice buff of 10 base power points, Steel no longer resists Dark, Knock Off got an insane buff, and this little craw fish now has access to the long-coveted priority move in the form of Aqua Jet. It surprises me that this thing is not used enough to be in OU because along with these nice little buffs and the fantastic offensive ability in Adaptability, this thing can hit like a truck and cause major damage to any unprepared team.
Focus Sash spam is one of the best offensive play-styles in the current meta so I decided to just go all out and join together Mamoswine and Crawdaunt making a force of incredibly hard hitting physical attackers. Not many Pokemon can bring these two to a stop when they are almost always granted a second chance to attack. Two very good partners with insane attack stats.
Jirachi's main job is to restore Crawdaunt and Mamoswine's Focus Sashes using Healing Wish although he usually always performs a variety of roles. He can get a lot of momentum on my side with U-Turn and also puts a stop to many of the meta's current major threats that my team would otherwise be weak to. You may be skeptical with all of the nerfs Jirachi has received, but time and time again this little guy proved to be the most valuable member of the team.
None of the team members enjoyed taking strong Fighting type moves and lacked certain coverage moves. I found that Venusaur does a fantastic job of soaking up hits and hitting hard with those nice STABs. This is my mega slot. If you haven't tried Mega Venusaur, I highly suggest it. The thing is just so fun to use as you will often encounter teams that have nothing for this. If you can predict switches and make the right plays, this thing is near unstoppable. The only real counter to this thing is Heatran, which my main core can take care of with ease. Venusuar makes this team very synergistic.
To fully exploit the true power of Mamoswine, I will need another Stealth Rocker to grant Mamoswine another offensive moveslot. I found Heatran works great for this role as it has the best defensive typing we've seen so far and it can take care of many common threats to this team. Interesting to note, it completes the Fire-Water-Grass core as well as the widely acclaimed VenuTran core. This in conjunction with Venusaur allows me to take on many of the most potent offensive threats the metagame has to offer. A very solid and reliable monster.
Zapdos is an interesting mon. It is kind of the safety net of this team. Not only does it take care of Pinsir, which this team is mildly weak to, but it can absorb almost any physical attack. Zapdos has the responsibility of Defogging which is a must on all Sash Spam teams. He is quite a reliable one at that. This thing seems to always come up in the clutch when my team needs it most.
Movesets and Analyses
Crawdaunt @
Nature: Adamant (+Atk, -SpA)
EVs: 248 HP / 252 Atk / 8 Spe
Swords Dance | Aqua Jet | Crabhammer | Knock Off
--
The powerful monster on which this team was built around. I suppose you could call him the... star of the team. As mentioned above, this thing got quite a few nice buffs this generation making him a very potent threat that many people do not expect or prepare for. This thing absolutely destroys stall with the click of any move. It can set up and just destroy anything not by the name of Quagsire. It carries Knock Off to reduce the defensive prowess of Eviolite carriers and is just an all around great move. Adaptability makes both of Crawdaunt's STABs essentially 200 base power so not many things can stop this. As you can see, I opted to run SD Crawdaunt over Dragon Dance because DDaunt is just not very good. Very overrated in my opinion. DDaunt requires you to sacrifice Crawdaunt's very respectable bulk and power, and for what? To outspeed Modest Greninja by 1 point? Just not worth it.
Mamoswine @
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Ice Shard | Earthquake | Icicle Spear | Endeavor
--
The second sashed monster. Like I said in the building process, this thing has one of the best offensive typings the tier. Unlike Crawdaunt, this thing is immune to all weather damage making him a very unique Sash holder. With Heatran taking the responsibility of setting up rocks, Mamo has free rein to run an all-out offensive moveset. I am running Icicle Spear over Crash because I don't want to ruin my sash with, say, Rough Skin damage. Admittedly, there are times when I wish I had Icicle Crash over Spear *cough, OU room tour final, cough*, but it is overall a better choice. I originally had Freeze Dry over Endeavor but I realized FD it is just too weak to do anything without a Life Orb. Thank you Livio for the suggestion. Endeavor can do a number to unprepared teams and things that would otherwise wall it. Ice Shard is a must on Mamoswine, as it can take out many faster threats and can OHKO almost all of the x4 ice weak Pokemon (hint: there are a lot).
Jirachi @
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Healing Wish | Iron Head | Zen Headbutt | U-Turn
--
This spot on the team was originally held by Latias but she proved to be mediocre at best. It just opened up more weaknesses to the team and was only valued for it's speed, ability to restore sashes, and decent offensive typing. Thanks to Hjwang, I realized scarfed Jirachi would perform Latias's role much better. Not only can it do Lati's job of getting Mamo and Daunt back to full HP, but it also gives me safe switches into things like Lati@s, M-Gardevoir, and Kyurem-B's Ice Beam. It's speed and offensive typing are great against things like Megacham, M-Heracross, and Starmie. After adding this to the team, the squad's synergy was boosted exponentially and Rachi has proved to be one of the most reliable and important members of the team. Just a fantastic mon (at least on this team).
Venusaur @
Nature: Modest (+SpA, -Atk)
EVs: 248 HP / 240 SpA / 20 Spe
IVs: 0 Atk / 30 SpA / 30 Spe
Synthesis | Giga Drain | Sludge Bomb | HP Fire
--
This thing is basically my check to Fighting types and things like Azumarill. Not much can touch this thing considering it has two forms of semi-reliable recovery. This thing is the definition of a tank. It can take one of almost any hit (including Psyshocks from the likes of M-Gardevoir) and retaliate with some of the most powerful special attacks in the game. Many teams cannot touch Mega Venusuar and after a few checks are removed, this thing can just sweep. It's crazy in theory but this thing is fully capable of doing it. I run HP Fire on him because after Heatran goes down, there isn't too much I can do to things like Ferrothorn and Scizor. The 20 Speed EVs allow you to be faster than max speed Adamant Azumarill.
Heatran @
Nature: Timid (+SpD, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Stealth Rock | Will-O-Wisp | Flamethrower | Earth Power
--
Heatran undeniably has the best defensive typing in the metagame. In combination with Venusaur, many common offensive threats are neutralized. Heatran's job is to soak up hits and retaliate by setting up Stealth Rock or getting a much needed burn on something. This makes him a very valuable team member. As pointed out by Jacks0n, a Heatran on this team is forced to run an offensive/speedy build. This allows it to outpace and kill a max speed Mega Heracross, which can always do a number to my team. Mega Heracross is also the reason this carries a balloon. If it touches the ground while Sticky Web is up, there is a good chance M-Hera sweeps my team. I also run Flamethrower over Fire Blast just for accuracy's sake while the power of Lava Plume just wasn't enough. This Heatran was built to take on Heracross and Flamethrower is the move which lets me kill it most often. This set can also takes care of common threats such as max speed Bisharp and more.
compared to...
252 SpA Heatran Flamethrower vs. 0 HP / 4 SpD Mega Heracross: 282-332 (93.6 - 110.2%) -- guaranteed OHKO after Stealth Rock
I know the difference of 75% and 100% isn't much but the impact of potentially missing out an OHKO would be too great.
Zapdos @
Nature: Bold (+Def, -Atk)
EVs: 248 HP / 244 Def / 16 Spe
IVs: 0 Atk / 30 Def
Defog | Roost | Discharge | HP Ice
--
This thing is my Pinsir check along with just a great physical defender. Not much can touch this thing on the physical spectrum without being popped with a Discharge or HP Ice. More importantly however, this thing is my Defogger which allows me to preserve the Focus Sashes of Mamoswine and Crawdaunt. 16 Speed is to outpace Adamant Bisharp.
Conclusion/Some Other Stuff
Although uncommon, Rotom-H is a big threat to this team--especially bulky variants. Not many things on my team can touch it, but the combination of Crawdaunt and Venusaur is usually enough to take this thing out by hitting it hard on both defenses. Under sun, this thing can cause my team a lot of damage before it is taken out.
Mega Heracross is a huge threat to this team. It has the potential to get a kill every time it comes in. It forces me to play around with getting certain Pokemon in on resisted attacks. The only ways I can kill this is with either Heatran or Jirachi. If Sticky Web is up, Jirachi is dead, and Heatran's balloon is broken, it's a wrap. To be fair, not many teams can handle this monster, but this team is no exception.
shouts to anyone who gave me support along my journey, namely my boys pikachucandy and scarfed raptor, aka sucker lunch. a huge thank you to anyone who contributed to the teams finalization (not quite there yet), especially hjwang. also shout outs to all those salty players i haxed out of a win for those yummy points to get to 1885 LOL
I laddered up under the alt 'watch me tilt'.
Crawdaunt (M) @ Focus Sash
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Crabhammer
- Knock Off
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Healing Wish
- Iron Head
- Zen Headbutt
- U-turn
Mamoswine (M) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Spear
- Endeavor
- Earthquake
Venusaur (M) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 240 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Flamethrower
- Earth Power
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Defog
- Roost
- Discharge
- Hidden Power [Ice]
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Crabhammer
- Knock Off
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Healing Wish
- Iron Head
- Zen Headbutt
- U-turn
Mamoswine (M) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Spear
- Endeavor
- Earthquake
Venusaur (M) @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 240 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Will-O-Wisp
- Flamethrower
- Earth Power
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Defog
- Roost
- Discharge
- Hidden Power [Ice]
Ok, guys. I hope you have enjoyed reading my RMT, and have an even better time using it. I am open to any of your suggestions and I will always test them out. Peace out :]
"this squad is too real to lose" -- lil "based god" b
"this squad is too real to lose" -- lil "based god" b
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