At a Glance:
Introduction:
Introduction:
I was mainly playing OU/UU in Gen VI and I haven't cared much about other tiers, but after playing on UU with my new team for a while, I discovered that 4 of the mons on my UU team are actually RU/NU mons. Then, I decided to change my team a bit to try out the RU tier. The results are surprisingly well, with me getting 11 straight wins from the start. Of course, I begin to lose when I reach around 1300ELO since I'm really not familiar with the RU metagame right now. So, I would like to seek some help on my team to see if it has some major flaws like being weak to any top threats. As a reference, the original UU team was
. The idea of the original team and this RU team is the same: immunities. I made sure every mon on the team has an immunity to a certain type while covering most type resistance at the same time. This feature allows me to scout a lot better so I implemented 3 VoltTurn mons on it. Shiftry, VA Lanturn and Moltres makes a decent FWG core as well.
Team:Weezing @ Rocky Helmet
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Pain Split
- Toxic Spikes
- Sludge Bomb
- Fire Blast
Cobalion @ Leftovers
Ability: Justified
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Calm Mind
- Flash Cannon
- Focus Blast
- Volt Switch
This CM Cobalion is a set after serious thought. CM VS may seem a strange move, but it is actually a really useful and suitable set for my team. VS serves at least 3 purposes: hit Fletch and Water types hard, scout, and disguise my Cobalion as a common hazard setter. VoltTurn is a focus of my team synergy, and I just cannot live without it. However, I also need a lure for physical walls so that I can sweep late-game with my two Dark-type mons much easier. In reality, my Cobalion perfectly performs its job of scouting, and when I reveal CM the opponent is often caught off guard so I can easily get 2 boosts which makes Cobalion so hard to check.
EDIT: 232 Speed EVs to outspeed Delphox and Mismagius.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 204 SpA / 252 SpD / 12 Spd
Calm Nature
- Volt Switch
- Scald
- Heal Bell
- Ice Beam
Lanturn is the second most important mon on my team after Weezing, in defensive terms. It takes Special hits well enough, and it absorbs VS and blocks Jolteons like a boss. Heal Bell is needed to overcome Scald burns and Toxic, Ice Beam is for Gligar and Rotom-Mow.
EDIT: 40 HP EVs to get to 401HP, SpA to OHKO Standard Rhyperior. Max out SpD and the rest are put to speed. Since Lanturn is hardly taking any physical hits, I did not invest any Defence EVs.
Moltres @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- U-turn
- Flamethrower
- Hurricane
- Hidden Power [Grass]
Scarf Moltres is the primary lead for my team. Indeed it does not prevent SR too well but its high SpA can prove useful is many circumstances given my team is not really designated for the RU environment. HP Grass is for things like Rhyperior, Omastar and a more reliable option against Sharpedo and Clawitzer. It's a shame I couldn't make use of Moltres' Defog and bulk in this Scarf set but I really need a scarfer on my team. Compared to Cobalion, Moltres' HP is less valuable so there's that.
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 64 SpA / 192 Spe
Lonely Nature
- Ice Beam
- Hydro Pump
- Crunch
- Poison Jab
Sharpedo replaces Mega Absol on my old team as a mixed sweeper. Mega Absol does a much better job in bouncing status + Sucker Punch, crippling with Knock Off, and adding a surprise factor with moves like Iron Tail/Ice Beam/Thunderbolt. However, Sharpedo kills with much more ease in RU than Absol in UU when sweeping alone. Sharpedo has Speed Boost, better special power with STAB+LO, and resists Aqua Jet to add to the list.
Talking about the moveset, I DETEST Protect. Protect gives away momentum like crazy and Sharpedo just do not have the slot for it since it's suffering 4MSS so much already. Poison Jab beats Aromatisse and Slurpuff after some prior damage and it also punishes Virizion who thinks it can tank an Ice Beam. We still need Ice Beam for Golbat, Druddigon, Tangrowth and Braviary though.
Shiftry @ Life Orb
Ability: Early Bird
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Leaf Storm
- Sucker Punch
- Knock Off
- Defog
Shifty replaces Cacturne as the answer to bulky Waters and a priority user on my team. Although Shiftry cannot absorb Scald, it doesn't mind being burned since it can still use Leaf Storm to kill those waters. Moreover, it provides nice Defog support to help out Moltres.
Past members:
Cacturne @ Leftovers
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Seed Bomb
- Superpower
Cacturne is a replacement of SD Toxicroak who shares the same job of beating bulky waters, priority and setup sweeping as a winning solution. Now, Cacturne is one of the dual-Dark sweeping core of my team. It deals solid damage after one SD and Sucker Punch still hits so hard without the boost. I decided to use Lefties instead of LO because I want to improve Cacturne's survivability. Sure, it's not like Cacturne can take more than one hit anyways but without Defog/Spin support I just can't afford that hazards and LO damage stacking up. I'm not using Drain Punch without LO.
Problems to solve/Major threats atm:
Exploud is really annoying. Specs Boomburst blows through anything, doing ~60% to Cobalion, but 3 mons outspeed it and Cacturne can sacrifice after a Sucker Punch in an attempt to wear it down. If it is Scarfed then Lanturn and Cobalion can share their job of beating Exploud together.
Slowking could be a major threat if it stays on anything other than the Dark-types. Scald can 2HKO Sharpedo and may potentially burn it. Fire Blast takes care of Cacturne who resists both of its STABs.
EVs are arbitrary. I'm sure there are better spreads on Lanturn/Weezing so please leave an advice if you have any :)
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