Team Preview:
So it's been a while since my last RMT, and I've been testing all kinds of things in the interim. I like testing out different things to find what works and what doesn't, and this is the most recent team I've been using. It is a very well balanced group, hosting all the elements I always like to incorporate in my most successful teams. It has a basic fire/water/grass core, a steel/dragon combo, a ground type to absorb thunder wave/electric attacks, a flash fire user to absorb and punish WoW users, a steel type to block toxic, two hazard removers, a sash lead/emergency stop to sweeps, a scarfer, and a set up sweeper, all working together in one big, balanced package. But enough ado, allow me to introduce my new team:
Azumarill (F) @Assault Vest Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Ice Punch
BasicAV Choice Band azumarill set here, with one basic exception: ice punch. Ice punch is there mainly for landorus, as after an intimidate, a combo of ice punch/aqua jet is enough to net the KO Ice punch can OHKO. I sometimes miss the power of waterfall, but most of the time aqua jet is enough for it's water STAB. Aside from that, the basic play rough and knock off round out the set, and I hope I don't have to explain why they're there.
Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb
Again, a pretty basic setup for 'loom. Nothing particularly out of the ordinary here, except maybe the adamant nature. I went with it for the power boost, as I didn't find it particularly NEEDED to have max speed in it's speed tier. Basically most things breloom doesn't outspeed are getting mach punched anyway, and I haven't yet encountered a situation where a jolly loom would have won it for me but adamant wouldn't have. And since this team rarely lets rocks stay up, 'loom's sash will allow it at least one hit on faster pokes, so I really never miss the speed.
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Flash Cannon
- Stealth Rock
I went with a SpD heatran here to add a little more defensive synergy to the team. I'm currently running lava plume and flash cannon for STAB, SR for SR, and roar to phaze and rack up SR damage. I've even been able to whittle down entire teams by simply roaring over and over, which is hilariously fun.
Dragonite (M) @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
Weakness Policy DDNite is a beast. Multiscale dang near guarantees at least one safe DD, and after that it's often game over, especially if the opponent tries to use a SE attack, which will activate weakness policy and raise dragonite all the way to +3 atk. A +1 ESpeed hurts like hell, but a +3 kills damn near anything, and with dragon claw and EQ rounding things out, 'nite has pretty good coverage. I've considered switching to a lum berry, but the rest of my team is able to absorb a lot of status, and if worse comes to worse, latias can emergency heal it, so I found weakness policy to be a stronger choice overall for this team.
Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Scarfed Mold Breaker Excadrill. This thing ruins lives. Your rotom-W's levitate? Worthless. Your gengar's levitate? Worthless. Your talonflame? Only outspeeds w/priority BB, which does crap, then gets killed by rock slide. Your thundy? Twave doesn't work, HP Ice isn't that strong, focus miss... misses, and all the while rock slide is 2HKOing. This is again, a pretty basic setup, w/rapid spid for an emergency hazard removal in case it's absolutely necessary and latias is dead/can't switch in.
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost
This Latios was suggested by casectiv, and it has functioned quite well so far. It is a great offensive defogger, and roost allows it to stay alive much longer.
THREAT LIST:
-Landorus. If azumarill can't manage to take him out, scarf lando can break through a lot of my team, or possibly even sweep me.
-Ttar. Sand is NOT fun when i really want to preserve 'loom's sash and Dnite's multiscale. I can beat Ttar itself fairly easily with 'loom, but when it costs it's sash, i'm hesitant to do so, so i usually try to use azumarill and play rough/aqua jet him. Still, Ttar coming into battle means i can't safely switch in 'loom or Dnite until sand is gone, so that's just bad news for me.
-Stall. It is really difficult to break through a good stall team. My best bet isa mix of 'doom's taunt and just keeping up enough offensive pressure between my other pokes to push through, but that's easier said than done.
EDIT: by adding latios instead of latias, i have a bit of an easier time against stall, but it's still a big threat, and since i didn't go with taunt on heatran, i'm down my taunter, so certain situations actually play out worse than before.
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So, that's the team. Please let me know what you think, and give me any suggestions you can think of. I think this team has a lot of potential, but still needs a fair bit of fine-tuning, so any input would be greatly appreciated.
EDIT: Just realized I didn't include an importable, so here it is:
EDIT: Updated the importable to reflect my current team:
Azumarill (F) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Ice Punch
Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Flash Cannon
- Stealth Rock
Dragonite (M) @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- ExtremeSpeed
Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost
So it's been a while since my last RMT, and I've been testing all kinds of things in the interim. I like testing out different things to find what works and what doesn't, and this is the most recent team I've been using. It is a very well balanced group, hosting all the elements I always like to incorporate in my most successful teams. It has a basic fire/water/grass core, a steel/dragon combo, a ground type to absorb thunder wave/electric attacks, a flash fire user to absorb and punish WoW users, a steel type to block toxic, two hazard removers, a sash lead/emergency stop to sweeps, a scarfer, and a set up sweeper, all working together in one big, balanced package. But enough ado, allow me to introduce my new team:
Azumarill (F) @
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Ice Punch
Basic
Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb
Again, a pretty basic setup for 'loom. Nothing particularly out of the ordinary here, except maybe the adamant nature. I went with it for the power boost, as I didn't find it particularly NEEDED to have max speed in it's speed tier. Basically most things breloom doesn't outspeed are getting mach punched anyway, and I haven't yet encountered a situation where a jolly loom would have won it for me but adamant wouldn't have. And since this team rarely lets rocks stay up, 'loom's sash will allow it at least one hit on faster pokes, so I really never miss the speed.
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Flash Cannon
- Stealth Rock
I went with a SpD heatran here to add a little more defensive synergy to the team. I'm currently running lava plume and flash cannon for STAB, SR for SR, and roar to phaze and rack up SR damage. I've even been able to whittle down entire teams by simply roaring over and over, which is hilariously fun.
Dragonite (M) @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
Weakness Policy DDNite is a beast. Multiscale dang near guarantees at least one safe DD, and after that it's often game over, especially if the opponent tries to use a SE attack, which will activate weakness policy and raise dragonite all the way to +3 atk. A +1 ESpeed hurts like hell, but a +3 kills damn near anything, and with dragon claw and EQ rounding things out, 'nite has pretty good coverage. I've considered switching to a lum berry, but the rest of my team is able to absorb a lot of status, and if worse comes to worse, latias can emergency heal it, so I found weakness policy to be a stronger choice overall for this team.
Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Scarfed Mold Breaker Excadrill. This thing ruins lives. Your rotom-W's levitate? Worthless. Your gengar's levitate? Worthless. Your talonflame? Only outspeeds w/priority BB, which does crap, then gets killed by rock slide. Your thundy? Twave doesn't work, HP Ice isn't that strong, focus miss... misses, and all the while rock slide is 2HKOing. This is again, a pretty basic setup, w/rapid spid for an emergency hazard removal in case it's absolutely necessary and latias is dead/can't switch in.
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost
This Latios was suggested by casectiv, and it has functioned quite well so far. It is a great offensive defogger, and roost allows it to stay alive much longer.
THREAT LIST:
-Landorus. If azumarill can't manage to take him out, scarf lando can break through a lot of my team, or possibly even sweep me.
-Ttar. Sand is NOT fun when i really want to preserve 'loom's sash and Dnite's multiscale. I can beat Ttar itself fairly easily with 'loom, but when it costs it's sash, i'm hesitant to do so, so i usually try to use azumarill and play rough/aqua jet him. Still, Ttar coming into battle means i can't safely switch in 'loom or Dnite until sand is gone, so that's just bad news for me.
-Stall. It is really difficult to break through a good stall team. My best bet is
EDIT: by adding latios instead of latias, i have a bit of an easier time against stall, but it's still a big threat, and since i didn't go with taunt on heatran, i'm down my taunter, so certain situations actually play out worse than before.
----------------------------------------------------------------------------------------------------
So, that's the team. Please let me know what you think, and give me any suggestions you can think of. I think this team has a lot of potential, but still needs a fair bit of fine-tuning, so any input would be greatly appreciated.
EDIT: Just realized I didn't include an importable, so here it is:
EDIT: Updated the importable to reflect my current team:
Azumarill (F) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Ice Punch
Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Spore
- Rock Tomb
Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Roar
- Lava Plume
- Flash Cannon
- Stealth Rock
Dragonite (M) @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- ExtremeSpeed
Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost
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