Overview
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- Hits like a truck due to massive attack stat
- Two good abilities in Mold Breaker and Sheer Force that allow it to break walls effectivley.
- Lacklustre bulk for a Rock type meaning it can't take hits as well as something like Golem
- Low base speed stat so it is outsped by most threats in the tier.
- Two powerful stabs in Head Smash and Stone Edge however, they have downsides in recoil and accuracy respectively.
- Can easily get rid of the bulkiest walls in the tier.
Wall Breaker
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name: Wall Breaker
move 1: Rock Slide
move 2: Superpower / Earthquake
move 3: Zen Headbutt
move 4: Ice Beam
ability: Sheer Force
item: Life Orb
evs: 252 Atk / 4 SpA / 252 Spe
nature: Naughty
Moves
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- Rock Slide is Ramp's STAB which gets boosted by Sheer Force
- Superpower also causes recoil damage due to Life Orb, and causes stat drops after each use but provides coverage against a lot of the tiers walls such as: Lickilicky, Bouffalant, Piloswine, Bastiodon and Klang.
- Earthquake isn't boosted by Sheer Force, meaning that Ramp will take recoil damage however; it allows it to hit Garbodor without taking Rocky Helmet or Aftermath damage; Bastidion and Klang.
- Zen Headbutt hits the bulky fighting types in Poliwrath and Throh reasonably hard as well as Garbodor after being boosted by Sheer Force.
- Ice Beam allows Ramp to hit Physical walls like Tangela, Torterra and Gourgeist whilst gaining the additional damage from Sheer Force.
Set Details
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- Max Speed Ev's because so it can outspeed almost all of the walls in the tier.
- Max attack investment to fully utilise Ramp's great damage potential to break walls.
- Some investment into Special Attack to improve the damage of Ice Beam so walls which would otherwise wall it will be hit harder.
- Life Orb recoil damage is cancelled out when used with a move that also uses Sheer Force, while using both damage increases.
- Sheer force increases the damage of attacks with secondary abilities so Ramp has increased wall breaking potential due to more damage
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- This set threatens almost every wall in the tier and can be used to remove them easily for other threats to clean up afterwards.
- Lure in Physical walls like Tangela and Torterra and then Bop'em with Ice Beam.
- Ramp is slow and relatively fragile compared to other Rock types in the tier, be careful leaving it in against strong attackers like Scyther who can OHKO with Brick Break.
- Be careful of using moves with activate the Life Orb recoil damage. Make sure you aren't caught of guard when something KO's Ramp due to it taking too much recoil damage.
Team Options
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- Hazard support is needed to break Sashes and Sturdy as this set doesn't run Mold Breaker, it needs the hazards to be able to OHKO Bastiodon and Golem.
- Web support so Rampardos can out speed things, allowing it to hit and possibly OHKO multiple mons because of webs is always good.
- Ramp likes team mates that can take advantage of its damage and pick off pre damaged targets. Threats like Raichu, Purugly and Scyther do this very well.
- Ramp appreciates switch ins to the strong, fast attackers in the tier as it cannot take hits well itself due to its less than great bulk and many weaknesses.
Stealth Rock Lead
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name: Stealth Rock Lead
move 1: Stealth Rock
move 2: Stone Edge / Head Smash
move 3: Endeavor
move 4: Earthquake / Fire Punch
ability: Mold Breaker
item: Focus Sash
evs: 252 Atk / 4 SpD / 252 Spe
nature: Adamant
Moves
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- Stealth Rock breaks Sashes and forces the opponent to take residual damage until they get removed.
- Stone Edge is so that you have a powerful STAB attack without breaking your Sash with recoil damage from Head Smash.
- Head Smash can be used after Sash has been broken to to deal massive damage before taking itself out. This helps with denying enemy spinners, such as Avalugg and Wartotle, the chance to spin, as there is no target left for them.
- Endeavor is to bring the opponent down to the same HP as you after your sash has been broken, providing you with an easy return kill.
- Earthquake handles popular leads in Golem and Bastiodon, allowing Ramp to OHKO them.
- Fire Punch lets Ramp hit the Grass type walls which otherwise wall it such as Tangela, Torterra and Gourgeist.
Set Details
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- Max Speed Ev's let it out speed certain leads and get Stealth Rock off and then attack next turn before going down.
- An extra point into Special Defense allows Ramp to take special hits slightly better.
- Max attack lets it hit hard with its stab and coverage moves.
- Sash lets it live one hit, and leaves it low enough to bring the opponent low with Endeavor.
- Adamant nature allows Ramp to OHKO Golem's with 4HP investment with Earthquake because of Mold Breaker nullifying Sturdy.
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- This is pretty much a safe lead all the time if your not afraid to trade hazards.
- Endeavor can be used to bring opposing threats low for easy return kills later, so try to catch their win conditions with it.
- Ramp is a suicide lead, which means you don't have to worry about letting it die as long as it got its job done. Having rocks up for consistent residual damage is worth losing Ramp.
- Remember that Ramp has Mold Breaker, so if your opponent leads of with other Stealth Rock Leads such as Golem or Bastiodon, it can OHKO them with Earthquake.
- As Endeavor is a normal type attack, it cannot hit Ghost types so be wary of using it if your opponent has one. They can easily switch into something like a Haunter and kill Ramp before it can hit anything.
Team Options
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- Spin blockers are nice so that you keep the hazards up after Ramp is KO'd, allowing for continuous residual damage and nullifying Sturdies and Sashes
- Defog deterrent such as Purugly make the opponent think twice before Defoging, as well as having priority to take out the low HP mons after Endeavour
- Priority abusers can take out low health mon easily after Endeavor, no matter how fast they are.
- Pursuit trappers can come in after Ramp has died to trap whatever it hit and finish it off.
- Webs support can make Ramp out speed certain threats and endeavour them to low HP.
Other Options
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- Crunch can be used to give Ramp additional coverage against Psychic and Ghost types, letting it OHKO threats such as Swoobat and Haunter.
- Ramp can run Choice Band to further increase its Attack stat, giving it a huge nuke in Head Smash and massive damage from its other moves however; It is slow and less effective at breaking walls as it is locked into one move.
- Choice Scarf Ramp can be used to catch the opponent off guard and take out more frail threats such as Scyther and Sneasel.
- Double Dance Ramp is a monster if it can set up, doubling its titanic attack stat and turning its speed into a somewhat usable stat means it can quite easily sweep teams.
Checks & Counters
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**Bulky Grass Types**: Bulky Grass types such as Gourgiest-Super, Tangela and Torterra can effectively wall Ramp, resisting it's STAB's and not taking much from its other coverage moves whilst being able to burn and stall it out or straight up OHKO it.
**Burns**: Being burned limits Ramp's damage significantly, which means it can no longer fulfil its role on the team as a Wall Breaker.
**Hyper Offense**: Teams that fully utilise offense with minimal team members dedicated solely to being a wall render Ramp almost useless as a Wall Breaker. It is outsped and OHKO'd by most offensive threats in the tier and therefore, is prevented from doing its job.
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