Rampardos

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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
========

  • 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
Usage Tips
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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
========

  • 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
========

  • 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
========
  • 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.
Usage Tips
========

  • 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
========

  • 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
########

  • 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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Tips welcome, new to this zzz

Not Exactly sure what else to put, ill go use some of the other sets tomorrow and see what's up
 
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Punchshroom

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move 1: Ice Beam
move 2: Rock Slide
move 3: Earthquake / Superpower
move 4: Zen Headbutt
For starters, I'd recommend your set's moves to be listed in terms of relevancy. Why is Ice Beam randomly listed before Rock Slide, and is it more important than Zen Headbutt and Earthquake / Superpower? You can probably sort that out correctly yourself.

Ice Beam allows Ramp to hit Physical walls like Tangela and Torterra whilst gaining the additional damage from Sheer Force.
Mention Gourgeist too.

Earthquake isn't boosted by Sheer Force, meaning that Ramp will take recoil damage however; it allows it to hit Garbodor and Bastidion hard which is always nice.
Garbodor is hit harder by Zen Headbutt, so instead say that Earthquake allows Rampardos to hit Garbodor without suffering Rocky Helmet and Aftermath damage. Mention Klang and spell Bastiodon correctly.

Superpower also causes recoil damage, and causes stat drops after each use but provides coverage against Sneasel and Bastidion.
Sneasel is already KOed by Rock Slide. Replace with Pokemon that cannot be KOed by Rampardos's other moves, such as Lickilicky, Bouffalant, and Piloswine, as well as the two Steel-types I mention earlier. I actually think Superpower should be slashed before Earthquake due to the amount of bulky targets it can hit.

Wall Breaker
########
name: Wall Breaker
move 1: Stone Edge
move 2: Stealth Rock
move 3: Superpower
move 4: Fire Punch
ability: Mold Breaker
item: Life Orb
evs: 252 Atk / 4 Def/ 252 Spe
nature: Adamant
I'm not sure about this set; it seems to function like the lead set and the mixed set in one, yet doesn't seem to be excel at performing the other's job(s) at a better caliber. Without Focus Sash, Rampardos makes a less effective anti-lead and a risky Stealth Rock user as a result. The mixed attacker is a much better wallbreaker than this set (name the mixed attacker "Wallbreaker", while you're at it) due to its much more effective coverage, which allows to threaten almost every single defensive Pokemon in the tier <- (you really want to emphasize this point).

A bit out of line here, but how does QC scorpdestroyer WhiteDMist TRC galbia Magnemite Montsegur feel about listing WallBreaker Rampardos (aka Mixed Rampardos) before the Lead set? Lead Rampardos gained popularity since it can effectively lead / anti-lead against Crustle and Xatu due to its Mold Breaker ability, but here in PU Rampardos does not fare so well against the likes of Golem, Piloswine, Torterra, and Marowak, the former two having priority to bypass Sash + Endeavor while the latter two blast straight through Rampardos's Focus Sash with Bullet Seed and Bonemerang, respectively. I feel Lead Rampardos is not as good in PU as it is in NU, while Wallbreaker Rampardos has pretty much all the coverage it needs to give defensive PU mons hell.
 
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scorpdestroyer

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Yeah I wasn't a fan of the Lead set anyway so I think mixed should go first.

Also Rampardos should probably run Adamant with Superpower for the Lead set because otherwise it can't even OHKO 4 HP Golem.

Echoing Punchshroom's doubts with the SR + 3 attacks set, would like QC to comment.
 
Deleted the SR+3 moves set, changed the set order around and implemented your changes Puncshroom C:
 

Punchshroom

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Listed Head Smash in Overview, not in any of the movesets :/

On the lead set, you may slash Head Smash after Stone Edge. This move is meant to be used after Focus Sash, so that Rampardos can deal massive damage to the likes of Avalugg and Wartortle and KO itself before they can go for the Rapid Spin kill to remove Rampardos and Stealth Rock in one go.

This set threatens almost every physical wall in the tier and can be used to remove them easily for other threats to clean up afterwards.
This thing can threaten special walls too :I

evs: 252 Atk / 4 SpA/ 252 Spe
Change to 4 SpA / 252 Spe.

evs: 252 Atk / 4 SpDf / 252 Spe
Change to 4 SpD.

Edit: offler one more thing, your 'Moves' order (for both sets) should correspond to the order of the moves listed in the set. List Ice Beam last, talk about it last....you get the idea.

And spell Bastiodon, Lickilicky, and Garbodor correctly.
 
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Darnell

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Need to lay out the C&C in the correct format offler and 'Beef it up' :] Feel free to take a look at other analysis to see how to do that.
 
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WhiteDMist

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Grass-types don't resist its STAB moves at all, Rampardos is a Rock-type, not a Ground-type.

You need to work on your Checks and Counters section in general. Grass-types aren't exactly great checks or counters, though they sort of check the lead set. Torterra, Gourgeist-formes, and Tangela both hate to Ice Beam, though the latter 2 can tank one and Giga Drain/Seed Bomb/Foul Play.
Just say Offense, Hyper Offense is inaccurate because it's a playstyle rather than a type of mon. Offensive Pressure is even more accurate, and you really should note that Rampy is frail af, and can be taken down by many faster offensive mons.

Priority can have its own section, or you can merge it with Offensive Pressure.

Physically Defensive Water-types deserve their own section. Prinplup and Wartortle aren't weak to any of Rampardos' moves, and can easily tank any one hit and retaliate with Scald. Poliwrath and Carracosta hate Zen Headbutt and Superpower respectively, but they can live at full health and retaliate with their Water STABs.
 

scorpdestroyer

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does fire blast KO Tangela? If so it probably should be slashed over ice beam because it's so much more common than Torterra

I don't think lead deserves a set. Barbaracle exists and is much better in a role that isn't very useful anyway.

You should update with new metagame changes eg Garbodor is still mentioned
 

WhiteDMist

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4 SpA Life Orb Sheer Force Rampardos Fire Blast vs. 252 HP / 4 SpD Eviolite Tangela: 255-302 (76.3 - 90.4%) -- 18.8% chance to OHKO after Stealth Rock
4 SpA Life Orb Sheer Force Rampardos Ice Beam vs. 252 HP / 4 SpD Eviolite Tangela: 208-247 (62.2 - 73.9%) -- guaranteed 2HKO after Stealth Rock

damage is better, but not a great OHKO chance. I'd stick with Ice Beam, though Fire Blast may deserve a slash or at least a Moves mention.
 
I would keep Ice Beam because from how I see it this rampardos has a remarkable anti lead application and I'd prefer if the move that increases his favourable lead matchups, ice beam, was the first one to mentioned and the main one on the set. fire blast probably deserves to be in moves though.
 

Anty

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Adding to what people have said, eq isnt necessary as it hits nothing that super power doesnt. Crunch should be in moves, and Niave should be slashed first, as it has huge amounts of power and outspeeding pokes like heatmor and flareon is always nice.
The stealth rock one should definitely have a +speed nature to beat other leads such as carbink and surf should definitely be listed as it ohkos golem with 112 spatk evs, which is rly nice since it has mold breaker

Animalityy
 
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