Haha hi people. So after spending hours and hours on my previous RMT and getting hardly any replies, I'll try to keep this one shorter.
So basically the other day I was reminiscing about the good old days of Pokemon. DPP UU, namely. My all-time favourite tier. I was going over my favourite team from then in my head, and then I wondered how that team would do today. And purely by chance, or perhaps by a miracle, all 6 Pokemon are legal (not in that respect, you dirty b*****d) on the RU ladder. And it turns out the team is pretty darn good! I've made no changes to the team, so there probably are a few things/changes that would make it better for XY RU (Which I have no prior experience of).
Team building in here:
Team:
Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Earth Power
Not my lead in the team preview (That's Sceptile, to stop people leading with Grass types), but my lead in 99% of matches. Even from a low base 55 speed, maximum investment and a Timid nature outspeeds up to and including univested base 95s. Stealth Rock is one of the best moves in the game. Spikes over T Spikes because they're more reliable and I already have Toxic elsewhere. Surf for a water move, other options are available I guess. Earth Power for Poison and Steel types... Yeah not sure about that myself.
Focus Sash means I'm usually getting at least 2 layers of hazards, which can be aided by Weak Armour sometimes. Although sometimes Weak Armor is more of a hinderance, depending on the situation. I am tempted to switch back to Swift Swim.
Sceptile @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Leech Seed
- Giga Drain
- Hidden Power [Ice]
Ah good old Sub-Seed. Everyone knows it works :) Causes switches, wears down health, and recovers its own health. It's fast too. Giga Drain chosen as the Grass move just for extra recovery, and can get very powerful if I've subbed down to Overgrow range. HP Ice over Fire for Gligar. I can stall out most steel-types anyway, and if not then they're usually handled by Moltres. Max speed doesn't really need to be explained. I could have put the other 252 into HP, but I prefer being able to do more damage than having bigger subs. Plus without investment, the Hidden Power of choice would become very weak. Lefties for even more recovery.
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Substitute
- Roost
- Flamethrower
- Toxic
The last part of the main core, Moltres fits very well with Omastar and Sceptile. Once it has a substitute up, it's only really walled completely by specially defensive poison types, of which there aren't many in RU. Sub helps protect against the Toxic and T Wave that Moltres is a natural target for, Roost for regaining health lost by subbing. Flamethrower for the STAB move, fire works better than the flying-type Air Slash. And Toxic is brilliant, especially for all the common water switch-ins expecting an offensive set.
Pressure aids stalling and is great if the opponent's best answer to Moltres is something carrying Stone Miss. 248 HP for an odd HP number, max speed and timid to be as fast as possible (didn't really need to say) and the final 8 in special attack for Flamethrower.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 176 Def / 84 SpD
Impish Nature
- Rapid Spin
- Close Combat
- Toxic
- Sucker Punch
If using Moltres then you always need a Rapid Spinner. Also the team as a whole is generally susceptible to hazards, so it's better with them gone. Close Combat for power and STAB, defence drops are annoying. Toxic for Ghosts and anything bulky coming in to tank Close Combat. Toxic also helps with the general nature of the team. Sucker Punch for Priority; it comes in handy more than you'd think.
Impish combines with Intimidate to make it a good Physical wall. 248 HP for an odd number again. A modest investment in Hitmontop's base 110 Special Defence ensures it's not going to waste, with the rest put in defence.
Mismagius @ Leftovers
Ability: Levitate
EVs: 248 HP / 16 Def / 68 SpA / 176 Spe
Timid Nature
- Shadow Ball
- Taunt
- Will-O-Wisp
- Pain Split
My general answer to disrupt full stall teams. Taunt any walls, also great against Defoggers. Will-O-Wisp for more stalling, and the common answers to Mismagius, looking to exploit her low defence stat. Pain Split for healing and more annoying, Shadow Ball so I can do some direct damage.
Once more, even HP numbers are bad, so it's 248 into health. The speed EV's make Missy faster than max speed base 90's (there are no base 95s commonly seen in RU, I think). Putting all the remaining EV's into Special Attack just for Shadow Ball seems wasteful, so I put a few in defence to get the stat up to 160.
Spiritomb @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Shadow Sneak
- Sucker Punch
- Pursuit
- Trick
Main priority user and revenge-killer. Infiltrator means we can even beat things apparently sitting pretty, hiding behind a substitute. It doesn't have the best attack stat at base 92, so Choice Band helps it hit harder, plus has surprise value. We have a choice (not sure if pun intended XD) between Shadow Sneak and Sucker Punch, depending on what's appropriate. Pursuit for anything switching out, realising they can't do anything against Spiritomb. Trick for crippling walls I guess. Sometimes I dislike all the prediction involved when using Spirtomb, with the moves I've given it.
Not going to explain the HP EV's again. Max attack is standard, 4 EVs in both defences as there are no download Pokemon in RU. Also this Pokemon hard counters Gallade, which appears on virtually every RU team at the minute
-----------------------------
Thanks for Reading, I'll put pictures in within the next 2 or 3 days, depending on how smashed I get on Monday night.
Quickest threat list ever: I've had problems with SD Doublade and LO Jolteon.
So basically the other day I was reminiscing about the good old days of Pokemon. DPP UU, namely. My all-time favourite tier. I was going over my favourite team from then in my head, and then I wondered how that team would do today. And purely by chance, or perhaps by a miracle, all 6 Pokemon are legal (not in that respect, you dirty b*****d) on the RU ladder. And it turns out the team is pretty darn good! I've made no changes to the team, so there probably are a few things/changes that would make it better for XY RU (Which I have no prior experience of).
Team building in here:
Haha so please bare in mind this team was made at least 4 years ago. The name of the game is semi-stall. Basically it's meant to annoy the opponent to an extent, but it's not really slow and has a clear route to success.
I started off knowing I definitely want to use SubRoost Moltres & found it works very well in tandem with SubSeed Sceptile.
Those 2 cause switches, so we need hazards. Plus FWG cores were all the rage back in Gen 4 UU, so Omastar was added.
Now I need a ghost to prevent my hazards from being spun, and something to prevent the opponent from full-stalling on me. Stallbreaker Mismagius.
But wait, Foresight Hitmontop is everywhere and hazards are key for this team. I need another Ghost. I could also do with some priority. Spiritomb seems good.
Finally I needed my own rapid spinner, for Moltres mainly. A toss-up between Hitmontop and Claydol. I like Intimidate so I went with Montop.
I started off knowing I definitely want to use SubRoost Moltres & found it works very well in tandem with SubSeed Sceptile.
Those 2 cause switches, so we need hazards. Plus FWG cores were all the rage back in Gen 4 UU, so Omastar was added.
Now I need a ghost to prevent my hazards from being spun, and something to prevent the opponent from full-stalling on me. Stallbreaker Mismagius.
But wait, Foresight Hitmontop is everywhere and hazards are key for this team. I need another Ghost. I could also do with some priority. Spiritomb seems good.
Finally I needed my own rapid spinner, for Moltres mainly. A toss-up between Hitmontop and Claydol. I like Intimidate so I went with Montop.
Team:
Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Surf
- Earth Power
Not my lead in the team preview (That's Sceptile, to stop people leading with Grass types), but my lead in 99% of matches. Even from a low base 55 speed, maximum investment and a Timid nature outspeeds up to and including univested base 95s. Stealth Rock is one of the best moves in the game. Spikes over T Spikes because they're more reliable and I already have Toxic elsewhere. Surf for a water move, other options are available I guess. Earth Power for Poison and Steel types... Yeah not sure about that myself.
Focus Sash means I'm usually getting at least 2 layers of hazards, which can be aided by Weak Armour sometimes. Although sometimes Weak Armor is more of a hinderance, depending on the situation. I am tempted to switch back to Swift Swim.
Sceptile @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Leech Seed
- Giga Drain
- Hidden Power [Ice]
Ah good old Sub-Seed. Everyone knows it works :) Causes switches, wears down health, and recovers its own health. It's fast too. Giga Drain chosen as the Grass move just for extra recovery, and can get very powerful if I've subbed down to Overgrow range. HP Ice over Fire for Gligar. I can stall out most steel-types anyway, and if not then they're usually handled by Moltres. Max speed doesn't really need to be explained. I could have put the other 252 into HP, but I prefer being able to do more damage than having bigger subs. Plus without investment, the Hidden Power of choice would become very weak. Lefties for even more recovery.
Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Substitute
- Roost
- Flamethrower
- Toxic
The last part of the main core, Moltres fits very well with Omastar and Sceptile. Once it has a substitute up, it's only really walled completely by specially defensive poison types, of which there aren't many in RU. Sub helps protect against the Toxic and T Wave that Moltres is a natural target for, Roost for regaining health lost by subbing. Flamethrower for the STAB move, fire works better than the flying-type Air Slash. And Toxic is brilliant, especially for all the common water switch-ins expecting an offensive set.
Pressure aids stalling and is great if the opponent's best answer to Moltres is something carrying Stone Miss. 248 HP for an odd HP number, max speed and timid to be as fast as possible (didn't really need to say) and the final 8 in special attack for Flamethrower.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 176 Def / 84 SpD
Impish Nature
- Rapid Spin
- Close Combat
- Toxic
- Sucker Punch
If using Moltres then you always need a Rapid Spinner. Also the team as a whole is generally susceptible to hazards, so it's better with them gone. Close Combat for power and STAB, defence drops are annoying. Toxic for Ghosts and anything bulky coming in to tank Close Combat. Toxic also helps with the general nature of the team. Sucker Punch for Priority; it comes in handy more than you'd think.
Impish combines with Intimidate to make it a good Physical wall. 248 HP for an odd number again. A modest investment in Hitmontop's base 110 Special Defence ensures it's not going to waste, with the rest put in defence.
Mismagius @ Leftovers
Ability: Levitate
EVs: 248 HP / 16 Def / 68 SpA / 176 Spe
Timid Nature
- Shadow Ball
- Taunt
- Will-O-Wisp
- Pain Split
My general answer to disrupt full stall teams. Taunt any walls, also great against Defoggers. Will-O-Wisp for more stalling, and the common answers to Mismagius, looking to exploit her low defence stat. Pain Split for healing and more annoying, Shadow Ball so I can do some direct damage.
Once more, even HP numbers are bad, so it's 248 into health. The speed EV's make Missy faster than max speed base 90's (there are no base 95s commonly seen in RU, I think). Putting all the remaining EV's into Special Attack just for Shadow Ball seems wasteful, so I put a few in defence to get the stat up to 160.
Spiritomb @ Choice Band
Ability: Infiltrator
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Shadow Sneak
- Sucker Punch
- Pursuit
- Trick
Main priority user and revenge-killer. Infiltrator means we can even beat things apparently sitting pretty, hiding behind a substitute. It doesn't have the best attack stat at base 92, so Choice Band helps it hit harder, plus has surprise value. We have a choice (not sure if pun intended XD) between Shadow Sneak and Sucker Punch, depending on what's appropriate. Pursuit for anything switching out, realising they can't do anything against Spiritomb. Trick for crippling walls I guess. Sometimes I dislike all the prediction involved when using Spirtomb, with the moves I've given it.
Not going to explain the HP EV's again. Max attack is standard, 4 EVs in both defences as there are no download Pokemon in RU. Also this Pokemon hard counters Gallade, which appears on virtually every RU team at the minute
-----------------------------
Thanks for Reading, I'll put pictures in within the next 2 or 3 days, depending on how smashed I get on Monday night.
Quickest threat list ever: I've had problems with SD Doublade and LO Jolteon.