Hello Guys,
I'm SideTrack and today I will be presenting my first RMT for you guys. The team that I will be presenting is for the ORAS Doubles tier.
PS I'm new to the community so just go easy on me :) Any feedback is welcome as I'm using this team for a tournament soon.
Team Preview
Movesets
Bulky Cyclops
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 96 SDef / 160 Def
Sassy Nature
- Will-O-Wisp
- Pain Split / Helping Hand
- Night Shade
- Trick Room
Basically the Star of the show, takes hits like a champ with Eviolite that boosts both of its defense stat by 1.5x and practically doesn't give a shit about anything. Something hits him super effectively, comes back again with Pain Split and starts haunting you again. Will-O-Wisp is there for physical attackers, and it comes in handy as it is able to lower their attack. Also useful for getting residual damage off the opponent wall. Pain Split is there to get the advantage of wearing the opponent team members down but at the same time getting some recovery for it to set up another trick room. Night Shade comes in handy for walls or if you just want to chip off and wear down the opponent. It breaks down their HP stat bit by bit, and with Will-O-Wisp it makes an excellent combo. It also prevents being taunt bait. Trick Room is just there to allow my team to get the upper hand in terms of speed. The Mix EV spread in defense is necessary to allow it to take special and physical hits.
The Avenger
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 128 SDef / 128 HP
Brave Nature
- Protect
- Knock Off
- Iron Head
- Sucker Punch
Bisharp serves as a valuable revenge killer in my team, with STAB Sucker Punch and also Black Glasses it helps deal alot of damage to things that don't resist it. Knock Off is there to get rid of the opponent's item, such as lefties or assault vest perhaps even choice items. Iron Head hits fairy types like a truck, it dents pokemon like Togekiss and prevents them for aiding a set up. Lastly protect is just used a scouting move and also helps it when paired up with Landorus-T because of Earthquake. Brave nature to let it outslow other slow threats in trick room. The 252 Atk EV is to maximise it's attack capabilities while the 128 SDef and 128HP EV is to allow it to take a super effective special move under Rotom-W's Light Screen.
Clean Up Partner
Rotom-W @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 48 Def / 60 SpA / 148 SDef
Sassy Nature
- Light Screen
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
The infamous Wash Rotom is here! This little dude, plays a very big role in getting the Trick Rooms up and also serve as somewhat of a wall. It gets access to Light Screen to help mitigate damage from special attacks and it also has Will-O-Wisp support to get burns on physical attackers. As the old saying goes, two is always better than one, so why the heck not to have another Will-O-Wisp support. Hydro Pump and Thunderbolt is there for it's attacking moves as both of them are STAB on Rotom-W. It works decent with it's base 105 Special Attack and does the job to clean up mons with low HP. Sitrus for the item choice as it prolongs the survival of Rotom-W on the field. EV Spread is made to give it extra bulk but at the same time allowing it to regain it's offensive capabilities.
Beastly Pivot
Landorus-T @ Choice Band
Ability: Intimidate
EVs: 28 HP / 240 Atk / 80 Def / 160 SDef
Brave Nature
- Explosion
- U-Turn
- Rock Slide
- Earthquake
YES! One of the biggest OU Threats but since there's no need for speed why not give it pure power. So the item choice on Landorus-T would be a Choice Band. By giving it a Brave Nature and 240 Atk EVs, I am able to reach a beastly 424 Attack Stat. Maximizing it with Choice Band allows it to snag a OHKO on most things. Explosion is there for a sort of suicide attack, but I seldom use it unless I'm at a last resort. U-Turn to scout out the opponent's attack and to keep momentum on my side. Rock Slide deals good damage to Flying types like Talonflame and Charizard Y which can pose a big threat to my team especially with priority brave bird. Earthquake to hit all the pesky steel types and also electric types. As for the EVs in HP, Def and SDef. This allows it to maintain a balance bulk so that it doesn't get OHKO'ed easily.
Bubble Time
Porygon2 @ Eviolite
Ability: Trace / Download
EVs: 20 HP / 252 Def / 236 SDef
Relaxed Nature
- Discharge
- Ice Beam
- Recover
- Trick Room
Another star of the show , Porygon2. This little ducky will give your opponents a run for their money. It packs a base 90 Def and 95 SDef Stat which is quite decent for a NFE Pokemon. Furthermore I am able to use this fact and give it some extra bulk by putting on the Eviolite, which literally makes this thing tanky as hell. Porygon2 is also chosen because it has access to two really good abilities, one being Trace while the other being Download. In my case, I chose to run Trace on it because I have seen it put in work. For example you trace a Pokemon with levitate, giving you ground immunity or perhaps intimidate which helps lower your opponents attack. These can come in really handy in times like that because you are able to use your opponents ability against himself which is really decent in my opinion. Although it might not be as reliable but it does work out just fine for me. However Download might still be preferred because that +1 boost might make a difference for you to snag a kill. EVs wise, 252 Def EV is to allow it to survive at least one super effective fighting move, while 236 SDef is there to just balance out it's defenses so that it doesn't get walled by special moves. 20HP just for that 316 even number hit point. For the moveset, I decided to give it Discharge which basically targets multiple pokemon so that I can help clean up if I need to. Ice Beam for pesky dragon and ground types like Garchomp and Landorus. Recover to help prolong it's survival on the field, while trick room again is to help me work around my team members low speed.
>
Vesuvius
Camerupt @ Cameruptite
Ability: Solid Rock > Sheer Force
EVs: 252 HP / 252 SpA / 4 Atk
Quiet Nature
- Heat Wave
- Rock Slide
- Stealth Rock
- Earth Power
The Ultimate Destroyer! Yes! That's right is none other then Camerupt. This thing it's absolute a monster, especially after it mega evolves. Although it does not have that much of a bulk but it still proves to be a valuable asset to the team especially under a trick room. Sure a base 100 Defense and 105 Special Defense might seem decent but that 145 Base Special Attack is something that we should all look at. One of the pros of using mega camerupt under a trick room team especially with a Quiet Nature is that you are able to just mega evolve and start cleaning up without worrying much about your speed. Basically after that buff in special attack and also with that sheer force ability, heat wave and earth power still does a shit load of damage even if it's resisted. Because of the sheer power these two moves can output I decided to put them on the moveset. In addition to that Heat Wave is a multi-target move which means I get to hit two pokemon on the other side of field, which really gives me the upper hand sometimes. Rock Slide is there to just check Flying types that resist Heat Wave and is immune to Earth Power such as Talonflame. With just 4 Atk EV's it can already OHKO Mega Charizard Y and non bulky Talonflames. Stealth Rock is there for me to set up if I predict a protect from my opponent. It does come in handy to get off switch in damage especially if my opponent carries a flying type. Earth Power is there to just check steel types like Bisharp and Steelix. However with that much raw power there is a price to pay. Due to Camerupt's lack of types resistance it does get walled by Water Types. Any Water type pokemon is able to knock Camerupt out easily, but Camerupts defense stat does prove to have some use as it is still able to take 1 or 2 neutral attacks.
Well that will be all for my first RMT, really appreciate your patience in reading this lengthy RMT of mine. Took 2 hours to compile and write everything, but hopefully its worthwhile.
Proof of Ladder Peak
Importable
Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 128 HP / 252 Atk / 128 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Sucker Punch
- Iron Head
- Protect
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 48 Def / 60 SpA / 148 SpD
Sassy Nature
IVs: 0 Spe
- Light Screen
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
Landorus-Therian (M) @ Choice Band
Ability: Intimidate
EVs: 28 HP / 240 Atk / 80 Def / 160 SpD
Brave Nature
IVs: 0 Spe
- Explosion
- Rock Slide
- U-turn
- Earthquake
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 160 Def / 96 SpD
Sassy Nature
IVs: 0 Spe
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 20 HP / 252 Def / 236 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Discharge
- Ice Beam
- Recover
Camerupt (M) @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Earth Power
- Heat Wave
- Rock Slide
- Stealth Rock
I'm SideTrack and today I will be presenting my first RMT for you guys. The team that I will be presenting is for the ORAS Doubles tier.
PS I'm new to the community so just go easy on me :) Any feedback is welcome as I'm using this team for a tournament soon.
Team Preview
Movesets
Bulky Cyclops
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 96 SDef / 160 Def
Sassy Nature
- Will-O-Wisp
- Pain Split / Helping Hand
- Night Shade
- Trick Room
Basically the Star of the show, takes hits like a champ with Eviolite that boosts both of its defense stat by 1.5x and practically doesn't give a shit about anything. Something hits him super effectively, comes back again with Pain Split and starts haunting you again. Will-O-Wisp is there for physical attackers, and it comes in handy as it is able to lower their attack. Also useful for getting residual damage off the opponent wall. Pain Split is there to get the advantage of wearing the opponent team members down but at the same time getting some recovery for it to set up another trick room. Night Shade comes in handy for walls or if you just want to chip off and wear down the opponent. It breaks down their HP stat bit by bit, and with Will-O-Wisp it makes an excellent combo. It also prevents being taunt bait. Trick Room is just there to allow my team to get the upper hand in terms of speed. The Mix EV spread in defense is necessary to allow it to take special and physical hits.
The Avenger
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 128 SDef / 128 HP
Brave Nature
- Protect
- Knock Off
- Iron Head
- Sucker Punch
Bisharp serves as a valuable revenge killer in my team, with STAB Sucker Punch and also Black Glasses it helps deal alot of damage to things that don't resist it. Knock Off is there to get rid of the opponent's item, such as lefties or assault vest perhaps even choice items. Iron Head hits fairy types like a truck, it dents pokemon like Togekiss and prevents them for aiding a set up. Lastly protect is just used a scouting move and also helps it when paired up with Landorus-T because of Earthquake. Brave nature to let it outslow other slow threats in trick room. The 252 Atk EV is to maximise it's attack capabilities while the 128 SDef and 128HP EV is to allow it to take a super effective special move under Rotom-W's Light Screen.
Clean Up Partner
Rotom-W @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 48 Def / 60 SpA / 148 SDef
Sassy Nature
- Light Screen
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
The infamous Wash Rotom is here! This little dude, plays a very big role in getting the Trick Rooms up and also serve as somewhat of a wall. It gets access to Light Screen to help mitigate damage from special attacks and it also has Will-O-Wisp support to get burns on physical attackers. As the old saying goes, two is always better than one, so why the heck not to have another Will-O-Wisp support. Hydro Pump and Thunderbolt is there for it's attacking moves as both of them are STAB on Rotom-W. It works decent with it's base 105 Special Attack and does the job to clean up mons with low HP. Sitrus for the item choice as it prolongs the survival of Rotom-W on the field. EV Spread is made to give it extra bulk but at the same time allowing it to regain it's offensive capabilities.
Beastly Pivot
Landorus-T @ Choice Band
Ability: Intimidate
EVs: 28 HP / 240 Atk / 80 Def / 160 SDef
Brave Nature
- Explosion
- U-Turn
- Rock Slide
- Earthquake
YES! One of the biggest OU Threats but since there's no need for speed why not give it pure power. So the item choice on Landorus-T would be a Choice Band. By giving it a Brave Nature and 240 Atk EVs, I am able to reach a beastly 424 Attack Stat. Maximizing it with Choice Band allows it to snag a OHKO on most things. Explosion is there for a sort of suicide attack, but I seldom use it unless I'm at a last resort. U-Turn to scout out the opponent's attack and to keep momentum on my side. Rock Slide deals good damage to Flying types like Talonflame and Charizard Y which can pose a big threat to my team especially with priority brave bird. Earthquake to hit all the pesky steel types and also electric types. As for the EVs in HP, Def and SDef. This allows it to maintain a balance bulk so that it doesn't get OHKO'ed easily.
Bubble Time
Porygon2 @ Eviolite
Ability: Trace / Download
EVs: 20 HP / 252 Def / 236 SDef
Relaxed Nature
- Discharge
- Ice Beam
- Recover
- Trick Room
Another star of the show , Porygon2. This little ducky will give your opponents a run for their money. It packs a base 90 Def and 95 SDef Stat which is quite decent for a NFE Pokemon. Furthermore I am able to use this fact and give it some extra bulk by putting on the Eviolite, which literally makes this thing tanky as hell. Porygon2 is also chosen because it has access to two really good abilities, one being Trace while the other being Download. In my case, I chose to run Trace on it because I have seen it put in work. For example you trace a Pokemon with levitate, giving you ground immunity or perhaps intimidate which helps lower your opponents attack. These can come in really handy in times like that because you are able to use your opponents ability against himself which is really decent in my opinion. Although it might not be as reliable but it does work out just fine for me. However Download might still be preferred because that +1 boost might make a difference for you to snag a kill. EVs wise, 252 Def EV is to allow it to survive at least one super effective fighting move, while 236 SDef is there to just balance out it's defenses so that it doesn't get walled by special moves. 20HP just for that 316 even number hit point. For the moveset, I decided to give it Discharge which basically targets multiple pokemon so that I can help clean up if I need to. Ice Beam for pesky dragon and ground types like Garchomp and Landorus. Recover to help prolong it's survival on the field, while trick room again is to help me work around my team members low speed.
Vesuvius
Camerupt @ Cameruptite
Ability: Solid Rock > Sheer Force
EVs: 252 HP / 252 SpA / 4 Atk
Quiet Nature
- Heat Wave
- Rock Slide
- Stealth Rock
- Earth Power
The Ultimate Destroyer! Yes! That's right is none other then Camerupt. This thing it's absolute a monster, especially after it mega evolves. Although it does not have that much of a bulk but it still proves to be a valuable asset to the team especially under a trick room. Sure a base 100 Defense and 105 Special Defense might seem decent but that 145 Base Special Attack is something that we should all look at. One of the pros of using mega camerupt under a trick room team especially with a Quiet Nature is that you are able to just mega evolve and start cleaning up without worrying much about your speed. Basically after that buff in special attack and also with that sheer force ability, heat wave and earth power still does a shit load of damage even if it's resisted. Because of the sheer power these two moves can output I decided to put them on the moveset. In addition to that Heat Wave is a multi-target move which means I get to hit two pokemon on the other side of field, which really gives me the upper hand sometimes. Rock Slide is there to just check Flying types that resist Heat Wave and is immune to Earth Power such as Talonflame. With just 4 Atk EV's it can already OHKO Mega Charizard Y and non bulky Talonflames. Stealth Rock is there for me to set up if I predict a protect from my opponent. It does come in handy to get off switch in damage especially if my opponent carries a flying type. Earth Power is there to just check steel types like Bisharp and Steelix. However with that much raw power there is a price to pay. Due to Camerupt's lack of types resistance it does get walled by Water Types. Any Water type pokemon is able to knock Camerupt out easily, but Camerupts defense stat does prove to have some use as it is still able to take 1 or 2 neutral attacks.
Well that will be all for my first RMT, really appreciate your patience in reading this lengthy RMT of mine. Took 2 hours to compile and write everything, but hopefully its worthwhile.
Proof of Ladder Peak
Importable
Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 128 HP / 252 Atk / 128 SpD
Brave Nature
IVs: 0 Spe
- Knock Off
- Sucker Punch
- Iron Head
- Protect
Rotom-Wash @ Sitrus Berry
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 48 Def / 60 SpA / 148 SpD
Sassy Nature
IVs: 0 Spe
- Light Screen
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
Landorus-Therian (M) @ Choice Band
Ability: Intimidate
EVs: 28 HP / 240 Atk / 80 Def / 160 SpD
Brave Nature
IVs: 0 Spe
- Explosion
- Rock Slide
- U-turn
- Earthquake
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 160 Def / 96 SpD
Sassy Nature
IVs: 0 Spe
- Will-O-Wisp
- Pain Split
- Night Shade
- Trick Room
Porygon2 @ Eviolite
Ability: Trace
Shiny: Yes
EVs: 20 HP / 252 Def / 236 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Discharge
- Ice Beam
- Recover
Camerupt (M) @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Earth Power
- Heat Wave
- Rock Slide
- Stealth Rock