Introduction
Heya. Lydo360 here coming at you with my first RMT team. I've been playing Pokemon Showdown for 3 years now and have been a fan of Pokemon for even longer. I've made over a hundred teams at this point and have gained some decent experience along the way. I've seen plenty of RMTs get posted before so I figured why not post one of my own? So here we are, I hope you enjoy it. Today I'm going to share with you one of my favorite teams that I've made to this date. It's a hyper offense anti-stall team centered around a Choice Scarf Greninja and Mega-Pinsir/Magnezone core. I've had pretty good results with the team, as it's brought me to 1825 on the ladder so far and climbing. On my other account, L. Ron Hoyabembe which I use to test new teams, it got me to around 1725 if I remember correctly. It's a bit lower than most on the forums I'm guessing but I really just wanted to get this out. Ignore the GXE for now. Anyways, let's get into it, shall we?
Proof of lydo360 ladder rating
EDIT: As of now it has peaked at 17 on the OU ladder at 1943
Teambuilding Process
Not gonna lie I just love that theme
I chose to start off and build my team around Choice Scarf Greninja. As a powerful and unpredictable offensive threat boosted by a Choice Scarf, it serves as a potent revenge killer, pivot, and offensive wallbreaker that can surprise many of its usual checks.
Next off, I decided to add Flynium Z Landorus-T to handle many of the bulky threats that can shrug off Greninja's attacks, while additionally providing Stealth Rock support for the team. Also electric immunity :)
I then decided to bring in Mega-Pinsir as my mega, to be a powerful setup sweeper that can wallbreak many threats to this team and potentially sweep.
Next, I added Tapu Fini as the team's bulky support and hazard remover, as well as to annoy setup sweepers with taunt.
Assault vest Magnezone was the team's consistent answer to annoyingly bulky steel types such as Ferrothorn, Skarmory, and Celesteela, as well as offensive special tank.
Finally, Choice Scarf Keldeo rounds off the coverage by being an answer and revenge killer to Mega-Swampert on rain teams, as well as providing sorely needed fighting and water type coverage.
The Team
Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Ice Beam
- Gunk Shot
Greninja has always been one of my favorite pokemon. Aside from its blistering speed and decent offensive stats, its Protean ability allows it to become a complete offensive powerhouse and amazing wallberaker, as well as one of the most versatile pokemon in the entire game. Its ability and expansive movepool allow it to check and beat many notable threats in the ou tier, such as Mega Charizard Y, the Tapus, Zygarde, and Landorus-T to name a few. As a result, it's no surprise I decided to build my team around this terrific wallbreaker. I chose to use scarfed Greninja due to its unpredictable nature and power allowing it to surprise and beat many of its standard checks such as the Tapus, Mega Alakazam, and Tangrowth by doing massive damage or outright KOing them with the appropriate move. Choice Scarf additionally allows it to be a potent revenge killer to many common setup sweepers and Choice Scarf users such as Garchomp, Zygarde, Volarona, and Kartana, all of whom are cleanly KOed with Ice Beam or Rock Slide. U-turn allows Greninja to be a hard hitting offensive pivot, as well as doing massive damage to bug-weak foes such as Mega-Gyarados, Mega-Alakazam, and Hoopa-U. Hydro pump can be run to beat Heatran and Mega Diancie, Dark Pulse is great neutral coverage and hits Gengar, Low Kick destroys Tyranitar and Extrasensory maims Toxapex and Keldeo, but for the most part it really can't afford to lose any of its current moves. Protean is the key ability and is what allows Greninja to hit so hard by giving it STAB on every move. Maximum attack and speed investment enable it to hit as hard and fast as possible, while a Naive nature is given to avoid decreasing Ice Beam's power. He can be used as an anti-lead to the likes of common Tapu Koko, Spikes Greninja, and Landorus-T leads, as well as possibly bluffing Spikes Greninja. From then on he can be used at any time throughout the game to fulfill his role as a wallbreaker, cleaner, revenge killer, and pivot. Make sure to keep him healthy as his frailty makes him susceptible to priority attacks from the likes of Mega-Pinsir and Zygarde.Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Ice Beam
- Gunk Shot
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fly
- Earthquake
- Smack Down
- Stealth Rock
Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
-Nature's Madness
- Taunt
- Moonblast
- Defog
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 140 HP / 192 SpA / 176 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Hydro Pump
- Secret Sword
- Stone Edge
- Scald
Threatlist
Zapdos Zapdos is a major annoyance for this team, particularly Hidden Power Ice variants. It can wall the majority of the team except Greninja and Landorus-T when it's smacked down, and can hit back hard with STAB Electric-type moves on the majority of the team while stalling everything else out with Roost. Hp Ice variants are especially annoying as they can usually OHKO Landorus-T and even without it Heat Wave still has a nasty 30% burn chance. Greninja and Magnezone can usually have a somewhat decent chance of beating it 1v1, but Greninja still needs to watch out for Discharge or Thunderbolt and Magnezone can usually take 3 Heat Waves before going down.
Mega Pinsir Mega Pinsir at +2 is a complete disaster to face should it get a Swords Dance up as it essentially comes down to a speed tie between this Mega Pinsir and the oppposing one. Greninja is usually OHKOed by a +2 Quick Attack after Stealth Rock, while everything else barely stands a chance against it or one of its coverage moves. While it rarely finds opportunities to set up thanks to the offensive nature of this team pressuring it, should it set up on Keldeo locked into Secret Sword then it pretty much turns into a luck game. The best way to beat it at +2 is to sacrifice Landorus-T to get the intimidate off on MEGA Pinsir only, as most Pinsir before Mega Evolving carry Hyper Cutter as an ability, preventing it's attack from being lowered, then revenge killing with Greninja as Quick Attack cannot OHKO at +1. However, this always leaves the team short at least one pokemon and one crippled. Also, should this be the scenario, do not try to switch out Lando for whatever reason to predict, as he could set up another Swords dance. Instead, go for Supersonic Skystrike if you haven't used it, or even click Fly to pressure it out.
Extremely Bulky Walls Early game walls such as Chansey, Clefable, and Mega Sableye can be a nuisance due to their natural bulk allowing them to tank hits and hit back with a status moves. Clefable deserves a special mention due to having the Unaware ability to stop Mega Pinsir from sweeping. However, these are not as significant as checks as they can generally be muscled through one way or another . Chansey goes down to a +2 Return from Mega Pinsir and Clefable is maimed by Gunk Shot from Greninja and Flash Cannon from Magnezone and is able to do very little in return in the latter's case. Mega Sableye can do absolutely nothing to Tapu Fini while it hammers it with Moonblast, and none of them appreciate a Supersonic Skystrike from Landorus-T. For the most part, with proper prediction these checks are completely manageable and can be cleared out fairly easily one way or another.
Conclusion
So that's the team. Overall, I'm fairly happy with how it turned out in the end. It's been a reliable team and for the most part is one of the better ones I've made. Feel free to leave any potential ideas for improvements or ask questions in the comments and list any additional threats I may have missed. I'd love to hear what you guys have to say. Anyways, I'd say that's everything. Thanks for checking this team out. Have fun using it if you want. Cya.
Replays
(Two of the replays are on my test account, L. Ron Hoyabembe, when it was around the high 1600s in ou ladder rating)
http://replay.pokemonshowdown.com/gen7ou-647700205
http://replay.pokemonshowdown.com/gen7ou-648175968
http://replay.pokemonshowdown.com/gen7ou-647168420
http://replay.pokemonshowdown.com/gen7ou-647216533
(Two of the replays are on my test account, L. Ron Hoyabembe, when it was around the high 1600s in ou ladder rating)
http://replay.pokemonshowdown.com/gen7ou-647700205
http://replay.pokemonshowdown.com/gen7ou-648175968
http://replay.pokemonshowdown.com/gen7ou-647168420
http://replay.pokemonshowdown.com/gen7ou-647216533
Greninja (M) @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Ice Beam
- Gunk Shot
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fly
- Earthquake
- Smack Down
- Stealth Rock
Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 140 HP / 192 SpA / 176 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Stone Edge
- Scald
Ability: Protean
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- U-turn
- Ice Beam
- Gunk Shot
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fly
- Earthquake
- Smack Down
- Stealth Rock
Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 140 HP / 192 SpA / 176 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Stone Edge
- Scald
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