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#1 |
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Join Date: Oct 2010
Posts: 2
Australia
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Introduction: This is my first RMT and well I'm really quite nervous with all of this. Not much else to say excpet that I have been playing UU for quite some time now, and I have finally decided to join the forums. I do appreciate any form of critiscm as long as it's constructive. The team is based around the effective use of Toxic-Stall Moltres, team mates provide support for the flaming bird, but they also function well on their own if Moltres were to go down. So here we go, my first ever RMT: At a glance: _______________________________________________ _______________________________________________ In-Depth: ![]() Houndoom (M) @ Focus Sash Trait: Early Bird EVs: 4 HP / 252 SAtk / 252 Spd Hasty Nature (+Spd, -Def) - Counter - Fire Blast - Dark Pulse - Taunt Description: The bane of all Moltres, Stealth Rocks, if Houndoom can successfully stop the setup of Stealth Rocks on the field early in-game, it has done it's job. Most leads I will taunt straight away as the priority here is to prevent the setup of entry hazards. Another perk with using Houndoom is Counter, countering a Scyther's U-turn and hitting, most times KOing, the switch is a really good feeling. I know what you're thinking, why use Houndoom in this position, well simple, it draws out Milotic and other bulky waters early in-game, which Sceptile and Toxicroak can both handle, clearing the way for Moltres. Moveset: Standard lead-doom really. Fire Blast is there for STAB, Dark Pulse 2HKOs lead Uxie & Mespirit as well as Qwilfish & Omastar, amongst others. Counter is a great move which also works on the two pixies as they U-turn out damaging the incoming counter. Taunt is the main reason I chose Houndoom to prevent setup of rocks. EV's, Nature, and Item: Max Speed and Special Attack to cause as much damage as possibe with dual STAB's, Hasty to take more physical damage making counter more stronger and Focus Sash is quite obvious. ![]() Toxicroak (M) @ Life Orb Trait: Dry Skin EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SpAtk) - Sucker Punch - Low Kick - Ice Punch - Swords Dance Description: Not only a great Bulky Water counter, gaining a 25% HP boost switching in on Water-Type moves, immunity to Toxic, absorbs Toxic Spikes, out-paces all Venusaur (-Scarf), Toxicroak is a fantastic early-midgame sweeper. Croak has really great synergy with Houndoom who draws out Bulky Waters which Croak can very easily setup on, Croak also draws out Physical walls such as Weezing and Spiritomb who Houndoom can switch in on with immunity to Will-o-Wisp, and scare away with a STAB Fire Blast. Not much can stop a rampaging SD Croak, he helps out Moltres by clearing the way of Bulky Waters, as well as causing alot of early game damage. Moveset: Swords Dance provides Croak with an awesome boost to it's already amazing Attack stat. Low Kick does alot of damage to heavy walls such as Registeel, Steelix, Regirock, Rhyperior before a boost, having the bonus of better accuracy than Cross Chop and more PP. Ice Punch is there for coverage, dealing alot of damage to Alataria and Venusaur, has better PP and accuracy than Stone Edge. Sucker Punch is there for priority, hitting faster sweepers before Croak is hit. EV's, Nature, and Item: Max Attack for the power, Max Speed is interesting but it ties with Heracross as well as allowing Croak to outspeed Max Speed Venusaur and Milotic with the Jolly nature. Life Orb is used for extra power of course. ![]() Kabutops (M) @ Life Orb Trait: Swift Swim EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SpAtk) - Rapid Spin - Aqua Jet - Waterfall - Stone Edge Description: So here it is, my Spinner, just in case the opponent does manage to get up entry hazards Kabutops arrives on the scene, to make them dissappear. I first saw this set on another RMT, the concept is incredibly brilliant! Kabutops threatens incoming spin-blockers with dual LO STABs, but it's utility doesn't end there, resisting both of Swellow's STABs it can stop an early sweep to this team, he threatens most Fire-types and serves as the teams secondary Rain counter. (Croak being the first). Moveset: Well Kabutops' main role is to remove any entry hazard before Moltres enters the field. Waterfall and Stone Edge for coverage, Aqua Jet to pick of weakened pokes. EV's, Nature, and Item: Again Max/Max... Out paces other Kabutops as they run less EV's in Speed, and max Attack is self-explanatory; to cause damage. Jolly gives him a boost in speed, just in case in comes down to a Speed tie with Venu. And well the Life Orb for extra power. ![]() Sceptile (M) @ Leftovers Trait: Overgrow EVs: 4 Def / 252 SAtk / 252 Spd IVs: 7 HP / 30 Atk / 30 Def (HP Ice) Timid Nature (+Spd, -Atk) - Substitute - Leech Seed - Leaf Storm - HP Ice Description: My Second Bulky Water counter, and all-round annoyer/scouter. Sceptile is amazing; the fastest Sub-Seeder in the UU meta-game, I usually Sub first up to scout Sceptiles counters, and then act accordingly, LO Venusaur is 2HKOed by HP Ice, and Leaf Storm is there for STAB, KOing most bulky waters, also gaining the Overgrow boost when Sceptile is in low health. Registeel walls Sceptile badly, as well as Weezing, and variants of Venusuar. Registeel is handled by Croak & Doom, Weezing by Doom & Moltres, and Venu by Croak, Doom, & Moltres. Moveset: Basically the standard (specially-based) Sub-Seeding Sceptile, quite an amazing set, for scouting, and removing 1, 2 even 3 of the opponents pokes, if played correctly. EV's, Nature, and Item: To outpace and KO, Max Speed to make sure most switch-ins are slower, and Max SAtk to cause maximum damage. IVs give HP ice allowing for the sets coverage. ![]() Moltres (?) @ Leftovers Trait: Pressure EVs: 248 HP / 84 Def / 176 Spd Timid Nature (+Spd, -Atk) - Substitute - Toxic - Roost - Flamethrower Description: The whole reason for this team, Moltres, if all goes to plan, and all of it's counters have beem removed, it's Moltres' time to shine. Moltres is a really great Poke, with the ability Pressure it can PP stall moves such as; Stone Edge, Extreme Speed and sweep a team with Flamethrower alone. Moltres is a great counter to the infamous Heracross in this metagame and is a much needed Ground resist for the team. Moveset: Very difficult set to counter, and the purpose of this team is to remove this sets counters; Bulky Water & Stealth Rocks. This set is capable of beatin entire teams with it's counters removed. EV's, Nature, and Item: HP allows switch into Stealth Rocks twice just incase they are up. Speed allows it to outpace Max Speed Milo. 84 Def creates the extra bulk. ![]() Spiritomb (M) @ Muscle Band Trait: Pressure EVs: 208 HP / 184 Atk / 116 SpD Careful Nature (+SpD, -SpA) - Sucker Punch - Pursuit - Shadow Sneak - Will-o-Wisp Description: A very important member of the team. Spiritomb counters a great deal of threats, including Alakazam, Ambipom (against Houndoom), Rotom, Mismagius and other Psychic types. Spiritomb uses the Mucle Band to bluff a CB set, Pokes will switch in thinking a Choiced Sucker Punch, exoecting to Sub up only to get hit by Shadow Sneak. Also a very useful Psychic, Fight and Normal resist. Moveset: Bluffs a Choice Band, WoWs the Physical sweepers, counters Alakazam, Rotom and Mismagius. Moveset I wouldn't mind changing, if any suggestions? EV's, Nature, and Item:Nice ammount of special bulk, as well as a Physical Power. Careful boosts Spiritombs' SpD and Muscle Band helps create the illusion of Choice Band. _________________________________________________ Conclusion: I would really like to see the use of Entry Hazards incorporated on the team, as it does cause alot of switches. Although it may cause the team not to function as well as it does. Thanks for viewing my team, please rate away! |
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#2 |
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Join Date: Sep 2010
Posts: 91
Australia
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Good team, and there is a way to get entry hazards.
On your kabutops you can switch a move, probably waterfall, for stealth rock. That's my bit of advice
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If you eat too many jellybeans, you shit becomes multicoloured |
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#3 |
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Now, we can do this the hard way, or... well, actually there's just the hard way.
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i agree with kc about rocks on kabutops. Also, a more efficient croak set is 58 hp / 200 att / 252 spe jolly. You dont lose any KOs and defensive milotics ice beam only 4HKOs you. Fantastic for your first team
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#4 |
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Join Date: Jul 2010
Posts: 531
Kuwait
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Moltres weakness.
Only thing i can see hurting it is Aqua Jet from Kabutops [Max attack, +nature, Life Orb] which only 2HKOs but OHKOs [min HP/Def =nature] with Stealth Rock in play. While Moltres can OHKO Tops with HP Grass and then proceed to KO the rest of the team with Air Slash / Fire Blast. For that, i suggest changing Sceptile into Specially Defensive Milotic who can counter Moltres and stop it cold. Milotic @ Leftovers 252 HP / 192 Def / 56 SpD / 8 Spe Calm - Surf - Toxic - Hidden Power Psychic / Grass - Recover This can check 3 things: Heracross, Toxicroak and Moltres, Heracross can come in on a Surf or switch-in after one of it's teammate is killed thinking it could set up on Milotic while it gets hit by an HP Psychic, same goes to Toxicroak, while Grass can hit bulky waters, which Toxic can already hit anyway, so it's not that necessary. Recover is to stall things out. Also i agree with the above posters about changing Waterfall on Kabutops into Stealth Rock. |
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#5 |
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Join Date: Oct 2010
Posts: 2
Australia
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Thanks guys.
Bulky Toad sounds really cool, and was actually contemplating, now that I know it's better, I will change the set. I really wanted to get Stealth Rocks into this team, and i will deffinately try it on Kabutops. It will really help when Moltres is switching around, which brings the other topic.. Moltres is a big threat to this team, especially (ironically enough), toxic stall variants. I am willing to try the the Milotic, but i'm afraid it will effect the offensive synergy of the team (Sceptile is boss), as well as, the FWG combo that he completes. Another threat is Passho Berry Houndoom, which will be an easy counter with Milotic and Kabutops. Thanks for the comments, I will deffinately make the changes. |
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