|Mar 7th, 2013, 3:56:15 AM||#1|
Join Date: Apr 2012
on the open road
Enter Sandman - A 4th gen RMT
ENTER SANDMAN: AN RMT
Metallica please don't sue me please I'm sorry
I've been playing fourth gen for about two and a half years now, but never posted an RMT or really done anything in the Pokemon community. I've always wanted to do an RMT and the other stuff, though. And I figured, what better time to be active in the 4th gen meta than when it's two years old and almost everyone has moved on? So, here's an RMT for my favorite OU team to use, which I based on my favorite UU team to use.
How It Came Together:
One Fish Hippowdon @ Leftovers
Impish (+Def, -SpA)
252 HP/152 Def/104 SpDef/
-Stealth RockThe Lowdown: My lead and sand starter-upper. Bulky as hell, and has a pretty decently powered EQ if things get down to the wire. Pretty much a standard Hippowdon. Takes hits like no one's business on the physical side, and even shakes off a pretty fair share of special moves. Hippowdon's role is two fold; get rocks up (and keep them up) and Phaze. Phaze until the ends of the earth. Instead of roar/whirlwind (or coverage), though, I have yawn as my phazer.
From experience, I much prefer yawn to roar/whirlwind as a phazer for three reasons: one, is that in the end, somebody be fallin asleep. Two, is that Roar and Whirlwind don't let you scout the opponents team with any degree of methodology. With yawn, the opposing player is going to switch to something that they think is a counter, and it will let me scope out those counters; since Hippowdon's counters are pretty much the same as the guys on my team who I need to watch out for (Regi, Cacturne), it lets me get a sense of what I need to do/take out before I can use either of them. For example, If I yawn a lead Jirachi, they might u-turn out to a Gliscor, who Hippowdon can't touch, and who can u-turn out of a yawn. But it lets me know there's a Gliscor, and that I can't use Regirock until it's gone. In the same vein, it lets me scout out odd movesets that are good to know about, like energy ball on a Gengar. Three, is that with roar/whirlwind, you always have to move last due to negative priority; Yawn can catch on the switch, and then on the switch again, etc. and create a long, delicous chain of phazing that often goes for turns at a time without taking any damage, wracking up SR and sweet, sweet leftovers recovery.
Usually this is Hippowdon's only purpose; primarily, to scout for threats like Gliscor to give me an idea of what lies ahead, and peripherally to wrack up some SR. And then, when the opponent finally gives up and lets something stay in and fall asleep to end it all, or if they switch in a Natural Cure type thing who I know will stay in on it, or just some other kind of nice little opening, I switch in this next guy.
Blue Fish Cacturne @ Life Orb
Adamant (+Att, -SpA)
252 Att/252 HP/4 Spe
-SubstituteThe Lowdown: This guy. The titular Sandman... I don't even know where to begin. This thing has netted me more KO's than any other pokemon on any team I've ever used. Probably the single riskiest pokemon in the game; when things don't go so hot, I'm essentially starting the game with 5 pokemon. When things go right, he is a freak nasty machine who I've had 6-0 teams by himself more times than I can count. I chose the EV's specifically for the one on this team; 4 speed EV's let him set up subs on an uninvested Blissey's (read: all Blisseys) toxic/T-wave, and then set up or focus punch right off the bat. The HP EV's give his subs about a 50-50 shot at withstanding an uninvested Gliscor's EQ, because Cacturne can't take shit for hits. LO is where I get a little shaky. I love the power it gives me. With a swords dance and LO, Cacturne nearly OHKOS full 252 HP/252 Def Skarmory with focus punch as it tries to phaze him away(can after a couple switches into rocks), and easily OHKOS if it roosts. But half the time, the only reason Cacturne dies is because it screws up so many mons that LO recoil kills it. I've had leftovers suggested to me by people I've gone up against, but I've always been a little hesitant. If anyone's got thoughts, that'd be super helpful.
My plan with Cacturne is to get him in as soon as possible and as cleanly as possible. Usually this involves Hippowdon making the opening; say, it's yawned a Starmie (natural cure) and I know it'll stay in and hydro pump or rapid spin (I'm willing to sacrifice rocks for getting in Cacturne cleanly). I switch in Cacturne as he switches out the sleeping Starmie, and then sub up or SD (depending on how his team looked from the phazing). And then I proceed to lay some suckers out. His whole role is to punch huge holes in the opponents team, making the rest of my guys' jobs easier. Focus punch and sucker punch make for one of the most mind screwing combinations in the game, and they have nearly perfect coverage. With a little prediction, Cacturne is pretty much guaranteed to take at least 1-2 pokemon down if you can get him in cleanly. On the downside, Cacturne has almost literally no defenses. At most, he can usually only take just about one (1) resisted attack, before he'll die to just about anything. Once you switch him in, and he takes a hit, that's pretty much the only time you'll get to switch him in unless you get lucky. With sand veil, though, you get lucky pretty often. Half the time I win, it's entirely because of Cacturne.
Red Fish Quagsire @ Leftovers
Impish (+Def, -SpA)
252 HP/ 252 Def/ 4 Att
-EarthquakeThe Lowdown: My defensive pivot, and one of the most underrated pokemon in the metagame imo. It can wall nonstop any water type not named Ludicolo with immunities to water and electric, and a neutrality to ice. Gyarados can only dance for Quagsire's amusement; Starmie w/o Grass knot (I hate grass knot) can only spin; water is this pokemon's bitch. There's really not much to describe. Pretty standard Quagsire. I've added yawn instead of toxic or encore for all the reasons I put it on Hippowdon. I swapped out waterfall for ice punch so it can catch unwary Gliscor, Flygon, and Dragonite off guard, Roserades on the switch, and to attack the stubborn Gyarados's that don't want to switch out of a yawn and lose their DD boosts. I chose Quagsire over Swampert because Water Absorb is just such an amazing ability for Quagsire to have, and gives it far more use as a pivot for this team. Yawn doesn't hurt, either.
His role is to catch and stop momentum, just like any other pivot. He switches in on just about any water type and water type move (which otherwise screw the team over, since Cacturne can't take resisted hits), and then does what Hippowdon did before him; phazes, looking for another spot to slip in Cacturne. If Cacturne's dead, or more likely if the opponent's caught on and won't fall for it again, I switch to one of the other guys, or else keep wracking up SR and Sandstorm damage while occasionally attacking. He takes physical hits fantastically as well, being 3HKOD by Infernape CC. He hard counters so many pokemon it's obscene; Tyranitar, non-exploding Metagross, scarf Jirachi, defensive Heatran, most Rotoms, it goes on - Quagsire's a great pokemon, and if the other team has no grass moves, he almost never dies. Although sometimes I wish he had Swampert's physical prowess, I always feel safer when Quagsire's still around.
Old Fish Gengar @ Choice Scarf
Timid (+Spe, -Att)
252 SpA/ 252 Spe/4 HP
-Shadow BallThe Lowdown: My late game sweeper when things are too fast and furious for Regirock, and my semi-defensive pivot by sheer nature of its immunities. The nature and spread are pretty standard for scarf Gengar. However, I chose energy ball over focus blast to nail Swampert and the rare Quagsire who think I can't touch them and who otherwise cause trouble for the team. It's leftover from the teams' UU days when I had it to nail Rhyperior, among others. Likewise, psychic is also a relic from when Old Fish was a Haunter. Initially, I traded it in for trick when I moved the team up to OU. But even without the Weezings and Venusaurs I've found psychic to have its uses, particularly in finishing up Machamps and killing scarf Heracross and other fighting types who keep Regirock from coming in. I've sometimes wished I had trick back instead of energy ball, and it's one of those things that I'm still not sure of. That goes for psychic, too, although not as much. Thoughts?
I chose choice scarf Gengar for this team primarily because I'm a sucker for choice scarf gengar. With scarf gengar I can surprise and take out +1 Gyarados, non-scarf Starmie, and scarf rotoms. It can keep the heat on faster threats like Jolteon, and also outspeeds Scarf Jirachi, the worlds most BS pokemon. It can actually 2HKO it with a couple switches worth of rocks. Beyond that, Gengar gives me ground and fighting immunies, which are good on any team, but especially good for mine. Plus, it has great defensive synergy with Heatran, it's hit-and-run partner. Also, a somewhat bittersweet benefit is that when Gengar goes down to a choiced pursuit, it gives me a pretty slick opportunity to switch in Cacturne again. If he's still alive.
I have tried swapping Gengar for Rotom-W. I missed the higher offenses and speed, but Rotom offers more support, bulk, and Hydro Pump. I'm still on the fence about it because Gengar does some niche things for this team, like taking out opposing Gengar, Rotom, Azelf, and spinblocking==>killing Starmie. Again, thoughts would be helpful.
New Fish Heatran @ Choice Scarf
Timid (+ Spe, -Att)
252 SpA/252 Spe/4 HP
-OverheatThe Lowdown: The newest member of the team. I chose Heatran because it switches in to grass and ice attacks like nothing, which my team sorely needed, and it has good synergy with Gengar. It keeps pressure on Skarmory, and can switch in and kill weakened or none-Shuca Heatran with a little prediction. It also kills non-scarfed Shaymin, Celebi, and Roserade, which is a huge help to this team. I chose overheat over fire blast because I play this Heatran in a very hit-and-run way, to which overheat is better suited. I chose HP Ice after a long stint with HP Grass mostly because of Gliscor. Heatran's a great and versatile pokemon, and many would argue that it's the best pokemon in 4th gen OU. It gives me good defensive synergy, and the offensive pressure it keeps on Skarmory and the OU grasses is great, but I still can't shake the feeling that I should be doing something else with it. Or that I should just be using another pokemon entirely.
Two Fish Regirock @ Leftovers
Careful (+SpDef, - SpA)
252 SpDef/252 HP/4 Att
-RestThe Lowdown: My last resort, emergency-button Plan B (and occasional late game sweeper). Standard monoattacking Regirock, but this thing is nuts-crazy. With sand reliably up, this thing does not die. Ever. It's Special Defense in sand is about 500. Non-LO or Specs Starmie hydro pump only 3HKOs it, unboosted Suicune surf 5HKOs, and once it gets a curse or two up, its game and match. Pretty straightforward playstyle. Come in on a pokemon that can't do much against it, and start cursing like a sailor. The king of turnarounds, Regirock has come back and won me matches that were 1-6 on more than one occasion. Sometimes, when things look bad (in other words, if Cacturne and Quagsire die), I will purposely start sacrficing all my pokemon except Regirock in such a way that it can come in safely, and then not have to worry about Phazing. Sleep Talk also lets it take sleep powders and activate the sleep clause, which makes fights against Roserade, Venusaur, and Breloom far easier. Besides switching in to absorb sleep, I usually don't use Regirock until I absolutely have too, keeping him at full health until things start to get nasty. Even though he's got defensive bulk to spare, until he gets a curse or two those dynamic punches and close combats are still deadly.
If anyone sees any other glaring weakness I might've forgot, let me know. I'll add em on the list.
Last edited by Todd; Mar 7th, 2013 at 11:59:42 PM. Reason: added an 'at a glance' bit