So here's my first RMT. I chose PU because I've been loving it ever since ORAS came out.
I based the team around Machoke and Monferno, the two best fighting-types in PU. Most teams only carry one counter to fighting-types (if any) and I wanted to exploit that.
The team started with Machoke and Monferno. Machoke weakens Monferno's checks and Monferno as the cleaner.
Relicanth was added as a birdspam deterrent, as well as an alternate win condition with Rock Polish.
Metang was added as a Pursuit trapper for annoying psychic types like Grumpig and Kadabra.
Zebstrika was added as a grass type counter with Sap Sipper due to my having the Relicanth. However, I changed it to Lighting Rod after someone in the PU room pointed out that I have no electric immunities.
Arbok was added as a fighting check for my side. It also helped weaken walls.
Vullaby took the place of Arbok when I realized that I had no hazard removal and no ground immunities.
Metang was replaced with Arbok when I realized Metang wasn't really helping the team as much as I hoped with Shadow Ball being run on all the Grumpigs I wanted to force out.
Machoke @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Close Combat
- Bullet Punch
- Ice Punch
The original idea behind the team. It takes hits like a (Ma)champ, and it can wallbreak with extremely powerful attacks. It's main roll is to weaken Monferno's checks; however, against offense, it can act as a potent threat due to its high bulk and easy ability to OHKO almost anything. It forces opponents to sacrifice a mon to stop it. It also acts as a mild status absorber.
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
The other half of the original team concept. It is a late game cleaner but can also act as a wallbreaker with Swords Dance. Close Combat is just great STAB, Flare Blitz as well, and Mach Punch because priority is always nice. Fighting type priority with STAB and Iron Fist Boost is great too. I originally tried Fire Punch>Flare Blitz but a game with Dundies where it left a Metang at 2% made me switch.
Relicanth @ Stone Plate
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Rock Polish
- Waterfall
- Head Smash
- Stealth Rock
Relicanth has a few important rolls. It prevents me from getting annihilated by Chatot, Dodrio, and the like, it discourages normal spam, it supplies the Stealth Rocks, it breaks holes in unprepared teams with Head Smash, and it can act as a secondary win condition (assuming Head Smash lands, which of course it misses at the most inopportune times.)
Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Sucker Punch
- Earthquake
- Gunk Shot
Arbok is mainly here as a Machoke counter. Intimidate is good for that. It can also act as a Stunfisk lure, Coiling on the switch and Earthquaking twice as the Shuca Berry is consumed. Gunk Shot is very powerful, putting major dents in even defensive mons with boosts. It finds opportunities to boost fairly often, and rarely does nothing to help the team.
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Zebstrika is my electric immunity, since most ground-types in the tier are physical and not fast at all. Volt Switch gains momentum, Thunderbolt is strong STAB, Overheat is necessary coverage, and Hidden Power Ice is for common ground switch-ins, although I often find myself wishing I had more Ice-type attacks on this team.
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Foul Play
- Knock Off
Vullaby is the psychic counter and hazard remover. Before adding this, my team really struggled with psychic-type mons like Grumpig and Kadabra due to Metang being 2HKOed by Grumpig's Shadow Ball. Defog is the main reason for using Vullaby along with the psychic immunity, Roost keeps Vullaby healthy, Foul Play is useful for the offensive metagame that currently is PU, and Knock Off does an okay amount of damage while removing items. I have't tried U-Turn here but I see how it could be argued for over Knock Off or Foul Play.
As of now, I'm not entirely satisfied with this team due to the amount of pressure to predict certain mons like Rotom-F. It also puts a lot of pressure on my Vullaby to sponge strong attacks, although as I write this I feel like that's slightly mitigated by the Arbok and Relicanth. Vullaby also has to take grass attacks if Arbok dies.
High natural bulk, high base power STAB moves with great coverage, and just high enough speed make Articuno a monster this team struggles with. The only mon that outspeeds timid Articuno is Zebstrika, and if the Articuno has an electric immunity for a teammate, you're about to have a bad time. Hope they miss a Hurricane and attack with Monferno. If modest, it's a lot easier to handle.
Replays:
vs. Cryalot really smooth game
vs. Road to Zion with dundies' changes (i really like them btw)
vs. Kaboom finals of an official tour
(will add more replays in as I get good ones, will add more threats as I play with the team more)
I based the team around Machoke and Monferno, the two best fighting-types in PU. Most teams only carry one counter to fighting-types (if any) and I wanted to exploit that.
The team started with Machoke and Monferno. Machoke weakens Monferno's checks and Monferno as the cleaner.
Relicanth was added as a birdspam deterrent, as well as an alternate win condition with Rock Polish.
Metang was added as a Pursuit trapper for annoying psychic types like Grumpig and Kadabra.
Zebstrika was added as a grass type counter with Sap Sipper due to my having the Relicanth. However, I changed it to Lighting Rod after someone in the PU room pointed out that I have no electric immunities.
Arbok was added as a fighting check for my side. It also helped weaken walls.
Vullaby took the place of Arbok when I realized that I had no hazard removal and no ground immunities.
Metang was replaced with Arbok when I realized Metang wasn't really helping the team as much as I hoped with Shadow Ball being run on all the Grumpigs I wanted to force out.
Machoke @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Close Combat
- Bullet Punch
- Ice Punch
The original idea behind the team. It takes hits like a (Ma)champ, and it can wallbreak with extremely powerful attacks. It's main roll is to weaken Monferno's checks; however, against offense, it can act as a potent threat due to its high bulk and easy ability to OHKO almost anything. It forces opponents to sacrifice a mon to stop it. It also acts as a mild status absorber.
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
The other half of the original team concept. It is a late game cleaner but can also act as a wallbreaker with Swords Dance. Close Combat is just great STAB, Flare Blitz as well, and Mach Punch because priority is always nice. Fighting type priority with STAB and Iron Fist Boost is great too. I originally tried Fire Punch>Flare Blitz but a game with Dundies where it left a Metang at 2% made me switch.
Relicanth @ Stone Plate
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Rock Polish
- Waterfall
- Head Smash
- Stealth Rock
Relicanth has a few important rolls. It prevents me from getting annihilated by Chatot, Dodrio, and the like, it discourages normal spam, it supplies the Stealth Rocks, it breaks holes in unprepared teams with Head Smash, and it can act as a secondary win condition (assuming Head Smash lands, which of course it misses at the most inopportune times.)
Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Sucker Punch
- Earthquake
- Gunk Shot
Arbok is mainly here as a Machoke counter. Intimidate is good for that. It can also act as a Stunfisk lure, Coiling on the switch and Earthquaking twice as the Shuca Berry is consumed. Gunk Shot is very powerful, putting major dents in even defensive mons with boosts. It finds opportunities to boost fairly often, and rarely does nothing to help the team.
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Zebstrika is my electric immunity, since most ground-types in the tier are physical and not fast at all. Volt Switch gains momentum, Thunderbolt is strong STAB, Overheat is necessary coverage, and Hidden Power Ice is for common ground switch-ins, although I often find myself wishing I had more Ice-type attacks on this team.
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Foul Play
- Knock Off
Vullaby is the psychic counter and hazard remover. Before adding this, my team really struggled with psychic-type mons like Grumpig and Kadabra due to Metang being 2HKOed by Grumpig's Shadow Ball. Defog is the main reason for using Vullaby along with the psychic immunity, Roost keeps Vullaby healthy, Foul Play is useful for the offensive metagame that currently is PU, and Knock Off does an okay amount of damage while removing items. I have't tried U-Turn here but I see how it could be argued for over Knock Off or Foul Play.
High natural bulk, high base power STAB moves with great coverage, and just high enough speed make Articuno a monster this team struggles with. The only mon that outspeeds timid Articuno is Zebstrika, and if the Articuno has an electric immunity for a teammate, you're about to have a bad time. Hope they miss a Hurricane and attack with Monferno. If modest, it's a lot easier to handle.
Dundies , for complaining that there are never PU RMTs and convincing me to make this one
cryalot , for being a good friend online
Akir , a cool moderator (iirc) in the PU room who's open to ideas
ShuckleDeath , another cool moderator who got really excited at the prospect of Agility Chatot
-The PU room for the good discussions and the players who ask/think they know what PU stands for (IT'S IN THE ROOMINTRO)
cryalot , for being a good friend online
Akir , a cool moderator (iirc) in the PU room who's open to ideas
ShuckleDeath , another cool moderator who got really excited at the prospect of Agility Chatot
-The PU room for the good discussions and the players who ask/think they know what PU stands for (IT'S IN THE ROOMINTRO)
Machoke @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Close Combat
- Bullet Punch
- Ice Punch
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Relicanth @ Stone Plate
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Rock Polish
- Waterfall
- Head Smash
- Stealth Rock
Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Sucker Punch
- Earthquake
- Gunk Shot
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Foul Play
- Knock Off
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Knock Off
- Close Combat
- Bullet Punch
- Ice Punch
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Relicanth @ Stone Plate
Ability: Rock Head
EVs: 104 HP / 252 Atk / 4 SpD / 148 Spe
Adamant Nature
- Rock Polish
- Waterfall
- Head Smash
- Stealth Rock
Arbok @ Shuca Berry
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Sucker Punch
- Earthquake
- Gunk Shot
Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Vullaby @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- Roost
- Foul Play
- Knock Off
Replays:
vs. Cryalot really smooth game
vs. Road to Zion with dundies' changes (i really like them btw)
vs. Kaboom finals of an official tour
(will add more replays in as I get good ones, will add more threats as I play with the team more)
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