first RMT, my 1500+ team with ludicolo

Is ludicolo worth it outside rain?


  • Total voters
    8
Hi, This is my first RMT. I'm submitting this team because it has been doing really well for me (rating 1547 atm = top 50) and in my opinion it isn't a very standard team. I want to know what i need to improve/change. I actually only play on showdown, and I'm from holland so don't rate my English, rate my team :)

The team:
Ludicolo
Talonflame
Zapdos
Mawile
Diggersby
Conkeldurr



Ludicolo @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 12 HP / 4 Def / 252 SAtk / 76 SDef / 164 Spd
Modest Nature
- Hydro Pump
- Giga Drain
- Ice Beam
- Fake Out

Ludicolo did really well on my rain team, so I wanted to test him outside of the rain (to help counter other rain teams). The assault vest is pretty obvious, it doesn't change moveset and primairily helps to counter rotom-wash, rotom-heat and salamence wich my team had trouble against. The ev spreads are simple, I wanted to have great sp.def and sp.atk. And the speed is to outspeed the rotoms that outspeed Ray Rizzos rotom (20evs) by 1.



Talonflame @ Life Orb
Ability: Gale Wings
Level: 50
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Protect

Talonflame, fast, strong but fragile.
Life orb over choice band, because I really want to have protect on talonflame. Mainly because it is a big threat that you want to keep on the field. Evs are standard, I did go for adamanet nature, because it has priority and speed nature would only result in speed ties against other talonflames (and I don't want to risk attacking in speed tie so I'd switch/protect anyways). The only move that has to be explained is quick guard. Helps protect my team against prankstar charms/t-waves but mostly against kangashkangs fake out. I often lead talonflame alongside conkeldurr.
Conkeldurrs wide guard protects talonflame against rock slides. Quick guard blocks fake out and allows conkeldurr to kill kanga but it also blocks (opponents) talonflames brave bird, wich otherwise would be bad for ludicolo/conkeldurr.



Zapdos @ Choice Specs
Ability: Pressure
Level: 50
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Ancient Power

I actually wasn't so sure if I wanted to go with zapdos, but wow... It is sooo good. The specs is great because it gives so much power without losing hp from life orb (and zapdos is hard to take down)
Zapdos has great typing with only ice/rock weaknesses and in this metagame the only rock move I see is rock slide, wich isn't that strong and I can block with wide guard (from conkeldurr). There are like no stab ice users besides mamoswine (wich I have covered with other pokemons) the 100 base speed gives speed tie with most used pokemons (kanga,charizard,salamence...) as long as you max out the speed. and the (fast) specs stab volt switch deals a ton of damage too. The specs gives hp ice the power it needs to ohko garchomps. Ancient power is against rotom-heat, and charizard-y if the opponent has a pokemon with lightningrod ability.



Mawile @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 68 Atk / 4 Def / 156 SDef / 28 Spd
Adamant Nature
- Iron Head
- Play Rough
- Sucker Punch
- Protect

There isn't really much to say about mawiles set. Mainly for type coverage, It is my only intimidater and the moves are very standard. The ev spread maybe not, max hp, 4 def to survive 252atk life orb earthquake from speed nature garchomp. 156 sp.Def to:
Survive life orb 252 modest fire blast from tyranitar, and 252 life orb fire blast from speed nature salamence.
28 speed evs to outspeed Raz Rizzos mawile by 1.
Mawile is just here as a good switch in.



Diggersby @ Choice Scarf
Ability: Huge Power
Level: 50
EVs: 108 HP / 252 Atk / 4 Def / 4 SDef / 140 Spd
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Return

Diggersby was my last choice acually, first I had mamoswine and than nidoqueen. but scarfed mamoswine/nidoqueen missed something (mostly offensive power).
The scarf is a good item with u-turn and rock slide. The fast rock slide really helps against charizards, and the fast u-turn provides momentum.
Maxed attack ofcourse, the 140 speed evs gives it enough speed (with scarf) to outspeed the 105 base speed (mienshao, manectric when non mega) and I put the rest of the evs in hp. Return is just to deal good power.



Conkeldurr @ Lum Berry
Ability: Iron Fist
Level: 50
EVs: 12 HP / 252 Atk / 4 Def / 164 SDef / 76 Spd
Adamant Nature
- Drain Punch
- Mach Punch
- Wide Guard
- Detect

And than conkeldurr, "the last piece of the puzzle". I needed something to help against smeargle, mamoswine, hydreigon and kangashkang. I also wanted a wide guard user, to protect against rock slides wich threaten my double flying, and earthquake/heat waves wich threaten my mauwile. Conkeldurr fits perfectly, iron fist over guts, because I'm using lum berry anyway. Lum berry and priority to help against dark void smeargle. The only downside of this set is that it can't touch ghosts. The evs aren't special or anything, maxed attack, and I needed some special bulk. I have 76 speed evs to outspeed my mauwile by 1.




I think this team has a lot of options and counters to the main threats. The team has fake out, quick guard, wide guard, intimidater, 3x priority, good coverage (only overlapping weaknesses water/ice),
I have 2 flying wich allows me to lock Diggersby into earthquake, fast u-turn and strong volt switch.
The amount of options is what makes this team good.
I hope you can help make it even better! :)
 
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Hey, Ketchupplant! I got your request to rate your team, and I have to admit this VGC team is pretty solid, considering you managed to reach a rating of 1547 on the VGC 2014 ladder. :]

I can see that your team is very offensive-minded, its purpose being to be able to deal a significant amount of damage to the opponent quickly and swiftly, as seen by a minimal amount of support and possessing both a Choice Specs Zapdos and a Scarfed Diggersby. With that being said, I highly recommend utilizing Tailwind over Protect on Talonflame to provide your team with speed advantage over your opponent. Not to mention Tailwind has +1 priority thanks to Gale Wings, almost guaranteeing a Tailwind setup before the opposing player can make a move. I understand you wish to have Protect on Talonflame, but Tailwind is the more viable option due to the fact your team is mainly offensive-oriented and you will want to be able to hit your opponent hard before they have an opportunity to attack. This metagame is very fast-paced and you will want to have the ability to outspeed your opponent in most situations. I would also like note that Tailwind is useful for late-game sweeps, providing your team with the speed advantage in the crucial moments of the match.

The only other change I would make to your team is to replace Conkeldurr with Machamp; another Fighting-type Pokémon with a fairly solid 90 / 80 / 85 bulk who can also perform the same functions as Conkeldurr for your team. The only difference between the two is that Machamp possesses a powerful STAB DynamicPunch which never misses thanks to No Guard, and the guaranteed confusion is a nice added effect that increases the chances of your opponent not attacking you.

068.gif


Machamp @ Lum Berry
Ability: No Guard
EVs: 252 HP / 132 SDef / 124 Def
Adamant Nature
- Dynamic Punch
- Bullet Punch
- Wide Guard
- Protect
Since Machamp will still have the ability to inflict a good amount of damage with an Adamant nature with no Attack EVs, a defensive EV spread is used to survive a multitude of attacks from various threats in the VGC 2014 metagame. The 132 Special Defense EVs enable Machamp to survive a Draco Meteor from Modest Max SpA LO Hydreigon (100% of the time) and a Moonblast from Modest Max SpA Gardevoir (81.2% of the time). On the other hand, the 124 Defense EVs allow Machamp to withstand a Brave Bird from a Jolly Max Atk -1 Choice Band Talonflame (100% of the time) and a Return from Adamant Max Atk Mega-Kangaskhan (100% of the time). The Lum Berry on Machamp can also counter Focus Sash Smeargle, as he can resist Dark Void and proceed to attack with STAB DynamicPunch and then finish Smeargle off with priority Bullet Punch. A STAB DynamicPunch from an Adamant Machamp with no Attack EVs still manages to OHKO 4 HP Hydreigon (93.8% of the time), while dealing 83.9 - 99.5% damage against Max HP Mamoswine and 84 - 99.4% to 4 HP Mega-Kangaskhan. Don't forget that Mamoswine and Mega-Kangaskhan will be confused and have the potential of hitting themselves to finish themselves off on their own, although you can always finish them off with priority Bullet Punch. Wide Guard protects you against spread moves such as Rock Slide and Earthquake from Garchomp and Heat Wave from Mega-Charizard-Y, similar to the role Conkeldurr performed on your team. Protect is an obvious choice that can scout your opponent and shield you from potentially devasting attacks that target Machamp.

Overall, this team is pretty good! Good luck with it, man. :]
663.gif

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Tailwind

068.gif


Machamp @ Lum Berry
Ability: No Guard
EVs: 252 HP / 132 SDef / 124 Def
Adamant Nature
- Dynamic Punch
- Bullet Punch
- Wide Guard
- Protect
 
Hey, Ketchupplant! I got your request to rate your team, and I have to admit this VGC team is pretty solid, considering you managed to reach a rating of 1547 on the VGC 2014 ladder. :]

I can see that your team is very offensive-minded, its purpose being to be able to deal a significant amount of damage to the opponent quickly and swiftly, as seen by a minimal amount of support and possessing both a Choice Specs Zapdos and a Scarfed Diggersby. With that being said, I highly recommend utilizing Tailwind over Protect on Talonflame to provide your team with speed advantage over your opponent. Not to mention Tailwind has +1 priority thanks to Gale Wings, almost guaranteeing a Tailwind setup before the opposing player can make a move. I understand you wish to have Protect on Talonflame, but Tailwind is the more viable option due to the fact your team is mainly offensive-oriented and you will want to be able to hit your opponent hard before they have an opportunity to attack. This metagame is very fast-paced and you will want to have the ability to outspeed your opponent in most situations. I would also like note that Tailwind is useful for late-game sweeps, providing your team with the speed advantage in the crucial moments of the match.

The only other change I would make to your team is to replace Conkeldurr with Machamp; another Fighting-type Pokémon with a fairly solid 90 / 80 / 85 bulk who can also perform the same functions as Conkeldurr for your team. The only difference between the two is that Machamp possesses a powerful STAB DynamicPunch which never misses thanks to No Guard, and the guaranteed confusion is a nice added effect that increases the chances of your opponent not attacking you.

068.gif


Machamp @ Lum Berry
Ability: No Guard
EVs: 252 HP / 132 SDef / 124 Def
Adamant Nature
- Dynamic Punch
- Bullet Punch
- Wide Guard
- Protect
Since Machamp will still have the ability to inflict a good amount of damage with an Adamant nature with no Attack EVs, a defensive EV spread is used to survive a multitude of attacks from various threats in the VGC 2014 metagame. The 132 Special Defense EVs enable Machamp to survive a Draco Meteor from Modest Max SpA LO Hydreigon (100% of the time) and a Moonblast from Modest Max SpA Gardevoir (81.2% of the time). On the other hand, the 124 Defense EVs allow Machamp to withstand a Brave Bird from a Jolly Max Atk -1 Choice Band Talonflame (100% of the time) and a Return from Adamant Max Atk Mega-Kangaskhan (100% of the time). The Lum Berry on Machamp can also counter Focus Sash Smeargle, as he can resist Dark Void and proceed to attack with STAB DynamicPunch and then finish Smeargle off with priority Bullet Punch. A STAB DynamicPunch from an Adamant Machamp with no Attack EVs still manages to OHKO 4 HP Hydreigon (93.8% of the time), while dealing 83.9 - 99.5% damage against Max HP Mamoswine and 84 - 99.4% to 4 HP Mega-Kangaskhan. Don't forget that Mamoswine and Mega-Kangaskhan will be confused and have the potential of hitting themselves to finish themselves off on their own, although you can always finish them off with priority Bullet Punch. Wide Guard protects you against spread moves such as Rock Slide and Earthquake from Garchomp and Heat Wave from Mega-Charizard-Y, similar to the role Conkeldurr performed on your team. Protect is an obvious choice that can scout your opponent and shield you from potentially devasting attacks that target Machamp.

Overall, this team is pretty good! Good luck with it, man. :]
663.gif

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Tailwind

068.gif


Machamp @ Lum Berry
Ability: No Guard
EVs: 252 HP / 132 SDef / 124 Def
Adamant Nature
- Dynamic Punch
- Bullet Punch
- Wide Guard
- Protect

Hey, thanks man!
Yea this team is pretty offensive, and it's purpose is to strike hard (and fast) but also surprising the opponent. It can survive by dodging attacks using fake out, quick guard, wide guard, u-turn, volt switch, intimidate switch or doubling up on 1 opponent with priority.

About that, I'm not so sure if tailwind is really gonna benefit this team (I will test it). Because I'm affraid I will never use it. In my opinion talonflame is to fragile to risk the tailwind (even though it's +1). But I'll give it a go.

Machamp, I really like the bulky machamp idea! I actually had machamp in this team, but changed it for conkeldurr because my machamp never got to do anything. But I forgot it has acces to priority too. But the defense set might be just what I need.

Thanks for the review, I'm gonna test out the changes right now and I'll update it if it works out
 
Hey, thanks man!
Yea this team is pretty offensive, and it's purpose is to strike hard (and fast) but also surprising the opponent. It can survive by dodging attacks using fake out, quick guard, wide guard, u-turn, volt switch, intimidate switch or doubling up on 1 opponent with priority.

About that, I'm not so sure if tailwind is really gonna benefit this team (I will test it). Because I'm affraid I will never use it. In my opinion talonflame is to fragile to risk the tailwind (even though it's +1). But I'll give it a go.

Machamp, I really like the bulky machamp idea! I actually had machamp in this team, but changed it for conkeldurr because my machamp never got to do anything. But I forgot it has acces to priority too. But the defense set might be just what I need.

Thanks for the review, I'm gonna test out the changes right now and I'll update it if it works out
No problem! I'll also be in the Doubles or VGC room on Pokémon Showdown if you need to find me for more input. :]
 
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