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! :)
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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