Introduction
This is my 3rd RMT here on Smogon and it's my first team that is being really succesful. I didn't really have great expectations in this team but it worked really well and I'm constantly in the Top 20 of the ladder since NU got out of beta. I still think that the team could need some improvements and I hope that I can get some good advice here.
Team History
The Team
Mrs. Puff (Qwilfish) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Waterfall
- Taunt
Qwilfish is my lead in most cases and it pretty much guarantees to put up at least one layer of Spikes. If the opponent hasn't got any poison types it can set up Toxic Spikes too, they're especially helpful against teams with dangerous set-up mons. Waterfall is there to deal some damage and it hurts Xatu, whose switchin is often very predictable. Taunt is obviously used to prevent the opposing lead from setting up hazards or boosting its stats. I run 252 Atk EVs because I feel like Qwilfish doesn't really need bulk as a suicide lead.
Powniard (Pawniard) @ Eviolite
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Pursuit
Pawniard is part of my hazard control core, as it can switch in on the opponents Defog and get a nice boost. Knock Off is the move I spam most of the time, as pretty much nothing in the tier really likes to switch in on it. Iron Head provides some nice STAB coverage and it also has a nice flinch chance. I run Pursuit because my team really hates Xatu and it catches many Xatus by surprise, but I'm not sure if Swords Dance wouldn't be the better choice here.
Tomb Raider (Spiritomb) @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 Spe
Careful Nature
- Will-O-Wisp
- Foul Play
- Pain Split
- Sucker Punch
Spiritomb is my spinblocker and it can prevent almost every spinner in the tier from doing its work. Will-O-Wisp cripples Phyisical threats and the burn is also nice to rack up some residual damage if I didn't get up Toxic Spikes. Foul Play is a very effective method for dealing with the dangerous physical set-up sweepers of the tier, like Feraligatr and Klinklang. I have Pain Split because it's the best recovery move Spiritomb gets, and it makes Spiritomb really hard to take down.
Neuralyzer (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Heal Bell
- Stealth Rock
- Yawn
Uxie provides very much utility to this team. It sets up Stealth Rock so Flying or Levitating Threats also get damaged by entry hazards, it can build up momentun with U-Turn, cures the team of status effects and forces switches with Yawn. Uxie and Spiritomb also form a nice defensive core, with Uxie eating up the Special moves and Spriritomb dealing with the physical attackers. I run 0 Speed IVs and a negative Speed nature on Uxie, because I need the slow U-Turn to savely bring in Zangoose.
Ribery (Zangoose) @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Swords Dance
- Quick Attack
The purpose of Zangoose on this team is to simply kill things. After the Toxic Orb has activated nothing switches in on this anymore except Spiritomb and really bulky Rock or Steel Types, because Facade just 2HKOs the rest of the tier and ghost types have to fear the Knock Off. Quick Attack is useful priority and can also help Zangoose to activate the Toxic Orb by killing off some weakened mon. I use Swords Dance if I expect a switch and there's nothing on the opponent's team that is faster than Zangoose and can take a +2 Quick Attack.
Krambambuli (Xatu) @ Choice Scarf
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psychic
- Giga Drain
- Heat Wave
- U-turn
I needed a Scarfer on my team and I decided to use Xatu because it also gets Magic Bounce. I don't switch it in aggressively because this set lacks the bulk to take hits, but the sheer presence of a Xatu on my team often discourages the opponent from setting up hazards. I run Psychic over Psyshock because I already have enough moves on my team to hit on the physical side. Giga Drain is there to hit Water Types and to give me at least some sort of recovery. Heat Wave deals with two hazard setters that I can't really prevent from setting up their hazard otherwise: Ferroseed and Leavanny.
Biggest Threats
I have no switch-ins for this, because my special wall Uxie can't really take it's hits. I really need to get up Rocks as early as possible if I see a Vivillon on the opposing team.
Although the other variants are also difficult to deal with because of it's immunity to Facade, the main problem for my team is Crotomb as it can set up on almost every member of my team and I have no real method of killing it.
Pawniard doesn't really prevent this from defogging because it can just burn it with Scald or Roost off even +2 Knock Offs.
I can't think of much else at the moment, but I know there are probably some more things that my teams struggles to handle.
Ladder Ranking
This is the only screenshot I have, as I didn't make one when I was #2
Replays
Thank you for reading through this and I'm open for all the suggestion you have for me :)
This is my 3rd RMT here on Smogon and it's my first team that is being really succesful. I didn't really have great expectations in this team but it worked really well and I'm constantly in the Top 20 of the ladder since NU got out of beta. I still think that the team could need some improvements and I hope that I can get some good advice here.
Team History
Before I created this team, I was running a Sticky Web Team and I thought to myself: what if I just replace the stick web with "normal" hazards. And so I replaced my Leavanny with a Spikes-stacking Qwilfish and did some other minor changes and the team worked surprisingly well.
The first version of the team looked like this:
This version of the team had a huge ground-weakness, so I decided to switch Pyroar out for Haunter:
I realized that my ground-weakness was still too big and I didn't really like Pawniard as a Stealth Rock Setter, but I still needed Pawniard for the hazard control, so I replaced Lanturn with Uxie:
As much as I like hazards on the opponents side I hate them on my own side of the field. I felt like this team hasn't really got room for a spinner and so my decision was to replace Haunter with Xatu:
The first version of the team looked like this:
This version of the team had a huge ground-weakness, so I decided to switch Pyroar out for Haunter:
I realized that my ground-weakness was still too big and I didn't really like Pawniard as a Stealth Rock Setter, but I still needed Pawniard for the hazard control, so I replaced Lanturn with Uxie:
As much as I like hazards on the opponents side I hate them on my own side of the field. I felt like this team hasn't really got room for a spinner and so my decision was to replace Haunter with Xatu:
The Team
Mrs. Puff (Qwilfish) @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Waterfall
- Taunt
Qwilfish is my lead in most cases and it pretty much guarantees to put up at least one layer of Spikes. If the opponent hasn't got any poison types it can set up Toxic Spikes too, they're especially helpful against teams with dangerous set-up mons. Waterfall is there to deal some damage and it hurts Xatu, whose switchin is often very predictable. Taunt is obviously used to prevent the opposing lead from setting up hazards or boosting its stats. I run 252 Atk EVs because I feel like Qwilfish doesn't really need bulk as a suicide lead.
Powniard (Pawniard) @ Eviolite
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Pursuit
Pawniard is part of my hazard control core, as it can switch in on the opponents Defog and get a nice boost. Knock Off is the move I spam most of the time, as pretty much nothing in the tier really likes to switch in on it. Iron Head provides some nice STAB coverage and it also has a nice flinch chance. I run Pursuit because my team really hates Xatu and it catches many Xatus by surprise, but I'm not sure if Swords Dance wouldn't be the better choice here.
Tomb Raider (Spiritomb) @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 252 Def / 4 Spe
Careful Nature
- Will-O-Wisp
- Foul Play
- Pain Split
- Sucker Punch
Spiritomb is my spinblocker and it can prevent almost every spinner in the tier from doing its work. Will-O-Wisp cripples Phyisical threats and the burn is also nice to rack up some residual damage if I didn't get up Toxic Spikes. Foul Play is a very effective method for dealing with the dangerous physical set-up sweepers of the tier, like Feraligatr and Klinklang. I have Pain Split because it's the best recovery move Spiritomb gets, and it makes Spiritomb really hard to take down.
Neuralyzer (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Heal Bell
- Stealth Rock
- Yawn
Uxie provides very much utility to this team. It sets up Stealth Rock so Flying or Levitating Threats also get damaged by entry hazards, it can build up momentun with U-Turn, cures the team of status effects and forces switches with Yawn. Uxie and Spiritomb also form a nice defensive core, with Uxie eating up the Special moves and Spriritomb dealing with the physical attackers. I run 0 Speed IVs and a negative Speed nature on Uxie, because I need the slow U-Turn to savely bring in Zangoose.
Ribery (Zangoose) @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Swords Dance
- Quick Attack
The purpose of Zangoose on this team is to simply kill things. After the Toxic Orb has activated nothing switches in on this anymore except Spiritomb and really bulky Rock or Steel Types, because Facade just 2HKOs the rest of the tier and ghost types have to fear the Knock Off. Quick Attack is useful priority and can also help Zangoose to activate the Toxic Orb by killing off some weakened mon. I use Swords Dance if I expect a switch and there's nothing on the opponent's team that is faster than Zangoose and can take a +2 Quick Attack.
Krambambuli (Xatu) @ Choice Scarf
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psychic
- Giga Drain
- Heat Wave
- U-turn
I needed a Scarfer on my team and I decided to use Xatu because it also gets Magic Bounce. I don't switch it in aggressively because this set lacks the bulk to take hits, but the sheer presence of a Xatu on my team often discourages the opponent from setting up hazards. I run Psychic over Psyshock because I already have enough moves on my team to hit on the physical side. Giga Drain is there to hit Water Types and to give me at least some sort of recovery. Heat Wave deals with two hazard setters that I can't really prevent from setting up their hazard otherwise: Ferroseed and Leavanny.
Biggest Threats
I can't think of much else at the moment, but I know there are probably some more things that my teams struggles to handle.
Ladder Ranking
This is the only screenshot I have, as I didn't make one when I was #2
Replays
I really like saving my games, so you can find many replays of this team if you search for my username "fsibapt" on PS, although some use an older version of the team.
Thank you for reading through this and I'm open for all the suggestion you have for me :)