Introduction
Hello RMTers, I'm a long time lurker and infrequent poster. I've always enjoyed reading other RMTs but have never posted one myself so I've finally decided to dive in. The skeleton of the following team was taken from my latest Dark Horse effort attempting to feature Kabutops as a Swords Dance sweeper. Once the Dark Horse month was up, I realized that with a couple of of tweaks (aka removing Kabutops) I might have a shot at a decent team. I reached an Elo high of 1600 yesterday but the team has some serious issues and I'm hopeful that a few suggestions from the community might help it out a bit. Without further ado, here is the team!
The Team
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Earth Power
- Ice Beam
Nidoqueen is the first part of my three poke core. Queen is my SR setter and a general threat to the metagame with its absurdly powerful attacks. Its useful typing and bulk help it check fighting and fairy pokes and give it the ability to slow or potentially stop volt/turn cycles. I run an EV spread commonly posted on the forums to provide solid bulk with excellent power and just a little bit of speed creep.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Hydreigon is the second part of my core and is an great offensive partner for Queen. I chose the standard stallbreaker set and EVS because its amazing and I hate being choice locked into moves that allow dangerous things to set up. Taunt allows Hydreigon to stop Suicune from gaining too much momentum and can also prevent SR from common switch ins like Empoleon. Finally, Taunt lets me fire off powerful Dracos without fear of Slurpuff or Gatr getting a free turn to set up.
Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Sacred Sword
- Gyro Ball
Doublade completes my offensive core and shares wonderful synergy with Hydreigon. Its ridiculous physical bulk is hugely important as it lets me check/counter the various fighting types in the tier and other fast and dangerous things like scarf Mence, MegaBee and MAero. Its also my only answer to Snorlax, who can set up on a large portion of my team. Finally, its priority is super valuable as pre set up, my team is not particularly fast and can have difficulty picking off weakened sweepers.
Galvantula @ Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Bug Buzz
- Energy Ball
Galvantula is an underrated poke in my opinion and a big reason for this team's relative success. I think Galvantula gets a bad rap because most people assume its predictable and weak Focus Sash lead set is the only thing it can run. After reading the viability thread and seeing Life Orb Galvantula suggested, I decided to give it a try and the results have been positive. Sticky Web doesn't need to go up first thing to be effective and sometimes its better just to hammer things with Thunder. A LO Thunder OHKO's mixed offensive Mence after steaLth rock 100% of the time and seriously threatens just about every common hazard remover. Galvantula also tends to lure in Florges, which gives Queen a chance to come in and pound things.
Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch
MegaPert replaced Kabutops on the original team and is a great pivot and win condition for my team. Max attack and speed EVs are a given for the Rain Dance set, and I chose Ice Punch over the trendy Power-up Punch for its ability to hit Grass and Dragon types. With Slurpuff potentially waiting in the wings, I don't necessarily have to keep Pert in perfect health till the end game, allowing me to use his typing and natural bulk to take random hits when I can't predict what the opponent will do.
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 44 HP / 252 Atk / 212 Spe
Jolly Nature
- Belly Drum
- Play Rough
- Return
- Drain Punch
Slurpuff is simply dominant on the lower ladder (Doublades are popping up like weeds as I rise). It has a ton of opportunities to set up with choiced fighting and dragon types running amok and I've been amazed at how often it pulls victory from the jaws of defeat. I run the standard moveset with a tweak to the EV
spread, choosing to run enough speed to outpace Scarf Mienshao after a Belly Drum and putting the leftovers into HP to allow for slightly easier setup. The downside to this spread is that I no longer outspeed scarf Infernape, though I've only run into this problem once.
Conclusion
While this team is fun to use since there a couple of paths to victory, there are some serious holes in it. Fast and powerful pokes that are unpredictable give me nightmares. I'm thinking specifically of Azelf and Infernape, as with a Nasty Plot/Swords Dance they can both 6-0 my team. Fully special Mence is also very dangerous as I have to bait it into a Draco Meteor before I can deal with it (not a winning strategy). Finally, I'm pretty sure stall teams would take me apart. Only Hydreigon is equipped to battle them effectively and that puts way too much pressure on its shoulders.
Any tips or advice for ways to tweak the team would be most welcome and totally appreciated. Thanks for taking a look!