OU Team Rater Competition Round 3 (Deadline: November 22nd 11:59 PM EST)

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TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
Welcome to RMT's 1st ever Team Rater Competition! In this tour, we'll start off with 32 participants (or however many sign up), and instead of battling each other, we, the hosts, will provide a team to be rated each round. For each round, participants will rate the given team, and then submit it to the Team Raters they are assigned. When each round is over, the people who submit the best/better rates will move on to the next round. This time around, it will be for OU Team Raters.

Some key points of interest:
  • The rates in the final 3 rounds will count towards the Team Rater
    badge
  • The winner will be given voice in the RMT room on PS! (If you are currently an active voice and win, you may be promoted to driver)
  • Each round will last one week, meaning you have to submit your rate to your designated Team Raters within that time period.
  • If you are eliminated and would like some feedback on your rate, including why you weren't able to move on, you are more than welcome to ask the Team Raters you were assigned to submit your team to.
Failure to provide a rate or a valid reason within the time period allotted will result in a disqualification.

The deadline for Round 3 is November 22nd at 11:59 EST and must be submitted to Team Pokepals

 

TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
Here's the team for Round 3: Credit goes to Snowy. for building it!


Lopunny-Mega @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Beam

I started off wanting to build around Ice Beam Mega-Lopunny, because of its niche to do more damage to Lando-T than -1 ice punch and to also avoid rough skin on Garchomp. It also crushes more offensively orientated teams, which is great considering how popular Bulky offences is in the current meta.


Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower

Next t-tar was added to provide a stop to flying types that could potentially annoy Mega Lopunny, like Talonflame. It was also set in place to trap things like Latias and Starmie which could potentially clear my hazards, which Mega Lopunny greatly appreciates on the field to confirm a 2HKO on Garchomp with Ice beam.


Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 76 HP / 180 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Then Torn-T was added as a way to take care of fat grasses like Amoonguss and Mega Venusaur for T-tar and Mega Lopunny to have an easier time. It also acted as a fighting resist which my team so desperately needed at this point, to stop things like Breloom clicking Life Orb Mach Punch and winning the game.


Manaphy @ Shed Shell
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam

Manaphy was added next to help break stall builds with combination of shed shell allowing it to switch out on Gothitelle, and then allow Tyranitar to trap Goth so Manaphy could then continue breaking the opposing team. Apart from breaking stall, it also helped with balance, clearing things like Hippowdon and Clefable for Mega Lopunny to come through and clean the game.


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Fire Blast
- Earthquake
- Dragon Tail
- Stealth Rock

Garchomp was the first part of my defensive backbone and it was used to stop opposing fighting types like Mega Lopunny from giving me a hard time. On top of this it helped with threatening steel types like Bisharp and Scizor, which at this point could blow through me. It also acted as my rock setter, which is kind of mandatory on every team.


Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Sludge Bomb

Amoonguss was then finally added to help fix up my huge Keldeo, Azumarill and overall water type weakness. On top of this, it cleared up my Mega Altaria, Clefable and general fairy weakness as well as a pivot that could sponge electric hits like volt switch for me.​
Lopunny-Mega @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Ice Beam

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 76 HP / 180 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Manaphy @ Shed Shell
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Fire Blast
- Earthquake
- Dragon Tail
- Stealth Rock

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Sludge Bomb
 
The rate with the highest mark from Round 2 was made by Nedor. His rate was excellent as it analyzed essentially every threat to the team and provided great ways to cover those threats. First of all he started making a great analysis about the playstyle used in the team, explaining pretty well what was wrong and suggesting some solutions. The lack of a hazard removal, which is something he discussed, is pretty much annoying if you are playing fat teams, and he talked about how hazards might help the opponent's team in battle, showing some cool calcs. Then he begins with the first change, which is Defog over Swords Dance on Mega Scizor, explaining how in his opinion was better Defog instead of Swords Dance, making the team less passive and since he has enough late game cleaners how he said. And he talked about how in this case Mega Scizor is a better choice, instead of common Defoggers such as Latias, which is weak to Fairies, something that Mega Scizor can take pretty well, and it's not Pursuit trapped.

The second change after a deep analysis, where he talked about how redundant was Tangrowth and since it's the most expendable glue of the team, he suggested Taunt Serperior over Tangrowth, making the team more offensive and giving it a Stallbreaker, and a good offensive presence against bulky Waters, such as Crocune, which is a big threat to the team. The third change was Stallbreaker Talonflame over Tornadus-T, giving the team a priority and since he got a stallbreaker, Tornadus-T may not help that much because of the non high accuracy moves. The last change he made is Hippowdon over Garchomp, which helps the team that much against Nasty Plot Thundurus, which set up on most of the team members, the team get annoyed by most of Electrics and vs offensive Dragon Dance Charizard X. He explained how Hippowdon outclass Garchomp, being able to switch in against Gengar, Bisharp, Mega Lopunny, Electrics and most of offensive Ground types. The only threat he still see is Swords Dance Mega Scizor, which is still manageable thanks to Taunt Will-o-Wisp Talonflame.

His final fixes were changing some spreads, such as Mega Scizor's one, making it able to take hits from Mega Lopunny, avoiding the 2HKO, same with Mega Alakazam and Gengar. He gave 16 EVs in Speed on Suicune can be used to creep standard M-Venu, minimum speed Rotom-W, Adamant Crawdaunt, as well as SpD Heatran to Rest before being taunted.
Thanks to this great rate and the nice format, Nedor was able to advance to Round 3, and nice rates made by Shui and Miridy, it was a very close round.

Congrats!
 
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