Other RMT PU~

Hello, my name is Caelia and I briefly did 5th gen wifi battling. Anyways I'm sure you don't want my back story but to cut this short, Ive been dabbling in a few OU battles and drifted over to PU because the tier does really capture my attention. This team has been successful in the battles Ive tried it out in but I know it could improve so your input is greatly appreciated.

Haunter (F) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Sludge Bomb
- Trick
- Shadow Ball
Basically I chose Haunter because Ive found it to be a good Choice Scarf user,being able to trick and cripple things trying to set up in the early stages. In addition it hits pretty hard, and with the scarf it out speeds Chatot much more efficiently which I've found to be a slight nuisance so far.

Camerupt @ Choice Specs
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Lava Plume
- Hidden Power [Grass]
- Ancient Power
Camerupt is basically there to take a hit or come in on something that it can semi counter and get off a hit whether they stay in or switch out.Solid Rock instead of Magma Armor for the fact I don't think its beneficial when I could lessen super effective damage if I need to take a hit from something.


Gourgeist-Super @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Destiny Bond
- Will-O-Wisp
- Leech Seed
- Phantom Force
Gourgeist was basically a sweeper stopper for me. With its decent bulk and access to Will-O-Wisp and leech seed it can sponge a few hits and recover HP while getting residual burn damage off. Destiny bond in the event something is really threatening me and I out speed them and Phantom Force just for a good ghost type stab move and extra HP recovery.

Gigalith @ Weakness Policy
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Toxic
- Stealth Rock
- Iron Head
Gigalith wasn't really a favorite for me but I do like the fact that it can stick around for awhile and whittle down with Earthquake and Toxic. Weakness Policy for a stronger Earthquake and an extra defense boost to make the most of Toxic,Earthquake and Iron Head. And of course Stealth Rocks for an entry hazard.

Frogadier (F) @ Eviolite
Ability: Protean
Shiny: Yes
EVs: 36 Atk / 252 SpA / 220 Spe
Hasty Nature
- Scald
- Dark Pulse
- U-turn
- Hidden Power [Fire]
Frogadier was basically something I wanted to have for the fact that its speedy and while it doesn't hit the hardest, mixed Frogadier is pretty good in the beginning before entry hazards start chipping away. Not sure if this is with all Chatot sets but the ones Ive encountered get OHKO'd by Scald after rocks, and that's something greatly appreciated.While its not gonna really wall anything, Frogadier could be a late game sack for me to get a fresh switch in.

Throh (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Circle Throw
- Storm Throw
- Earthquake
- Ice Punch
Throh's bulk and decent attack has been going really good for me. I know I could run Knock Off on it and I probably will but IcePunch does decent type coverage damage for me. Assault vest to give it a bit more special bulk and Guts for status inflictions or toxic spikes. From what I've seen if sent out at the right time Throh really does work and it's done a decent job so far.
 
With your Camerupt being Specs you're going to want to hit as hard as possible so i recommend Fire Blast or Flamethrower > Lava Plume and give it Eruption > Ancient Power. You'll rarely, if ever use ancient power as any of your fire moves still hit Articuno and Scyther harder. Change the 4 SpD EVs to 4 Speed to outrun other zero speed Camerupts and base 40s.

If you're running Weakness Policy on Gigalith take advantage of it and use a spread of 252 Hp / 252 Atk / 4 Spe, also Rock Blast (Or any rock attack) is a must to break subs, and sashes. I would personally replace Iron Head with it, because what are you really hitting with Iron head that Earthquake or Rock Blast wouldn't hit harder.

Frogadier shouldn't be taking hits so it wants Life Orb > Eviolite to fully take advantage of Protean and that movepool. Ice Beam > HP Fire for better coverage and Grass Knot > Dark Pulse.

No need for two fighting attacks in Throh so Knock Off for sure.

Best wishes ^.^
 
First, thank you for your speedy and helpful response which thoroughly explained the changes which would benefit the team the most;
In regards to AncientPower over Eruption, I wasn't so sure if a HP based move would be the best with specs. While I understand it's a strong fire type move, Camperupt is pretty slow and will probably be taking a hit before it gets an attack off, thus damaging Eruptions power. Also I will probably run Flamethrower over FireBlast, since Id prefer the accuracy and more PP evenif it means sacrificing a bit of power.
In regards to Throh's dual fighting moves those are because of the effects it has. StormThrow's always crit effect was a nice bonus for me since it means Throh can whittle down a threat early on in the match. CircleThrow was basically for things tryig to set up in my face, more specifically special sweepers since Will-O-Wisp wouldn't cripple them as much. Guaranteed damage and a switch out is very handy so I may replace IcePunch for KnockOff instead.
And finally with Gigalith I chose IronHead, because besides Haunter I don't really have any super effective moves against Fairy types. Sure Haunter can outspeed them but it's not going to really appreciate a STAB Psychic/Psyshock from one either.I have noticed the slight Fairy weakness and a few other holes so any other suggestions that would benefit this team, are greatly appreciated. Thanks for your time.
 
Specs Eruption Camerupt is a monster for multiple reasons. Camerupt easily forces switches as most expect you to set up rocks or use a weak fire move. Not only that but it is easy to double switch into Camerupt, force another switch and hammer something else with Eruption. But whatever your comfortable with is fine.

If you insist on keeping Iron Head then remove Toxic. By the way, Togetic and Mime both die to Rock Blast after a WP boost.

One last thing I noticed was your team's weakness to hazard spam, nothing to absorb Toxic Spikes, no spin, no defog. Just something to keep in mind.

Ciao
 
Again thank you for reply and trying to better improve this team. Hazards was something I noticed when trying this team out. A defogger would be great, except there's none that really stand out to me, so suggestions would be great.
In regards to Camerupt I probably will run Eruption over AncientPower basically for the extra power that provides for me.
And finally for Gigalith if Rockblast does ko Togetic(with eviolite) and Mr Mime after WP there really is no reason to keep IronHead as well.
 
Unfortunately, I'm seeing a lot of things wrong with this team. Frogadier is offensive, so just run life orb > Eviolite. Its not like it's going to be taking hits anyway, and it needs the power. Gigalith's set makes no sense at all. It has defensive EVs and moves, but a weakness policy. If it's defensive then run leftovers, but if it's offensive rocks then run sturdy weakness policy Golem. The Gourgeist set just... Isn't good. Because it's slow, you'll take a hit and leech seed, take a hit and phantom force, and then just watch them go into a mon to take the hit. You won't be outspending anything offensive so destiny bond is useless too. Just run Leech Seed/Will-o-wisp/seed bomb/shadow sneak, or change it to a speed creeped Gourgeist small. I'm not sure what changes to suggest for Gigalith and Gourgeist because I'm not sure which role you're trying to fill with them.
 
Yeah I did end up changing the Frogadier and Gigalith to much better sets . Again Im rather new to the tier and 6th gen. Also after seeing what hazards do to this team, a defogger/spinner is something I'm considering adding in, just not sure what would be best with this team.
And I did end up removing destiny bond on gourgeist for seed bomb.
 
Yeah I did end up changing the Frogadier and Gigalith to much better sets . Again Im rather new to the tier and 6th gen. Also after seeing what hazards do to this team, a defogger/spinner is something I'm considering adding in, just not sure what would be best with this team.
And I did end up removing destiny bond on gourgeist for seed bomb.
As a defogger, Pelipper over Gigalith would have better synergy with Gourgeist and still have amazing bulk. However, you would lose your own rocks setter, so if you find that you needs rocks in most of your games, then rocks over ancient power/eruption (if you followed Raw Melon's advice) would probably be beneficial. Also, circle throw is normally used on Throh on teams with lots of hazards, storm throw's power and ability to ignore defense boosts makes it the better option otherwise.
 
Pelipper could work since Ive been getting beat up by hazards lately, especially toxic spikes, etc. Replacing Gigalith could work since it really hasnt done anything besides set up rocks. I could always give Camerupt rocks and just swap it out for a Life Orb.
 
Haunter (F) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Sludge Bomb
- Trick
- Shadow Ball
Basically I chose Haunter because Ive found it to be a good Choice Scarf user,being able to trick and cripple things trying to set up in the early stages. In addition it hits pretty hard, and with the scarf it out speeds Chatot much more efficiently which I've found to be a slight nuisance so far.
This isn't a necessarily bad set, but it could be better. I recommend Energy Ball over Dazzling Gleam to hit Carracosta+Barb+Golem, etc. It works much better then Dazzling Gleam, who only does a bit more to Throh then Shadow Ball anyways.

Gourgeist-Super @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Destiny Bond
- Will-O-Wisp
- Leech Seed
- Phantom Force
Gourgeist was basically a sweeper stopper for me. With its decent bulk and access to Will-O-Wisp and leech seed it can sponge a few hits and recover HP while getting residual burn damage off. Destiny bond in the event something is really threatening me and I out speed them and Phantom Force just for a good ghost type stab move and extra HP recovery.
I would first recommend swapping out Gourgeist. That moveset isn't very good, and it's even worse considering the fact that it's your special wall, considering it's weak to so many special attacks in PU. I'd run Dusclops or Dusknoir instead if you are making this a special wall. Change it to a physical wall with Leech/WoW/Seed Bomb/Shadow Sneak and replace Gigalith with Golem. Golem does the same thing as Gigalith except it does it better.
 
I was originally considering Dusknoir but it's base HP kinda discouraged me from trying it out. Therefore Gourgeist was kinda a temporary replacement.
As for Haunter thanks for the advice concerning Energy Ball. I had seen one or two Haunters that carried it.
Thank for the advice that will surely patch up this teams many flaws and enabling it to do better.
 
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