Hello, everybody! Welcome to my first RMT!
Now, I know what you're probably thinking:
Also, if you have a team nickname theme suggestion, I want it!
All that this team seeks to do is utilize a powerful, underused Mon. Without further ado:
SYNERGY
Rotom-W
Aegislash, Terrakion, Bisharp
Rotom-W, Venusaur
Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP /20 Atk / 20 Def / 236 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Wide Guard
- King's Shield
- Shadow Ball
-Sacred Sword Flash Cannon
Imma be straight with y'all, right off the bat. I have no idea why those EVs are the way they are. I may or may not have just slid the Atk and SpA counters around randomly... but anyways! Aegislash is my mindgame, pure and simple. Darmanitan really appreciates the Wide Guard support that Aegislash brings, and so does everyone else. You may have noticed that I am supremely weak to any sort of Ground move. Well, this is just one way to try and remedy that. King's Shield is standard on any Aegislash, and therefore warrants no explanation. The remaining two moves were for optimal mixed coverage so that Aegi can support as well as attack. Aegislash is ridiculously bulky and ridiculously powerful if played well (but you already know that, of course) and gives invaluable support to the team.
SYNERGY
Rotom-W
Bisharp
Terrakion, Bisharp
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect
Terrakion is a powerful fighter, capable of checking and countering a ridiculously large number of mons, including the Mega-Kangaskhans, Mega-Charizard-Ys, Talonflames, Heatrans, and Bisharps that litter the tier. His ridiculous Attack coupled with a ridiculously strong STAB in Close Combat along in addition to his neat STAB coverage make Terrakion a threat to be reckoned with. If he and the Manitan are out at the same time, Terrakion can protect it from the ever-present priority with Quick Guard, allowing Manitan to grab clutch KOs (especially against Talonflame) and to just generally stay around longer. He also forms a ridiculously good leading core with the next member of the team, Bisharp. This Terrakion is very standard with very standard EVs, but he does what he does incredibly well.
SYNERGY
Aegislash, Venusaur
Rotom-W
Aegislash, Rotom-W, Darmanitan, Bisharp
Rotom-W, Venusaur
Aegislash, Darmanitan, Bisharp, Venusaur
Aegislash, Bisharp
Aegislash, Darmanitan, Venusaur
(Good heavens, the weaknesses)
Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Bisharp is almost always a good add to a team. It provides Intimidate control, priority, and a powerful Knock Off, all of which I needed. Along with Terrakion, Bisharp forms the dangerous TerraSharp core, capable of putting severe damage into an opposing team from right off the get-go. You'll find that this Bisharp is not going to use Iron Head very often, but the option is always nice. No, what you'll use most with this set is either Knock Off or Sucker Punch, Bisharp's two phenomenal Dark STAB moves. His Sucker Punch is especially helpful, as it can remove or weaken foes for Darminitan to finish off. Bisharp only gets sweeter when hit by Intimidate, Icy Wind, or another stat-dropper, as it boosts his already above average attack to MONSTRUOUS levels. The numerous resistances also provide Bisharp with decent staying ability, but always beware of Fighting-Types.
SYNERGY
Aegislash, Venusaur
Rotom-W
Rotom-W, Terrakion, Darmanitan
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs:200 HP 216 HP / 16 Def / 236 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
This is my standard Venusaur moveset on KyleCole's standard offensive Venusaur. I can't remember exactly what it does, tbh, but it does work! Mega-Saur is an absolute defensive behemoth, and pairs well with Aegislash and Rotom-W, the other parts of my team defense. Giga Drain and Sludge Bomb are there to capitalize on Mega-Saur's potent Special Attack, and Giga Drain gives her a form of pseudo-recovery that she greatly appreciates. On the other hand, Sleep Powder can single-handedly cause someone to ragequit (thx no sleep clause) and, due to Mega-Saur's great ability to take a hit (due in part to her new ability, haha!) it will get off very, very often. Mega-Saur's role is to resist a large number of attacks that will be aimed at errybody else, and to fight back with Sleep and Sludge. Alternately, if Sun is out, you can outspeed, like, errybody.
SYNERGY
Rotom-W, Terrakion (Weakness negated as Mega-Saur)
Aegislash, Rotom-W, Darmanitan, Bisharp (Weakness negated as Mega-Saur)
Aegislash, Rotom-W, Bisharp
Aegislash, Bisharp
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs:252 HP / 128 SpA / 124 SpD / 4 Spe
252 HP / 40 Def / 84 SpA / 120 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
The final member of the team and definitely the most influential one defensively. The little washer has amazing synergy with the rest of the team, as almost every other member resists its one weakness, Grass. In terms of doing stuff, Rotom's main job is to cripple and to dent. Will-O-Wisp is there for the physical dudes, and boy, does it do its job well! Few things can break my Rotom, and it can hit back decently hard with Hydro Pump and Thunderbolt. Rotom-W is an incredibly important member of the team, being my only Ground resist, and the work that it puts in is just irreplaceable. The EV set is (supposedly) just the standard Rotom-W.
SYNERGY
Aegislash, Darmanitan, Bisharp, Venusaur
http://replay.pokemonshowdown.com/smogondoubles-161978189 vs. bernarduo – mono bug?
http://replay.pokemonshowdown.com/smogondoubles-161980048 vs. BatmanMcginnis – gs
http://replay.pokemonshowdown.com/smogondoubles-161983021 vs. Garland Sepia - gs
http://replay.pokemonshowdown.com/smogondoubles-161984044 vs. SpaceBass AT 2 – gs – really shows Darmanitan's power.
Shoutout to Laga for the idea!
Shoutout to LzrGunPewPew and Ununhexium just because!
THANKS!
Now, I know what you're probably thinking:
- lol, some scrub is gonna post his nooby little team probably terracott and sturdy shedninja shenanigans and it isn't even worth rating newb
Also, if you have a team nickname theme suggestion, I want it!
All that this team seeks to do is utilize a powerful, underused Mon. Without further ado:
STICK IT TO THE MAN-ITAN
Overall, the team focuses on A) supporting Darmanitan while he's out as a wall breaker, or B) removing and weakening threats to Darmanitan for a late-game cleanup role.
It's time now that I discuss each team member! Woo!
Without further ado, here's the main Man(itan) himself!
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Rock Slide
- Zen Headbutt
The main man himself, Darmanitan packs quite the wallop with his STAB Flare Blitz. My inspiration for the team (the inspiration for using him came from this post by Laga) has a fairly standard Scarfer set. The special thing I tried to do with him was to make him speed creep anything that Speed creeps 252 neutral nature Choice Scarf Lando-T. That's right, before Scarf, this Manitan hits 283 Speed, enough to outspeed 281 (a neutral nature 252 Lando-T before Scarf) and anything that wants to +4 speed creep it. The other EVs are there for maximum hitting power (duh?) and with just a little bit of bulk. Manitan's defenses are absolutely horrendous, though, so he's weak to priority (especially fudgin' BB) and to spread anything, which is a primary reason for two of the team members that will follow. His moveset is definitely not final, but Flare Blitz sure is! It's a ridiculous STAB that will dent EVERYTHING. U-Turn is there for the switching out potential that every scarfer likes to have, Rock Slide is there to fish for flinches and to take out Char-Y, Talon, and other general stuff. He's weak to all sorts of spread moves, so I needed a decent Wide Guard user who could stop all the Earthquakes and Rock Slides.






Overall, the team focuses on A) supporting Darmanitan while he's out as a wall breaker, or B) removing and weakening threats to Darmanitan for a late-game cleanup role.
It's time now that I discuss each team member! Woo!
Without further ado, here's the main Man(itan) himself!

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Rock Slide
- Zen Headbutt
The main man himself, Darmanitan packs quite the wallop with his STAB Flare Blitz. My inspiration for the team (the inspiration for using him came from this post by Laga) has a fairly standard Scarfer set. The special thing I tried to do with him was to make him speed creep anything that Speed creeps 252 neutral nature Choice Scarf Lando-T. That's right, before Scarf, this Manitan hits 283 Speed, enough to outspeed 281 (a neutral nature 252 Lando-T before Scarf) and anything that wants to +4 speed creep it. The other EVs are there for maximum hitting power (duh?) and with just a little bit of bulk. Manitan's defenses are absolutely horrendous, though, so he's weak to priority (especially fudgin' BB) and to spread anything, which is a primary reason for two of the team members that will follow. His moveset is definitely not final, but Flare Blitz sure is! It's a ridiculous STAB that will dent EVERYTHING. U-Turn is there for the switching out potential that every scarfer likes to have, Rock Slide is there to fish for flinches and to take out Char-Y, Talon, and other general stuff. He's weak to all sorts of spread moves, so I needed a decent Wide Guard user who could stop all the Earthquakes and Rock Slides.




Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP /
Quiet Nature
IVs: 0 Atk / 0 Spe
- Wide Guard
- King's Shield
- Shadow Ball
-
Imma be straight with y'all, right off the bat. I have no idea why those EVs are the way they are. I may or may not have just slid the Atk and SpA counters around randomly... but anyways! Aegislash is my mindgame, pure and simple. Darmanitan really appreciates the Wide Guard support that Aegislash brings, and so does everyone else. You may have noticed that I am supremely weak to any sort of Ground move. Well, this is just one way to try and remedy that. King's Shield is standard on any Aegislash, and therefore warrants no explanation. The remaining two moves were for optimal mixed coverage so that Aegi can support as well as attack. Aegislash is ridiculously bulky and ridiculously powerful if played well (but you already know that, of course) and gives invaluable support to the team.




Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect
Terrakion is a powerful fighter, capable of checking and countering a ridiculously large number of mons, including the Mega-Kangaskhans, Mega-Charizard-Ys, Talonflames, Heatrans, and Bisharps that litter the tier. His ridiculous Attack coupled with a ridiculously strong STAB in Close Combat along in addition to his neat STAB coverage make Terrakion a threat to be reckoned with. If he and the Manitan are out at the same time, Terrakion can protect it from the ever-present priority with Quick Guard, allowing Manitan to grab clutch KOs (especially against Talonflame) and to just generally stay around longer. He also forms a ridiculously good leading core with the next member of the team, Bisharp. This Terrakion is very standard with very standard EVs, but he does what he does incredibly well.







(Good heavens, the weaknesses)

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Bisharp is almost always a good add to a team. It provides Intimidate control, priority, and a powerful Knock Off, all of which I needed. Along with Terrakion, Bisharp forms the dangerous TerraSharp core, capable of putting severe damage into an opposing team from right off the get-go. You'll find that this Bisharp is not going to use Iron Head very often, but the option is always nice. No, what you'll use most with this set is either Knock Off or Sucker Punch, Bisharp's two phenomenal Dark STAB moves. His Sucker Punch is especially helpful, as it can remove or weaken foes for Darminitan to finish off. Bisharp only gets sweeter when hit by Intimidate, Icy Wind, or another stat-dropper, as it boosts his already above average attack to MONSTRUOUS levels. The numerous resistances also provide Bisharp with decent staying ability, but always beware of Fighting-Types.




Venusaur @ Venusaurite
Ability: Chlorophyll
EVs:
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
This is my standard Venusaur moveset on KyleCole's standard offensive Venusaur. I can't remember exactly what it does, tbh, but it does work! Mega-Saur is an absolute defensive behemoth, and pairs well with Aegislash and Rotom-W, the other parts of my team defense. Giga Drain and Sludge Bomb are there to capitalize on Mega-Saur's potent Special Attack, and Giga Drain gives her a form of pseudo-recovery that she greatly appreciates. On the other hand, Sleep Powder can single-handedly cause someone to ragequit (thx no sleep clause) and, due to Mega-Saur's great ability to take a hit (due in part to her new ability, haha!) it will get off very, very often. Mega-Saur's role is to resist a large number of attacks that will be aimed at errybody else, and to fight back with Sleep and Sludge. Alternately, if Sun is out, you can outspeed, like, errybody.





Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs:
252 HP / 40 Def / 84 SpA / 120 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
The final member of the team and definitely the most influential one defensively. The little washer has amazing synergy with the rest of the team, as almost every other member resists its one weakness, Grass. In terms of doing stuff, Rotom's main job is to cripple and to dent. Will-O-Wisp is there for the physical dudes, and boy, does it do its job well! Few things can break my Rotom, and it can hit back decently hard with Hydro Pump and Thunderbolt. Rotom-W is an incredibly important member of the team, being my only Ground resist, and the work that it puts in is just irreplaceable. The EV set is (supposedly) just the standard Rotom-W.

REPLAYS
http://replay.pokemonshowdown.com/smogondoubles-161975156 -vs. quickscopenoscope -gshttp://replay.pokemonshowdown.com/smogondoubles-161978189 vs. bernarduo – mono bug?
http://replay.pokemonshowdown.com/smogondoubles-161980048 vs. BatmanMcginnis – gs
http://replay.pokemonshowdown.com/smogondoubles-161983021 vs. Garland Sepia - gs
http://replay.pokemonshowdown.com/smogondoubles-161984044 vs. SpaceBass AT 2 – gs – really shows Darmanitan's power.
Shoutout to Laga for the idea!
Shoutout to LzrGunPewPew and Ununhexium just because!
Aegislash @ Sitrus Berry
Ability: Stance Change
EVs: 252 HP / 20 Atk / 236 SpA
Quiet Nature
IVs: 0 Spe
- Wide Guard
- King's Shield
- Shadow Ball
- Sacred Sword
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 128 SpA / 124 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Rock Slide
- Zen Headbutt
Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 200 HP / 16 Def / 236 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
Ability: Stance Change
EVs: 252 HP / 20 Atk / 236 SpA
Quiet Nature
IVs: 0 Spe
- Wide Guard
- King's Shield
- Shadow Ball
- Sacred Sword
Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 128 SpA / 124 SpD / 4 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect
Terrakion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Flare Blitz
- U-turn
- Rock Slide
- Zen Headbutt
Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Protect
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 200 HP / 16 Def / 236 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect
THANKS!
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