Why hello there! Thanks for clicking on my “stodgy” RMT… if you didn’t already know stodgy meant dull, uninspired and basically boring so it’s pretty ironic you’re here lol. I feel like the name properly represents my team since it’s built with fairly common mons, with that being said I appreciate you stopping by and hope you enjoy the read!
I believe that balance is the hardest but most rewarding playstyle as it garners the best of both worlds, gaining a favourable match up versus most teams. The issue is, knowing when to play more aggressively and predicting your opponent, over playing more defensively and sticking with the obvious move.
Since I started playing competitive back in po days I have always wanted to post a team, but have been far too lazy to do so. I sadly haven’t played pokemon for almost 2 years but with sun and moon around the corner I thought I’d give showdown another shot. Funny enough this is my first gen 6 ou team and the fact that I peaked over 1800, with minimal knowledge of the meta is impressive (at least to me). I genuinely think that this team, in the hands of a more knowledgeable player, could be taken further than I ever did.
I ran with this team for a bit, it was all right but not great I just felt like it could be better. My defensive core really wasn’t that strong and with me passing the hazard control to lati all I had to do was set up rocks between one of two mons... and so the rebuilding began.
I used this variation for a while as well.
Team Overview
At a glance the team consists of a special wall, physical wall, mixed wall, special attacker, physical attacker, revenge killer with a status absorber, stall breaker, set up sweeper and counters to stall/ hyper offense all built into one team.
BreakdownAt a glance the team consists of a special wall, physical wall, mixed wall, special attacker, physical attacker, revenge killer with a status absorber, stall breaker, set up sweeper and counters to stall/ hyper offense all built into one team.
ludes (Suicune) @
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
Shoutout to the standard crocune set, suicune with proper set up can sweep any team. Max investment in physical defense and hp to maximize walling capabilities. Calm mind boosts both defenses and offeneses. Scald is one of the most spammable moves in the game and the potential burn is always appreciated; further allowing suicune handle hard hitting physical attackers. Pressure is an overlooked ability but in tandem with rest it works unbelievably well, can help stall out so many pokemon in so many situations. If clefable is a t wave user suicune is my answer. Volcanion especially choiced becomes set up fodder. Suicune can also set up on a number of physical attackers. Integral to my defensive core. Suicune offers another utility and acts as the team’s status absorber.
Suicune offers a certain uniqueness and is both a defensive threat as well as a win condition, earning it the cool title of team mvp. It's nickname pays homage to so many funny scenes from the wolf of wall street :)
...
OG (Mew) @
Ability: Synchronize
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
Mew is my special wall and stallbreaker. Taunt stops pokemon from setting up, laying down hazards and recovering. Willo acts to halve damage from physical attacks making mew more of a mixed wall (why I like it so much). Psychic was chosen over knock off as it hits harder with stab and does more consistent damage. Also since we are using a latios that lacks psyshock, psychic on mew allows us to better deal with calm mind keldeo, venusaur, clef etc. Spread and evs are standard maximizing bulk and giving mew some speed, one change was made with an extra point in speed to out run opposing stallbreaker mews.
...
prick (Ferrothorn) (M) @
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
Ferrothorn is our rocker and mixed wall, its typing compliments our defensive core nicely. I have chosen to use a protect ferrothorn as it increases his longevity in battle ten fold. Leech seed is used for recovery as well as annoying the opponent. Protect helps against high jump kicks + regaining hp and gyro ball hits faster pokemon very hard. The 0 ivs and negative speed nature help boost gyros base power, the spread is standard giving him great mixed defenses as well as allowing ferro to barely live a hyper voice + focus blast from mega gardevoir and return with a ko.
...
v.ht/lati (Latios) @
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
Enter our hazard control and charizard y check. As you can see I am using a very unorthodox set and you might think I’m crazy but for this team I wanted both roost and defog together to increase latios’s longevity in battle. Draco meteor is there to hit the opponent hard and of course earthquake is there to knock out the opposing heatran, excadrill, magnezone, damaged ttar and mega metagross (if it switches into draco unmega’d). This set’s capabilities as a lure skyrocket since my opponent most likely sees that this is my defogger and doesn’t expect the eq. it actually bothered me how long heatran stayed alive despite lacking reliable recovery and this set has worked wonders as a lure. Its main purpose for damage output is “dropping dracos” – shoutout to pokeaim, I haven’t missed the psyshock too much and it hasn’t cost games just for not running it. The hasty nature is there to maximize speed/sp atk but not drop attack. If you don't adopt this team, if you use a Latios at the very least adopt this nickname. Follow the link it’s latios’s theme song for when he comes in to drop a draco :)
...
right bower (Medicham) (M) @
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
This pokemon is the most self explanatory out of the bunch sporting a jolly nature, max speed/ attack with dual stab to nuke the opponent, fake out for priority and the safe mega. I’ve chosen ice punch over bullet punch for coverage, since this is a balanced team and less offensive I didn’t see the need for the priority bp. Ice punch takes out lando, dragons and flying types. If I see a potential rocky helmet garchomp on my opponents team I will lead medi and ice punch (unmegad outspeeds defensive chomp) 9 times out of 10 my opponent stays in and gets obliterated, this is the ladder after all. Medicham is here to overpower and punch holes in my opponents teams, he will almost always pick up a kill.
...
sutra (Ditto) @
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
In a meta littered with megas and borderline uber pokemon, it's hard to see why ditto isn't used more frequently, it is the best revenge killer in the game. If your opponent is silly enough to try and start setting up ditto can switch in copy its stat boosts, outspeed thanks to the scarf and ko. From there ditto can sometimes even go on a mini sweep. One of the coolest things to do is copy a mega and just start spamming high powered attacks. People often don't prepare for a scarfed mega since its impossible but thats whats so cool about ditto, it makes the impossible possible :p It acts as a safeguard to opposing setup sweepers.
Not only does it apply huge offensive pressure against hyper offense, it can even act as a utility and defog or set up needed rocks in a pinch. It also acts as a fantastic scout as I can see the entire moveset my opponent is running.
The evs are smogon standard to maximize stealth rock and spike switch ins and the negative speed nature/ 0 ivs are there to help with a struggle war against opposing ditto (which will never happen since no one uses it). Another thing of note is that ditto doesn’t copy the opponent’s ivs so we can pick our own hidden power. I’ve opted for hp ice since most pokemon that carry a hidden power have hp fire and we can catch people by surprise and sometimes hit a switch in for super effective damage.
...
My team usually will not lose to stall but it sucks to play against it. Now that mega sableye is a staple on every stall team, mew can no longer 6-0, so we have to play around mega sableye. Stall players usually lead and fakeout with said sableye so I will show my suicune as my initial switch and attempt to go for a scald burn. Once it has megad I can safely switch in ditto. If they willo it gets bounced back if they knock it is absolutely gg since we lose our scarf and can freely pick whatever move we want. That in tandem with pressure means that we can outstall any pp on the opposing side of the field since every time ditto switches, it gets 5 pp for every move. But this would just take too long so what we aim to do is to weaken the sableye down, mew acts as a perfect lure to draw out this stupid mon since it beats every other member.
Once the sableye is burnt and is no longer on the field the opponent will see what I am doing and get pretty careless with it's hp number. Once it is damaged and around just above half, threaten out whatever is on the field with a medicham high jump kick, but click ice punch. Ice punch will do a clean 33.5 - 39.8% to standard sableye, so with the burn they will lose another 12%, even with just min rolls 2 ice punches+burn will do 80%. Now try and predict what the opponent will do and how they have played the game. If you think they will switch hjk and if the sableye is super low they will probably fodder it.
From there mew or medicham can literally run through the rest of the team.
Stall teams with stallbreaker talonflame as well as mega sableye are even harder to play against but it is possible to play around as I haven’t lost to stall while laddering.
Click the x if you don’t want to be bothered with a stupid long battle, and I do mean long like 200+ turns, but it is a sick twist to outstall a stall team.
Once the sableye is burnt and is no longer on the field the opponent will see what I am doing and get pretty careless with it's hp number. Once it is damaged and around just above half, threaten out whatever is on the field with a medicham high jump kick, but click ice punch. Ice punch will do a clean 33.5 - 39.8% to standard sableye, so with the burn they will lose another 12%, even with just min rolls 2 ice punches+burn will do 80%. Now try and predict what the opponent will do and how they have played the game. If you think they will switch hjk and if the sableye is super low they will probably fodder it.
From there mew or medicham can literally run through the rest of the team.
Stall teams with stallbreaker talonflame as well as mega sableye are even harder to play against but it is possible to play around as I haven’t lost to stall while laddering.
Click the x if you don’t want to be bothered with a stupid long battle, and I do mean long like 200+ turns, but it is a sick twist to outstall a stall team.
Threats
This is pokemon after all and it is absolutely impossible to make a perfect team. Have a weakness to 1 pokemon? Counter it and get 2 more weakness to another. That being said I think this team is very solid and has a small threat list. When dealing with threats play smart around them and try to predict to put yourself in a better position to handle the situation. Again you always have ditto in the back as a safeguard so you can never get fully swept by one pokemon. This is balance after all not stall. So we don’t have 6 walls to pick and choose from. Most of these threats are uncommon.
I really appreciate you reading! Comment your thoughts and drop a like if you liked! As I have said this is a solid team but in the hands of a better player who actually thinks through their plays, I feel they can do better with this team than I ever did. You have to accept that you can’t win every match, but with this team I feel it fairs well versus almost anything. Please try my “stodgy” team!
http://replay.pokemonshowdown.com/ou-378447262 latios does it's job
http://replay.pokemonshowdown.com/ou-379551804 latios walls char y
http://replay.pokemonshowdown.com/ou-379593774 latios lures/ mew walls team
http://replay.pokemonshowdown.com/ou-379939218 medicham punches hole/ mew walls
http://replay.pokemonshowdown.com/ou-379551804 latios walls char y
http://replay.pokemonshowdown.com/ou-379593774 latios lures/ mew walls team
http://replay.pokemonshowdown.com/ou-379939218 medicham punches hole/ mew walls
ludes (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
OG (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Psychic
- Taunt
- Soft-Boiled
prick (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect
v.ht/lati (Latios) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Defog
- Earthquake
- Draco Meteor
- Roost
right bower (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
sutra (Ditto) @ Choice Scarf
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Transform
-
-
-
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk
OG (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Psychic
- Taunt
- Soft-Boiled
prick (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect
v.ht/lati (Latios) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Defog
- Earthquake
- Draco Meteor
- Roost
right bower (Medicham) (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
sutra (Ditto) @ Choice Scarf
Ability: Imposter
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Transform
-
-
-
Last edited: