Teh fgts dat nevr die
~ Thank you based Sugarhigh for the team name ~
Peaked rank 1 at 18,774
later, another ladder alt was able to win the first 49 matches
This picture couldn't be more related, thanks Dread.
Coz ya asked for it
It was literally that obvious.
Heatran was replaced by Krookodile for its ability to manhandle Aegislash. It's also better versus Sand teams than Heatran.
Aegislash was swapped out with another Ghost type, Gengar. Its ability to handle opposing stall and balanced teams was just too useful.
Short Introduction:
This isn't technically my first RMT since I had helped out with a RMT for this team of mine. Anywho, I built this team the week after Megas were properly implemented and, over the course of many battles, believe it to be perfected (the team, not the play style). And this isn't so much a RMT as it is a team showcase, but if you've got suggestions - post them.
Team Preview:
This team is pretty self explanatory, you keep hazards off your side and try to keep Stealth Rock up on theirs. Chip damage will accumulate and wear down your opponent's team until it eventually gives.
In Depth:
Ability: Intimidate
EVs: 252 HP / 176 Defense / 80 Speed
Impish Nature (+Def, -SpA)
- Taunt - Knock Off - Earthquake - Stealth Rock
Krookodile took over Heatran's position. It's even a better Stealth Rock user, beats any Aegislash lacking Flash Cannon, and really pulls its weight against Sand teams. And the last one is huge, being built around Venusaur and all.
Set Explanation:
-Taunt: is used to combat the opposition's utility. ie. Defog, Stealth Rock, and Recovery moves.
-Knock Off: hits things for good damage and has the great added effect of destroying items, which can be very handy against so many teams.
-Earthquake: is another obligatory move for Krookodile, it hits Mega Charizard X, Tyranitar, Excadrill, and so many others.
-Stealth Rock: is something that almost every team needs, and Krookodile's a great user of the move. The most common Defog users, the Eon twins, don't want to risk a Knock Off KO and Krook's speed allows it to Taunt the slower users of the move. And did I mention, Excadrill risks its life Spinning against him?
Edit: Now running enough Speed for Adamant Max Bisharp
Ability: Chlorophyll (/Thick Fat)
EVs: 252 HP / 60 Defense / 196 Special Defense
Relaxed Nature (+Def, -Spe)
- Synthesis - Giga Drain - Earthquake - Sludge Bomb
Mega Venusaur may not wall everything, and it doesn't have to, it has rest of the team's help for that. What makes it so good is that it's able to beat most of the metagame in one on one situations. And that's always happening, once Venusaur is in - you can count on it doing something productive. That's what makes it such a powerful defensive Mon.
Venusaur's also the reason why Knock Off rarely poses a threat.
Set Explanation:
-Synthesis: is Venusaur's recovery move of choice.
-Giga Drain: is mostly there to hit Manaphy and Mega Gyarados, gaining HP from an attacking move is a nice thing too.
-Earthquake: is used to hit key Pokemon hard. ie. Heatran and Mawile
-Sludge Bomb: hits a lot of the Pokemon that switch into Venusaur pretty hard. And it has the chance to Poison those switch-ins
Hits an odd HP number, which means it switches into Stealth Rock one more time. 60 Defense is used to avoid the 2HKO from Life Orb Terrakion. The rest of the EVs are put into Special Defense to help tank hits from Thundurus, Keldeo, Manaphy, etc.
Ability: Sturdy
EVs: 252 HP / 252 Defense / 4 Special Defense
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Roost - Defog - Taunt - Counter
~ Thank you based Sugarhigh for the team name ~
Peaked rank 1 at 18,774
later, another ladder alt was able to win the first 49 matches
This picture couldn't be more related, thanks Dread.
Coz ya asked for it
Heatran was replaced by Krookodile for its ability to manhandle Aegislash. It's also better versus Sand teams than Heatran.
Aegislash was swapped out with another Ghost type, Gengar. Its ability to handle opposing stall and balanced teams was just too useful.
Short Introduction:
This isn't technically my first RMT since I had helped out with a RMT for this team of mine. Anywho, I built this team the week after Megas were properly implemented and, over the course of many battles, believe it to be perfected (the team, not the play style). And this isn't so much a RMT as it is a team showcase, but if you've got suggestions - post them.
Team Preview:
This team is pretty self explanatory, you keep hazards off your side and try to keep Stealth Rock up on theirs. Chip damage will accumulate and wear down your opponent's team until it eventually gives.
In Depth:
Ability: Intimidate
EVs: 252 HP / 176 Defense / 80 Speed
Impish Nature (+Def, -SpA)
- Taunt - Knock Off - Earthquake - Stealth Rock
Krookodile took over Heatran's position. It's even a better Stealth Rock user, beats any Aegislash lacking Flash Cannon, and really pulls its weight against Sand teams. And the last one is huge, being built around Venusaur and all.
Set Explanation:
-Taunt: is used to combat the opposition's utility. ie. Defog, Stealth Rock, and Recovery moves.
-Knock Off: hits things for good damage and has the great added effect of destroying items, which can be very handy against so many teams.
-Earthquake: is another obligatory move for Krookodile, it hits Mega Charizard X, Tyranitar, Excadrill, and so many others.
-Stealth Rock: is something that almost every team needs, and Krookodile's a great user of the move. The most common Defog users, the Eon twins, don't want to risk a Knock Off KO and Krook's speed allows it to Taunt the slower users of the move. And did I mention, Excadrill risks its life Spinning against him?
Edit: Now running enough Speed for Adamant Max Bisharp
Ability: Chlorophyll (/Thick Fat)
EVs: 252 HP / 60 Defense / 196 Special Defense
Relaxed Nature (+Def, -Spe)
- Synthesis - Giga Drain - Earthquake - Sludge Bomb
Mega Venusaur may not wall everything, and it doesn't have to, it has rest of the team's help for that. What makes it so good is that it's able to beat most of the metagame in one on one situations. And that's always happening, once Venusaur is in - you can count on it doing something productive. That's what makes it such a powerful defensive Mon.
Venusaur's also the reason why Knock Off rarely poses a threat.
Set Explanation:
-Synthesis: is Venusaur's recovery move of choice.
-Giga Drain: is mostly there to hit Manaphy and Mega Gyarados, gaining HP from an attacking move is a nice thing too.
-Earthquake: is used to hit key Pokemon hard. ie. Heatran and Mawile
-Sludge Bomb: hits a lot of the Pokemon that switch into Venusaur pretty hard. And it has the chance to Poison those switch-ins
Hits an odd HP number, which means it switches into Stealth Rock one more time. 60 Defense is used to avoid the 2HKO from Life Orb Terrakion. The rest of the EVs are put into Special Defense to help tank hits from Thundurus, Keldeo, Manaphy, etc.
Ability: Sturdy
EVs: 252 HP / 252 Defense / 4 Special Defense
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Roost - Defog - Taunt - Counter
Good 'ol SkarmBlissChansey. Skarmory's a needed Ground immunity and Defog user. It's also a great switch-in to Physical Dragons and is awesome at punishing U-turn. And, with a little luck, Skarmory can beat the few physical sweepers that are able take out Quagsire.
Set Explanation:
-Roost: is Skarmory's needed recovery move.
-Defog: is needed to keep Hazards off.
-Taunt: pairs well with Defog (and Counter) to stop them from spamming away Defog's PP. It's also helpful against defensively-inclined teams.
-Counter: You might think me weird for using this over Brave Bird, but here me out: It nets a bunch of surprise KOs and takes care of Mega Gyarados, Swords Dance Excadrill, Mega Mawile, etc. None of which can be handled with Brave Bird.
Ability: Unaware
EVs: 252 HP / 252 Defense / 4 Special Defense
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Toxic - Haze (/Yawn) - Scald - Recover
I'm glad good players see Quagsire for its strengths. It's viable. And it's good. Quagsire beats most setup sweepers (because of Unaware[it ignores the opponent's stat boosts]) and even lets the team handle Suicune (via Haze). It's cool typing lets it switch into most Volt Switch users too and, once it hits them with Toxic, the Volt-Turn spam dies down. Did I mention this thing walls both Mega Charizard X and Bisharp?! Suck a fat one, Clefable.
Set Explanation:
-Haze: is something few people expect, having the utility to auto-win against Baton Pass teams and deal with certain boosting sweepers far outweigh hitting a few things for decent damage with Earthquake. With Baton Pass Chain's upcoming nerf I don't have to use Haze anymore! Thank goodness!
-Toxic: puts a lot of Pokemon on a timer. And that's a great thing for stall.
- Yawn: is a good tool, because it can act as a Phazing move, forcing a switch. It also stops certain Pokemon from grabbing free switches and sleeping something can create an opening for Gengar to set up a free Substitute.
-Scald: is Quagsire's damage-dealing move of choice that has a cool 30% chance to Burn.
-Recover: is there to keep you healthy, just spam it when there's something Statused in front of you :)
No Physical Attacks. No Attack IVs. No Problem.
Ability: Natural Cure
EVs: 252 HP / 252 Defense / 4 Special Defense
Bold Nature (+Def, -Atk)
- Wish - Heal Bell - Soft-Boiled - Seismic Toss
Set Explanation:
-Roost: is Skarmory's needed recovery move.
-Defog: is needed to keep Hazards off.
-Taunt: pairs well with Defog (and Counter) to stop them from spamming away Defog's PP. It's also helpful against defensively-inclined teams.
-Counter: You might think me weird for using this over Brave Bird, but here me out: It nets a bunch of surprise KOs and takes care of Mega Gyarados, Swords Dance Excadrill, Mega Mawile, etc. None of which can be handled with Brave Bird.
Ability: Unaware
EVs: 252 HP / 252 Defense / 4 Special Defense
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Toxic - Haze (/Yawn) - Scald - Recover
I'm glad good players see Quagsire for its strengths. It's viable. And it's good. Quagsire beats most setup sweepers (because of Unaware[it ignores the opponent's stat boosts]) and even lets the team handle Suicune (via Haze). It's cool typing lets it switch into most Volt Switch users too and, once it hits them with Toxic, the Volt-Turn spam dies down. Did I mention this thing walls both Mega Charizard X and Bisharp?! Suck a fat one, Clefable.
Set Explanation:
-Toxic: puts a lot of Pokemon on a timer. And that's a great thing for stall.
- Yawn: is a good tool, because it can act as a Phazing move, forcing a switch. It also stops certain Pokemon from grabbing free switches and sleeping something can create an opening for Gengar to set up a free Substitute.
-Scald: is Quagsire's damage-dealing move of choice that has a cool 30% chance to Burn.
-Recover: is there to keep you healthy, just spam it when there's something Statused in front of you :)
No Physical Attacks. No Attack IVs. No Problem.
Ability: Natural Cure
EVs: 252 HP / 252 Defense / 4 Special Defense
Bold Nature (+Def, -Atk)
- Wish - Heal Bell - Soft-Boiled - Seismic Toss
Good 'ol SkarmBlissChansey. This Blob covers a ridiculous amount of Special Attackers and is the epitome of utility. This set guarantees the team stays healthy for a long time. And a team with no endgame usually takes a long time :3
And for those of you that may argue Blissey over Chansey, because of Knock Off: The Pokemon that use Knock Off already pose a threat to the Blobs, there's no reason to let Chansey get hit by it.
Set Explanation:
-Wish: Bombs the team to keep it healthy.
-Heal Bell: is used, because most teams possess some form of Status-inducing.
-Seismic Toss: is Chansey's only way of dealing damage (outside of Toxic).
I decided to go with the old standard, because Chansey's needed to take Psyshock now.
Ability: Levitate
EVs: 28 HP / 148 Special Attack / 80 Special Defense / 252 Speed
Timid Nature (+Spe, -Atk)
IVs: 0 Atk
- Taunt - Substitute - Will-O-Wisp - Shadow Ball
Gengar is the team's needed stall breaker. Gengar pulls its weight against every team and its speed is useful for getting you out of some tough spots.
Set Explanation:
-Taunt: completely wrecks non-offense teams with the help of Wisp.
-Substitute: blocks Status and is easy to set up against certain Pokemon.
-Will-O-Wisp: is obviously used to Burn Pokemon. Slower teams are usually helpless against this Gengar because of it and Wisp is useful for putting certain Pokemon on a timer.
-Shadow Ball: is a great damaging move with little resists, fairly obvious.
This EV spread prevents Clefable and Venusaur from breaking its Substitute.
Conclusion:
In conclusion, this team scored higher than any of you or any other team.
Feel free to use the team. And have fun trying out stall (you won't).
You'll probably notice my move OCD, they have to be in order from shortest to longest! (I've included both the original and most recent version of the team):
You better have patience.
And for those of you that may argue Blissey over Chansey, because of Knock Off: The Pokemon that use Knock Off already pose a threat to the Blobs, there's no reason to let Chansey get hit by it.
Set Explanation:
-Wish: Bombs the team to keep it healthy.
-Heal Bell: is used, because most teams possess some form of Status-inducing.
-Seismic Toss: is Chansey's only way of dealing damage (outside of Toxic).
I decided to go with the old standard, because Chansey's needed to take Psyshock now.
Ability: Levitate
EVs: 28 HP / 148 Special Attack / 80 Special Defense / 252 Speed
Timid Nature (+Spe, -Atk)
IVs: 0 Atk
- Taunt - Substitute - Will-O-Wisp - Shadow Ball
Gengar is the team's needed stall breaker. Gengar pulls its weight against every team and its speed is useful for getting you out of some tough spots.
Set Explanation:
-Taunt: completely wrecks non-offense teams with the help of Wisp.
-Substitute: blocks Status and is easy to set up against certain Pokemon.
-Will-O-Wisp: is obviously used to Burn Pokemon. Slower teams are usually helpless against this Gengar because of it and Wisp is useful for putting certain Pokemon on a timer.
-Shadow Ball: is a great damaging move with little resists, fairly obvious.
This EV spread prevents Clefable and Venusaur from breaking its Substitute.
Conclusion:
Feel free to use the team. And have fun trying out stall (you won't).
You'll probably notice my move OCD, they have to be in order from shortest to longest! (I've included both the original and most recent version of the team):
Krookodile (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 176 Def / 80 Spd
Impish Nature
- Taunt
- Knock Off
- Earthquake
- Stealth Rock
Venusaur (M) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 60 Def / 196 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Sludge Bomb
Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Roost
- Taunt
- Defog
- Counter
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Soft-Boiled
- Seismic Toss
Gengar (M) @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SAtk / 80 SDef / 252 Spd
Timid Nature
- Taunt
- Substitute
- Will-O-Wisp
- Shadow Ball
Ability: Intimidate
EVs: 252 HP / 176 Def / 80 Spd
Impish Nature
- Taunt
- Knock Off
- Earthquake
- Stealth Rock
Venusaur (M) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 60 Def / 196 SDef
Relaxed Nature
- Synthesis
- Giga Drain
- Earthquake
- Sludge Bomb
Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Roost
- Taunt
- Defog
- Counter
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Atk
- Toxic
- Scald
- Haze
- Recover
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Wish
- Heal Bell
- Soft-Boiled
- Seismic Toss
Gengar (M) @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SAtk / 80 SDef / 252 Spd
Timid Nature
- Taunt
- Substitute
- Will-O-Wisp
- Shadow Ball
You better have patience.
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