How's it going people of Smogon? I'm ManilaTomb, relatively new to Showdown although i'm an experienced meta-gamer. This is my first RMT however so excuse my lack of flashy presentation/explanation, I know why I do things certain ways but am not good at verbalizing these reasons. This is a team I had been using on PO but carried over with me to PS, and it's been working fairly well, though I don't have any impressive peaks to note of to date. As you'll see, this team has a bulky-offensive edge, which is the play style I tend to favor, but has some HO elements as well. Any opinions on this team/idea's for it's betterment are greatly encouraged :) (note: this is the revised version of the team, and the title suddenly makes much less sense as there is much, much less of my typical Bulky Offense play-style here, but it's still a fun team none-the-less and you should check it out/ rate it regardless!)
Onward going, here's the team.
Cobagoat (Cobalion) @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Iron Head
- Close Combat
To get the party started, we have the tank known asAggron Cobalion. Less commonly utilized in the UU tier, Cobalion came as a suggestion from Darkerones as a replacement to sub-punch lead non-mega Aggron, and it's a Pokemon I've come to enjoy using. The primary lead of the team(depending on the layout of the opponent's team,of course), this thing can keep things interesting. Typically, if I use this as a lead, Stealth Rock is the first thing I try to do, obviously, as it's the only entry hazard this team utilizes. After this point, I have two options. The first thing I can do is that I can utilize the fact that this thing has Volt Switch and get out of there, whilst doing damage(however little, we all know little bits add up. The second option is stay in and attack the opponents 'mon or predict a change and attack accordingly. To do so, Cobalion has 2 interesting typings to utilize. The first being Steel, Iron Head is the clear cut first choice as it does the most damage, and even comes with the added bonus of possibly inflicting a flinch, which can be absolutely clutch. The second is fighting, and the best choice here is clearly Close Combat. Even though it lowers defensive stats, it does massive damage, and considering this thing's speed, there's a good chance you'll out-speed your opponent and get to use Volt Switch before they get a chance to take advantage of the stat drain.
Eggo (Rotom-Heat) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD 252 HP / 4 SpA / 252 SpD
Bold Calm Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
Next up, we have the not-so friendly neighborhood possessed appliance we all know very well, Rotom-Heat. Unlike the first member of the team, this thing is pretty standard and commonly sighted. Rotom is another representation of the type of Pokemon I like to run, bulk investment with the dual capability of hitting things hard. At the suggestion of raters here on Smogon, I switched Rotom-H from a Physical wall to a Special wall, as the special version seems to be more relevant/useful in the current UU metagame. Will-O-Wisp is a fun status-spreading headache that also helps wear down the opponent in case of a stall-off. Pain Split is one of my favorite moves in the game, making it rather hard for Sp.Atking opponents to wear this thing down without dealing massive damage at a faster pace. Overheat is the Fire STAB-move of choice as it's the most powerful option, and the loss of Sp.Atk doesn't mean much due to the final move in the set, Volt Switch, which both acts as an Electric-STAB and and a chance to do damage and get out of Dodge simultaneously.
Trippy (Amoonguss) (M) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb/Clear Smog
- Foul Play
Amoonguss is the next Pokemon in the lineup, and may be the most important piece to this team, as under-rated of a 'mon this guy is. This thing is the last of the bulky element, and fills a few very nice roles for this team. Being able to put an opponent's mon to sleep with Spore is a wonderful luxary in that it gives me flexibility for at least a turn as to what to do, effectively letting me freely attack or use the turn to pivot elsewhere on the team. Should I chose to switch out, Regenerator kindly replenishes a chunk of HP assuming some had been lost. Foul Play deters mons like ScarfMoxieMence from freely abusing the rest my team, which can be profoundly important due to the frail nature of the second half of this team. Giga Drain represents a recovery options, allowing it to fully take advantage of its bulky tendencies, and also represents a Grass-STAB. Sludge Bomb is the final move of the set, and may be the most debatable choice. Although I was recommended to replace one of the moves in this set with Clear Smog, it became quickly evident that ridding myself of Sludge Bomb made this thing much more vulnerable, and considering the main reasoning behind the proposed change was to counter Suicune, I felt as if the addition of Alakazam on top of what I already had in the team made the change un-necessary, at least for the time being.
Abyss (Absol) (M) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Jolly Nature
- Sucker Punch
- Knock Off
- Play Rough
-Iron Tail>Swords Dance
Absol happens to be the next member of the team, and represents the first step away from the bulky-offensive theme. Mega Absol is one of the most underated Mega-Evolutions in my sincere opinion and is a heck of a wall-breaker, and can also be a blast when opponents forget Magic Bounce is a thing. Max Speed and Attack investment maximizes this thing's ability to mow down teams/clean the game up late. Sucker Punch, lets face it, is probably the most obnoxious move available to us as players, but it incredibly effective at poking holes in weak Def. mons like Mega Beedrill/ taking advantage of getting in a hit on Pokemon without priority moves should you need to sac it to pivot elsewhere. Knock Off is a great multi-tool in that it takes care of eviolite threats and hits pretty hard as a STAB move. The last two moves tend to vary with Absol, but I chose Play Rough andIron Tail Swords Dance. Play Rough can be a bit of a surprise for the unprepared player who thinks switching in Scrafty or Weavile is a good plan of attack. Iron Tail can also be a bit of a wake up call on those of you who may think sending in a Fairy to foil the sweep is a good plan, rounding off a pretty fun set. Swords Dance adds is the final addition to this 'mon, and it turns this thing from more than decent to just plain nasty. Albeit you need to chose the right time to set things up, getting even one Swords Dance makes this thing a top-of the tier level sweeper.(note: I still find myself switching between Swords Dance and Iron Tail because IT functions nicely to dissuade Florges/Slurpuff from switching in and ruining the sweep, and I haven't noticed any MAJOR differences in damage, but would love outside input to give some examples of 'mons where it makes a difference.)
L8rG8rH8r (Feraligatr) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Earthquake/Crunch
Yes, you're seeing correctly, Sheer Force LO Gatr is here, shocking, right?(heavy sarcasm intended). Okay, so maybe this isn't the most creative choice, but it's a safe choice and an effective one at that. We all know the role of this thing:setup and let loose. D-Dancing just one time can make this thing awfully dreadful to deal with, and choosing the right time to send this out to set-up such a scenario is key. Waterfall hits so hard being a Water-STAB on top of the effects of Sheer Force, you'd be silly not to run it. Ice Punch is the second attack, and is pretty much common sense, making it capable of handling Chesnaught and hitting 'mons not so phased by water moves. The final move is an optional choice, and each comes with its own perks, EQ hits mons like Mega-Aggron exceptionally hard, while Crunch makes dealing with obnoxious Cresselias possible, however I myself wound up using EQ.
2Spoonz (Alakazam) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Energy Ball
- Shadow Ball/Dazzling Gleam
Last, but certainly not the least, we haveEspeon Alakazam. Another suggestion from Darkerones, this thing is an absolutely POTENT special sweeper. Given it's access to Magic Guard, Life Orb becomes a wonderful tool, boosting my attacks without the worry of recoil every attack(ontop of making this thing un-phased by hazards, Leech Seed, and damage doing status ailments). The other wonderful part about Alakazam is that it's been gifted a great movepool, making it's capabilities to sweep that much better. Psyshock is not only a STAB move, but it hits Defensively lacking mons(or special walls) particularly hard, which makes like on PS that much better. The rest of the moves really come down to what type of coverage you're in need of. Focus Blast was my first choice, as it becomes useful in predicted switch ins of vexing mons such as Absol and Sharpedo, among others. The second move I chose was Energy Ball. This was purely coming from a coverage standpoint, as adding this move hits bulky waters that otherwise bother this team(I.E Suicune, Mega-Swampert) exceptionally hard, and made it possible to skip using Clear Smog on Amoonguss. The final move I chose was Shadow Ball, which is the most debatable choice, but makes the most sense from an overall coverage standpoint for this team.
Onward going, here's the team.
Cobagoat (Cobalion) @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Iron Head
- Close Combat
To get the party started, we have the tank known as
Eggo (Rotom-Heat) @ Leftovers
Ability: Levitate
EVs
IVs: 0 Atk
- Pain Split
- Volt Switch
- Will-O-Wisp
- Overheat
Next up, we have the not-so friendly neighborhood possessed appliance we all know very well, Rotom-Heat. Unlike the first member of the team, this thing is pretty standard and commonly sighted. Rotom is another representation of the type of Pokemon I like to run, bulk investment with the dual capability of hitting things hard. At the suggestion of raters here on Smogon, I switched Rotom-H from a Physical wall to a Special wall, as the special version seems to be more relevant/useful in the current UU metagame. Will-O-Wisp is a fun status-spreading headache that also helps wear down the opponent in case of a stall-off. Pain Split is one of my favorite moves in the game, making it rather hard for Sp.Atking opponents to wear this thing down without dealing massive damage at a faster pace. Overheat is the Fire STAB-move of choice as it's the most powerful option, and the loss of Sp.Atk doesn't mean much due to the final move in the set, Volt Switch, which both acts as an Electric-STAB and and a chance to do damage and get out of Dodge simultaneously.
Trippy (Amoonguss) (M) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb/Clear Smog
- Foul Play
Amoonguss is the next Pokemon in the lineup, and may be the most important piece to this team, as under-rated of a 'mon this guy is. This thing is the last of the bulky element, and fills a few very nice roles for this team. Being able to put an opponent's mon to sleep with Spore is a wonderful luxary in that it gives me flexibility for at least a turn as to what to do, effectively letting me freely attack or use the turn to pivot elsewhere on the team. Should I chose to switch out, Regenerator kindly replenishes a chunk of HP assuming some had been lost. Foul Play deters mons like ScarfMoxieMence from freely abusing the rest my team, which can be profoundly important due to the frail nature of the second half of this team. Giga Drain represents a recovery options, allowing it to fully take advantage of its bulky tendencies, and also represents a Grass-STAB. Sludge Bomb is the final move of the set, and may be the most debatable choice. Although I was recommended to replace one of the moves in this set with Clear Smog, it became quickly evident that ridding myself of Sludge Bomb made this thing much more vulnerable, and considering the main reasoning behind the proposed change was to counter Suicune, I felt as if the addition of Alakazam on top of what I already had in the team made the change un-necessary, at least for the time being.
Abyss (Absol) (M) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
- Sucker Punch
- Knock Off
- Play Rough
-
Absol happens to be the next member of the team, and represents the first step away from the bulky-offensive theme. Mega Absol is one of the most underated Mega-Evolutions in my sincere opinion and is a heck of a wall-breaker, and can also be a blast when opponents forget Magic Bounce is a thing. Max Speed and Attack investment maximizes this thing's ability to mow down teams/clean the game up late. Sucker Punch, lets face it, is probably the most obnoxious move available to us as players, but it incredibly effective at poking holes in weak Def. mons like Mega Beedrill/ taking advantage of getting in a hit on Pokemon without priority moves should you need to sac it to pivot elsewhere. Knock Off is a great multi-tool in that it takes care of eviolite threats and hits pretty hard as a STAB move. The last two moves tend to vary with Absol, but I chose Play Rough and
L8rG8rH8r (Feraligatr) (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Earthquake/Crunch
Yes, you're seeing correctly, Sheer Force LO Gatr is here, shocking, right?(heavy sarcasm intended). Okay, so maybe this isn't the most creative choice, but it's a safe choice and an effective one at that. We all know the role of this thing:setup and let loose. D-Dancing just one time can make this thing awfully dreadful to deal with, and choosing the right time to send this out to set-up such a scenario is key. Waterfall hits so hard being a Water-STAB on top of the effects of Sheer Force, you'd be silly not to run it. Ice Punch is the second attack, and is pretty much common sense, making it capable of handling Chesnaught and hitting 'mons not so phased by water moves. The final move is an optional choice, and each comes with its own perks, EQ hits mons like Mega-Aggron exceptionally hard, while Crunch makes dealing with obnoxious Cresselias possible, however I myself wound up using EQ.
2Spoonz (Alakazam) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Energy Ball
- Shadow Ball/Dazzling Gleam
Last, but certainly not the least, we have
Concluding Statement
Well, that's my team in a nutshell. I don't have any fancy ways of ending this presentation, so essentially I just want to thank you for taking the time to take a gander at this collection of Pokemon, and I would greatly appreciate any helpful words/ opinions of this team, as I'd love to have a chance to maximize the effectiveness of this core. So yeah, thank you!
Well, that's my team in a nutshell. I don't have any fancy ways of ending this presentation, so essentially I just want to thank you for taking the time to take a gander at this collection of Pokemon, and I would greatly appreciate any helpful words/ opinions of this team, as I'd love to have a chance to maximize the effectiveness of this core. So yeah, thank you!
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