Thugnificent

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THUGNIFICENT

Hey everybody, this is a team I've been playing around with for a little while and I've found it to be extremely successful. It plays and looks similar to a lot of my other teams but it plays a bit differently. I still love the SkarmLatias core, but I use a slightly tweaked version on this team. Unlike the other teams I utilize this core on, this is a more offensively inclined team. The team is centered around Scrafty and getting him a sweep. Whereas the others teams typically rely on Roar/Whirlwind to rack up entry hazard damage this team capitalizes on the combination of 2 mons: Ebelt Landorus and Scarf Rotom-W. Through the use of U-turn and Volt Switch I can easily force a ton of switches that softens the opponents team up tremendously, typically leading to Scrafty having little trouble sweeping after a single Dragon Dance. Cometk gets a special mention as well for putting together the threat list for this team so kudos to him. So here it is in all its glory: Team Thugnificent.

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Tyranitar(M)@ Chople Berry
Ability: Sand Stream
Nature: Careful
EVs: 252 HP | 252 SpD | 4 Att
-Stealth Rock
-Crunch
-Pursuit
-Rock Slide

This is a variant of the standard SpD Tyranitar. I didn't include fire blast or anything on this set because Skarm is already lured in and beat by Landorus and is a free switch-in for Rotom-W to Volt Switch anyways. Ferrothorn is also already hit hard by superpower and isn't really a big threat to this team since most of the mons on this team can threaten it in one way of another. I run almost max SpD with max HP so I can switch in and effectively trap latios and latias and either KO or maim them to the point that they won't be able to come in again. he's also really handy at beating other Tars who don't have a Chople Berry of their own. He also sets down Stealth Rock reliably which of course is important for any team since it damages everything that switches in and can be important for some KOs. This set also helps my gengar weakness significantly since it typically beats most Gengars reliably. With Chople Berry I can live most fighting attacks and serve back a KO on a variety of mons like Reuniclus who can be very annoying for this team otherwise. In general Dark/Fighting is really good coverage and this is an extremely good defensive pivot for taking out things that threaten Scrafty. Tyranitar is of course the weather for this team as well though the team is not reliant on sand and can reliably function in other weathers which is another reason why I like it quite a lot.

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Skarmory(F)@ Leftovers
Ability: Sturdy
Nature: Impish
EVs: 252 HP | 240 Def | 16 Spe
-Spikes
-Roost
-Whirlwind
-Brave Bird

Skamory is ever important to this team as a support and a counter to many physical attackers. Its incredible how much spikes support can do for a sweeper. Scrafty is a pokemon that especially appreciates the extra damage done to the opponent's team from spikes. I really love the how much **** Skarm can effectively wall too. Anyways onto what Skarm actually does. Skarm is here to spike all over the place and then wall things while spamming whirlwind to rack up damage on the opponents team to soften them up to give Scrafty an easier time sweeping. The moveset is really obvious its the standard Skarmory set, with spikes giving it something to do against the many things it walls. Roost is of course for reliable recovery and increases Skarmory's longevity tenfold. Whirlwind is an incredibly useful move it phazes out stat boosters trying to muscle through Skarm and helps to rack up entry hazard damage on whatever comes in. Brave Bird is there so I'm not complete set up fodder and it means that I can pop Excadrill's balloon so he can't repeatedly switch in for free. Skarmory is a crux for this team and I rely on it for a lot. It does well at its job and is still, in my opinion, the best spiker in the game. I use leftovers when I'm just laddering and what not, but typically in important matches I run shed shell to lower the threat Magnezone poses.

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Rotom-W@ Choice Scarf
Ability: Levitate
Nature: Modest
EVs: 196 HP | 144 SpA | 168 Spe
-Hydro Pump
-Volt Switch
-Signal Beam
-Trick

Rotom-W is my revenge killer and the first part of my duo of pivots that cause the opponent to constantly change their mons and rack up spikes damage with extreme ease. With a Choice Scarf Rotom-W gains the ability to effectively check a ton of threats. and with his constant Volt Switching he not only damages the opposing team he also racks up passive damage through stealth rock+spikes and sandstorm as well. this is extremely useful at wearing down the team and leads to Rotom-W even being able to clean up the opponent's team by itself should Scrafty not have an opportunity. The moeveset is fairly self-explanatory but here it is anyways. Hydro Pump is for STAB and an incredibly hard hitting move in general. Volt Switch is the crux of the set allowing me to escape from an unfavorable match-up and send in an appropriate counter. It also forms an insanely potent pair when used in conjunction with Landorus' U-turn. Signal Beam may seem silly and stupid but its incredibly useful for hitting a lot of Rotom-W's normal switch-ins such as the Lati twins and celebi. I don't care to use a hidden power because things like ferrothorn and gastrodon won't appreciate getting tricked a scarf anyways so I'd rather use the other slot to deal with the other common switches. Trick is of course used to dick over walls coming in to harass Rotom-W and is incredibly useful for incapacitating things like blissey, gastrodon, and ferrothorn. Rotom-w is also my main tool against rain alongside Latias and allows me to effectively deal with most things rain has to throw at me.

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Latias(F)@ Leftovers
Ability: Levitate
Nature: Timid
EVs: 252 HP | 252 Spe | 4 SpA
-Calm Mind
-Roost
-Substitute
-Dragon Pulse

Latias is an incredibly versatile and useful pokemon. She is my main answer to many stat boosters like CM Reuniclus and Virizion. Even without roar she still effectively checks both of these mons and can beat them 1 on 1. She is also my main water resist and helps tremendously in checking rain. She can rack up spikes damage on her own even without roar because she typically lures in a lot of steel mons such as scizor and ferrothorn only to sub as they either try to status her or u-turn out leaving her with an extra CM that could potentially lead to her getting an easy sweep. Typically I play her more conservatively though as she is an important member of the team that has a ton of resists that I would be in trouble against if I didn't have her. Her set is fairly easy to see function. Calm Mind is to boost her incredible SpD and her decent SpA to insane levels and let her sweep should she get the opportunity. Substitute is a really fantastic move for Latias on this team. Since she is so important I can't risk losing her to the likes of tyranitar and scizor so I can sub on the switch and effectively get a free switch from those 2 or anything else trying to pursuit her. Roost is for incredibly handy and reliable recovery to keep her in high health especially since she will be subbing a lot its nice to be able to keep her health high. Dragon Pulse is for reliable STAB and after a couple boosts can destroy most anything going against her. The EVs are geared for her to have max speed and max hp to give her solid overall bulk. Together with Skarm, Latias forms a very strong defense core that checks a vast majority of the metagame.

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Landorus(M)@ Expert Belt
Ability: Sand Force
Nature: Naive
EVs: 252 Att | 252 Spe | 4 SpA
-Earthquake
-Stone Edge
-Hidden Power[Fire]
-U-turn

Landorus is so incredibly useful for this team its retarded. Seriously in all respects he is one of the main things that allows this team to function. He is one of the best lures around and just does the job so very very well. He may not seem like much at first glance but when you come to understand his function you'll realize how good he is. Earthquake and Stone Edge of course are just obligatory standard attacks that form the infamous Edgequake combo. The next move is where the fun starts. Skarmory is a very common switch-in to landorus and hinders Scrafty in his attempt to sweep, so to remedy this problem I utilize hidden power[fire]. With the expert belt I will typically spam u-turn early game to give off the thought that I'm choiced. Then I will use Earthquake to lure Skarmory out and then 2HKO with hidden power. Even if they don't leave Skarm in to die on the second hidden power fire, he's weakened to the point that Scrafty's Hi Jump Kick will KO it if it attempts to come in on it during its sweep. This is so useful and works fantastically. Even though I can no longer beat Gliscor its not a big problem because Rotom-W walls it anyways and Scrafty can beat it with ice punch as well. Landorus also forms the other half of my pivot pair alongside Rotom-W and causes an insane amount of switches to soften the opponents team up for scrafty to beat it in the late game.

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Scrafty(M)@ Leftovers
Ability: Moxie
Nature: Jolly
EVs: 252 Att | 252 Spe | 4 Def
-Dragon Dance
-Hi Jump Kick
-Crunch
-Ice Punch

Scrafty is the big dog on the team and the whole reason I made it. He's sucha incredible, destructive monster and he's got swagger too. Scrafty is one of my favorite new mons and for good reason, he has a good stat distribution alongside a movepool filled with options. His only short coming is his low speed which of course is remedied by his access to the fantastic set up move Dragon Dance. Not only was he blessed with all that he gets the incredible ability Moxie to make him that much more threatening. After a single DD he reaches enough speed to outrun base 110s and below and utterly destroy most anything that gets in his way. With most of his threats being taken care of by other members of the team his only concern is finding the opening to set up and start to clean the opponents team up. Scrafty loves having spikes down to weaken teh opposing team since it makes for easier KOs that lead to more moxie boosts. After a certain point he gets to a level that it just doesn't matter anymore and he'll just kill everything no matter what they are. The set is pretty easy to comprehend, The EVs are for maximum attack and speed to best utilize Dragon Dance. Hi Jump Kick is for powerful STAB and even though he had Drain Punch as an option I prefer the raw power which lets me deal tremendous damage to most anything after a boost or 2. Crunch is the other half of its STAB and forms the amazing Dark/Fighting coverage combo only resisted by toxicroak and heracross. Ice Punch rounds out the set by hitting mostly gliscor but it can also be used to hit bulky dragons that might be able to live a crunch. I chose leftovers over something like Life Orb because between sandstorm and possible attacks he might take he needs all the help he can get surviving to sweep.

Conclusion
This Team is incredibly potent and a lot of fun to play with. It utilizes a lot of the new mons that BW has offered and many old ones that are still as great as they were when they were first introduced. You're welcome to use it if you desire. Its definitely a very offensively inclined team but still retains defensive qualities so if you're interested give it a shot. The team has given me great success but I'm always open to suggestions on things that could make it better, so if you have ideas throw them out. Anyways thanks for reading this RMT presented by myself and Cometk.

Team Export
Tyranitar (M) @ Chople Berry
Trait: Sand Stream
EVs: 252 HP / 248 SDef / 8 Spd
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Crunch
- Pursuit
- Superpower

Skarmory (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 240 Def / 16 Spd
Impish Nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird

Rotom-W @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Volt Switch
- Signal Beam
- Trick

Latias (F) @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Roost
- Substitute
- Dragon Pulse

Landorus (M) @ Expert Belt
Trait: Sand Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Earthquake
- Stone Edge
- Hidden Power [Fire]
- U-turn

Scrafty (M) @ Leftovers
Trait: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Hi Jump Kick
- Crunch
- Ice Punch



Credit for the art goes to the great Blue Harvest.
 
Hello Puretrainer, excellent team you got here. I really like that Landorus set. Anyways, I got a couple of small suggestions. Volcarona looks like it could threaten your team. Rotom might be able to catch it setting up, but Rotom doesn't really apreciate a +1 Bug Buzz. Without changing too much, a simple change of Rockslide over Crunch on Tyranitar might help.

You should really be using Substitute over roost on Latias. Latias gains plenty of HP back behind a sub (after some CM's) so roost isn't nessasary at times. I recommend Roar because you really don't want to be getting into CM wars with Reuniclus. It also nets you some nice residual damage with your Spikes + Stealth Rock.

Finally I'd like to recomend Drain Punch + Life Orb on Scrafty. HJK is just way to risky and the power difference between HKJ and DP becomes negligable after some DD's. The recovery is really helpful sometimes, especially since you Scrafty is opperating under sandstorm.

gl!
 
Hey, really cool team. You have most threats covered, though Quiver Dance Volcarona might give you some problems if Tyranitar has taken prior damage, doing 71.3% - 83.7% with boosted Bug Buzz, potentially setting up on Rotom-W locked into a NVE attack. Stall teams also look problematic for your team, as nothing on your team could break through them, and will end up facing a Physical or Special wall and risk getting pHazed / crippled by status and forced to eat entry hazard damage, since Skarmory / Forretress / Ferrothorn can set-up on 3-4 members.

I understand Landorus is your lure for Skarmory but I think it will function better as the Scarf variant (don't worry, I'll suggest an efficient lure, keep reading), to handle the aforementioned Volcarona problem, while still checking numerous other stat boosting threats. The reason why Landorus might not be that effective at luring in Scrafty's counters is mainly because, he's only really luring in Skarmory. For example, Unaware Curse Quagsire is something Scrafty has to watch out and you have no way of luring it out and taking it out. Same thing for something like Hippowdon who Roar you away, which along with its stall members can cause you problems. You could say Trick from Rotom-W cripples them, but it is not often the best choice, especially when you know your opponent has a stat boosting threat waiting in the wings, and you just tricked away your scarf. Speaking of Rotom, I'm not quite sure what it's revenging for you that your other members can't already handle, hence Scarfing Landorus is the best option to take on things like Dragon Dancers better. 252 Atk / 4 Def / 252 Spe, Jolly Nature, with Stone Edge / Earthquake / U-turn / Hidden Power Ice or Hammer Arm

With Landorus functioning as the Scarf variant, I find Rotom-W's role on the team redundant and you could go for Mixed Metagross over Rotom-W. Metagross is able to lure out Skarmory just like Landorus, feigning a Physical set with Meteor Mash, then 2HKOing with HP Fire. In addition to this, Quagsire and Hippowdon are also lured out and OHKOed and 2HKOed respectively with Grass Knot. You could even give it a Shuca Berry to lure out opposing Scarf Landorus (who can halt Scrafty's sweep with Hammer Arm) and OHKO with Ice Punch. CB Scizor trying to U-turn off your iron hide are also KOed by HP Fire, along with Ferrothorn, which opens up sweeping up opportunities for Latias. Stall also becomes a little more manageable as you hit most Stall members pretty hard (Jellicent 2HKOed by GKnot, for e.g.). Latias should also be carrying Roar over Substitute to take on CM Virizion / Reuniclus better and to spread out entry hazard damage all round. Alternatively you could try Refresh over Substitute to break through Stall teams easier.

If you want, you could try Mixed Jirachi over Metagross, but it does mean you have to ditch HP Ice for Grass Knot (for Quagsire mainly), leaving you open to Gliscor. (Though Scrafty can Ice Punch it to hell anyway.) Other than that, it works very similar to Metagross in luring and KOing threats.

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Metagross @ Expert Belt / Shuca Berry
Ability: Clear Body
EVs: 108 HP / 252 Atk / 148 SpA
Brave nature (+Atk, -Spe)
- Meteor Mash
- Hidden Power Fire
- Grass Knot
- Ice Punch / Psychic
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OR
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Jirachi @ Leftovers
Trait: Serene Grace
EVs: 88 Atk / 220 SAtk / 200 Spd
Rash Nature (+SAtk, -SDef)
- Grass Knot / Hidden Power Ice
- Iron Head
- Thunderbolt
- Fire Punch
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GL
 
Hey, this is a really cool team that you have here. You should definitely try rock slide on Tyranitar. Quiver dance Volcarona seems to be somewhat of a problem to this team as you must play with Tyranitar very carefully in order to avoid being swept later in the match. Not running rock slide really makes this worse as if you don't play extremely carefully, Volcarona can really cause you trouble even with all of the pressure that you put on with entry hazards. Volcarona will be able to come in on Skarmory or even Scrafty and quiver dance up and be able to 2HKO this entire team. Rock slide is also a great move on Tyranitar as with chople berry you will be able to win against Thundurus a bit more easily as well. Although you will be forced to get rid of superpower here, your other team members such as Latias and Rotom-W take on Heatran to a pretty good extent and the benefits that rock slide gives you is a huge plus to this team. If you choose not to you run superpower, you might simply want to run max / max hp and special defense on Tyranitar as you won't be able to hit ko other Tyranitar with yours anymore.

With that change, I'd try running a spread of 196 HP / 144 SpA / 168 Spe on Rotom-W. Although you won't be quite as fast as you were before, Rotom-W becomes a decent switch in to threats such as Heatran as Latias and Tyranitar don't really have many ways of hitting them. The speed allows you to outrun Dugtrio, which is a decent benchmark for Rotom-W to outrun and it will still allow you to put the pressure on with your entry hazards. Giving Rotom-W a bit of extra bulk also allows you to sponge hits a bit better against threats such as choice banded scizor and some drizzle sweepers a bit better. To be honest, I'd definitely switch back to substitute on Latias. Although not having it allows you to take hits from Virizion moderately better, last pokemon cm Reuniclus will really give you problems. Substitute will also allow you to block random status that threats like Rotom-W could throw at you and really cripple Latias. More importantly, substitute gives you a decent answer to taunt + wow Mew which without substitute can give this team some problems barring you tricking it a scarf with Rotom-W or being set up with Latias or Scrafty already. gl.
 
One major threat is Terrakion. Skarm is 2HKO'd by the Choice Bander's Close Combat and takes around 80% from a non-Life Orbed +2 attack - if it's got LO then you die. Rapid Spin Excadrill that holds Leftovers can also be a huge dick because Skarm's way of damaging it is by forcing spikes damage, and with Rock Slide flinches+the bit of recovery Lefties brings each turn helping Exca, you'll find yourself struggling to beat it.

I think the best solution is to fit in a Jellicent. With a bold nature and max hp+max defense, he can counter Excadrill (bar Life Orb sets, but those don't carry Rapid Spin and are therefore fucked by Skarm), block Rapid Spin, and provide a great switch-in to Terrakion's Close Combat - if they use Stone Edge, bam, free switch for Landorus / Scrafty, and you can Recover off damage later. With taunt+toxic, you can break stall and counter Volcarona [which takes alot of pressure of Tyranitar, important seeing as he's your weather inducer].

The biggest issue is where to fit Jellicent in. Rotom can be dropped because his typing is partially the same as Jellicent's, and so your synergy remains mostly the same; but then you lose alot of speed, which is a problem. So, I think Latias should be the one getting replaced. It counters Reuniclus for you, and that's about it. Chople Tar is a good Reuniclus counter, and you can also run Cursed Body as Jellicent's ability to disable the Calm Minder's only way of hitting you - with Taunt preventing the use of Recover, you'll be able to slowly but surely beat it down.

Hope this helps, good luck with the team.
 
One major threat is Terrakion. Skarm is 2HKO'd by the Choice Bander's Close Combat and takes around 80% from a non-Life Orbed +2 attack - if it's got LO then you die. Rapid Spin Excadrill that holds Leftovers can also be a huge dick because Skarm's way of damaging it is by forcing spikes damage, and with Rock Slide flinches+the bit of recovery Lefties brings each turn helping Exca, you'll find yourself struggling to beat it.

I think the best solution is to fit in a Jellicent. With a bold nature and max hp+max defense, he can counter Excadrill (bar Life Orb sets, but those don't carry Rapid Spin and are therefore fucked by Skarm), block Rapid Spin, and provide a great switch-in to Terrakion's Close Combat - if they use Stone Edge, bam, free switch for Landorus / Scrafty, and you can Recover off damage later. With taunt+toxic, you can break stall and counter Volcarona [which takes alot of pressure of Tyranitar, important seeing as he's your weather inducer].

The biggest issue is where to fit Jellicent in. Rotom can be dropped because his typing is partially the same as Jellicent's, and so your synergy remains mostly the same; but then you lose alot of speed, which is a problem. So, I think Latias should be the one getting replaced. It counters Reuniclus for you, and that's about it. Chople Tar is a good Reuniclus counter, and you can also run Cursed Body as Jellicent's ability to disable the Calm Minder's only way of hitting you - with Taunt preventing the use of Recover, you'll be able to slowly but surely beat it down.

Hope this helps, good luck with the team.

How does Jellicent in any way help him with Excadrill or Terrakion.

+2 Terrakion does 90.1% - 106.4% to max/max Jellicent with Stone Edge.
+2 Excadrill does 72% - 84.9% to Jellicent with Earthquake. Its a VERY Shaky counter especially with Stealth Rocks and Sandstorm.

And no Taunt Jellicent doesn't really beat Reuniclus. +1 Psychic does 41.8% - 49.3% to Bold Jellicent while you do just 13.7% - 16.3% back with Scald. Nice counter.

Anyway +1 Volcarona 6-0s with Stealth Rocks. Best fix is to just Scarf your Landorus. I know its cool as a lure but you can 2HKO it with HP Fire anyway. This also helps against Terrakion and any random speed boosters like Scrafty should Skarmory fall to Magnezone.

Speaking of which consider running Shed Shell on Skarmory. Magnezone usage is rising especially after that stupid dragon + mamoswine team someone posted that everyone was copying for a while.


Nice pictures. Whoever did those is awesome.
 
I think you have a bit of a Scizor problem here, if it gets Rotom-W in the path of its U-turn enough times and Skarmory is worn down by Superpower. A core of Scizor + Rotom should be disastrous to Skarmory and Latias.
 
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