Tight Spots + These Pokes = Win :)

Ok. This is my first RU team, and I am very proud of what we've done together.

Electivire @ Choice Scarf
Trait: Motor Drive
Nature: Adamant
252 Atk / 252 Spe / 4 HP

Earthquake
Ice Punch
Wild Charge
Brick Break

Ok. By now, you readers (or some of you) will know my teams well enough to know how I do my descriptions. Earthquake is for dealing much damage to the enemies, like Magneton, Typhlosion etc, but naturally they'd switch for a Ground- or Flying-Type and use them instead. This is where Ice Punch comes in. Many Ground-types will try to take Electivire down, but with an Ice Punch or two, they won't be laughing so hard. Wild Charge, for the STAB and it was a choice between Wild Charge and ThunderPunch, but Wild Charge i'm afraid gets it. Brick Break, for Ice-types who decide to be taught a Ground-type move, or are part Ground themselves (Piloswine)

Nidoqueen @ Life Orb
Trait: Sheer Force
Nature: Modest
252 SpA / 4 SpD / 252 HP

Earth Power
Sludge Wave
Flamethrower
Thunderbolt

Earth Power, for one of the STAB moves, and it also comes in handy when I am up against Fire-types who wanna have a go. Sludge Wave, is the main STAB move, and the most powerful Poison-type move it can learn. Flamethrower, useful against pokemon like Steelix when they are holding an Air Balloon, and it will either OHKO it, or get rid of the Air Balloon to allow Earth Power to do its thing. Thunderbolt, for the obvious threat of Water-types, and they are quite common to see on a team in RU, so Thunderbolt is handy to have.

Poliwrath @ Leftovers
Trait: Damp
Nature: Adamant
252 Atk / 252 SpD / 4 HP

Waterfall
Ice Punch
Rest
Sleep Talk

Speaking of Water-types, I have one of my own. I told you they were common. Anyway moving on. Waterfall first, and this is for the obvious STAB that Poliwrath deserves and can also make the foe flinch, which is very useful indeed. Ice Punch, helps to deal with the obvious threats of Grass- and Flying-types, which also come up often, in the names of Aerodactyl, Moltres and Sceptile. Rest allows me to replenish health and status condition (but not Confusion which is really annoying). But you will see that Poliwrath doesn't have a Chesto Berry, and with good reason. Sleep Talk is that reason. I can still attack and not have to worry about when i'm gonna wake up. Grass-types generally have sleep inducing move, especially Parasect with Spore, which is about as accurate as you'd want. Usually that would be a problem, but with Sleep Talk, haha, no. The only downside to the RestTalk combo is that sometimes Sleep Talk will choose Rest, which is very annoying.

Magmortar @ Leftovers
Trait: Vital Spirit
Nature: Modest
252 SpA / 4 SpD / 252 HP

Flamethrower
Psychic
Substitute
Thunderbolt

Flamethrower, for the STAB and it really does get some OOMPH! from Mag. One use can sometimes make foes faint, sending their trainers into PANIC mode and they then make Rash decisions which allow me a mahoosive advantage. Substitute, obviously for when you know you would be affected by a Status condition, or you can make a pretty good guess, and then with a Sub, you are unaffected. Thunderbolt, for the same reason as Nidoqueen, for the obvious threat of Water-types, though naturally, i'd switch for someone else, who is yet unidentified.

Sigilyph @ Choice Specs
Trait: Magic Guard
Nature: Modest
252 SpA / 36 SpD / 220 Spe

Air Slash
Psychic
Shadow Ball
Dark Pulse

Air Slash, for one of two STAB moves, and comes in handy with the 30% chance of a flinch on the foe. It also comes in at a moderately high 75 base power, which is upped to 112 by STAB. Definitely a useful move. Psychic now, for the second STAB moves, and is very useful indeed. It already comes in at 90 base power, but is upped to a whopping 135 due to STAB. Added to Sigilyphs nice Special Attack Stat, and Psychic can OHKO my foes easily. Shadow Ball, for the Psychic type threats, and others who I decide to use it on. Dark Pulse, pretty much the same description as Shadow Ball, but mainly for use on Normal-types, such as Girafarig, who is quite or sometimes very annoying. Sigilyph is especially useful when other pokemon have used Stealth Rock, as the stones do nothing to Sigilyph because of Magic Guard.

And now, for the pride and joy of the team, of whom I am very proud, and she is very good at her job. Gives you a hint there.

Lilligant @ Miracle Seed
Trait: Chlorophyll
Nature: Modest
252 SpA / 4 SpD / 252 Spe

Sunny Day
Energy Ball
Giga Drain
Quiver Dance

Sunny Day first, and this is to boost Lilligant's speed, and this will come in very handy, providing I see a lack of Fire-types. Energy Ball, it is the main STAB move and comes in at 120 power, which is the original base 80 power, added to STAB. Giga Drain now, and although it is only 5 base power less, it still has its uses. Although Sigilyph takes no damage from SR, Lilligant doesn't have that luxury, so she has to gain the health back in her own sweet way. And finally, we come to Quiver Dance. Coveted by many, learned by few, Lil is one of the few who can actually put it to good use. Others who she may face with it are Mothim, Dustox, Beautifly and some others in the NU Bug clan. Lil's Quiver Dance will be useful, as she can even survive a Flamethrower after using it.

Should anyone not believe me about how well we do, look at the replay posted below.
http://www.pokemonshowdown.com/replay/ru10041342
Many thanks to Poliwrath on this one
 
Okay, first off, half of your team is weak to ground. I would recommend to switch either Electivire or Magmortar. Yes, Electivire has Ice Punch, but many scarfers will outspeed it. Second, if you're going to continue using Magmortar, give him Flame Body. It's so much better. Lastly, switch the Siglyph to a Stored Power/Cosmic Power/Psycho Shift/Flame Orb. Other than that, the team looks good.
 
If a ground type did come out, I would switch to Lilligant, but I do understand where you're coming from. Its just a question of who to switch to though.
 
Hey nice team, here's some things I think might help make it better:

1. Nidoqueen: I think an EV spread of 100 HP / 252 SAtk / 156 Spd would be more beneficial. These EVs let Nidoqueen outspeed pretty much any wall, and most importantly Uxie. 100 HP EVs still lets Nidoqueen have a surprising amount of bulk as well. I also think you should replace one of Nidoqueen's moves with Stealth Rock. It is very important to have a Stealth Rock user on a team, and Nidoqueen is your best option if you don't want to go around replacing members of your team. Stealth Rock should definitely replace Sludge Wave, as it doesn't help you get any better coverage.

Changes:
Nidoqueen @ Life Orb
Trait: Sheer Force
Nature: Modest
100 HP / 252 SAtk / 156 Spd

Earth Power
Flamethrower
Thunderbolt
Stealth Rock

2. Magmortar: Giving Magmortar HP EVs is kind of a waste of time, offensive pokemon with Substitutes should really only set up on switches or non damaging moves, unless you're sure your pokemon can take a hit (like against that Typhlosion in your replay, thats a good example of when you should have subbed). I think 24 HP / 252 SAtk / 232 Spd would be the best idea, that way you can outspeed Adamant Kabutops and all other base 80 pokemon. I also think an expert belt or life orb would serve Mag better, since its special attack isn't that high.

Changes:
Magmortar @ Life Orb/Expert Belt
Trait: Vital Spirit
Nature: Modest
252 SpA / 4 SpD / 252 HP

Flamethrower
Psychic
Substitute
Thunderbolt

3. Lilligant: I don't think its a good idea for Lilligant to only have Grass type attacks, it makes it very easy to wall, especially by things with Sap Sipper like Bouffalant or Sawsbuck. I think the two attacks Lilligant should have should be Petal Dance and HP Fire. Since Petal Dance causes confusion I think replacing Mircacle Seed with a Lum Berry may be a good idea. Lum berry would also help Lilligant set up and not get statuses. I found some calcs in Lilligant's UU analysis showing how powerful Petal Dance is:
+1 Petal Dance vs. 4/0 Chandelure 77.9% - 91.6%
+1 Petal Dance vs. 4/0 Zapdos 63.6% - 74.8%
+1 Petal Dance vs. 4/0 Arcanine 70.1% - 82.2%
+1 Petal Dance vs. 4/0 Cobalion 75.2% - 88.5%
+1 Petal Dance vs. 4/0 Heracross 64.6% - 75.8%
+1 Petal Dance vs. 252/252+ Umbreon 56.6% - 67%
+1 Petal Dance vs. 252/0 Bronzong 48.2% - 56.8%
As you can see even as a resisted hit Petal Dance is very powerful. Hidden Power Fire would get a nice boost in the Sun, but HP Fighting could also be useful to take out Sap Sippers.

Changes:
Lilligant @ Lum Berry
Trait: Chlorophyll
Nature: Modest
252 SpA / 4 SpD / 252 Spe

Sunny Day
Petal Dance
Hidden Power Fire/Fighting
Quiver Dance

4. Sigilyph: I think it would be a good idea to replace Specs with a Life Orb. Magic Guard removes the recoil of Life Orb which is awesome, who doesn't want a free 30% boost to all their attacks? This would also let Sigilyph stay more versatile, since it won't have to worry about getting locked into a move. Roost could also replace Shadow Ball, as its uneccesary coverage with Dark Pulse.

Changes:
Sigilyph @ Life Orb
Trait: Magic Guard
Nature: Modest
252 SpA / 36 SpD / 220 Spe

Air Slash
Psychic
Dark Pulse
Roost

I think that's about it, hope this was helpful and good luck!
 
Just tried out your team with the suggestions I made, and I stand by them all. HP Grass or Ice could probably replace Psychic on Magmortar, but thats not too big of a deal. I did find that Electrivire was pretty bad, i didnt use it once. I ended up replacing it with a Choice Scarf Braviary and that performed very well. Also you put your Poliwrath as having Damp as its ability. You need to replace that with Water Absorb, its much much better.
 
For Electivire, Dual Screens don't run through RU like Rain does to OU. Since there is no power boost, switch Brick Break out for Cross Chop. Also, give Electivire Vital Spirit rather than Motor Drive, since it already has a Scarf.

For Lilligant, having Giga Drain and Energy Ball together is practically useless, so you should have a coverage move in place of Energy Ball. Since Fire-type moves appear plenty of times on your team, use HP Rock to cover four of Lilligant's five weaknesses, and the fifth is easily handled by Nidoqueen.

For Sigilyph--first off I would agree with the first suggestion of Life Orb > Choice Specs for the ability to switch moves. Also, Sigilyph is walled by Steel-types. I would recommend switching Shadow Ball for Heat Wave, letting Sigilyph get around Steelix.

Lastly, your team has practically no defensive backbone, as Poliwrath does not have enough bulk to manhandle every offensive threat. Since Fire-type moves are plentiful, I suggest removing Magmortar in favor of this Pokemon:

Aggron (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SpD
Nature: Careful/Impish
-Stealth Rock
-Thunder Wave
-Stone Edge
-Roar/Dragon Tail/Curse/...

Aggron gives you a hazard setter, a physical wall, and a parashuffler, all in one. Stone Edge does great damage against vulnerable targets, and Roar/Dragon Tail provides phazing and gives your opponent more entry hazard damage. Lastly, Curse boosts Attack and Defense together, but this attracts Nidoqueen even more, which OHKOs with Earth Power provided that Sturdy is broken. If you don't like phazing, Aggron has a neat physical movepool that includes:

Heavy Slam
Earthquake
Payback
Shadow Claw
Aqua Tail
Thunderpunch
Brick Break
Avalanche
......

If you want more physical coverage of some type, browse Aggron's movepool and pick a move you like. Earthquake and Avalanche are probably my favorites for this set, though.
 
For Sigilyph--first off I would agree with the first suggestion of Life Orb > Choice Specs for the ability to switch moves. Also, Sigilyph is walled by Steel-types. I would recommend switching Shadow Ball for Heat Wave, letting Sigilyph get around Steelix.
I had no idea Sigilyph got Heat Wave, which is awesome. Definitely go with that that would really help it sweep, which it actually does pretty well.
 
Ok. Yeah thanks. The Sigilyph Idea is really good, so that will definitely come in. Lilligant, yeah I can imagine what you said happening, so that will be tried, how successful it will be is yet unknown.
 
scarf evire / nidoqueen / magmortar / subpunch wrath / specs sigi / mono-grass lilligant

Hi there. This looks like a team with some pretty creative sets, however there are some weaknesses.

Firstly, I really don't think that Poliwrath fits on an offensive team. It simply ruins all of the momentum of an offensive team.

Therefore, I recommend that you replace it with Qwilfish. Qwilfish does a job very similar to wrath, only it doesn't damage your momentum nearly as badly, as it has spikes and t wave to do something back to the opponent, instead of simply wall things. Qwilfish still deals with Durant and Escavalier etc. very well.

Next, I recommend replacing evire with rotom-c. Scarf evire is a very bad set, and should only be used on joke teams. Rotom-c is a much better scarfed electric type, and can still revenge kill the likes of swellow, only it has a ground immunity and grass type, which allows you to deal with Kabutops much better(which can straight up 6-0 you without wrath).

Next I recommend that you replace Magmortar with Druddigon. Druddigon is an excellent answer to the multiple grass types that can give your team problems, such as Lilligant, and gives you Stealth Rock, and without stealth rock you are pretty much 6-0'd by Scyther and Moltres. Druddigon also counters the fire types that can give qwilfish issues.

Now for the moveset changes. Lilligant does not need sunny day or energy ball. You should be running sleep powder and HP rock over sunny day and energy ball respectively, and Lum Berry over Miracle seed. Two grass type moves with pretty much identical bp is pointless, and HP Rock helps a lot against Moltres, typhlosion and magmortar, who will otherwise destroy you with ease. Sleep Powder and Lum Berry allow for easy set-up, although you can un leftovers over lum berry.

Sigilyph should be using a Timid nature and max speed, to take full advantage of sigi's great speed tier, and out speed Moltres, Uxie and Lilligant etc. Also, you could use HP Fighting and roost over dark pulse and shadow ball, as they offer you barely any coverage whatsoever. HP Fighting hits Aggron and other steels like klinklang, while roost lets you stick around longer. I would run Psyshock as well over Psychic, but that is personal preference(psyshock hits cryo and clefable harder, whereas Psychic is more powerful in general). You could also possibly run LO over specs, and thanks to Magic Guard you don't take any LO recoil and can switch moves. Alternatively, if you don't want to run LO, then heat wave is a better choice than dark pulse on the specs set.

Here are the sets and a summary of changes:

Evire--->scarf rotom-mow
magmortar--->stealth rock druddigon
poliwrath--->qwilfish
Lilligant:
Energy Ball--->Sleep Powder
sunny day--->Hidden Power Rock
Sigilyph:
Modest--->Timid
Shadow Ball--->Hidden Power Fighting
Dark Pulse---Roost(LO) / Heat Wave(specs)
Optional LO

Qwilfish @ Leftovers
Trait: Intimidate
EVs: 252 HP / 176 Spd / 80 Def
Jolly Nature
- Waterfall
- Thunder Wave
- Taunt
- Spikes

Druddigon @ Leftovers
Trait: Rough Skin
EVs: 232 HP / 252 Atk / 24 Spd
Adamant Nature
- Stealth Rock
- Outrage
- Fire Punch
- Earthquake

Rotom-Mow @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Volt Switch
- Thunderbolt
- Trick
- Leaf Storm
GL and I hope I helped.
 
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