The fighting Tangly Tyrant Camel Express

Introduction:



Hey guys, jariibo here! I've being playing on PS for a decent time now and I wanted to make my first RMT. I made this team with atomicllamas while I was being tutored by him, and I was able to peak within the top ten with the team we made.



Team Building Process:



The team began with Alomomola:

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Okay so Alomomola checks quite a lot of Pokémon in the RU tier, such as Flygon, Mega-Steelix, all the Fire (except CM Delphox and Nasty Plot Houndoom) and most Ground types (except Seismictoad). I then decided to add in Tangrowth to deal with a majority of checks to Alomomola such as Taunt Jellicent and Seismictoad. (also good thing to note I didn't want to go with Amoonguss because in my opinion, Amoonguss has no offensive presence at all; it just puts things to sleep and then becomes a sitting duck) So the Regenerator core began.

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After this I was very weak to Delphox and Houndoom and Volt Switch spam from Jolteon and Rotom-Mow, so I needed a Ground type that could also can take special hits. My choice was Mega Camerupt. With Wish support from Alomomola (if you play it well enough) you can keep Mega Camerupt around for a long period of time. Also with Mega Camerupt I have a Stealth rock user.

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With Mega Camerupt, my defensive core was done. Now I was missing a lot of offensive support, so I went through the S/A ranked Pokémon, where I found that I had a hard time dealing with Meloetta. I currently felt really limited in my ways of dealing with it, this also applied to Sigilyph. Another thing I realized was that when Mega Camerupt is dead, my team is walled by Amoonguss, so I needed an offensive Pokémon that could handle all of these problems, which is how I choose Sneasel. With its perfect coverage of Ice to defeat Amoonguss and Knock Off to defeat Meloetta and Sigilyph, it only made sense to have it on this team.

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Looking back at the team once again, I notice that it was rather slow, as Sneasel was really the only relatively fast Pokemon on the team. So the next thing I felt I needed was a scarfer myself. With Dark spam being such a potent problem for this team, I felt that my scarfer should be a Fighting type to negate this weakness. Because of these reasons, I felt like Medicham would fit the role nicely.

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At this point my team was having a really hard time against stall, as it had no real wallbreaker. That's why I dedicated the last spot on my team to a wall breaker. Banded Tyrantrum felt most fitting for this position, with its huge Attack and super hard hitting Head Smash and Outrage. Also Tyrantrum gives me better matchup against flying types such as Fletchinder.

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The Team:


Alomomola @ Leftovers

Ability: Regenerator

EVs: 252 HP / 252 Def / 4 SpD

Bold Nature

- Protect

- Wish

- Scald

- Toxic

Alomomola was my main attacking absorber with that 30% to burn and wish support. With the bulk Alomomola has it can outstall almost every attacking pokémon in RU with Toxic and Scald burn. Also the wish support on this team is very important. Toxic is there so pokémons like Jellicent, Gastrodon and Seismictoad can not switch in freely.




Tangrowth @ Assault Vest

Ability: Regenerator

EVs: 112 HP / 252 SpA / 144 Spe

Modest Nature

- Knock Off

- Sludge Bomb

- Leaf Storm

- Focus Blast

So I needed something to take Electric and Grass type moves. This spread is to outspeed Clawitzer that are uninvested or invested until 80 Speed. It also outspeeds 44 Speed Jellicent. With this spread you are able to deal massive damage with Sludge Bomb, which is there to hit Grass/Fairy types really hard. Knock Off is there so Meloetta is not able to set up a sub after a leaf storm. Some calcs:

252+ SpA Tangrowth Leaf Storm vs. 120 HP / 252+ SpD Alomomola: 474-558 (94.6 - 111.3%) -- guaranteed OHKO after Stealth Rock



252+ SpA Tangrowth Leaf Storm vs. 252 HP / 212+ SpD Jellicent: 300-354 (74.2 - 87.6%) -- 6.3% chance to OHKO after Stealth Rock



252+ SpA Tangrowth Leaf Storm vs. 252 HP / 4 SpD Aromatisse: 228-268 (56.1 - 66%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



252+ SpA Tangrowth Sludge Bomb vs. 248 HP / 4 SpD Eviolite Togetic: 124-146 (39.6 - 46.6%) -- guaranteed 2HKO after Stealth Rock


camerupt-mega.gif


Ability: Solid Rock

EVs: 248 HP / 176 SpD / 84 Spe

Calm Nature

- Stealth Rock

- Earth Power

- Fire Blast

- Toxic

So as i said before Mega-Camerupt is mainly used to break volt switchers, take special hits, and hit really hard back. Fun thing to note is Mega-Camerupt doesn't need Special Attack investment to wallbreak. With this spread you are able to outspeed uninvested Aromatisse and Mega-Steelix. Toxic is there to toxic those bulky water types on the switch in such as Alomomola, Jellicent and Gastrodon.




Sneasel @ Life Orb

Ability: Inner Focus

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Ice Shard

- Icicle Crash

- Knock Off

- Low Kick

Sneasel was one of my favorite Pokémon to use in NU and now in RU it's still a very good Pokémon. Sneasel’s Speed and ability to use Knock Off and Icicle Crash make it a great Pokémon to have on this team. Low Kick is there mainly to one hit KO Mega-Glalie and other Sneasel. It also one shots flygons with Ice Shard. Some calcs:

252 Atk Life Orb Sneasel Low Kick (120 BP) vs. 0 HP / 4 Def Mega Glalie: 328-387 (108.9 - 128.5%) -- guaranteed OHKO



252 Atk Life Orb Sneasel Icicle Crash vs. 252 HP / 160+ Def Amoonguss: 291-346 (67.3 - 80%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery




Medicham @ Choice Scarf

Ability: Pure Power

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- High Jump Kick

- Zen Headbutt

- Thunder Punch

- Drain Punch

Pretty standard scarf Medicham set. I have Drain Punch over something such as Trick or Poison Jab just so I don’t have 50/50's with Ghost types. I have Thunder Punch over something like Ice Punch just for bulky Water types such as Jellicent. (Also good thing to note is that by having Drain Punch you do not having the risk going for high jump kick on DD Scrafty when the opponent has a Ghost type) Some calcs:

252 Atk Pure Power Medicham Thunder Punch vs. 252 HP / 0 Def Jellicent: 268-316 (66.3 - 78.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



252 Atk Pure Power Medicham Drain Punch vs. 0 HP / 4 Def Scrafty: 266-314 (98.1 - 115.8%) -- guaranteed OHKO after Stealth Rock



252 Atk Pure Power Medicham High Jump Kick vs. 120 HP / 136 Def Alomomola: 265-313 (52.8 - 62.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery




Tyrantrum @ Choice Band

Ability: Rock Head

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Head Smash

- Outrage

- Crunch

- Superpower

And at last, Tyrantrum. This thing is such a powerhouse; it has been able to break through some stall teams by just clicking Head Smash over and over again. Also with superpower you can predict the Steel type switch ins. Tyrantrum can 2 hit KO SpD Mega-Steelix with superpower. Some calcs to see the power of this massive wallbreaker:

252 Atk Choice Band Tyrantrum Superpower vs. 252 HP / 0 Def Mega Steelix: 178-210 (50.2 - 59.3%) -- guaranteed 2HKO after Stealth Rock



252 Atk Choice Band Tyrantrum Head Smash vs. 120 HP / 136 Def Alomomola: 357-421 (71.2 - 84%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Alomomola: 289-342 (54.1 - 64%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 160+ Def Amoonguss: 348-409 (80.5 - 94.6%) -- 50% chance to OHKO after Stealth Rock



Threadlist:

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: Specs meloetta after some prior damage on Mega-Camerupt it can come in on a slower Pokémon and KO every Pokémon I have. The sub Calm Mind set can be annoying too.

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: Specs Exploud just one shots everything except for Mega-Camerupt, which gets 2 hit KOed by Boomburst. There is no switch in for this monster on this team.

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: The Sword Dance set and the Calm mind set are threats to this team. With the right support such as Alomomola and/or Mega-Steelix this really difficult to beat.

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: Amoonguss is pretty difficult to deal with on this team. With the right support it can stick in the battle for a long time and outstall most of the mons I have.

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: This core is so hard to beat with this team. You really need to make good predictions if you want to win against this core.

A replay of how the team works:

http://replay.pokemonshowdown.com/ru-251101014

(also good thing to note is if you really struggle with the Alomomola, Amoonguss and Mega-Steelix core, then I suggest changing Tyrantrum for Houndoom.)

If you want to use this team yourself:
Alomomola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Protect
- Wish
- Scald
- Toxic

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 176 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Earth Power
- Fire Blast
- Toxic

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Knock Off
- Sludge Bomb
- Leaf Storm
- Focus Blast

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Drain Punch

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Crunch
- Superpower

Credits:

atomicllamas : It's awesome to get tutored by someone that is so high ranked and knows everything about the tier and let’s not forget is the RU-co leader. It's fun to build and play against you and just to talk about Pokémon in general. Thanks for making this team with me.

Snowy. .: where do I need to begin with you.. Well first of all thanks for helping me out with the grammar check for my RMT. Second for being such a good friend who always helps me out with teams and just talking in general is really fun. Thanks man, also CELESTIC CELEBI'S.

Stall Hater and Silverwhiteblue : Yes you both as well. I remember when you both guys pm'ed me with: "hey dude maybe is being tutored something for you?" (both had their own ways of saying that) First I was well I don't know maybe that isn't something for me. But because you two both kept saying I needed to do it and that it was a lot of fun. I agreed with getting tutored. Without you guys I probably wouldn't even making this RMT, thanks.

Winry : Thanks alot for the last grammar check! It helped me alot!

And as last:

Blitzamirin : Well since you promoted (and banned right after =[ ) to driver in the tour room a lot of cool things happened. I got to speak to a lot of cool people from the staff and with you. Our skype talks are so much fun (especially when I am tired or drunk). Thanks for being such a good friend. Also thanks a lot with helping me finding some sprites!
 
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Hey Jariibo, nice to see you on the forums dude :] Anyways, this is a really cool looking team that has most threats covered, but I do see a few holes your defensive core has, as well as some less-than-optimal movesets and EV spreads, so I'd like to suggest a few changes that will hopefully improve your team's overall effectiveness:
  • Mega Camerupt seems like a huge threat for your team, as it can OHKO 5/6 pokemon on your team and does upwards of 94% to Alomomola. I quick fix you can make is changing your Alomomola EV spread from physically defensive to a more mixed spread of 120 HP / 136 Def / 252 SpD with a Calm Nature. This spread allows you to still take on physically offensive threats like Flygon and Emboar while being able to check things like Mega Camerupt, Grass Knot Delphox (as long as it isn't CM) and others, though being able to take hits from Camerupt is the spread's main selling point for your team.
  • With a more SpD oriented spread on Alomomola, I don't believe you require SpD Camerupt. In my opinion, offensive Camerupt is much better, as it threatens to OHKO a large portion of the tier and even threatens special walls like Aromatisse with 2HKO's. I would run an EV spread of 216 HP / 196 SpA / 96 Spe with a Modest Nature. The HP EVs allow you to always survive a Specs Boomburst from Exploud from full, and the speed serves a similar purpose to yours but has a bit more creep to outspeed, for example, 12 Spe Mega Steelix. The remaining EVs are dumped into SpA to maximize your damage output.
  • Scarf Medicham is a really nice late game cleaner and revenge killer. It also has a fantastic movepool to fully capitalize on a choiced set. In general, you won't need anything other than HJK or Zen Headbutt when revenge killing the likes of DD Scrafty and Tyrantrum, Meloetta, Sneasel, and Exploud, and breaking walls like Amoonguss, Golbat, and Mega Steelix. I think it's worth noting that a neutral HJK hits harder than a super effective Thunder Punch, so the only thing that really allows you to hit harder is Jellicent. Therefore, I'd like to suggestion changing your moveset to High Jump Kick / Zen Headbutt / Trick / Baton Pass. This first two moves are self explanatory. Trick allows you to cripple a wall that may wish to switch in, including Aromatisse and Alomomola. It is also helpful when facing more defensive teams where being able to switch up between HJK and Zen Headbutt is crucial to breaking cores, notably Amoonguss + Mega Steelix. Baton Pass may seem strange, but it allows you to maintain momentum on your opponent's defensive switchins. For example, if your opponent has a Togetic that they will likely switch into on your Medicham, you can click Baton Pass to get your Tyrantrum in for free. In the case your opponent does not make the switch you anticipated, you can switch into one of the pokemon in your defensive core, which covers most threats pretty well.
  • Band Tyrantrum is one of the most fearsome wallbreakers in the tier, due to its good coverage and nuke in Head Smash. Crunch really does not provide you with that much coverage, as both Outrage and Head Smash hit harder than a super effective Crunch. Therefore, I would change Crunch -> Earthquake, as it provides Tyrantrum with a way to damage bulky steels without lowering its attack.
With those changes made, I believe you have yourself an extremely effective and threatening team. I hope you try out the suggestions I made! Good luck with the team, friend :]
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Scald
- Toxic

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 196 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Fire Blast
- Toxic

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Knock Off
- Sludge Bomb
- Leaf Storm
- Focus Blast

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Trick
- Baton Pass

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower
 
Gonna agree on mixed bulk mola, no real loss to running that. This team suffers pretty badly from the standard/unfocused RU syndrome of 3 walls 3 frail threats which creates that pool of weaknesses you have, but if it works it works. Just thoughts for the future here.

Mostly posting to say that I love that tangrowth spread. I'm not overly fond of assault vest but I would and will use that spread.
 
obviously not the RU pro here, so I dont really dare make any notable changes to the team, Vapo covering most of them anyways. I still love the team tho, and shall definitly steal it for personal usage :D
I am really glad to see you active and posting on smogon, with an rmt even ! I'm Glad the experience encouraged you to do so, and I hope this is just the first amongst many !

Perhaps escavalier can prove a challenge
 
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Hey Jariibo, nice to see you on the forums dude :] Anyways, this is a really cool looking team that has most threats covered, but I do see a few holes your defensive core has, as well as some less-than-optimal movesets and EV spreads, so I'd like to suggest a few changes that will hopefully improve your team's overall effectiveness:
  • Mega Camerupt seems like a huge threat for your team, as it can OHKO 5/6 pokemon on your team and does upwards of 94% to Alomomola. I quick fix you can make is changing your Alomomola EV spread from physically defensive to a more mixed spread of 120 HP / 136 Def / 252 SpD with a Calm Nature. This spread allows you to still take on physically offensive threats like Flygon and Emboar while being able to check things like Mega Camerupt, Grass Knot Delphox (as long as it isn't CM) and others, though being able to take hits from Camerupt is the spread's main selling point for your team.
  • With a more SpD oriented spread on Alomomola, I don't believe you require SpD Camerupt. In my opinion, offensive Camerupt is much better, as it threatens to OHKO a large portion of the tier and even threatens special walls like Aromatisse with 2HKO's. I would run an EV spread of 216 HP / 196 SpA / 96 Spe with a Modest Nature. The HP EVs allow you to always survive a Specs Boomburst from Exploud from full, and the speed serves a similar purpose to yours but has a bit more creep to outspeed, for example, 12 Spe Mega Steelix. The remaining EVs are dumped into SpA to maximize your damage output.
  • Scarf Medicham is a really nice late game cleaner and revenge killer. It also has a fantastic movepool to fully capitalize on a choiced set. In general, you won't need anything other than HJK or Zen Headbutt when revenge killing the likes of DD Scrafty and Tyrantrum, Meloetta, Sneasel, and Exploud, and breaking walls like Amoonguss, Golbat, and Mega Steelix. I think it's worth noting that a neutral HJK hits harder than a super effective Thunder Punch, so the only thing that really allows you to hit harder is Jellicent. Therefore, I'd like to suggestion changing your moveset to High Jump Kick / Zen Headbutt / Trick / Baton Pass. This first two moves are self explanatory. Trick allows you to cripple a wall that may wish to switch in, including Aromatisse and Alomomola. It is also helpful when facing more defensive teams where being able to switch up between HJK and Zen Headbutt is crucial to breaking cores, notably Amoonguss + Mega Steelix. Baton Pass may seem strange, but it allows you to maintain momentum on your opponent's defensive switchins. For example, if your opponent has a Togetic that they will likely switch into on your Medicham, you can click Baton Pass to get your Tyrantrum in for free. In the case your opponent does not make the switch you anticipated, you can switch into one of the pokemon in your defensive core, which covers most threats pretty well.
  • Band Tyrantrum is one of the most fearsome wallbreakers in the tier, due to its good coverage and nuke in Head Smash. Crunch really does not provide you with that much coverage, as both Outrage and Head Smash hit harder than a super effective Crunch. Therefore, I would change Crunch -> Earthquake, as it provides Tyrantrum with a way to damage bulky steels without lowering its attack.
With those changes made, I believe you have yourself an extremely effective and threatening team. I hope you try out the suggestions I made! Good luck with the team, friend :]
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Scald
- Toxic

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 216 HP / 196 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Fire Blast
- Toxic

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Knock Off
- Sludge Bomb
- Leaf Storm
- Focus Blast

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Trick
- Baton Pass

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Outrage
- Earthquake
- Superpower

Hey Vapo yeah I probably will be more active on this then I was =]. Also thanks for the suggestions! I defently will try them out! I only see on the team you made of it is that I then lose to HJK spam. Hitmonlee get a kill everytime it comes in on a slower mon, same with medicham. Like Scarf medicham just 6-0 after losing a speed tie.
252 Atk Pure Power Medicham High Jump Kick vs. 120 HP / 136 Def Alomomola: 265-313 (52.8 - 62.4%) -- 99.6% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 120 HP / 136 Def Alomomola: 352-415 (70.2 - 82.8%) -- guaranteed 2HKO after Leftovers recovery
 
Gonna agree on mixed bulk mola, no real loss to running that. This team suffers pretty badly from the standard/unfocused RU syndrome of 3 walls 3 frail threats which creates that pool of weaknesses you have, but if it works it works. Just thoughts for the future here.

Mostly posting to say that I love that tangrowth spread. I'm not overly fond of assault vest but I would and will use that spread.

Thanks =], yeah the tangrowth spread is really fun to use because alot of people do not expect it. It gets people of guard. Hope you have fun with the spread =].
 
obviously not the RU pro here, so I dont really dare make any notable changes to the team, Vapo covering most of them anyways. I still love the team tho, and shall definitly steal it for personal usage :D
I am really glad to see you active and posting on smogon, with an rmt even ! I'm Glad the experience encouraged you to do so, and I hope this is just the first amongst many !

Perhaps escavalier can prove a challenge
Haha yeah I will be more active like this, also I have plans to make more of these RMT's yeah. As well being active on the forums =D.
 
Hi there. This seems like a v solid team that has answers to most things in the metagame. However, your team seems to struggle with breaking down stall cores with mega steelix in as band tyrantrum is your only way to punch holes in things. I recommend trying out CM sigilyph over medicham. This solves your issues with the lix / amoong / mola core that you cite as a weakness and retains your fighting resist. It also helps deal with zen headbutt virizion. I quite like cm / roost / heat wave / psychic @ LO, but psycho shift CM with air slash can also work well. Sigi is pretty versatile so I'd play around with a few different sets. This then creates the issue of having a very slow team, so I'd run choice scarf over choice band on tyrantrum. Scarf t-rex still hits very hard and gives you the backup check to pkmn like houndoom and scrafty that medicham gave you.

I'd also second vapo's suggestions about the camerupt + mola spreads as spdef mola gives you a much better answer to mega glalie and a more attacking camerupt gives you a strong wall breaker to make up for the fact that scarf tyrantrum loses a lot of power.

Changes:
Scarf medicham --> Sigilyph
Band tyrantrum --> scarf tyrantrum
GL with the team.
 
Hi there. This seems like a v solid team that has answers to most things in the metagame. However, your team seems to struggle with breaking down stall cores with mega steelix in as band tyrantrum is your only way to punch holes in things. I recommend trying out CM sigilyph over medicham. This solves your issues with the lix / amoong / mola core that you cite as a weakness and retains your fighting resist. It also helps deal with zen headbutt virizion. I quite like cm / roost / heat wave / psychic @ LO, but psycho shift CM with air slash can also work well. Sigi is pretty versatile so I'd play around with a few different sets. This then creates the issue of having a very slow team, so I'd run choice scarf over choice band on tyrantrum. Scarf t-rex still hits very hard and gives you the backup check to pkmn like houndoom and scrafty that medicham gave you.

I'd also second vapo's suggestions about the camerupt + mola spreads as spdef mola gives you a much better answer to mega glalie and a more attacking camerupt gives you a strong wall breaker to make up for the fact that scarf tyrantrum loses a lot of power.

Changes:
Scarf medicham --> Sigilyph
Band tyrantrum --> scarf tyrantrum
GL with the team.
Thanks man! This would help with that Vapo suggested! So that i'm not losing to HJK spam!
 
Hi Jariibo nice team you've got there but I'd like to give some suggestions :)
On Alomomola a spread of 180 HP / 76 Def / 252 SpD alongside a Calm Nature will allow you to check many threat easily, Evs in hp are needed to recover 75% of camerupt's total hp via wishpass. A change that's not very important ma could go work is Mirror Coat over Toxic, this change will allow you to beat special hitter like Meloetta (not the sub CM version), Exploud and Delphox.
On Camerupt running Will-o-Wisp or Hidden Power Ice over Toxic will allow you to cripple switchin like Flygon on the switch.
On Medicham you don't really need to run Thunder Punch as Alomomola gets a 2hko by HJK and Jellicent gets a 2hko by ZHB, and the damage output of HJK is higher than the Thunder Punch one. So going for Trick over Thunder Punch can give your team more momentum and giving away the scarf againist bulkier teams can be really useful for you, especially because Cham can beat the Mola/Amoonguss/Steelix core you said it's a threat.
On Tyrantum running an Adamant nature instead of Jolly and Earthquake over Crunch will allow you to hit Steelix much harder on the switch (EQ has the 89% to 2hko with rocks up, and you won't have to drop your attack with superpower).
I hope this was useful n_n gl with your team
 
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