lemme hear you say heeeeey miss carter
say heeeeeeeeeeeeeeeeeeeeeeeeeeeey miss caaaaaaaaarter
I decided a quick spread and this moveset would work the best for Torterra. I tend to like Facade on CB Torterra because it makes it a safe pivot into Lanturn, even if it ends up getting burned by Scald. Rock Slide is chosen over Stone Edge because its targets are very specific, mostly Scyther, Rotom-S, Xatu, etc. and the only thing it does is guarantee the OHKO on 248/172 neutral Xatu (the spread that outruns Adamant Sawk), which you already 2HKO with Wood Hammer anyways, and turn a ~60% OHKO vs offensive Rotom-S to a 100%. The increased accuracy is really important because Wood Hammer really limits Torterra's ability to stick around throughout the match and any extra damage it takes can make a huge difference in what it accomplishes in the battle. The Speed specifically outruns Adamant Mawile while also outspeeding Jolly Rhydon and Lanturns creeping it.
From there, I wanted something that both appreciated Torterra's ability to offensively pivot into Rhydon and to bust through common checks. Vivillon was a good option, as its most common checks, Steel-types, Electric-types, and Lanturn, are absolutely manhandled by Torterra. Gourgeist and Weezing, two of Torterra's best checks, also greatly fear Vivillon setting up on them and knocking them out. Sharp Beak is for a power boost that allows you to bluff Choice Scarf. Vivillon and Torterra share a couple of things—common weaknesses to Fire, Flying, and Ice, and a dislike for hazards (Stealth Rock for Vivillon and Spikes/Toxic Spikes for Torterra). Lanturn covers all three of these weaknesses really well, and it synergizes offensively with both Torterra and Vivillon, which can safely switch into Ground- and Grass-types, respectively, and immediately apply pressure towards them. Confuse Ray is kind of bullshit, but it can help out the team tremendously by taking advantage of what confusion does best: forcing switches and giving up free turns. If you aren't feeling real enough, change it to Thunder Wave. It kind of pulls the same thing, but it doesn't do it nearly as well and nothing puts the fear of God into a player more than the 50/50 from confusion. Here's Confuse Ray winning me the game and providing some early-game momentum: http://replay.pokemonshowdown.com/nu-284208656
Hitmonchan was added because the team was lacking in Speed and really wanted some priority on top of Rapid Spin support. Mach Punch in particular is great priority for this team because it struggles with Shiftry and has no Normal resist. Piloswine offers even more priority, as well as a very necessary Freeze-Dry resist in this metagame where Aurorus and Vanilluxe are becoming increasingly common and people are slowly shifting their views on Cryogonal. Raichu in the last slot gives the team some actual Speed outside of priority, as well as another Pokemon to take advantage of Torterra crushing through defensive cores. HP Grass is better than Grass Knot because it hits Lanturn harder.
say heeeeeeeeeeeeeeeeeeeeeeeeeeeey miss caaaaaaaaarter
Torterra @ Choice Band
Ability: Overgrow
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Rock Slide
- Facade
Vivillon @ Sharp Beak
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Hurricane
- Quiver Dance
- Energy Ball
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Confuse Ray
Piloswine @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 152 Atk / 100 Def / 16 Spe
Adamant Nature
- Stealth Rock
- Icicle Spear
- Earthquake
- Ice Shard
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Rapid Spin
- Ice Punch
- Mach Punch
Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Focus Blast
- Nasty Plot
- Hidden Power [Grass]
Ability: Overgrow
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Rock Slide
- Facade
Vivillon @ Sharp Beak
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Hurricane
- Quiver Dance
- Energy Ball
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Confuse Ray
Piloswine @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 152 Atk / 100 Def / 16 Spe
Adamant Nature
- Stealth Rock
- Icicle Spear
- Earthquake
- Ice Shard
Hitmonchan @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Rapid Spin
- Ice Punch
- Mach Punch
Raichu @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Focus Blast
- Nasty Plot
- Hidden Power [Grass]
From there, I wanted something that both appreciated Torterra's ability to offensively pivot into Rhydon and to bust through common checks. Vivillon was a good option, as its most common checks, Steel-types, Electric-types, and Lanturn, are absolutely manhandled by Torterra. Gourgeist and Weezing, two of Torterra's best checks, also greatly fear Vivillon setting up on them and knocking them out. Sharp Beak is for a power boost that allows you to bluff Choice Scarf. Vivillon and Torterra share a couple of things—common weaknesses to Fire, Flying, and Ice, and a dislike for hazards (Stealth Rock for Vivillon and Spikes/Toxic Spikes for Torterra). Lanturn covers all three of these weaknesses really well, and it synergizes offensively with both Torterra and Vivillon, which can safely switch into Ground- and Grass-types, respectively, and immediately apply pressure towards them. Confuse Ray is kind of bullshit, but it can help out the team tremendously by taking advantage of what confusion does best: forcing switches and giving up free turns. If you aren't feeling real enough, change it to Thunder Wave. It kind of pulls the same thing, but it doesn't do it nearly as well and nothing puts the fear of God into a player more than the 50/50 from confusion. Here's Confuse Ray winning me the game and providing some early-game momentum: http://replay.pokemonshowdown.com/nu-284208656
Hitmonchan was added because the team was lacking in Speed and really wanted some priority on top of Rapid Spin support. Mach Punch in particular is great priority for this team because it struggles with Shiftry and has no Normal resist. Piloswine offers even more priority, as well as a very necessary Freeze-Dry resist in this metagame where Aurorus and Vanilluxe are becoming increasingly common and people are slowly shifting their views on Cryogonal. Raichu in the last slot gives the team some actual Speed outside of priority, as well as another Pokemon to take advantage of Torterra crushing through defensive cores. HP Grass is better than Grass Knot because it hits Lanturn harder.