Hello everyone! I decided to throw this team together, and it's a little bit crazy. I guess it's an offensive kind of team, so I'll just get to explaining. Suggestions are welcomed as to what can make this team better!
Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Boomburst
- Flamethrower
- Ice Beam
- Surf
Specs Exploud eats babies. This thing kills so many other Pokemon, it's almost unreal. Specs Boomburst scores a lot of KOs to things that can even resist it. Flamethrower, Ice Beam, and Surf are really there to just fill extra moveslots, because I find myself clicking Boomburst a vast majority of the time. As for the EVs, I went for some bulk because Exploud doesn't have the best speed, but he does have a good HP stat. The extra Defense points are so he can soak up some physical hits better (since I think his special bulk is just a little higher).
Tyrantrum @ Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Head Smash
- Dragon Claw
- Earthquake
With a strong special attacker in Exploud, why not go for one of RU's better physical attackers in Tyrantrum? I went for the Dragon Dance set since, in the right scenario, it can rek faces. Lum Berry saves Tyrantrum for a turn in the case of a Will-O-Wisp or Scald burn. Head Smash is the main move used, since it's strong and Rock Head prevents the recoil, and Dragon Claw is the other STAB move (didn't like the thought of being trapped with Outrage). Earthquake is the almost obligatory Ground coverage for things like Magneton.
Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Spikes
- Encore
- Knock Off
- Toxic
How fast is too fast? Accelgor's the fastest non-scarf'd Pokemon in RU, and it makes an excellent suicide lead. He provides Spike support, which can aid Exploud and Tyrantrum in their sweeping, and it's just helpful overall. Encore is useful for opposing hazard-setting leads, especially when they use Stealth Rock first turn. Knock Off and Toxic are basic disrupting moves, and they both turn out to be useful. I never expect Accelgor to actually get KOs with Knock Off, and Toxic just whittles the foe down.
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 Def / 124 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Toxic
- Rest
I had weird logic when picking Claydol for this slot. I felt that a spinner would be more useful than a Defogger because Accelgor would likely be dead when Claydol would get sent out. I also wanted Stealth Rock for myself, and Claydol was able to fit both roles. Since Claydol has little to no offensive presence, I opted for a more defensive set. Rest is there as a method of recovery, but I have yet to use it. Claydol has done alright so far, but I'm not completely sold on this set, to be quite honest.
Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Atk / 64 Def / 112 SpD
Careful Nature
- Heal Bell
- Play Rough
- Earthquake
- Roar
I never thought I'd actually use Granbull, but it's been really helpful. Careful nature with that EV spread gives him a bit more Special bulk, since his Physical bulk is pretty much covered with the Intimidate ability. Granbull fills two basic roles: cleric with Heal Bell and phaser with Roar. Both moves have been useful for my team's longevity and momentum. Play Rough is there for STAB against those Dragons and Fighting types, and Earthquake is more Ground coverage, because you can never have too much of that.
Clawitzer @ Choice Scarf
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Aura Sphere
- Dark Pulse
- Ice Beam
Well I need a Scarf'd insurance policy, now don't I? Clawitzer hits things pretty hard, partly in thanks to the Mega Launcher ability, which gives Aura Sphere and Dark Pulse a bit more power to KO things. I went for Scald as the STAB Water move, although I wouldn't be opposed to trying out a Water Pulse or Hydro Pump. Ice Beam deals with Grass types and Dragon types. Clawitzer is basically the revenge killer of the team.
And there you have it wit this team. Feel free to make suggestions on how to improve this team, because I would like to see it do really well. Thanks!
Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Boomburst
- Flamethrower
- Ice Beam
- Surf
Specs Exploud eats babies. This thing kills so many other Pokemon, it's almost unreal. Specs Boomburst scores a lot of KOs to things that can even resist it. Flamethrower, Ice Beam, and Surf are really there to just fill extra moveslots, because I find myself clicking Boomburst a vast majority of the time. As for the EVs, I went for some bulk because Exploud doesn't have the best speed, but he does have a good HP stat. The extra Defense points are so he can soak up some physical hits better (since I think his special bulk is just a little higher).
Tyrantrum @ Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Head Smash
- Dragon Claw
- Earthquake
With a strong special attacker in Exploud, why not go for one of RU's better physical attackers in Tyrantrum? I went for the Dragon Dance set since, in the right scenario, it can rek faces. Lum Berry saves Tyrantrum for a turn in the case of a Will-O-Wisp or Scald burn. Head Smash is the main move used, since it's strong and Rock Head prevents the recoil, and Dragon Claw is the other STAB move (didn't like the thought of being trapped with Outrage). Earthquake is the almost obligatory Ground coverage for things like Magneton.
Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Spikes
- Encore
- Knock Off
- Toxic
How fast is too fast? Accelgor's the fastest non-scarf'd Pokemon in RU, and it makes an excellent suicide lead. He provides Spike support, which can aid Exploud and Tyrantrum in their sweeping, and it's just helpful overall. Encore is useful for opposing hazard-setting leads, especially when they use Stealth Rock first turn. Knock Off and Toxic are basic disrupting moves, and they both turn out to be useful. I never expect Accelgor to actually get KOs with Knock Off, and Toxic just whittles the foe down.
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 Def / 124 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Toxic
- Rest
I had weird logic when picking Claydol for this slot. I felt that a spinner would be more useful than a Defogger because Accelgor would likely be dead when Claydol would get sent out. I also wanted Stealth Rock for myself, and Claydol was able to fit both roles. Since Claydol has little to no offensive presence, I opted for a more defensive set. Rest is there as a method of recovery, but I have yet to use it. Claydol has done alright so far, but I'm not completely sold on this set, to be quite honest.
Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Atk / 64 Def / 112 SpD
Careful Nature
- Heal Bell
- Play Rough
- Earthquake
- Roar
I never thought I'd actually use Granbull, but it's been really helpful. Careful nature with that EV spread gives him a bit more Special bulk, since his Physical bulk is pretty much covered with the Intimidate ability. Granbull fills two basic roles: cleric with Heal Bell and phaser with Roar. Both moves have been useful for my team's longevity and momentum. Play Rough is there for STAB against those Dragons and Fighting types, and Earthquake is more Ground coverage, because you can never have too much of that.
Clawitzer @ Choice Scarf
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Aura Sphere
- Dark Pulse
- Ice Beam
Well I need a Scarf'd insurance policy, now don't I? Clawitzer hits things pretty hard, partly in thanks to the Mega Launcher ability, which gives Aura Sphere and Dark Pulse a bit more power to KO things. I went for Scald as the STAB Water move, although I wouldn't be opposed to trying out a Water Pulse or Hydro Pump. Ice Beam deals with Grass types and Dragon types. Clawitzer is basically the revenge killer of the team.
And there you have it wit this team. Feel free to make suggestions on how to improve this team, because I would like to see it do really well. Thanks!
Exploud @ Choice Specs
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Boomburst
- Flamethrower
- Ice Beam
- Surf
Tyrantrum @ Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Head Smash
- Dragon Claw
- Earthquake
Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Spikes
- Encore
- Knock Off
- Toxic
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 Def / 124 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Toxic
- Rest
Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Atk / 64 Def / 112 SpD
Careful Nature
- Heal Bell
- Play Rough
- Earthquake
- Roar
Clawitzer @ Choice Scarf
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Aura Sphere
- Dark Pulse
- Ice Beam
Ability: Scrappy
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Boomburst
- Flamethrower
- Ice Beam
- Surf
Tyrantrum @ Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Head Smash
- Dragon Claw
- Earthquake
Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Spikes
- Encore
- Knock Off
- Toxic
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 Def / 124 SpD
Bold Nature
- Stealth Rock
- Rapid Spin
- Toxic
- Rest
Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 84 Atk / 64 Def / 112 SpD
Careful Nature
- Heal Bell
- Play Rough
- Earthquake
- Roar
Clawitzer @ Choice Scarf
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Aura Sphere
- Dark Pulse
- Ice Beam
Along with the Pokemon suggested by MrAldo and fran17, I've tried these two out as well:
Meloetta @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Dazzling Gleam
- Trick
Serves pretty much the same purpose as the Delphox set fran listed below, but I feel that Meloetta has more merit as a whole. She's a good revenge killer, and despite being a Psychic type, she can dish out a strong Dazzling Gleam on Scrafty, which could save my team in a pinch.
Kabutops @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 36 Def / 220 SpD
Careful Nature
- Stealth Rock
- Rapid Spin
- Aqua Jet
- Knock Off
Kinda serves a combined role of what I had with Claydol and what MrAldo had with Seismitoad. Kabutops sets up rocks and can spin opposing hazards away, while actually having more of an offensive presence, even if it is just with Aqua Jet and Knock Off.
Meloetta @ Choice Scarf
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Dazzling Gleam
- Trick
Serves pretty much the same purpose as the Delphox set fran listed below, but I feel that Meloetta has more merit as a whole. She's a good revenge killer, and despite being a Psychic type, she can dish out a strong Dazzling Gleam on Scrafty, which could save my team in a pinch.
Kabutops @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 36 Def / 220 SpD
Careful Nature
- Stealth Rock
- Rapid Spin
- Aqua Jet
- Knock Off
Kinda serves a combined role of what I had with Claydol and what MrAldo had with Seismitoad. Kabutops sets up rocks and can spin opposing hazards away, while actually having more of an offensive presence, even if it is just with Aqua Jet and Knock Off.
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