Battle Spot [Johto Classic] First RMT, Offensive oriented built on Azumarill ("What's up doc?")

What's up Doc?

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Introduction

Hi everyone! I'm pretty new to competitive battling so I hope I'm not messing this up or bothering anybody. Anyway I wanted to debut on the upcoming Johto Classic and came up with this team which has gotten me some promising results so far. The idea was to build an hyper offensive oriented team based on the little blue bunny, so starting from him I picked up Pokémon that could deal with potential menaces. I also wanted something that I could bred ingame quickly despite being a total newbie and I think I nailed it (well, maybe that HP Grass Magneton won't be that easy).

Teambuilding Process

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So as I said I wanted Azumarill to be my main Sweeper running a Belly Drum set. I also immediately put Sturdy Magneton to its side to deal with the possibility of SheerCune, counter Skarmory in its wake and lure and kill Quagsire with HP Grass. I still had problems with fast Poison types (especially Gengar), Grass types and Scizor.

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Alakazam checks Gengar and can easily rip all Poison types except maybe a really bulky Venusaur, which Arcanine handles diligently while also countering Scizor. There's still that little issue of electric users (namely, Jolteon and Raikou).

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Sturdy Custap Berry Golem works like a charm with electric guys, being able to deal at least two hits before falling which are more than enough to dispatch both Raikou and Jolteon. It also dents any Dragonite who thinks to prey on it with Rock blast. Tyranitar complements the team with its sandstorm: it is an excellent counter to any Ninetails that might wish to Solar Beam Azumarill and has amazing synergy with its teammates, giving an extra +50% SpDef to Golem and not affecting him, Magneton or Alakazam (thanks to Magic Guard).

The Team

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Whats Up Doc? (Azumarill) @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Given the possibility to set up Belly Drum, this thing can easily OHKO most things that don't resist Water even with just Aqua Jet. Speed investment allows for a chance to outspeed not fully invested Machamps that might pose a threat with their Dynamic Punch. Knock Off gets rid of Psychic threats especially Starmies that might run Grass Knot or menace a Scald burn and also works as a good utility move in general.

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Magnetic Gaze (Magneton) @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]

As many have pointed out in the forum this guy doesn't give a damn about Sheer Cold Suicune and its shenanigans. Plus it eliminates water threats that might exploit Azumarill's low speed, expecially a Shell Break Cloyster that thinks Icicle Spear is a good move to break its Sturdy or bulky Quagsire that won't be happy to find HP Grass.

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Gin no Saji (Alakazam) @ Focus Sash
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Energy Ball

Gengar's nemesis since Gen1, Alakazam is an excellent sweeper overall and can easily check all poison types that menaces Azumarill. I preferred Focus Sash over Life Orb to give it a surprise effect should the opponent resist the hit. Even an Assault Vest Machamp won't be happy to get its Knock Off blocked and being eliminated the turn after. Focus Blast is an insurance over Dark types, expecially Tyranitar, while Energy Ball is a backup anti-Quagsire in case Magneton fell or was not in the chosen 3.

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Hachiko (Arcanine) @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat

Arcanine mainly works as a sub or secondary attacker if too many Azumarill threats are in play. Flash Fire absorbs Fire attacks that might be aimed at Magneton giving it a boost, while Fire Blitz paired with its speed makes short work of dangerous Grass and Bug types that might sport Spore like Venusaur, Venomoth or Victribell. Extreme Speed overcomes even faster threats like Raikou while Wild Charge and Close Combat are there for further coverage.

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Katamari (Golem) @ Custap Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion

The most famous rolling rock. The two hits granted by the Sturdy + Custap Berry combo are surprisingly effective on most threats that aim to dispatch Golem, which can close off with Explosion. It also deals efficently with counter moves from Golem's targets like Raikou's Aura Sphere allowing to land that victory Earthquake. Rock Blast deals consistent damage to Dragonite breaking its Multiscale and can actually slay it if enough hits are dealt. Stealth Rock is always good to have around and supports the other members with residual damage.

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Kurt Zisa (Tyranitar) @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

Tyranitar works as a good Pursuit trapper for Espeon and Alakazam, while the Choice Scarf compensates for his speed. The gratest benefit however is the sandstorm to which 3 team mates over 5 are immune. Other than improving Golem's otherwise lacking SpDef it blocks the Ninetail Drought + Solar Beam combo that might pose a serious threat to Azumarill allowing to regain momentum and finish it off the turn after.

Conclusion

I've still to test this team to a bigger extent, however so far it managed to react positively to most threats in the 000~250 range. The only thing that gave me problems so far is a bulky Porygon2 which, unless faced with a Belly Drummed Azumarill is seriously problematic being able to stall most of my team. Hope to see your opinions :)

P.S.: Here's a Pastebin of the team:
Whats Up Doc? (Azumarill) @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Magnetic Gaze (Magneton) @ Choice Specs
Ability: Sturdy
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]

Gin no Saji (Alakazam) (M) @ Focus Sash
Ability: Magic Guard
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Energy Ball

Hachiko (Arcanine) @ Life Orb
Ability: Flash Fire
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Close Combat

Katamari (Golem) @ Custap Berry
Ability: Sturdy
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion

Kurt Zisa (Tyranitar) @ Choice Scarf
Ability: Sand Stream
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
 
Alexander9211 out of interest, would Arcanine not prefer Intimidate over Flash Fire?

I'd also suggest Sucker Punch on Golem. That could provide something resembling speed control. That is if you could figure out what to take out. I'd query the need for Stealth Rock in 3v3.

One more thing and I think it's worth considering: HP Fighting over Focus Blast. Run some calcs. It may be worthwhile.
 
I second the use of Sucker Punch > Stealth Rock on Golem. Hazards aren't all that necessary in a 3v3 and is pretty much a wasted move slot. You're better off attacking than setting up something that'll be ultimately pointless in the long run.

I don't really understand why you need a Pursuit trapper in Tyranitar since nothing on your team is THAT weak to Espeon/Alakazam in the first place. You have a lot of priority on the team (especially if you add Sucker Punch on Golem, which also happens to have Sturdy+Custap Berry which is priority in itself) to deal with those physically frail Pokemon, and nothing on the team is Psychic/Ghost-weak anyway, unless you count Zam which is faster than Gengar. Having tried ScarfTar on my first Johto Classic team, I can tell you it's not that great. A lot of Psychic/Ghosts pack Focus Blast these days for those incredibly obvious switches (and even if they miss, Zam is STILL faster than ScarfTar which is a huge bummer). i've noticed that when you do in fact go for pursuit, you'll experience one of the biggest momentum-losses ever since you're pretty much a sitting duck for whatever else comes out.

Your team is very weak to LO SD Scizor (which, if you ask me, is something you should be worrying about more than Ninetales) if you don't bring Arcanine, and because you're not running a defensive set on Arcanine, it's prone to being whittled down very fast, especially when combined with Life Orb and Flare Blitz/Wild Charge recoil. In truth, since your Arcanine is Flash Fire Arcanine, that alone is a good answer to Ninetales since you're immune to its Fire STAB and resist Solar Beam.

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Dragonite @ Expert Belt
Ability: Multiscale
Level: 50
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Punch
- Thunder Punch
- Earthquake / Hidden Power [Grass]
- Extremespeed / Outrage

Instead of Tyranitar, try this out. I've been using Lure Dragonite on my current team and let me tell you, I love this thing and I think it'll benefit you just the same. This usually works best as a lead, but you can use it whenever you want. Fire Punch and Thunder Punch are required on this moveset so you don't lose momentum vs Scizor and Azumarill, respectively. Extremespeed is also heavily recommended as it's one of the best priority attacks in the game, but if you feel that you need that neutral Dragon coverage because you have plenty of priority already on the team, you can go with Outrage. I like to use EQ in to E-Speed vs Raikou that try to dent me with HP Ice, but I just calc'd Adamant 0 SpA HP Grass on this and it does indeed 2HKO Quagsire, so it's something to think about if you don't want to lose momentum vs that thing.

Hope this helps, and good luck! :D
 
Ur team is good. I especially like how well you've prepared for Quagsire, cuz I think to a really great mom, especially here.

I think the Spe on Azu is excessive if it's just for creeping Champ. If you actually have a benchmark you're hitting then mayb, otherwise I'd go with little or no Spe. It's also worth noting you don't have Screens, Memento, or anything else that'd help provide an oppurtunity to BD.

Magneton's moves look really nice, but I'm not completely sure about Specs. I feel like a bulkier Eviolite would be good. Especially with HP Grass, which you never wanna be locked into. Both STABs also have things that can switch in almost for free, and start setting up if possible. If you were to keep Specs...id imagine a Modest nature would be good.

Sam is Ofc good. Arcanine I like Intimidate. It can already switch in fine on fire, and you're not even very weak to fire, with three resists and only one weakness. You could also use a bulkier set. You have no status which I'm not fond of, and WoWing stuff might create set up oppurtunities for Azu.

Golem looks good except I don't think bayou want SR. There are lots of good options, notably Sucker Punch which peeple have mentioned. But there's also Counter, Fire Punch, and Roar for stat boosters. Even Rock Tomb might be useful.

TTar I wouldn't use Scarf or Pursuit. I agree with Vengeance about replacing TTar altogether. DNite seems pretty good, especially since you have Arcanine, Azu, and Magneton to resist ice, and Golem isn't OHKOd.
 
Hiya guys, thanks a lot for your suggestions :) I'll ponder over them tomorrow and see what I come up with (it's almost 1a.m. here xD).

I wasn't sure too on Flash Fire over Intimidate and to be completely honest I haven't found a good occasion to use the former properly, so I'll definitely try the latter out. I was inclined to SR to break sashes and sturdy users (which I use myself a lot lol) but seeing how many suggest Sucker Punch I'll give it a shot. Bulky Azu was something I was pondering too, but I first want to check some stats to see if I can reach a good compromise. As per the Hidden Powers, I'd prefer to avoid relying on them since they can be a pain to breed and I'm not sure I have enough time to prepare. I totally like that Dragonite and I admit I was thinking about it but I was not sure how to fit it inside the team, so he'll go in my next testing session.
 
Your team looks pretty good.

Like others have said Intimidate is definitely the way to go on Arcanine I think. I think Will-o-wisp is definitely worth considering on it as well, I think it could probably replace wild charge, unless you find wild charge often being very useful.

Sucker Punch on Golem is definitely worth trying out, but tbh I wouldn't say its that necessary. You have custap which gives you some priority, maybe not as consistent as sucker but it's still there. Rocks also helps your matchup against dnite a lot.

I feel like LO on zam is a decent option to consider as well, especially if you do use rocks. LO attacks from zam really sting and it would be nice for P2 if youre struggling against it. LO Focus Blast does a lot to it.
 
So I've integrated most of your suggestions and I'm pretty satisfied with the results.

- Dragonite : I like this guy! It has great type coverage, it's excellent to carry around when I miss a counter or two in the group of 3 and Extremespeed voids most priority moves. I was thinking of giving in Earthquake for Ice Punch to face Donphan but Earthquake proved more than once to be great for Jolteon, Entei and Raikou, not to mention rock types.
- Arcanine : Intimidate and WoW won the round. I've seen few Fire moves around to make Flash Fire viable, and WoW cripples most attackers. Sure I miss Wild Charge in situations like... Well, Gyarados, but it's worth changing.
- Magneton : I'm keeping specs. Eviolite is more flexible but the extra bulkiness is not that great to sport considering I have Sturdy against OHKO and the extra SpA is totally worth it to OHKO Suicune and break Clefable's stall.
- Azumarill : I've given up Spe to pump HP and it seems effective in giving more survivability. However I have to check the speed of slower bulkier mons like Porygon or Golem to see if I can outspeed them at base Spe.
- Golem : Sucker Punch works great but from a practical point I have no means to breed it in Gen4. I think I'll go for Roar as a last measure against setuppers and Moody mons. I'm also having problems getting a Custap (stupid minigame). If worse comes to worst I think I'll switch to a Rock Polish / Weakness Policy set.
- Alakazam : I'll keep the Focus Sash over LO, not only to keep LO on Arcanine but also because the surprise effect of Energy Ball sashed Zam is priceless.

I'm starting to prepare the mons ingame, I only hope to make it for the 19th (which I'm not sure of, considering my weekly schedule and that tricky HP Grass on Magneton)
 
So I've integrated most of your suggestions and I'm pretty satisfied with the results.

- Dragonite : I like this guy! It has great type coverage, it's excellent to carry around when I miss a counter or two in the group of 3 and Extremespeed voids most priority moves. I was thinking of giving in Earthquake for Ice Punch to face Donphan but Earthquake proved more than once to be great for Jolteon, Entei and Raikou, not to mention rock types.
- Arcanine : Intimidate and WoW won the round. I've seen few Fire moves around to make Flash Fire viable, and WoW cripples most attackers. Sure I miss Wild Charge in situations like... Well, Gyarados, but it's worth changing.
- Magneton : I'm keeping specs. Eviolite is more flexible but the extra bulkiness is not that great to sport considering I have Sturdy against OHKO and the extra SpA is totally worth it to OHKO Suicune and break Clefable's stall.
- Azumarill : I've given up Spe to pump HP and it seems effective in giving more survivability. However I have to check the speed of slower bulkier mons like Porygon or Golem to see if I can outspeed them at base Spe.
- Golem : Sucker Punch works great but from a practical point I have no means to breed it in Gen4. I think I'll go for Roar as a last measure against setuppers and Moody mons. I'm also having problems getting a Custap (stupid minigame). If worse comes to worst I think I'll switch to a Rock Polish / Weakness Policy set.
- Alakazam : I'll keep the Focus Sash over LO, not only to keep LO on Arcanine but also because the surprise effect of Energy Ball sashed Zam is priceless.

I'm starting to prepare the mons ingame, I only hope to make it for the 19th (which I'm not sure of, considering my weekly schedule and that tricky HP Grass on Magneton)
You're going to having to RNG or trade for a Sucker Punch Geodude. It's a tutor move from Gen 4 I believe. Not impossible to get and if you check the Wifi Giveaway section, there was some given away but I can't recall who by. I wouldn't have suggested it if it wasn't relatively easy to get.

To assist with HP Grass Magnemite then you may need to get a suitable Ditto. Someone like Most or Buckert could help - find their threads or profile. It's not difficult to breed everything you need inside 24 hours if you have the right parents.
 
You're going to having to RNG or trade for a Sucker Punch Geodude. It's a tutor move from Gen 4 I believe. Not impossible to get and if you check the Wifi Giveaway section, there was some given away but I can't recall who by. I wouldn't have suggested it if it wasn't relatively easy to get.

To assist with HP Grass Magnemite then you may need to get a suitable Ditto. Someone like Most or Buckert could help - find their threads or profile. It's not difficult to breed everything you need inside 24 hours if you have the right parents.

I'll do as you suggested, thanks :)
 
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