SM RU RU Hyper offensive w/smeargle hazard setter

First of all, I want to say my inspiration for this team. This team is based on Sticky web HO by NJNP (tier OU), and follows a smeargle, a ghost pokémon, and a defiant one. This team don't have too many setters, instead 2 choice users, and this may be a error (I don't know).
I was getting issues with water pokémon (araquanid mainly), but I have NO ideas to cover this weakness. Another issue is the smeargle, too many peaple start with cloyster and another setting mons and my smeargle cannot do anything with these mons, causing my banette to destiny bound (banette is a live saver). Another issue (this time the NJNP team has this issue too) is another sticky web team, but this is not too common, and a rapid spinner (in my team) can solve this problem, but blastoise and torkoal isn't good for HO teams.
I created the team with Vaiser.
THE TEAM:
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Stealth Rock
- Magic Coat
- Spore
I already explained this pokémon in the in the previous paragraph, but well, this is the hazzard setter with spore, I could put U-turn instead of magic coat, but magic coat protects smeargle to taunt

Banette-Mega @ Banettite
Ability: Prankster
EVs: 252 Atk / 252 Spe
Jolly Nature
- Destiny Bond
- Shadow Claw
- Knock Off
- Shadow Sneak
The ghost pokémon to prevent rapid spins, the priority user and the sacrifice with destiny bond (this saved many battles). The reason why is banette instead of other is because of his HUGE attack and prankster + destiny bond if something went wrong. Shadow claw is the stab, knock off is "coverage" and shadow sneak is another life safer (If is reccomended retire banette , please put another priority user)

Primeape @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Throat Chop
- Gunk Shot
- Earthquake
The defiant pokémon to "prevent" defog, but NO ONE knows that primeape have defiant. The reason why it is a primeape instead of a braviary is because of registeels and steelix, and choice band because of this mon don't learn swords dance. Only hone claws, bulk up and PUP. I don't think that primeape would survive 2/3 moves to have a attack suficient to sweep, so I chose Choice band. Throat Chop instead of knock off is becasue of.... ;-; primeape don't learn knock off, gunk shot is to hit fairy pokémon and earthquake is just coverage.

Gardevoir @ Choice Specs
Ability: Trace
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Energy Ball
- Thunderbolt
The fairy and psychic pokémon and choice specs user. The reason why is a gardevoir is because of the thunderbolt +moonblast + psyshock/psychic coverage and because of his type. Choice specs because of gardevoir only knows calm mind to boost sp.attack, and yes, gardevoir tanks some special moves, but explodes with a physical moves, so I think that choice specs is better in her

Houndoom @ Darkinium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Nasty Plot
- Dark Pulse
- Hidden Power [Grass]
The fire type pokémon, and the FIRST setting pokémon. Vaiser told me to put a fire type pokémon, and I think that he was right, so houndoom here. The reason why is a houndoom is becasue of him knows nasty plot and have flash fire, and this is power. If I remember this is the NU set, and I put HP grass instead of flame charge because of sticky web, and to hit gastodron and quagsires.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Ice Punch
- Swords Dance
- Crunch
The water mon and the second setting pokémon. I thought that a water pokémon would be nice, and me and Vaiser had the exact same idea of a SD feraligatr, and why is SD instead of DD is because of sticky web, and crunch because he said so. No mysteries in this feraligatr, so I am finishing here.

Sorry for the bad english, and this is the maximum that I can explain this team, so sorry if is insufficient
If you reccomend, please put the entire new team ready for the use in showdown.
 
Hi,
Interesting approach, reminds me of my first RMT with Mega Banette back in ORAS UU :bloblul:

I've said it in a different rate before and I will stress it again: Sticky Web isn't as easy to execute in RU as it may seem. With the shift to USUM, RU has gained several great hazard removal options and was just recently blessed with two more of the sort, M-Blastoise and Mandibuzz. The multitude of viable hazard removal options exhibits some limits to the concept of a successful Webs team, much in contrast to the earlier SM meta. Anyway, I'll see if I can help you out here without changing too much but be aware that these won't relieve you from the necessity to play aggressively.
  • See into running a different lead. Smeargle is unfortunately stopped cold by Mandibuzz (Overcoat blocking Spore) and Tsareena (blocking Spore due to its Grass typing), and even has trouble with M-Blastoise by being forced to rely on a two turn sleep to get only one hazard up. I recommend Galvantula in place of it as it pressures all relevant removers by virtue of its STAB combination and HP Ice. You lose out on role compression by shifting the SR role to a different member but given the recent trends I really can't see Smeargle performing as a reliable setter.
    galvantula.png
    Galvantula @ Life Orb
    Ability: Compound Eyes
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 29 HP / 0 Atk
    - Bug Buzz
    - Thunder
    - Hidden Power [Ice]
    - Sticky Web

    Feel free to use Focus Sash on this of course, I like the damage from LO but if you find Sash to be more reliable, go for it.
  • Now, there aren't any particularly great spinblockers in RU (Dark Pulse M-Blastoise & Knock Off Tsareena) but M-Banette is probably the best out of the bunch because it can at least take Mega Blastoise down with it using Destiny Bond (pray for Rapid Spin on the switch though). Props for using maximum speed investment on this, outspeeding and punishing Tsareena, which is immune to priority, is valuable indeed. However, I recommend you have a look at the move choices again. Taunt is of incredible importance here in my opinion, preventing all Defog users (except Mandibuzz) from clearing hazards as well as stopping opposing hazard setters or set up sweepers. Additionally, while it is indubitably helpful to pick off weakened 'mons with Shadow Sneak, there are better options to help M-Banette to carry out its task which first and foremost is preventing hazard removal.
    banette-mega.png
    Banette-Mega @ Banettite
    Ability: Frisk
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Shadow Claw
    - Knock Off
    - Taunt
    - Destiny Bond

    I tried fitting Gunk Shot somewhere for Tsareena and Chesnaught but losing Shadow Claw or Knock Off is tough.
  • Generally you want to opt for members on Sticky Web teams that either A) prevent removal by virtue of attacking prowess, or B) prevent removal by virtue of utility, such as Taunt or Memento. Primeape, while a Defiant user that punishes Defog, can't really do either of the things above and is too easily taken advantage of by the limits of Choice Band. If your whole team relies on the presence of Sticky Web being active, it doesn't matter if you can punish Defog once (unless that 'mon is theatening enough to sweep, which Primeape isn't, even with a +2 attack boost), they will likely remain inactive for the remainder of the game. Since the team at this point is lacking Stealth Rock and due to the fact that Salazzle straight up murders this team should Sticky Webs not be up, I recommend replacing Primeape with Aerodactyl. It mainly helps with levitating targets immune to Webs (Swellow, Moltres, Yanmega) but still packs a punch with its Life Orb boosted EdgeQuake combination. Taunt is, again, used here to prevent Defog (and recovery) from the likes of Gligar.
    aerodactyl.png
    Aerodactyl @ Life Orb
    Ability: Unnerve
    EVs: 252 Atk / 40 Def / 216 Spe
    Jolly Nature
    IVs: 29 HP
    - Stone Edge
    - Earthquake
    - Taunt
    - Stealth Rock
The rest of the team is fine, honestly, I'll just leave a couple of recommendations below:
  • houndoom.png
    Houndoom is an interesting pick and it might not even be that bad considering it beats Cresselia and provides a more immediate answer to a boosted Doublade but generally you will be better off with NP Salazzle in this slot. Completely up to you of course, but the speed tier Houndoom sits in leaves it susceptible to base speed 100 Choice Scarf users such as Shaymin. I included a sample set in the importable below.

  • gardevoir.png
    Using a Choice Scarf variant on Gardevoir gives the team more reliable speed control in case Webs can't be guaranteed. With Memento and Healing Wish at its disposal, it can aid a set up from either Feraligatr or Salazzle (Houndoom) and even bring back a weakened member.

  • feraligatr.png
    Very minor nitpick, but if you keep Houndoom make sure to use Superpower>Crunch on Feraligatr (wouldn't hurt with Salazzle either, I suppose). Breaking through Umbreon and Porygon2 opens a lot more doors than Crunch would. It also snipes Bewear and has a better chance to overwhelm Milotic.
Hope this helped, cheers!

IMPORT
 
Last edited:
Hi,
Interesting approach, reminds me of my first RMT with Mega Banette back in ORAS UU :bloblul:

I've said it in a different rate before and I will stress it again: Sticky Web isn't as easy to execute in RU as it may seem. With the shift to USUM, RU has gained several great hazard removal options and was just recently blessed with two more of the sort, M-Blastoise and Mandibuzz. The multitude of viable hazard removal options exhibits some limits to the concept of a successful Webs team, much in contrast to the earlier SM meta. Anyway, I'll see if I can help you out here without changing too much but be aware that these won't relieve you from the necessity to play aggressively.
  • See into running a different lead. Smeargle is unfortunately stopped cold by Mandibuzz (Overcoat blocking Spore) and Tsareena (blocking Spore due to its Grass typing), and even has trouble with M-Blastoise by being forced to rely on a two turn sleep to get only one hazard up. I recommend Galvantula in place of it as it pressures all relevant removers by virtue of its STAB combination and HP Ice. You lose out on role compression by shifting the SR role to a different member but given the recent trends I really can't see Smeargle performing as a reliable setter.
    galvantula.png
    Galvantula @ Life Orb
    Ability: Compound Eyes
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    IVs: 29 HP / 0 Atk
    - Bug Buzz
    - Thunder
    - Hidden Power [Ice]
    - Sticky Web

    Feel free to use Focus Sash on this of course, I like the damage from LO but if you find Sash to be more reliable, go for it.
  • Now, there aren't any particularly great spinblockers in RU (Dark Pulse M-Blastoise & Knock Off Tsareena) but M-Banette is probably the best out of the bunch because it can at least take Mega Blastoise down with it using Destiny Bond (pray for Rapid Spin on the switch though). Props for using maximum speed investment on this, outspeeding and punishing Tsareena, which is immune to priority, is valuable indeed. However, I recommend you have a look at the move choices again. Taunt is of incredible importance here in my opinion, preventing all Defog users (except Mandibuzz) from clearing hazards as well as stopping opposing hazard setters or set up sweepers. Additionally, while it is indubitably helpful to pick off weakened 'mons with Shadow Sneak, there are better options to help M-Banette to carry out its task which first and foremost is preventing hazard removal.
    banette-mega.png
    Banette-Mega @ Banettite
    Ability: Frisk
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Shadow Claw
    - Knock Off
    - Taunt
    - Destiny Bond

    I tried fitting Gunk Shot somewhere for Tsareena and Chesnaught but losing Shadow Claw or Knock Off is tough.
  • Generally you want to opt for members on Sticky Web teams that either A) prevent removal by virtue of attacking prowess, or B) prevent removal by virtue of utility, such as Taunt or Memento. Primeape, while a Defiant user that punishes Defog, can't really do either of the things above and is too easily taken advantage of by the limits of Choice Band. If your whole team relies on the presence of Sticky Web being active, it doesn't matter if you can punish Defog once (unless that 'mon is theatening enough to sweep, which Primeape isn't, even with a +2 attack boost), they will likely remain inactive for the remainder of the game. Since the team at this point is lacking Stealth Rock and due to the fact that Salazzle straight up murders this team should Sticky Webs not be up, I recommend replacing Primeape with Aerodactyl. It mainly helps with levitating targets immune to Webs (Swellow, Moltres, Yanmega) but still packs a punch with its Life Orb boosted EdgeQuake combination. Taunt is, again, used here to prevent Defog (and recovery) from the likes of Gligar.
    aerodactyl.png
    Aerodactyl @ Life Orb
    Ability: Unnerve
    EVs: 252 Atk / 40 Def / 216 Spe
    Jolly Nature
    IVs: 29 HP
    - Stone Edge
    - Earthquake
    - Taunt
    - Stealth Rock
The rest of the team is fine, honestly, I'll just leave a couple of recommendations below:
  • houndoom.png
    Houndoom is an interesting pick and it might not even be that bad considering it beats Cresselia and provides a more immediate answer to a boosted Doublade but generally you will be better off with NP Salazzle in this slot. Completely up to you of course, but the speed tier Houndoom sits in leaves it susceptible to base speed 100 Choice Scarf users such as Shaymin. I included a sample set in the importable below.

  • gardevoir.png
    Using a Choice Scarf variant on Gardevoir gives the team more reliable speed control in case Webs can't be guaranteed. With Memento and Healing Wish at its disposal, it can aid a set up from either Feraligatr or Salazzle (Houndoom) and even bring back a weakened member.

  • feraligatr.png
    Very minor nitpick, but if you keep Houndoom make sure to use Superpower>Crunch on Feraligatr (wouldn't hurt with Salazzle either, I suppose). Breaking through Umbreon and Porygon2 opens a lot more doors than Crunch would. It also snipes Bewear and has a better chance to overwhelm Milotic.
Hope this helped, cheers!

IMPORT
i feel that gunk shot is way too important on mega banette, much more than shadow claw, especially with durants departure from the tier. knock off and shadow claw share little offensive synergy since they essentially hit the same targets, both have similar bp and knock off provides much more utility. gunk shot is stronger than a stab boosted shadow claw as well. like you said yourself, it helps out a ton vs both (relevant) spinners:

252 Atk Banette-Mega Gunk Shot vs. 0 HP / 0 Def Blastoise-Mega: 134-158 (44.8 - 52.8%) -- guaranteed 2HKO after Stealth Rock
252 Atk Banette-Mega Shadow Claw vs. 0 HP / 0 Def Blastoise-Mega: 118-139 (39.4 - 46.4%) -- 30.5% chance to 2HKO after Stealth Rock

the difference isnt all that important if its running adamant, but seeing as how the nature of choice is jolly, banette appreciates all the extra power it can get. and while shadow claw does help against z move users that knock off cant deal much damage to, meganette would prefer to click dbond against most of these mons anyways so the difference isnt all that crucial. it also helps against dark type mons that resist both its attacks and are immune to prankster taunt like mandibuzz:

252 Atk Banette-Mega Gunk Shot vs. 252 HP / 0 Def Mandibuzz: 150-177 (35.3 - 41.7%) -- 8.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Banette-Mega Gunk Shot vs. 252 HP / 4 Def Umbreon: 144-170 (36.5 - 43.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Banette-Mega Gunk Shot vs. 0 HP / 4 Def Honchkrow: 261-308 (76.5 - 90.3%) -- guaranteed OHKO after Stealth Rock
252 Atk Banette-Mega Gunk Shot vs. 4 HP / 0 Def Pangoro: 192-227 (57.8 - 68.3%) -- guaranteed 2HKO after Stealth Rock
 
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