Introduction
Hey everyone, it's TheCamelDude. Some of you may know me from my previous RMTs in SM. Well sorry if you wanted to see more from me, I just never had the inspiration for a new team till now, which is why I'm so late to USUM. With all that out of the way, here's one of the more solid teams I've made.
The Team
Breakdown
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Ice Beam
- Water Shuriken
One of my main breakers, priority users, and late-game cleaners. Mostly standard Greninja-Ash set. 4 in defense for taking priority like Mach Punch. Ice Beam over Spikes because Pinsir-Mega is a threat.
Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- High Jump Kick
- Poison Jab
- Swords Dance
Usually saved for late-game, when it can pick off the rest of a team, or when Tapu Bulu is going to go down soon. 124 speed outspeeds everything in the meta after Unburden except faster Hawlucha spreads that also have Unburden activated. 96 HP and 36 special defense lets it survive 1 Moonblast from Clefable. The rest is dumped into attack. Poison Jab hits the Tapus and Clefable. Grassy Seed because my Tapu is Bulu.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Magma Storm
- Stealth Rock
- Taunt
My rocker, one of my main leads, and a great general pivot, Heatran is the answer to pretty much everything. Max speed and HP to maximize its utility. Magma Storm is an amazing move that gives free switch initiative if it hits, Earth Power for coverage, Stealth Rock for hazards, and Taunt for utility. Grassy Terrain from Tapu Bulu helps it with its ground weakness and gives it extra recovery and longevity.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Bullet Punch
- Defog
- Roost
- U-turn
My main physical pivot, hazard removal, and one of my priority users. I made its non-mega ability Light Metal so a rogue Low Kick from a Weavile will do less to it if it switches in before going mega, as if it was doing a lot in the first place. But a niche use is more than either of its other abilities offer it, especially since it gets Technician after mega evolving. U-turn is good for switch initiative, Bullet Punch for priority, and Roost for longevity. Its only weakness is fire, but I have 3 fire resists, so that's no problem. I've considered making it Swords Dance, but I'm not sure how important Defog is to this team or where else I could put it if I need it. Suggestions are welcome.
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 60 Atk / 56 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Nature's Madness
- Stone Edge
- Wood Hammer
My main special pivot and a decent breaker, it comes in on pretty much every special hit with a few exceptions that my other pivots easily take care of. Grassy Terrain is extremely useful to this team, Nature's Madness halves the HP of anything that thinks it can wall this thing. Stone Edge is run over Superpower since I have a harder time with flying types like Zapdos than I do with steel types. Horn Leech is for longevity and Wood Hammer is for damage. 144 speed outspeeds max speed adamant Tyranitar, 60 attack plus an adamant nature lets Wood Hammer always KO Clefable with Wood Hammer in Grassy Terrain after Nature's Madness, even after a round of Leftovers and Grassy Terrain recovery, and the rest is dumped into bulk.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 188 HP / 140 Atk / 180 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Substitute
- Thousand Arrows
My other main breaker, priority user, and solid cleaner and pivot, Zygarde's stats, typing, and movepool lets it do it all. We all know how broken Thousand Arrows is, and dragon/ground on its own is a great type both offensively and defensively. It has a x4 weakness to ice, but my team can more than cover that. Extreme Speed offers more priority, Dragon Dance is a great setup move, and Substitute lets it avoid status. The spread lets it outspeed Lopunny-Mega at +1, gives its Substitutes 101 HP so Seismic Toss doesn't break them, and the rest is dumped into attack.
Threats
Stall: If you hate fighting stall, this is not the team for you. Its matchup vs stall is terrible, especially if it has Zapdos + an Unaware mon (usually Clefable).
Zapdos: Zygarde is your only switch-in to Zapdos, making it frustrating to deal with at times.
Landorus-Therian: Specifically, the Supersonic Skystrike variant. You really have no switch-ins, so if it gets +2, pick your sack. And if it keeps coming in, it can become frustrating.
Pinsir-Mega: All you have for it is Ice Beam on Greninja, so make sure you keep most of your HP so you can live a +2 Quick Attack. Against adamant, you're screwed, though. Thankfully that's pretty uncommon and easy to identify due to it only being on webs teams.
Medicham-Mega: You'll probably need to pick one every time it comes in, so be prepared to be aggressive around it.
Charizard-Mega-X: Error 404 switch-in to Earthquake/Flare Blitz/Dragon Claw not found.
Replays
https://replay.pokemonshowdown.com/gen7ou-755260495 Zygarde sweep
https://replay.pokemonshowdown.com/gen7ou-755262513 Playing around Charizard-Mega-X
https://replay.pokemonshowdown.com/gen7ou-755267287 Vs mono dark
https://replay.pokemonshowdown.com/gen7ou-755276016 Picking apart Medicham-Mega Offense
https://replay.pokemonshowdown.com/gen7ou-755281593 Proof that I can break balance when I'm not getting haxed out the ass
Importable
http://pokepast.es/99ad33146e7f6c11
Conclusion
I've really enjoyed using this team, and it's one of my best teams on-paper, but it feels like it's missing something when I use it to let it win more often, and definitely needs to improve its stall matchup. Any suggestions would be appreciated, and I hope you enjoy.
Hey everyone, it's TheCamelDude. Some of you may know me from my previous RMTs in SM. Well sorry if you wanted to see more from me, I just never had the inspiration for a new team till now, which is why I'm so late to USUM. With all that out of the way, here's one of the more solid teams I've made.
The Team
Breakdown
Greninja @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Hydro Pump
- Ice Beam
- Water Shuriken
One of my main breakers, priority users, and late-game cleaners. Mostly standard Greninja-Ash set. 4 in defense for taking priority like Mach Punch. Ice Beam over Spikes because Pinsir-Mega is a threat.
Hawlucha @ Grassy Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- High Jump Kick
- Poison Jab
- Swords Dance
Usually saved for late-game, when it can pick off the rest of a team, or when Tapu Bulu is going to go down soon. 124 speed outspeeds everything in the meta after Unburden except faster Hawlucha spreads that also have Unburden activated. 96 HP and 36 special defense lets it survive 1 Moonblast from Clefable. The rest is dumped into attack. Poison Jab hits the Tapus and Clefable. Grassy Seed because my Tapu is Bulu.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Magma Storm
- Stealth Rock
- Taunt
My rocker, one of my main leads, and a great general pivot, Heatran is the answer to pretty much everything. Max speed and HP to maximize its utility. Magma Storm is an amazing move that gives free switch initiative if it hits, Earth Power for coverage, Stealth Rock for hazards, and Taunt for utility. Grassy Terrain from Tapu Bulu helps it with its ground weakness and gives it extra recovery and longevity.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Bullet Punch
- Defog
- Roost
- U-turn
My main physical pivot, hazard removal, and one of my priority users. I made its non-mega ability Light Metal so a rogue Low Kick from a Weavile will do less to it if it switches in before going mega, as if it was doing a lot in the first place. But a niche use is more than either of its other abilities offer it, especially since it gets Technician after mega evolving. U-turn is good for switch initiative, Bullet Punch for priority, and Roost for longevity. Its only weakness is fire, but I have 3 fire resists, so that's no problem. I've considered making it Swords Dance, but I'm not sure how important Defog is to this team or where else I could put it if I need it. Suggestions are welcome.
Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 60 Atk / 56 SpD / 144 Spe
Adamant Nature
- Horn Leech
- Nature's Madness
- Stone Edge
- Wood Hammer
My main special pivot and a decent breaker, it comes in on pretty much every special hit with a few exceptions that my other pivots easily take care of. Grassy Terrain is extremely useful to this team, Nature's Madness halves the HP of anything that thinks it can wall this thing. Stone Edge is run over Superpower since I have a harder time with flying types like Zapdos than I do with steel types. Horn Leech is for longevity and Wood Hammer is for damage. 144 speed outspeeds max speed adamant Tyranitar, 60 attack plus an adamant nature lets Wood Hammer always KO Clefable with Wood Hammer in Grassy Terrain after Nature's Madness, even after a round of Leftovers and Grassy Terrain recovery, and the rest is dumped into bulk.
Zygarde @ Leftovers
Ability: Aura Break
EVs: 188 HP / 140 Atk / 180 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Substitute
- Thousand Arrows
My other main breaker, priority user, and solid cleaner and pivot, Zygarde's stats, typing, and movepool lets it do it all. We all know how broken Thousand Arrows is, and dragon/ground on its own is a great type both offensively and defensively. It has a x4 weakness to ice, but my team can more than cover that. Extreme Speed offers more priority, Dragon Dance is a great setup move, and Substitute lets it avoid status. The spread lets it outspeed Lopunny-Mega at +1, gives its Substitutes 101 HP so Seismic Toss doesn't break them, and the rest is dumped into attack.
Threats
Stall: If you hate fighting stall, this is not the team for you. Its matchup vs stall is terrible, especially if it has Zapdos + an Unaware mon (usually Clefable).
Zapdos: Zygarde is your only switch-in to Zapdos, making it frustrating to deal with at times.
Landorus-Therian: Specifically, the Supersonic Skystrike variant. You really have no switch-ins, so if it gets +2, pick your sack. And if it keeps coming in, it can become frustrating.
Pinsir-Mega: All you have for it is Ice Beam on Greninja, so make sure you keep most of your HP so you can live a +2 Quick Attack. Against adamant, you're screwed, though. Thankfully that's pretty uncommon and easy to identify due to it only being on webs teams.
Medicham-Mega: You'll probably need to pick one every time it comes in, so be prepared to be aggressive around it.
Charizard-Mega-X: Error 404 switch-in to Earthquake/Flare Blitz/Dragon Claw not found.
Replays
https://replay.pokemonshowdown.com/gen7ou-755260495 Zygarde sweep
https://replay.pokemonshowdown.com/gen7ou-755262513 Playing around Charizard-Mega-X
https://replay.pokemonshowdown.com/gen7ou-755267287 Vs mono dark
https://replay.pokemonshowdown.com/gen7ou-755276016 Picking apart Medicham-Mega Offense
https://replay.pokemonshowdown.com/gen7ou-755281593 Proof that I can break balance when I'm not getting haxed out the ass
Importable
http://pokepast.es/99ad33146e7f6c11
Conclusion
I've really enjoyed using this team, and it's one of my best teams on-paper, but it feels like it's missing something when I use it to let it win more often, and definitely needs to improve its stall matchup. Any suggestions would be appreciated, and I hope you enjoy.
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