1st RMT (NU Beta)

So, since NU has been announced for Showdown, I thought I'd make a team! This is also my 1st RMT. So, feel free to use my team and post any suggestions!

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Vivillon @ Life Orb
Ability: Compound Eyes
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 0 Atk
- Sleep Powder
- Hurricane
- Quiver Dance
- Bug Buzz

This thing is really good. While others may use Venomoth for Bass or Tinted Lens, I prefer Vivillon for a much more accurate Sleep Powder and an incredibly powerful stab in Hurricane, which, thanks to Compoundeyes, is 91% accurate. Modest and Life Orb is to do as much damage as possible. Vivllon is also only blocked by Pokemon that are either faster or resist its stabs.

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Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Transform

Ditto is there to brutally punish any and all set-up sweepers. If an Omastar uses Shell Smash or a Durant uses Hone Claws, I can let something die to switch in, revenge kill, and then proceed to annihilate the opposing team with their own boost. It discourages set-up sweepers, which my team enjoys.

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Feraligatr @ Life Orb
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Ah, Feraligatr, how powerful this Pokemon is. Feraligatr is my main win condition, as if it gets to +1, it wrecks everything not named grass types or Pokemon with sashes. Crunch is to nail really annoying bulky Psychic types like Uxie or Mesprit, and Earthquake is to take down electric types and have an easier time with Doublade.

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Armaldo @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Stealth Rock
- Rock Blast
- Knock Off

Armaldo is my main spinner, which Vivllon heavily appreciates. It's also my rocks user. Rock Blast is used to try and break sashes of troublesome and annoying Pokemon, like Venomoth, Swellow, Fletchinder, Crustle, and Chatot, while Knock Off is used to hamper annoying bulky Pokemon like Doublade or most defensive Pokemon, who really appreciate having a leftovers or an eviolite.

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Sawk (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Earthquake
- Ice Punch
- Knock Off

Sawk is pretty much my weapon against normal types and faster threats. With Close Combat, it pounds everything into submission. Earthquake is to have an easier time with Doublade and be able to defeat all Rotom forms with Mold Breaker, Ice Punch to take down flying types more reliably, such as Swellow and Archeops, and Knock Off is to severely hurt Ghost and Psychic types who switch in, like Mismagius and Uxie.

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Magmortar @ Expert Belt
Ability: Vital Spirit
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Thunderbolt
- Focus Blast
- Psychic

Now it's time for the last Pokemon, Magmortar! Magmortar is good at hitting stuff hard, and having the best coverage on the team by far. Fire Blast hits hard on most Pokemon, Thunderbolt is used to dispatch Water types switching in or slower Water types and Flying Types, Focus Blast is used to nuke Regirock, and Psychic is used to scare off Pokemon like Weezing, who Magmortar can absorb the Will-o-Wisp for. He has an Expert Belt to bluff a scarf or specs.

Importable: http://pastebin.com/pDPBZNNP
 
This team is extremely weak to flying and fairy types especially, and offensively is unable to get past bulky pivots such as Lanturn or Spiritomb, and has especially large difficulties dealing with Stall. This said, the team's problems can easily be fixed with only some minor switches, and is overall a rather solid HO team.

The first thing I would do is to change Vivillon to Bulky Quiver Dance Venomoth. This is a cool set for a couple of reasons. The first is the fact that it checks Fighting and Fairy types reliably, but more importantly is the fact that it is such a good stallbreaker. Stall, as well as the aforementioned two bulky pivots and fairies, all fall to Venomoth, which in this single switch alleviates the majority of your team's issues surprisingly. It still acts as a great win condition with a +1 under it's belt, especially with a Tinted Lens boost, and overall it gets past your checks and counters so well which Vivillon didn't there is little reason not to use it.

The next thing I suggest is for you to run Tank Rhydon over Armaldo. Your team is not that Stealth Rock weak, and frankly Sawk alone handles every relavant stealth rocker in the tier, being NU's staple "Pseudo-Rapid Spinner" with an absurdly stupid powerful Mold Breaker Close Combat. Tank Rhydon is key in that it loses less offensive pressure than Armaldo, and can tank hits much, much better than Armaldo, while alleviating your team's Flying weakness, acting as a great glue for your team and making it succeed.

Minor Changes:
Sawk: Normally I have a lot of minor changes for people, but for this team the only thing needed to be changed is Choice Band > Choice Scarf, as you already have Ditto as a reliable Revenge killer, and you need a strong wallbreaker to pave the way for Venomoth / Vivillon and Magmortar. Sawk offers that, and with a Choice Band equipped, guarantees it prevents rocks from Golurk, Golem, Crustle, Rhydon, Armaldo, Steelix, Carracosta, etc..With a click of any one of its moves, acting as one of the best "Rapid Spinners" NU has to offer if you predict correctly.

Really hope this helped, this is a super cool team, and you've done a really good job putting it together! This said, while I personally like Vivillon > Venomoth, in this case there isn't reason not to use it, since it patches up all of your major issues!
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Venomoth @ Black Sludge
Ability: Tinted Lens
EVs: 248 HP / 252 Spd / 8 SAtk
Timid Nature
- Bug Buzz
- Sleep Powder
- Roost
- Quiver Dance

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Rhydon @ Eviolite
Ability: Rock Head
EVs: 88 HP / 252 Atk / 84 SDef / 84 Spd
Adamant Nature
- Rock Blast
- Stealth Rock
- Earthquake
- Dragon Tail / Megahorn / Roar / Toxic
 
the team is vulnerable to physical variants of virizion because it lands a clean 1-2HKO on everything on your team and is only outsped by ditto and sawk which are fairly easy to take advantage of when locked into a move. perhaps you could try out something like a tank dragalge set over your vivillon. while you're removing a potential win condition in your setup pokemon, you're still maintaining a good offensive pokemon while gaining a nice check to virizion of both physical and special variants, lanturn, and certain other special attackers. virizion can hurt it at +2 with stone edge, but having ditto in the back will land you a safety net and put pressure back on the opponent. dragalge is also nice for absorbing toxic spikes while setting up its own to force opponents into situations where they will try to remove it. toxic spikes / dragon pulse or draco meteor / sludge wave / filler coverage with max hp / max spa should do

also some other stealth rock setter other than armaldo would be best; particularly one that actually has a resistance to flying-type attacks so you aren't easily threatened and worn down by swellow and things of that sort

other than that, i would adjust some movesets, such as ice punch over earthquake on feraligatr. many electric-types don't appreciate +1 waterfall and doublade is hurt by crunch anyway, while you now have an easier time dealing with grass-type pokemon which are substantially bulkier, especially virizion which would otherwise be a full counter. i also personally like using a mix magmortar set with earthquake > psychic because it allows you to hit dragalge, flareon, and lanturn pretty hard. just run 4 atk / 252 spa / 252 spe naive, and if you want, use substitute > thunderbolt with leftovers since thunderbolt doesn't hit many targets that already don't mind a fire blast. and two choice scarf users are already unnecessary so sawk could go with a choice band or some bluff item like fist plate to lure out something that would think it's locked
 
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