Thaaaaaat's right!
Greetings once again Smogon! Today I bring you a nifty monocolor RMT, focused on the color purple. After trying my luck at plenty of other suggested colors, I stumbled upon purple. I've had too much fun playing with this team both on Wifi and on Shoddy. Currently, it contains 5 original purple sprites, and 1 shiny purple sprite. But enough jibba-jabba. On to the team!!!
At A Glance:
THE LEAD: HELIOTROPE
Gliscor @ Leftovers
Sand Veil
EVs: 252 HP, 252 Speed, 4 Def
Nature: Jolly
Moves:
-Taunt
-Stealth Rock
-Earthquake
-Roost
I know right? "Oh man, not another Gliscor lead..." But that's besides the point. Taunt is great with Gliscor's speed and halts most leads in their tracks. SR is the primary move to use after Taunt. Earthquake/The switch follows depending on what I'm up against. Roost is great for middle-to-late game recovery allowing Gliscor to re-setup if needed.
THE SPECIAL SWEEPER: AMETHYST
Starmie @ Life Orb
Natural Cure
EVs: 252 SpA, 252 Speed, 4 SpD
Nature: Timid
Moves:
-Hydro Pump
-Thunderbolt
-Ice Beam
-Recover
I've found that Starmie can be one of the most potent special sweepers, particularly in the OU metagame, if she is played correctly. Hydro Pump is for heavy STAB damage that can wreck x2 weaknesses. Thunderbolt and Ice Beam are for Grass and Bulky Water counters, and Recover is used later in the game in order to heal away the Life Orb Damage. Natural Cure helps out a ton, especially since I see opponents trying to hinder her strength.
THE PHYSICAL SWEEPER: RAPTOR
Drapion @ Scope Lens
Sniper
EVs: 252 Attk, 252 Speed, 4 Def
Nature: Jolly
Moves:
-Cross Poison
-Earthquake
-Night Slash
-Swords Dance
I figured that if I was going to use Drapion as a SD Crit abuser, he would need to have a relatively balanced set, so that I wouldn't constantly have to rely on him critting everything that walks. Cross Poison is a STAB high crit-chance move that deals out heavy damage with Sniper as his ability. Earthquake and Night Slash are for type coverage, and SD is mandatory with this high-power set.
THE SPECIAL WALL: LAVENDER
Spiritomb @ Leftovers
Pressure
EVs: 252 HP, 140 Def, 116 SpD
Nature: Calm
Moves:
-Rest
-Sleep Talk
-Shadow Ball
-Hidden Power Fighting
I utilize the RestTalk Spiritomb set with this team because I felt that it was the most synergetic non-lead option that corresponded well with the rest of the team. Shadow Ball is for STAB damage, and Hidden Power Fighting is for type coverage that, so far, was lacking on the team. I debated running Will-o-Wisp over HP Fighting on Tomb, but after a couple tests, I found out HP Fighting usually ends up winning the struggle.
THE PHYSICAL WALL: DAMSON
Foretress @ Leftovers
Sturdy
EVs: 252 HP, 144 Def, 112 Att (12 Speed IVs)
Nature: Relaxed
Moves:
-Toxic Spikes
-Payback
-Rapid Spin
-Explosion
I decided to use Foretress mainly because I needed a thick, resilient tank, who could also be used as utility and support. Toxic spikes goes beautifully with the rest of the team, particularly Spiritomb, who can stall out some damage. Payback is a great option for the low-speed wall, allowing to strike back with around 90 base power on 350+ speed pokes. Rapid Spin is needed, allowing me to ditch those pesky hazards; and of course, who doesn't love going out with a Boom!
THE RAW POWER: BRUISE
Heracross @ Flame Orb
Guts
EVs: 252 Attk, 252 Speed, 4 HP
Nature: Jolly
Moves:
-Swords Dance
-Megahorn
-Close Combat
-Facade
Not many people prefer to use a this kind of setup on a Heracross. I, however, can only describe this set with one word. Powerhouse. I usually Swords Dance on the first turn, allowing guts to activate, skyrocketing his attack up to the low 1000s. Megahorn is for huge STAB damage, as is Close Combat. Facade is usually very situational, but also a high damage dealing option (for when Megahorn or CC isn't worth it).
Last but not least, the dreaded threat list.
THREATS:
Faster Starmies can be reaaaaal annoying occasionally. Hydro Pump can easily OHKO a few members.
Gengars occasionally give some of the same problems as Starmie. Thankfully, I can usually wall most attacks with foretress and strike back with a heavy PB, but when he's gone I find myself a little lost.
Thanks a ton once again for the opportunity, guys! I encourage all of you to list any suggestions/comments that you feel are needed to help improve this team. I won't be posting for some time, due to my 4th and final year of High School, so I figured I'd get this up while I had the chance.
THANKS!!!
Greetings once again Smogon! Today I bring you a nifty monocolor RMT, focused on the color purple. After trying my luck at plenty of other suggested colors, I stumbled upon purple. I've had too much fun playing with this team both on Wifi and on Shoddy. Currently, it contains 5 original purple sprites, and 1 shiny purple sprite. But enough jibba-jabba. On to the team!!!
At A Glance:






THE LEAD: HELIOTROPE

Gliscor @ Leftovers
Sand Veil
EVs: 252 HP, 252 Speed, 4 Def
Nature: Jolly
Moves:
-Taunt
-Stealth Rock
-Earthquake
-Roost
I know right? "Oh man, not another Gliscor lead..." But that's besides the point. Taunt is great with Gliscor's speed and halts most leads in their tracks. SR is the primary move to use after Taunt. Earthquake/The switch follows depending on what I'm up against. Roost is great for middle-to-late game recovery allowing Gliscor to re-setup if needed.
THE SPECIAL SWEEPER: AMETHYST

Starmie @ Life Orb
Natural Cure
EVs: 252 SpA, 252 Speed, 4 SpD
Nature: Timid
Moves:
-Hydro Pump
-Thunderbolt
-Ice Beam
-Recover
I've found that Starmie can be one of the most potent special sweepers, particularly in the OU metagame, if she is played correctly. Hydro Pump is for heavy STAB damage that can wreck x2 weaknesses. Thunderbolt and Ice Beam are for Grass and Bulky Water counters, and Recover is used later in the game in order to heal away the Life Orb Damage. Natural Cure helps out a ton, especially since I see opponents trying to hinder her strength.
THE PHYSICAL SWEEPER: RAPTOR

Drapion @ Scope Lens
Sniper
EVs: 252 Attk, 252 Speed, 4 Def
Nature: Jolly
Moves:
-Cross Poison
-Earthquake
-Night Slash
-Swords Dance
I figured that if I was going to use Drapion as a SD Crit abuser, he would need to have a relatively balanced set, so that I wouldn't constantly have to rely on him critting everything that walks. Cross Poison is a STAB high crit-chance move that deals out heavy damage with Sniper as his ability. Earthquake and Night Slash are for type coverage, and SD is mandatory with this high-power set.
THE SPECIAL WALL: LAVENDER

Spiritomb @ Leftovers
Pressure
EVs: 252 HP, 140 Def, 116 SpD
Nature: Calm
Moves:
-Rest
-Sleep Talk
-Shadow Ball
-Hidden Power Fighting
I utilize the RestTalk Spiritomb set with this team because I felt that it was the most synergetic non-lead option that corresponded well with the rest of the team. Shadow Ball is for STAB damage, and Hidden Power Fighting is for type coverage that, so far, was lacking on the team. I debated running Will-o-Wisp over HP Fighting on Tomb, but after a couple tests, I found out HP Fighting usually ends up winning the struggle.
THE PHYSICAL WALL: DAMSON

Foretress @ Leftovers
Sturdy
EVs: 252 HP, 144 Def, 112 Att (12 Speed IVs)
Nature: Relaxed
Moves:
-Toxic Spikes
-Payback
-Rapid Spin
-Explosion
I decided to use Foretress mainly because I needed a thick, resilient tank, who could also be used as utility and support. Toxic spikes goes beautifully with the rest of the team, particularly Spiritomb, who can stall out some damage. Payback is a great option for the low-speed wall, allowing to strike back with around 90 base power on 350+ speed pokes. Rapid Spin is needed, allowing me to ditch those pesky hazards; and of course, who doesn't love going out with a Boom!
THE RAW POWER: BRUISE

Heracross @ Flame Orb
Guts
EVs: 252 Attk, 252 Speed, 4 HP
Nature: Jolly
Moves:
-Swords Dance
-Megahorn
-Close Combat
-Facade
Not many people prefer to use a this kind of setup on a Heracross. I, however, can only describe this set with one word. Powerhouse. I usually Swords Dance on the first turn, allowing guts to activate, skyrocketing his attack up to the low 1000s. Megahorn is for huge STAB damage, as is Close Combat. Facade is usually very situational, but also a high damage dealing option (for when Megahorn or CC isn't worth it).
Last but not least, the dreaded threat list.
THREATS:


Thanks a ton once again for the opportunity, guys! I encourage all of you to list any suggestions/comments that you feel are needed to help improve this team. I won't be posting for some time, due to my 4th and final year of High School, so I figured I'd get this up while I had the chance.
THANKS!!!