ALL CHANGES ARE IN RED
Hey guys, first RMT here so please forgive me if it's ugly ;(. I'm bringing a hyper-offense team that was initially designed to feature M-Abomasnow. I had no idea it would be as successful as it was at the time, but I'm pretty pleased with what it was able to accomplish in the current RU meta. I wanted to provide M-aboma with as many opportunities to come in and spam blizzard as possible, so I surrounded him with pokes that could help eliminate counters, lure out easy switch-ins for the big man, and finish off teams after they've been weakened.Abomasnow @ Abomasite
Ability: Snow Warning
EVs: 8 HP / 160 Atk / 252 SpA /
Lonely Nature
- Blizzard
- Ice Shard
- Giga Drain
- Earthquake
M-Abomasnow, despite his low speed, is a very viable poke in RU currently because of his bulk, power, and STAB priority. The EV's are standard, allowing him to reach 117 speed. One of M-Aboma's biggest boons is his ability to slowly chip away or flat out break the common Alomo-lix and Alomo-moongus cores that are on a lot of stall and balanced teams in RU, opening the door for the pokes on this team to finish the job. I opted for Giga Drain over Wood Hammer for a slight form of recovery, seeing as how this offensive team lacks a wish passer. Shifted 4 EV's into Spe to outspeed 117 speed pokes.
Qwilfish: Electric, Ground
Houndoom: Water, Ground
Doublade: Ground
Hitmonlee: :(
Rhyperior: Grass, Water, Ground
Houndoom: Water, Ground
Doublade: Ground
Hitmonlee: :(
Rhyperior: Grass, Water, Ground
Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 252 HP /
- Toxic Spikes/Spikes
- Thunder Wave
- Scald
-
Qwilfish is a great defensive pivot who can switch in on and threaten a variety of physical threats in today's meta such as Doublade (scald/threaten the burn), Cobalion (thunder wave), Emboar (SE scald), Durant (thunder wave), Virizion (thunder wave), and Hitmonlee (thunder wave). He also has the option of setting up spikes or toxic spikes in the face of these threats if they are non-boosting variants. The choice of toxic spikes or spikes is really a preference, but I feel that toxic spikes have been more beneficial because it can help break down certain stall pokes that this team may struggle with. Taunt was added to help break support pokes and prevent hazards. 56 Spe EV's and a Timid nature allows Qwilfish to outspeed suicide lead Omastar, adamant Emboar, and adamant Tyrantrum, allowing for a potential burn/para or a layer of toxic spikes (Thanks Molk!).
M-Aboma: Fighting, Poison, Steel, Fire, Bug
Houndoom: Water, Fighting
Doublade: Fire
Hitmonlee: Fairy
Rhyperior: Fighting, Steel, Water, Ice
Houndoom: Water, Fighting
Doublade: Fire
Hitmonlee: Fairy
Rhyperior: Fighting, Steel, Water, Ice
Doublade
-1 252+ Atk Doublade Shadow Claw vs. 252 HP / 252+ Def Qwilfish: 66-78 (19.7 - 23.3%) -- possible 6HKO after Black Sludge recovery
0 SpA Qwilfish Scald vs. 212 HP / 0 SpD Eviolite Doublade: 63-75 (20.1 - 24%) -- guaranteed 5HKO
Cobalion
-1 96 Atk Cobalion Close Combat vs. 252 HP / 252+ Def Qwilfish: 38-45 (11.3 - 13.4%) -- possibly the worst move ever
0- SpA Cobalion Volt Switch vs. 252 HP / 0 SpD Qwilfish: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Black Sludge recovery
Emboar
-1 252+ Atk Choice Band Reckless Emboar Flare Blitz vs. 252 HP / 252+ Def Qwilfish: 107-126 (32 - 37.7%) -- 0.5% chance to 3HKO after Black Sludge recovery
-1 252 Atk Reckless Emboar Flare Blitz vs. 252 HP / 252+ Def Qwilfish: 65-77 (19.4 - 23%) -- possible 6HKO after Black Sludge recovery
0 SpA Qwilfish Scald vs. 0 HP / 4 SpD Emboar: 152-180 (42.1 - 49.8%) -- guaranteed 3HKO (plus factoring in recoil damage)
Durant
-1 252 Atk Life Orb Hustle Durant Crunch vs. 252 HP / 252+ Def Qwilfish: 87-103 (26 - 30.8%) -- 4.9% chance to 4HKO after Black Sludge recovery
Virizion
-1 252 Atk Virizion Leaf Blade vs. 252 HP / 252+ Def Qwilfish: 67-79 (20 - 23.6%) -- possible 6HKO after Black Sludge recovery
Hitmonlee
-1 252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Qwilfish: 99-117 (29.6 - 35%) -- guaranteed 4HKO after Black Sludge recovery
-1 252+ Atk Doublade Shadow Claw vs. 252 HP / 252+ Def Qwilfish: 66-78 (19.7 - 23.3%) -- possible 6HKO after Black Sludge recovery
0 SpA Qwilfish Scald vs. 212 HP / 0 SpD Eviolite Doublade: 63-75 (20.1 - 24%) -- guaranteed 5HKO
Cobalion
-1 96 Atk Cobalion Close Combat vs. 252 HP / 252+ Def Qwilfish: 38-45 (11.3 - 13.4%) -- possibly the worst move ever
0- SpA Cobalion Volt Switch vs. 252 HP / 0 SpD Qwilfish: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Black Sludge recovery
Emboar
-1 252+ Atk Choice Band Reckless Emboar Flare Blitz vs. 252 HP / 252+ Def Qwilfish: 107-126 (32 - 37.7%) -- 0.5% chance to 3HKO after Black Sludge recovery
-1 252 Atk Reckless Emboar Flare Blitz vs. 252 HP / 252+ Def Qwilfish: 65-77 (19.4 - 23%) -- possible 6HKO after Black Sludge recovery
0 SpA Qwilfish Scald vs. 0 HP / 4 SpD Emboar: 152-180 (42.1 - 49.8%) -- guaranteed 3HKO (plus factoring in recoil damage)
Durant
-1 252 Atk Life Orb Hustle Durant Crunch vs. 252 HP / 252+ Def Qwilfish: 87-103 (26 - 30.8%) -- 4.9% chance to 4HKO after Black Sludge recovery
Virizion
-1 252 Atk Virizion Leaf Blade vs. 252 HP / 252+ Def Qwilfish: 67-79 (20 - 23.6%) -- possible 6HKO after Black Sludge recovery
Hitmonlee
-1 252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Qwilfish: 99-117 (29.6 - 35%) -- guaranteed 4HKO after Black Sludge recovery
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sucker Punch
Pretty standard Nasty Plot set that provides this team with a solid switch in/counter to non-Focus Blast CM Reuni and standard CM Cress. He also pairs very will with M-Aboma because he is also able to threaten Alomo-lix cores (though not to the same extent), forcing them to continually take damage throughout the match. Sucker punch is a valuable form of priority that this team really appreciates and it forces Dugtrio to play substitute mind games in order to effectively trap and kill it. Hard to say much else about NP Houndoom. It kills teams that aren't prepared for it.
Qwilfish: Psychic
M-Aboma: Steel, Fire
Doublade: Ghost, Fire, Dark
Hitmonlee: Psychic
Rhyperior: Grass, Ice, Steel
M-Aboma: Steel, Fire
Doublade: Ghost, Fire, Dark
Hitmonlee: Psychic
Rhyperior: Grass, Ice, Steel
Doublade @ Eviolite
Ability: No Guard
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Another standard poke that fits this team very well. It provides spin-blocking support as well as priority and a great late-game win-con and an additional counter to CM Cress and Reuni (if Reuni runs Focus Blast --> Doublade, if it runs Shadow Ball --> Houndoom). Doublade's ability to sweep (or function in general) is severely hindered by Alomo-lix, which makes it a great poke to group with M-Aboma and Houndoom. Two relatively common switch-ins to Doublade, Qwilfish and Alomo, both provide easy switch-ins to M-Aboma, further expanding his role on the team.
Qwilfish: Psychic
Houndoom: Fighting, Rock
M-Aboma: Fighting, Flying, Poison, Rock, Bug, Steel, Fire
Hitmonlee: Psychic, Flying, Fairy
Rhyperior: Grass, Fighting, Steel, Ice
Houndoom: Fighting, Rock
M-Aboma: Fighting, Flying, Poison, Rock, Bug, Steel, Fire
Hitmonlee: Psychic, Flying, Fairy
Rhyperior: Grass, Fighting, Steel, Ice
Hitmonlee (M) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Mach Punch
- Knock Off
- Rapid Spin
Hitmonlee provides offensive rapid spin support as well as excellent wall-breaking ability with its ridiculous HJK. Knock Off threatens Doublade, Slowking (HJK + Knock Off KO's), Cress, and Reuni (HJK + Knock Off has a chance to KO after leftovers assuming favorable damage rolls). Hitmonlee is also capable of breaking through standard Alomo-lix (be mindful of protect) if he is given a free switch opportunity. As if all this wasn't enough, he also offers one of the most powerful forms of priority in RU with his boosted Mach Punch that can help clean up weakened pokes late game.
Qwilfish: :(
Houndoom: Rock
Doublade: Dark
M-Aboma: Poison, Rock, Bug
Rhyperior: :(
Houndoom: Rock
Doublade: Dark
M-Aboma: Poison, Rock, Bug
Rhyperior: :(
252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 120 HP / 136 Def Alomomola: 352-415 (70.2 - 82.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 252 HP / 0 Def Mega Steelix: 330-390 (93.2 - 110.1%) -- 62.5% chance to OHKO
252+ Atk Life Orb Reckless Hitmonlee High Jump Kick vs. 252 HP / 0 Def Mega Steelix: 330-390 (93.2 - 110.1%) -- 62.5% chance to OHKO
SWAPPED HARIYAMA FOR RHYPERIOR
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 16 Atk / 236 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn
Using Rhyperior over Hariyama mitigates a huge Fletchinder weakness while also providing a reasonable check to Houndoom and Exploud. He also provides the team with Stealth Rock support, something it was missing before. The EV's are standard, but with 8 additional EV's in Spe that allow it to outspeed 117 pokes. Megahorn deals huge damage to Slowking and Cresselia, though the latter provides a bit more prediction as Cress outspeeds and is immune to EQ. Rhyperior also provides an electric immunity, which is useful for choice-locked electric types like Jolteon and Rotom-C.
Qwilfish: Electric
Houndoom: Rock
Doublade: Fire
Hitmonlee: Flying
M-Aboma: Flying, Poison, Bug, Rock, Fire
Houndoom: Rock
Doublade: Fire
Hitmonlee: Flying
M-Aboma: Flying, Poison, Bug, Rock, Fire
16+ Atk Rhyperior Megahorn vs. 252 HP / 152+ Def Cresselia: 176-208 (39.6 - 46.8%) -- guaranteed 3HKO after Leftovers recovery
16+ Atk Rhyperior Megahorn vs. 248 HP / 76 Def Slowking: 282-334 (71.7 - 84.9%) -- guaranteed 2HKO after Leftovers recovery
16+ Atk Rhyperior Megahorn vs. 248 HP / 76 Def Slowking: 282-334 (71.7 - 84.9%) -- guaranteed 2HKO after Leftovers recovery
Offensive Threats:
Sticky Web: Sticky Web is rough on this team because one of its main abusers (Exploud) causes this team a lot of problems. I am using a frail spinner as opposed to a bulky flying defogger, so it makes it very difficult to get a spin in, especially since most teams are using something like Doublade as their spinblocker. Thankfully this team has a heavy amount of priority and a few timely t-waves by Qwilfish can render certain pokes useless. While I technically did not lose to a Web team while laddering, they were some of the closest matches.
Meloetta: This thing is an absolute pain. My experiences versus Melo have been against simple offensive 4 attack sets as opposed to Sub CM, but the fact of the matter is, nothing really switches in depending on what moves it has. AV Hariyama is 2hko'd by Psychic and OHKO'd by Psyshock. Hitmonlee is outsped by timid variants and OHKO'd before it can hit with Knock Off. My only real bet is to get some prior damage and revenge kill with Houndoom, but if it happens to be running AV, that plan no longer works. This poke is one of the reasons I opt for t-spikes. I need to continually wear it down throughout the game, not just when it switches in and out.
Tyrantrum: Both scarfed and banded Tyrantrum cause issues for me for different reasons. The scarfed set can be switched into by Qwilfish at least once or twice per game, but it still outspeeds my entire team and hits like a truck. On the other hand, I have no safe switch-ins for. Even after intimidate, Head Smash is an easy 2HKO. My only bet against Tyrantrum is try to limit its switch opportunities and get some chip damage until end-game. If I see a Tyrantrum of any sort, Hitmonlee and Abomasnow become extremely important.
Any ground move ;(: Obviously having 3 out of 6 pokes being weak to something like ground is not ideal, but it's just how this team played out. Surprisingly, I haven't had too many issues with this so far. Dugtrio obviously seems like a big problem on paper, but because of priority I'm able to mitigate his trapping abilities to a certain extent, at least in early- to mid-game. Hitmonlee can Mach Punch for 72-85%, Doublade lives an EQ and can OHKO with Iron Head in return, and Houndoom has a chance to OHKO (with a bit of prior damage) with Sucker Punch. Obviously Sub on Dugtrio is very common, but you just have to do the best you can at that point.
Exploud: This thing is a threat on just about any team not running Regirock (well, you know there's Focus Blast too). Similarly to Meloetta and Tyrantrum, I just need to mitigate its switch-in opportunities by staying offensive and clean it up with priority late game. One downfall to Qwilfish is letting this thing in virtually untouched, minus paralyzing it.
Defensive Threats:
Quagsire + Escavalier: This can be a pretty frustrating core for this team to take if the opposing team has a switch in for Houndoom. M-Aboma cannot break it down because of Escavalier's bulk + Rest. Toxic Spikes help alleviate some of the issue in terms of Quagsire, but overall my best bet is to try and chip away at the supporting teammates until I can get Hitmonlee or Houndoom in on Escavalier. He can potentially OHKO Escav and 2HKO Quagsire on the switch. Houndoom can potentially do the same thing with a combination of Fire Blast + Dark Pulse assuming some prior damage.
Sticky Web: Sticky Web is rough on this team because one of its main abusers (Exploud) causes this team a lot of problems. I am using a frail spinner as opposed to a bulky flying defogger, so it makes it very difficult to get a spin in, especially since most teams are using something like Doublade as their spinblocker. Thankfully this team has a heavy amount of priority and a few timely t-waves by Qwilfish can render certain pokes useless. While I technically did not lose to a Web team while laddering, they were some of the closest matches.
Meloetta: This thing is an absolute pain. My experiences versus Melo have been against simple offensive 4 attack sets as opposed to Sub CM, but the fact of the matter is, nothing really switches in depending on what moves it has. AV Hariyama is 2hko'd by Psychic and OHKO'd by Psyshock. Hitmonlee is outsped by timid variants and OHKO'd before it can hit with Knock Off. My only real bet is to get some prior damage and revenge kill with Houndoom, but if it happens to be running AV, that plan no longer works. This poke is one of the reasons I opt for t-spikes. I need to continually wear it down throughout the game, not just when it switches in and out.
Tyrantrum: Both scarfed and banded Tyrantrum cause issues for me for different reasons. The scarfed set can be switched into by Qwilfish at least once or twice per game, but it still outspeeds my entire team and hits like a truck. On the other hand, I have no safe switch-ins for. Even after intimidate, Head Smash is an easy 2HKO. My only bet against Tyrantrum is try to limit its switch opportunities and get some chip damage until end-game. If I see a Tyrantrum of any sort, Hitmonlee and Abomasnow become extremely important.
Any ground move ;(: Obviously having 3 out of 6 pokes being weak to something like ground is not ideal, but it's just how this team played out. Surprisingly, I haven't had too many issues with this so far. Dugtrio obviously seems like a big problem on paper, but because of priority I'm able to mitigate his trapping abilities to a certain extent, at least in early- to mid-game. Hitmonlee can Mach Punch for 72-85%, Doublade lives an EQ and can OHKO with Iron Head in return, and Houndoom has a chance to OHKO (with a bit of prior damage) with Sucker Punch. Obviously Sub on Dugtrio is very common, but you just have to do the best you can at that point.
Exploud: This thing is a threat on just about any team not running Regirock (well, you know there's Focus Blast too). Similarly to Meloetta and Tyrantrum, I just need to mitigate its switch-in opportunities by staying offensive and clean it up with priority late game. One downfall to Qwilfish is letting this thing in virtually untouched, minus paralyzing it.
Defensive Threats:
Quagsire + Escavalier: This can be a pretty frustrating core for this team to take if the opposing team has a switch in for Houndoom. M-Aboma cannot break it down because of Escavalier's bulk + Rest. Toxic Spikes help alleviate some of the issue in terms of Quagsire, but overall my best bet is to try and chip away at the supporting teammates until I can get Hitmonlee or Houndoom in on Escavalier. He can potentially OHKO Escav and 2HKO Quagsire on the switch. Houndoom can potentially do the same thing with a combination of Fire Blast + Dark Pulse assuming some prior damage.
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 8 HP / 160 Atk / 252 SpA / 88 Spe
Lonely Nature
- Blizzard
- Ice Shard
- Giga Drain
- Earthquake
Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 200 Def / 56 Spe
Timid Nature
- Toxic Spikes
- Thunder Wave
- Scald
- Taunt
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sucker Punch
Doublade @ Eviolite
Ability: No Guard
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Hitmonlee (M) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Mach Punch
- Knock Off
- Rapid Spin
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 16 Atk / 236 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn
Ability: Soundproof
EVs: 8 HP / 160 Atk / 252 SpA / 88 Spe
Lonely Nature
- Blizzard
- Ice Shard
- Giga Drain
- Earthquake
Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 200 Def / 56 Spe
Timid Nature
- Toxic Spikes
- Thunder Wave
- Scald
- Taunt
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sucker Punch
Doublade @ Eviolite
Ability: No Guard
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword
Hitmonlee (M) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Mach Punch
- Knock Off
- Rapid Spin
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 16 Atk / 236 SpD / 8 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn
Thank you so much for taking the time to read/rate this RMT! Hopefully it was worth your time and you gained something out of it. If not, I wasted 2-3 hours typing it up, so I guess we're even. Nonetheless, if you have any suggestions for the team please feel free to post them, I'd be happy to hear them. I definitely don't have all the answers.
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 248 SpD / 8 Spe
Adamant Nature
- Close Combat
- Fake Out
- Bullet Punch
- Knock Off
This last spot has really been the toughest one to fill. I tried both Rhyperior and Emboar, but neither were capable of countering Houndoom effectively, which this team desperately needed. I opted instead for AV Hariyama, and I've been happy with the results, but I'd be more than willing to try something else. He laughs at Houndooms attacks and can retaliate back with an OHKO. He also provides dual priority (albeit pretty weak) for late-game and Knock Off to hit Doublade/Cress/Reuni (CC + Knock Off has a chance to KO Reuni assuming decent damage rolls). The Speed EV's allow him to outspeed pokes who run 117.
Qwilfish: :(
Houndoom: Rock
Doublade: Dark, Fire
Hitmonlee: :(
M-Aboma: Poison, Rock, Bug, Fire
Houndoom: Rock
Doublade: Dark, Fire
Hitmonlee: :(
M-Aboma: Poison, Rock, Bug, Fire
Last edited: