Bullfighting (Peaked #2)

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Introduction

Hello, Smogon! I’m Othesemo, and this is my third RMT on the forum. After the reasonable success of my last team (also on these boards), I decided to start delving further into offense as a play style. After the miserable failure of the first version of this team, I started making a few tweaks, and ended up with what I’m showing you now, which allowed me to peak at #2 on the NU ladder.

Now, I’m a fan of building teams around individual pokemon, and while I was searching for inspiration, I happened upon FLCL’s Charizard in the Next Best Thing thread. It struck me as both hilarious and effective- the rest of the team spiraled out from that. The basic premise of the team is to utilize the wall breaking potential of both Charizard and Sawk to clear the way for Tauros to sweep through the enemy team. Over my two alts, GMarius and LSulla, this team has managed to grab thirty wins to three losses, with a peak ACRE of 1876.

The Team

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Charizard @ Power Herb
Trait: Blaze
EVs: 252 Spd / 252 SAtk / 4 Def
Nature: Timid (+Spd -Atk)
  • Fire Blast
  • Air Slash
  • Roost
  • SolarBeam

Credit to FLCL for posting this set. The premise is simple- you spam fire blast as if you were choiced, and when the opponent brings in their water/rock type to take a hit, you retaliate with a 1 turn solar beam. If timed correctly, this set can completely eliminate its best counters, and coincidentally remove any wall that might give tauros trouble. Alomomola, Carracosta and Regirock will all fall to a fire blast followed by a SolarBeam, and with a bit of prior damage, Alomomola and Regirock can both be dropped in a single turn.

The other moves are standard fare for charizard- Fire Blast and Air Slash for obligatory STABs, and Roost to mitigate his Stealth Rock weakness. The EVs and nature are chosen to capitalize on ‘zard’s excellent speed tier, and hit as hard as possible.​

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Sawk @ Choice Band
Trait: Mold Breaker
EVs: 252 Atk / 4 HP / 252 Spd
Nature: Adamant (+Atk -SAtk)
  • Close Combat
  • Earthquake
  • Stone Edge
  • Ice Punch

Knowing that I was going to use Charizard, my first question was how I was going to keep rocks off the field. NU spinners being what they are, I decided to use anti-lead sawk as my preventive measure of choice. Being able to outspeed and 1HKO nearly every relevant Stealth Rock lead is no mean feat, and outside of that, Choice Band Sawk is still a fantastic mon. In particular, he synergizes excellently with the two special attackers on this team, since two of the most popular special walls in the tier, Lickilicky and Regice, are both outsped and KOd by Close Combat. Although he’s mostly intended to wallbreak for Tauros’s benefit, it’s not uncommon for Sawk to just plow through slower teams on his own, and getting a free switch in against a paralyzed team forms a second win condition.

An Adamant nature is chosen for the shot at either 1HKOing or permanently eliminating Regirock. While Kangaskhan is an annoyance, it doesn’t pose a very serious threat to the team.​

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Vileplume @ Life Orb
Trait: Effect Spore
EVs: 84 Spd / 172 HP / 252 SAtk
Nature: Modest (+SAtk -Atk)
  • Giga Drain
  • Sludge Bomb
  • Sleep Powder
  • Synthesis

After discovering with the first version of this team that I had a massive weakness to Alomomola, and to a lesser extent Tangela- Charizard might get taken down by a surprise HP rock, or the opponent might outplay me with his Ghost type and get rocks on the field- I tried a few mons in this spot. Although I had moderate success with Bulky Arbok, I ultimately decided on Vileplume. Plume gives zero fucks about anything Alomomola or Tangela can throw at it, bar sleep powder, and can do massive damage with Giga Drain and Sludge Bomb, respectively. Without Vileplume’s assistance, Regenerator cores would be a huge problem for this team. I have been considering switching out Sleep Powder for Aromatherapy, though, as an untimely Thunder Wave can really screw with me.

The EVs and nature are chosen to outspeed standard Tangela and other uninvested base 60s, which are this sets main targets. Max Sp. Attack and a Modest nature capitalizes on the set’s offensive presence over standard Vileplume, and the rest is put into health to allow her to switch in multiple times throughout the match.

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Musharna @ Leftovers
Trait: Synchronize
EVs: 16 SDef / 240 HP / 252 Def
Nature: Bold (+Def -Atk)
  • Psychic
  • Moonlight
  • Thunder Wave
  • Baton Pass

Though her heyday may have passed, Musharna remains one of the most reliable physical walls in the tier. Giving me a reliable switch in against Sawk, who is otherwise very threatening, is invaluable, and she does an excellent job of dealing with the other physical threats which dominate the tier. What I love most about this set, however, is the ability to lure, cripple, and escape from Musharna’s number 1 counter- Skuntank. A thunder wave on the predicted switch followed by a baton pass more or less eliminates Skuntank’s ability to reliably check Musharna throughout the match, making her an excellent and generally risk free switch in to most physical attackers. Perhaps most importantly, Musharna can spread paralysis, dramatically reducing the ability of the opponent to check Charizard, Sawk and Tauros.

240 HP EVs lets Musharna hit a leftovers number, while the rest are dedicated to improving her already formidable bulk- offensive investment is more or less unnecessary, since Musharna isn’t meant to deal damage.​

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Golem @ Leftovers
Trait: Sturdy
EVs: 56 Spd / 252 Atk / 200 HP
Nature: Adamant (+Atk -SAtk)
  • Earthquake
  • Stealth Rock
  • Sucker Punch
  • Rock Blast

Golem serves four main functions on this team- Stealth Rock support, which is of course invaluable, the team’s only priority, the ability to ruin any Ninjask’s day, and a switch in to Swellow. While a bit of a defensive liability, no other pokemon can fulfill all of these niches so perfectly as Golem. Still, I’m open to suggestions for a replacement- giving a free switch in for Alomomola, Tangela and Sawk is the last thing this team needs.

The EVs and nature are standard for non-lead Golem- just enough speed to take out Torkoal before it can spin, maximum offensive investment because it’s one of Golem’s selling points, and the rest into HP to help it switch in throughout the match.​

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Tauros @ Choice Scarf
Trait: Intimidate
EVs: 252 Atk / 252 Spd / 4 HP
Nature: Adamant (+Atk -SAtk)
  • Double-Edge
  • Earthquake
  • Pursuit
  • Stone Edge

In my personal opinion, Tauros is hands down the best scarfer in the tier right now. Not only does he have an excellent ability in Intimidate, he hits like an absolute truck with Double-Edge. Perhaps most importantly, though, his beautiful 110 base speed means that he can afford to run an adamant nature, and still outrun and 1HKO Primeape, as well as the vast majority of other scarfers. Pursuit is chosen over retaliate to eliminate Jynx, Haunter and Kadabra- while situational, it comes in handy fairly often.

Still, although he makes a fine revenge killer, that isn’t his main use on this team. Fast and frail offensive teams are everywhere, and it’s not uncommon for a match to end after five turns of Double-Edge and five KOs. Once any ghost types and dedicated physical walls are removed by Charizard and Sawk, Tauros is free to commence his sweep through the enemy’s team, and represents the main win condition for this team.

The EVs and nature are chosen to hit as hard as possible, while still outspeeding base 95 scarfers. Simple, and effective.​

Threat List

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Golurk and Armaldo
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I group these two together because they are the only two common SRers who can avoid the 1HKO from Sawk, and survive to set up stealth rock. Golurk in particular is a pain to deal with, since he can completely halt Tauros' sweep. While neither are terribly threatening offensively, the represent a major impediment to the team's win condition, and must be worn down for me to win.​

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Ludicolo
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Although most of my team can handle him, Ludi gets a free switch in against Golem, and is free to set up rain and begin sweeping. Unless he's been established as a bulky set, I basically can't afford to send out Golem, which means the opponent is free to switch as often as he likes. If he does manage to set up, I just have to hope that Musharna has enough health to pull off a T-Wave.​

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Priolu
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This little bugger does seem to crop up on my threat lists fairly often. Since the only priority on the team is Golem's Sucker Punch, any encounter with this guy will fall down to a mind game, which is never a good thing.​
 
Hmm...this team seems very familiar...
http://www.smogon.com/forums/showthread.php?t=3483992

Being able to relate to your team, my first suggestion would be to try Toxic over Stone Edge on Tauros. This ensures Tauros isn't deadweight against stall and prevents Alomomola or Tangela to switch in scot free and support / status. Most of Stone Edge's targets are easily KOed by Adamant Double-Edge after SR anyway. If Ludi is really bothering you, Jolly Tauros can circumvent that issue.

Another option worth considering is Roselia over Vileplume, with my team (link above) spread to facilitate power alongside bulk and more importantly, Spikes to help achieve KOes, especially when Sawk is concerned. Keeping Vileplume is still fine though, but what irks me is that you have not 1, but 2 potential clerics on your team but neither carry the move. Your suggested replacement of Sleep Powder for Aromatherapy is worth consideration, but you may even give a look at Heal Bell Musharna, a very competent user of the move. The downside would be losing Baton Pass though (which helps in evading Skunk & safe switch-ins for your sweepers), so it's perfectly acceptable if you choose not to go with it.
 

Haha, nice! I promise that I came up with the team on my own, though. Still, it's good to see that I wasn't alone in my thinking.

Being able to relate to your team, my first suggestion would be to try Toxic over Stone Edge on Tauros. This ensures Tauros isn't deadweight against stall and prevents Alomomola or Tangela to switch in scot free and support / status. Most of Stone Edge's targets are easily KOed by Adamant Double-Edge after SR anyway. If Ludi is really bothering you, Jolly Tauros can circumvent that issue.

I'm intrigued. I agree that stone edge doesn't get much usage, except for revenging Scarf Pinsir, so I'll give toxic a try. I'll also try out Jolly, but I'm a bit concerned about the loss in power. Still, given the Tauros is intended to sweep late game, I suppose that it's at least worth a shot. There have been plenty of times when I've wished I could outspeed Ludi.

Another option worth considering is Roselia over Vileplume, with my team (link above) spread to facilitate power alongside bulk and more importantly, Spikes to help achieve KOes, especially when Sawk is concerned. Keeping Vileplume is still fine though, but what irks me is that you have not 1, but 2 potential clerics on your team but neither carry the move. Your suggested replacement of Sleep Powder for Aromatherapy is worth consideration, but you may even give a look at Heal Bell Musharna, a very competent user of the move. The downside would be losing Baton Pass though (which helps in evading Skunk & safe switch-ins for your sweepers), so it's perfectly acceptable if you choose not to go with it.

That one, I'm torn about. While spikes support is helpful, Roselia hits a bit more than half as hard as Vileplume, and her wonderful special bulk is offset somewhat by pretty awful defense and hp, even with eviolite. It's worth a shot, I suppose.

And I agree about the clerics- I'll try out aromatherapy on Vileplume, and see if that doesn't help out. Thanks for the rate!
 
Nice job at reaching number 2! For Charizard, Vileplume, and Musharna, you might as well make the Attack IVs 0 (I'm staring at you, Liepard @_@).

To replace Golem, you could try Seismitoed. Seismitoed and Charizard have amazing synergy. In general, it has fantastic defensive typing which includes an immunity to Water, and has great utility moves like Scald, Toxic, and Knock Off (and I think Knock Off is a pretty underrated move, since Seismitoed can often find turns to use it on a switch and the list of Pokes who are notably worse without an item is gigantic). Seismotoed is a great lead and anti-lead since it pretty much destroys nearly every common SRer 1v1.

I think you should exchange your Musharna for physically defensive Misdreavus. Misdreavus also walls things like Sawk and it has a vast support movepool that includes Thunder Wave, Toxic, Will-o-Wisp (helps against Sunktank and a bunch of other things), Heal Bell, and although it can't quite recover as easily as Musharna, it has Pain Split. They're both good walls, but I kind of feel like your Musharna doesn't really do that much to the opponent. I understand the value of paralysis, which is why, again, you can run Thunder Wave on Misdreavus if you want.

Independently, due to their typing and support, Seismitoed and Misdreavous both work better if they're physically defensive. This leaves you somewhat open on the special side, but Seismitoed can also work effectively with a specially defensive set (Misdreavous really should be physical). In any case, both of them have nice natural special bulk, so this may not be an issue for you. Either way, I would go with SR, Scald, Earth Power, and Knock Off for Seismitoed. For Misdreavous, you have to think about Vileplume too when thinking about its set. Shadow Ball and Pain Split are obligatory, and Giga Drain, Sludge Bomb, and Synthesis are as well on Vileplume. That leaves three moveslots between the two. What you could do is use those three for triple status, but I think one of them should be Heal Bell/Aromatherapy and the other two should be status. I think your experience playing with this team will allow you to make the better decision over my theorymonning, however.

I know that you would have no priority with these changes. You could consider Shell Smash Carracosta and Swords Dance Samurott, both of which are fantastic Pokes, but I kind of feel that Sawk fits a little better, as it has way more immediate power, better coverage, and great Fighting STAB.

Good luck!
 
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