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ORAS NU Counter D-Bond Cacturne Peak-1489(20th)

Hi! and welcome to my first rmt ever. Proof of peak-
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Username is Sub Split<don't ask

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Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Bullet Punch

I decided to use Hariyama because i needed a bulky fighting type for my team. I have assault vest and thick fat to take on Specs Typhlosion which in opinion is a very big threat in this tier. Also once Camerupt dies i don't have a very good switch in unless they're not carrying Hp Electric which I have seen on ladder quite a bit lately.

Description of moves.
I am using Close Combat because its the best fighting stab that Hariyama gets.
Knock Off because it helps wear down Defensive psychic types like Musharna and Xatu. Also its a great utility move for fighting types in nu.
Fake Out for priority and extra damage if needed.
Bullet Punch again is for priority and it 2hko's Archeops with 0 Hp investment.


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Cacturne @ Focus Sash
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Counter
- Sucker Punch
- Destiny Bond
- Seed Bomb

Next is my favourite Pokemon on this team and the reason I built this team. The reason Cacturne is on the team is because I needed a good lead and wanted a core of an offensive water absorb mon and a defensive one to take on Gatr better, but now he is banned. Cacturne is a great lead who can get rid of physical threats like Scyther, Sawk and other powerful wall breakers with counter. Having Destiny Bond also helps with taking down threats early in the game.

Description of moves.
Counter for taking down wall breakers and walls.
Sucker Punch for priority for getting extra damage off on mons who outspeed Cacturne.
Destiny Bond is for Pokemon who have broken your sash so u can kill them.
Seed Bomb is the best basic STAB for Cacturne in my opinion. You can use Bullet Seed if you want but i don't really see the point.


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Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Signal Beam
- Defog
- Toxic

Mantine is the second Pokemon in my anti Gatr core. I chose Mantine because I wanted a good defensive Pokemon with great SpDef and defog. It makes up a great defensive core with Xatu. But Mantine doesn't take Knock Off that well plus once you're Knocked Off it has no way of recovering. Mantine gives me one more switch in to Banded Sawk, Typhlosion, Hariyama and other physical threats.


Description of moves.
Scald is great for beating Yama 1v1 (if you get a burn) and its the best water STAB for Defensive water types unless you wanna use Hydro Pump or Surf.
Signal Beam is for Malamar who is a big threat.
Defog for elimanting hazards away also it lets you switch into Garbodor as long as you don't get poisoned from Gunk Shot.
Toxic Since Mantine can't do anything to Seismitoad and other mons. Mantine loses to SD Samurott if they have Lum Berry becuase +2 Knock Off and Megahorn kills Mantine.



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Sawk (M) @ Choice Band
Ability: Sturdy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Poison Jab
- Stone Edge

I chose Sawk because he is a very powerful wall breaker who 2hko's Pokemon like Mega-Audino and Granbull. If you play Sawk correctly you can take down most of your opponents team. Having Sturdy lets you revenge Typhlosion and other threats you outspeed Sawk.

Description of moves.
Close Combat because its the best fighting STAB and there is no reason to run any other fighting type moves.
Knock Off same reason that Hariyama and other fighting types carry it, for wearing defensive psychic types and its great utility.
Poison Jab for fairy types like Granbull and Mega-Audino.
Stone Edge for Xatu and Mantine you could run Thunderpunch but that doesn't kill Xatu so decided to run Stone Edge.

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Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- U-turn
- Psychic
- Thunder Wave
- Roost

I chose Xatu because its one of the best Defensive mons in the tier and it fit perfectly on my team. Xatu is a great counter for Hariyama and Banded Sawk. Rocky Helmet gives you extra damage. I run 16 speed to outspeed things and T-wave them.

Description of moves.
U-turn for scouting and getting extra damage off on Malamar.
Psychic because its good stab. You can run psyshock if you want its personal preference really.
Thunder Wave, usually i would run a Calm Mind Xatu with Heat Wave and Psyshock but I wanted to change things up and use T-wave. T-wave is a really nice move to stop threats like Lilligant and SD Scyther from sweeping you.

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Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Earth Power
- Rest
- Sleep Talk

Last but not least is Camerupt. I originally had Rest Talk Mega-Steelix but after the suspect test he got banned and I decided to switch him out with Camerupt. Camerupt is a very powerful hitter with great SpDef Fire Blast kills most offensive mons in the tier. In case Hariyama dies Camerupt is a pretty safe switch in to Typhlosion if its above 50%.

Description of moves.
Fire Blast is the best special fire STAB for Camerupt in my opinion you could use Eruption or Flamethrower.
Earth Power is again best special ground STAB.
Rest for recovering Hp and being able to take Toxic's. Originally I had Eruption over Fire Blast because I have Rest but Camerupt doesn't outspeed anything so they always weaken your Eruption before you attack.
Sleep Talk because there is no point in running rest without Sleep Talk.


Importable>http://pastebin.com/AbvRu1FD

Thank you for reading also sorry for any spelling errors. Hope you like the team!
 

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AV Yama / Sash Cacturne / Defensive Mantine / CB Sawk / Defensive Xatu / Mega Camel

Hey Sub Split this is a decent team, but there are major weaknesses that need to be addressed.

The first problem is that you have No Entry Hazards on your team which already puts your team at a major disadvantage against any other team because the opponent can switch without being punished which is huge. The second problem is that you have no real flying resist and without rocks, stuff like Archeops, Swellow and Scyther can continue to come in for free and beat your team.

The first changes are just going to be set optimizations for the mons. I would recommend that Cacturne runs the LO Spikes Set, as it provides Hazards as well as a cool way to beat Bulky Waters and still provide priority. Camerupt should probably be running a SpDef Set with Stealth Rock as rocks are pretty crucial in the tier to check the threats that i've outlined before. I would also recommend making Xatu Defensive CM w/Signal Beam as it gives you a way to beat Cro-Dino and Malamar, and also provides a solid Win Condition for your team.

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Cacturne @ Life Orb | Water Absorb
4 Atk / 252 SpAtk / 252 Spd | Rash / Naive
Giga Drain | Dark Pulse | Sucker Punch | Spikes

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Camerupt @ Cameruptite | Solid Rock => Sheer Force
252 HP / 252 SpDef / 4 Spe | Calm
Stealth Rock | Will-O-Wisp | Earth Power | Flamethrower

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Xatu @ Leftovers / Colbur Berry | Magic Bounce
248 HP / 176 Def / 84 Spe | Timid
Calm Mind | Roost | Psyshock | Signal Beam

Even with these changes, the team still looks rather slow and doesn't have a way to beat Flying types so i'm going to suggest that you add Scarf Rotom > Sawk as dual fighting is kind of Redundant on a team that isn't designed to be Fighting Spam. Rotom allows you to Revenge Kill birds, gives you a normal immunity, and acts as a spinblocker for those shiny new Hazards. The last thing i'm going to recommend (i know its been a lot >.> sorry) is that you switch out Gurdurr > Hariyama as the entirety of your team right now is 2HKO'd by Kangaskhan and Gurdurr provides a great Kangaskhan check and alternate Win Condition for your team. Hope these changes helped!

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Rotom @ Choice Scarf | Levitate
4 Def / 252 SpAtk / 252 Spe | Timid
Volt Switch | Shadow Ball | Trick | Thunderbolt / HP Water / Will-O-Wisp

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Gurdurr @ Eviolite | Guts
252 HP / 252 Atk / 4 Spe | Adamant
Drain Punch | Knock Off | Mach Punch | Bulk Up
 
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