Down with the Suspects! [A UU RMT (peaked at #5)]

Well, I can't say I have been using this team consistently throughout testing, but I can say it has been one of my most successful. I actually retired this team and began to experiment, but today, I decided to comeback to it and see how it faired. I made a few tweaks to it and they seem to have helped, but it's current success rate can be due to me not getting haxed as much. =/ Also, for all of you who were wondering, this is the team that got me to #5 on leaderboard. ^_^ I'd thought I'd share my success with the rest of you UUers out there. In a few days, or less, this team will probably need a major revamp or become completely obsolete, so here it is for your reading pleasure!​



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Moltres @ Life Orb
Ability: Pressure
EVs: 60 HP/196 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Fire Blast
- Roost
- Hidden Power [Grass]
- Air Slash​

Description: Ahhh, the good ol' bird. I have used this lead variant before (created by LonelyNess) and I still love it. When I first started with this team, her nature was Timid, but I really did notice the loss in power, especially on things like milotic, who are, yes, still pretty common. I do however, have to watch out for positive base 80s (speed); things like venusaur with sleep powder because she doesn't outspeed them, and that can hurt sometimes.
Evs: I wanted to keep her semi-bulky, so she could take a few hits and be able to roost off the damage with little worry, hence the HP evs. Max SAtk is a given because I wanted her to hit as hard as possible, and I gave her a few extra speed Evs in order to outspeed other LN lead variants (not too common these days =/). The spped Evs also allow her to outrun neutral base 80s; things like bulky venusaur and (sometimes) arcanine.
Moveset: Air Slash and Fire Blast for obvious reasons. Roost is for that instant recovery, and to keep her alive if stealth rock is on the field. Hp grass is to hit those bulky waters and rock/ground types for heavy damage. Suprisingly, a lot of rhyperior like to stay in on her, only to receive a swift KO.
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Honchkrow (M) @ Life Orb
Ability: Insomnia
EVs: 252 Atk/252 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Brave Bird
- Superpower
- Sucker Punch
- Roost​

Description: Yet another powerful birdy. Three words: this thing rapes. On the old version of this team, this slot used to be held by spiritomb, but I haven't seen much gallde, and tomb just doesn't do much outside of that. =/ Now, honchy works as my main wall breaker, and a good one at that. She gives me a vital answer to sleep inducing moves, and attacking prowess that spiritomb could never offer. Before the addition of honchy, I had a little trouble with stall, something I never like to have; it was not unbeatable, but was significantly harder to beat. There isn't much more I can say that you don't already know, so why continue?
Evs: Standard evs in order to maximize her damage output and sweeping/wall breaking potential.
Moveset: Sucker punch is a staple on any non-choiced honchy. Superpower rounds out the set annd gives it an answer to pesky rocks and steels, whilst providing near perfect coverage alongside sucker punch. Brave Bird is what makes honchkrow so effective these days, imo. When she had drill peck, she was great, but now she's just plain awesome. Roost got the nod over pursuit or night slash, because I want to keep her a live as long as possible, she forces enough switches to use it effectively, and I lack a spinner. I'd also rather hit something (not steel or rock) hard on the switch in, rather than on the way out, and BB gives me the immidiate damage night slash provides, only with a higher base power.
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Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/242 Def/16 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Grass]
- Recover
- Surf
- Haze/ Ice Beam​

Description: I have never really been a fan of milotic, and it's pretty ironic that I would use her over azumarill (my fav) in a metagame where she recieves so much criticism. She is what keeps pesky water rats (azumarill) and various (non-toxic wielding) fire types at bay. She is my main answer to things like blaziken and (sometimes) arcanine, if I know it doesn't carry toxic. She is just one hell of a tank, and is damn hard to take down, even these days.
Evs: I just used Evs that were popular in the past and they've been working fine. The 56 evs in speed outspeed adamant torterra and Heysup's original MixBlaziken,(16 spd ev) IIRC.
Moveset: Obviously all the standard moves milotic typically carries. I have recently been testing Ice beam over haze, since grass types just love to switch in on her, but things like venusaur only take about 20-30% from it, so I'm not gaining too much benefit from it. Haze is what keeps things like SD Feraligatr and CM Slowbro from doing heavy damage, it can also, if needed, wipe away some curses from curse umbreon, especially if I can't phaze it out.
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Rhyperior (F) @ Leftovers
Ability: Solid Rock
EVs: 252 HP/16 Atk/242 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Stone Edge
- Stealth Rock
- Roar​

Description: Possibly one of the most underused suspects; Rhyperior is just one hell of a tank. This beast can take some hits even with his plethora of weaknesses. She's my phazer, and what keeps me safe from some stat uppers. She scouts through the opponents team with roar and can often help me keep the advantage. She's won me games just by phazing my opponent's remaining pokes out of health. Even with such a defensive spread, it still has the power to 2HKO the likes of Steelix and Registeel.
Evs: She is packed full of Hp so she can take numerous hits while phazing or just killing a key threat. I just added the 16 attack evs to round off her Atk stat to 320 (nothing special xD...that I know of). She can take a +2 CC from a Max attack adamant gallade, with HP to spare! If that's not impressive, idk what is.
Moveset: She was given the obvious QuakeEdge, so her attacks still hit relatively hard. SR was a given, because I needed someone to set it up and she wouldn't be bulky if she wasn't for support. Roar was added for phazing and scouting, although I have used sub, but I didn't recieve anything spectacular by using it, so it was dropped.
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Venusaur (F) @ Life Orb
Ability: Overgrow
EVs: 68 HP/160 Atk/188 Spd/94 SAtk
Mild nature (+SAtk, -Def)
- Sludge Bomb
- Synthesis
- Sleep Powder
- Power Whip​

Description: Venusaur is just the replacement everyone has been using in order to fill the void Roserade left behind. She may not have as much damage output as rosey, she is bulkier. She is just one part of the infamous Grass/Water/Fire combo that is so popular in the UU metagame. When milotic is down, she is my answer to bulky waters and ground/rock types, although she can't always directly switch in. She also checks things like Mixtile, leafeon, and tangrowth.​

All I have to say is wow. I made this set based off of my semi-bulky, yet offensive venusaur and Bluewind's defensive set in his RMT. I honetly didn't expect it to do much, but when played right, this set rapes.​

Evs/Moveset: Ok, I know the evs look odd, but I can explain them better atm with this quote:​
Hp: For a little bulk...duh.
Atk: IIRC, the give a clean 2HKO on chansey and slowbro.
SAtk: Just to give it a little oomph and so I can hit pure grassers expecting to wall me. Oh, and I believe slude bomb finishes Slowbro off after a power whip. (I just don't want to risk a power whip miss)​

Spd: Just enough to outrun adamant Honchkrow. Although the LO might give them the hint that I may be faster, I just like the extra insurance. Witht the mild nature, her physical defense is dropped which makes me want to drop the speed because it just makes too many mind games when playing against honchy, but IIRC, honchy kills with sucker punch on neutral defense anyway.

I couldn't have said it better myself. :toast:
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Arcanine (F) @ Leftovers
Ability: Intimidate
EVs: 120 HP/252 Atk/136 Spd
Jolly nature (+Atk, -SAtk)
- Extremespeed
- Flare Blitz
- Morning Sun
- Toxic​

Description: Last but not least, here comes the other legendary fire dog...duh duh duh duh!--it's Arcanine! Arc completes my Grass/water/fire core that just works so well. I guess it could be Grass/water/fire/fire, but that's besides the point. Tbh, I'm not sure why I added an extra fire type, but he just works well, so I kept him. He helps me take out unsuspecting venusaur and other positive base 80s who think I am bulkier and slower. I originally did have a bulkier set that held a lum berry, because I had no safe switch in to sleep inducing moves, so I guess I could actually go bulky again, but this set has been working just fine, and has a little surprise factor. he also helps me with various fire types and strong attackers. I chose intimidate over flash fire, because I have milotic and moltres for fire type attacks arc and the others can't take and he checks things like honchkrow and gallade better with it. I guess he's a 2nd check to them if rhyperior can no longer take them on.

Evs: I gave her max attack because I actually want her to hurt things. I also gave her enough speed to outrun positive base 80s, so I can hopefully gain the upper hand by outspeeding them. The remaining evs went into HP to just give her that little extra bulk; it makes you feel secure, but probably does nothing significant xD.​

Moveset: Flare Blitz let's her actually damage things, while Extremespeed helps to finish things off. I used to have thunderfang over toxic, but it does absoulutely nothing, unless arc holds a life orb, but she's obviously not. Toxic allows her to actually do something to the bulky waters that like to switch in eg. slowbro and milotic, so it effectively wears them down so they are substantially easier to take down. Morning sun is the new HG/SS addition that has given her such a large rise in usage, and for good reason; it keeps her alive much longer. In case you haven't noticed by now, 5/6 ok my pokemon carry a recovery move. I like to keep my pokemon as heatlhy as possible for as long as I can. So, while I am doing damge to the opposing team, I am keeping my health high, which makes it that much harder for me to lose or my opponent to win.
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Well that's the team! Rate/Hate/Steal! Please forgive me for any grammatical or spelling errors I have made beacuse: 1. I don't feel like spell cheacking, and 2. It's pretty late. I actually have a habit of writing these late xD. Thanks for reading, and I hope you enjoyed it! I couldn't find Rhyperior's picture, so if someone could help me with that, that would be nice. Hence, the picture of rhydon.Thanks in advance!​
 
Ok, I removed the pictures completely because I want to get this up before I recieve some kind of infraction, so...

Threat list stolen from Bluewind's RMT, which was stolen from Heysup's, I hope they don't mind. ^_^

Defensive Threats

Blastoise – Venusaur usually handles him, she absorbs the toxics, and as long as he doesn’t carry ice beam, he’s as good as done.
Chansey – Venusaur 2HKOs, arcanine 2HKOs, and Honchy gives a clean 1HKO.
Claydol – Milotic, moltres (hp:grass), venusaur, and sometimes honchy via brave bird or sucker punch.
Clefable – See chansey; moltres can also 2HKO this one.
Cloyster – If he’s a lead I either hope he sets up, or doesn’t carry a sash; no sash = death by moltres. Venusaur kinda fears an ice shard, and milotic can only 2HKO, not too much of a problem, but can take out something with explosion, if played right.
Cradily – Don’t let this thing get curses. He is very rare, but no one wants to have a +6 cradily on their hands. Milotic does nothing in sand with Ice beam, and probably not much out of it, but she can haze it, which probably won’t help too much. Arc can toxic and hope it knows recover over rest, venu can sleep powder and try to kill, or honchy can kill if it hasn’t set up too much.
Lanturn – Parafusion is just plain annoying, nuff said. Toxiced via arcy, killed by venu, and 2HKOed by moltres.
Lapras – Too rare to actually complain about; if faced, Moltres can 2HKO, venusaur can kill, and milotic just stops it for the most part, as long as it isn’t a toxic or perish song carrying version.
Mesprit –Too many sets to actually plan for; leads sets do little to nothing but set up rocks. CM sets might do a little something with the BoltBeam combo, but milotic can haze it for the most part, and honchy can kill (if I predict correctly) with sucker punch.
Milotic – Milotic and Venusaur are my first answers, they can both take surfs, but Venusaur takes toxics, so she usually heads in first. IIRC, moltres 2HKOs, and so does honchy with brave bird.
Miltank – Strictly an annoyance; honchy 2HKOs with BB and I think it’s the same with superpower in this case. Milotic can wear it down, especially if it carries no status inducing move, venusaur can put it to sleep, and moltres 2HKOs with air slash.
Nidoqueen – Milotic is my main answer and probably my best bet. This thing is so damn bulky, it’s just plain aggravating. If milotic isn’t available, it’s just worn down by the rest of the team, she doesn’t scare me offensively, but defensively, can be a bitch to take down.
Quagsire – Moltres, Milotic, venusaur, arcy’s toxic…
Regirock – Moltres (kinda), milotic, venusaur, and rhyperior.
Registeel – Same as regirock, but I can now use arcanine over milotic.
Rotom – Not very common these days; he can’t do much to venusaur, doesn’t ko arcy, and can be killed on the switch in. Because honchy doesn’t have THE most reliable priority move, I can’t really call him my main answer.
Slowbro – If it’s a CMer, I pray milotic is still alive. Venusaur can sleep powder, and power whip for the 2HKO, but that’s even risky, so…
Spiritomb – He’s not as ‘good’ as he was at the start of this metgame. Moltres can 1-2HKO him, arcy almost always 2HKOs, venusaur 2HKOs, and rhyperior can (kinda) take on one’s that lack WoW.
Umbreon – Eww, probably another underrated suspect. With some curses under her belt, she can be hard to take down, but I have a hazer and phazer, so she’s not too much trouble for me. Arcy 2HKOs IIRC, and honchy just outright beats it.
Uxie – I fear twave from this when it’s a lead, so I either pray for rocks to be set up 1st turn, so I can weaken it, or switch to something like milotic, who it really can’t do much to, unless it’s a trickscarf variant, which are rare these days, but I don’t want it to mess me up.
Weezing – Special attacks from all over the place wear this thing down. Hell, even physical ones do, since it has no reliable recovery move, outside of the shaky painsplit and rare rest.

.......



Offensive Threats


Absol – Even with a higher attack stat, it’s not as scary as honchy, although it’s handled in the same way. Rhyperior just stops it cold, unless it crits. It can’t outright kill anything really, so it’s easy to pick off with almost anything.
Alakazam – When I used spiritomb over honchy, he was a little easier to beat, but he staill doesn’t do much. Most are leads, and the others are dual screen, so he’s usually stopped by honch because all he carries is psychic (typically).
Altaria – Rare, but to DD variants, priority and rhyperior are my best answers. EQ is, I think a 3HKO from a +1 or LO variant, mixed one’s are even rarer, and easily picked off by rhyperior and sometimes by milotic.
Ambipom – With no ghost, he’s a little harder to play around, but now much. One’s who lack low kick are dispatched by rhyperior, and milotic, or arcy and honchy with their priority take it out.
Arcanine – Milotic is my main answer. Arcy and moltres can be used as backups though, and I just pray he doesn’t toxic something.
Azumarill – Milotic stops this thing cold, and when she’s gone, venusaur takes it out, if it doesn’t carry ice punch, and is not behind a sub.
Blaziken – Milotic takes FBs and such, arcy can intimidate it, and it can’t do much to moltres, so yea…
Drapion – Rhyperior stops even the SD variants cold. Arcanine can intimidate it, and milotic can haze it.
Feraligatr – Milotic shuts all variants down, and honchy/arcy will wear it down with priority if need be.
Froslass Annoying, and without spiritiomb, a little harder to take down, but not impossible. It usually can get 1-2 layers of spikes down before I kill it.
Gallade – For the most part, it can’t do much to moltres, arcy can intimidate; Rhy can take a +2 CC, and honchy OHKOs with sucker punch.He just dies to what’s availiable.
Hariyama – Moltres just rapes it, and rhyperior can usually roar it out, but not before taking some damage. Honchy also kills it, but it’s really not that big of a problem.
Hitmonlee – Honchy KOes it at -1, milotic can take a hit, and so can moltres, arcy can pick it off with EXS, but only if it’s at a low enough health, it can also intimidate it.
Hitmontop – Spinners, are taken out by almost anything, and the priority users are usually handled by arcy, milotic, or moltres.
HonckrowHandled in the same way as absol for the most part, although it comes down to a little more mid games with venusaur, especially since she has a defense reducing nature.
Houndoom – Milotic walks all over this thing, otherwise priority kills it, IIRC, arcy’s EXS is a 2HKO.
Kabutops – Milotic rapes it, but SD variants can cause trouble, a bit of a threat, I think.
Kangaskhan – Rhyperior is my main answer, if I ever face one, but it seems like it can be handled by almost anything.
Leafeon – Venusaur was my main answer, but with her defense reducing nature, she’s a but more shaky. Moltres saves me from this, alng with intimidate from Arcy.
MagmortarTheoretically, can do heavy damage, but it must be played very well. With all the roaring rhyperior does, he probably won’t have much health to do anything.
Medicham – Prediction. If rhyperior is down, priority, and smart switching, because if it outpredicts me, I’m going to lose something.
Mismagius – Without spiritomb, I have a slight weakness, but not too bad. She can’t outright KO anything even with a boost, so she is usually just revenge killed.
Moltres – Milotic.
Nidoking – Depnds on if it’s physical or special. Rhyperior can take on physical ones, and milotic can kind of handle both, and just hope it doesn’t crit. Other than that, priority.
Omastar – Moltres, Milotic, venusaur, and if need be, honchy.
Raikou – If venusaur goes down, he’s a little eharder to take down, but have I meantioned priority?
Rhyperior – Milotic, Moltres, venusaur.
Scyther – priority, rhyperior, and milotic (somewhat). SR rapes this thing on their own though.
Swellow – Without rhyperior, this thing can spell trouble. If it lacks quick attack, honchy makes a fine revenge killer, if it packs QA, EXS from Arcy, and wear it down by wasting turns of poison or burn from its orb.
Tauros – Rhyperior walks all over it, even CB versions, EQ is at best, a 3HKO, so yea…
Torterra – RP variants are taken down by priority, but it doesn’t have much room for set up, outside of rhy who can riskily roar it out.
Typhlosion – Milotic.
Ursaring – How else to you handle the quick feet versions; something faster or priority. Rhyperior takes some damage, but only 50% from +2 if it’s lucky, sso it goes down pretty easily.
Venusaur – Honchy is my mains switch in because, it can roost off the damage taken, BB or SP it into oblivion, and take sleep powder. Arcy and Moltres are my backups. Rhy can be used in emergencies, as it isn’t KOed by a power whip, but it is by energy ball. =/
 
Personally I wouldn't run Roost on Honchcrow, just because he is quite frail and the things that he doesn't resist will often OHKO him. Night Slash is a good option, as it is a Dark move that doesn't rely on an attack.
 
But with the many switches Honchcrow causes, Roost would allow Honchcrow to gain back valuable Life Orb/Stealth Rock Hp to continue wrecking havoc on the opponents team.

You'd be surprised at how many turns Honchcrow gets to Roost up.

Anyway, one thing i can see immediately is 2 Pokemon with a 2x Stealth Rock weakness and 1 with a 4x weakness. However, the team is pretty offensive so i doubt the opponent has many free turns to set up entry hazards and most of the pokemon carry a recovery move. But it is still a major problem for the team as you do not carry a Spinner.

Maybe putting in a Blastoise over Milotic would help solve this problem as it has access to a reliable Rapid Spin in Yawn+Rapid Spin. They both have the same typing and are both Bulky in their own way. Plus, they learn the same kind of moves like Haze or Roar for Blastoise but the only problem is that Blastoise does not have reliable recovery apart from ChestoResting....

I don't know really what else to change as the team is a pretty good one except for the major Stealth Rock weakness.

Great achievement for getting to #5!
 
@ Sock Monster: You're correct sock monster, honchy loves to roost and gets so many opportunities to do so, it's not even funny. I also know that I have a major SR weakness, but tbh, it's easier to play around than most people think. I too though of changing rhyperior to donphan or milotic to blastoise, but I lose a valuable check to something in the process, so imo, it's just not worth it. Thanks for the rates guys! Keep 'em comin'!

@ BullerPaunch: I guess you missed this =/.
Roost got the nod over pursuit or night slash, because I want to keep her a live as long as possible, she forces enough switches to use it effectively, and I lack a spinner. I'd also rather hit something (not steel or rock) hard on the switch in, rather than on the way out, and BB gives me the immidiate damage night slash provides, only with a higher base power.

The threat list is under way, sorry for it taking so long.
 
I want to suggest this spread for arcanine.
Jolly; 120 Hp/ 252 Atk./ 136 Spe
This helps to give arcanine extra bulk for switch ins and can easily afford a LO to compensate for not running adamant. You still outrun the +80 bases so no worries there either.
 
I want to suggest this spread for arcanine.
Jolly; 120 Hp/ 252 Atk./ 136 Spe
This helps to give arcanine extra bulk for switch ins and can easily afford a LO to compensate for not running adamant. You still outrun the +80 bases so no worries there either.

I thought about LO, but with SR on the field, he gets worn down very easily, even with morning sun, but nevertheless, I will try it! Thanks for the rate!
 
Ok, I have decided to keep haze on milotic because it just has more merits than ice beam. With minimum investment in her SAtk, it just doesn't have enough power to make a difference in the game, while haze saves me from bulky stat uppers like CM Slowbro...

I also changed arcanine's set to the one suggested by BNE. I love it! It also helps me with my slight Raikou weakness.

Edit: Over 700 views, and I only have 3 rates...come on guys, I want some help! I've been playing today though, and the team has been going pretty damn strong.
 
First of all awesome team, and I believe that's the reason you haven't been getting many rates, as it's very hard to fix what isn't broken. With that said I have only one small suggestion to make: Change Milotic's Speed EVs to 16 and pour the rest in Def. Now that you decided to keep Haze on Milotic, outspeeding Torterra doesn't seem to be necessary as you don't have an attack that can OHKO it, and being the only reason of the extra EVs outspeeding the aformentioned the god damn poké I hate with my whole heart and soul, I feel that you can bypass them and just increase Milotic's defensive prowess.
I hope I've helped and good luck with the team =)
 
First of all awesome team, and I believe that's the reason you haven't been getting many rates, as it's very hard to fix what isn't broken. With that said I have only one small suggestion to make: Change Milotic's Speed EVs to 16 and pour the rest in Def. Now that you decided to keep Haze on Milotic, outspeeding Torterra doesn't seem to be necessary as you don't have an attack that can OHKO it, and being the only reason of the extra EVs outspeeding the aformentioned the god damn poké I hate with my whole heart and soul, I feel that you can bypass them and just increase Milotic's defensive prowess.
I hope I've helped and good luck with the team =)

I love this effing line! Thanks for the rate too! That makes sense, especially since heysup's original bliziken is non exisistent anymore =/. I won't be outspeeding him anytime soon and torterra is hella rare these days.
 
Eh bluewind said it well enough there isn't much to change. On the other hand I do think the lack of a spinner with all the SR weak pokemon is a bit annoying. As it is Honch is your best weapon against stall and SR is just a pain in the ass for him. I don't really see what Arcanine is doing that moltres already isnt doing, so I would seriously consider running a spinner over him in that spot. I'd give hitmontop a shot but you seem reluctant to changing him(especially after his grand success) so I'll just leave it at that. Anyway nice team man.
 
Eh bluewind said it well enough there isn't much to change. On the other hand I do think the lack of a spinner with all the SR weak pokemon is a bit annoying. As it is Honch is your best weapon against stall and SR is just a pain in the ass for him. I don't really see what Arcanine is doing that moltres already isnt doing, so I would seriously consider running a spinner over him in that spot. I'd give hitmontop a shot but you seem reluctant to changing him(especially after his grand success) so I'll just leave it at that. Anyway nice team man.

Maybe an offensive hitmon with rapid spin? More fighting power for stall and priority for raikou and other homos. Idk, I may try it. Thanks for the rate!
 
Ok, so I tried an offensive hitmonlee with rapid spin, but that didn't work out. Now, I've been testing a defensive hitmontop with intimidate to kind of follow in the foot steps of Arcanine, but I miss the priority so much. Although, it is not a 'bad' addition.

Edit: Well, in the length of a single day (well, probably less, but not the point), I brought an alt up to the 1540's, and then it got haxed back -.-, so just don't ask about an alt lol. Still, I guess this team is pretty solid, even after coming back from retirement.
 
Hello Flamewheeler, solid team you got here. However as you mentioned you have several weaknesses which are Kabutops, Magmortar, Raikou, and Medicham. Well I suggest trying out a more Special Defense spread of Venusaur. This will at least counter HP Ice-less Raikou pretty well however Venusaur can shrug off HP Ice and retaliate with a Power Whip/Sleep Powder if need be. Also with a more defensive spread you can switch into bulky waters much easier as it would seem a Milotic would be quite troublesome if Venusaur is gone.

Venusaur @ Leftovers | Overgrow
Sassy | 252 HP / 252 SpD / 4 Atk
Power Whip / Synthesis / Sleep Powder / Sludge Bomb

As for your Kabutops weakness, it will have a hard time setting up a Swords Dance. Hidden Power Grass from Moltres, Hidden Power Grass from Milotic, Superpower from Honchkrow, Earthquake from Rhyperior, and Power Whip from Venusaur will make sure that it won't get that Swords Dance boost soon. Arcanine is really the only Pokemon it can get a Swords Dance on and if you can get it with a Toxic I think it wouldn't be much of a problem.

As for Magmortar I find the LO set to be a heavy hitter yet to slow to be a huge threat. To me it seems that Magmortar will have a hard time switching in as most of your Pokemon can deal heavy damage. Milotic can take a Thunderbolt and retaliate with a Surf and Honchkrow can use Sucker Punch if in dire need.

Now for Medicham, smart switching and keeping an offensive push to prevent it from switching in would seem like it would keep it at bay but its still a potent threat indeed.

Hope I helped!
 
Hello Flamewheeler, solid team you got here. However as you mentioned you have several weaknesses which are Kabutops, Magmortar, Raikou, and Medicham. Well I suggest trying out a more Special Defense spread of Venusaur. This will at least counter HP Ice-less Raikou pretty well however Venusaur can shrug off HP Ice and retaliate with a Power Whip/Sleep Powder if need be. Also with a more defensive spread you can switch into bulky waters much easier as it would seem a Milotic would be quite troublesome if Venusaur is gone.

Venusaur @ Leftovers | Overgrow
Sassy | 252 HP / 252 SpD / 4 Atk
Power Whip / Synthesis / Sleep Powder / Sludge Bomb

As for your Kabutops weakness, it will have a hard time setting up a Swords Dance. Hidden Power Grass from Moltres, Hidden Power Grass from Milotic, Superpower from Honchkrow, Earthquake from Rhyperior, and Power Whip from Venusaur will make sure that it won't get that Swords Dance boost soon. Arcanine is really the only Pokemon it can get a Swords Dance on and if you can get it with a Toxic I think it wouldn't be much of a problem.

As for Magmortar I find the LO set to be a heavy hitter yet to slow to be a huge threat. To me it seems that Magmortar will have a hard time switching in as most of your Pokemon can deal heavy damage. Milotic can take a Thunderbolt and retaliate with a Surf and Honchkrow can use Sucker Punch if in dire need.

Now for Medicham, smart switching and keeping an offensive push to prevent it from switching in would seem like it would keep it at bay but its still a potent threat indeed.

Hope I helped!

I thought about a bulkier venusaur, and I had my own version before, albeit less bulky than your suggestion. I got tired of it, and it was just stall weak tbh (probably because I didn't use sleep powder xD). I made venusaur so offensive only because I needed something else to keep stall at bay, and surprisingly it's an excellent wallbreaker, and most people don't suspect a mixed set. Although, I have been thinking of changing the nature, and reducing speed, so it can just be a bit slower, only because I sometimes dislike the loss I get in physical defensive capabilities from using a mild nature. I'll try it on my test team, along with my defensive hitmontop. Oh, and kabutops can set up because he scares awy so many of my pokes. Honchy and Moltres are scared of stone edge, rhyperior (I think lives actually) is scared of waterfall. So, he just has enough offensive prowess to scare me out and get that SD in. Although, he is kind of rare, outside of rain at least. Thanks for the rate!

Well, I decided not to use that venusaur set, only because I realized how valuably my set is to this team. It just rips things apart, gives a little bit of surprise, and I need that speed and power to get past things like stall, and just plain bulky teams. I also changed milotic's spread to the one Bluewind suggested, I just forgot to change it in the OP xD.

Edit: Oh wow, I've been double posting in my own thread and didn't even realize it xD.

Edit 2: Haha, I think Haunter really does have a choice scarf xD.
 
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