

^o^






(◡‿◡✿) Teambuilding Process (◡‿◡✿)
Like I said earlier, my team is based around Mega Medicham. With its access to a priority move in Bullet Punch, and strong STAB moves in High Jump Kick and Zen Headbutt, Medicham is a monster to face 1 on 1.
I needed a strong physical attacker; one that could leave a huge dent in physical walls. Mamoswine was able to do what Medicham couldn't - take out Flying-types easily. Although Medicham has Rock Tomb, that isn't enough to OHKO the likes of Staraptor and defensive Mega Altaria (CURSE YOU, STUPID 4HKO).
With every physical attacker, comes a special attacker. Nasty Plot Thundurus-T seemed like a good choice for the team - its wide coverage alongside an amazing Special Attack stat really made Thundurus stand out from other special attackers.
Stealth Rock is one of the most commonly used moves, appearing a whopping 97 times in the OU 1500 usage stats. Therefore, I opted for a good Stealth Rock setter. There were loads to choose from—bulky Lando-T, Garchomp, Ferrothorn—but I decided to opt for Heatran. Not only does it have a high Special Attack stat, its immunity to Poison and the Fire-type caught my eye.
I needed a good cleric / support mon, as well as a pivot, and I think that Celebi was the man [or Pokemon.. whatever..] for the job, as its stats are amazing across the house, giving it little to no drawbacks, except for its typing.
Last but not least, I decided to use Blastoise as my bulky spinner. Sure, I could've used Starmie, but it is ever so frail, even if you invest EVs in defenses, and that isn't what I was looking for.
✿◕ ‿ ◕✿ The Team ✿◕ ‿ ◕✿
Nature (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 28 HP
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Knock Off
Mamoswine is one of the physical attackers of my team, and Life Orb, 252 EVs in Attack and an Adamant nature allow it to deal a lot of damage to physically defensive mons. 28 HP IVs minimise LO recoil, enabling it to make the most of the held item. The moveset is fairly standard. I opted for both Ice Shard and Icicle Crash for two reasons. I needed the former to get a quick kill on weakened Pokemon, and I needed the latter to hit slower Pokemon. Earthquake hits Bisharp and other Steel-types while Knock Off is handy against Pokemon that rely on their item, such as Belly Drum / Choice Band Azumarill. It also scores the OHKO on Gengar as well, which is nice.
Confidence (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Grass Knot
Another Life Orb attacker, but this time, a special attacker, not a physical attacker. Thundurus works the same way as Mamoswine. The set is quite simple to use. Once Thundurus is confident all major threats are out of the way, it can use a quickened Nasty Plot, thanks to Prankster, to set up, and then sweep. The next three slots are solely for attacking purposes, with a slight exception with the last. Thunderbolt is Thundurus' main STAB move, and is sure to OHKO Pokemon that don't resist it after a Nasty Plot or two. Alternatively, Volt Switch could be used, and has been a bit useful for me, but if you consider running it, don't use Nasty Plot, as the stat boosts become useless. Thundurus also forms a VoltTurn core with Celebi, which is helpful. Hidden Power Ice helps against Lando-T, Garchomp and Gliscor, and Ground-types that carry Stone Edge. Grass Knot can be used to hit bulky Ground- and Rock-types.
Strength (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Def
Modest Nature
- Stealth Rock
- Flash Cannon
- Lava Plume
- Toxic
Heatran is my Stealth Rock setter, but is also another special attacker in a way. A Modest nature and hard hitting STAB moves means it isn't at all passive like other SR setters, and this works in tandem with Toxic, as Heatran can whittle the opposing Pokemon away with Toxic. Flash Cannon is for Fairy-types, and Lava Plume is often used when I'm against a Pokemon that doesn't resist it. I chose Air Balloon over Leftovers solely because the x4 Ground-type weakness was too glaring for me, so I had to do something about it, hence the Air Balloon on the current set.
Rest (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Psychic
- Recover
- U-turn
- Heal Bell
Like I mentioned in the Teambuilding Process, Celebi is my cleric. It was originally my Baton Passer, but I wanted a Pokemon to support my team through status restoration. There were many options for this slot, but I needed a Pokemon that could also deal damage as well, which is why I chose Celebi. Psychic for STAB, and to primarily hit Gengar, a Pokemon that could potentially pose as a threat to this team. Recover increases Celebi's longevity, and 252 Speed EVs means it can outspeed all non-scarfed Pokemon with a Speed Base stat of 100 or less, such as opposing Heatran, Kyurem-B, and Dragonite. U-Turn helps Celebi form a VoltTurn core with Thundurus [if you decide to give Thundurus Volt Switch, that is], keeping up momentum for the team. Heal Bell frees the team of all status, something that cripples my sweepers.
Nurture (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Tomb
- Bullet Punch
- High Jump Kick
- Zen Headbutt
Medicham is my late-game sweeper and revenge killer, finishing off the game by taking out any Pokemon left with 1 of its 4 coverage moves. Rock Tomb hits Flying- and Fire-types, Bullet Punch hits Fairy-types, High Jump Kick hits anything that doesn't resist it, and Zen Headbutt hits Gengar, and other Fighting-types. The EVs are pretty standard, maximising damage output, whilst allowing it to outspeed all <100 Base Speed stat Pokemon. An Adamant nature makes sure all of Medicham's attacks hit as hard as possible, but a Jolly nature could be used if you need the speed.
Duty (Blastoise) @ Assault Vest
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Dark Pulse
- Ice Beam
Blastoise is my bulky spinner; not Tentacruel, not Excadrill, not Starmie. No. No. No
*pause*... Excuse me. Now, where was I? Oh yes, Blastoise. I chose Blastoise because I didn't want a spinner that died to Earthquake, Hydro Pump or Thunderbolt. Assault Vest Blastoise allows it to tank at least one special attack that would've otherwise taken it out. EVs in Special Attack allow it to deal damage, so that it has some use other than a spinner. Scald for the burn rate, Dark Pulse and Ice Beam solely for coverage.
≧◡≦ Final Words ≧◡≦
I spent a lot of time typing this up, like always, so any advice regarding my team is greatly appreciated. Shoutouts to Monkey Smurf for the Mega Medicham Rock Tomb idea. I hope you win TNBT this week [you'll probably win anyway ;p]! I hope you enjoyed my RMT!

Like I said earlier, my team is based around Mega Medicham. With its access to a priority move in Bullet Punch, and strong STAB moves in High Jump Kick and Zen Headbutt, Medicham is a monster to face 1 on 1.

I needed a strong physical attacker; one that could leave a huge dent in physical walls. Mamoswine was able to do what Medicham couldn't - take out Flying-types easily. Although Medicham has Rock Tomb, that isn't enough to OHKO the likes of Staraptor and defensive Mega Altaria (CURSE YOU, STUPID 4HKO).

With every physical attacker, comes a special attacker. Nasty Plot Thundurus-T seemed like a good choice for the team - its wide coverage alongside an amazing Special Attack stat really made Thundurus stand out from other special attackers.

Stealth Rock is one of the most commonly used moves, appearing a whopping 97 times in the OU 1500 usage stats. Therefore, I opted for a good Stealth Rock setter. There were loads to choose from—bulky Lando-T, Garchomp, Ferrothorn—but I decided to opt for Heatran. Not only does it have a high Special Attack stat, its immunity to Poison and the Fire-type caught my eye.

I needed a good cleric / support mon, as well as a pivot, and I think that Celebi was the man [or Pokemon.. whatever..] for the job, as its stats are amazing across the house, giving it little to no drawbacks, except for its typing.

Last but not least, I decided to use Blastoise as my bulky spinner. Sure, I could've used Starmie, but it is ever so frail, even if you invest EVs in defenses, and that isn't what I was looking for.
✿◕ ‿ ◕✿ The Team ✿◕ ‿ ◕✿






Nature (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
IVs: 28 HP
Adamant Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Knock Off
Mamoswine is one of the physical attackers of my team, and Life Orb, 252 EVs in Attack and an Adamant nature allow it to deal a lot of damage to physically defensive mons. 28 HP IVs minimise LO recoil, enabling it to make the most of the held item. The moveset is fairly standard. I opted for both Ice Shard and Icicle Crash for two reasons. I needed the former to get a quick kill on weakened Pokemon, and I needed the latter to hit slower Pokemon. Earthquake hits Bisharp and other Steel-types while Knock Off is handy against Pokemon that rely on their item, such as Belly Drum / Choice Band Azumarill. It also scores the OHKO on Gengar as well, which is nice.






Confidence (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Grass Knot
Another Life Orb attacker, but this time, a special attacker, not a physical attacker. Thundurus works the same way as Mamoswine. The set is quite simple to use. Once Thundurus is confident all major threats are out of the way, it can use a quickened Nasty Plot, thanks to Prankster, to set up, and then sweep. The next three slots are solely for attacking purposes, with a slight exception with the last. Thunderbolt is Thundurus' main STAB move, and is sure to OHKO Pokemon that don't resist it after a Nasty Plot or two. Alternatively, Volt Switch could be used, and has been a bit useful for me, but if you consider running it, don't use Nasty Plot, as the stat boosts become useless. Thundurus also forms a VoltTurn core with Celebi, which is helpful. Hidden Power Ice helps against Lando-T, Garchomp and Gliscor, and Ground-types that carry Stone Edge. Grass Knot can be used to hit bulky Ground- and Rock-types.






Strength (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Def
Modest Nature
- Stealth Rock
- Flash Cannon
- Lava Plume
- Toxic
Heatran is my Stealth Rock setter, but is also another special attacker in a way. A Modest nature and hard hitting STAB moves means it isn't at all passive like other SR setters, and this works in tandem with Toxic, as Heatran can whittle the opposing Pokemon away with Toxic. Flash Cannon is for Fairy-types, and Lava Plume is often used when I'm against a Pokemon that doesn't resist it. I chose Air Balloon over Leftovers solely because the x4 Ground-type weakness was too glaring for me, so I had to do something about it, hence the Air Balloon on the current set.






Rest (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Psychic
- Recover
- U-turn
- Heal Bell
Like I mentioned in the Teambuilding Process, Celebi is my cleric. It was originally my Baton Passer, but I wanted a Pokemon to support my team through status restoration. There were many options for this slot, but I needed a Pokemon that could also deal damage as well, which is why I chose Celebi. Psychic for STAB, and to primarily hit Gengar, a Pokemon that could potentially pose as a threat to this team. Recover increases Celebi's longevity, and 252 Speed EVs means it can outspeed all non-scarfed Pokemon with a Speed Base stat of 100 or less, such as opposing Heatran, Kyurem-B, and Dragonite. U-Turn helps Celebi form a VoltTurn core with Thundurus [if you decide to give Thundurus Volt Switch, that is], keeping up momentum for the team. Heal Bell frees the team of all status, something that cripples my sweepers.






Nurture (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Tomb
- Bullet Punch
- High Jump Kick
- Zen Headbutt
Medicham is my late-game sweeper and revenge killer, finishing off the game by taking out any Pokemon left with 1 of its 4 coverage moves. Rock Tomb hits Flying- and Fire-types, Bullet Punch hits Fairy-types, High Jump Kick hits anything that doesn't resist it, and Zen Headbutt hits Gengar, and other Fighting-types. The EVs are pretty standard, maximising damage output, whilst allowing it to outspeed all <100 Base Speed stat Pokemon. An Adamant nature makes sure all of Medicham's attacks hit as hard as possible, but a Jolly nature could be used if you need the speed.






Duty (Blastoise) @ Assault Vest
Ability: Torrent
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Dark Pulse
- Ice Beam
Blastoise is my bulky spinner; not Tentacruel, not Excadrill, not Starmie. No. No. No
*pause*... Excuse me. Now, where was I? Oh yes, Blastoise. I chose Blastoise because I didn't want a spinner that died to Earthquake, Hydro Pump or Thunderbolt. Assault Vest Blastoise allows it to tank at least one special attack that would've otherwise taken it out. EVs in Special Attack allow it to deal damage, so that it has some use other than a spinner. Scald for the burn rate, Dark Pulse and Ice Beam solely for coverage.
≧◡≦ Final Words ≧◡≦
I spent a lot of time typing this up, like always, so any advice regarding my team is greatly appreciated. Shoutouts to Monkey Smurf for the Mega Medicham Rock Tomb idea. I hope you win TNBT this week [you'll probably win anyway ;p]! I hope you enjoyed my RMT!

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