Hi. I recently posted up my first RMT (see here: http://www.smogon.com/forums/threads/speed-and-power.3507930/) but before putting it up, I had created a second team. This team consisted of what I think was missing from the first: setup. Anyway, here goes:
Arachnoshock (Galvantula) @ Focus Sash
Ability: Compound Eyes
EV's: 252 SAtk / 252 Spd / 4 HP
Nature: Timid (+Spd, -Atk)
- Sticky Web
- Gastro Acid
- Bug Buzz
- Thunder
Role: Webber
In gen 6, this spider became a much more useful asset to teams due to Sticky Web setup. He would obviously act as my lead and with his speed and a Focus Sash, would almost always be able to setup and usually get a second move. 91% Accuracy STAB Thunder does a lot of damage at successful odds. Bug Buzz uses his other STAB and covers some other common types, like Dark. Finally, Gastro Acid is a nice addition I saw someone else had. It really destroys those who depend on their ability, such as Gliscor or Prankster users. So far, the biggest threats I've witnessed to this lead are Ambipom (with Fake Out/Double Hit) and Pranksters with Taunt (Sableye/Whimsicott). Predicting failure will result in a switch.
Klefkomaniac (Klefki) @ Light Clay
Ability: Prankster
EV's: 252 HP / 128 Def / 124 SDef / 4 Spd
Nature: Bold (+Def, -Atk)
- Light Screen
- Reflect
- Thunder Wave
- Foul Play
Role: Wall Setter
Also, a possible lead but proves practically useless after taunt. Klefki's main goal is to setup defences and then to further cripple the opposing team. I've made her to be a mixed defender but also a dual Wall Setter to minimize OHKO's on my fragile team. The Light Clay works much more effectively then say, Leftovers, as it maximises duration of defence. The Prankster ability is great as it almost always ensures at least one wall (depending on opponent). Thunder Wave works great on those that depend on speed (unaffected by Sticky Web) leading to an easy faint or switch. Foul Play is used on those that underestimate Klefki and attempt Swords Dance, only to be punished. This is commonly Aegislash or Garchomp.
Shuriken (Starmie) @ Expert Belt
Ability: Natural Cure
EV's: 252 SAtk / 252 Spd / 4 HP
Nature: Timid (+Spd, -Atk)
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
Role: Spinner + Special Coverage
The biggest threat to this team would be a Pokemon with Magic Bounce or something to set entry hazards on me. This is where Starmie comes in as a Spinner. However, with that speed and sp. attack, it would be a waste not to use it as coverage. The Expert Belt increases the power of the BoltBeam combo and STAB Hydro Pump without any negative drawbacks. This allows it to threaten a wide range of typings.
Archageddon (Archeops) @ Sitrus Berry
Ability: Defeatist
EV's: 252 Spe / 252 Atk / 4 HP
Nature: Adamant (+Atk, -SAtk)
- Acrobatics
- U-Turn
- Earthquake
- Head Smash
Role: HEAD SMASH!
Archeops is a physical powerhouse with tremendous attack but an awful ability. For this, he was placed in the RU Tier in the last gen (maybe lower now) so I thought it would be interesting to use him well. Including him on a Sticky Web team helps greatly as his speed is good, not incredible and so allows him to outspeed most. Flying Gem boosted Acrobatics was amazing but no longer possible so I tried to adopt a new strategy. I will normally begin with a STAB Head Smash that will severly hurt or faint anything that doesn't resist. The recoil damage after one or two uses should lower to under half life and activate the Sitrus Berry and return to green. Then, I can continue to spam 110 power STAB Acrobatics. U-Turn is always a nice addition, espically when you are using a glass cannon. Earthquake covers Rocks and Steels that will pose a threat.
Starscream (Staraptor) @ Choice Band
Ability: Reckless
EV's: 252 Spe / 252 Atk / 4 HP
Nature: Jolly (+Spd, -SAtk)
- Brave Bird
- U-Turn
- Double Edge
- Close Combat
Role: Be Reckless
Staraptor operates in a very similar way to Archeops, being a flying, physical attacker that has to adapt to recoil. The difference, howerver , is that Staraptor is a little more suicidal in the fact that, more often than not, it will just continue to mash powered up STAB Brave Bird. Again, Staraptor heavily depends on the Sticky Web speed drop to get the upper hand and go on to create holes in teams. U-Turn is there for the optional (and tactical) switch while causing a large amount of damage. Although Close Combat does not benefit from Reckless, it is used to focus on Rocks and Steels that would resist Brave Bird. Finally, Double Edge utilises his other STAB and is for particular threats, such as Rotom-W.
Hammerhead (Garchomp) @ Garchompite
Ability: Rough Skin
EV's: 252 Spe / 252 SAtk / 4 Atk
Nature: Naughty (+Atk, -SDef)
- Stone Edge
- Earthquake
- Fire Blast
- Draco Meteor
Role: Mixed annihilator
Another fantastic addition to a Sticky Web team. Most people will not mega evolve him because of the critically important speed drop but here, he will outspeed a lot and becomes a great late game sweeper. Draco Meteor uses the much needed power that Dragon Claw doesn't quite have and STAB Earthquake causes so much destruction. Stone Edge covers Flying types and Ice mostly and Fire Blast is used against things like Scizors or Ferrothorns. However, there is still no escaping the 4x Ice weakness (that also threatens the rest of my team offence) so would often be a switch when expecting Ice Shard to Klefki or Starmie.
Personal points of critisism would have to include the fact that Archeops and Staraptor MAY be to similar and PERHAPS I have too many Pokemon that are just for setup etc.
Rate away :)
Arachnoshock (Galvantula) @ Focus Sash
Ability: Compound Eyes
EV's: 252 SAtk / 252 Spd / 4 HP
Nature: Timid (+Spd, -Atk)
- Sticky Web
- Gastro Acid
- Bug Buzz
- Thunder
Role: Webber
In gen 6, this spider became a much more useful asset to teams due to Sticky Web setup. He would obviously act as my lead and with his speed and a Focus Sash, would almost always be able to setup and usually get a second move. 91% Accuracy STAB Thunder does a lot of damage at successful odds. Bug Buzz uses his other STAB and covers some other common types, like Dark. Finally, Gastro Acid is a nice addition I saw someone else had. It really destroys those who depend on their ability, such as Gliscor or Prankster users. So far, the biggest threats I've witnessed to this lead are Ambipom (with Fake Out/Double Hit) and Pranksters with Taunt (Sableye/Whimsicott). Predicting failure will result in a switch.
Klefkomaniac (Klefki) @ Light Clay
Ability: Prankster
EV's: 252 HP / 128 Def / 124 SDef / 4 Spd
Nature: Bold (+Def, -Atk)
- Light Screen
- Reflect
- Thunder Wave
- Foul Play
Role: Wall Setter
Also, a possible lead but proves practically useless after taunt. Klefki's main goal is to setup defences and then to further cripple the opposing team. I've made her to be a mixed defender but also a dual Wall Setter to minimize OHKO's on my fragile team. The Light Clay works much more effectively then say, Leftovers, as it maximises duration of defence. The Prankster ability is great as it almost always ensures at least one wall (depending on opponent). Thunder Wave works great on those that depend on speed (unaffected by Sticky Web) leading to an easy faint or switch. Foul Play is used on those that underestimate Klefki and attempt Swords Dance, only to be punished. This is commonly Aegislash or Garchomp.
Shuriken (Starmie) @ Expert Belt
Ability: Natural Cure
EV's: 252 SAtk / 252 Spd / 4 HP
Nature: Timid (+Spd, -Atk)
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Ice Beam
Role: Spinner + Special Coverage
The biggest threat to this team would be a Pokemon with Magic Bounce or something to set entry hazards on me. This is where Starmie comes in as a Spinner. However, with that speed and sp. attack, it would be a waste not to use it as coverage. The Expert Belt increases the power of the BoltBeam combo and STAB Hydro Pump without any negative drawbacks. This allows it to threaten a wide range of typings.
Archageddon (Archeops) @ Sitrus Berry
Ability: Defeatist
EV's: 252 Spe / 252 Atk / 4 HP
Nature: Adamant (+Atk, -SAtk)
- Acrobatics
- U-Turn
- Earthquake
- Head Smash
Role: HEAD SMASH!
Archeops is a physical powerhouse with tremendous attack but an awful ability. For this, he was placed in the RU Tier in the last gen (maybe lower now) so I thought it would be interesting to use him well. Including him on a Sticky Web team helps greatly as his speed is good, not incredible and so allows him to outspeed most. Flying Gem boosted Acrobatics was amazing but no longer possible so I tried to adopt a new strategy. I will normally begin with a STAB Head Smash that will severly hurt or faint anything that doesn't resist. The recoil damage after one or two uses should lower to under half life and activate the Sitrus Berry and return to green. Then, I can continue to spam 110 power STAB Acrobatics. U-Turn is always a nice addition, espically when you are using a glass cannon. Earthquake covers Rocks and Steels that will pose a threat.
Starscream (Staraptor) @ Choice Band
Ability: Reckless
EV's: 252 Spe / 252 Atk / 4 HP
Nature: Jolly (+Spd, -SAtk)
- Brave Bird
- U-Turn
- Double Edge
- Close Combat
Role: Be Reckless
Staraptor operates in a very similar way to Archeops, being a flying, physical attacker that has to adapt to recoil. The difference, howerver , is that Staraptor is a little more suicidal in the fact that, more often than not, it will just continue to mash powered up STAB Brave Bird. Again, Staraptor heavily depends on the Sticky Web speed drop to get the upper hand and go on to create holes in teams. U-Turn is there for the optional (and tactical) switch while causing a large amount of damage. Although Close Combat does not benefit from Reckless, it is used to focus on Rocks and Steels that would resist Brave Bird. Finally, Double Edge utilises his other STAB and is for particular threats, such as Rotom-W.
Hammerhead (Garchomp) @ Garchompite
Ability: Rough Skin
EV's: 252 Spe / 252 SAtk / 4 Atk
Nature: Naughty (+Atk, -SDef)
- Stone Edge
- Earthquake
- Fire Blast
- Draco Meteor
Role: Mixed annihilator
Another fantastic addition to a Sticky Web team. Most people will not mega evolve him because of the critically important speed drop but here, he will outspeed a lot and becomes a great late game sweeper. Draco Meteor uses the much needed power that Dragon Claw doesn't quite have and STAB Earthquake causes so much destruction. Stone Edge covers Flying types and Ice mostly and Fire Blast is used against things like Scizors or Ferrothorns. However, there is still no escaping the 4x Ice weakness (that also threatens the rest of my team offence) so would often be a switch when expecting Ice Shard to Klefki or Starmie.
Personal points of critisism would have to include the fact that Archeops and Staraptor MAY be to similar and PERHAPS I have too many Pokemon that are just for setup etc.
Rate away :)
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