Captain Falcon's RMT
Hiya folks, CF here with my first ever RMT. I built this team with the help of Lee during the tutoring program, and it has been working pretty well. If the team sucks, I'd rather you told me so I copuld do something about it, so be honest with me. OK, down to buissiness.
What Sort of Team is It?
Stall-ish. I say "ish" because it started out as a stall team, but I ended up adding a specsmence and a CBhera to it, so that wouldn't be completely owned by fast threats scuh as brelloom, and so I can revenge kill if I lose a wall. It also helps me to take out pokémon like cresselia, who aren't hurt too much by residual damge.
How does this team win?
This team wins by residual damge. If I can get 3 layers of spikes down + stealth rock, I can considerbly hurt the opponent. Once the opponent's team has been weakened by residual damge, it is only too easy for hera or mence to sweep the opponent's team aside.
Any Obvious weaknesses?
I have a bit of trouble with mixed attackers, as all my walls are either prodominaly physical or special, so I rely on burning them to stop them being a threat. This usually works okay, but it can be a bit of a problem sometimes.
How do you handle sleep?
With dusknoir usually. His primary role is to block rapid spins, and he can do this if he is awake or asleep, so he usually takes the sleep. Blissey can sometimes take it too (due to natrual cure) but it depends who it is from.
How effective is this team?
Fairly good I'd say, I tend to win around 2/3 of my games on shoddy, although that may be down to the fact that I am always very lucky.
The Team
Hippowdon@Leftovers
Impish 252Hp/6Atk/252Def
Stealth Rock
Earthquake
Roar
Slack off
I lead with this to get sand stream going early (it is part of my residual damage plan). It is always handy if you can get stealth rock down on turn one, and it often can these days with the abundance of tyranitar and ninjask leads. The lack of ice shard is a pain, but I have other ways of dealing with flyers.
Skarmory@Shed shell
Impish 252Hp/96Atk/156Def/4SpD
Spikes
Roost
Brave bird
Whirlwind
Wall number two sets up another part of my residual damage plan by laying down spikes. It also counters an extrodinary amount of pokémon while it is at it. Shed shell is prefered here because it lets me deal with maggie, and I have found that skarm usually has little trouble recovering anyways. Brave bird over drill peck for the extra amount of damage.
Blissey@Leftovers (natrual cure)
Bold 148Hp/252Def/108SpA
Calm mind
Ice beam
Softboiled
Thunderbolt
Calm mind blissey is defineitly my favourite when it comes to bliss sets. She laughs in the face of focus blast, as after one calm mind it is no longer a threat. It also gives her staying power late game, and allows her to dismantle other walls like cress and zong with ease in one on ones. The only thing she is really scared of is explosions from th likes of gengar and I have a ghostie to make them think twice before losing one of their pokémon.
Dusknoir@Leftovers
Careful 252Hp/76Def/180SpD
Pain split
Thunderpunch
Fire Punch
Will-o-wisp
This guy's job is primarily to block rapid spinners. The only spinner that I've battled who has dismantled him is torkoal and he is very rare in OU. Will-o-wisp is absloutely essential because it removes so many physical and mixed pokémon from the game. Fire punch>Ice punch because it lets me deal with Forretress and Hera.
Salamence@Choice specs
Timid 6Hp/252Spe/252SpA
Hydro pump
Fire blast
Draco meteor
Dragon pulse
Standard stuff. Timid nature lets me handle other mences as well as lucario, and to be frank, he rarely needs the extra damage that modest affords as he is a late game sweeper. This thing wins games and it's not hard to see why. Dragon meteor is for doing crazy damage to stuff, dragon pulse is for sweeping with and fire blast and hydro pump are for coverage.
Heracross@Choice band
Adamant 104Hp/252Atk/152Spd
Close combat
Megahorn
Pursuit
Stone edge
The wall breaker. This thing is always handy late game in dismantling things like bliss and cress. It also ensures that my team isn't completely run over by things like ludicolo and cradily. The move set is fairly obvious, the two STAB attacks, stone edge for flyers and pursuit for stuff like gengar who try to run away.
Threat list
Offensive top 10
Garchomp - Hippowdon walls it, and if it tries to subtitute or set up I can just roar it away.
Gengar - Let Dusknoir take the hypnosis, to activate sleep clause and then blissey can shut it down by calm minding to stop the threat of focus blast.
Gyarados - Dusknoir can handle it with thunderpunch, but this is a bit of a shaky counter.
Tyranitar - Hippowdon completely closes it down, unless it is a boah in which case hippowdon stops thunderbolt varients, and skarm stops ice beam varients.
Lucario - Choice Specs varients are taken care of by heracross, and hippowdon and skarm can handle all other varients.
Heatran - Blissey walls it and can calm mind up to pose a threat to it.
Metagross - Hippowdon walls it and scares it off with earthquake
Salamence - Blissey takes out the ever common specs mence. If it is mixed, a fair degree of prediction is involved as blissey has to take the draco meteor before it can be stopped with hippowdon. If it is dragon dance or choice band mence, hippowdon stops it in its tracks. My own mence could probably take on out 1-on-1, due to timid, but that is an incredibly risky counter.
Infernape - Salamence stops mixape right in its tracks, although he doesn't like having to take damage every time he switches in. Hippowdon walls all-physical varients.
Weavile - Skarmory ruins his fun and can get spikes down if he tries to stay in.
Defensive top 10
Blissey - Unless it is carrying flamethrower or thunderbolt, skarmory can come in on it and spike up. Heracross is always a safe switch in as well.
Bronzong - Blissey can come in and pose a threat by calm minding, but she has to watch out for explosion.
Swampert - Heracross can 2HKO with megahorn and Skarm takes care of cursing varients.
Skarmory - Blissey makes it run away by thunderbolting it.
Forretress - Dusknoir blocks rapid spin and can hurt it with fire punch.
Gliscor - Skarmory can come in safely on it and pose a threat, unless it is carrying taunt.
Cresselia - Blissey can outrace it with calm mind. Heracross doesn't like switching in to psychic, but does a good job otherwise.
Celebi - Heracross ruins it due to its 4x bug weak. Skarm can set up spikes against it as well.
Hippowdon - Skarm can set up safely against it and outspeeds it when it comes to phazing.
Dusknoir - Heracross can come in on a will-o-wisp and pose a threat, due to guts.
Thanks for reading!
Hiya folks, CF here with my first ever RMT. I built this team with the help of Lee during the tutoring program, and it has been working pretty well. If the team sucks, I'd rather you told me so I copuld do something about it, so be honest with me. OK, down to buissiness.
What Sort of Team is It?
Stall-ish. I say "ish" because it started out as a stall team, but I ended up adding a specsmence and a CBhera to it, so that wouldn't be completely owned by fast threats scuh as brelloom, and so I can revenge kill if I lose a wall. It also helps me to take out pokémon like cresselia, who aren't hurt too much by residual damge.
How does this team win?
This team wins by residual damge. If I can get 3 layers of spikes down + stealth rock, I can considerbly hurt the opponent. Once the opponent's team has been weakened by residual damge, it is only too easy for hera or mence to sweep the opponent's team aside.
Any Obvious weaknesses?
I have a bit of trouble with mixed attackers, as all my walls are either prodominaly physical or special, so I rely on burning them to stop them being a threat. This usually works okay, but it can be a bit of a problem sometimes.
How do you handle sleep?
With dusknoir usually. His primary role is to block rapid spins, and he can do this if he is awake or asleep, so he usually takes the sleep. Blissey can sometimes take it too (due to natrual cure) but it depends who it is from.
How effective is this team?
Fairly good I'd say, I tend to win around 2/3 of my games on shoddy, although that may be down to the fact that I am always very lucky.
The Team
Hippowdon@Leftovers
Impish 252Hp/6Atk/252Def
Stealth Rock
Earthquake
Roar
Slack off
I lead with this to get sand stream going early (it is part of my residual damage plan). It is always handy if you can get stealth rock down on turn one, and it often can these days with the abundance of tyranitar and ninjask leads. The lack of ice shard is a pain, but I have other ways of dealing with flyers.
Skarmory@Shed shell
Impish 252Hp/96Atk/156Def/4SpD
Spikes
Roost
Brave bird
Whirlwind
Wall number two sets up another part of my residual damage plan by laying down spikes. It also counters an extrodinary amount of pokémon while it is at it. Shed shell is prefered here because it lets me deal with maggie, and I have found that skarm usually has little trouble recovering anyways. Brave bird over drill peck for the extra amount of damage.
Blissey@Leftovers (natrual cure)
Bold 148Hp/252Def/108SpA
Calm mind
Ice beam
Softboiled
Thunderbolt
Calm mind blissey is defineitly my favourite when it comes to bliss sets. She laughs in the face of focus blast, as after one calm mind it is no longer a threat. It also gives her staying power late game, and allows her to dismantle other walls like cress and zong with ease in one on ones. The only thing she is really scared of is explosions from th likes of gengar and I have a ghostie to make them think twice before losing one of their pokémon.
Dusknoir@Leftovers
Careful 252Hp/76Def/180SpD
Pain split
Thunderpunch
Fire Punch
Will-o-wisp
This guy's job is primarily to block rapid spinners. The only spinner that I've battled who has dismantled him is torkoal and he is very rare in OU. Will-o-wisp is absloutely essential because it removes so many physical and mixed pokémon from the game. Fire punch>Ice punch because it lets me deal with Forretress and Hera.
Salamence@Choice specs
Timid 6Hp/252Spe/252SpA
Hydro pump
Fire blast
Draco meteor
Dragon pulse
Standard stuff. Timid nature lets me handle other mences as well as lucario, and to be frank, he rarely needs the extra damage that modest affords as he is a late game sweeper. This thing wins games and it's not hard to see why. Dragon meteor is for doing crazy damage to stuff, dragon pulse is for sweeping with and fire blast and hydro pump are for coverage.
Heracross@Choice band
Adamant 104Hp/252Atk/152Spd
Close combat
Megahorn
Pursuit
Stone edge
The wall breaker. This thing is always handy late game in dismantling things like bliss and cress. It also ensures that my team isn't completely run over by things like ludicolo and cradily. The move set is fairly obvious, the two STAB attacks, stone edge for flyers and pursuit for stuff like gengar who try to run away.
Threat list
Offensive top 10
Garchomp - Hippowdon walls it, and if it tries to subtitute or set up I can just roar it away.
Gengar - Let Dusknoir take the hypnosis, to activate sleep clause and then blissey can shut it down by calm minding to stop the threat of focus blast.
Gyarados - Dusknoir can handle it with thunderpunch, but this is a bit of a shaky counter.
Tyranitar - Hippowdon completely closes it down, unless it is a boah in which case hippowdon stops thunderbolt varients, and skarm stops ice beam varients.
Lucario - Choice Specs varients are taken care of by heracross, and hippowdon and skarm can handle all other varients.
Heatran - Blissey walls it and can calm mind up to pose a threat to it.
Metagross - Hippowdon walls it and scares it off with earthquake
Salamence - Blissey takes out the ever common specs mence. If it is mixed, a fair degree of prediction is involved as blissey has to take the draco meteor before it can be stopped with hippowdon. If it is dragon dance or choice band mence, hippowdon stops it in its tracks. My own mence could probably take on out 1-on-1, due to timid, but that is an incredibly risky counter.
Infernape - Salamence stops mixape right in its tracks, although he doesn't like having to take damage every time he switches in. Hippowdon walls all-physical varients.
Weavile - Skarmory ruins his fun and can get spikes down if he tries to stay in.
Defensive top 10
Blissey - Unless it is carrying flamethrower or thunderbolt, skarmory can come in on it and spike up. Heracross is always a safe switch in as well.
Bronzong - Blissey can come in and pose a threat by calm minding, but she has to watch out for explosion.
Swampert - Heracross can 2HKO with megahorn and Skarm takes care of cursing varients.
Skarmory - Blissey makes it run away by thunderbolting it.
Forretress - Dusknoir blocks rapid spin and can hurt it with fire punch.
Gliscor - Skarmory can come in safely on it and pose a threat, unless it is carrying taunt.
Cresselia - Blissey can outrace it with calm mind. Heracross doesn't like switching in to psychic, but does a good job otherwise.
Celebi - Heracross ruins it due to its 4x bug weak. Skarm can set up spikes against it as well.
Hippowdon - Skarm can set up safely against it and outspeeds it when it comes to phazing.
Dusknoir - Heracross can come in on a will-o-wisp and pose a threat, due to guts.
Thanks for reading!