ORAS NU Fireflies

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Fireflies
Alright so this is my 1K RMT. As esteemed user Can-Eh-Dian asked: "1K RMT WHEN." But how can I RMT when i don't really play? So I decided I'll just post a more casual RMT.

In honestly, it's difficult to deviate from standard Sneasel balance in NU, especially with Gallade nullifying any other, slower builds. I do believe there's ways around this hyper offensive metagame forced upon us. Speed control moves like TR are very antimeta. So here is a Eject Button Tailwind offense, which is pretty cool! I think the team can most definitely be polished, but I just wanted to post it before the suspects are gone.


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FIREFLIES (Volbeat) (M) @ Eject Button
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Encore
- Thunder Wave
- Tailwind
- Seismic Toss

I posted this set somewhere, but Eject Button is a pretty underrated item. It completely denies momentum - it eats it and gives it to you. If you absorb moves U-turn and Volt Switch with an Eject button, the opponent is unable to switch out, and you get a free switch into a Pokemon of your choice. What does this mean? A lot, actually. One of the most obvious uses of this is pairing this with a trapper, or a faster offensive threat vs. things that often spam Volt Turn. I can switch into a Rotom Volt Switch, absorb the hit, switch out to Sneasel, and Pursuit it out for guaranteed KO. In other tiers, you want to trap their Scizor with Magnezone but it's just spamming u-turn every turn? Eject Button it into trap. You want to switch your Dugtrio in for the trap, but you can't because it's a fucking Dugtrio? Eject Button and pivot into Dugtrio. Want to switch something into Scald, but too scared of a burn? Eject Button, pivot into your desired attacker. If necessary, Volbeat can also come in on a double down or an otherwise free switch-in, then Tailwind before Volbeat dies. If he lives, T-wave and Tailwind, or even Encoring opponents into an attacking move then dying / ejecting. This completely regains your momentum.

Rest of the set isn't rocket science. Maximum physical bulk for against most of the physical metagame. Tailwind and T-wave were already covered. Encore is great for either locking opponent into moves I can set up on taking minimal damage (then Ejecting yourself out immediately), or just heavily discouraging your opponent to use non-attacking moves. Encore predictions can get pretty cute. Last slot is Seismic Toss for just general offense, U-turn often doesn't really do a whole lot, and forces you out in situations where you'd rather not, etc.


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THIEVES (Sneasel) @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

Sneasel the suspect. In this team, I wanted to make use of the synergy between Eject Button and trappers. As the only viable trapper in NU, Sneasel is a no-brainer for this team. Sneasel is a good Pursuit user, and paves the way for Gallade to sweep. Knock Off is also a great move because it does a lot of damage unless it's resisted. Priority is also very helpful in not straight-up losing to some of the more dangerous sweepers out there, etc. Icicle Crash because there's really nothing else to put on Sneasel, and lets me get some BS wins if necessary. Sneasel acts as my team's main fast mode when Tailwind is not available. Sneasel's set is not only good, but incredibly standard. There shouldn't really much I have to say, lol.


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MURDERERS (Gallade) @ Lum Berry
Ability: Justified
EVs: 196 HP / 136 Atk / 112 Def / 64 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Leaf Blade / Psycho Cut
- Knock Off

Gallade is pretty good... I have been experimenting with many different Gallade sets, and this is one of the best directions Gallade can go in this meta. Don't use SD, because every team is offensive, you won't get to set up, and you're a worse Sawk vs. them. Sure u break stall but <_<. Leaf Blade is only because I'd lose to Quagsire otherwise, but revealing Bulk Up on Gallade is a surefire way to bring them in and bopping them, so there it is! If you want to use the Gallade set, which is the cornerstone of this team, I'd probably say having a Grass-type somewhere is helpful. Probably you'll be not as retarded as I am, so you won't use Volbeat, giving you plenty of breathing room to incorporate one in your team, ayy lmao. But even so, Leaf Blade can still work. Honestly, SpDef Bulk Up Gallade is so bad unless you have to have it or you get destroyed by Pyroar or Ludicolo or something, and even then you're probably better off finding another answer, instead of making your wincon have the shittiest spread on the face of planet just to fix a teambuilding error. Just consider this: how many times has your Gallade been hit by a physical attack? I'd say a lot, probably. Now, what about special hits? Very few, other than scalds and stuff that aren't really intended to do damage anyways. Physical defense lets me survive Klinklang, boosted Uxie, etc. and respond accordingly. I know the standard setmaking concept tells you: hey, use Spdef because you're boosting Defense, but the goal of making a set isn't to look reasonable. It's to win games, and be of most use in as many games as possible. Physically defensive Bulk Up Gallade accomplishes this by investing in defense. Investment in defense is amplified with the help of Bulk Up.

Tailwind lets you outspeed threats and set up much easier vs. teams that should in theory be able to deny you from setting up in the first place. But naw, Gallade will get up +1 first vs. your physical attacker, tank it easy, then Drain Punch get all his health back. After +1 and near-full HP, you can't stop Gallade with most standard teams. In fact, I feel that Gallade + Fighting-type (which I couldn't fit in because I'm operating with 5 members, but whatever) is obscenely unbalanced, lol.

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FISHYS (Relicanth) @ Stone Plate
Ability: Rock Head
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Stealth Rock
- Head Smash
- Waterfall
- Zen Headbutt

This thing nearly 2HKOs Prinplup. It's strong, and it resists normal. It takes most neutral physical hits and OHKOs them back. This lets me get a pretty good matchup vs anti SR teams, as they usually end up sacking primp to this very early on, then SR goes up (or they just sac Xatu for free, which is equally troublesome). Then easy win ensues. Waterfall is good secondary STAB, and Zen Headbutt is very crucial for luring in Poliwraths and doing a fuckton of damage to them. Stone Plate because I needed to get SR up so I couldn't be choiced, and this lets me get more damage on Head Smash, which is basically the main attack I'll be pressing. 140 Speed EVs lets me outspeed Sneasel in Tailwind, and outspeeds most Lanturns and Head Smash them for victory. This is pretty important, though, so if you think your opponent creeps with Lanturn more, you should put more Speed EVs. If Relicanth goes first vs. an offensive mon, they're usually not recovering from that Head Smash to their 4Head. haha


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LIARS (Magmortar) @ Life Orb
Ability: Vital Spirit
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Mach Punch
- Earthquake
- Fire Blast
- Thunderbolt / Hidden Power Grass

Offensive Magmortar is unbelievable. It stomps Sneasel-based teams all day long. Fire Blast and Thunderbolt are amazing 1-2 punch covering most threats. Earthquake with Attack investment + Life Orb 2HKOs most Lanturn, and 3HKOs at worst. Mach Punch always OHKOs Sneasel, which is pretty nice: it's one of the best wallbreakers that don't let Sneasel outspeed u and put you in a precarious position. This 6-0s Gallade / Sneasel / Lilligant / Mawile / Lanturn / Xatu. Only gripe usually is Magmortar's Speed, but it's fast enough to outspeed Adamant Sawk, and most defensive Pokemon, and the ones that outspeed usually have no way of switching in safely vs. this beast. Under Tailwind, this is a monster just setting up for kills after kills. HP Grass / Focus Blast can be an option over Thunderbolt, which often sees no play as Mantine is extinct (and if it's in the game, I can still easily manage them). However, the power downgrade leaves me much weaker to Samurott.


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CLAY DOLLS (Claydol) @ Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Zen Headbutt / Grass Knot

I wanted some anti hazards measure given that I'm very weak vs. SR. Claydol gives me an additional Fighting-type resist, Rapid Spin, decent bulk, etc. I'm max speed because Claydol don't last after taking too much beating, so best off trying to outspeed something and use that opportunity to spin away stuff. Jolly Max speed Claydol not only outspeeds the congested 239 Speed creep zone (neutral 70 base), but also the new speed creep zone of 269 (Adamant Sawk), which is great. Stone Edge with Colbur bops Sneasel and Xatu, Zen Headbutt is for vs. Fighting-types. Earthquake hits Mawile, and is just a solid STAB I couldn't do without. Claydol is valuable on my team as a way of checking Rock-types, especially Double Dance Rhydon which plagues my team otherwise (T-wave immunity is particularly damning). It is perfectly viable to sneak in Grass Knot over Zen Headbutt. Going mixed sounds terrible, but Grass Knot not only trolls Quagsire who come in after seeing Earthquake, but hits stuff like Rhydon much harder than EQ can.
I used this team (and its variants / earlier templates) to ladder for the suspect test. It does not play like a standard team, which makes it quite convoluted, but it's pretty fun to use because nothing else quite plays like this.

MURDERERS (Gallade) @ Lum Berry
Ability: Justified
EVs: 196 HP / 136 Atk / 112 Def / 64 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Leaf Blade
- Knock Off

FIREFLIES (Volbeat) @ Eject Button
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Encore
- Thunder Wave
- Tailwind
- Seismic Toss

THIEVES (Sneasel) @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

FISHYS (Relicanth) @ Stone Plate
Ability: Rock Head
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Stealth Rock
- Head Smash
- Waterfall
- Zen Headbutt

LIARS (Magmortar) @ Life Orb
Ability: Vital Spirit
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Mach Punch
- Earthquake
- Fire Blast
- Thunderbolt

CLAY DOLLS (Claydol) @ Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Zen Headbutt

Shoutouts:


BW: Zebraiken, Raseri, tennisace, FLCL, DTC, CrashinBoomBang, Django, Annoyer, etc. I know I haven't gotten to know some of you as much as others, but thanks for giving me a chance as a community, though I never considered myself anything more than just an average player. Also hello to ebeast, Molk and the rest of the goon squad. And C&C users: Oglemi, sandshrewz, sirndpt, etc.: thanks for the help. I know a lot of people didn't really know me as a person during this era, but this was more or less intended because in the beginning, I was somewhat scared of the internet and the personalities that may be hiding behind them from all the scare stories, lol. Recent events may confirm I was correct in this initially guarded approach, haha. Still, you guys made this an enjoyable experience, and I doubt I'd have stuck around if it weren't for you guys.
LoL: Big shoutouts to Stone_Cold for gracing me with his legendary presence, I don't even remember how I even came to play with the crowd, given I never really interacted with you on Smogon, but even with all the legendary Fiddlesticks ultimates and downright feeding, it's been a fun ride. Also cheers to Nails RU, SilentVerse , rem, etc.
ORAS: Everyone else in the skype groups, Blast, Finchinator, hollywood, Can-Eh-Dian, Kiyo, iplaytennislol , Montsegur , scorpdestroyer, QueenOfLuvdiscs , etc. and many more. + Deej Dy, Teddeh, Brawlfest, Syncrasy, Shaneghoul, HJAD etc., sorry if I left you off!
Thank you mikanosh for listening to my retarded ideas. And in general for teaching me how to be less retarded in life. =)

And thanks everyone for reading.
 
you're my friend so you're dave's friend, that's how that happened.

you're a good bud, i wish you still played ru but whatever.

got no clue about the team, i don't play this tier D: maybe weak to flying stabs but i dunno if those are a thing.
 
First of all this is blatant plagiarism marilli admitted to it I will take you for all you got Blast is my attorney boutta take you for all you got BITCH
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Secondly I dont support threats which are more cancerous than user: Brawlfest

Thirdly I already talked about this online with you but I wanted to make the official post, your team is really weak to any setup sweepers and fastmons like Floatzel and Rhydon who really pressure you the moment Volbeat dies. You are just way too reliant on it to shut down sweepers between Twave / Tailwind / Encore, but with how aggressively it glues the team together it gets worn down quickly from out experience, and thus fails to be the catchall it is in theory. I think me and you agreed that the best way of going about helping the team would be to change Relicanth to Offensive Tank Carracosta. Still an incredibly bulky pokemon, it still functions as the catchall switchin that defensive costa is, but its powerful waterfall and stone edge can catch up to some degree to the power of Relicanth prior, but more importantly its gargantuan bulk and priority and solid rock makes it a lot more safe as a last minute glue, especially against shit like Klinklang. Between Rocky Helmet + Aqua Jet + Ice Shard + Mach Punch + Volbeat, I don't see you having any other problems with these sweepers playing well, and lets be real Costa is just cool.
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Carracosta @ Rocky Helmet
Ability: Solid Rock
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Waterfall
- Aqua Jet
- Stone Edge
- Stealth Rock
 
Hey marilli

Nice team you have here. I really like the Volbeat set and the kind of support that it brings this team, its like nothing I have ever seen before. I've also not seen a team that properly utilises tailwind to any great extent since Gen 5, so this is really cool ngl. As far as your team goes, you may have realised through play testing that a Sawk can be hella annoying to deal with, because Knock Off does so much to every Mon on your team. Gurdurr is annoying too, but you have Volbeat to pivot on it, and it doesn't have the immeadite power of banded sawk so in theory should be easier to switch into. Also, Normal Types with coverage to hit Relicanth might be annoying. Stuff like Zangoose and EQ Kangaskhan just seem like a pain in the ass to switch into, especially the former one, where your only option is to constantly pivot in and out of Relicanth hoping he doesn't catch on to your plays, whereing it down with the recoil to the extent where Sneas can pursuit trap or Mag can kill with Mach. Archeops is also annoying, as is Fletchinder, since if your only flying resist gets worn down by burns or just residual damage like SR, Fletch outspeed your Volbeat feeble attempt to twave it and hit it with Acrobatics. I also just realised Malamar (SpD Restalk Varient mainly) is a handful to deal with, especially if it gets a couple of superpowers of vs a non-boosted Gallade or choice locked Sneasel.

This leads me nicely onto my suggestions. Overall, changes to your team aren't overly neccesary, but, if we fiddle around with the balance core a bit, we can make it so that your team is more solid, as well as achieve a similar effect. My first suggestion is Offensive Colbur Golurk > Relicanth. These things really achieve similar things, both hit very hard (Golurk STAB EQ isn't something to mess around with), both 2HKO Poliwrath with Zen Headbutt, both get up Rocks with little fear of Xatu (Xatu can't eat Adamant Iron Fist Shadow Punches, I know this). Although, Of Course however, Relicanth does have the nuke that is head smash, however, Golurk checks all the fighters, normals and even CM Psychics with ease. It also checks Malamar out and out, which previously your team wasn't capable of doing (aka no hard counters, but Colbur Golurk is as good as they come for checking Malamar)

Next up, we are still a bit weak to Kangaskhan (Scrappy Dedge D:) and Fletchinder a little bit, so adding a resist would be nice. Also, since your team is more Offensive then Balance we can put a defogger as apposed to Rapid Spin, since removing hazards (especially for a team with 2 SR weakness') can be important, and you don't want any spinblockers getting in the way of that. As a result, I'm gonna suggest Offensive Defog Archeops > Claydol. Claydol's Offenses are quite lack luster, and the main thing it does from a defensive stand point is act as the neccesary fighting resist and electric Immunity as well as provide hazard control. With the addition of Golurk, it just seems like Claydol's main function is invalidated. As a result, we added much more menacing threat in Archeops, capable of not only cleaning, but breaking up Sneasel / Gallade walls and generally acting as a menacing 3rd wheel. As I said earlier, from a defensive Stand Point it provides a much more Solid Kangaskhan and Fletchinder check (since it outspeed and OHKO with Acrobatics before Fletch can wisp it), but also a fire resist. One thing that Relicanth does that Golurk does not is check fire types, so its much more integral that we add a fire resist back in so Pyroar doesn't do too much work vs this team (your gonna Pursuit it anyway with Sneasel, so who cares xd).

Overall though, really cool team. Your a cool guy to talk with in and around the NU chat and I hope you'll be an integral part of this community in the future.

Golurk @ Colbur Berry
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rocks
- Earthquake
- Shadow Punch
- Zen Headbutt
How much creep you wanna run is up to you, but too much loss in bulk means Knock Off from Zangoose n stuff stings a bit more ;~;


Archeops
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Defog
- Roost

yours in mons,
~(dog)
 
man, back when you made your mice team in 2012 i was still a random with no posts on this site. i thought that team was the coolest thing ever and it's probably one of the reasons i started playing this tier back then, so none of that crap about us giving you a chance as a community...you earned it.

as for this team not sure why you used volbeat over illumise, it's much cuter
 
I was thinking who was this because I don't recognize the avy / badgeset combi. But oh HEY HELLO :D

I haven't played any ORAS tier at all... hahaha so nothing I can say here xD I'm glad you stuck around ^_^ Also grats on mods etc etc I haven't been keeping track sorry xD really happy to see you :D

lmao I hadn't had this many smileys in a post for a while so ye :P
 
Thanks, those words mean a lot from you guys :') Man, i'd have thought that not many people would remember me when I played BW RU then, haha.

And hello sands =)

And also, thanks for the rates Brawlfest and HJAD. I used Volbeat > Illumise because the teambuilder didn't let me. Something was illegal with the set if I used Illumise, but it was somehow legal on Volbeat? Also, the Flying / Scyther weakness is probably real, but hopefully I can get up rocks because Scyther teams are all kind of the same, and you need balls of steel to switch Xatu into Relicanth. Carracosta does help more vs Flyings and Normal-types + U-turners, so that's cool and probably a more solid choice. I tried HJAD's rate, and while the team shouldn't really be in a position to switch into things the first place, Archeops is still a cool Pokemon that just loves free switch-ins. Stacking an additional Rock weak was less cool, but eh., Golurk is probably a better overall Pokemon than Claydol, so that could make up for it.
 
I used Volbeat > Illumise because the teambuilder didn't let me. Something was illegal with the set if I used Illumise, but it was somehow legal on Volbeat?
Illumise only get Seismic Toss as a tutor move in RSE, so it's illegal with Prankster. (Volbeat have SToss as an egg move, so that's why it gets it tho) :[

edit: I would run - speed on Volbeat tho to make sure you underspeed other Volbeats, because Encore into Tail Glow / other move is stronk

my first post in the rmt forums zomg
 
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