First Post and First RMT

Hi everyone! This is my first post and RMT. I have played on Showdown for about 3 years and have only recently officially joined the Smogon Community. There are some aspects of the meta that I don't FULLY understand but have an idea of how they work (speed creeping is the main one I have trouble with). This team has made it to a rating of over 1400 and I am pretty proud of it as I had no one else helping me build it. I would like to improve upon this team with others' suggestions and I just like to see what others have to say about this team. The team consists of the following:


Entei__s_Fury_by_Omegaro.png

Entei @ Assault Vest
Ability: Pressure
EV's: 96 HP, 252 ATK, 160 SPD
Nature: Adamant
Shiny: Yes

Moveset: Sacred Fire, Extreme Speed, Iron Head, Stone Edge

Description: Entei is the team's tank and is more or less the team's focal point. Sacred Fire's insane 50% burn rate in tandem with the Assault Vest adds to Entei's already descent 115/85/75 bulk. Iron Head is used to smash the Fairy-Types the rest of the team has trouble with and Stone Edge maims other Fire-Types. Extreme Speed is a must as priority is scarce in the UU tier (Sucker Punch and Extreme Speed being the only things that come to mind).



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Chenaught @ Leftovers
Ability: Bulletproof
EV's: 252 HP, 252 Def, 4 ATK
Nature: Impish

Moveset: Spiky Shield, Spikes, Leech Seed, Hammer Arm

Description: Chesnaught is my main line of defense and hazard setter. Chesnaught was chosen as my defensive wall because it resists all 3 of Entei's weaknesses (Rock, Ground, and Water) and Entei can switch in on Chesnaught's most common weaknesses (Fire, Ice, and Fairy). Chesnaught hard walls Roserade, Amoongus, and Mega Blastoise (If it lacks Ice Beam) and it soft walls Choiced Chandelure. As much as I would prefer to run Stealth Rocks, Chesnaught is probably the best Spike Stacker in the UU tier because of its resistances and Bulletproof immunities. It can also Leech Seed an incoming Scarfed Fire-Type (Victini or Darmanitan) and Spiky Shield to scout its next move. I prefer to use Hammer Arm as Chesnaught's attacking move as its downside is irrelevant and the move itself hits very hard.



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Tentacruel @ Black Sludge
Ability: Liquid Ooze
EV's: 252 HP, 240 DEF, 16 SPD
Nature: Bold

Moveset: Rapid Spin, Toxic, Scald, Protect

Description: The team's hazard remover is also the team's weakest link. I find that Tentacruel is rarely used at all and when it is, it usually dies before or after a successful Rapid Spin. Scald is Tentacruel's main attack and Toxic is the only status move on the team. Scald and Toxic may seem redundant on paper, but is actually not so in practice. Protect is just to stall for recovery and residual damage.


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Flygon @ Choice Scarf
Ability: Levitate
EV's: 252 ATK, 252 SPD, 4 SpDEF
Nature: Jolly

Moveset: U-Turn, Earthquake, Dragon Claw, Outrage

Description: The team's Choice Scarfer and main revenge killer. I usually lead with Flygon for the fast U-Turn to scout my opponent's lead and switch to an appropriate counter/check. Earthquake is the main attack and used to weaken or outright kill other potential leads (Looking at you Scarf Darmanitan). Dragon Claw is the weaker but easier to use alternative to Outrage and Outrage is the main late game option that is used for pure damage.



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Honchkrow @ Life Orb
Ability: Moxie
EV's: 252 ATK, 252 SPD, 4 SpDEF
Nature: Adamant

Moveset: Substitute, Roost, Brave Bird, Sucker Punch

Description: The clean up killer and main bad ass. Honchkrow can sweep late game with little-to-no effort or can potentially do absolutely nothing if not played correctly or recklessly. Substitutes are very easy to set up with Honchkrow as most players don't want to give it a Moxie boost and don't want to lose a Pokemon to it for free. Roost is used to recover the massive amount of recoil Honchkrow may suffer over the course of a sweep. Sucker Punch is Honchkrow's priority attack and main way of preserving a substitute. Brave Bird is Honchkrow's main form of STAB and it hits like a semi after a Moxie boost.



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Manectric @ Manectite
Ability: Lightning Rod => Intimidate
EV's: 252 SpATK, 252 SPD, 4 SpDef
Nature: Timid

Moveset: Volt Switch, Thunderbolt, Flamethrower/Overheat, Hidden Power (Ice/Grass)

Description: The team's main pivot and Mega Evolution. Mega Mane is incredibly fast, hits very hard, and can switch in on a fair amount of physical threats. Volt Switch is to gain momentum (which this team is very good at doing) and Thunderbolt is Mega Mane's main STAB. Flamethrower is used for coverage against Grass-Types that would normally wall an Electric-Type; however I sometimes use Overheat to wall-break and immediately pivot out into something else. The Hidden Power used is subject to the same mentality, HP Ice is used to Dragon Slay and HP Grass is to break down bulky Ground-Types like Swampert, Hippowdon, Quagsire, and Gastrodon.
 
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Your team needs a Stealth Rocker so you might want to replace Flygon with another bulkier Ground-type that can set up SR while still providing you a Volt Switch absorber. Physically defensive Swampert can accomplish this while its Water typing gives you a more reliable check to Darmanitan and Victini than Tentacruel due to Swampert's superior physical bulk. You already have Manectric + a bunch of priority on your team so a Scarfer isn't really that necessary anyway.

Also, I think Crobat might work better over Tentacruel as a hazard remover. Tentacruel's typing becomes much less important for this team with the addition of Swampert, and the threats that it's supposed to stop (such as Fighting-types) it's not bulky enough to. Crobat, on the other hand, boasts reliable recovery as well as a 4x resistance to Fighting, making it much more reliable in both roles that Tenta aims to accomplish. Using Crobat also gives you a semi-reliable check to the Nido twins, as you resist their STABs and avoid the OHKO from Thunderbolt / Ice Beam.

Moving on to the individual movesets, Chesnaught would benefit much more from using Wood Hammer over Hammer Arm. The main reason is that you're rather weak to bulky CM boosters like Crocune and Slowbro, as if they get up too many CM boosts they can pretty much clean sweep you. Wood Hammer combined with constant residual damage from Leech Seed puts you at a much greater advantage, giving you the ability to pressure them with a strong SE STAB move, and at worst weaken them so that another teammate can finish them off. Also, though this isn't ~too~ important, Entei would rather be using Bulldoze over Iron Head, as the damage against Fairies is negligible and Bulldoze's Speed drop + sort of coverage against Mega Ampharos and such is much more beneficial.

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Toxic / Roar

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 176 HP / 192 Atk / 4 SDef / 136 Spd
Jolly Nature
- Defog
- Brave Bird
- Roost
- Taunt

Chesnaught: Hammer Arm --> Wood Hammer

Entei: Iron Head --> Bulldoze
 
Follow Dat Blast 's rate and you should be fine, since he patched up all the major issues. Because Dat Blast is ratch et, I will be taking a different twist on the team. However, there are a couple other small things that I do worry about. You have not a single thing to switch into Nidoking / Nidoqueen, as sludge wave hits Chesnaught, Ice Beam on Flygon and Honchkrow, and the rest of your team is taken down by Earth Power, which is a major issue. It isn't that you are unable to revenge kill them, it simply is that you are unable to switch in, so you risk sacrificing a pokemon every time they come out. Stall also causes you huge issues, as you have no reliable stall breakers, causing some damage a s a whole. Stronger fighting types may also be problematic once Chesnaught goes down, which again worries me. Any flying type

I want to change Tentacruel actually to Mega-Blastoise. Your team is fairly offensive, and I do not wish to see your team lose this pressure via Tentacruel. Mega Blastoise fits the bill in being a bulky water type who can switch into the Nidos at least once and beat them, while being able to break through offensive teams with its sheer power, and still offering valuable Rapid Spin utility.

My second change is to change Mega-Manectric to Calm Mind Reuniclus. It gives your team a distinct and dedicated sweeper, and 6-0's any stall team single handedly with little to no issue. it also offers you the switch into Fighting types I was talking about earlier, which may prove valuable when a random Medicham or Mienshao is blitzing over the rest of your team.

SR is important, but honestly I like the team the way it currently is.
I didnt reccomend sr omfg @_@

Dat Blast made him s00per Ice Weak smh.

Minor Changes:
Flygon: Stone Edge > Dragon Claw to beat flying types
Entei: Drill Run > Iron Head as Iron Head offers no extra coverage
Chesnaught: Wood Hammer > Hammer Arm, better STAB. Roar > Leech Seed because you get setup all over otherwise.

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blastoise-mega.gif

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 SAtk / 248 HP / 8 SDef
Modest Nature
- Hydro Pump / Water Pulse
- Aura Sphere
- Dark Pulse
- Rapid Spin

reuniclus.gif
reuniclus.gif

Reuniclus @ Leftovers / Life Orb
Ability: Magic Guard
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Psyshock
- Calm Mind
- Focus Blast / Signal beam
- Recover
 
Thanks for the reply Brawlfest! I tried out Dat Blast's suggestions and noticed the team had lost a lot of its offensive presence (which I have come to notice is the team's main strength and a major part of the way the UU format is atm) and changed Tentacruel to Swampert (great suggestion BTW) and Flygon into a Starmie rather than a Crobat. I'll also try out your suggestion after a few more matches.
 
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