First RMT! OU 5th Gen-"Domino" aka The Champs

5th Gen OU RMT-
Domino aka The Champs
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Hello Smogon!
This is my first time posting on the forum, long time student of the U, and veteran battler. I've been very excited to see the offensively charged metagame 5th gen seems to be. I wanted to create a team that kept the pressure goin from the top of the fight down to the final choice. Weather isn't really my cup of tea, however I know that its a big thing in the OU metagame, especially sandstorm. I wanted a team that can perform overall in any condition, continue to place focus on certain opposing counters of my main trio of sweepers. Defense would be based around an elemental-balance, starting with the lead's weakness moving through the main sweepers' weaknesses.​

A team that started as a lead-oriented team ended up becoming basically a double-dragon team with Latias playing the defensive balance with Ferrothorn and Salamence bringing a terrifying presence along with rest of the offense. This is very much a definitive 5th gen oriented team right here.

An offensive trio-one banded poke, one scarfed ghost, and a mixed-dragon. Finally, add the ever-so popular STAB Fighting move to push the opponent. This recipe allows for the fireworks to continue through all phases of battle. Quick 6-0 sweeps with instant power. Staying power with elemental-balance, anti-water defense, and chip shots from strong powered pokes keeps the mid-game open with opportunities. Finally, any of these pokes can hold their own mono-y-mono after the wreckage to seal the deal late-game.


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Konijn (Azumarill) @ Choice Band
Trait: Huge Power
EVs: 224 HP / 252 Atk / 16 Def / 16 SDef
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Toxic
- Aqua Jet
- Superpower

Things change, and this had to have been the biggest one. Azumarill is and immediate stop to several of the game's strongest pokes: Chandalure, Heatran, Volcarona, Excadrill, Landorus. There's plenty more, but its just the pure simplicity of this thing's use on this team that puts it right in the pocket with every other member and their weakness. It's not just attacks, but the actual presence of this member.

I see newer movesets with Return or Ice Punch, but Toxic really works well with Latias as it easily switches in after a bulky pokes with no immediately threating move and just stall it out, everything else is standard-it even brings a fighting move to the table. Love this thing.


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Synapsis (Latias) @ Lum Berry
Trait: Levitate
EVs: 160 HP / 96 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Dragon Pulse
- Roar


This was probably the toughest change to adapt to. But after adjusting and a few alterations (namely the EVs for better defensive bulk, similar to Vaporeon's) I grew to slowly fall in love with its dominance. These 4 moves together are anti-setup and completely rape Reuniclus. Mono-attacking isn't really an issue because I have several other handy pokes that all take care of that

Several people have quit just at the sight of a +6/+6 Latias when they have nothing left to resist it. It's hard, but I attempt to save this one completely for the mid-game. Its speed allows it to easily set-up and recover. The berry really helps out as everyone on Earth tries to put any and every type of stop to the madness. A unique addition and worthy replacement to Vaporeon.



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Oleander (Ferrothorn/Nattorei) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef (0 Speed IVs)
Sassy Nature (+SDef, -Spd)
- Thunder Wave
- Stealth Rock
- Power Whip
- Gyro Ball​

Just like that State Farm commercial, this thing just comes out of nowhere and stops things cold. Gyarados, Kingdra, or any bulky-waters are shut down hard when this thorn appears. However this plant draws in fire like a matches at a gas station. For this reason I keep him in for quick movements like paralysis and stealth rock.

Spikes make it feel funky, and puts the momentum back in my opponents hands. Plus I never feel this thing just plopping down for several turns. Multiple spike moves are turns I could be using, in my opinion, to give some good paralysis support and chip damage that can potentially lead to KO's for my teammates switch-ins. But when this thing sits in, its only to damage the immense water threats with STAB Power Whip or take Outrage damage and hit back with Gyro Ball. Ferro bounces off of Latias and Chandelure very well. Other dragons and ice moves have ways of finding Latias. Nattorei grabs a few hits until the heat comes in, but Chandelure is ready for Fire-Fighting switch-ins.

These elements all are supporting 3 very powerful pokemon that are about to follow...​

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Torch (Chandelure/Shandera) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball​

I'd like to apologize to Heatran because I had no idea I'd stop using it until I met this thing. Hands down my favorite pokemon of the 5th gen, and I'll take mine without Shadow Tag, please. Shadow Tag is cheap anyways. Plus not only does it add a crucial immunity and free switch ins on fire-type moves, nothing enjoys taking a powered-up Overheat to the dome. I've seen it OHKO fire-types! This thing handles business in either Specs or Scarf mode. But for this team it balances off of Salamence's moderate (but good) speed and dispatches those Ferrothorn haters like Heatran. This also is my anti-grass to keep my Terakion and Vaporeon active. Careful prediction from counters allow this thing to at least get two good hits in.

After a little research, I realized the speed drop of Timid wasn't significant enough to lose out on that beautiful 426 SpA that this thing is really known for. The confidence knowing that not a lot can take two predicted hits from Torch is a benefit in itself. Just gotta avoid those Timid Scarf-Trans. Meanwhile, Latios(as), Band-Scizor, Fighting-types beware beware of Torch and its KO power after some rocks damage.

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Endzone (Salamence) @ Life Orb
Trait: Intimidate
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Dragon Dance
- Fire Blast
- Outrage​

By the time this thing shows its face, the path has been clear and only the pylon is in sight. This isn't a dragon-fighter, this thing is a freight train. There are plenty stop gaps from other faster dragons to ruin its parade. However, with a Naive nature, none of the non-scarfed newer dragons can catch it. So Salamence is playing a different ball game here. Intimidate allows it to arrive on the scene with some presence against other physical enemies that, by now, should be chipped down a bit.

Sometimes I like to start the battle leading with it to find its counters or to get the first strike in. Gliscor loves to just jump in thinking he can stop it only to take a 319 SpA Draco Meteor to the face. Quite frankly very few things can, and what does, can't take Fire Blast (Skarmory, Ferrothorn, Bronzong), or Outrage (Blissey). Is it clutch-time? Predicting a switch? Dance up and see what happens.

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Bully (Conkeldurr/Roobushin) @ Leftovers
Trait: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Adamant Nature (+Atk, -SAtk)
- Mach Punch
- Drain Punch
- Bulk Up
- Stone Edge

The final piece to the puzzle. After the changes I had a real dilemma: How to deal with Terakion. Boy, was he strong, quick and efficient. But I can't have two banded pokes on the same team after Azumarill joined. The double-boosting set just didn't put the same type of pressure on the opposition, plus it wasn't enough to matter with my style of play. When I had the band, Terakion was plug-and-play. Not much careful decision making, just smashing. I still wanted a fighting poke that still put that immediate "bull in a china shop" feel but that can hang tight for a few more moments to pause several opposing pokes from just jumping in.

Enter Roobushin. From past experience I already knew this thing was a beast. The presence of having two-STAB priority moves on this team keeps the opponents totally on its toes as their offense almost has little to no chance of "outspeeding" my team. Revenge kills are a breeze, and Bulking Up this poke is just as easy. Unlike Latias who needs a few Calm Minds to get the steam going, it only takes one bulk up for Conkeldurr to be taking some of the opposition down. Ghost-types aren't the big issue on this team; Flying-types are, and Stone Edge helps with that issue. And have mercy upon the soul who thinks its cool to just stun, burn, or poison the Bully. Sweeping just became that much easier while his bulk solidifies the team more than Terakion ever could.


Former Members:
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Pinpoint (Azelf) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- U-turn
- Fire Blast
- Taunt
- Psychic​

He's always been my boy, but for different reasons than a lot of other Zelf users. I'm proud of this special blend. U-Turn with some power behind it slaps T-tars leads without Pursuit (hence the Hasty nature). Put a Life Orb on Azelf and he does his job very well. Starts the party off right sometimes with Taunt. Steel leads go down with Fire Blast. Sometimes he becomes a mid-game stall saver too. See, I use Azelf as a continuous pivot throughout the battle, not as a suicide lead. Leave the rocks to Ferrothorn.

Never really a bane to the team, its just that this team needed something with a defensive presence while still striking hard and countering Reuniclus, so I switched him out with Latias. Miss that strong U-Turn though...

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Ramen (Vaporeon) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 240 Def / 16 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Wish
- Toxic
- Protect​

The most defensively sound poke on the team. Helps keep the party morale up mid-game when most of the team have taken hits over time. Focusing on mostly switch style, prediction gameplay, I treat Vapo as one of the safest Pokemon of all time to bring in during some crucial situations. Reliable distributor of Toxic to wear the enemy down and switches very well into such enemies as Tyranitar, Blaziken, Landorus, Heatran especially. Sometimes the saving grace from a Excadrill balloon dance sweep. Great physical bulk and defensive synergy with Ferrothorn and Chandelure completely nullifying water moves and keeping the switches going. Lets not forget the Wish-passing and Scald support, both aiding in the overall longevity of this team.

Sandstorm, however, has always reared its ugly head on this team, and overall Azumarill is a better counter to such threats as Landorus, Volcarona, and others. Wish-passing added a nice bonus to this team, but Azumarill was a big plus
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Arrowhead (Terakion) @ Choice Band
Trait: Justice Heart
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- X-Scissor
- Quick Attack
- Close Combat
- Stone Edge​

Band-Terakion seems to surprise people a lot, and sits in the pocket very well with the offensive balance of Shandy's scarf speed, and Mence's pure destructive power. He tidily comes in on the good switch and, after some ghost kills, starts spamming Close Combat hard. Maybe on the healthy basis of a predicted psychic switch gets the X-Scissor. But mostly its choosing between Stone Edge for Togekiss, Gyarados, the Genies, Ghosts, and the Flying-Dragons duo, or Close Combat for everyone else. Can't stress to you how easy it is for this thing to get the kill.

Unfortunately, once Azumarill got selected it became hard to justify having Band-Terakion. And the double-stat boosting set wasn't really fitting with the balance of the team. I decided to look elsewhere for a strong fighting type to take over the throne.

Big thanks to LK for the help, I feel like this team is getting closer to its potential. Please let me know what you think. I appreciate any assistance you guys can give me.​
 
Few things at the moment: 0IVs for speed on Nattorei make a semi-noticable difference in power for gyro ball on it (the PO exporter doesn't show iVs so idk if you do have 0 IVs).

Next, do you have a problem with stealth rock? Shandy and Mence are both weak to it and that's 2/3 of your firepower there. If so, you can try out a Tentacruel in Vappy's spot (although you do say Vappy is one of your crucial points). This would give you a special sponge (since you were considereing a Blissey or Chansey in that spot) while retaining water defensive core and giving you rapid spin.

Idk about Shandy being modest; you can look on the speed tier (search 5th gen speed tiers in google, I don't have access to a team builder right now to see Scarf Shandy's speed stat)

That's all I can think of for now.
 
Thanks!

jle1076 said: I think a Mix Hydreigon covers better than mence
I would agree with that. But higher base speed, another Fighting resist (right next to Chandy's immunity) Intimidate, Outrage, and-of course-Dragon Dance gives me the choice advantage over a Hydregion. Having 3 pokes with weakness to Fighting is not good in this metagame.
Which moves to my next point...

V0x said: 0IVs for speed on Nattorei make a semi-noticable difference in power for gyro ball on it
Already done...just forgot to put it up there

V0x said: Next, do you have a problem with stealth rock? Shandy and Mence are both weak to it and that's 2/3 of your firepower there. If so, you can try out a Tentacruel in Vappy's spot (although you do say Vappy is one of your crucial points). This would give you a special sponge (since you were considereing a Blissey or Chansey in that spot) while retaining water defensive core and giving you rapid spin.
I like your suggestion and I'm gonna try that tonight. Really, I kinda keep the momentum going mostly from the get to stop the normal starter Stealth Rock, but you're right, especially at endgame. Wish support is crucial, (so is not losing to Heatran and Excadrill sometimes...stupid thing) but maybe Toxic Spikes and Rapid Spin can work out + a Fighting resist. This one's a 50:50

Just checked the speed tier chart for Chandy. With Modest vs. Timid, I only lose to +1 Neutral Kingdra, Heracross, Lucario; Exeggutor, Omastar +2;Timid-Scarf Heatran. Everyone else is Uber. I have no business putting Shandera in on a Kingdra. Heracross is rare in 5th gen right now, and Exeggutor and Omastar, well...you get the idea. Scarf-Timid Heatran can be detected pretty easily and is kinda rare but...it'd outspeed and hit Shandy, non-dancing Salamence, Terakion, Ferrothorn all super-effective (maybe even Tentacruel with Earth Power, hence why I'd keep Vaporeon), and Azelf can't do much about it with Psychic or U-turn. Hmm, decisions, decisions...
 
Means moderately threatening
Means highly threatening

Threats
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    Sand Sweepers; SD Excadrill, RP Terrakion, RP Landorus, SD Garchomp
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    Calm Mind Reuniclus
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    Butterfly Dance Volcarona

Hey Deuce9487, cool team, a few problems you should watch out for, however.

Sand sweepers seem like they could do a number to this team; Excadrill can come in on Terrakion's x4 resisted Stone Edge, X-Scissor or Quick Attack. As well as Chandelure's Shadow Ball. After a Swords Dance, it can OHKO virtually any member with +2 Earthquake / Rock Slide / X-Scissor. Rock Polish Terrakion can do the same, coming in on Chadelure's -2 Overheat, Shadow Ball (In a Sandstorm), as well as Terrakion's Quick Attack or Stone Edge. After a Rock Polish boost it will outspeed every member and OHKO each one of them with Stone Edge / Close Combat, with only Vaporeon being 2HKOed. Vaporeon fails to do enough damage with Scald under Sandstorm, and has to rely on a 30% burn chance to cripple Terrakion, so it can't be considered a check. Landorus gets less opportunities to come in then the previous two, but it can grab a Rock Polish boost coming in on Chandelure's -2 Overheat, Hidden Power Fighting or Terrakion locked into Close Combat. With a Rock Polish boost under its belt it will also have the power to outspeed every member and KO them with Sand Power + LO boosted Earthquake / Stone Edge and little prior damage. Garchomp can switch in on Chandelure's -2 Overheat, or Terrakion's Stone Edge and acquire a Swords Dance boost. It will be very troublesome to face with +2 Outrage / Earthquake / Fire Fang. However a combination of Azelf+Terrakion can beat it, but it require you to sacrifice one of them, so the other can finish Garchomp off.

Calm Mind Reuniclus is also highly threatening, being able to switch into Terrakion's Close Combat or Quick Attack, Chandelure's Hidden Power Fighting, and being able to use Nattorei and Vaporeon as set-up fodder. After a Calm Mind, there really isn't much your team can do to stop it; Azelf can Taunt at best, and go down to repeated Psychic assaults. Vaporeon can't do much either except Wish+Protect as Reuniclus gains more and more boosts. Nattorei can Gyro Ball and Power Whip for little damage and go down to Focus Blast. Salamence can't OHKO with any of its moves and Reuniclus can Recover it off and hurt Salamence badly with boosted Psychic. Chandelure can't stop it with Shadow Ball after a Calm Mind, and Terrakion can't OHKO with CB X-Scissor either, both will suffer a similar fate as Salamence.

Finally, Quiver Dance Volcarona can set-up on Chandelure's -2 Overheat, Hidden Power Fighting, and force Nattorei out to gain a Quiver Dance boost. After a boost it will be able to OHKO every member with boosted Flame Dance / Fire Blast / Bug Buzz / Hidden Power Rock. Only obstacles in its path will be Vaporeon, who will be 2HKOed by boosted Bug Buzz, while landing a hit with Boiling Water. Terrakion is harder to get by, but it can't switch in on any of Volcarona's attacks after a boost, or else it will get 2HKOed. However, most of the time you will find Terrakion to be at less than a 100 % health late game, which is usually when Volcarona shows its face. If Terrakion has taken prior beating, it will be KOed by boosted Fire Blast (Any where below 65% means Terrakion will be KOed by boosted Fire Blast). Again, I listed it as a moderate threat, because if it comes in when Terrakion is in a healthy state, it won't be sweeping you.

Solutions:

  • Solution A: CB Azumarill over Vaporeon
There are a slew of Sand sweepers which threaten to rip through this team, and Azumarill is the answer to all of them. Thanks to the power of its ability Huge Power, and STAB bonus on Water- type attacks, Azumarill will be able to decimate the primary sand sweepers that threaten this team; Excadrill, Landorus and Terrakion are all taken out by a priority Aqua Jet, as well as the mildly threatening Volcarona. The only thing you're losing from the change is bulk (which the next suggestion), which isn't really required on this team. Azumarill handles the same threats that Vaporeon does, only thing is, Vaporeon uses its impressive bulk to take them on, whereas Azumarill uses its sheer power to take them out, which is usually the case in offensive teams. Synergy-wise, Azumarill is able to lure in defensive Steel types like Nattorei and Skarmory and dent them hard with Waterfall or Superpower, potentially weakening them out for Salamence (who enjoys abusing Outrage / Draco Meteor). Furthermore, it also has good synergy with Ferrothorn, taking out Blaziken, Heatran with high powered Water STABs, whereas Ferrothorn is able to take on the bulky waters that classify as checks to Azumarill.
  • Solution B: CM Latias or Specs Latios over Azelf
With Team Preview, deciding on a lead to take out opposing leads is unnecessary, as the opponent may change the order of which Pokemon they want to send out first, so I feel Azelf's role is unneeded. Latias and Latios on the other hand bring you a great check to Calm Mind Reuniclus, who is particularly frightening. Latios can abuse immensely powerful Draco Meteor / Surf / HP Fire all day, when the green blob comes around, Trick its Scarf away and render Reuniclus's set-up attempts useless, making it more manageable. Latias uses a more defensive approach, but after a few Calm Minds she is tough to take down and causes the same amount (or more depending on how many boosts you gain) of painful damage as her brother. Reuniclus won't be breaking through her sky high Special Defense after a few Calm Minds, which are not hard to get on its not very effective Psychic / Focus Blast. In the end Reuniclus succumbs to a combination of Calm Mind + Recover + Psycho Shock + Dragon Pulse.

Now the tricky part here is, deciding which one of the eon dragons to use. I suggest you test out both and see for yourself, but I will list briefly go over the advantages and limitations of each. Latios fits the offensive nature of this team nicely. Pairs really well with Salamence offensively, luring in and severely hurting Steel- types trying to absorb Draco Meteor, making Salamence's life easier. However it adds another Choice user to the team, which isn't really a bad thing, especially with Trick. It also isn't able to taken on Reuniclus all the time, if it has Tricked its Choice Specs already (although Team Preview will show you Reuniclus and cause you to preserve the Specs). Calm Mind Latias is incredibly durable and is more than capable of working as a late game sweeper for your team. Able to take out the rampant fighting- types really well and brings key resistances to the common types (Ground-, Fighting-, Water-, Fire-). If you remember earlier on I said I will patch up the loss of bulk from Vaporeon to Azumarill, and this is what I meant. Pairs excellently with Nattorei, being able to take on the Fighting, Fire attacks. Whereas Nattorei can take the Dark- and Dragon- type attacks for Latias. It can also do better against Reuniclus than Latios, since it doesn't have to Trick anything, but come out on top in a CM war. Latias isn't offensively inclined as Latios, so sometimes you may feel the loss of power before Calm Mind. The lack of coverage in its moves isn't the best either, not being able to hit Steel- types with Dragon Pulse and Psycho Shock alone (However, 4 of your members will be hitting Steel- types incredibly hard, as to weaken them for Latias).

Optional Changes:

Movesets:

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Azumarill (F) @ Choice Band
Ability: Huge Power
EVs: 232 HP / 252 Atk / 12 Def / 12 SDef
Adamant nature (+Atk, -SAtk)
- Waterfall
- Aqua Jet
- Superpower
- Ice Punch / Toxic
---

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Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Spe
Timid nature (+Spe, -Atk)
- Calm Mind
- Psycho Shock
- Dragon Pulse
- Recover
---

OR

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Latios (M) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spe
Timid nature (+Spe, -Atk)
- Draco Meteor
- Surf
- Hidden Power [Fire]
- Trick
---

So to summarize:
  • CB Azumarill > Vaporeon
  • CM Latias / Specs Latios > Azelf

GL
 
Wow...

I felt a wealth of knowledge emit from that post. Thanks a lot LK for that helpful advice. It's gonna kinda be unique to try not to really think of a 'lead', but you have extremely good points about that team and explained it pretty clear as day.

I'm gonna give CB Azumarill the go ahead as I've enjoyed playing with him in the past. Because of this, however, I find it redundant to have to Banded pokes on the same team, so I'm gonna switch Terrakion to a Sword Dancer set. I've done the double-boost set before and it has worked, but I lean towards SD a lot more than Rock Polish and it carries the same spirit (and more power) as the Banded version.

CM Latias seems like the natural fit here between the two dragons. I've had experience with Spex-Latios and he's a beast with a capital "B". However, Vapo's bulk will be very missed, and I don't really dig that many choiced weapons. But if it doesn't work out, then I'll give Latios a shot again.

Thanks a heap for that post, man
 
Tried the changes...

Updated the post. After about 100 or so battles, altering my playstyle and one other poke, I've found the changes to be as good, if not better, as my old team.

Thanks again for the help. Love to see if there's anything else that was left untouched
 
I'm looking at your team and to me it seems like you would have problems with DD gyara. Ferrothorn is your best defense against it, but if ferro is gone it seems liked it could damage your team pretty bad. My first thought was to try a Scrafty with thunderpunch in the place of Conkeldurr, but then you lose mach punch. Conkeldurr could carry stone edge, but then what would you replace? I'm at a loss.

I could be wrong about gyara, though.
 
Thanks for the suggestion Crow. Actually, after futher playing, I realized it extended to a Flying-Type issue. No super-effective move exist against them on my team except Stealth Rock. I decided to give Stone Edge to Conkledurr as a back-up against pokes such as Dragonite, Salamence, and Gyarados and has helped out as it generally does OHKO after a couple Bulk Ups a lot of the fighting resists and high crit-hit ratio helps a little. Accuracy can bite me tho but it generally has helped the team stay above 1200 on PO, Smogon, and PokeBattleCenter. Not a monumental feat, but for a non-weather team I like that.
 
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