SM OU First RMT

After stealing teams from here for a while and climbing to about 1600, i decided it was time to make my own to see how far i could climb with that. Here is the team, i will explain my building process below

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Drain Punch

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- U-turn
- Hidden Power [Ice]
- Brave Bird

Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Defog
- Soft-Boiled

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Hidden Power [Fire]
- Knock Off

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Haze
- Recover
- Scald

Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Focus Blast
- Hidden Power [Ice]


Team building process:
I started with a core of Tapu Koko and Hawlucha, a standard OU core that had swept my teams too many times not to give it a shot.

I like the physical set for Koko, volt switch is to inconsistent especially since many of the switches are bulky ground types, the physical set allows for u-turn to hit much harder, gigavolt havoc allows Koko to Ohko many pokemon that opponents will assume check, i ran brave bird over taunt, allowing it to ohko mega medichan, 62% chance to ohko mega lopunny, without wasting z-move, tangrowth and mega venusaur are 2hko and tapu bulu takes 75-90% allowing Koko to kill it with some chip damage, hp ice will get good chip damage on bulky ground switches

Hawlucha is the standard set, with its unburden boost it only needs 154 speed to outspeed +2 lando-t and most variants of volcarona, since they often run bulk, the rest is put into HP allowing it to set up a swords dance on most physical attackers after the electric seed boost, drain punch for sustain and 100% accuracy, acrobatics is 110 base power since you are not holding an item, high jump kick for insane damage, but prefer acro or drain for the accuarcy

Mew is our hazard control, so defog is essential, ice beam hits ground types that our team has trouble with so far, soft boiled is essential for recovery, and will-o-wisp allows it to wall many physical threats with the bulk it runs. 290 speed is needed to outspeed adamant lando-t and zygarde, both of which do very well into our team so far, pretty basic set,

Tangrowth walls so much of the meta game, good base stats assault vest and regenerator allow it to tank hits from most special attackers, eating even hp ice/fire for breakfast, giga drain provides recovery while saying in and is tangrowths stab move, knock off provides utility for the team, earthquake hits electric types which it walls so hard like tapu koko and mega manectric, hidden power fire deals with ferrothorn

Toxapex can handle almost anything tangrowth cant and vice versa, strong poison fire or ice special attack coming in? no problem toxapex takes nothing, recover allows toxapex to stall out many mons, scald is to burn physical attacks, haze prevents set up sweepers, toxic allows it to check tangrowth and get consistent chip damage against most things that it cant damage with scald, the double regenerator core allows both tanks to stay healthy while switching between the 2, allows for a lot of mind games with opponents

Our mega is alakazam, which has always been one of my favorite pokemon, timid max speed max spA allows it to hit hard and fast, outspeeding everything in the teir except mega aerodactyl, its massive special attack and great coverage allows it to sweep often times if hawlucha isnt up to the task, psychic is the obvious stab move, shadowball hits psychic types like lele and other Zams, and ghost types such as gengar, focus blast hits dark and steel, hidden power ice is for more coverage against offensive variants of lando-t and zygarde, outspeeding even a +1 adamant zygarde

So far the biggest threats i have noticed are some variants of lando-t or a sub zygarde sets, flying z move landorus-t was a big issue for the team, which is why i added hp ice on alakazam instead of hp fire, sub zygarde could come in on several things and set up a sub, it can then KO most of my checks while i break the sub, i havent had as many issues since i started running HP ice, but i still have to play around set up ground sweepers more than i would like, thanks for your feedback!
 
Hey rcrrll09! Welcome to the forums and welcome to the world of RMTs!

OVERVIEW

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Firstly, I notice that this team lacks Stealth Rock. Rocks are practically paramount for every team, as they ensure that the opponent is taking chip to confirm certain 2HKOs and OHKOs. They threaten opposing teams, putting them into a compromising position. Of course, Spikes and Toxic Spikes pressure the opponents even more, but rocks are simply the base of hazards. It can commonly force opponents to enforce an act of hazard control—i.e. Magic Bounce, Defog or Stealth Rock— allowing you to gain offensive momentum if you predict [that switch/move] correctly. Anyways, I must say that I do like the Koko + Hawlucha core, but I personally don't see it fitting much on this team. Your lack of a Scarfer can make match-ups versus setup sweepers like Volcarona or Zard X, Pokemon which are notably threatening to this team, very difficult. You'd have to rely on sacking Tapu Koko and following up with Hawlucha, which only revenge kills the former (unless Zard has taken prior damage). Your team also needs a Steel-type to reliably check Fairies and Psychics.
I like the insurance that you have against Ash-Greninja and that you do have a win-condition. That being said, though, Tapu Koko + Ash Greninja is particularly threatening, as it lures in your only check—Tangrowth—and can Volt Switch or U-turn, providing chip damage, while Gren can set up Spikes, which weakens both Tang and ThaPex. Electrics are also very annoying in general given that you lack an Electric-immunity and your only real Electric resist in Tangrowth is accompanied by a Pokemon that powers up Electric-type attacks. Anyways, I'll cover these weaknesses and many more in this rate, so enjoy!

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TEAM CHANGES

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Garchomp provides a Choice Scarf user, checking both Volc and Zard X, while acting as an Electric-immunity. This change is perfectly fine given the later changes. ScarfChomp can also act as a bit of a cleaner, but not to the extent of Scarf Keldeo imo. Garchomp has a bit of defenses given its natural bulk, so don't be afraid to switch it in to stuff, but that's not its dedicated role.

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- To give you a win condition again, I'd like to put Shift Gear Magearna > Tapu Koko. It'll still utilize a Z-move, Electrium Z for Toxapex, Celesteela, etc. It'll also benefit heavily from a later change of Toxic Spikes > Toxic on Toxapex, giving chip damage which will assist Mag in sweeping. Of course, don't try to sweep when its checks are still on the field. But, with this being said, you're going to need a way of breaking the likes of Chansey.

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[28 Def EVs] - These EVs allow Tangrowth to avoid the OHKO from a +1 Devastating Drake from Zygarde. It cuts very few EVs from special defense, so it's a low risk, high reward trade off. If the opposing Zygarde sets up another Dragon Dance, I'd switch out to Magearna / Mawile predicting a Dragonium Z. If you lose your Tangrowth to a Dragon Dancing Zygarde, you ultimately lose the game unless you can get in ScarfChomp.

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[Toxic Spikes > Toxic] - Tspikes will help Magearna a ton, allowing it to sweep with the chip damage. Toxic Spikes > Haze is also a fine answer if you still want to run Toxic to poison individual Pokemon, including airborne targets such as a Lati locked into Defog.

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- Considering that this team still lacks a rocks user, I'd like to recommend Stealth Rock Mega Mawile. This, of course, strips Mawile of important coverage. Try to remove or weaken Defoggers that beat Mawile (Scizor and Skarm specifically), as they can easily Defog without being afraid of Mawile. Mawile-Mega improves your match-up against the likes of Chansey significantly, though it lacks Knock Off. Even without a Knock Off'd Eviolite, Mawile does tremendous damage to Chansey—doing over 50% with a Play Rough.
See: 252+ Atk Huge Power Mawile-Mega Play Rough vs. 248 HP / 252+ Def Eviolite Chansey: 367-433 (52.2 - 61.5%) -- guaranteed 2HKO

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OTHER OPTIONS

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- This gives your team a Ground-immunity and still keeps a Defogger. Mew and Zapdos check different Pokemon, and this change makes the team quite different from the original, so I'll exclude it from the original rate.

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- This makes it so that you lack a Mega, but it adds a Ground-immunity as Zapdos would and provides rocks. It also strips practically all chances of breaking Chansey ever unless you opt for a more offensive set with something like Soft Sand/Earth Plate.

I won't include the Zapdos variant for the rated teams, as it deviates too far from the original, but I will link the importable for the Lando-T variants (defensive set / offensive set).

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original team:

rated team (v1):
rated team (lando-t; defensive):
(lando-t; offensive):

I hope you enjoyed the rate! I tried to keep the team as offensive as possible, while keeping it as similar to the original as possible (no more than 3 mon changes). Good luck! :pimp:
 
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