Simply because I'm bored... and in an attempt to keep from an infraction for overposting new RMT's, I have decided I am going to go through and update my older ones. I have quite a bit more experience now than I had then, and I feel more able to explain my teams in a way better for reference for those who may find a team of mine and are looking for a good rmt as a base to build their own team. This is the stall team that I made and LonelyNess Revamped. He piloted it for a couple days, and I for a bit longer to great results. It is a pure stall team that doesnt run Crobat in a meta that is driven by its presence... I strive to be cool like that. So on to the Revamp:
THE TEAM AT A GLANCE:
(The following images minus the Chansey pic are from arkeis.com... I do not, in any way own, or claim to own these images)
(The following images minus the Chansey pic are from arkeis.com... I do not, in any way own, or claim to own these images)
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Omastar @ Leftovers
Bold (Shell Armor); 252 Hp/ 248 Def./ 8 spe.
Rest/ Spikes/ Ice Beam/ Surf
Why Omastar-
Omastar serves as a decent lead in a meta where the most common lead is Crobat. However, While it does okay against the bat, it is much like Roserade in that it rarely gets much done in the early game either due to taunt or by being forced out prematurely. Omastar got the nod over Roserade or Cloyster due to its great bulkiness from the physical side which Roserade lacks and high base Sp. Atk. which Cloyster lacks as well as its ability to check Honchkrow and Blaziken with HP Ice, the two most common wall breakers in UU at the time of this writing. Generally only supports the team through spikes and checking certain threats...
Why Those Moves?-
This isn't exactly a game breaking set. Spikes is there for obvious reasons and serves as my other form of entry hazard besides SR. Surf for STAB. Ice Beam hits DD Altaria as well as not giving grass types a free switch in. Helps hit Honchkrow and Crobaat hard. Rest is so that it has something to recover with as this team revolves around Rest + Heal Bell
Why These Ev's?-
Again, nothing too spectacular here. Max/ Max for the best bulkiness possible. The 8 ev's in spe. let me outrun other Omastar spikers.
Hitmontop @ Leftovers
Impish (Intimidate); 252 Hp/ 200 Def./ 56 Sp. Def.
Rest/ Foresight/ Rapid Spin/ Close Combat
Why Hitmontop?-
simply put, he is the most reliable spinner in UU... ghosts generally arent able to prevent him from a successful spin. His ability is very helpful to the team as usually a pivot from him to another counter is a main strategy of this team. Hitmontop has proven to be one of the most important pokes on this team and really helps my other physical hit takers in their walling.
Why Those Moves?-
This set is simple. It allows me to get a spin off even on ghosts which is vital to the teams cleric so that pretty much explains Foresight and Rapid Spin. Close Combat in all honesty could be Brick Break and not cost me many ko's, but as it is I run Close Combat for the boosted power as I'm not running attack ev's anyway. Rest is so I can keep coming back in to spin over and over against opponents that run stall. Also, it lets me keep using(and abusing) his useful intimidate ability.
Why These Ev's?-
Hitmontop is quite bulky if ev'd to be so... and so I made him that way. He is very helpful to this team and so I wanted as many ev's going into bulk as possible. The 56 ev's in Sp. Def. helps Hitmontop not be 2HKO'd by a plus one missy Shadowball... so he can serve as a last ditch check to that threat should Altaria be fainted. However, he is hardly a dependable answer to her.
Altaria @ Leftovers
Careful (Natural Cure); 248 Hp/ 40 Def./ 200 Sp. Def./ 20 Spe.
Heal Bell/ Roost/ Perish Song/ Aerial Ace
Why Altaria-
Basically I wanted to run something on the team that could switch into and beat Blaziken... It started out as her main purpose. She gets many very useful resists and I really enjoyed using her as this is the first time I had used her in a bulky set. Her role to the team was not always the MVP spot, and she was basically saved for missy and blaziken. Being SR weak I was not crazy about sending her out into residual damage, so I would hold her back until I needed to counter one of those 2 pokes (and some others). Her Heal Bell became more and more important to this team as it changed, and now she is a cornerstone for the team that does several jobs that no one else on the team can do.
Why Those Moves?-
I originally ran Heal Bell as a added bonus to the team. However, it really did become essential to this teams survival the more it changed. Roost doesn't really need explaining. I prefer perish song, but really only curse miltank is a last pokemon threat. Roar was nice, but Perish Song is VERY helpful. Aerial Ace again helps me with my troubles with Toxicroak and can kill Blaziken before it hits Blaze range doing about 50 percent. It also always breaks CM missy's subs.
Why These Ev's?-
I basically pulled the ev's out of the air to be honest... I just wanted to be able to take any of Blazikens standard hits at least twice and still be able to recover off the damage. Now only Stone Edge and Hp Ice pose threats to this Altaria. (Blaze can cause some problems, but I can just roost for three turns and let it faint from recoil.) The 16 Ev's in speed are for those bulky non specs seeding Venusaur that like to run a little speed as switching into rocks and taking 2 sludge bombs is hard for Altaria. I ran 248 ev's in Hp only to make it an odd number, basically in an attempt to avoid death by SR recoil.
Dusclops @ Leftovers
Impish (Pressure); 252 Hp/ 32 Atk./ 224 Def.
Rest/WoW/ Focus Punch/ Night Shade
Why Dusclops?-
Easy, it beats rapid spinners. Most importantly, it beats Hitmontop w/o fear of dying. Spiritomb cannot threaten Hitmontop like Dusclops can, and Dusclops actually BEATS Hitmontop as well as only lets him spin and live one time if it doesn't have Rest. That among other reasons makes it the better choice for this team than Spiritomb. The only threat it doesn't answer that Spiritomb did was NP Toxicroak, but I have tried to help myself with that problem through Altaria. Also helps against Articuno and sub seeders as he can burn through leech seeds pp quickly and always break Articunos subs with Night Shade. More specially defensive than Spiritomb, I generally just get more bulk for my buck from Dusclops. However, Spiritomb is better for Qwilfish and Toxicroak (w/ psychic).
Why Those Moves?-
Rest is a recurring theme for this team that should not need explained at this point. WoW is nice, but not generally reliable so I dont often rely on it when I can switch to Hitmontop(provided its safe) and get a similar result. Night Shade lets me break the subs of Pinsr & Articuno among other pokes. Focus Punch OHKO's Chansey.
Why These Ev's?-
This is a standard spread for the most part. The 32 ev's in atk. allow for that OHKO on Chansey. The rest went into its physical hit taking ability.
Chansey @ Leftovers
Calm (Natural Cure); 248 Def./ 252 Sp. Def./ 8 Spe.
Stealth Rock/ Softboiled/ Toxic/ Seismic Toss
Why Chansey?-
Chansey was chosen for the team because it is the best stop for almost all special attackers in UU (barring a few exceptions). She is an amazing wall that functions much like Blissey in OU. Usually capable of walling several pokes on an opponents team by herself, I could not pass up such a sturdy poke that offered so much to the team.
Why Those Moves?-
I used to run Wish Pass back when I had Roserade and Steelix, but when Steelix was removed I lost an important aspect on any team in SR. As Steelix was the only REAL reason I was carrying wish support anyway, it was dropped for softboiled so that I had a move slot available for SR. Seismic Toss is basically Blisseys only attacking option w/o calm mind and Toxic is just very helpful for any team, but stall teams in particular.
Why These Ev's?-
Basically the standard spread for Chansey but with one cool addition. Since pursuit is generally not common and I rarely ask Chansey to take a physical hit I dropped a lowly point of def. and put it in speed... Now I outrun standard sub punch Hariyama which would ordinarily just speed tie with me. This is important because I can then hit it with a toxic before it can go behind a substitute. This is very risky and I would not do it unless I knew Hariyama's set already. I did this simply to prepare for the worst as having a sub puncher as powerful as Hariyama poisoned is potentially quite helpful.
Tangrowth @ Leftovers
Impish (Something largely irrelevant... I think Chlorophyl); 252 Hp/ 248 Def./ 8 Spe.
Synthesis/ Knock Off/ EQ/ Seed Bomb
Why Tangrowth?-
It beats physical waters like Azumaril and Feraligatr... Also draws out Crobat who then loses its leftovers meaning Omastar can spam surf and keep it from gaining any hp from roost for the rest of the match. So much more bulky than people give him credit for. Many players just are not aware just how good this thing really is. After an Intimidate, a Sub punch Azu marril Ice punch isnt a threat at all to this thing. Qwilfish is about the only physical water type that can boost its Attack high enough to K.O. Tangrowth before fainting themselves. Just a very dependable physical wall.
Why Those Moves?-
Seed Bomb is the main choice that may stand out to some. Seed Bomb is more reliable than Power whip and still ko's the things I need it to easily enough thanks to Tangrowths naturally high base attack. Knock Off is their largely for hitting switchins. EQ can hit Drapion and some others, but I generally do not use this move that often in a match and have considered Poison Jab as it then can hit physical Shaymin and Sceptile as well as Leafeon. Synthesis is instant recovery and since sandstorm and hail aren't common in UU, its nasty drawback is rarely an issue.
Why These Ev's?-
Mostly the same as my other walls, near Max/ Max. Tangrowth is in the same speed tier as Chansey and Hariyama and knowing I outspeed either makes for some peace of mind. Tangrowth's attack is high enough without investment thanks to the high base.
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So, I tried to clean up my comments and offer more insight into how each poke supports the team overall. I also tried to cut out some of the boring crap no one but me would want to read anyway. I have a threat list in the post below and plan to include a type matchup chart from the Marriland team builder if I ever figure out how to do that. Thanks for reading...
*Credit where its due- LonelyNess helped me out on this team and I thank him for it greatly.
Omastar @ Leftovers
Bold (Shell Armor); 252 Hp/ 248 Def./ 8 spe.
Rest/ Spikes/ Ice Beam/ Surf
Why Omastar-
Omastar serves as a decent lead in a meta where the most common lead is Crobat. However, While it does okay against the bat, it is much like Roserade in that it rarely gets much done in the early game either due to taunt or by being forced out prematurely. Omastar got the nod over Roserade or Cloyster due to its great bulkiness from the physical side which Roserade lacks and high base Sp. Atk. which Cloyster lacks as well as its ability to check Honchkrow and Blaziken with HP Ice, the two most common wall breakers in UU at the time of this writing. Generally only supports the team through spikes and checking certain threats...
Why Those Moves?-
This isn't exactly a game breaking set. Spikes is there for obvious reasons and serves as my other form of entry hazard besides SR. Surf for STAB. Ice Beam hits DD Altaria as well as not giving grass types a free switch in. Helps hit Honchkrow and Crobaat hard. Rest is so that it has something to recover with as this team revolves around Rest + Heal Bell
Why These Ev's?-
Again, nothing too spectacular here. Max/ Max for the best bulkiness possible. The 8 ev's in spe. let me outrun other Omastar spikers.
Hitmontop @ Leftovers
Impish (Intimidate); 252 Hp/ 200 Def./ 56 Sp. Def.
Rest/ Foresight/ Rapid Spin/ Close Combat
Why Hitmontop?-
simply put, he is the most reliable spinner in UU... ghosts generally arent able to prevent him from a successful spin. His ability is very helpful to the team as usually a pivot from him to another counter is a main strategy of this team. Hitmontop has proven to be one of the most important pokes on this team and really helps my other physical hit takers in their walling.
Why Those Moves?-
This set is simple. It allows me to get a spin off even on ghosts which is vital to the teams cleric so that pretty much explains Foresight and Rapid Spin. Close Combat in all honesty could be Brick Break and not cost me many ko's, but as it is I run Close Combat for the boosted power as I'm not running attack ev's anyway. Rest is so I can keep coming back in to spin over and over against opponents that run stall. Also, it lets me keep using(and abusing) his useful intimidate ability.
Why These Ev's?-
Hitmontop is quite bulky if ev'd to be so... and so I made him that way. He is very helpful to this team and so I wanted as many ev's going into bulk as possible. The 56 ev's in Sp. Def. helps Hitmontop not be 2HKO'd by a plus one missy Shadowball... so he can serve as a last ditch check to that threat should Altaria be fainted. However, he is hardly a dependable answer to her.
Altaria @ Leftovers
Careful (Natural Cure); 248 Hp/ 40 Def./ 200 Sp. Def./ 20 Spe.
Heal Bell/ Roost/ Perish Song/ Aerial Ace
Why Altaria-
Basically I wanted to run something on the team that could switch into and beat Blaziken... It started out as her main purpose. She gets many very useful resists and I really enjoyed using her as this is the first time I had used her in a bulky set. Her role to the team was not always the MVP spot, and she was basically saved for missy and blaziken. Being SR weak I was not crazy about sending her out into residual damage, so I would hold her back until I needed to counter one of those 2 pokes (and some others). Her Heal Bell became more and more important to this team as it changed, and now she is a cornerstone for the team that does several jobs that no one else on the team can do.
Why Those Moves?-
I originally ran Heal Bell as a added bonus to the team. However, it really did become essential to this teams survival the more it changed. Roost doesn't really need explaining. I prefer perish song, but really only curse miltank is a last pokemon threat. Roar was nice, but Perish Song is VERY helpful. Aerial Ace again helps me with my troubles with Toxicroak and can kill Blaziken before it hits Blaze range doing about 50 percent. It also always breaks CM missy's subs.
Why These Ev's?-
I basically pulled the ev's out of the air to be honest... I just wanted to be able to take any of Blazikens standard hits at least twice and still be able to recover off the damage. Now only Stone Edge and Hp Ice pose threats to this Altaria. (Blaze can cause some problems, but I can just roost for three turns and let it faint from recoil.) The 16 Ev's in speed are for those bulky non specs seeding Venusaur that like to run a little speed as switching into rocks and taking 2 sludge bombs is hard for Altaria. I ran 248 ev's in Hp only to make it an odd number, basically in an attempt to avoid death by SR recoil.
Dusclops @ Leftovers
Impish (Pressure); 252 Hp/ 32 Atk./ 224 Def.
Rest/WoW/ Focus Punch/ Night Shade
Why Dusclops?-
Easy, it beats rapid spinners. Most importantly, it beats Hitmontop w/o fear of dying. Spiritomb cannot threaten Hitmontop like Dusclops can, and Dusclops actually BEATS Hitmontop as well as only lets him spin and live one time if it doesn't have Rest. That among other reasons makes it the better choice for this team than Spiritomb. The only threat it doesn't answer that Spiritomb did was NP Toxicroak, but I have tried to help myself with that problem through Altaria. Also helps against Articuno and sub seeders as he can burn through leech seeds pp quickly and always break Articunos subs with Night Shade. More specially defensive than Spiritomb, I generally just get more bulk for my buck from Dusclops. However, Spiritomb is better for Qwilfish and Toxicroak (w/ psychic).
Why Those Moves?-
Rest is a recurring theme for this team that should not need explained at this point. WoW is nice, but not generally reliable so I dont often rely on it when I can switch to Hitmontop(provided its safe) and get a similar result. Night Shade lets me break the subs of Pinsr & Articuno among other pokes. Focus Punch OHKO's Chansey.
Why These Ev's?-
This is a standard spread for the most part. The 32 ev's in atk. allow for that OHKO on Chansey. The rest went into its physical hit taking ability.
Chansey @ Leftovers
Calm (Natural Cure); 248 Def./ 252 Sp. Def./ 8 Spe.
Stealth Rock/ Softboiled/ Toxic/ Seismic Toss
Why Chansey?-
Chansey was chosen for the team because it is the best stop for almost all special attackers in UU (barring a few exceptions). She is an amazing wall that functions much like Blissey in OU. Usually capable of walling several pokes on an opponents team by herself, I could not pass up such a sturdy poke that offered so much to the team.
Why Those Moves?-
I used to run Wish Pass back when I had Roserade and Steelix, but when Steelix was removed I lost an important aspect on any team in SR. As Steelix was the only REAL reason I was carrying wish support anyway, it was dropped for softboiled so that I had a move slot available for SR. Seismic Toss is basically Blisseys only attacking option w/o calm mind and Toxic is just very helpful for any team, but stall teams in particular.
Why These Ev's?-
Basically the standard spread for Chansey but with one cool addition. Since pursuit is generally not common and I rarely ask Chansey to take a physical hit I dropped a lowly point of def. and put it in speed... Now I outrun standard sub punch Hariyama which would ordinarily just speed tie with me. This is important because I can then hit it with a toxic before it can go behind a substitute. This is very risky and I would not do it unless I knew Hariyama's set already. I did this simply to prepare for the worst as having a sub puncher as powerful as Hariyama poisoned is potentially quite helpful.
Tangrowth @ Leftovers
Impish (Something largely irrelevant... I think Chlorophyl); 252 Hp/ 248 Def./ 8 Spe.
Synthesis/ Knock Off/ EQ/ Seed Bomb
Why Tangrowth?-
It beats physical waters like Azumaril and Feraligatr... Also draws out Crobat who then loses its leftovers meaning Omastar can spam surf and keep it from gaining any hp from roost for the rest of the match. So much more bulky than people give him credit for. Many players just are not aware just how good this thing really is. After an Intimidate, a Sub punch Azu marril Ice punch isnt a threat at all to this thing. Qwilfish is about the only physical water type that can boost its Attack high enough to K.O. Tangrowth before fainting themselves. Just a very dependable physical wall.
Why Those Moves?-
Seed Bomb is the main choice that may stand out to some. Seed Bomb is more reliable than Power whip and still ko's the things I need it to easily enough thanks to Tangrowths naturally high base attack. Knock Off is their largely for hitting switchins. EQ can hit Drapion and some others, but I generally do not use this move that often in a match and have considered Poison Jab as it then can hit physical Shaymin and Sceptile as well as Leafeon. Synthesis is instant recovery and since sandstorm and hail aren't common in UU, its nasty drawback is rarely an issue.
Why These Ev's?-
Mostly the same as my other walls, near Max/ Max. Tangrowth is in the same speed tier as Chansey and Hariyama and knowing I outspeed either makes for some peace of mind. Tangrowth's attack is high enough without investment thanks to the high base.
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So, I tried to clean up my comments and offer more insight into how each poke supports the team overall. I also tried to cut out some of the boring crap no one but me would want to read anyway. I have a threat list in the post below and plan to include a type matchup chart from the Marriland team builder if I ever figure out how to do that. Thanks for reading...
*Credit where its due- LonelyNess helped me out on this team and I thank him for it greatly.