ORAS NU How to lie about pineapples

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rotom.gif
steelix.gif
mantine.gif
primeape.gif
liepard.gif


Team building process
Centerpiece: Ludicolo
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I wanted to build a team around Ludicolo, since I like it as a pokemon. Ludicolo works best as a 3 attack sweeper with rain dance & life orb to boost the power of its attacks. It can clean up well late game or wallbreak early to mid-game. It's coverage ensures it isn't walled by many things.
Helper: Rotom
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Rotom was added to aid Ludicolo in sweeping. Rotom helps handle problem pokemon for ludicolo such as Mantine & Pelipper who Ludicolo cannot break through easily. It also helps weaken things for the rest of the team. It has near perfect synergy with Ludicolo - resisting all Ludicolo's weaknesses whilst also pressuring those pokemon. I chose a Life orb set with substitue / pain split and dual stab to help break down balance builds. Rotom can often freely sub versus a variety of pokemon in NU, for example: Garbodor, Steelix, Miltank, Mantine, Pelliper etc. Rotom can also spin block to ensure stealth rocks stay up - which are important to ensure certain 2hko's / ohko's and to break sturdy / focus sash. At the suggestion of HJAD Rotom has been changed to a bulkier spread. It still accomplishes mostly the same role it did before - however it can now check offensive threats to Ludicolo a bit better as well as offering a more solid switch in to electrics and ground types as well as being a very last ditch effort at checking hariyama.
Support: Steelix
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& Mantine
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Steelix was added as a reliable rock setter that can check many physical attackers in NU. Steelix appreciates the resistances & immunities that both Ludicolo and Rotom provide. Mantine was added as a reliable special wall to anything that isn't an electric type or that has electric coverage. It synergizes well defensively with Steelix and provides this team with a solid defogger and scald switch in.
Speed control: Primeape
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My team was looking very slow at this point. I added choice scarf Primeape as a form of speed control. It provides a late game cleaner, a way to weaken walls & a way to make opponents think twice about clicking defog. It beats most of the defoggers in the tier 1 on 1 with some prior rocks damage. Primeape also helps this team deal with Malamar more reliably & provides a pivot for my wallbreakers.
Wallbreaker: Liepard
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As a last pokemon I decided to add specs Liepard. It breaks walls with specs dark pulse as well as acting as a lure as most players expect it to be a taunt / encore or a physical variant. Liepard's high speed stat & decent special attack make it an effective special attacker & while it may not have the best coverage, once it checks are gone it can 2hko most things in the tier with rocks up.HJAD suggested a physical variant of Liepard to help handle the threats to the team a bit better. It still accomplishes the same role it had before (wallbreaking) - however it now brings the team added utility. Knock off hits many pokemon hard as well as removing their items whilst sucker punch offers some much needed priority versus offensive teams. With rocks up Liepard can still 2hko most of the tier not named Mega-Audino / Steelix with dark or fairy coverage.

Team in depth

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Fair game (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance


This is the standard Ludicolo spread. In my opinion it is Ludicolo's best set & not much else can be run that is per se viable for Ludicolo. As mentioned previously it can sweep lategame or wallbreak early to mid game. It is the centerpiece of this team. Life orb with a modest nature provides maximum damage output. Timid is not needed as Ludicolo operates in an awkward speed tier + once it has rain up it outspeeds everything that isn't an opposing swift swimmer or a Combusken with some speed boosts. Ludicolo is a decent check to sleep powder users & leech seed spammers, it is also a reliable water check being 4x resistant to it. 0 Attack iv's are to take minimum damage from confusion / foul play.
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A Fake, Fake (Rotom) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Pain Split
- Substitute


UPDATED

A Fake, Fake (Rotom) @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hex
- Will-O-Wisp
- Pain Split


Rotom synergizes well defensively with Ludicolo & pressures all the things that hit Ludicolo super effectively. This Rotom set excels at breaking balance / stallish builds reliant on status with the combination of life orb & pain split. It can sub versus a variety of things in the tier and this set works especially well versus players who prefer to play safe to scout things as you will get a free substitute and an attack versus anything. Life orb is to hit hard whilst being able to switch up moves. Pain split is to recover hp from life orb recoil / substitute as well as to capitalize off Pokemon with reliable recovery & weaken high hp walls that like to come in to take its stabs if rotom is at low hp. Rotom can set up free subs most of the time versus the following pokemon: Garbodor, Steelix, Audino-M, Pelipper, Mantine, Miltank etc. 0 attack iv's is to ensure minimum damage from foul play / confusion. Rotom was changed to a bulkier spread to help better check threats to the team as well as acting a as a reliable switch in to ground or electric pokemon who can give this team trouble in the right circumstances. It also helps this team check banded Aggron. It still fufills most the same role as before, however it does not hit as hard. Will-o-wisp is to nerf physical attackers as well as to get chip damage on bulkier pokemon. Hex takes advantage of will-o-wisp so that Rotom can fire off a powerful 120bp stab to statused pokemon. Volt switch provides the team with momentum & synergizes well with u-turn from Liepard. Pain split offers some semi-reliable recovery and with good predictions you can weaken walls that will come in to check you. Colbur ensures that you aren't afraid of dark types & ensures that Rotom can switch into a knock off if you mispredict or need a last minute check to Hariyama.

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End of line (Steelix) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Heavy Slam
- Stealth Rock
- Toxic
- Earthquake


UPDATED

End of Line (Steelix) @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Taunt

Steelix is NU's most reliable stealth rock setter next to Mesprit in my opinion. Steelix however has the ability to take physical hits a lot better than Mesprit. Steelix benefits from the resistances Mantine / Ludicolo & Rotom provide whilst handling physical threats they hate. The EV spread isn't the most innovative, but 12 speed ev's allow it to outspeed other steelix to EQ first, 248 HP to take less damage from rocks & the rest is in special defense to take hits better. I didn't see the need for extra attack investment as I need Steelix to take hits not deal damage in this team. Steelix was changed to the standard spread at the suggestion of HJAD. It accomplishes the same thing whilst offering more offensive presence which is more in line with the overall goal of the team than the previous spread. The current spread is the standard smogon spread. It avoids the 2hko from Life orb sheer force Tauros Fire blast whilst maintaining good offensive & defensive presence. Taunt is the only thing that differentiates this Steelix from the standard spread and prevents Steelix from being set up fodder for curse Sliggoo & calm mind baton pass Musharna. Leftovers provides reliable passive recovery. Steelix's defense is so high already that there is really no need to invest in his defense.

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Wifi Tears (Mantine) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Signal Beam
- Rest


UPDATED
Wifi Tears (Mantine) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Signal Beam
- Toxic

Mantine synergizes well with Steelix defensively and is a good check to most special attackers in the tier. Rest / talk gives it semi-reliable recovery and allows it to act as a status absorber whilst giving it a recovery option against more stally matchups where it can afford the 2 turn sleep. The spread was changed to the standard spread & toxic was added to help deal with gastrodon who would otherwise get a free switch in at the suggestion of HJAD . The standard spread accomplishes the same thing the orignal spread set out to do whilst checking special attackers better. 16 speed iv's are added to outspeed other Mantine. Signal beam lets you handle Malamar on the special side as it can pose problems if it has begun setting up (Thanks Holiano !). Scald is nice for the burn chance to nerf most of the physical attackers in the tier & is a good option to click when you have no idea what else to do. Defog is to get rid of hazards which this team does not like overall. 0 attack iv's is to ensure minimum damage from foul play / confusion.
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No money (Primeape) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- Stone Edge
- U-turn


Primeape brings speed control to the team as well as a deterrent to defoggers. He can clean up well late game & weaken problem pokemon for this team such as Hariyama & opposing Primeape. He also helps beat common defoggers in NU, especially after a boost with defiant from defog. Close combat is stab to hit things hard, thunder punch / ice punch provide great neutral coverage as well as hitting many things in the tier for super-effective damage (Changed to Gunk shot to help weaken M-Audino & Stone edge to get the ohko on Zard at the suggestion of Holiano ). U-turn allows Primeape to be a great pivot as well as dealing a ton of damage to bug weak pokemon off of Primeape's base 105 attack.

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Fashion killah (Liepard) @ Choice Specs
Ability: Limber
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Hidden Power [Flying]
- Grass Knot
- U-turn


UPDATED

Fashion Killah (Liepard) @ Dread Plate
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Play Rough
- U-turn

Liepard was added as the last pokemon. It's presence on the team indicates it's a support or physical set, however that allows it to take advantage of the opponent. Specs liepard will deal a ton to the usual physical Liepard checks that come into to check it. It's best to keep the fact that it's special liepard until later in the game to nab some surprise Ko's on the opponent's team. Liepard has great speed and a decent special attack and can sweep once it's checks are gone. It also helps break walls down for our win conditions (Ludicolo / Primeape). Dark pulse is stab to hit things hard & is a decent choice to lock yourself into even with resists as the flinch chance is nice. Hidden power-flying is to hit fighting types as this team struggles to take care of fighting types in general. Grass knot is coverage for Gastrodon & other grass weak pokemon where it can get the OHKO. U-turn is to bluff a physical or support set while providing a pivot option. Liepard was changed from the special set to a physical set at the suggestion of HJAD. This offers the team more utility and helps improve the matchup versus problem pokemon and arcehtypes. Knock off is a great stab that has the benefit of removing items & is boosted a good amount by dread plate. Sucker punch offers the team some priority as well as a way to chip some faster pokemon to get them in range for Ludicolo or Primeape. Play rough is a good option to deal nice damage to fighting types who switch in to Liepard - it helps the team deal with Hariyama who would otherwise be quite problematic for the team. U-turn offers pivot potential as well as dealing good damage to malamar and other bug weak pokemon. Limber is the best ability for Liepard, offering a thunder-wave immunity meaning it can always keep it's speed & be reliable t-wave switch - it also helps play mindgames with the opponent as you could either bring in this or Rotom.


Threats

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This team struggles with Hariyama & fighting types in general. Liepard can help chip them with Play rough if you catch them on the switch & Primeape can deal good damage to them with close combat. Rotom can help take on fighting types as well with its colbur berry & will-o-wisp.
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It's great coverage and speed can prove problematic. The best way to take care of this is to predict well & or catch it off guard. Liepard can outspeed and kill it with knock off after it has taken rock damage. Rotom is a decent switch in to manectric - however it can easily get chipped with rocks & coverage moves that Manectric may have.
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The combination of edgequake coverage & flying coverage can lead to many 50/50's. Liepard can help get it into defeatist range with sucker punch which makes it easier to deal with - however switching in to it with any members of the team can prove problematic.


This team can struggle versus many offensive archetypes as it is overly reliant on Liepard to outspeed & weaken them. The matchup is not however impossible if you play smart.

If you can see any other threats that I may have missed, please let me know!

Thanks / Shoutouts

I want to say thank you to the following users:
Scarf Nidorino
Magicks
& everyone else in the SSL (a draft league)


A big thank you as well to everyone who has helped me to improve this team!

Y'all are dank :toast:

Disclaimer: If you use this team, please keep the nicknames! :D

Import

Fair game (Ludicolo) @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Giga Drain
- Ice Beam
- Rain Dance

A Fake, Fake (Rotom) @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hex
- Will-O-Wisp
- Pain Split

End of Line (Steelix) @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Taunt

Wifi Tears (Mantine) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Defog
- Signal Beam
- Toxic

No money (Primeape) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Gunk Shot
- Stone Edge
- U-turn

Fashion Killah (Liepard) @ Dread Plate
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Play Rough
- U-turn​
 
Last edited:
Hey aki0s, thats a cool team, i like a lot the way how your team looks unique due to your sets. But there are some things i'd like to suggest.

Firsly as you already have some things that can wear down Mantine and Pelipper, i'd like to suggest Gunk shot over Thunder Punch as you need to wear down Audino mega really quickly to deal a good amount of damages with Liepard. There is optional changes i'd like to suggest, it's running Stone Edge over Ice Punch as Rotom and Liepard already deal with most things that Ice Punch wants to hit, in addition, Stone Edge provides you an OHKO 100% of the time on bulky Zard who can be annoying with the right support.

I noticed that Malamar can be annoying as there is 2 set up bait in Steelix and Mantine, so i would like to suggest running Signal Beam over Sleep Talk on Mantine, I agree that can sound pretty surprising as you loose 2 turns if you are asleep, but 2 u-turn user with one thats not physical looks pretty poor, but with Signal Beam Mantine, it reduce the opportunity to set up as well as dealing an amazing amout of damages to Shiftry who can be annoying for your team.

Thats not a huge rate, but i don't see so many things that can be changed without impacting to much the team. Hope i've helped a little bit, have a good day!
 
Hey aki0s, thats a cool team, i like a lot the way how your team looks unique due to your sets. But there are some things i'd like to suggest.

Firsly as you already have some things that can wear down Mantine and Pelipper, i'd like to suggest Gunk shot over Thunder Punch as you need to wear down Audino mega really quickly to deal a good amount of damages with Liepard. There is optional changes i'd like to suggest, it's running Stone Edge over Ice Punch as Rotom and Liepard already deal with most things that Ice Punch wants to hit, in addition, Stone Edge provides you an OHKO 100% of the time on bulky Zard who can be annoying with the right support.

I noticed that Malamar can be annoying as there is 2 set up bait in Steelix and Mantine, so i would like to suggest running Signal Beam over Sleep Talk on Mantine, I agree that can sound pretty surprising as you loose 2 turns if you are asleep, but 2 u-turn user with one thats not physical looks pretty poor, but with Signal Beam Mantine, it reduce the opportunity to set up as well as dealing an amazing amout of damages to Shiftry who can be annoying for your team.

Thats not a huge rate, but i don't see so many things that can be changed without impacting to much the team. Hope i've helped a little bit, have a good day!

Those Primeape changes are great thanks! :D I'll try out Mantine - do you think chesto resto is worth it or just keep rest with leftovers for utility v things that can't really touch it?

Thanks for the rate! :D <3
 
Yeah you can definitely try chesto berry even if passive recovery from leftovers is cool, Chesto Berry looks helpful in some situations
 
Its really cool seeing more and more activity in NU rmts, I really like Ludicolo as well. I think its one of the best underrated sweepers and many teams just drops to it since its coverage is great. Few things I noticed is big weakness to bulky fighting types like hariyama since Rotom dies to knock off and mantine has subpar physical bulk with no reliable recovery, you also have special liepard which literally invites hariyama so it can just start spamming knock off and slowly weaken your team while malamar and shiftry are very annoying. Ludicolo has decent sp.def but it alone cant take on fire/water types.

rotom.gif
Choice Scarf > Life Orb with Volt switch/Thunderbolt/Shadow Ball/Trick, this gives you a nice form of speed control and decent revenge killer/late game cleaner along with ludicolo. Trick cripples balance and allows you to have better matchup vs fat builds, as bonus you can trick scarf to hariyama and deal with it much easier.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Shadow Ball
- Trick

hariyama.png
>
primeape.png
with Fake Out/close combat/Knock off/Bullet punch. I personally despise scarf primeape as its really,really weak without choice band and mediocre revenge killer. Hariyama will give your team a special bulk it needs( water,fire,ice check), while also having a dual priority which makes up for its speed stat, and packed with scarf rotom its another revenge killer vs frailer threats.
Hariyama @ Assault Vest
Ability: Thick Fat/Guts
EVs: 252 Atk / 200 SpD / 56 Spe
Adamant Nature
- Fake Out
- Close Combat
- Knock Off
- Bullet Punch

weezing.png
>
liepard.png
liepard appreciates a bit different support, and special liepard does more damage to your team than it helps it. Weezing gives you a great fighting check, DD rhydon check, malamar and shiftry check which you didnt have while being a great answer to some of the hariyama answers like vileplume.
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Sludge Bomb
- Taunt
- Pain Split

Gl in future!
 
Its really cool seeing more and more activity in NU rmts, I really like Ludicolo as well. I think its one of the best underrated sweepers and many teams just drops to it since its coverage is great. Few things I noticed is big weakness to bulky fighting types like hariyama since Rotom dies to knock off and mantine has subpar physical bulk with no reliable recovery, you also have special liepard which literally invites hariyama so it can just start spamming knock off and slowly weaken your team while malamar and shiftry are very annoying. Ludicolo has decent sp.def but it alone cant take on fire/water types.

rotom.gif
Choice Scarf > Life Orb with Volt switch/Thunderbolt/Shadow Ball/Trick, this gives you a nice form of speed control and decent revenge killer/late game cleaner along with ludicolo. Trick cripples balance and allows you to have better matchup vs fat builds, as bonus you can trick scarf to hariyama and deal with it much easier.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Shadow Ball
- Trick

hariyama.png
>
primeape.png
with Fake Out/close combat/Knock off/Bullet punch. I personally despise scarf primeape as its really,really weak without choice band and mediocre revenge killer. Hariyama will give your team a special bulk it needs( water,fire,ice check), while also having a dual priority which makes up for its speed stat, and packed with scarf rotom its another revenge killer vs frailer threats.
Hariyama @ Assault Vest
Ability: Thick Fat/Guts
EVs: 252 Atk / 200 SpD / 56 Spe
Adamant Nature
- Fake Out
- Close Combat
- Knock Off
- Bullet Punch

weezing.png
>
liepard.png
liepard appreciates a bit different support, and special liepard does more damage to your team than it helps it. Weezing gives you a great fighting check, DD rhydon check, malamar and shiftry check which you didnt have while being a great answer to some of the hariyama answers like vileplume.
Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 148 Def / 112 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Sludge Bomb
- Taunt
- Pain Split
Gl in future!

oo, thanks for the great suggestions! I'm not too happy about liepard going, but yeah I understand why. ^^ I'll implement the changes in the next day or so.
 
I'm on mobile right now, so I don't have the time or capability to give a full rate. However, I actually really like the Liepard set, and I think it could have some potential. Either way, I recommend testing out the suggested sets and seeing how you like them before outright changing things. Not every set fits everyone's play style, and you might find that different things work better for you than others.

If I remember, I'll try to give you a rate this evening when I get home.
 
I'm on mobile right now, so I don't have the time or capability to give a full rate. However, I actually really like the Liepard set, and I think it could have some potential. Either way, I recommend testing out the suggested sets and seeing how you like them before outright changing things. Not every set fits everyone's play style, and you might find that different things work better for you than others.

If I remember, I'll try to give you a rate this evening when I get home.

I've been holding off on any major changes to get more rates, so your help will be much appreciated. :) Thanks! ^^
 
hey aki0s

Cool team for sure, it looks like something i would build n_n. Overall, the team archetype i think needs to remain the same, my rate will help identify how to change your team in order to be less weak to the mentioned threats in your threatlist, which is priority number 1. You identified Hariyama, Manectric, and Archeops as key pokemon weakness' which I agree with, alongside Offense as an archetype weakness.

I have a few suggestions which will hopefully mean you overcome your weakness' vs all archetypes.
First of which is to change your Rotom set from LO SubSplit --> Colbur Bulky the main idea behind this is to give yourself an extra switchin to Hariyama, should Mantine be pressured by Hazards or whatever. Your Rotom will be more able to do its job "annoying" the other team enabling Ludicolo to sweep in the late game. Bulky sets can check Manectric in a pinch too, so thats some nice utility, as well as providing switchins for Bulky Grounds like Rhydon, Torterra etc. Also works as an extra Banded Aggron switchin. Overall, the utility of this switch is too good to pass up on.

Another change i think we should do is on the Liepard set itself. I know this is one of your innovations so to speak but its not really performing in terms of what it provides to your team in terms of utility to play against other playstyles. The set i would suggest changing it to is the Physical 4 Attacks w/ Dread Plate. The main reason why i chose this set in particular is because Dread Plate Sucker Punch isn't something offense takes too kindly too, and it provides your team with a lot for impetus versus more frail, offensive teams, and versus 2 threats in Archeops and Manectric. I chose 4 Attacks because of your weakness to Hariyama, should they decide to switchin on Liepard, you can take it out real quick with a Play Rough. Knock Off and U-Turn are incredible utility, and staples on Physical Liepards. Change also removes some Special Bias you were talking about, Knock Off is incredible for taking on Eviolite things which might wall Yama.

Now we have the task of optimizing a few spreads:
Steelix: 244 HP / 136 Atk / 128 SpD Adamant Nature > Current
Im also going to suggest running Taunt > Toxic on this. Curse Sliggoo looks hella frustrating for you to take on, using the current Steelix set as fodder. It can also be used for stuff like Calm Mind BP Musharna, if you are scared about that kinda stuff breaking through your team.
Mantine: 248 HP / 224 Def / 16 SpD / 16 Spe Calm Nature > Current
Also suggesting Toxic > Rest on Mantine. Its very rare you are actually clicking rest without it having some sort of implications elsewhere, Toxic on the other hand lets you hit Gastrodon, and others.

Rotom @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hex
- Will-O-Wisp
- Pain Split

Liepard @ Dread Plate
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Play Rough
- U-Turn

gl dude, all the best for the future :]
~HJAD
 
hey aki0s

Cool team for sure, it looks like something i would build n_n. Overall, the team archetype i think needs to remain the same, my rate will help identify how to change your team in order to be less weak to the mentioned threats in your threatlist, which is priority number 1. You identified Hariyama, Manectric, and Archeops as key pokemon weakness' which I agree with, alongside Offense as an archetype weakness.

I have a few suggestions which will hopefully mean you overcome your weakness' vs all archetypes.
First of which is to change your Rotom set from LO SubSplit --> Colbur Bulky the main idea behind this is to give yourself an extra switchin to Hariyama, should Mantine be pressured by Hazards or whatever. Your Rotom will be more able to do its job "annoying" the other team enabling Ludicolo to sweep in the late game. Bulky sets can check Manectric in a pinch too, so thats some nice utility, as well as providing switchins for Bulky Grounds like Rhydon, Torterra etc. Also works as an extra Banded Aggron switchin. Overall, the utility of this switch is too good to pass up on.

Another change i think we should do is on the Liepard set itself. I know this is one of your innovations so to speak but its not really performing in terms of what it provides to your team in terms of utility to play against other playstyles. The set i would suggest changing it to is the Physical 4 Attacks w/ Dread Plate. The main reason why i chose this set in particular is because Dread Plate Sucker Punch isn't something offense takes too kindly too, and it provides your team with a lot for impetus versus more frail, offensive teams, and versus 2 threats in Archeops and Manectric. I chose 4 Attacks because of your weakness to Hariyama, should they decide to switchin on Liepard, you can take it out real quick with a Play Rough. Knock Off and U-Turn are incredible utility, and staples on Physical Liepards. Change also removes some Special Bias you were talking about, Knock Off is incredible for taking on Eviolite things which might wall Yama.

Now we have the task of optimizing a few spreads:
Steelix: 244 HP / 136 Atk / 128 SpD Adamant Nature > Current
Im also going to suggest running Taunt > Toxic on this. Curse Sliggoo looks hella frustrating for you to take on, using the current Steelix set as fodder. It can also be used for stuff like Calm Mind BP Musharna, if you are scared about that kinda stuff breaking through your team.
Mantine: 248 HP / 224 Def / 16 SpD / 16 Spe Calm Nature > Current
Also suggesting Toxic > Rest on Mantine. Its very rare you are actually clicking rest without it having some sort of implications elsewhere, Toxic on the other hand lets you hit Gastrodon, and others.

Rotom @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hex
- Will-O-Wisp
- Pain Split

Liepard @ Dread Plate
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Play Rough
- U-Turn

gl dude, all the best for the future :]
~HJAD

Haaai HJAD

I really like these changes! Thanks for the detailed rate. I appreciate you keeping the team mostly the same as well. :) I'll implement these within the next hour or so. ^^
 
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