Alright people, we're at the RU team, so lets dive right into this.
Durant @ Wide Lens
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Superpower
- Hone Claws
Hoo boy, do I love this guy! It didn't take a genius to see that my previous RU team (I was going to post one sooner but stopped myself) was simply too slow and did not hold the power I was looking for. Durant changes that. Providing natural power and speed, the former of which is boosted to Choice Band levels thanks to it's ability, Durant rocks the role as my go to physical sweeper. Hone Claws, if used correctly, boosts the bug's physical power through the roof and negates the loss of accuracy from Hustle provided he loses his Wide Lens. Iron Head and X-Scissor are the ideal stab, with Iron Head bringing along a chance to flinch as well. Superpower was a tough decision for me to pick, but I went with it simply for the power it provides and while it does drop attack and defense, a quick Hone Claws should be enough to pick him right back up. The investments in his Atk and Spe make sure he hits as much as possible while being hit less, and the SpD investment is there to lightly help his horrible Special weakness.
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sucker Punch
Good ol' Black Shuck himself appears in my team as a slower, but ultimately more powerful, special sweeper. Nasty Plot is Houndoom's big thing. Get one boost on it, the enemy team might survive a couple hits. Two boosts, they are going to have very little fun. Three boosts, and the Doom part of it's name comes into play. Between the powerful Fire Blast and flinching Dark Pulse, too many nasty plots will spell defeat for the enemy team. Sucker Punch is used for any special walls or slower priority users. The Atk investment is the specifically for SP, whereas the SpA and Spe are for the Nasty Plot attacks.
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Signal Beam
- Hidden Power [Grass]
- Volt Switch
Oh Miss Jolteon, how much do I love you? The answer is a lot. Being the second fastest pokemon in RU, as well as a method of healing itself through electric attack, landed it a spot on my team. While Choice Specs trap her in a single move, it does give her attack a significant boost. Thunderbolt is my preferred STAB to the lovely lady, where Volt Switch lets her get the hell out if it gets too hairy. What's that? Ground types and no Air Balloon? That's why I'm packing HP Grass. And signal beam is here to target pesky grass types who dare to resist. The SpA and Spe investments provide a quick and sharp electrical sting so that it may rarely be outsped.
Druddigon @ Leftovers
Ability: Rough Skin
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Stealth Rock
- Dragon Claw
- Sucker Punch
- Fire Punch
Druddigon is the unexpected hero of this group. The ever useful Stealth Rock provides damage to those who switch in, while bringing them in range for potential one shots by my last three pokemon. Dragon Claw is my STAB due to the introduction of Fairy, and doesn't give any pokemon of that type a free switch like outrage. Sucker Punch removes the dreadful speed stat holding The D back from full potential, and Fire Punch allows him to hit Steel and Fairy. The 236 HP is coupled with his decent defenses, and the full Atk investment makes him only that much more feared. The 20 Spe is for any situations in which SP is not ideal.
Emboar @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch
Emboar, the fighting type cannonball of RU. He is best used, in my experience, for cleaning up the others messes after they've had their fun. Now, there is a terrifying thing about Emboar. Choice Band+Reckless+STAB Flare Blitz/Wild Charge=Death in the most uncomfortable and painful of ways. Aside from those two superpowered moves, a Fearsome Superpower and a fast Sucker Punch lie in wait for some unsuspecting victim who thinks they will sweep my team after they've lost most of theirs. The Atk and Spe investments try to make full use of his Band, and the Def is just there.
Kabutops @ Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rapid Spin
- Waterfall
- Stone Edge
- Hidden Power [Fire]
And lastly, we have Kabutops the rapid spinner. Rapid Spin is there to remove hazards while saving our own, Waterfall and Stone Edge bring the smackdown on anything that isn't ready. HP Fire makes use of the weaker SpA and is for any Grass or Steel types. Investments in Atk and Spe make sure he spins away and hits relatively hard, and the SpA is for that there hidden power.
And That's it! The RU team. As usual, this team has been used for mixed results, and as always, I appreciate any comments and changes you may have on it
Durant @ Wide Lens
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Superpower
- Hone Claws
Hoo boy, do I love this guy! It didn't take a genius to see that my previous RU team (I was going to post one sooner but stopped myself) was simply too slow and did not hold the power I was looking for. Durant changes that. Providing natural power and speed, the former of which is boosted to Choice Band levels thanks to it's ability, Durant rocks the role as my go to physical sweeper. Hone Claws, if used correctly, boosts the bug's physical power through the roof and negates the loss of accuracy from Hustle provided he loses his Wide Lens. Iron Head and X-Scissor are the ideal stab, with Iron Head bringing along a chance to flinch as well. Superpower was a tough decision for me to pick, but I went with it simply for the power it provides and while it does drop attack and defense, a quick Hone Claws should be enough to pick him right back up. The investments in his Atk and Spe make sure he hits as much as possible while being hit less, and the SpD investment is there to lightly help his horrible Special weakness.
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sucker Punch
Good ol' Black Shuck himself appears in my team as a slower, but ultimately more powerful, special sweeper. Nasty Plot is Houndoom's big thing. Get one boost on it, the enemy team might survive a couple hits. Two boosts, they are going to have very little fun. Three boosts, and the Doom part of it's name comes into play. Between the powerful Fire Blast and flinching Dark Pulse, too many nasty plots will spell defeat for the enemy team. Sucker Punch is used for any special walls or slower priority users. The Atk investment is the specifically for SP, whereas the SpA and Spe are for the Nasty Plot attacks.
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Signal Beam
- Hidden Power [Grass]
- Volt Switch
Oh Miss Jolteon, how much do I love you? The answer is a lot. Being the second fastest pokemon in RU, as well as a method of healing itself through electric attack, landed it a spot on my team. While Choice Specs trap her in a single move, it does give her attack a significant boost. Thunderbolt is my preferred STAB to the lovely lady, where Volt Switch lets her get the hell out if it gets too hairy. What's that? Ground types and no Air Balloon? That's why I'm packing HP Grass. And signal beam is here to target pesky grass types who dare to resist. The SpA and Spe investments provide a quick and sharp electrical sting so that it may rarely be outsped.
Druddigon @ Leftovers
Ability: Rough Skin
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Stealth Rock
- Dragon Claw
- Sucker Punch
- Fire Punch
Druddigon is the unexpected hero of this group. The ever useful Stealth Rock provides damage to those who switch in, while bringing them in range for potential one shots by my last three pokemon. Dragon Claw is my STAB due to the introduction of Fairy, and doesn't give any pokemon of that type a free switch like outrage. Sucker Punch removes the dreadful speed stat holding The D back from full potential, and Fire Punch allows him to hit Steel and Fairy. The 236 HP is coupled with his decent defenses, and the full Atk investment makes him only that much more feared. The 20 Spe is for any situations in which SP is not ideal.
Emboar @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Wild Charge
- Sucker Punch
Emboar, the fighting type cannonball of RU. He is best used, in my experience, for cleaning up the others messes after they've had their fun. Now, there is a terrifying thing about Emboar. Choice Band+Reckless+STAB Flare Blitz/Wild Charge=Death in the most uncomfortable and painful of ways. Aside from those two superpowered moves, a Fearsome Superpower and a fast Sucker Punch lie in wait for some unsuspecting victim who thinks they will sweep my team after they've lost most of theirs. The Atk and Spe investments try to make full use of his Band, and the Def is just there.
Kabutops @ Lum Berry
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rapid Spin
- Waterfall
- Stone Edge
- Hidden Power [Fire]
And lastly, we have Kabutops the rapid spinner. Rapid Spin is there to remove hazards while saving our own, Waterfall and Stone Edge bring the smackdown on anything that isn't ready. HP Fire makes use of the weaker SpA and is for any Grass or Steel types. Investments in Atk and Spe make sure he spins away and hits relatively hard, and the SpA is for that there hidden power.
And That's it! The RU team. As usual, this team has been used for mixed results, and as always, I appreciate any comments and changes you may have on it