I RU the day I ate a spicy tamale in one bite.

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​
 
Hey man, cool team but there are definitely some changes I would make and I think they will help out a bunch. First off, your team doesn't have a ground resist so I think a switch from Kabutops to Flygon can make a world of difference for you. Since Kabutops is your Hazard removal, A defog Flygon set will work here just fine. Additionally, this maintains your Fire resist which is a neat correlation.

Speaking of Flygon, opposing Flygon just murder you so I think a Granbull somewhere would be a very welcome change, probably over Emboar since Durant is a very capable wallbreaker on its own.

Lastly, your sets can use a bit of tweaking. For example, use Life Orb on Jolteon instead of Choice Specs. Specs leave you far too vulnerable to Dugtrio removing what looks like a pivotal member of your team since it is the only thing outspeeding opposing durant. I was going to suggest HP Ice, but I think the Granbull switch will be enough to handle that. Next, Durant should be holding either a Lum Berry or a Life Orb of its own. Life Orb really gives you monstrous power after a Hone Claws but Lum Berry gives you more opportunity to set up. I would also probably run Crunch to help you deal with Jellicent a lot better, likely over X-Scissor.

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Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 116 Def / 116 SpD / 24 Spe
Careful Nature
- Defog
- Roost
- Earthquake
- U-turn

OR

Flygon @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Earth Power
- Defog
- Roost / Fire Blast
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Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Play Rough
- Thunder Wave
- Earthquake
- Heal Bell / Protect
Anyways, best of luck with the team and hope I helped :]
 
Hi PoisonMafuba, nice team you've got there, but I noticed some flaws like the 4 ground weakness without a single resistence. That's why I suggest you to run Assault Vest Tangrowth over Houndoom, doing this you would lose a strong wallbreaker, but your team gets a nice pivot and can complete the FWG core, Tangrowth can also deal with Durant's counters very well. Another suggestion I've for you is to run offensive Seismitoad over Kabutops. Seismitoad as a better bulk and it can take care better of pokemon like Medicham, that at the moment destroys your team. Since now you've a new rock setter (seismitoad) I'd suggest you to run Sigilyph over Druddigon, Sigi doesn't really do the same job that Druddigon had, but it's a nice addition to patch up the fighting weakness your team has. In my opionion choice scarf Durant can fit this team well because it can act as a revenge killer or a late game cleaner. Some option you're not forced to try are Life Orb over Choice Band on Emboar, being able to switch moves can be really helpful for your team, especially because if you get locked into Sucker Punch you become a big set up fooder, and sometime this can make you lose games. Another option is Hidden Power Water over Grass on Jolteon, this would allow you to hit Mega Steelix and Mega Camerupt, and Tangrowth can beat Seismitoad and Gastrodon, pokemons that can switch easily into Jolteon.
I hope this rate was helpful and gl with everything n__n!
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
- Leaf Storm
- Hidden Power [Fire]
- Sludge Bomb
- Ancient Power

EVs in speed are for outspeed alomomola, but you can run a spread of 168 HP / 252 SpA / 88 Spe, that allow you to outspeed Jellicent but you will be slower than mola. Another option can be Focus Blast over HP Fire and Knock Off over Sludge Bomb / Ancient Power.

Seismitoad @ Life Orb
Ability: Water Absorb
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Hydro Pump
- Stealth Rock
- Earth Power
- Sludge Bomb

EVs are for outspeed modest clawtizer, while still having a decent bulk. An option can be Scald over Hydro Pump, spreading burns can be helpful to wear down counters like Amoonguss.

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Roost
- Heat Wave
- Energy Ball
 
Hey, so I'm not very familiar with RU at all, but I completely agree with YABO 's rate, and extend on the Life Orb > Choice Specs on Jolteon, and I'd like to suggest changing the nature Timid > Modest so that you can outrun and probably KO max speed Dugtrio.
 
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