I'm in your Shoddyz, trappin' your counters (OU RMT)

Hey everyone, thanks for taking the time to read my RMT. This team is one of my favorite team I've made, simply because it uses a threat that I personally haven't seen before, and I enjoy using slightly quirky ideas or movesets. That's not to say that I'm not competitive, but I just like to do it in my own slightly different way. I was just browsing the Smogon sets, trying to find something that I could tweak to use as a lure or sweeper and build a team around, when I found a certain set all the way at the bottom of the Salamence page. It was a Dragon Dancing Mence with max special attack and Draco Meteor. It sparked my interest, so I ran some calcs and found that it worked fairly well. I proceeded to build a team around it and after a fair amount of tweaking, I feel like I've gotten it as good as I can get it, so I figure it's time to let some more experience players have a look at it. So here it is!

Team at a glance:
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Froslass is left out under the assumption that he will be dead quickly. Mence is also left out under the assumption that I want to keep him alive.

An in-depth look:​

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Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Taunt
- Destiny Bond
- Ice Beam


Froslass starts things out on a relatively offensive note. Spikes are very important for DD Mixmence, and if you want to use a positive-speed nature, you'll be missing out on a few important KOs by 6ish%. I hardly ever use Taunt, as many leads can kill Froslass in 2-3 hits, and it's very important that I take out the opposing lead with me, as things can get out of hand if I lose momentum. Ice Beam finishes off Gliscor leads; however, I might replace it with Ice Shard to kill focus-sashed leads. It's only important that I get one layer of spikes, as it gives Mence the KOs he needs. Froslass loses to a good variety of leads; however, Swampert can handle most of those leads, so I simply switch Swampert in. The only lead that can give me trouble are Roserade leads if Sleep Powder connects the first turn. I honestly don't like Froslass as a lead; however, I fail to see any other leads that can reliably get spikes down, as well as providing some support for the team (I don't feel that Smeargle can provide the support I need, but I haven't tested him, so I wouldn't know.

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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion


ScarfZone obviously traps steels and removes them from Salamence's way. The set is rather self-explanatory, but with a majority of Skarms running Shed Shell, Zone is quickly becoming obsolete. He still does a fantastic job of removing opposing Scizors, who can revenge kill Salamence as well as grief the rest of my team, and countering Lucario. I hardly ever use Flash Cannon, so it's probably the most versatile slot. Magnezone can also end the game if I can remove the opposing Ground types, as not many pokemon appreciate taking TBolts from a massive special attack stat. Explosion is the standard I-can't-deal-with-this-it-needs-to-die move and has saved me from being swept many times.

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Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin


This Starmie set is probably one of the most effective spinner I have ever used. Starmie can scare away so many pokemon with its amazing coverage, as well as being able to OHKO scarf Rotoms the come in to spin-block with Hydro Pump, as well as being able to 2HKO even the most specially bulky Rotom. Removing rocks is a fairly important task, as it allows Salamence to get a second chance at sweeping should he fail the first time. Hydro Pumps accuracy has been a problem a few times, but the ability to OHKO Rotoms, most Zapdos, and a variety of other pokemon makes up for it. I do miss not having a source of recovery, and I have used a similar Starmie set with only two attack and recovery in the past, but I feel that this teams can't afford to lose the coverage, as it is fairly offensive and doesn't like to lose momentum.

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Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Ice Beam
- Surf


Mixpert is the defensive backbone of my team, and if he drops too early, I'm potentially in trouble. Rocks are a great thing to have for any team, and the rest of the moves are simply to beat things that I need it to beat. Earthquake allows Swampert to take on Jirachis that Froslass can handle, as well as damaging Metagrosses; however, Meta will usually explode. I'm looking to fit Protect onto this set, but I rely on both Surf and Ice Beam to take on a lot of threats to the team. This being the case, I generally let Scizor take on Metagross leads and U-turn to Zone, who can finish it off with TBolt. Swampert doesn't really support Salamence other than the fact that it keeps the team from dying.

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Scizor (M) @ Choice Band
Ability: Technician
EVs: 160 HP/176 Atk/4 Spd/168 SDef
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- U-turn
- Pursuit
- Superpower

I generally frown when I see CB Scizor in a RMT, as the case usually seems to be that the maker of the team needed a pokemon, and simply decided to use Scizor because he could. This being the case, I try to avoid using Scizor if possible, but I felt like he was the only pokemon who could do the job I needed him to do. I needed a pokemon who could revenge kill with priority, as many hyper-offense team run both DDMence and DDTar, and relying on Swampert to beat them both wasn't a smarth move; kill Celebi with ease, as it was one of the only threats that could force Salamence to prematurely Outrage that I hadn't covered; and trap and kill Scarf Latias. I originally tried a weird version of ScarfTar with Pursuit, but I found that it lacked to ability to revenge kill threats faster than it, as well compounding on my slight Ground weakness. I eventually decided to go with Scizor, although I didn't really want to. I decided to go with this specially bulky set as I had seen it in a RMT somewhere, and I thought it added a bit of spice to an otherwise boring pokemon. I also liked being able to trap and kill almost every Latias as well as the random Scarfmie.

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Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Dragon Dance
- Draco Meteor
- Outrage
- Earthquake


And finally, the game-ending sweeper. After the battle has been raging, Magnezone has been trapping and killing steels, Scizor has been killing anyone with a scarf, Mix DD Mence emerges to end the game. Max special attack allows Draco Meteor to kill some common DDMence counters, such as Gliscor, Hippo, Vaporeon, and most Swamperts. After I've eliminated the remain DD Mence "counter", I'm free to kill the rest of the team. A positive-speed nature is extremely important, as Mence can't afford to run max speed. Earthquake spells doom for any non-Leviating steels not named Skarmory, and Outrage kills just about everything else. I have potentially been thinking about going with a Naughty nature, allowing me to potentially (I'd have to do some calcs) remove Froslass as a lead, but right now, I feel that the speed is necessary.

Please forgive any grammar errors, as my thoughts tend to get ahead of my fingers and I may skip a word or conjugate something wrong. If anything doesn't make sense, just point it out and I'd be happy to clarify.
 
THREAT LIST (STOLEN FROM KG'S THREAD)

Defensive Threats:

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Blissey - Blissey is a mild annoyance. Zone can Explode, Scizor can U-turn around it and stuff. Mence can OHKO most Blisseys with Outrage

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Bronzong - If it lacks Earthquake, Magnezone can trap and kill. If it has earthquake, a U-turn followed by Hydro Pump should finish it off.

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Celebi - Scizor laughs in Celebi's face. Both Starmie and Zone pose a threat to it as well

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Cresselia - I haven't seen a Cressy in ages, but Scizor should be able to do lots of damage with U-turn. Hydro Pump should also do a chunk of damage; however Charge Beam can hurt Starmie pretty bad.

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Forretress - Magnezone traps and kills. Starmie can OHKO as well

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Gliscor - Lead variants are OHKOed by Froslass. Starmie should kill any other variants. Swampert can kill as well.

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Gyarados - Starmie and Magnezone can kill almost any defensive variant

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Hippowdon - Starmie OHKOs, Swampert can beat it, and Froslass can kill leads

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Jirachi - Defensive Jirachi doesn't really pose a threat. Magnezone can trap and kill, Starmie can do hefty damage while not being very threatened. Swampert and Mence can both hit it with EQ

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Rotom - Defensive Rotoms pose a threat. Starmie can 2HKO with Hydro Pump, but can't reliably switch in. Swampert can sack itself to slowly take them down with Surf. Resttalk variants are very challenging. I generally try to safely get Starmie in and let him do his thing.

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Skarmory - Magnezone traps and kills and Starmie can kill.

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Snorlax - Superpower from Scizor hurts, as well as U-turn. Exploding is always an option

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Suicune - Suicune poses a small threat. Starmie and Magnezone can hit it hard with TBolt. Scizor's U-turn does a decent amount as well.

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Swampert - Starmie can OHKO most Swamperts with Hydro Pump. Scizor can soften it up with U-turn. Again, if all else fails, I can explode.

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Tyranitar - TTar is beaten by Scizor and Swampert. If I can get Starmie in safely, Hydro Pump can kill a slightly weakened one.

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Vaporeon - Magnezone hits it hard, Starmie can hit non HP Electric ones. Mence's Draco Meteor should KO.

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Zapdos - Starmie can OHKO Physically Bulky variants with Hydro Pump. Mence can hit non-HP Ice variant hard, and exploding Zone is always an option.

Offensive Threats:

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Azelf - Bullet Punch from Scizor should be able to KO once it takes a bit of damage. Starmie walls variants lacking TBolt, and Zone can outspeed and switch in on anything but Flamethrower.

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Breloom - My team reeeeeally doesn't like taking sleep. I'll generally delegate it to Magnezone. After that, Scizor can come in and U-turn out, breaking the sub. If Breloom begins to subseed, Starmie can force it out. If it charges Focus Punch, Starmie can take that as well.

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Gengar - Bullet Punch kills it; however, MysticGar is dangerous. Starmie and Zone both beat it as well.

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Gyarados - DD Gyara gives this team some trouble if it gets the chance to set up. Swampert can survive and Ice Beam it, but that's it. Giving Swampert Roar could really help here.

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Heatran - Starmie can beat it if I predict right. Swampert beats non-HP Grass variants Zone can trap and kill it if it locks itself into the wrong move. Scizor can also beat it if it's locked into the wrong move.

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Infernape - If it doesn't bring Grass Knot, Swampert beats it. If it doesn't bring HP Ice, Mence beats it. Even if it brings both, Starmie beats it, and Scizor can revenge.

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Jolteon - Depending on the moveset, Magnezone, Swampert, or Scizor can beat it.

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Latias - Scizor beats all variants without HP Fire. Zone can Explode and Starmie can sac itself to do damage with Ice Beam is necessary.

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Kingdra - Kingdra can potentially tear holes in this team. Swampert can take a hit and hopefully weaken it with Earthquake or Ice Beam. Scizor and Magnezone can switch in once it locks itself into Outrage, but I'm generally gonna lose something to Kingdra.

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Lucario - Zone traps and kills Luke. If it's not Adamant, Swampert should be able to survive and OHKO.

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Machamp - Machamp really hurts. Starmie can take Dynamic Punch and hit back with Hydro Pump, but isn't going to like it. Swampert can take a hit, but can't do much back. Starmie can Zone can come in after something dies and outspeed and kill a weaken Machamp.

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Magnezone - Scarf variants are trapped by my own zone on TBolt or Flash Cannon. Without a scarf, Swampert can potentially kill, but has to watch out for HP Grass. Mence can kill with EQ as well.

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Mamoswine - Swampert can kill it. Scizor's Bullet Punch kills it. Nothing except Mence is really scared of it.

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Metagross - Swampert beats everything but weird mixed attackers. Starmie's Hydro Pump does significant damage.

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Salamence - Scizor can revenge Mence, but only at 70ish%. Swampert can beat DD Mence, while most of my team outspeeds MixMence. Zone and Scizor can switch into Dragon moves.

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Scizor - Magnezone traps and kills. Starmie resists Bullet Punch and hurts it with Hydro Pump

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Starmie - Magnezone can beat it. My own Starmie can attempt to win the speed tie. Swampert can hit ones with Surf. Scizor can take a hit from it and hit back with U-turn.

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Tyranitar - Scizor kills everything but Babiri variants. Swampert can survive most everything as well and hit with EQ. Even with the Sand Stream boost, it's not going to enjoy taking Hydro Pumps.

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Zapdos - Offensive Zapdos is OHKOed by Hydro Pump and Zone can Explode.
 
I would advise putting Roar over Surf on Swampert, because with Froslass, you are trying to do a bit of Spike stacking. If you shuffle a bit in before bringing out Salamence, he will have an easier time of sweeping if his opponents are weaker. That's just a quick nitpick. Also somethings random. On your type chart, you have no one immune to Ground. How is that possible with Salamence? Also, you apparently no one x4 weak to Ice. Again, how is that possible with Salamence?

Edit: Apparently you only have 4 pokemon on your resistance chart. A full chart would be much more useful.
 
Oh, forgot to mention that. I left Mence out of the type chart under the assumption that I'd try to save him for late-game

EDIT: I also didn't include my lead as well. I never knew people did unless they intend to keep their lead alive.
 
Oh, forgot to mention that. I left Mence out of the type chart under the assumption that I'd try to save him for late-game

Even then there's still one missing, but I can see where your logic comes from. A strong core is definitely needed.

Edit: Looks like Froslass is the other one missing.

I took a more in depth look at your team too. I don't see many glaring weaknesses, but you need to be careful of Heatran, especially Scarf versions. It can OHKO Froslass, Scizor, and Magnezone, and even though Salamence, Starmie, and Swampert all resist Fire attacks, they still take a lot of damage from Fire Blast. Fire Blast is an easy 2HKO on Salamence and Starmie. Swampert is your only decent switch-in to Heatran. Starmie can revenge, as can Salamence, so he can be played around, but you just need to be careful.

I would try out that Smeargle lead. That might work better with Spore to immediately put one of the opponents pokemon out of commision. Max speed with Spikes, Spore, Taunt, and maybe stealth Rock. That way, you also free up a slot on Swampert if you want Protect and Roar or something.
 
Hello there. Nice team here, you rarely see DD Mixmence in the metagame (only DD Mence or Mixmence). There are a few places we need to patch up though.

First of all, I noticed the lack of Stealth Rock on your team. All Flying-type Pokemon and Levitating Pokemon won't get hit by Spikes at all (except for Gravity, but you don't have that). Due to the fact that this is an offensive team, I'd recomment Smeargle in order to set up Stealth Rock and Spikes for you, like DJXO9 recommended. Smeargle allows you to set up both of them for maximum residual damage and can cripple one of your opponent's Pokemon with Spore. The set I'm advocating for is:

Smeargle @ Focus Sash
Jolly | 4 HP / 252 Def / 252 Spe
Spore / Stealth Rock / Spikes / Taunt or Magic Coat

Spore allows you to cripple any opposing lead, as long as it doesn't Taunt you first. Stealth Rock and Spikes are there to cause residual damage to the opponent's team, while Taunt prevents slower leads from setting up Stealth Rock. Magic Coat helps against opposing Roserade leads that might Sleep Powder you first. The defensive EVs allow Smeargle to survive 2 Bullet Punches from an opposing Metagross.

Secondly, since you have Stealth Rock on a lead Pokemon now, you don't really need Swampert. Because you have both Stealth Rock and Spikes on a team, a spin blocker is necessary. Rotom-a is the premier spin-blocker of today's metagame, and provides a check to DD Gyarados (which your team has problems with now), SD Lucario (Magnezone isn't a great check), and Agility Metagross (though Swampert does fine anyway). A Scarf Rotom-h would be a great addition to your team, blocking Rapid Spin and providing a check to the aforementioned Pokemon.

Rotom-h @ Choice Scarf
Timid | 140 HP / 252 Spe / 116 SpA
Thunderbolt / Overheat / Shadow Ball / Trick

Thunderbolt provides STAB and a way to deal with DD Gyarados. Overheat hits both Lucario and Metagross for super effective damage. Shadow Ball provides alternate STAB and a way to hit Psychic- and Ghost-type Pokemon, while Trick cripples Blissey and other annoying Pokemon. The EVs allow you to survive an Adamant Lucario's unSDed Crunch if you mispredict.

One final change. With Swampert gone, the only other Fire-type resist you have is Starmie (you'll want to keep Salamence in tip top shape). With the constant bombardment of Fire Blasts, Starmie will need some way to heal itself. By replacing either Ice Beam or Thunderbolt with Recover (choose one), Starmie can switch in several times and heal off any damage from attacks and LO. Thunderbolt provides more coverage with Hydro Pump, but your team already has two other Pokemon that can use Thunderbolt, so you may want to choose to keep Ice Beam instead.

Good luck!
 
Thanks for the help. I began testing the Smeargle lead last night, and it's been doing a great job. The only lead I'd been having trouble with was Lum Berry Metagross who is beaten with the 252 Def EVs (I had been using HP). Scarf Rotom would be a welcome addition to the team. I had been looking for a way to fit him in. Since Rotom could be my scarfer, I'm debating whether to switch Magnezone to the a Sub set or simply keep him as another faster threat. I'll test Rotom to make sure everything works (I think it should) and after I'm done, I'll update the original post.

EDIT: Forgot to mention that I'll be testing whether or not I want Ice Beam or TBolt. I think I'll go with Ice Beam, as I already have two users of Electric. Also, out of curiosity, why doesn't Rotom have max SpAtk?
 
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