Krang Preese

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.::~Krang Preese~::.

(Lazy 3 minute banner with corners)


Hello readers, thanks for checking out my first Nu rmt. Im pretty new to making Rmts, so, any feedback on presentation would be greatly appreciated. Anyway.

The original idea behind this team was to use Choice Banded Emboar. After tinkering with a few different team members, Klang easily stole the show in almost every match. A very offensive approach was taken with the way the team played (having pokemon such Swords Dance Armaldo, and 4 attacks Absol), but as I tested further I learned that having walls was a lot more beneficial to wearing down the opponent for either Emboar or Klang to sweep. With this came the questions; what are people used to seeing in the new bw2 metagame, and is it worth it to do something different? The main walls, I believe, are obviously Alomomola and Amoonguss. Though this is a great pair, they are super easy to counter, as almost every team has some means of dealing with them. This led me to good ol' Tangela. Everyone knows what it does, but it is so scarcely seen anymore that people dont pack counters to it personally anymore. It's one of the best defensive walls in the tier. Now I needed a specially defensive wall. This is where Togetic found it's place in my team. It has really great all around bulk, and is able to tank even Super effective special hits. However, Musharna proved helpful in the end thanks to natural bulk, leftovers, and no shared weakness with Tangela. Now, without further adieu, let's look at the team preview (even though I just said it all..)!


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Piloswine @ Eviolite
Trait: Thick Fat
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Stealth Rock
- Ice Shard
- Icicle Crash
- Earthquake

Piloswine is one of the most reliable Stealth Rockers in the tier; it's almost never ohko'd. With Eviolite, it's defensive stats reach 404/295/234. The Thick Fat ability also allows it to tank Fire type attacks aimed at Klang or Tangela, whilst still retaining a decent amount of Hp. I chose the onsite offensive set with the variation of Stealth Rock for two main reasons: Having Stealth Rocks up would help me gain kos from this guy or any other one of my sweepers, and, the coverage from Stone Edge and Superpower are already covered by teammates. I didn't choose the defensive one because Piloswine is already bulky, and I like to keep up offensive momentum. Eviolite was the item of choice, so as to enable me to live a few hits, and fire off powerful ones/set up rocks in return.

Stealth Rock is there, as stated, to help my sweepers sweep. As long as I am able to gain offensive momentum and force switches, Stealth Rocks are valuable to the field. Icicle Crash is there as an Ice stab attack, with very decent power and a chance to make the target flinch. The accuracy is a bit depressing at times, but it isnt too awful to deal with. Piloswine can fire off an Icicle Crash thanks to it's bulk, and it can dent teams that rely on Pokemon such as Altaria. Earthquake hits everything that Icicle Crash doesn't, and is another Stab that hits super hard with Piloswine's base 100 attack. It takes down Steel type walls, like Probopass and Bastiodon so that momentum can be kept, and the sweepers can go through the opponent's team easier. Ice Shard is sort of an inb4 death situation. It works really great as a revenge killing move, as well as a last resort. Overall, the priority is greatly appreciated on this team.

I have no plans for change in mind for Piloswine. He fits right in to my usual bulky offensive playstyle, and has yet to show me a reason to change the set. I actually did start out with the defensive one, but there were problems. It wasn't exactly necessary, and the damage output was lame. Gothitelle just trapped it, subbed on the toxic, and killed me. Either that, or just hit me hard with Specs Psychic. Overall, just not worth losing the offensive momentum.

.:|:.

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Tangela @ Eviolite
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Giga Drain
- Sleep Powder
- Hidden Power [Ice]
- Leech Seed

Tangela is just one of those Pokemon that have always been okay, but better things come along. This would be the case with Amoonguss, most would say, but I beg to differ. Tangela is my favourite defensive wall, and one of the coolest grass types in the game. It doesn't have a Dual type, which means it resists things that my team needs it to: Water and Ground. It was even able to take a few Ice Punches from Sawk, which mean it's bulk is pretty good. Being a grass type, though, has it's disadvantage of being forced out a lot. That's why Regenerator is a really great ability; gaining Hp just by switching out is something more Eviolite users could only wish to do. It's Special Bulk is pretty poor, though, so it usually can't take more than one special hit (a Thunderbolt from Electrode does around 30%, from my experience). I kept this spread as Bulky as possible, because a defensive Tangela is greatly appreciated.

The moveset looks pretty annoying, as you may see. Sleep Powder is there to cripple any incoming Pokemon that wish to deal damage, or just to come in on something to make it useless in the end. Even when people know this is going to happen, deciding on what Pokemon needs to go to sleep is usually not a fun thing to do. Leech Seed is used to gain health and whittle down the opponent while Tangela uses Eviolite to tank hits. It works best on Physical pokemon, predicted switches, or just sleeping Pokemon. Giga Drain is the grass stab of choice, because a Bulky pokemon like Tangela enjoys the extra recovery. This is also used to hit water types for super effective damage, as they tend to be annoying for the team in general. Hidden Power Ice is the final move, as it hits Amoonguss for Super Effective damage, and typically has more use than HP Rock. Knock off was a choice for a time, but it just left a moveslot that could offer more with a different move.

Tangela used to be an Amoonguss, mind you. This was fine and dandy and all, but the bulk just wasn't good enough for me. It didn't really provide enough for the team in general. Tangela can tank hits and the like. I've been thinking about a Wish user, but, Tangela really has been more beneficial in general.

.:|:.

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Musharna @ Leftovers
Trait: Synchronize
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Moonlight
- Heal Bell
- Toxic/Thunder Wave
- Psychic

Musharna is one of those pokemon that deserves a lot more usage than it already has. It is incredibly bulky, has a decent enough movepool, and hits pretty okay without a lot of investment (or any, in this case). I chose it as the Special wall because, when used in together with Tangela, many offensive threats are walled by the pair. Not to mention that Musharna's Synchronize ability will make the foe think twice before placing status on her, especially if they fear she has Heal Bell, which she does. The set is very supportive, and plays very well.

Heal Bell is the main reason I chose Musharna over other bulky Specially defensive pokemon. It can help heal poison on my walls, or Paralysis/Burns on any one of my Pokemon. It also prevents Musharna from being worn down by Toxic damage. This, along with Moonlight, makes Musharna live for an annoyingly long time. Moonlight also helps when the opponent is going to switch, so she gets free recovery. Toxic helps wear down opposing Pokemon, seeing as Musharna doesn't hit anything considerably hard with a Psychic without investment. However, Thunder Wave has been tried and Triumphed in this spot for awhile, but the extra Toxic support is more than helpful. Psychic was chosen as the only attacking moves, so that Musharna isn't Tauntbait, and it hits pretty well with Stab, and helps wear down Pokemon switching in to Stealth Rocks.

Musharna used to Be Togetic, but that spot was easily given up to this bulkier Psychic type. Im not too sure as to what changes I plan to make, but I frequently fluctuate between Thunder Wave and Toxic, not too sure as to switch I will settle with.

.:|:.
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Haunter @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb

Haunter is capable of fitting in on just about any Nu team, and this one is no exception. Its decent enough movepool provides for at least some unpredictability, which is something I enjoy. Haunter has the highest base speed of all of my Pokemon, and in turn it is the fastest. This, however, comes with a major lack of bulk, and Haunter generally can't survive more than one hit. That being said, it is still extremely viable to be here, as something to sort of break sweeps. Haunter's Special Attack stat is also not to be ignored, as it scores a lot of 2 to 3hkos with this set. That being said, the set provided isn't really made for sweeping a team with great coverage, but rather to break down the opposing team, and possibly take out a few offensive threats in the process. Haunter is the main Special Attacker of the team, though.

Substitute provides for the main goal of this set, as Haunter is able to attack freely behind a sub, block faster hits, and switch out on pursuit users. After all that is mentioned there, Disable was chosen as the next move. A lot of different Pokemon are screwed over by having a move Disabled, and when that happens I can generally do two things: Bring something in safely to start hurting the opposing pokemon, and stay in safely and start breaking it down. Whichever looks best for my team. Shadow Ball is a powerful Ghost type stab attack, that hits many types in the tier. It can generally 3hko things that don't resist it, and has a nice added effect of the chance to lower the opponents Special Defense. The final move, Sludge Bomb, may look weird to some of you on a set like this. However, the chance of poisoning, and the high base power, really helps to break down the opponents teams, namely their walls. I choose it over any of the Hidden Powers so that I am able to possibly poison a wall on the opponents team.

The change that has been being tested, however, is Hidden Power Ground instead of Sludge Bomb. I don't generally use it often, even though the coverage is better, it lacks something that this team needs; status (can't rely on Musharna to poison everything).

.:|:.
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Mighty Emboar @ Choice Band
Trait: Blaze
EVs: 128 HP / 128 Spd / 252 Atk
Adamant Nature
- Flare Blitz
- Head Smash
- Superpower
- Wild Charge

Mighty Emboar makes it's way onto the team as a powerful offensive threat. This thing hits even the bulkiest of opponents for massive amounts of damage, and that's without a Choice Band. It's movepool isn't slacking off anytime soon either; with the current moves it is able to hit most any wall for at least Neutral damage. Coupled with a huge attack stat and a Choice Band, even Mighty Emboar's neutral hits are to be feared. The given Ev spread allows Emboar to soften the blow of his three recoil hits to be able to take at least one hit himself, while still retaining his Mighty attack stat. The speed evs allow it to outspeed minimum speed Altaria, which can get very annoying (but none too threatening, to be honest). With those Attack evs, and an Adamant nature, coupled with about zero ultimate counters, Might Emboar is bound to take something out of the game. This again is coupled by Piloswine's ability to set up Stealth Rocks, so that Emboar can force the opponent to switch out and take more damage.

Flare Blitz is the main Stab option,and can tear through even the strongest of Pokemon, as long as they don't resist. The recoil that comes from this is none too good, but the damage output helps Klang take the show easier. Head Smash helps Emboar ohko Armaldo, and occasionally do the same to Altaria that want to switch in to take any of Emboars other attacks. The recoil on this is sick, and is never appreciated. Superpower helps take out Steel types so Klang's job is much easier, as well as hitting Zangoose and Cinccino really hard when it has to stay in/ come in on them. Wild Charge is the final move, allowing Emboar to 2hko the ever so bulky Alomomola.

The only real change I am considering is Choice Scarf instead of band, just because Life Orb Charizard is scary to this team. This is never a change I want to put into full effect, but it would be useful sometimes (the damage output though :p)

.:|:.

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Krang Preese @ Eviolite
Trait: Clear Body
EVs: 80 HP / 180 Spd / 248 Atk
Adamant Nature
- Gear Grind
- Return
- Shift Gear
- Substitute

Klang is truly a testament to what Bw2 brought to the competitive scene. I believe that it is best described as a real Anti-Metagame Pokemon. I doubt anyone builds their team planning on countering this guy (even though they should have Steel type counters anyway). Though his movepool is lacking, Klang does what it needs to do almost everytime: clean up after everything is done. With it's decent Steel typing, it finds it easy to come in on Toxic, or almost any grass type in general, and set up. With an Eviolite, Klang is able to survive neutral hits easily, and fire off a Powerful stab move or set up on the opponent. The current evs allow Klang to hit super hard, with decent speed after a Shift Gear, while retaining a little Bulk in the substitutes with Hp investment.

Substitute is there to prevent status, as well as to let Klang set up with surprising ease. The set-up move of Choice, and the only one that should be used with him, is Shift Gear. Beyond Shell Smash, this is arguably the best set up move in the game, boosting Speed by two stages and attack by one. After one boost, Klang has 424 attack and 362. These stats are really great for a bulky Pokemon like Klang, and it scores many ohkos or 2hkos, notably scoring a 2hko on bulky Regirock and a 3hko on bulky Miltank, who can't do anything in return. Gear Grind is the main attack, and it does well to it's name. It grinds the opponents team down pretty easily. Hitting twice lets it break through potential Sturdy/Focus Sash users, as well as letting Klang break through substitutes. Steel type hits almost everything neutrally as well, allowing Klang an easier time sweeping. Return was chosen instead of Wild Charge because Klang has no means of recovery, and Return will generally hit things harder. Keeping that in mind, water types still aren't too much of a hassle; most defensive ones can't break a substitute one hit, and most offensive one can be Ohkod by a return after a boost and Stealth Rock Damage.

There is not really anything else to consider for Klang; it found a great niche in my team, and will likey remain there.
Krang Preese




Thanks fore reading everyone :D

The things that hurt my team hardest are fast Fire types, such as Charizard. It can dent my team really hard, and is utterly annoying to deal with once Musharna is down.

On the alt KringKrang I peaked at number 17 before getting disconnected a few times, and getting taken down to 25. Without the disconnects, I had a Win/Loss record of 48 - 6, which I though was pretty okay.
Thanks for reading, and any comments would be very helpful <3
 
Water-types with Ice Beam as a coverage move can really threaten this team. Piloswine, Haunter, or Emboar are usually OHKOed, Klang can't do much to them, and Tangela will usually succumb to Ice Beam. To fix this, I would suggest running Ludicolo over Tangela to deal with Gorebyss, Special Samurott, and other Water-type attackers. It would also help with your Fire-type weakness since it can usually tank a hit and OHKO back with Hydro Pump.

I would also suggest changing Emboar's spread to 4 HP / 252 Atk / 252 Spe with a Jolly nature. Absol can really do a number on your team right now, hitting Musharna, Haunter, Piloswine, and Klang for super effective damage. The new EVs help Emboar outpace standard Absol and kill it.

Musharna should be running Calm Mind over Toxic since your team is really offensive and doesn't appreciate Toxic damage as much as other teams. Calm Mind in conjunction with Heal Bell allows Musharna to devastate stall and sweep entire teams once their Dark-type is gone. This would require you to change the EV spread to 240 HP / 252 Def / 16 SpA with a Bold nature since Calm Mind is already buffing up your Special Defense. The HP EVs allow Musharna to reach a Leftovers number.

Summary of changes:

Ludicolo —> Tangela
252 Speed EVs and a Jolly nature on Emboar
Toxic —> Calm Mind on Musharna
Max Defense on Musharna


Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SAtk
Bold Nature
- Calm Mind
- Psychic
- Moonlight
- Heal Bell

Emboar @ Choice Band
Trait: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Flare Blitz
- Superpower
- Head Smash
- Wild Charge

Ludicolo @ Life Orb
Trait: Swift Swim
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Rain Dance
 
hiya Shovel,

one of the biggest threats to this team imo is cb emboar. it has a strong chance to ohko piloswine after SR or similar damage, and tangela + klang want absolutely nothing to do with it. the on-site spread can actually ohko your musharna after SR 88% of the time, which is also somewhat upsetting. haunter can /somewhat/ deal with it (at least force it out) and your own emboar can tank a hit, but outside of that you seem really hard-pressed to keep opposing emboar corralled. i'd use that 252 hp / 252 def spread for musharna that FLCL mentioned, as it really helps when dealing with emboar and other physical threats, as well as replacing toxic for calm mind. if poisoning alomomola is really that big of an issue, you can switch directly into a toxic, synchronizing it over, and then heal bell yourself.

you're also immensely weak to sd samurott, who can boost up on klang, piloswine, emboar locked into the wrong move, etc and then proceed to sweep you clean since you really have nothing to impede its progress. if you choose to use it, FLCL's ludicolo suggestion will help with this a bit, although i'd recommend that you use a timid nature on it instead of a modest one, so at worst you have to try to speed tie samurott. ludicolo will also help with the aforementioned gorebyss and such, while also being an additional check to opposing emboar. if you want to keep tangela, though, i think you should consider trading haunter for choice scarf zebstrika. while it can't directly switch into said water-types, it can revenge even stuff like +2 gorebyss, as well as samurott. i think that haunter's slot can really be experimented with a lot to see what works best with the team, since most of the stuff haunter deals with well (gurdurr, zangoose etc) is already beaten via tangela / musharna. it won't help much with boosted pokemon, but you could also try something like subcm serperior, who can revenge samurott / gorebyss and can help you beat absol with substitute. i don't think that there's a magic pokemon that you can add there that will solve all of your weaknesses (emboar, absol, sd samurott, water-types in general), but you should feel free to experiment with various stuff to see which fits your team and playstyle the best, imo.

calm mind > toxic on musharna and 252 hp / 252 def > the current spread

timid nature > modest on ludicolo if you plan to test or use it

choice scarf zebstrika or similar > haunter

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zebstrika @ choice scarf | lightningrod
modest nature (+spa, -atk) | 4 hp / 252 spa / 252 spe
thunderbolt / volt switch / overheat / hidden power [ice]

hope i helped a little bit!
 
Alright, quick update before finalizing anything.

Calm Mind > Toxic on Musharna has done a lot better, with the defensive spread.

Modest Ludicolo was pretty awesome, I'll try out Timid now.

Choice Scarf Zebstrika and Choice Scarf Rotom-S are being tested > Haunter

Thanks guys <3 Ill update this with more detail later!
 
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