Making Rampardos Usable.

Could this set work?


  • Total voters
    46
  • Poll closed .
As we all know, Rampardos's movepool is shit, but he has that amazing ability with his astonishing attack power.
Is it possible for him to compete in OU? Lets try this set...

Rampardos
dpmfa409.png


Hasty Nature@life orb/focus sash

252 Attack/ 116 speed/ 142 special attack

Ice Beam/Fire Blast(FB will OHKO forry, scizor, and 2 OHKO skarm)
Rock Polish
Stone Edge
EQ

An Ice move is what would really help him out. Those evs should OHKO a garchomp with ice beam(included life orb).

Damage: 98.60% - 115.92%
It needs life orb to do this.

The calcs for mence are:
Damage: 111.75% - 131.33%
Without LO: 85.84% - 100.90%

could this work?
tell me what you think.
 
Rampardos works best on a Trick Room team i find. That set looks good seeing as Ice Beam kills Hippowdon who will otherwise Wall this set and kill you with EQ. But i'm no expert on Sets and i don't know if Rampardos can pull it off as i havn't tested it.

Someone test this to see if it works?
 
Even a Garchomp with 0 Speed Ev's, IV's and - Speed Nature could still outrun you, and with you're even weaker defenses you're a sitting duck.

A Garchomp with 0 Iv's in Atk and 0 Ev's can still hit you for:-
Damage: 246 - 289
Damage: 73.43% - 86.27%
with outrage, put a 20+ IV on that with
Damage: 264 - 311
Damage: 78.81% - 92.84%
Use an Earthquake instead with 0 Iv's or Ev's
Damage: 411 - 483
Damage: 122.69% - 144.18%
 
Even a Garchomp with 0 Speed Ev's, IV's and - Speed Nature could still outrun you, and with you're even weaker defenses you're a sitting duck.

A Garchomp with 0 Iv's in Atk and 0 Ev's can still hit you for:-
Damage: 246 - 289
Damage: 73.43% - 86.27%
with outrage, put a 20+ IV on that with
Damage: 264 - 311
Damage: 78.81% - 92.84%
Use an Earthquake instead with 0 Iv's or Ev's
Damage: 411 - 483
Damage: 122.69% - 144.18%
... You have no creativity... Try thinking outside the box rather than sticking soley with numbers and over-used shit.

- As mentioned, Rampardos works well on a TR team.
- Baton Passing Ninjask works too, although it's super risky. Even with a Focus Sash equipped, it can be KO'd the next turn by something like Bullet Punch, Quick Attack, etc.
 
I prefer Medicham for my gigantic attacking power with disappointing speed. He's scarfable and has the elemental punches and a 480/440 Attack stat (more than our rocky friend here) to help him out.

... You have no creativity... Try thinking outside the box rather than sticking soley with numbers and over-used shit.

- As mentioned, Rampardos works well on a TR team.
- Baton Passing Ninjask works too, although it's super risky. Even with a Focus Sash equipped, it can be KO'd the next turn by something like Bullet Punch, Quick Attack, etc.

I really don't see your logic. Why go to the ends of the earth to make something usable when you have something perfectly good at what it does at the ready, even if it's "overused"? OU stuff is OU for a reason; it's good.

Regardless, Rampardos works on a Trick Room team... and that's about it.
 
Be that as it may monk, He's included the Ice attack soley for the dragons that would rape him in a turn or two anyways. Why sugarcoat it? I am creative, but that's just realism
 
Be that as it may monk, He's included the Ice attack soley for the dragons that would rape him in a turn or two anyways. Why sugarcoat it? I am creative, but that's just realism

Off the top of my head, an Ice attack might be useful against Torterra, Breloom, Gliscor, Donphan, and Hippodown in addition to the dragons. And with Rock Polish, you'll most likely outspeed them unless they're scarfed.

Anyways, I'm really doubtful about how effective this set would be. A hasty nature seems pointless considering that the same amount of speed could likely be achieved with just EV's, leaving you free to use an attack-boosting nature. More importantly, though, Rampardos really doesn't have enough power to sweep a team with just no boosts whatsoever. And reasoning for whatever number you chose as well as more damage calcs would be useful.
 
There is nothing uncreative about pointing out that the set won't do what it's intended to do.

The main problem as I see it is just the fact that people get so excited about Rampardos's base attack they forget that even with it, they're not going to do enough damage to justify going through the painful process of getting him up to speed. Ice Beam uses up precious EVs and even with life orb, it still will not even 2HKO Hippowdon after leftovers is factored in.

That said, it actually DOES outspeed Garchomp after a rock polish (obvioulsy not a scarfed version though), getting up to 361. If you are going to use this set you may want to consider giving it 120 speed EVs instead so rock polish will let you beat base 115ers. You'll be able to outspeed and OHKO Starmie and Raiku, certainly worthwhile.
 
NO he needs head Smash for Power. Dosn't care of Self KO he dies in 1 attack anyways.

Head Smash is generally not recommended IMO if you're using a set that requires set-up because that's just a waste of turns since you'll be killing yourself in one turn from recoil, life orb and probably the hit you'll take.

Head Smash is a lot more recommended on a Choice set where you need to hit hard and get out of there, since you'll only be using up one turn and not giving the opponent more of a chance to set-up while you're wasting time setting up for one attack.
 
Those EVs give your Rampardos:

304 HP
429 Atk
112 Def
165 Spd
170 SpAtk
105 SpDef

With Mold Breaker.

Now, I propose we use Tyranitar instead.

Not to be rude or anything, Mekkah, but I'd expect someone of your authority to be a little more professional than this when stating the facts. Not in any way did he say 0 IVs for every stat except Attack. The real stats are 335 HP, 429 Attack, 140 Defense, 199 Speed, 201 Sp. Attack and 136 Sp. Defense.

As we all know, Rampardos's movepool is shit, but he has that amazing ability with his astonishing attack power.

Actually, Rampardos' movepool is fantastic, with a wide range of attacks on each side of the spectrum. It is its awkward stat distribution that lets it down.

Having said that, this set can work as long as you're sure on what you intend to achieve. If you are expecting something like Hippowdon to come in and try to wall you, Rock Polishing on the switch won't be enough as it will kill you first whatever item you carry. It seems to me that prediction works best for this set. Once you've got a surprise OHKO/2HKO on their main counter it will be much easier for Rampardos to sweep later, or at least cause major damage.

EDIT: Oh and, like Fishin sorta mentioned earlier, you can achieve better Attack with the same stats elsewhere if you use Lonely over Hasty. You should always give the highest useful stat the nature boost unless the desired stat in question is unobtainable without the boost. Since you're not using 216+ speed here, the +speed nature is unnecessary.
 
[20:23:37] <Mekkah> damp serebii
[20:23:59] <Misty> yeah serebii has no IVs/no EVs - full IVs/full EVs
[20:24:18] <Misty> I told him he should use no/no; 31/no; 31/max
[20:24:22] <Misty> but he's nub :]

Lesson learned. Either way, Tyranitar still does it better.
 
Rapmardos@Focus Sash
6 HP / 252 Attack / 252 Speed
Adamant
-Stone Edge
-Earthquake
-Endeavor
-Rock Polish

Isn't going to sweep an entire team, but will take 2-3 pokes with it. Obviously priority moves like Bullet Punch will put a stop to it, but not many people pack them and getting rid of them early can really help Rampardos out.

You take the first hit, drop to 1 HP and Rock Polish. Proceed to out speed most things (even Choice Scarfed things) and KO stuff with SE and EQ. When you know you won't get the OHKO, Endeavor them down to 1 HP. Funny enough, this works well when you have back up with a priority move to finish off what you just Endeavored. Or pack in Sand Stream and kill it the same turn you Endeavor.

When it works, it works wonderfully. When it doesn't, totally worthless. Just need to be smart about how you set him up.
 
I'm going to have to agree with Mekkah on this one; without Head Smash, Rampardos is basically a retarded Tyranitar, and with Head Smash, it dies quickly. Tyranitar has better Speed and far better Special Attack for only a bit less Attack; really, Tyranitar can run the exact same set with far better results, and the only reason it doesn't run that set is because it has better things to do.
 
I'd just rather pass it a Rock Polish from Gliscor and Swords Dance instead. It could 2HKO Hippo with EQ after SD+LO, but will it survive the EQ....?!
 
I'm going to have to agree with Mekkah on this one; without Head Smash, Rampardos is basically a retarded Tyranitar, and with Head Smash, it dies quickly. Tyranitar has better Speed and far better Special Attack for only a bit less Attack; really, Tyranitar can run the exact same set with far better results, and the only reason it doesn't run that set is because it has better things to do.


478 ATK - Head Smash=150*STAB=225

It knocks out all opponent that aren't resist to it i thought maybe GLicsor can take it. SO Head Smash should not be worthless.
Stone Edge 150 STAB with him as a Hyper Beam. Head smash almost seme power as Explosion and better than Selfdetruction.
 
478 ATK - Head Smash=150*STAB=225

It knocks out all opponent that aren't resist to it i thought maybe GLicsor can take it. SO Head Smash should not be worthless.
Stone Edge 150 STAB with him as a Hyper Beam. Stone Edge almost seam power as Explosion and better than Selfdetruction.
No, Head Smash is far weaker than Explosion and Selfdestruct, because the latter two moves halve the opponent's Defense immediately before doing damage. Therefore, they would have base powers of 400 and 500, respectively, not including possible STAB.
 
... You have no creativity... Try thinking outside the box rather than sticking soley with numbers and over-used shit.
OK, fine, he's listing OU pokemon. WAIT! Holy moley...
"Is it possible for him to compete in OU? Lets try this set..."
So, he has every right to list an OU pokemon, especially a common pokemon that will switch in on Rampardos in OU every time? Also, numbers and percentages are a huge part of pokmon. Thinking outside the box is good, but thinking in the toilet is bad.
I have to agree. It's a crappy Tyranitar who can do the same set better, but doesn't even need to do it.
"478 ATK - Head Smash=150*STAB=225

It knocks out all opponent that aren't resist to it i thought maybe GLicsor can take it. SO Head Smash should not be worthless.
Stone Edge 150 STAB with him as a Hyper Beam. Stone Edge almost seam power as Explosion and better than Selfdetruction."
What? That does not make sense. At all. Do you speak English?
Again, Head Smash usually knocks out Rampardos far more than Rampardos knocks out it's enemies. The SashPolish set can work a little in OU, but Rampardos is really crappy. And this set craps him up even more.

Tyranitar does it better. "Thinking outside the box" does not do you any good if the box does it better. It's a common misconception around battlers that coming up with "new" sets that are outclassed still makes them better. No. Being "original" and "thinking outside the box" is good ONLY when those ideas can conceivably work in OU without being outclassed.
Rampardos has really silly stat distribution.
 
Rapmardos@Focus Sash
6 HP / 252 Attack / 252 Speed
Adamant
-Stone Edge
-Earthquake
-Endeavor
-Rock Polish

Isn't going to sweep an entire team, but will take 2-3 pokes with it. Obviously priority moves like Bullet Punch will put a stop to it, but not many people pack them and getting rid of them early can really help Rampardos out.

You take the first hit, drop to 1 HP and Rock Polish. Proceed to out speed most things (even Choice Scarfed things) and KO stuff with SE and EQ. When you know you won't get the OHKO, Endeavor them down to 1 HP. Funny enough, this works well when you have back up with a priority move to finish off what you just Endeavored. Or pack in Sand Stream and kill it the same turn you Endeavor.

When it works, it works wonderfully. When it doesn't, totally worthless. Just need to be smart about how you set him up.
just popping in to say this set is already in the anaylisis.
 
An Ice move is what would really help him out. Those evs should OHKO a garchomp with ice beam(included life orb).

Damage: 98.60% - 115.92%
It needs life orb to do this.

The calcs for mence are:
Damage: 111.75% - 131.33%
Without LO: 85.84% - 100.90%
dragons aren't your biggest problem, hippodwon and bulky things still stop you
 
Aside from the surprise factor, the only advantage I can see with Rampardos over T-tar is the ability to score a guaranteed 2HKO on Skarmory with LO Stone Edge after Stealth Rock damage. If you are going to seriously use ths set, I'd certainly take advantage of this fact. T-tar cannot do this off the bat, but can still easily deal with Skarm using Dragon Dance/Taunt, which leaves just two attacks. You still can't guarantee a 2HKO on Forretress, but it lacks reliable recovery, whilst Scizor is obviously 2HKO'd easily (but may be investing in Speed to outrun you). For this reason I think you can afford to drop Fire Blast in favour of Ice Beam which is far more useful as it can 2HKO Pokemon that resist Stone Edge like Hippowdon.

As I've said before, use Lonely/Naughty over Hasty (I'd honestly prefer Naughty as it gives you more chance of surviving a random Earthquake from Forretress should the situation ever arise where it is important. With Life Orb you cannot realistically predict how much HP you'll have left at any given time). I'd also consider exactly how much speed you intend to run, i.e. what exactly you want to outspeed after Rock Polish, considering that you need almost max Attack to guarantee a 2HKO on Skarm, and roughly 214 Sp. Atk to guarantee a 2HKO on Hippowdon. However, at least 178 speed is required to outrun Skarm, which gives you just 406 remaining EVs to invest in the attack stats, so covering both ends perfectly is unrealistic. You do, however, still have a very good chance of the 2HKO if you are a bit shy of the threshold numbers in each case, so it is up to you to do some damage calcs to decide what the optimum spread is. I'd set the speed to 183 so that you outrun base 115s after Rock Polish, and also to outrun Dugtrio, who usually runs 365 speed to beat T-tar after one DD. If you're paranoid about absolute max speed Duggie and other base 120s by all means run 187 speed. After that I'd put the remaining EVs in Atk and Sp. Atk as you see fit. This way the focus is on wallbreaking but leaves the possibility of a lategame sweep.

That is about all the advice I can give to make this set better. All else I can say is good luck if you intend on using this. As far as the poll is concerned, definitely a 'maybe' from me.
 
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