Hello, and welcome to my RMT. This is the Mean Green Team Machine and as implied with the name, the majority of everyone in this team is well, green...
Anyways, this is more specifically a Rain team that has so far been very successful and has won quite a few tournaments, but it certainly as any team isn't perfect and has certain things that screw it up.
As I describe this teams flaws at the bottom I ask of you readers to possibly assist me in telling me how I could mix it up to become better prepared for righteous battle.
It would be appreciated if any suggestions include something that is green, but because the likelihood of that is about the same as hitting focus blast 5 times in a row, I am willing to give up the color theme for something that will do me better.
This team is all about offense, and greatly appreciates rain as much as possible, BUT is very functional without it. It is also aimed to be adaptable and able to lead with just about anyone effectively based on who the opponent is using.
Originally it wasn't meant to be a rain team or let alone green team at all but as it evolved rain became obviously beneficial and one day I realized that almost everyone conveniently had a sprite that was green! And thus The Mean Green Team was born.
BUT ENOUGH TALKING. LETS GET TO THE MEAT OF THIS....
Family Photo
Individuals
Jiffy J
252SpA/252SpE/4HP
Timid, @Balloon Volt Absorb
Volt Switch--Thunder--HP Ice--Signal Beam
Jiffy J has been the jelly that has stuck to everyone of my teams I've used since I joined showdown. His epic coverage combined with blazing speed off the bat is what makes him the beast who he is. He loves eating thunder waves from ferros as well as switching into thunders by thundurus-Ts.
Because of being one of my 2 electric users his survival throughout the match is extremely important and if he is lost, a whole lot of options are taken out.
Volt Switch is there obviously for those awkward match-ups to get the hella out of there and send in someone who does a better job. Thunder is there for maximum power and because I can in rain. HP Ice clobbers unsuspecting salamences, garchomps, dragonites, and hurts others like venusaur, celebi, and the Eon Twins. Signal beam blasts the shit out of celebis and alakazams, hurts jirachis, ttars, the Eons and opposing Jolteons. Confusion is also a nice bonus. I have been debating as to either use shadow ball or signal beam, but I use signal beam specifically for the sometimes random confusion aspect, the ability to hurt ttar, and the 4x on the stupid and annoying celebis.
He balances on a balloon primarily because the rest of my team is hurt a good deal by earth moves and it isn't necessarily convenient to being forced to switch to Dragonite all the time for immunity. Several scenarios have occured where I switch to jolteon on an earth power/quake from Landorus going after jirachi, then he rapes them by suprise with an HP to the face. His balloon is a nice suprise to catch people off guard and get free hits or damage evades.
Problems Jiffy J faces are primarily strong scarfers, but they can sometimes be predicted and properly switched into. Other jolteons usually cause Jiffy J problems as well as he lacks a powerful move to hit them with, and others are usually specs or life orb.
Handjob 2.0
252HP/40ATK/216SpD
Adamant, @Leftovers Technician
Bullet Punch--U-Turn--Swords Dance--Roost
Given from her claws, you can expect that Handjob would give a pretty intense well, handjob. Aside the childish humor however, Handjob is a fantastic janitor, sweeping away weakened foes like its her job at a run-down urban institution for minimum wage. She is the bulky variant, and enjoys rain around for the reduction in fire weakness. She makes the Eon twins who lack HP Fire or Surf run in fear and is the game finisher on many occasions. She is also very useful for switching in on outrages and then roosting.
Obligatory Bullet punch is obligatory. It clobbers TTars, and hurts anything that isn't steel resistant. U-Turn is fun for getting the drop on switchers as well as blasting the shit out of the Eon twins or reiniclus, swords dance is for the lovely attack boosts and roost is a nifty suprise for people expecting to take it down when its low in health, and walling some things. Against most scizors Handjob usually comes out on top as many try to superpower it, fail to KO and then get roosted on after their stat drop.
Problems Handjob faces are ironically those who benefit from the rain as she does. Anything with scald during rain ruins her, specifically other politoeds, tentacruels and other bulky waters. Without rain up however, she fares better. Heatran is an obvious problem but I usually can just switch to dragonite when these times come. Also random fire blasts from TTar are never good, but usually I dont send Handjob out on a fair 100%-100% matchup.
Squeege
252ATK/80SpA/176SpE
Hasty, @ Lum Berry Multiscale
Earthquake--Extremespeed--Hurricane--SuperPower
Squeege is an absolute beast and can sometimes take out huge fractions of teams by himself. He is an excellent counter to a variety of threats and almost always does a great job and putting the hurt on the enemy, thanks to his amazing coverage and mixed attacking, as well as his ability to take statuses from him berry. His odd EV spread is made so he can still effectively use hurricane but at the same time not lose the power of the other 3 physical attacks. 176 speed with a speed nature puts me 1 point above any breloom and hurricanes their stupid faces into oblivion.
Earthquake is to deal heavy damage to a vast amount of things, but is primarily there for killing annoying jirachis in 2, and the main means for killing tentacruels. Hurricane is for hitting bulky defensive things like the hungry hippo and forretress, and also for killing brelooms, conkeldurrs, and hurting celebis. It is fantastic in combination with rain as it has 100% hit rate along with STAB. Confusion is also a great bonus that truly turns the tables at times. Extremespeed is important priority for a variety of situations, and superpower stomps any TTar that doesn't have the uncommon chople berry in tact, Blisseys/Chanseys, or unsuspecting cloysters who try to Shell Smash on the 'switch', as well as putting alot of hurt on ferrothorns. Against sun teams, I usually lead with him to take the ninetails will o wisp to eat my berry, then KO with an EQ followed up by an ExtremeSpeed.
Problems Squeege faces are basically any dragon. Since he lacks outrage, he is always unable to effectively hurt them, and when faced with one I usually have to switch out. Jirachi and Scizor however, do a good job at absorbing outrages. Rocks however are usually what ruins him the most. Without multiscale he loses his resisting abilities 2fold and he becomes much less effective.
Rainbow Dash
4HP/252SpA/252SpE
Timid, @Choice Scarf Justified
Surf--Hydro Pump--HP Ice--Secret Sword
Rainbow Dash is well, kind of green...but enough on that matter. She is one freaking fast pony. As the ultimate dragonslayer, she is an awesome team member who has killed hundreds of unsuspecting +1 salamences and dragonites with her HP Ice. Combined with rain her hydro pump deals ludicrous damage on those who fail to resist, and she is also the bane to any fatass pink piece of crap that tries to wall my team. Like Handjob, she usually comes in late to clean up the rest of the weakened enemy team.
She is the cookiecutter scarf set that used to bring me to my own knees, until I started using it myself. As stated before her water moves smack just about anything, HP ice kills dragons and grasses and is an important follow up to Jiffy J's HP ice so I always have a fast ice move available. Secret sword obliterates pink blobs and ttars, and is an extremely important move as it is one of two fight moves I have on my entire team. She enjoys taking crunches for a intimidating but useless attack boost, and screwing over other scarfed keldeos that didn't use secret sword.
Problems Rainbow Dash faces is well, her own item. Without proper prediction Rainbow Dash can be rendered quite useless and sometimes it is very frustrating when Rainbow kills something, then something is sent in that rainbow dash has a super effective move against, but can't use. Rainbow also cannot afford to be paralyzed as it renders her entire purpose in the team useless.
Wet Dream
252HP/252Def/4SpE
Bold, @Leftovers Drizzle
Scald--Hydro Pump--Ice Beam--Focus Blast
Wet Dream's dreams always come true as soon as he is sent out and gets water splashed all over his face. He is essential for giving every one of my team members an offensive or defensive benefit and sometimes does a good job attacking on his own. His survival is very important as if I win the weather war I can secure 100% accuracy thunders as well as Hurricanes from Squeege. However, I feel that even though he is one of the most important members, he is also the worst strategically designed. I've never been sure what to give him. I try to balance bulk with offense by investing in HP and def and favoring an all out attack/coverage set. I think he is the member that needs the most modifications.
Scald is for attempting to burn things he cannot kill and just regular old double stab for such and such. Hydro pump is for more power without the sizzling sensations. Ice beam clobbers any landorus regardless and focus blast hurts TTars, but not tremendously.
Problems Wet Dream faces are obviously any lightning user, but he can usually tank 2 or 3 hits on the fly, especially in combination with leftovers. If his rain is cancelled by a ttar, hippo or ninetails switch in his effectiveness plummets.
McSizzle
252HP/252SpE/4Def
Timid, @Leftovers Serene Grace
Thunder--Flash Cannon--Substitute--Calm Mind
McSizzle is my favorite member of the team in that he is absolutely trolltastic if places in the right spot at the right time. He almost always causes grief if the enemy is unprepared or miscalculates what he is going to do. He is my main man for sending out first if I see a ferrothorn trying to lead against Wet Dream. Substitute on the leech seed/Thunder Wave and calm mind away. However, rocks are not appreciated =_=. He thunders unexpecting enemies and in summary usually does a great job, sometimes even sweeping the entire enemy team by himself.
Substitute and calm mind are McSizzle's bread and butter. Great for on expected switches, and calm mind walling certain special attackers. Thunder in rain with McSizzle is 100% accuracy as well as 60% chance to paralyze. Flash cannon follows up to hit many things hard with stab. I have long debated whether to use water pulse over this or not, but I have used flash cannon for a long time and it is important for attacking the Eon twins with. Water pulse would however, make it easier for him to KO common problems he faces such as Jolteons and Landoruses. McSizzle also outspeeds most jirachis and is able to wall with substitute, paralyze with thunder and dispose.
Problems as stated above include Jolteon, Landorus, the Eon Twins, and basically any strong EQ user. Also extremely alike Handjob's case one of his biggest flaws is the rain, as it prevents him from being able to wall water types he would be able to without the rain with substitute. Also because of his lack of wish burns from scalds criple his very important longevity.
Main Team Problems:
Many weather teams can be combated against but if the war is lost then it weakens the effectiveness of all of my members, sun being the worst case.
This team completely lacks hazards. This is NOT GOOD. Spikes are never usually a problem but rocks destroy Squeege and are not welcome. I have thought about tentacruel but I can't decide who should be removed.
Bulky waters sometimes use my own rain against me and I am unable to properly wall things with Handjob and McSizzle
My team is awkwardly and completely walled by Gastrodon.
The Eon twins are always problematic but can be dealt with depending on the situation and how I go about strategy-wise
Rotom-W is a huge problem if it is a defensive variant and I cant paralyze it with a thunder.
If I lose both of my Thunder users tentacruel or any bulky water can be very annoying.
And this concludes my RMT. Thank you for reading, and please comment to tell me strategies of improvement if you have something to say.
Surf onward.
Anyways, this is more specifically a Rain team that has so far been very successful and has won quite a few tournaments, but it certainly as any team isn't perfect and has certain things that screw it up.
As I describe this teams flaws at the bottom I ask of you readers to possibly assist me in telling me how I could mix it up to become better prepared for righteous battle.
It would be appreciated if any suggestions include something that is green, but because the likelihood of that is about the same as hitting focus blast 5 times in a row, I am willing to give up the color theme for something that will do me better.
This team is all about offense, and greatly appreciates rain as much as possible, BUT is very functional without it. It is also aimed to be adaptable and able to lead with just about anyone effectively based on who the opponent is using.
Originally it wasn't meant to be a rain team or let alone green team at all but as it evolved rain became obviously beneficial and one day I realized that almost everyone conveniently had a sprite that was green! And thus The Mean Green Team was born.
BUT ENOUGH TALKING. LETS GET TO THE MEAT OF THIS....
Family Photo
Individuals
Jiffy J
252SpA/252SpE/4HP
Timid, @Balloon Volt Absorb
Volt Switch--Thunder--HP Ice--Signal Beam
Jiffy J has been the jelly that has stuck to everyone of my teams I've used since I joined showdown. His epic coverage combined with blazing speed off the bat is what makes him the beast who he is. He loves eating thunder waves from ferros as well as switching into thunders by thundurus-Ts.
Because of being one of my 2 electric users his survival throughout the match is extremely important and if he is lost, a whole lot of options are taken out.
Volt Switch is there obviously for those awkward match-ups to get the hella out of there and send in someone who does a better job. Thunder is there for maximum power and because I can in rain. HP Ice clobbers unsuspecting salamences, garchomps, dragonites, and hurts others like venusaur, celebi, and the Eon Twins. Signal beam blasts the shit out of celebis and alakazams, hurts jirachis, ttars, the Eons and opposing Jolteons. Confusion is also a nice bonus. I have been debating as to either use shadow ball or signal beam, but I use signal beam specifically for the sometimes random confusion aspect, the ability to hurt ttar, and the 4x on the stupid and annoying celebis.
He balances on a balloon primarily because the rest of my team is hurt a good deal by earth moves and it isn't necessarily convenient to being forced to switch to Dragonite all the time for immunity. Several scenarios have occured where I switch to jolteon on an earth power/quake from Landorus going after jirachi, then he rapes them by suprise with an HP to the face. His balloon is a nice suprise to catch people off guard and get free hits or damage evades.
Problems Jiffy J faces are primarily strong scarfers, but they can sometimes be predicted and properly switched into. Other jolteons usually cause Jiffy J problems as well as he lacks a powerful move to hit them with, and others are usually specs or life orb.
Handjob 2.0
252HP/40ATK/216SpD
Adamant, @Leftovers Technician
Bullet Punch--U-Turn--Swords Dance--Roost
Given from her claws, you can expect that Handjob would give a pretty intense well, handjob. Aside the childish humor however, Handjob is a fantastic janitor, sweeping away weakened foes like its her job at a run-down urban institution for minimum wage. She is the bulky variant, and enjoys rain around for the reduction in fire weakness. She makes the Eon twins who lack HP Fire or Surf run in fear and is the game finisher on many occasions. She is also very useful for switching in on outrages and then roosting.
Obligatory Bullet punch is obligatory. It clobbers TTars, and hurts anything that isn't steel resistant. U-Turn is fun for getting the drop on switchers as well as blasting the shit out of the Eon twins or reiniclus, swords dance is for the lovely attack boosts and roost is a nifty suprise for people expecting to take it down when its low in health, and walling some things. Against most scizors Handjob usually comes out on top as many try to superpower it, fail to KO and then get roosted on after their stat drop.
Problems Handjob faces are ironically those who benefit from the rain as she does. Anything with scald during rain ruins her, specifically other politoeds, tentacruels and other bulky waters. Without rain up however, she fares better. Heatran is an obvious problem but I usually can just switch to dragonite when these times come. Also random fire blasts from TTar are never good, but usually I dont send Handjob out on a fair 100%-100% matchup.
Squeege
252ATK/80SpA/176SpE
Hasty, @ Lum Berry Multiscale
Earthquake--Extremespeed--Hurricane--SuperPower
Squeege is an absolute beast and can sometimes take out huge fractions of teams by himself. He is an excellent counter to a variety of threats and almost always does a great job and putting the hurt on the enemy, thanks to his amazing coverage and mixed attacking, as well as his ability to take statuses from him berry. His odd EV spread is made so he can still effectively use hurricane but at the same time not lose the power of the other 3 physical attacks. 176 speed with a speed nature puts me 1 point above any breloom and hurricanes their stupid faces into oblivion.
Earthquake is to deal heavy damage to a vast amount of things, but is primarily there for killing annoying jirachis in 2, and the main means for killing tentacruels. Hurricane is for hitting bulky defensive things like the hungry hippo and forretress, and also for killing brelooms, conkeldurrs, and hurting celebis. It is fantastic in combination with rain as it has 100% hit rate along with STAB. Confusion is also a great bonus that truly turns the tables at times. Extremespeed is important priority for a variety of situations, and superpower stomps any TTar that doesn't have the uncommon chople berry in tact, Blisseys/Chanseys, or unsuspecting cloysters who try to Shell Smash on the 'switch', as well as putting alot of hurt on ferrothorns. Against sun teams, I usually lead with him to take the ninetails will o wisp to eat my berry, then KO with an EQ followed up by an ExtremeSpeed.
Problems Squeege faces are basically any dragon. Since he lacks outrage, he is always unable to effectively hurt them, and when faced with one I usually have to switch out. Jirachi and Scizor however, do a good job at absorbing outrages. Rocks however are usually what ruins him the most. Without multiscale he loses his resisting abilities 2fold and he becomes much less effective.
Rainbow Dash
4HP/252SpA/252SpE
Timid, @Choice Scarf Justified
Surf--Hydro Pump--HP Ice--Secret Sword
Rainbow Dash is well, kind of green...but enough on that matter. She is one freaking fast pony. As the ultimate dragonslayer, she is an awesome team member who has killed hundreds of unsuspecting +1 salamences and dragonites with her HP Ice. Combined with rain her hydro pump deals ludicrous damage on those who fail to resist, and she is also the bane to any fatass pink piece of crap that tries to wall my team. Like Handjob, she usually comes in late to clean up the rest of the weakened enemy team.
She is the cookiecutter scarf set that used to bring me to my own knees, until I started using it myself. As stated before her water moves smack just about anything, HP ice kills dragons and grasses and is an important follow up to Jiffy J's HP ice so I always have a fast ice move available. Secret sword obliterates pink blobs and ttars, and is an extremely important move as it is one of two fight moves I have on my entire team. She enjoys taking crunches for a intimidating but useless attack boost, and screwing over other scarfed keldeos that didn't use secret sword.
Problems Rainbow Dash faces is well, her own item. Without proper prediction Rainbow Dash can be rendered quite useless and sometimes it is very frustrating when Rainbow kills something, then something is sent in that rainbow dash has a super effective move against, but can't use. Rainbow also cannot afford to be paralyzed as it renders her entire purpose in the team useless.
Wet Dream
252HP/252Def/4SpE
Bold, @Leftovers Drizzle
Scald--Hydro Pump--Ice Beam--Focus Blast
Wet Dream's dreams always come true as soon as he is sent out and gets water splashed all over his face. He is essential for giving every one of my team members an offensive or defensive benefit and sometimes does a good job attacking on his own. His survival is very important as if I win the weather war I can secure 100% accuracy thunders as well as Hurricanes from Squeege. However, I feel that even though he is one of the most important members, he is also the worst strategically designed. I've never been sure what to give him. I try to balance bulk with offense by investing in HP and def and favoring an all out attack/coverage set. I think he is the member that needs the most modifications.
Scald is for attempting to burn things he cannot kill and just regular old double stab for such and such. Hydro pump is for more power without the sizzling sensations. Ice beam clobbers any landorus regardless and focus blast hurts TTars, but not tremendously.
Problems Wet Dream faces are obviously any lightning user, but he can usually tank 2 or 3 hits on the fly, especially in combination with leftovers. If his rain is cancelled by a ttar, hippo or ninetails switch in his effectiveness plummets.
McSizzle
252HP/252SpE/4Def
Timid, @Leftovers Serene Grace
Thunder--Flash Cannon--Substitute--Calm Mind
McSizzle is my favorite member of the team in that he is absolutely trolltastic if places in the right spot at the right time. He almost always causes grief if the enemy is unprepared or miscalculates what he is going to do. He is my main man for sending out first if I see a ferrothorn trying to lead against Wet Dream. Substitute on the leech seed/Thunder Wave and calm mind away. However, rocks are not appreciated =_=. He thunders unexpecting enemies and in summary usually does a great job, sometimes even sweeping the entire enemy team by himself.
Substitute and calm mind are McSizzle's bread and butter. Great for on expected switches, and calm mind walling certain special attackers. Thunder in rain with McSizzle is 100% accuracy as well as 60% chance to paralyze. Flash cannon follows up to hit many things hard with stab. I have long debated whether to use water pulse over this or not, but I have used flash cannon for a long time and it is important for attacking the Eon twins with. Water pulse would however, make it easier for him to KO common problems he faces such as Jolteons and Landoruses. McSizzle also outspeeds most jirachis and is able to wall with substitute, paralyze with thunder and dispose.
Problems as stated above include Jolteon, Landorus, the Eon Twins, and basically any strong EQ user. Also extremely alike Handjob's case one of his biggest flaws is the rain, as it prevents him from being able to wall water types he would be able to without the rain with substitute. Also because of his lack of wish burns from scalds criple his very important longevity.
Main Team Problems:
Many weather teams can be combated against but if the war is lost then it weakens the effectiveness of all of my members, sun being the worst case.
This team completely lacks hazards. This is NOT GOOD. Spikes are never usually a problem but rocks destroy Squeege and are not welcome. I have thought about tentacruel but I can't decide who should be removed.
Bulky waters sometimes use my own rain against me and I am unable to properly wall things with Handjob and McSizzle
My team is awkwardly and completely walled by Gastrodon.
The Eon twins are always problematic but can be dealt with depending on the situation and how I go about strategy-wise
Rotom-W is a huge problem if it is a defensive variant and I cant paralyze it with a thunder.
If I lose both of my Thunder users tentacruel or any bulky water can be very annoying.
And this concludes my RMT. Thank you for reading, and please comment to tell me strategies of improvement if you have something to say.
Surf onward.