Introduction:
So with my first two RMTs being terrible, I have decided to embark on an adventure that will last me a life time: make a good RMT! Moonlight is a team based around setting up multiple layers of hazards in order to wear down the opponents team, which sometimes results in a Swellow sweep. This team has a few weird sets, but that just makes it fun to use! So uh... I guess I'll keep this short and move onto the team itself.
Team Building:
I started with Swellow, as it is an excellent cleaner.
Next, I added Cacturne due to its ability to remove Rock-types such as Golem, Probopass, Regirock etc, which made sweeping with Swellow much easier. In addition, Cacturne can set up Spikes which makes it even easier to sweep with Swellow and its teammates.
At this point, I decided to add Camerupt to the team, for a couple of reasons. Firstly, the team at this point was weak to Electric-type Choice Scarf users such as Rotom-S and Zebstrika. Secondly, with Stealth Rocks and Roar, Camerupt can soften up the opposition even more. Camerupt also checks Pokemon such as Magmortar.
At this point I didn't really know what to do, though after a half an hour of derping I decided I needed a Ghost-type in order to block Rapid Spin. Three Ghost-types immediately came to mind: Haunter, Misdreavus and Drfiblim. I'm not really sure why, but I went with Haunter.
Again, I didn't know what to do, I just added Musharna as it's an all-round great Pokemon and an excellent glue.
Now I just needed a Choice Scarf user, I went with Rotom-S as its good speed allows it to outspeed Gorebyss and Sawk among many other Pokemon.
Next, I added Cacturne due to its ability to remove Rock-types such as Golem, Probopass, Regirock etc, which made sweeping with Swellow much easier. In addition, Cacturne can set up Spikes which makes it even easier to sweep with Swellow and its teammates.
At this point, I decided to add Camerupt to the team, for a couple of reasons. Firstly, the team at this point was weak to Electric-type Choice Scarf users such as Rotom-S and Zebstrika. Secondly, with Stealth Rocks and Roar, Camerupt can soften up the opposition even more. Camerupt also checks Pokemon such as Magmortar.
At this point I didn't really know what to do, though after a half an hour of derping I decided I needed a Ghost-type in order to block Rapid Spin. Three Ghost-types immediately came to mind: Haunter, Misdreavus and Drfiblim. I'm not really sure why, but I went with Haunter.
Again, I didn't know what to do, I just added Musharna as it's an all-round great Pokemon and an excellent glue.
Now I just needed a Choice Scarf user, I went with Rotom-S as its good speed allows it to outspeed Gorebyss and Sawk among many other Pokemon.
In- Depth:
Swellow (M) @ Toxic Orb
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Facade
- U-turn
- Quick Attack
Swellow is the star of my team, despite falling in usage recently due to the popularity of Rock-types such as Golem and Regirock and the rise of Choice Band Braviary, Swellow is still an excellent Pokemon. Swellow is absolutely monstrous with Stealth Rocks and a 3 layers of Spikes, for example, Alomomola is easily 2HKOed by Facade after full hazard damage. The moveset is pretty standard; Brave Bird and Facade are extremely powerful STAB moves while U-turn forms a "VolTurn" core with Rotom-S. I prefer Quick Attack to Protect due to popularity of Absol, which does around 45%~ however there have been some instances where Protect would have been useful, such as when Swellows ability Guts hasn't activated and it doesn't have the power to kill something.
Cacturne @ Leftovers
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bullet Seed
- Drain Punch
- Sucker Punch
- Spikes
Cacturne is practically the perfect partner for Swellow, Cacturne removes opposing Rock and Steel-type Pokemon with ease. Bullet Seed breaks through Golems Sturdy which usually prevents Stealth Rocks from being set up, letting Swellow and Rotom-S have an easier time switching in. Drain Punch is mainly for Bastiodon and Probopass but also hits Normal-types such as Miltank and Lickilicky. Sucker Punch is pretty self explanatory. Lastly, but most importantly, Spikes. Spikes is the crux of the team itself, for without it my team wouldn't work. I put Swellow in Slot 1 on Team Preview, which often lures out Rock-types which Cacturne can swiftly eliminate.
Camerupt (M) @ Leftovers
Trait: Solid Rock
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
Trait: Solid Rock
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Roar
- Lava Plume
- Earth Power
Camerupt was added to the team due its ability to stop Electric-types such as Zebstrika and Rotom-S in their tracks, Camerupt also stops non-Earthquake Magmortar which is great. In addition, Camerupt is crucial for my hazards stacking strategy as it supplies the team with Stealth Rock. Roar is an excellent move, for it forces out Pokemon thus making them take even MORE hazards damage. Lava Plume is a decently powerful STAB move which also inflicts burn, unreliably remedying Camerupt's medicore defence stat. Earth Power is a secondary STAB move which does ok damage with its decent Special Attack stat.
Haunter (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
Haunter has an excellent Special Attack and Speed stats, 95 speed is just great, it lets Haunter outspeed a lot of the relevant metgame such as Sawk, Magmortar and Braviary, but also lets it tie with Sawsbuck. Will-O-Wisp may seem ridiculous on Haunter, however its very very very useful for crippling physical attackers like Absol and Skuntank (providing it hits!) Substitute is a pretty common move on Haunter for a reason, it protects it from being revenge killed from the likes of Rotom-S and such. Shadow Ball and Sludge give surprisingly good coverage; resisted by mainly Steel-types, which can be eliminated by Cacturne.
Musharna (F) @ Leftovers
Trait: Synchronize
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
Trait: Synchronize
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Calm Mind
- Moonlight
- Psychic
- Hidden Power [Bug]
aaaaaaaa Musharna is so great, I'm suprised no one really used it until recently. It's really easy to set up to at least +3 with Calm Mind and proceed to dominate unprepared teams. Unfortunately, Musharna seems to be huge HUGE Toxic bait. In addition, Musharna counters most Fighting-types in NU such as Sawk and Gurdurr (Musharna even outslows Gurdurr so its Payback is at min power!) Calm Mind is the crux of the set, this coupled with Moonlight (lol the name of the rmt) let Musharna become a strong and bulky tank. HP Bug seems weird at first, but it still nails Dark-types while also hitting opposing Psychic-types.
Rotom-S @ Choice Scarf
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Air Slash
- Hidden Power [Grass]
- Trick
Rotom-S is your typical NU Choice Scarf user, and for good reason. Its good Speed stat allows it to outspeed monsters such as +2 Timid Gorebyss. Volt Switch is an insanely good move, providing momentum and forms a "VolTurn" core with Swellow. Air Slash is a good, somewhat reliable STAB which has decent coverage with Electric. Hidden Power grass hits Rock and Ground-types such as Golem and Quagsire which otherwise wall it. Trick is mainly filler however it cripples special walls like Altaria and Lickilicky. A Timid nature is used to outspeed Timid Gorebyss after a Shell Smash.
Exportable:
Code:
Swellow (M) @ Toxic Orb
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Facade
- U-turn
- Quick Attack
Cacturne (M) @ Leftovers
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Bullet Seed
- Drain Punch
- Sucker Punch
- Spikes
Camerupt (M) @ Leftovers
Trait: Solid Rock
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Roar
- Lava Plume
- Earth Power
Haunter (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
Musharna (F) @ Leftovers
Trait: Synchronize
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Calm Mind
- Moonlight
- Psychic
- Hidden Power [Bug]
Rotom-S @ Choice Scarf
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Air Slash
- Hidden Power [Grass]
- Trick