Muscle Museum | My first RMT |

Muscle Museum - a RU tier team.

Hey, my name is Cryptic, and I'm somewhat of a new player to the overall scheme of Pokemon meta. I did join the metagame about a year ago, just as 5th Gen took off, and immediately found myself enjoying what were to become the RU pokemon. However, due to College commitments (I'm English, so that means 16-18 here) and other factors, I've only just recently returned to actual battling. However, in that time I did keep my eye on the metagame, so I'm not totally rusty. Personally I don't like OU, and UU is about as high as I feel comfortable.

I am what you might term a 'casual competitive' player. I know that term might seem contradictory, but it's one that I'm happy to fall under. What I mean is that while I enjoy battling other people's teams, I rarely do this with the intention to ladder the top, or participate in tournaments. My play style is somewhat balanced, as I don't think I have to skill to run stall teams, nor do I believe that all-out offensive is the way to go (most of the time.)

Usually, I play to enjoy myself, occasionally record some matches to go on YouTube, something that I use to improve my own self-confidence rather than become extremely popular.

Due to this, it is a rare occurrence that I'm posting a RMT on here (this is my first one after all) and thus why there's no ladder position for this team. I think it reached ~1100 points for those who do want to know, although that is only after about 10-15 battles. This is more of a background to those who wish to rate this team, as I feel this could be a more competitive team with your enhanced combined knowledge of the metagame.

The team name is taken from a MUSE song, and it's pretty apt considering the Fighting type I'm using.

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Anyway, I'm rambling and the point of an RMT is the team. So here it is.
Notice: Currently testing Offensive Drapion over Scolipede and CB Spiritomb over Rotom on separate teams. If they work, the appropriate changes will be made below.
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From what I've seen, other teams often go through a team building process that consists of major changes, this team was made after my old RU team couldn't deal with Cofagrigus efficiently.



The Team Members:
Changes in Blue

84px-157Typhlosion_Dream.png


Typhlosion (F) @ Choice Scarf
Trait: Blaze
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+SAtk, -Atk)
- Eruption
- Fire Blast
- Hidden Power [Grass]
- Focus Blast

Detailed Analysis:
This lass forms part of what I'm terming the 'Speed Trio'. While it is a standard set from Smogon's own analysis, I find it useful in taking down most of the best counters to my Medicham.

I don't run full on calculations in battle, but from experience, most Qwilfish are 2HKO along with most Dusknoir. Both of these pokemon really can put a stop in the way of my Medicham.

While it's clearly obvious I have no Rapid Spin support, my usual play style revolves around bringing this guy in before Stealth Rocks are up to obviously make the most of Eruption.

EV's and Nature:
Modest compensates for the loss of not using Specs, maximum Sp.Atk and Speed is customary of a Special Sweeper, 4 Sp.Def EV's to keep HP at an odd number, which I believe is better when considering Stealth Rocks. Edit: Timid over Modest on Complete Legitimacy's advice, now outspeeds +1 Lilligant and +2 Omastar.

Attacks and Ability:
Eruption hits like a truck when at full health, while Fire Blast allows me to continue to hit hard after being damaged. Hidden Power Grass is for Waters, particularly Quagsire and Focus Blast covers Rock and some Steels that aren't weak to Fire. Running Blaze because I'm not sure if Flash Fire is released yet, however, I will change it if it is.

One Sentence Summary:
My early game Scarfer that removes most counters to Medicham.

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120px-208Steelix_Dream.png


Steelix (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Roar
- Gyro Ball
- Earthquake

Detailed Analysis:​
Another standard set from Smogon, and forms what many people I know term the 'Skarmbliss' of RU. Alongside Slowking, nearly all of the 17 types are resisted, or are immune to by Slowking and Steelix.

Clearly Steelix is my Physical wall, and with good reason, base 200 Def is amazing, along with it's typing, it takes the hits Slowking cannot. However, Steelix also performs two of the most vital functions for this team, namely Stealth Rock and Roar.

Alongside its defensive prowess, Sturdy and great resists, it's very uncommon that Stealth Rocks don't go up for me. When you consider that Moltres and Scyther are big threats in the tier, this makes it even more important.

EV's and Nature:
The EV's provide Steelix with a much needed boost to its Special Defence, while the Defence EV's prevent it being 2HKOed by Choice Scarf Primeape I believe (correct me if I'm wrong). Max HP maximises bulk while Relaxed nature puts Steelix beyond 500 defence.

Attacks and Ability:
Standard fare for Steelix; Stealth Rocks and Roar is paramount. I chose Roar over Dragon Tail to stop pokemon hiding behind Substitutes. Gyro Ball with 0 Speed IV's still packs a hefty punch on most things, while Earthquake is a reliable STAB move with high power. Sturdy ensures I can live unfavourable match-ups and set my Rocks or KO the threat.

One Sentence Summary:
Part of a strong defensive core, and provides much needed Hazard and Phazing support.

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83px-199Slowking_Dream.png


Slowking (M) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 144 Def / 116 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Slack Off
- Psyshock
- Thunder Wave


Detailed Analysis:
Second part of a formidable defensive duo in the tier, Slowking loves taking the Fire and Fighting hits Steelix hates. With the large proportion of the big threats in the tier being of these two types, Slowking was an instant choice once I decided that I was using Steelix.

Slowking, as you can tell, throws status around like there's no tomorrow. This is something I altered from the standard set. By dropping Psychic, and adding Thunder Wave, I not only have a strong special wall boosted by Regenerator, but also a Status for all occasions. Edit: Removed Toxic and replaced with Psyshock on Complete Legitimacy's recommendation. Was redundant and the team didn't require it.

However, as my only status inducer, this leaves Slowking vulnerable to the common Toxic setters found in the tier.

EV's and Nature:
The EV's make Slowking the all-rounded wall, 248 HP EV's mean that it's HP is divisible by 3, maximising Regenerators healing output. Otherwise it's standard fare for the King of Laziness.

Attacks and Ability:
Scald can cripple Physical powerhouses, and prevents me being Taunt bait. Thunder Wave stops faster, but weaker threats, while Toxic limits the time opposing walls can stall for. Slack Off, in conjunction with Regenerator, keeps Slowking healthy constantly. Edit: see detailed analysis for moveset edit.

One Sentence Summary:
The perfect compliment to Steelix defensively, status abuser.

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51px-308Medicham_Dream.png


Medicham (M) @ Choice Band
Trait: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Hi Jump Kick
- ThunderPunch
- Bullet Punch
- Zen Headbutt


Detailed Analysis:
I understand why people use Scarfed Medicham, that base 80 speed isn't amazing, and Pure Power means you don't lose out of Offensive presence. However, if you're running three other pokemon with 300+ speed. Why not just go for a massive powerhouse? Well I did, and I'm 'adamant' that on this team it works.

With Adamant, Choice Band and Pure Power, Medicham reaches 720 Atk straight of the bat. That is damn powerful, and coupled with the buffed Hi Jump Kick, anything that's not a ghost type doesn't want to take it on.

I often find myself using CBham - as I'll term it - as an end game player, either using Hi Jump Kick if I know everything left is slower than me, or occasionally going for Bullet Punch, which despite being unSTAB, and relatively weak, still packs a hefty, well, 'punch' coming off of 720 attack.

EV's and Nature:
Max attack and adamant for the top power possible, max speed is customary on a sweeper.

I should probably add a portion about the item for this guy, Choice Band makes Medicham insanely powerful, OHKOing the majority of the tier after SR damage, and cutting huge holes in the rest.
252 -1 Atk Choice Band Medicham (+Atk) Hi Jump Kick vs 252 HP/252 Def Qwilfish (+Def): 36.83% - 43.41%
3 hits to KO (with Black Sludge)
While it is a clean 2HKO without the -1 attack.
The above is just an example of the power this guy has.

Attacks and Ability:
Hi Jump Kick is so powerful this generation. Bullet Punch allows me to alliviate my lackluster speed, while Zen Headbutt and Ice Punch, could be replaced by Psycho Cut and Rock Slide respectively. Edit: ThunderPunch hits Flying Types and Slowking.

Pure Power is a given on all Medicham, doubles attack basically.

One Sentence Summary:
Immense powerhouse of the team, usually in the late game.

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120px-545Scolipede_Dream.png


Scolipede (M) @ Life Orb
Trait: Swarm
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Rock Slide
- Megahorn
- Earthquake

Note: Currently testing Offensive Drapion over this guy.

Detailed Analysis:
Part two of the 'speed trio', Scolipede can be so versatile with that amazing Speed, decent Attack and extensive movepool. I went for a Swords Dance set, as a lead bluff. Most Scolipede leads are Spikes or Toxic Spikes, then attack afterwards.

This Scolipede tries to take advantage of that idea, by setting up a Swords Dance, often on a hazard setting pokemon, such as Uxie, assuming it doesn't want to trick me first, then proceeding to punch holes in teams with it's good coverage, after 1 Swords Dance, this giant Absolem reaches ~550-560 attack (will change it later for accuracy) which often is more than enough to deal so big blows.

Megahorn, Rock Slide and Earthquake hit the majority of the tier for decent damage, especially after a boost or two. I don't use Scolipede to sweep for the most part, it is used in the same way as Typhlosion, to remove the biggest counters to Medicham, or punch gaping holes in teams to exploit later.

EV's and Nature:
Standard physical attacking fare, max attack allows for greatest damage, while max speed allows it outspeed the vast majority of the tier easily. Jolly is used to get the best speed possible.

Attacks and Ability:
Swords Dance boosts to incredible levels, while Megahorn provides stab, Rock Slide decimates Moltres, with Earthquake, it provides the famous QuakeSlide coverage. Swarm boosts the already powerful Megahorn further. Factor in prior damage, hazards and Life Orb, this level is reaches fairly quickly.

One Sentence Summary:
Early game physical attacker, carves out holes in unprepared teams.

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116px-479Rotom_Normal_Forme_Dream.png



Rotom @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Thunderbolt
- Pain Split

Note: Currently testing CB Spiritomb over Rotom on a separate team to the Drapion change.

Detailed Analysis:
Third and final member of the 'speed trio'. As I stated earlier, Cofagrigus was caused me problems from all dimensions, including Trick Room.

After some quick research, I decided that one of the best counters to it was Rotom, specifically the SubSplit variant. Super-effective Shadow Balls still hit the coffin hard, and Substitutes prevent be being statused.

Rotom also performs the vital role of Spinblocker, aswell as it's three strong immunities to Normal, Fighting and Ground, allows me to avoid what is the only real problem with my defensive core, powerful ground types. Particularly Golurk, something that Rotom handles very well.

EV's and Nature:
Special attacking EV's for best speed and damage, Timid puts Rotom's speed over the 300 mark, which is still very good. No HP investment despite running Substitute, to make the most of Pain Split.

Attacks and Ability:
Levitate is the only option, but it's still very useful, removing its own weakness to ground, while providing me with a switch into Ground type attacks that threaten Scolipede, Typhlosion, and even Steelix.

Substitute and Pain Split keep Rotom unstatused, and as healthy as possible, while Thunderbolt and Shadow Ball are solid STAB moves that cover what I need to cover, namely other Ghosts.

One Sentence Summary:
Spinblocker, main Cofagrigus counter while still being effective elsewhere.

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Overall Team Opinion:
I think the team, on the whole covers each others weaknesses well, while exuding offensive prowess and it has the ability to counter or at least check many common threats of the RU metagame.

The main problem is probably Ghost types, however, I feel with some clever predictions, this team can still handle them.​

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I hope you've enjoyed reading my first RMT, I know the sets are all pretty standard, but I'm looking for more advice in terms of composition, movesets, etc.

Additionally, many of you may recommend Scarfed Medicham over Banded, or even Jolly over Adamant, but this team is based around that guy, so I'd assume most changes to Medicham's item will greatly alter the team composition. After all, I'm running 3 300+ speed Pokemon to make up for the fact that Medicham isn't scarfed.

I will happily accept any changes to this team, and will swiftly reply as to whether or not I'll try them, but I hope you consider rating this team, as it would help me improve immensely. Hopefully, that long introduction to myself didn't put you off and you are reading this.

Thank you, Cryptic.

P.S. If you want to see some actual examples of this team in action. Check out it here: http://www.youtube.com/user/PZcryptic1

P.P.S Forgive me if I've broken some of the ground rules for RMT writing, if I have, let me know and I'll change them. I will continue to use English U.K. however, as to me, maximize looks wrong with a 'z' in it.
 
I sense a major weakness to spike stacking + OTR Cofagrigus teams. Because you lack a spinner making it easy for the opponent to keep there hazards up and then TR Cofag can basically 6-0 this team. As cofag can easily switch in on a HJK from Medicham and then set up a NP then set up a TR and begin to sweep. You say Rotom is a good counter to it but Rotom's Shadowball, I believe, can not Ohko Cofagrigus. So to help deal with this problem im suggesting a Specially Defensive Drapion. Drapion will help deal with Cofagrigus but also grass types such as Lilligant which could be troublesome as well. Drapion also has t-spikes which is always a plus. You should probably put Drapion over Scolipede because SD scolie is really hard to use currently with all the Cofag's running around now. If you don't want to run that defensive of a drapion you can also do a more offensive drapion.

I don't have that much time sry. I might come back and do a better rate late but thats the main weakness I saw in this team.

Specially Defensive Drapion
Drapion @ Leftovers
Trait: Battle Armor
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Crunch
- Toxic Spikes
- Whirlwind
- Taunt

Alternative Drapion (Offensive)
Drapion @ Life Orb
Trait: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Earthquake
- Swords Dance
- Pursuit
 
Thanks for your input Double. I have already highlighted Ghost types as a threat, and I know that Cofagrigus is probably the biggest of them all in the RU tier.

I've opted to run the Offensive Drapion set over the Defensive one as it keeps my quartet of offensive pokemon going strong.

I rarely calculate damage (as I said in the 2nd paragraph, I'm not overly competitive) but I did for this RMT. The most Specially defensive Cofagrigus set - standard Smogon, of course - is still 2HKOed by Rotom's Shadow Ball.

Finally, I understand that the lack of spinner means any hazards thrown down are permanent (barring Scolipede or Drapion absorbing T-Spikes), I find that if I have a rapid spinner, I either slow down the match to rapid spin, or totally misplay my spinner much too early. I'm sure that will come with time, but for now, I rarely incorporate a spinner on any of my teams.

Thanks for your time, and Drapion is definately something I overlooked, will start testing him out a.s.a.p.

Cryptic.
 
Hey man, you got a pretty nice team here. I've had great success using CB Medicham and I think it's a great Pokemon to build a team around. However, I think that you could improve the set itself a bit. Firstly, you should be using Psycho Cut over Zen Headbutt. Although Zen Headbutt has 10 more Base Power and that nifty flinch chance, Psycho Cut's extra accuracy will never let you down while getting the same KOs. It also can 2HKO Nasty Plot Cofagrigus after Stealth Rock, which Zen Headbutt can't accomplish. Next, Ice Punch is largely outclassed as a coverage move by ThunderPunch, with the absence of Gligar and Claydol. ThunderPunch hits the same Flying-types as Ice Punch while also hitting Moltres on the switch. It also has the bonus of hitting Slowking, which would otherwise cause Medicham problems.

Next, Medicham needs Pursuit support to function to the best of its ability. You have Rotom as the spinblocker for your team, but it is by no means a counter to Cofagrigus. Two out of the four moves that Cofagrigus can use, Shadow Ball and Trick Room, equals a dead Rotom. Choice Band Spiritomb is a perfect fit for your team over Rotom, using Pursuit to trap Ghosts that could get in the way of Medicham. If Cofagrigus thinks it can get a free switch-in on Medicham, then you can use Psycho Cut on the switch. If Cofagrigus decides to stay in, you can trap it with Spiritomb. It also helps with your Golurk weakness as it can speed creep standard Golurk with 204 Speed EVs. Golurk's Earthquake won't OHKO, so you can outspeed and trap it with Pursuit. Another big threat to your team is Bulk Up Gallade, which sets up on Slowking and destroys the rest of your team with just Drain Punch and Shadow Sneak. Spiritomb is a hard counter, as even with a Bulk Up Gallade still has a large chance to be 2HKOed by Shadow Sneak.

Now just a couple of minor changes. You should he using a Timid nature on Typhlosion, as the speed difference is significant even with a Choice Scarf. The big thing you miss out on is +1 Lilligant, which can put you to sleep or just KO with HP Rock. However, other important things you miss out on are +2 Omastar, which can be a major pain to deal with if it carries a Lum Berry, and +2 Crawdaunt, which is also a dangerous threat that has to be played around carefully. The other thing you should change is to get rid of one of Slowking's status moves. Not only is it redundant, but it wastes a moveslot that could be better used on one of Slowking's awesome coverage moves. I recommend dropping Toxic, as Medicham appreciates the paralysis support more, and Toxic is only helpful against other Slowking, and Spiritomb already deals with them. You should run Psyshock, as you lack a good switch-in to Lanturn and Psyshock deals significant damage.

Choice Band Spiritomb > Rotom
Pros: Check a while bunch of stuff that you couldn't before, like Cofagrigus, Golurk, Gallade, and Slowking
Cons: Miss that Ground immunity as well as the great wallbreaking skills of Rotom

Modified Medicham Set
Pros: Better for the new metagame, 2HKOes offensive Cofagrigus after Stealth Rock
Cons: None really

Timid Nature on Typhlosion
Pros: Can catch +1 Lilligant, +2 Omastar, and +2 Crawdaunt
Cons: Lose the extra 10% power

Psyshock > Toxic on Slowking
Pros: Beats Lanturn, which you lack a switch-in for as well as 2HKOing Roselia and Qwilfish
Cons: Lose to opposing Qwilfish

Typhlosion @ Choice Scarf
Trait: Blaze
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
-Eruption
-Fire Blast
-Hidden Power [Grass]

Slowking @ Leftovers
Trait: Regenerator
EVs: 248 HP / 144 Def / 116 SDef
Calm Nature (+SDef, -Atk)
-Scald
-Slack Off
-Thunder Wave
-Psyshock

Medicham @ Choice Band
Trait: Pure Power
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
-Hi Jump Kick
-ThunderPunch
-Bullet Punch
-Psycho Cut

Spiritomb @ Choice Band
Trait: Pressure
EVs: 52 HP / 252 Atk / 204 Spd
Adamant Nature (+Atk, -SAtk)
-Shadow Sneak
-Sucker Punch
-Pursuit
-Trick

GL
 
Thank you Com. Legit. Sometimes when you look at something you're proud of, you fail to see some faults.

I believe I said that Zen Headbutt could be replaced by Psycho Cut in the analysis, but I needed what you've just said there to confirm it, didn't realise that despite the 10 points less base power, it would still net KO's on important things. Also, in writing this RMT, I completely forgot about T-Punch.

At some point, I will try running CB Spiritomb, however, Double has recommended a Drapion over Scolipede, so I want to test that out, keeping Rotom because the team would have 3 ground weak pokemon with nothing to switch into Earthquakes and the like safely.

I've been looking at this RMT all day, because in the back of my mind, triple status on Slowking didn't look very good as I looked at it more. I will permanently change Toxic to Psyshock now because I don't think I need Toxic very much at all, especially once I start testing Spiritomb.

Those little changes in Nature and movesets are the sole reason I thought this would be a good time to post an RMT of this team, which I consider to be the most solid I've built so far, and it's not even perfect :P

Thanks for your input, and I'm sure those changes will help me deal with threats better.

Cryptic.
 
Just as a quick note, you state that you don't like the Ground-type weakness that Drapion brings without Rotom's immunity, another option for you to mull over is running a specially defensive Mandibuzz instead of the Drapion, this allows you to still counter Cofagrigus without adding another Ground weakness, letting you feel free to run Spiritomb. This also gives you another way to check Lilligant and even to outstall Slowking if you can avoid being hit by Toxic on the switch-in. The set is:
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@Leftovers
Trait: Big Pecks
EVs: 248 HP / 240 SDef / 20 Spd
Careful Nature (+SDef, -SAtk)
-Taunt
-Roost
-Brave Bird
-Whirlwind
You can alternatively run Toxic over either Brave Bird or Whirlwind, but I've always found them simply too useful to pass up.
Just giving you another option to consider, Good luck and hope I helped a bit!
 
Just checked on PO, Medicham cannot get both Bullet Punch and Psycho Cut at the same time, both egg moves from different parents. I guess I've just got to live with that lower accuracy.
 
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