DISCLAIMER: I'm not an amazing battler, nor am I a genius prodigy team builder. That's why I'm here. I seek only your honest criticism and advice, not flame.
Hello, and welcome to my first RMT. I've lurked on Smogon for quite a while, only coming out of my hidey-hole on occasion to give my input on a certain discussion. This is not going to be an amazing, be-all end-all team to end all teams in RU. This is just my attempt to make a team. When I saw that there was going to be a new tear, it certainly peaked my interest, and I hoped to carve a niche for myself as a battler. This was the first team I built for RU, and it had many changes. I've finally decided to seek the input of other's as I realize there is probably some gaping hole in my team that I haven't realized. So please, point it out if you notice it.
The team at a glance:
A closer glance:
Crustle (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 140 Def / 116 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Counter
- Spikes
- Stone Edge
Before the formation of the RU tier, I had been using Crustle as a Spikes/SR lead in OU to moderate success. He normally doesn't have much of a problem setting up at least SR, thanks to sturdy, and can usually get up a few layer of spikes as well. I'll always lead with him unless I see that my opponent has a spinner, in which case I will keep him in the wings until that spinner is down, and then try and get him in to start setting up some hazards. Stealth Rock should be pretty much self-explanatory, what with all the bugs in this tier. Spikes also hopes to wear down some other pokemon and gives Blastoise more of a reason to use Roar. Counter generally works well with sturdy, and i have spent many minutes as my opponents try to set up Sword Dance's and whatnot, only to get downed by Counter. STAB Stone Edge is really useful for taking out Yanmega and Venomoth leads who think that they can set up on me, as well as taking out a Honchkrow every know and then.
Golbat (M) @ Eviolite
Trait: Inner Focus
EVs: 4 HP / 252 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Toxic
- Roost
- Haze
Ahh Golbat, the bane of my existence when roaming through caves, but one of my best friends when it comes to competitive. He 4x resists Fighting and Bug, and I shouldn't have to say how useful that is in RU, especially with my Sharpedo trying to pull off sweeps every now and then. Eviolite and 252 Def make sure he can take any physical hit like it was a nice breeze, and 252 Spe makes sure that Taunt and Haze aren't useless. Taunt is great for shutting down many walls and supporters. Toxic and Roost make sure that I can toxic-stall almost any physical hard-hitter, while Haze makes sure that no boosters get too out of hand.
Primeape (M) @ Choice Scarf
Trait: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- U-turn
- Stone Edge
- Fire Punch
I always carry a scarfer on every team I have made, and this one is no different. This little raging monkey has helped me so much, it is almost always my MVP. The EV's and nature should be pretty self-explanatory, so I'll move on to the moves. Close Combat for a powerful STAB, and Primeape paper defenses make the defense drops unnoticeable. U-turn for scouting and sometimes finishing off weakened foes. Stone Edge is more than useful with all the bugs running around. Now Fire Punch, I know is a little redundant with Stone Edge, and i have considered switching it out for something else many times. The thing is though, I've never been in a situation where another move would have been more useful, and it is really good for taking out weakened +1 Lilligants.
Sharpedo (M) @ Life Orb
Trait: Speed Boost
EVs: 88 Atk / 252 SAtk / 168 Spd
Lonely Nature (+Atk, -Def)
- Surf
- Protect
- Ice Beam
- Crunch
Whenever I'm reading through the OU suspect test thread, there's always someone saying how under-appreciated and under-utilized Speed Boost Sharpedo is, so when i found out it didn't make UU, i thought i would give it a try, and i must say, i haven't yet been disappointed. 88 Atk is just enough to guarantee a 2HKO on standard CM Cresselia with Crunch, and the rest is used to max SAtk and pump Spd. Surf and Ice Beam give good coverage together, and Crunch is for a physical STAB, and also my only answer to Cresselia on this team. Protect is just to get that extra Speed Boost when Necessary.
Sceptile (M) @ Choice Specs
Trait: Overgrow
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse
Originally, this spot was occupied by Moltres, bu after a few battles I realized how weak I am to water-types (this was before Blastoise as well). So I was looking through the RU banlist, and lo and behold, I didn't see Sceptile's name. So I put it on this team, tossed a specs onto it, and have not regretted it much since. EV's and nature should be pretty self-explanatory, so onto the moves! Leaf Storm leaves a pretty large dent in a lot of things, even stuff that resists it. This is my move when i'm just going for a hit and run. Giga Drain is my STAB for when i'm in it for the long haul, and also provides useful recovery. HP Fire is again useful for hitting bugs and other grass-types, and Dragon Pulse provides good neutral coverage with HP Fire.
Blastoise (M) @ Leftovers
Trait: Torrent
EVs: 252 HP / 112 SAtk / 144 SDef
Relaxed Nature (+Def, -Spd)
- Roar
- Scald
- Rapid Spin
- Ice Beam
Like Sceptile, this spot previously belonged to something else, in this case Claydol. I just thought if i was using Golbat (and at the time Moltres) i should really have a spinner so that their number of switch-ins aren't severely limited. I soon realized that Claydol wasn't really pulling it's weight much, and was pretty much fodder after it spin'd away hazards. So then I thought i would try a Blastiose, as they have been used against me quite a bit and seemed like a pretty solid defensive poke. So far, i has done more than Claydol, but not much more, and i'm still not 100% satisfied with this slot. 112 SAtk gives it enough power to 2HKO Yanmega, while 252 HP and 144 SDef make sure it can take a couple Bug-Buzzes. Roar is for phazing, Scald for water STAB and burn chance, Rapid spin is obvious, and Ice Beam is for taking out miscellaneous fliers.
Well there you have it, that's my team. I will try to update with a threat list once i'm done with exams.
Hello, and welcome to my first RMT. I've lurked on Smogon for quite a while, only coming out of my hidey-hole on occasion to give my input on a certain discussion. This is not going to be an amazing, be-all end-all team to end all teams in RU. This is just my attempt to make a team. When I saw that there was going to be a new tear, it certainly peaked my interest, and I hoped to carve a niche for myself as a battler. This was the first team I built for RU, and it had many changes. I've finally decided to seek the input of other's as I realize there is probably some gaping hole in my team that I haven't realized. So please, point it out if you notice it.
The team at a glance:

A closer glance:

Crustle (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 140 Def / 116 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Counter
- Spikes
- Stone Edge
Before the formation of the RU tier, I had been using Crustle as a Spikes/SR lead in OU to moderate success. He normally doesn't have much of a problem setting up at least SR, thanks to sturdy, and can usually get up a few layer of spikes as well. I'll always lead with him unless I see that my opponent has a spinner, in which case I will keep him in the wings until that spinner is down, and then try and get him in to start setting up some hazards. Stealth Rock should be pretty much self-explanatory, what with all the bugs in this tier. Spikes also hopes to wear down some other pokemon and gives Blastoise more of a reason to use Roar. Counter generally works well with sturdy, and i have spent many minutes as my opponents try to set up Sword Dance's and whatnot, only to get downed by Counter. STAB Stone Edge is really useful for taking out Yanmega and Venomoth leads who think that they can set up on me, as well as taking out a Honchkrow every know and then.

Golbat (M) @ Eviolite
Trait: Inner Focus
EVs: 4 HP / 252 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Taunt
- Toxic
- Roost
- Haze
Ahh Golbat, the bane of my existence when roaming through caves, but one of my best friends when it comes to competitive. He 4x resists Fighting and Bug, and I shouldn't have to say how useful that is in RU, especially with my Sharpedo trying to pull off sweeps every now and then. Eviolite and 252 Def make sure he can take any physical hit like it was a nice breeze, and 252 Spe makes sure that Taunt and Haze aren't useless. Taunt is great for shutting down many walls and supporters. Toxic and Roost make sure that I can toxic-stall almost any physical hard-hitter, while Haze makes sure that no boosters get too out of hand.

Primeape (M) @ Choice Scarf
Trait: Vital Spirit
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- U-turn
- Stone Edge
- Fire Punch
I always carry a scarfer on every team I have made, and this one is no different. This little raging monkey has helped me so much, it is almost always my MVP. The EV's and nature should be pretty self-explanatory, so I'll move on to the moves. Close Combat for a powerful STAB, and Primeape paper defenses make the defense drops unnoticeable. U-turn for scouting and sometimes finishing off weakened foes. Stone Edge is more than useful with all the bugs running around. Now Fire Punch, I know is a little redundant with Stone Edge, and i have considered switching it out for something else many times. The thing is though, I've never been in a situation where another move would have been more useful, and it is really good for taking out weakened +1 Lilligants.

Sharpedo (M) @ Life Orb
Trait: Speed Boost
EVs: 88 Atk / 252 SAtk / 168 Spd
Lonely Nature (+Atk, -Def)
- Surf
- Protect
- Ice Beam
- Crunch
Whenever I'm reading through the OU suspect test thread, there's always someone saying how under-appreciated and under-utilized Speed Boost Sharpedo is, so when i found out it didn't make UU, i thought i would give it a try, and i must say, i haven't yet been disappointed. 88 Atk is just enough to guarantee a 2HKO on standard CM Cresselia with Crunch, and the rest is used to max SAtk and pump Spd. Surf and Ice Beam give good coverage together, and Crunch is for a physical STAB, and also my only answer to Cresselia on this team. Protect is just to get that extra Speed Boost when Necessary.

Sceptile (M) @ Choice Specs
Trait: Overgrow
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Dragon Pulse
Originally, this spot was occupied by Moltres, bu after a few battles I realized how weak I am to water-types (this was before Blastoise as well). So I was looking through the RU banlist, and lo and behold, I didn't see Sceptile's name. So I put it on this team, tossed a specs onto it, and have not regretted it much since. EV's and nature should be pretty self-explanatory, so onto the moves! Leaf Storm leaves a pretty large dent in a lot of things, even stuff that resists it. This is my move when i'm just going for a hit and run. Giga Drain is my STAB for when i'm in it for the long haul, and also provides useful recovery. HP Fire is again useful for hitting bugs and other grass-types, and Dragon Pulse provides good neutral coverage with HP Fire.

Blastoise (M) @ Leftovers
Trait: Torrent
EVs: 252 HP / 112 SAtk / 144 SDef
Relaxed Nature (+Def, -Spd)
- Roar
- Scald
- Rapid Spin
- Ice Beam
Like Sceptile, this spot previously belonged to something else, in this case Claydol. I just thought if i was using Golbat (and at the time Moltres) i should really have a spinner so that their number of switch-ins aren't severely limited. I soon realized that Claydol wasn't really pulling it's weight much, and was pretty much fodder after it spin'd away hazards. So then I thought i would try a Blastiose, as they have been used against me quite a bit and seemed like a pretty solid defensive poke. So far, i has done more than Claydol, but not much more, and i'm still not 100% satisfied with this slot. 112 SAtk gives it enough power to 2HKO Yanmega, while 252 HP and 144 SDef make sure it can take a couple Bug-Buzzes. Roar is for phazing, Scald for water STAB and burn chance, Rapid spin is obvious, and Ice Beam is for taking out miscellaneous fliers.
Well there you have it, that's my team. I will try to update with a threat list once i'm done with exams.