Intro
This is my first rmt so far. The idea behind it is to find an opportunity for either Thundurus or Charizard-X to get one/two setups and sweep. The entire team revolves around switching in the right pokemon when needed and playing it of that.
Also, I'm very sorry if the formatting looks crap and hopefully you can look past it.
Lead: Scizor
Don't Eat Me (Scizor) (F) @ Choice Scarf
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
IVs: 30 SAtk
- Aerial Ace
- U-turn
- Bullet Punch
- Superpower
Usually to scout out other leads.
Most of the time, I will just u-turn out and switch into either of the tanks, unless its mamoswine. Aerial Ace is for mid/late game hits on Venasaur and maybe Conkeldurr. Bullet punch is a staple move for scizor and is largely used against the fairy types, mainly Togekiss and Clefable. Superpower is questionable (suggestions?).
The ev spread and item is pretty standard for lead scizor
Special Wall: Goodra
Panasonic DMR-EZ (Goodra) @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Spd
- Dragon Pulse
- Flamethrower
- Ice Beam
- Thunderbolt
Assault Vest Goodra, with Sap Sipper. Sap sipper is used mainly to soak up spores/leechseeds and other pesky grass moves. Due to its bulkiness, it can usually be switched into almost every situation. Dragon pulse -> Draco meteor for the stab move is purely because of the debuff that comes with it. Goodra will usually sit in battle through early-mid game as a wall. The 3 elemental moves are there for coverage and the ev speard is just there to back it up.
Physical Wall: Mandibuzz
Carolina Vulture (Mandibuzz) (F) @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Defog
- Toxic
- Knock Off
Mainly used to defog (maybe I can switch that over to Scizor and take off the scarf ?) and to knock off items. I used to run roost on it, but I found that Knock Off is more effective. Toxic is for stalling purposes and Foul Play is for the physical sweepers that can't one-shot you.
Open to suggestions on this one, mainly because of the roll it plays is very similar to what Scizor can/is do(ing).
Special Sweeper: Thundurus
Lemonz4lyf (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Substitute
- Nasty Plot
- Hidden Power [Ice]
Almost everyone falls for the substitute -> sucker punch and the fact that Thundurus is the fastest Prankster pokemon means that it can substitute before any other status move can be pulled off on it.
The basic idea behind this guy is for him to have a clean switch into a support pokemon, usually one that is setting up and try to get a sub/nasty up. Once that is done, usually the games over. Using Thundurus outright without nasty/sub is also anther option which is effective against Talonflames. The HP Ice is for coverage against dragons and other pokemon that Thunderbolt can't hit. I tried using Focus Blast but couldn't stand the accuracy of it, and although Thundurus is completely walled Heatran, HP Ice seemed to be the better option.
Special Support: Togekiss
Kiss from a rose (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Air Slash
- Aura Sphere
- Dazzling Gleam
- Thunder Wave
Togekiss has held its weight quit nicely in the team, being the mixed support special attacker. Togekiss is mainly used to take on the fearsome M-Venasaurs and various fighting pokemon. Togekiss is kind of hit or miss a lot of the time, with para/flinch hax and the occasional Aura/Dazzling.
Physical Sweeper: Charizard Mega-X
JamesZhang (Charizard) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Earthquake
The core of the team, only to be brought out if the field is clear of SR and various other hazards that might be a problem. The moveset is based on getting as many DD's as possible before getting hit hard and finishing the game. Dragon Claw and Fire Punch are staple STAB moves and Earthquake is for more general coverage. I chose not to use Flare Blitz due to the recoil damage and how fragile Charziard is in general.
Conclusion:
I tried laddering with the team and got to about 1400~ mainly due to the threats of Rotom-w ( walled with Goodra), Mamoswine leads (still looking for solution), M-Venasaurs ( 60~ damage flying moves aren't enough), Excaldrill ( rockslides hit my team pretty hard), Ice types ( both special and physical, due to the typing of my team) and SR hazards -> flying type pokemon.
Thanks,
This is my first rmt so far. The idea behind it is to find an opportunity for either Thundurus or Charizard-X to get one/two setups and sweep. The entire team revolves around switching in the right pokemon when needed and playing it of that.
Also, I'm very sorry if the formatting looks crap and hopefully you can look past it.
Lead: Scizor
Don't Eat Me (Scizor) (F) @ Choice Scarf
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
IVs: 30 SAtk
- Aerial Ace
- U-turn
- Bullet Punch
- Superpower
Usually to scout out other leads.
Most of the time, I will just u-turn out and switch into either of the tanks, unless its mamoswine. Aerial Ace is for mid/late game hits on Venasaur and maybe Conkeldurr. Bullet punch is a staple move for scizor and is largely used against the fairy types, mainly Togekiss and Clefable. Superpower is questionable (suggestions?).
The ev spread and item is pretty standard for lead scizor
Special Wall: Goodra
Panasonic DMR-EZ (Goodra) @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Spd
- Dragon Pulse
- Flamethrower
- Ice Beam
- Thunderbolt
Assault Vest Goodra, with Sap Sipper. Sap sipper is used mainly to soak up spores/leechseeds and other pesky grass moves. Due to its bulkiness, it can usually be switched into almost every situation. Dragon pulse -> Draco meteor for the stab move is purely because of the debuff that comes with it. Goodra will usually sit in battle through early-mid game as a wall. The 3 elemental moves are there for coverage and the ev speard is just there to back it up.
Physical Wall: Mandibuzz
Carolina Vulture (Mandibuzz) (F) @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Defog
- Toxic
- Knock Off
Mainly used to defog (maybe I can switch that over to Scizor and take off the scarf ?) and to knock off items. I used to run roost on it, but I found that Knock Off is more effective. Toxic is for stalling purposes and Foul Play is for the physical sweepers that can't one-shot you.
Open to suggestions on this one, mainly because of the roll it plays is very similar to what Scizor can/is do(ing).
Special Sweeper: Thundurus
Lemonz4lyf (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Substitute
- Nasty Plot
- Hidden Power [Ice]
Almost everyone falls for the substitute -> sucker punch and the fact that Thundurus is the fastest Prankster pokemon means that it can substitute before any other status move can be pulled off on it.
The basic idea behind this guy is for him to have a clean switch into a support pokemon, usually one that is setting up and try to get a sub/nasty up. Once that is done, usually the games over. Using Thundurus outright without nasty/sub is also anther option which is effective against Talonflames. The HP Ice is for coverage against dragons and other pokemon that Thunderbolt can't hit. I tried using Focus Blast but couldn't stand the accuracy of it, and although Thundurus is completely walled Heatran, HP Ice seemed to be the better option.
Special Support: Togekiss
Kiss from a rose (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Air Slash
- Aura Sphere
- Dazzling Gleam
- Thunder Wave
Togekiss has held its weight quit nicely in the team, being the mixed support special attacker. Togekiss is mainly used to take on the fearsome M-Venasaurs and various fighting pokemon. Togekiss is kind of hit or miss a lot of the time, with para/flinch hax and the occasional Aura/Dazzling.
Physical Sweeper: Charizard Mega-X
JamesZhang (Charizard) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Earthquake
The core of the team, only to be brought out if the field is clear of SR and various other hazards that might be a problem. The moveset is based on getting as many DD's as possible before getting hit hard and finishing the game. Dragon Claw and Fire Punch are staple STAB moves and Earthquake is for more general coverage. I chose not to use Flare Blitz due to the recoil damage and how fragile Charziard is in general.
Conclusion:
I tried laddering with the team and got to about 1400~ mainly due to the threats of Rotom-w ( walled with Goodra), Mamoswine leads (still looking for solution), M-Venasaurs ( 60~ damage flying moves aren't enough), Excaldrill ( rockslides hit my team pretty hard), Ice types ( both special and physical, due to the typing of my team) and SR hazards -> flying type pokemon.
Thanks,