National Dex National Dex UU banded Mamo / scarf Xurk offense (peaked #10)

Introduction:
This is a team I've been laddering with for a couple of days, peaking at # 10. It's the first time I'm posting an rmt so it might be a little rough around the edges, but let me know what you think!
Here's the paste: https://pokepast.es/e0f9dc6083ff02f4
proof of rank:
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The team:
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Mamoswine @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Knock Off
- Icicle Crash

Adamant banded Mamo's incredible offensive typing allows it to 2 hit KO almost the entire tier with it's stabs. Knock off helps it cripple threats like rotom wash \ heat, Alomomola, and Celesteela, which the team would otherwise struggle with. Banded Ice Shard is great for late game cleaning as well as checking many of the faster threats in the tier.
some calcs:
252+ Atk Choice Band Mamoswine Ice Shard vs. 252 HP / 4 Def Latias: 236-278 (64.8 - 76.3%) -- guaranteed 2HKO
252+ Atk Choice Band Mamoswine Ice Shard vs. 252 HP / 0 Def Diggersby: 270-318 (72.1 - 85%) -- guaranteed 2HKO
252+ Atk Choice Band Mamoswine Ice Shard vs. 0 HP / 0- Def Diancie-Mega: 111-132 (46 - 54.7%) -- guaranteed 2HKO after Stealth Rock
52+ Atk Choice Band Mamoswine Ice Shard vs. 252 HP / 252+ Def Altaria-Mega: 146-174 (41.2 - 49.1%) -- 76.2% chance to 2HKO after Stealth Rock
252+ Atk Choice Band Mamoswine Ice Shard vs. 84 HP / 0 Def Tapu Bulu: 192-228 (63.5 - 75.4%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Mamoswine Earthquake vs. 252 HP / 0 Def Venusaur-Mega: 226-267 (62 - 73.3%) -- guaranteed 2HKO
252+ Atk Choice Band Mamoswine Earthquake vs. 40 HP / 252+ Def Alomomola: 223-264 (46.3 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Mamoswine Icicle Crash vs. 248 HP / 252+ Def Celesteela: 160-190 (40.3 - 47.8%) -- 4.3% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Mamoswine Earthquake vs. 252 HP / 252+ Def Blissey: 487-574 (68.2 - 80.3%) -- guaranteed 2HKO


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Xurkitree @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Energy Ball
- Thunderbolt
- Dazzling Gleam

Scarf Xurk is a fantastic late game cleaner as well as a check to many common fast threats. Beast boost allows it to sweep weakened teams, while its coverage allows it to take out a number of the tier's most potent threats (Mega Diancie, Krookodile, Latias, Urshifu, Terrak, Weavile). Though it fails to outspeed many of the tier's more common scarfers, it does outspeed +1 gyarados, +1 Mega Altaria, and Mega Beedrill. Volt Switch adds some momentum and does decent chip to some common checks/ counters (Mega Venu, Rotom heat/, blissey).

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Hippowdon @ Leftovers
Ability: Sand Force
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Whirlwind
- Earthquake
- Slack Off

Hippo is one of the best physical walls in the tier at the moment, and one of the best counters to the omnipresent scizor / terrak / infernape. It's longevity with slack off allows it to keep up rocks throughout the game, while whirlwind with the right prediction can prevent lati / gyara / buzzwole / z rachi / salamence from sweeping.

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Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Toxic

Specially defensive rotom heat prevents the team from being overrun by common special attackers like lati, azelf, and rachi. It also checks scizor, moltres, and celesteela easily, and fully counters magneton. Toxic wears down common switchi-ins like latias, rotom wash / heat, rhypherior primarina, and alomomola. volt switch is a decent stab move and provides momentum, while overheat threatens the common steel types in the tier. As long as it doesn't get knocked, rotom is able to stick around for quite a bit. I opted for max spdef so it can take at least one hits from mons that otherwise obliterate this team (more on those below) including starmie ( 252 SpA Starmie Meteor Beam vs. 248 HP / 252+ SpD Rotom-Heat: 150-178 (49.5 - 58.7%) -- 98.8% chance to 2HKO, 252 SpA Life Orb Starmie Hydro Pump vs. 248 HP / 252+ SpD Rotom-Heat: 268-320 (88.4 - 105.6%) -- 31.3% chance to OHKO)


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Venusaur-Mega @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 1 Atk
- Giga Drain
- Earth Power
- Hidden Power [Fire]
- Sludge Bomb

4 attack mega venu adds some bulk to the team. Giga drain allows it stick around for a long time, while it's coverage makes it able to deal with common threats like rachi, scizor, magneton, infernape with the right predictions. It's stabs are a fantastic against the current meta, and it's relative bulk and typing make it able to deal with a couple of key threats. Sludge bomb punishes common switch-ins like latias and buzzwole, as neither appreciates being poisoned.


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Gyarados @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Bounce
- Dragon Dance

Finally there's flynium gyarados. Gyara is one of the best cleaners in the game. Intimidate allows it to set up more often, and as many of it's counters lack reliable recovery (venu, celesteela), it doesn't need more than +1 in a lot of cases. z-fly gets rid of mega venu, conk, buzzwole, and urshifu when necessary, as well as packing a serious punch in general. earthquake deals with some of the common steel types (rachi, klefki, cobalion, bisharp), as well as mons like dracozolt that would stop it afterwards. Raw bounce still threatens all the common fighting types, and at + 1 or 2, not much is willing to switch into it.

Threats to the team:

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Starmie:
This team's only water resists, gyara and venu, are unable to take starmie's usual coverages (psyshock / t-bolt), especially once it sets up. If not played around carefully, starmie tears through this team. Rotom and venu can take a hit or two and deal decent damage back, while xurk outspeeds and oh-kos. With the right amount of doubling, starmie is manageable, but it's still a huge threat.

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Mega-Venusaur:
This team, like much of the tier, is prone to be worn down my mega venu's stabs and the threat of sludge bomb poison. Z-fly obliterates it, but must be saved for the occasion. Wearing it down with rotom and rocks allows mamo to dispatch it later in the game, but failing to kill it will allow it to get a ton of health back and kill mamo with giga drain. Keeping up rocks and biding your time with Z-fly is the best strat, otherwise pray for an icicle crash flinch.

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Alomomola + Blissey:
Although easily dealt with seperately, these mons are a pain when combined. Blissey deals with venu, Xurk, and Rotom easily and keeps up rocks, while alo shuts down gyara and mamo. Rocks and toxic take their toll quickly, and even right prediction can be circumvented by regenerator / wish / protect on alo and natural cure + boots on blissey. The best way of dealing with these mons is knocking them and setting up with gyara at the right moment then killing one of them with z fly.

Conclusion:
The team has some significant weaknesses, but the sheer power of banded mamo + scarf xurk allows it to beat most teams with the right predictions. It requires a pretty double-heavy playstyle, as mamo, xurk, and gyara are prone to being worn down, and must be brought in at the right moments to prevent chip. I had a blast laddering with this team despite its weaknesses, let me know what you think!
 

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