Newbie RMT

Hey Smogon,
First RMT here so I hope i'm not too much of a failure. I've tried this team on the ladder and have made many adjustments so i hope you can point out any other problems i may have missed.

EDIT: Forgot to mention. The reason for the berries is I'm making this team Item clause friendly. If you can offer a solution to a better item that isn't leftovers i'm all ears.

ambipom.png

Handsy (Ambipom) (M) @ Silk Scarf
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Low Kick
- Return
- Pursuit

This is my very reliable lead. Of all the tweaks i've made to this team this guy has always made the cut. He out speeds Infernape and kills frailer leads such as Infernape, Azelf, and can OHKO lead tyranitar with low kick. The strategy is simple. Fake out for flinches and breaking sashes then either use Return for boosted damage or switch out for an appropriate counter (usually Swampert to set up rocks). Pursuit is there for ghost types who like to switch into fake out. He also makes a good hit and run revenge killer later in the game.
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dragonite.png

Gooney (Dragonite) (M) @ Leftovers
Ability: Inner Focus
EVs: 248 HP/44 Spd/216 SDef
Calm nature (+SDef, -Atk)
- Heal Bell
- Roost
- Flamethrower
- Toxic

My Toxic stall Cleric. Gooney is around to get rid of annoying burns on ambipom, paralysis on infernape, or Toxic on swampert. He's also useful for drawing out skarmory and KOing it with flamethrower or wearing down walls like Blissey with Toxic (using heal bell to cure any toxic or thunderwave that comes it's way). It also laughs at paraflinch togekiss or Iron head jirachi. It works well with Swampert and Forretress as my Defensive core and can last a long time even when being attacked by ice beam.
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infernape.png

Fluffy (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 64 Atk/192 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Fire Blast
- Close Combat
- Grass Knot
- Hidden Power [Ice]
This guy can switch in on the ice moves that dragonite attracts and proceed to tear up the field. It takes out annoying pokes like salamence and Blissey with ease and can deal with most steel types pretty well. I try to save him for end game sweeping after i've worn down most of the other teams pokes with entry hazards or status.
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Pokemon__Gengar_by_KirbyDrawer.jpg

Bangles (Gengar) (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Focus Blast
- Thunderbolt
- Trick
This is my revenge killer or tricker. It can outspeed most anything and can take on extremespeed lucario mid sweep and also strike down a +1 DD gyarados with thunderbolt. Trick is also useful on things that enjoy to set up like Calm mind jirachi or...anything else that sets up. It's also useful for rapid spin blocking and for luring ghost moves that Ambipom can switch in on and can switch in on fighting and ground moves that ambipom and infernape attract. I can also deal with my Infernape's Starmie weakness.
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Dark_Swampert_by_SilverDolphin324.jpg

Everglades (Swampert) (M) @ Rindo Berry/Leftovers
Ability: Torrent
EVs: 252 HP/4 Atk/252 Def
Relaxed nature (+Def, -Spd)
- Earthquake
- Stealth Rock
- Roar
- Ice Beam
I usually send this guy out after Ambipom annoys/kills the other leads. I usually set up stealth rock and either quake/beam the other pokes or roar to scout. I can also use him to sponge physical hits later in the game and the roar comes in handy for phazing. I've been thinking of slapping rest on this set for greater survivability and having Dragonite heal bell off the status but i don't know where i'd put it. Swampert resists forretresses fire weakness and dragonites rock weakness.
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forretress.jpg

Peekaboo (Forretress) (M) @ Occa Berry/Leftovers
Ability: Sturdy
EVs: 252 HP/112 Atk/144 Def
Relaxed nature (+Def, -Spd)
- Spikes
- Rapid Spin
- Payback
- Earthquake
My main rapid spinner/spiker. This is basicaly your standard forretress. Bring him in on resistances to set up spikes or rapid spin away. Payback is there to get rid of rapid spin blockers and earthquake is for killing common switch ins (though i've been thinking of replacing it with explosion). Forrtress works well with Swampert because they resist eachother's weakness and are both pretty sturdy. And forretress works well with Dragonite since it also resists it's weakness (barring rock)
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Threat list!

Azelf: As a lead it is eaten by Ambipom as Fake out return is enough to kill it. Otherwise i have dark/ghost moves galore on my team.

Breloom: Admitedly very hard for me to put down once a sub is out due to my phazer being 4x weak to grass. If i do'nt want frail infernape to die i usually Take down the sub with my Gengar and try to kill it with a fire blast afterwards (Usually Gengar is dead)

Celebi: Don't see it too often but i usually utilize my afore mentioned plethora of dark and ghost moves instead of relying on a fire blast (that will most likely miss and then infernape gets a psychic to the face)

Dugtrio: Annoying. Kills infernape even when grass knot hits (HP ice doesn't do the job either.) I haven't faced it since i changed swampert's surf to ice beam so i'm not sure how i will fare.

Electivire: Eh. A close combat will kill it and infernape outspeeds it without motor drive.

Empoleon: Low kick kills it. along with the two earthquakes. I try not to use Swampert against it becuase of grass knot.

Flygon: HP ice or ice beam takes care of him for the most part

Gengar: Jolly choice band Gengar can usually kill any other Gengar. If i'm worried about a speed tie I switch in Ambipom on a shadow ball and pursuit it as it escapes.

Gliscor: Ice moves eat it's face (HP ice, Ice beam)

Gyarados: If he has more than one dragon dance i try to raor him away. If not then Gengar can one shot him with thunderbolt.

Heatran: Low kick kills him too. Swampert is also nice with earthquake.

Heracross: To be honest I haven't faced a Heracross in awhile. If i did though i'd try and kill it with infernape fire blast or use fake out to damage it.

Infernape: Ambipom eats most apes. Fake out almost takes out half their health then return finishes the job.

Jirachi: Calm mind jirachis can be a problem since my only fire attacks are special and the only viable one is on a mon weak to psychic. That said Swampert can roar em out or earthquake them. Iron head jirachi is dinner for dragonite who can heal bell away paralysis, roost off damage, and flamethrower it for the kill.

Kingdra: Hard to kill but not too big of an issue. Dragonite can wear it down with Toxic until it dies.

Latias: I abuse it's psychic weakness and kill it that way. Usually they switch in on forretress expecting set up bait before getting pay back'd to death.
Not that it matters. Isn't it ubers now anyway?

Lucario: Low kick, close combat, and fire blast do pretty well to kill it. If it's sweeping with SS extremespeed then i bring out gengar and OHKO with focus blast (praying that it hits)

Machamp: Another annoying mon. Usually i try and use dragonite to toxic it while resisting Dynamic punch and roosting whenever i'm not hitting myself. Rest Talk machamp ruins this plan and then I just improvise with whatever's left.

Magnezone: Only really a problem for Forretress (who now has earthquake anyway). other wise swampert eats it with earthquake or ambipom low kicks it to death

Mamoswine: Usually low kick kills him. (or Close combat since infernape resists ice shard and out runs un scarfed versions)

Metagross: Earthquakes galore! or fire blast. depends on who is out

Ninjask: As a lead i usually fake out. If it protects i attack then switch out on a predicted protect to swampert who sets up rocks then roars out a substitute weak ninjask that loses 50% next time it switches in. then just kill it when i see it.

Porygon-Z: Close combat usually kils it. or Focus blast as gengar is unnaffected by it's STAB.

Rhyperior: So many weaknesses that it isn't a problem.

Roserade: Not a problem with infernape and forretress to spin spikes away.

Rotom-A: Dark/ghost moves Galore. Gengar can one shot easily with shadow ball.

Salamence: After stealth rock it dies easily from HP Ice

Scizor: Infernape can burn it to death

Snorlax: Close combat is not it's friend. (or low kick)

Starmie: and again with the ghost and dark moves. Gengar has two super effective options to kill it with if it's blocking rapid spin. Otherwise use ambipom to pursuit it or use Gengar anyway.

Suicune: Grass knot isn't enough to KO it before Inferanpe eats a surf to the face. If it's got too many calm minds then i roar it out. If not i try and thunderbolt it before Gengar dies. Toxic is usually ineffective due to rest.

Togekiss: Most Togekiss is see are Paraflinch. Like iron head jirachi Dragonite can avoid the flinches and heal the paralyze while also stalling with toxic and roost.

Tyranitar: Most tyrannitars I see are leads and die instantly to Ambipoms low kick. Otherwise Close combat and Focus blast will kill it easy. Though Gengar has to be careful for Pursuit.

Weavile: Usually ambipom can take care of Weavile with low kick unless it also has fake out since Weavile outspeeds ambipom. If that's the case the infernape can switch in and kill it or force it to switch out

Yanmega: Stealth rock eats it. I'd use fire blast or ice attacks against it.

Zapdos: I would use swampert for the ice beam and electricity resist.
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what's the verdict?
 
I don't have time for a full rate, but as for item clause, I think Foretress should have Shed shell to deal with Magnezone.
EDIT: Woot 100th post
 
That's why i have earthquake on him as he can usually survive an HP fire with the berry. But tbh i haven't faced a magnezone since i changed him from specially defensive to physically defensive so this may not be the case any more.

Shed shell would probably work better since i wouldn't have to risk having him killed
 
I say your team should change:

Ambipom: Replace pursuit with u-turn. Maybe change to Azelf because it dosen't do enough damage to most leads with fakeout.

Dragonite: I love Dragonite, but I don't think it has much use on your team. Try either an attacker (Machamp) or a wall (Dusknoir / Bronzong).

Infernape: Good

Gengar: Scarf should change to specs for more power. Also, maybe replace trick with HP:Fire.

Swampert: Meh, I don't like Swampert much. If it isn't your lead, it probably won't be that great. I would use the attacker or wall idea you haven't used yet. If you keep Swampert, try leftovers.

Forretress: Not a great help with Swampert alongside, so replace either with that attacker or wall idea. But if you keep Forretress, try gyro ball for max power. Either leftovers or shed shell should be used.

So try those changes if you please but it's my opinion, I'm also a newb lol.
 
Ambipom can actually do a surprising amount of damage with fake out with STAB + technician + silk scarf. I had pursuit because at one point i had a set that was completely walled by ghost types (and was frequently walled by ghost types)
though i can try U turn and see how that goes. Also i'd rather keep Ambipom as a lead unless you can tell me what makes azelf better (it usually doesn't last long enough for me to see what's great about it)

Dragonite is there because i was looking for good clerics that weren't blissey. I tried celebi but the weakness were annoying and common. as for walls i have tried a dusknoir and i find dragonite to be more useful because of it's toxic stall utility and heal bell (plus a more reliable recovery move than pain split)

yay infernape

I had scarf gengar to deal with things like Starmie that threatened infernape and the fact that it can kill scarf heatran with focus blast. i haven't tried specs but i like scarf. it would be worth a shot. I also have trick over HP: fire because i would like to make a team that wouldn;t be too hard to replicate in game without hacking and hidden powers are hard to breed for (it's tough for me to even keep HP ice on infernape)

Swampert works well as a bulky phazer for me with stealth rocks being a bonus. only reason i don't use leftovers is because i rather keep it on dragonite and i'm trying to be item clause friendly.

Forretress is eh. I wanted rapid spin since entry hazards severely limit the life span of infernape. I could replace EQ with gyro ball and see which is more effective. Leftovers is out of the question for reasons i stated above but shed shell could work. only thing is i don't run into magnezones as often as i run into unexpected fire attacks.

Most of the pokemon i use fall into a nice niche on my team so it would be hard for me to completely replace them unless it's with something that can do the exact same job better or maybe offer a switch to multiple mons.

though i do like the u turn idea. it would allow me to scout out teams before i risk infernape or gengar (who are both annoyingly frail)
 
You should place Leftovers on Swampert if you want to check threats like Agiligross and Dragon Dance Tyranitar more effectively. Rindo Berry is a pretty stupid item on Swampert, since every other Pokemon on your team takes virtually nothing from Grass Knot. You should also place leftovers on Forretress.

And yes, I read your initial statement about item clause. I don't really understand why you would make a team based on item clause, unless it is planned to be used in a tournament. If it is, I apologize
 
^my friend's like to play by item clause. Though i'll just keep some extra leftovers for when i'm facing someone who isn't them.
 
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