NU RegenCore Team

This is my first RMT (2nd attempt explaining team), so I'm not exactly sure what to put in description so I'll put as much information about my team as I can.

Team: Tangela, Alomomola, Bastiodon, Haunter, Primeape, Duosion
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This team mainly focuses around warning down down fast and hard hitting pokes and then cleaning up with haunter, Primeape, or setting up with Duosion.

Physical Core
First poke that I kinda wanted to base team around was Tangela:
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Tangela (M) @ Eviolite
Trait: Regenerator
EVs: 224 HP / 120 Def / 156 SAtk / 8 Spd
Bold Nature (+Def, -Atk)
- Leaf Storm
- Toxic
- Hidden Power [Ice]
- Sleep Powder

At first I had tangela as a standard bulky eviolite regenerator physical wall (Max HP + Def). After using the standard tangela physical wall, I saw it could take hits well but couldn't do much to other pokes, especial against other walls. I changed set from standard defensive set to more of a defensive pivot and back up physical wall for Alomomola. I went with Leaf Storm over Giga Drain for power and I catches a lot of pokes off guard. For example, Leafstorm can OKO some leads expecting to only take around half such as Golurk and also has a chance to OKO Alomomola after rocks and does around 70% to haunter. The -2 special attack drop can also bluff switching out which makes it easier to get off a status move on an incoming wall or a poke coming to try to set up. I run double status on this set in form of Sleep Powder and Toxic. Most people predict a switch after sleep powder and/or a Leaf Storm, so it is really easy to get a big hit off then status 2 pokes. HP Ice is for coverage and incoming flying. HP Ice allows Tangela to hit other defensive grass types and because tangela is after than Vileplume it can put it to sleep and then do around 30% each turn. HP Ice also allows tangela to be a check to offensive dragon types such as Alteria and Fraxure

I’m thinking about get rid of something and using leech seed to be able to switch out, get regenerator recovery, then start getting recovery on other pokes.

Threats/Weaknesses:
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-Scolipede: resist STAB and can’t status if something is already asleep, threatens super effective Megahorn and can set up hazards after forcing switch.

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-Miltank: The best thing Tangela can do to a Miltank is put it to sleep. If Miltank has sap sipper it is immune to Leaf Storm and Sleep Powder while getting attack raise (along with other sap sipper users). Tangla can toxic MIltank but it can just heal bell it off. If Miltank has Thick Fat HP Ice won’t do much forcing Tangela to go for Leaf Storm which won’t do that much and then force a switch after the drop allowing Miltank to heal off all previous damage.

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-Sleep Talk Regice: Any status won’t be effective and Regice can take and special hit from Tangela.
-Mandibuzz: Tangela’s hits won’t do much and can’t status because of taunt.
-Other faster pokes with non-resisted special attacks scare out tangela.

Second poke is Defensive Alomomola:
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Alomomola (F) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature (+Def, -SAtk)
- Waterfall
- Toxic
- Knock Off
- Wish

Standard defensive Alomomola. Knock Off over protect because Alomomola loses team momentum and Alomomola can really dish out any damage. I used to have Light Screen to help take special hits and might put it back on because only thing to take a special hit is Bastiodon and it gets worn down quickly, even with its high special defense. Light Screen would also benefit tangela to help it take a t-bolt or giga drain aimed at Alolomla. Biggest problem with this set is it inability to do much damage to anything aside from using a status move.

Bulky substitute pokes can easily come in and use Alomomola for set up fodder. Especially harvest executor. If something gets up a sub I have to switch out into something that can do damage and lose momentum and have to take a hard hit or keep waterfalling until I break the sub and sac Alomomola to prevent further set up.

Threats: Bulk Sub setup pokes or pokes with sub and water absorb: Executor, Cacturne, Jynx
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Defensive Core Overall: Alomomola takes most physical hits and Tangela takes the electric and grass moves Alomomola is weak to. Both pokes have regenerator so if one poke is low HP can switch into the other and take the hit and regain so of the hp allowing defensive core to be very durable and last most of the battle. One specific threat to the Defensive Core is Physical offensive leafeon and leavanny because both can set up and hit Tangela and Alomomola for super effective damage but haunter can take a few resisted. Additionally, if bastiodon if gone expert belt eelektross is really scary and it makes it hard to juggle around pokes to take a hit when both can be easily taken out from a mispredicted super effective hit.
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Special Core: Bastiodon -
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Bastiodon (M) @ Leftovers
Trait: Sturdy
EVs: 184 HP / 44 Atk / 72 Def / 208 SDef
Careful Nature (+SDef, -SAtk)
- Rock Blast
- Protect
- Metal Burst
- Stealth Rock

Bastion serves many roles on this team: it sets up rocks, it can stop Ninjask, sub Gorebyss, Liepard, and Haunter from subbing down and setting up. Metal Burst allows it to kill off any pokemon that hits it for massive damage as long as it has enough HP to live or still has sturdy. Metal Burst is also viable because of the wish support from Alomomola and being able to switch in Bastion on a resisted hit with very low (like 7-12%hp) and get close to full. Finally, Protect allows extra life or recovery and scouts what move a choice poke is going to lock itself into. This set also serves as a check to other sub disable haunters and annoying troll liepard while being able to take out charizard and articuno easily. Only problem I found with this set it that it can’t do much to other walls because it lacks a status move.

The fourth poke on this team is Haunter:
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Haunter (M) @ Black Sludge
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Disable
- Sludge Bomb
- Substitute

Haunter is not a wall by itself but it works extremely well with Bastiodon. If Bastiodon doesn't have sturdy, it can bait a choice user into EQ or Close Combat and then give haunter a free switch and allow it to sub down on the incoming poke. Sub disable haunter works well at shutting down mono attacking walls and is hard to deal with once it is behind a sub. Haunter is only defensive in its ability to switch in on immune hits as well as switch in on some weaker resisted hits from things like wheezing. Haunter is vulnerable to skuntank that can pursuit trap it, but if it is still behind a sub it can get out freely.

Between Bastiodon and Haunter, the biggest threat is hard hitting pokemon with mold breaker and EQ. EQ can OKO bastiodon even with sturdy and hit haunter because it breaks through levitate. Tangela and Alomomola can usually deal with things like mod breaker sawk, rampardos, and pinsir, but if the defensive core does down they become major threats.

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Offensive Pokes
The fifth pokemon on my team is Primeape:
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Primeape (M) @ Choice Scarf
Trait: Vital Spirit
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Ice Punch
- U-turn

Standard choice scarf primeape. I run jolly over adamant to be able to outspeed +2 gorebyss. The only move I would like to have on this set it punishment incase a bulky musharna or duosion set up and my other pokes can’t really touch them. Additionally punishment would be nice for simple swoobat because being scarf lets me outseed. Punishment would also let me come in a easily OKO a eviolite gothorita if it traps one of my walls and sets up to +6. If I do switch out moves I don’t know whether to keep ice punch or stone edge. A problem with this set is physical defensive physic types that can easily take a u-turn and recover off the damage. Another problem is Mandibuzz; most of my team can’t even touch mandibuzz and this is the hardest thing I have to hit it with but I have to lock myself into a move but mandibuzz can just roost off the damage.


The last poke on my team is Duosion:
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Duosion (F) @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Psychic
-Calm Mind
- Signal Beam
- Recover

Duosion is bulky enough that I can take a few hits if my other walls are down or I need something else to take the hit. Once all the hard hitters are out of the way, Duosion can come in a try to set up. Duosion is the only thing on my team that can set up late game. There have been many games against stall teams where I was able to set up to full and sweep an almost fully unharmed stall type team. Duosion also works as a pretty good status absorber because of Magic Guard. The weakness of this set is that if its at low HP, it is too slow to go for recover. If Duosion is at less than half, Skuntank can come in and pursuit trap it. Also Mandibuzz can either taunt or whirlwind duosion after it sets up. This set really rounds off my team allowing it to take status, take hits, deal decent damage, or set up late game. This poke can double for most roles on this team, the only problem is strong super effective physical hits and problems recovering from slow hp because of its really low speed.

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Overall threats to my team: Expert Belt eelektross, Mandibuzz and other extremely bulky pokes with good recovery, mold breaker sawk/pinsir/rampardos
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Other notes: My team doesn't have a spinner, t-spike absorber, or something to heal status but I didn’t really feel the need for any of them. The only things that get shut down by status is if primeape gets paralyzed and only thing that is bothered by a burn is haunter because it stops it from being able to constantly sub and if bastiodon gets burned rock blast will be useless and it won’t be able to get up to sturdy to get of a metal burst on something. Other than that my team can take/resist most status from some extent. Sometimes I feel like my team doesn't have the power to break through bulky walls, especially mandibuzz so I would consider putting on more hazards but I don’t really think I can switch out any pokes without messing up the teams synergy.

Please tell me what you think of my team overall and if I should change some of the things I mentioned. Any other suggestions would also help a lot for fine tuning my team or maybe even switching out some pokes entirely.


TEAM EXPORT:

Tangela (M) @ Eviolite
Trait: Regenerator
EVs: 224 HP / 120 Def / 156 SAtk / 8 Spd
Bold Nature (+Def, -Atk)
- Leaf Storm
- Toxic
- Hidden Power [Ice]
- Sleep Powder

Alomomola (F) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature (+Def, -SAtk)
- Waterfall
- Toxic
- Knock Off
- Wish

Bastiodon (M) @ Leftovers
Trait: Sturdy
EVs: 184 HP / 44 Atk / 72 Def / 208 SDef
Careful Nature (+SDef, -SAtk)
- Rock Blast
- Protect
- Metal Burst
- Stealth Rock

Haunter (M) @ Black Sludge
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Disable
- Sludge Bomb
- Substitute

Primeape (M) @ Choice Scarf
Trait: Vital Spirit
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Ice Punch
- U-turn

Duosion (F) @ Eviolite
Trait: Magic Guard
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature (+Def, -Atk)
- Psychic
- Calm Mind
- Signal Beam
- Recover
 
Hi @TheDBird , nice team.

First off, a few nitpicks: unless you Tangela's Defense EVs do something important for your team, you should probably change it to the standard 248 HP / 252 SAtk / 8 Spd, to maximize the power of Leaf Storm. I would also consider Giga Drain over Toxic, which gives you a more reliable Grass STAB that doesn't lower your Special Attack. Your Alomomola should consider an EV Spread of 136 HP / 252 Def / 120 SDef, which allows you to take on Charizard better while still retaining max physical bulk. You should probably use Protect over Knock Off too, if you ever have to stay in and reliably get a Wish off.

Now that that's cleared up, I don't really like Bastiodon on your team, as he tends to lose a lot of momentum when he switches in due to his lack of offensive presence. I suggest replacing Bastiodon with Probopass, who can easily remove Steels from the game while still sharing many of Bastiodon's positive traits, and actually helps with momentum thanks to Volt Switch. He also carries Toxic, which is really, really useful for dealing with Mandibuzz.

Your team also lacks a mon to absorb Toxic Spikes, which is really bad in this meta with all the Scolipedes/Garbodors everywhere. Tbh, your Haunter seems to be the most expendable Pokémon on your team, so I would recommend changing that to Skuntank, who can both remove Toxic Spikes and form a nice Psychic / Fighting / Dark core with your team. Skuntank's Sucker Punch can also come in handy, as you lack any other forms of priority.

Finally, the last thing I'd suggest is using Musharna over Duosion. Musharna is very similar to Duosion in the sense that they're both bulky CM boosters with reliable recovery, but I feel Mushy is superior most of the time. For one, Mushy is a lot bulkier than Duosion (even factoring in Eviolite), and also has Leftovers recovery, something Duosion lacks. Mushy is also a much safer switch-in to Sawk for the above reason, helping to alleviate you of your weakness.

Hope I helped, and good luck with the team!

Tangela: EVs --> 248 HP / 252 SAtk / 8 Spd, Toxic --> Giga Drain
Alomomola: EVs --> 136 HP / 252 Def / 120 SDef, Knock Off --> Protect

Probopass @ Leftovers
Trait: Sturdy
EVs: 252 HP / 56 SAtk / 200 SDef (56 SAtk EVs for OHKOing Charizard/2HKOing Jynx with Power Gem)
Calm Nature
- Stealth Rock
- Volt Switch
- Toxic
- Power Gem

Skuntank @ Black Sludge
Trait: Aftermath
EVs: 252 Atk / 176 SDef / 80 Spd (for outspeeding Timid Gorebyss before a Shell Smash)
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Taunt

Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SDef
Bold Nature
- Calm Mind
- Psychic
- Signal Beam
- Moonlight
 
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