ORAS OU Old Gregg: Legendary Fish - an unusual Mega-Swampert RMT


* Click the Swampert for mad gainz bruh some music from Transistor!*
Hello again, it's OverlordDerp. For those who remember, I'm the author of the Flagrant Abuse: Sweaty Cowboy RMT, found here. I've been looking further into the balance/bulky offense archetype lately, looking for things that deal well with a large portion of OU's dedicated balance breakers.

Luckily, I found a post on the Creative Sets thread about a rather overlooked threat: SDef M-Swampy. Already impressed by its ability to curb-stomp most of OUs anti-balance threats, I decided to smack it onto a team and work from there.

Fair warning, though: this entire RMT was made while drinking unhealthy amounts of Bailey's. Out of a shoe.

TEAMBUILDING PROCESS

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One of the more uncommon megas currently, and up until now, almost exclusively seen on rain teams. SDef Mega-Swampert sets up on Lando-I (even CM sets so long as it's not at +2), Kyurem-B, Gengar, Rotom-W, special Mega-Altaria (even Modest!), and plenty of other threats, both physical and special. Alongside things like Reuniclus, I'd consider this one of OU's most terrifying anti-meta threats.

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Terrifying though M-Swampy may be, it still has its iconic 4x weakness to Grass-type moves. In comes Dragalge, which either checks or outright KOs most of the threats that try to a Giga Drain or Solar Beam in its face, like Charizard-Y, Heatran, Volcarona and Celebi. Dragalge boasts surprisingly heavy hits by virtue of its ability, Adaptability, capable of efficiently dispatching the aforementioned threats, and even denting resists with its ridiculous Draco Meteor. Toxic Spikes is the highly useful icing on the cake, making defensive threats that much less resilient to M-Swampy.

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Dragalge highly dislikes Dragon and Psychic hits from faster threats, and not even Swampert can fully deal with nasty physical sweepers like M-Altaria and M-Pinsir without at least 1 boost behind its belt. Ferrothorn can deal with a lot of these things by itself, being able to slowly whittle down things it walls, as well as murder Fairies that Dragalge doesn't enjoy staying in on. Its Grass-type is also a boon, providing more defensive synergy with M-Swampy and Dragalge while also being immune to Spore.

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Raikou provides a blistering speed tier in 115, coupled with quite useful Special Attack and utility in a fast Volt Switch, making it far easier for its more defensive teammates to deal with its checks. Raikou conveniently takes care of bulky Water-types that this core doesn't particularly enjoy setting up alongside, even though it technically can. Rakiou also complements Dragalge by rounding out its coverage options.

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Another unconventional threat that is seldom prepared for these days. Mandibuzz provides Defog and a faster Taunt than non-Custap Skarmory, while also being able to take out physical sweepers with Foul Play, eschewing the need to rely on Sturdy + Counter like Skarmory. A mixed defensive set still takes care of M-Metagross and friends, while providing a secondary check to Landorus and other non-Fairy special attackers.

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This team, even with Raikou, still didn't have a whole lot to deal with faster physical sweepers that could threaten a boost. Landorus-T, while not its goddamn broken Incarnate Forme, puts in a lot of work as a Scarfer, being able to revenge-kill many weakened threats that manage to slip through the cracks, like Talonflame and Charizard-X. This also completes a fast VoltTurn core with Raikou, being able to bring in the other defensive threats on this team at will.

LA SQUADRA
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ANALYSIS

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OLD GREGG @
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| Damp -> Swift Swim | whatchu doin' in my waters?
Careful | 252 HP / 4 Def / 252 SpD

Waterfall | like scald, except less bullshit
Curse | 2 or more of these, and you won't be the only one cursing.
Rest | no tears, only dreams now
Sleep Talk | did i say dreams? i meant MORE TORTURE


"Old Gregg: Legendary fish. Some say he's half man, half fish, others say it's more of a seventy, thirty split. Either way, he's one fishy bastard."

M-Swampy, the star of the show. Swampert here is reminiscent of CroCune, setting up on things it stonewalls, up until even the things that could have forced it out no longer have the ability to do so anymore. Get enough boosts, and you can easily punch your way through almost every wall in the game. This set, unlike the vast majority of M-Swampert sets, does not care about rain - Curse + RestTalk simply isn't meant for it, although playing this against Rain never hurts.

Waterfall is your obligatory STAB, steamrolling anything not named Ferrothorn, Water Absorb or Dry Skin. Pretty much the only attack you need, nonetheless. Curse is the boosting move of choice, seeing as Swampert doesn't learn Bulk Up (which makes no goddamn sense - Game Freak, you dun goofed). RestTalk is all you need in the way of recovery, healing status while allowing you to set up while asleep.

The EVs speak for themselves, for the most part - 252 HP and 252 SDef with a Careful Nature makes sure you aren't 2HKOed by Landorus-I's Earth Power, while threatening an OHKO with a +0 Waterfall after SR. Given the ridiculous nature of this benchmark, it's safe to assume that a very large majority of special-attacking threats also cannot bust through Swampert without it Resting up.

Swift Swim isn't particularly useful, but Damp pre-mega deters things like Lando-T or Azelf from using Explosion, while still allowing you to set up Curses in their face.

For reference, here are some calcs on M-Swampert's tanking prowess.

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Mega Swampert: 153-183 (37.8 - 45.2%) -- guaranteed 3HKO

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 252+ SpD Mega Swampert: 187-222 (46.2 - 54.9%) -- 62.9% chance to 2HKO

0 SpA Clefable Moonblast vs. 252 HP / 252+ SpD Mega Swampert: 67-79 (16.5 - 19.5%) -- possible 6HKO

+2 0 Atk Mega Swampert Waterfall vs. 252 HP / 160 Def Clefable: 261-307 (66.2 - 77.9%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Choice Specs Raikou Shadow Ball vs. 252 HP / 252+ SpD Mega Swampert: 81-96 (20 - 23.7%) -- guaranteed 5HKO

252 SpA Life Orb Thundurus Focus Blast vs. 252 HP / 252+ SpD Mega Swampert: 112-133 (27.7 - 32.9%) -- guaranteed 4HKO

252 SpA Mega Diancie Moonblast vs. 252 HP / 252+ SpD Mega Swampert: 123-145 (30.4 - 35.8%) -- 45.3% chance to 3HKO

252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 252+ SpD Mega Swampert: 46-55 (11.3 - 13.6%) -- possible 8HKO

252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 252+ SpD Mega Swampert: 114-136 (28.2 - 33.6%) -- 0.2% chance to 3HKO

252+ Atk Life Orb Bisharp Knock Off vs. 252 HP / 0 Def Mega Swampert: 136-161 (33.6 - 39.8%) -- guaranteed 3HKO

252 Atk Life Orb Weavile Icicle Crash vs. 252 HP / 0 Def Mega Swampert: 157-187 (38.8 - 46.2%) -- guaranteed 3HKO

252+ SpA Life Orb Teravolt Kyurem-B Ice Beam vs. 252 HP / 252+ SpD Mega Swampert: 134-160 (33.1 - 39.6%) -- 100% chance to 3HKO

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ULTRA KELPO @
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| Adaptability | make an assessment.

Modest | 228 HP / 252 SpA / 28 Spe
Sludge Wave | what happens when you dunk a fairy in a pool of acid?
Draco Meteor | i don't care if you're a steel-type, you're still gonna die.
Focus Blast | ...okay, maybe i care a little bit.
Toxic Spikes | congratulations, you have tetanus!

Dragalge is one of OU's less used, but still premier checks to the vast majority of Grass and Water-types, among many other things. Nearly anything that dares to hit Swampert with a Grass-type move is hopelessly walled by this seaweed monster from hell, losing to it 1v1 to boot. Adaptability makes sure that everything it hits with will at least badly dent its switch-ins.

Sludge Wave and Draco Meteor are the STABs of choice, being able to at least 2HKO things like SpDef Celebi and Charizard-Y. Even if there is no immediate threat to remove, a lot of Dragalge's switch-ins highly dislike taking more than 1 Draco Meteor, as even things like Bisharp are badly dented by a single hit. Focus Blast, on the other hand, makes short work of Heatran, Bisharp, Ferrothorn and Tyranitar. Toxic Spikes, however, is your flagship move, allowing you to set up very seldom used, but very dangerous hazards that put very heavy pressure on both bulky sweepers and non-Steel/Poison-type walls.

28 Spe is for outspeeding Hippowdon, while the rest is dumped into HP and SpA. A Modest nature makes it far harder for things to switch into it.

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HUG ME @
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| Iron Barbs | easy now, fuzzy little man peach.

Relaxed | 252 HP / 88 Def / 168 SpD
IVs: 0 Spe
Sneaky Pebbles | place 'em, boil 'em, stick 'em in a stew.
Leech Seed | wonderful wonderful health restoration.
Power Whip | i bet you're into that kind of shit.
Gyro Ball | spin until there's vomit all over the walls.


Ferrothorn is the third member of the 3-man core the first half of this team represents. Ferrothorn is a very potent check to a lot of OU's physical threats, and covers a lot of things that either Dragalge loses to, or Swampert cannot directly deal with.

Sneaky Pebbles (Stealth Rocks = Sneaky Pebbles - get it?) is the hazard of choice, being better suited to pressuring Offense than Toxic Spikes, which is better geared towards threatening defensive cores. Leech Seed is the recovery option of choice, and is standard fare for nearly every Ferro set except maybe Choice Band (*shudder*). Power Whip and Gyro Ball together provide coverage against deadly Water, Fairy and Ground-type sweepers like M-Altaria, M-Gyarados, Excadrill, and M-Gardevoir. You can run Thunder Wave over Gyro Ball to better lure Charizard-X, but you do lose out on being able to threaten out some Substitute sweepers and Fairy-types.

EVs are standard. If you want to be able to handle Adamant LO Excadrill, you can change it to 168 Def / 88 SpD instead.

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ZAP DOGE @
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| Pressure | you know me, you've seen my 'downstairs mixup'.

Timid | 252 SpA / 4 SpD / 252 Spe
Thunderbolt | hit water-types, water-types die. simple mathematics.
Hidden Power Ice | dragons be gone.
Extrasensory | if i have to face another m-venu again, i swear to god...
Volt Switch | momentum makes the world go round. no, really, it does.


Raikou creates a VoltTurn core with Lando-T, being able to switch in either each other or a different teammate to answer an otherwise crippling blow or status effect. Choice Specs lets Raikou pair up very well with Dragalge, becoming a scary special wallbreaker duo.

Volt Switch is the move you normally spam when opposing Ground-types are either too weak to take an HP Ice or are already taken care of. Thunderbolt is the STAB of choice when Raikou needs to make a stand, OHKOing a large variety of Water- and Flying-types, while still 2HKOing things like M-Metagross. Extrasensory is this team's answer to M-Venusaur and Amoonguss, cleanly 2HKOing them. Extrasensory can be replaced with Shadow Ball if Expert Belt lure Mew is an issue, but it leaves M-Venusaur very hard to deal with (though not impossible, given enough time and that Dragalge/Lando-T is alive).

The EVs are straightforward - 252 Spe instead of 228 to speed-tie max speed Starmie, and the rest is for maximum firepower.
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FRESH MEAT @
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| Overcoat | made himself a funkshake.

Bold | 248 HP / 136 Def / 108 SpD / 16 Spe
Defog | bisharp bait, hooray!
Roost | press button for health. it's fool-proof (kinda).
Foul Play | *smack* stop hitting yourself! *smack* stop hitting yourself!
Taunt | the embodiment of 'come at me, bro'


Mandibuzz is the third choice on this team that isn't often used anymore, ever since its rise and fall from stardom in the early XY meta. However, it puts in a lot of work in this team as a secondary Lando-I check, a great physical sweeper stop, and some useful hazard removal, seeing as the first 4 members are total Spikes bait.

Defog and Roost are the moves of choice for both hazard removal and instant recovery. Unlike Latias, Mandibuzz does not fear Bisharp as much due to Foul Play severely hurting it back, especially Life Orb variants. On that note, Foul Play is a solid answer to threats with high Attack stats, which provides this team some protection against Choice Band users and and DD sweepers, which compounds with Toxic Spikes putting susceptible sweepers on a timer. Taunt is your answer to Spikes users, being able to stop a lot of defensive hazard setters from applying them.

108 SpD is to avoid the 2HKO from Lando-I's Focus Blast, 16 Speed is to outspeed max speed BD Azu and KO it with Foul Play. The rest of the EVs are put into HP and Defense to improve both its physical and overall bulk.

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MACHO MAGIC @
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| Intimidate | I GOT A MAN-GINA! I'M OLD GREEEEEEGG!

Jolly | 252 Atk / 4 Def / 252 Spe
Earthquake | ...i'm sorry, i got nothing. it's earthquake. that's it.
Explosion | the move that single-handedly puts you on an NSA list.
Stone Edge | flying-types begone.
U-turn | *shakes fist at rocky helmet tank chomp*


While this team has a lot of answers for slower, defensive threats, it is rather shaky against relentless Hyper Offense. Scarf Lando-T is my answer for that, being able to outspeed a lot of offensive threats while rounding out the team's attack coverage with the highly useful EdgeQuake combo. Furthermore, it completes a fast VoltTurn core with Raikou, which allows its teammates to better soak up damage that Lando-T cannot stomach.

EdgeQuake is the standard attack combo Lando-T boasts, capable of dispatching Steel-, Flying- and Rock-types with ease, as well as simply providing obscene revenge-killing potential. U-turn is the momentum move of choice, allowing the win-con in Swampert to come in for relatively free. Explosion is very useful for making defensive threats like M-Venusaur no longer effective, while acting as a potent parting shot against things you really want dead, like M-Gyara or Air Balloon Excadrill.

EVs are exactly what you'd expect of a standard physical Choice Scarfer.

EL FIN

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IMPORTABLE + OTHER BIDNESS

OLD GREGG (Swampert) @ Swampertite
Ability: Damp
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Waterfall
- Curse
- Sleep Talk
- Rest

HUG ME (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

ULTRA KELPO (Dragalge) @ Draco Plate
Ability: Adaptability
Shiny: Yes
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
- Draco Meteor
- Sludge Wave
- Focus Blast
- Toxic Spikes

ZAP DOGE (Raikou) @ Choice Specs
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Extrasensory

FRESH MEAT (Mandibuzz) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
- Foul Play
- Roost
- Taunt
- Defog

MACHO MAGIC (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion
I don't have many of them, but shoutouts to:

Soulgazer for the Swampert set, in the Creative Sets thread.

BuffBuffalo for the help fine-tuning the team.

Trinitrotoluene for the RMT layout I used for this, as well as the past RMT.

The music is from the game Transistor. It's an absolutely amazing soundtrack, one of the best of 2014.


The quotes on the side of each Pokemon description are lines from The Mighty Boosh, season 2. If don't know what that, nor who Old Gregg is...


^^ This is Old Gregg. Enter at you own peril.

And with that, the RMT is complete. See you whenever I decide to make another one. Or on Showdown, whichever comes first.
 
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