XY NU Oracular Spectacular

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Hi everybody, Brawlfest is here with another NU RMT to get in before summer ends. I love building NU teams and enjoy writing NU RMTs, so I guess here is another one for you to read at your leisure! This team has peaked #1 multiple times capping at something like 1649, and while I don't feel the ladder means anything I do think it proves the team's worth. The team revolves around a combination of high powered attacks and status to try to wear down the opponent, yet also using defensive synergy to stall and try to keep our pokemon alive. Pawniard is the sweeper which I've chosen to center the team around, as many feel its only utility is alongside hazard spam teams, but this simply isn't true. With Pawniard on this team, I not only get a counter to Sticky Web teams, but I also get an amazingly typed pokemon with solid bulk, amazing priority and Knock Off, and great resistances to support the team while sweeping. I chose when building to try to use the offensive core of Archeops / Pawniard / Kangaskhan then knowing that I wanted to use Pawniard, as they wear down physically defensive walls for each other while blasting through offensive teams with powerful priority and fast attacks. That said, with this team I've decided to return to my Bulky Offense roots, and have built a team with great offensive and defensive synergy capable of dealing with any threat in the metagame if played correctly. I've named this team after MGMT's Oracular Spectacular, which has been one of my favorite albums for the longest times. Their relaxing and satisfying music never gets old to me with great songs like Kids and Electric Feel, and I just had to name this team after this awesome album!

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As I've mentioned, this team is centralized around a core I built in early NU right when Pawniard began reaching its prime. The core was built to aid a Pawniard sweep as well as to support teams with offensive utility. Archeops, Kangaskhan, and Pawniard wear down physically defensive walls to no end and offer teams lacking a way to beat offense with insane priority and power.
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When looking at the core, I did soon notice that it was rather fighting weak, so I decided to pair it with a bulky backbone of Rotom / Vileplume, which covers the cores weaknesses to Fighting, Electric, and Water types and overall solidifying it by also helping to spread status to wear down threats while healing the team with Aromatherapy to prevent hinderance from opposing status.
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Taking a step back, I felt that I needed a way to check fire spam, and looking between my two options of Rhydon and Seismitoad, I had no second thoughts. Seismitoad has much better typing with the team, is more reliable at setting up Stealth Rock, and also offers the team cool utility with great moves like Scald and Knock Off.

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Just like any balance or bulky offense team, the goal of these six pokemon is to lay constant pressure on the opponent, giving them little breathing room, and at the same time not allowing ourselves become pressured. This seems like a lot, but it is rather simple. Every one of my six pokemon has some bulk, but at the same time it is incredibly difficult to set up on any single one due to them all also having decent offensive presence. The six pokemon I've chosen also have perfect defensive synergy together, so that any single move can be tanked as a resisted hit / immunity, which is incredibly important when trying to widdle down the opponent, as you don't want to lose a key pokemon on a critical turn to some random attack it needs to tank. This said, offensively the team does work. Seismitoad and Rotom together form the early game core, spreading Burns and Poisons as much as possible, while widdling down opponents with hazards, pain split, etc. and just dealing out tons of damage. Vileplume and Archeops also help in this process, healing off status from our team, preventing hazards, etc. and can easily wear down the opponent to an area where PawnKhan does work. PawnKhan is a cool offensive core that aids the team in so many ways. Firstly, they actually support the team with solid typing and bulk in case they need to take a hit, but more importantly they break down each other's checks so that the other can sweep. Together they also have an insanely strong amount of priority to easy tear down any setup sweepers and prevent my team from getting wrecked. Overall, by taking advantage of the best qualities of each of the chosen pokemon, the team can function well against just about any playstyle.

Playstyle Analysis:
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Hyper Offense
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Just standard typical HO is pretty simple to tackle, as it gets extremely pressured by strong priority from Kangaskhan and Pawniard as well as the speed from Archeops. They have a hard time punching through the core of Vileplume and Seismitoad, and Rotom can cripple some of their strong physical attackers.
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Stall
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Althought it started on the wrong foot, stall is coming back strong this gen. This said, Archeops almost always beats any relavant stall team between its strong attacks and fast Taunt, and Pawniard cleans them pretty easily. Status isn't that big an issue either due to my access to Aromatherapy. If CroTomb is anywhere on the team, be sure to save either Pawniard or Archeops, or else you lose to it.
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Bulky Offense
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Bulky Offense is interesting to deal with due to its good array of threats. However, its low speed typically makes it easy to revenge kill and helps me in preventing set-up, and most Bulky Offense teams are highly susceptible to burns, making WIll-o-Wisp and Scald valuable. Getting rid of Gurdurr which is somewhat of a staple on these teams as early as possible is good, as it can be a threat.
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Spikes Offense
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These kinds of teams can be annoying if Omastar gets up anything more than one layer of Stealth Rocks and one layer of Spikes, so you should always aim to prevent any more than that. Khan leads well because of that, as a Fake Out + EQ will stop Omastar in its tracks. Outside of that, it is dealt with similarly to standard HO, although pivoting and switching can be limited a bit by extra hazards.
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Balance
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Balance can be hard to deal with due to its solid recovery, and oftentimes access to hazards and clerics. This said, Archeops and Kangaskhan take on most of the members nicely. Cryogonal is a huge threat due to a strong Freeze Dry, and it often finds its way onto balance teams, so saving Kangaskhan or Pawniard for late game to beat it is valuable.
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Rain
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Rain is actually a big threat due to high powered attacks, fast speed, and insane coverage. This said, I do have ways to stop it. Vileplume lives just about every common rain sweeper's Ice Beam, and can retaliate with STAB Giga Drain and Sludge Bomb. Kangaskhan is a big help by stalling rain turns and using high priority to smash abusers, and Pawniard can play a similar role. Seismitoad's Water Absorb helps to.
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Volt-Turn
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VoltTurn really isn't that big of a threat, but it can be annoying because of their constant gain of momentum as well as more often than not getting the better end of the switch than I do. This said, most common Volt-Turners are either weak or frail and don't pose too much of an issue. Pelipper is common on these teams though, and can be annoying because it beats many of my members 1v1, so saving Rotom or getting a Toxic off is key.
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Sticky Web
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Sticky Web is actually a playstyle I really like, because it gets both super bad and super good matchups against different teams, its rarely ever a fair game. However, my team doesn't get crippled that much by Sticky Web due to two immunities, Pawniard, and the other three not really caring about the speed drop. As a result, I can play it like I would play against any other Bulky Offense team, so it doesn't worry me that much!


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Pieces of What
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Archeops @ No Item
Ability: Defeatist
EVs: 32 HP / 252 Atk / 224 Spe
Jolly / Naive Nature
- Acrobatics
- Roost
- Earthquake / Heat Wave
- Taunt

Nothing compares to this Archeops set. It is so freaking solid and does so much for the team, being the team's wallbreaker, cleaner, stallbreaker, pivot, etc. This set takes full advantage of Archeops's utility for bulky offensive / balanced teams, and I feel allows me to make the most of Archeops. The one cool thing about Archeops is how much you can personalize it. Access to great moves like Stone Edge, Earthquake, Acrobatics, Earth Power, Hidden Powder, Heat Wave, Endeavor, etc. means that it is fully customizable to target threats that you need it to. For my team, I feel that by running these four moves, it maximizes Archeops's utility. Archeops acts as my primary stallbreaker and Knock Off switchin, which is actually really important. Most people would be turned off by a No Item pokemon, but for me it lets Archeops pivot into most Audino with zero cost, and proceed to tear through stall. Between a fast taunt and a powerful Acrobatics, stall becomes completely helpless as it is ripped through by Archeops's amazingly strong two move coverage, and cannot retaliate with recovery, hazards, or status. In beginning to explain the set, I feel No Item is really the only thing that Archeops should run. Life Orb wears it down too quickly and doesn't let it take advantage of its most reliable and powerful STAB attack, Acrobatics. Its ability is Defeatist because if it wasn't Archeops would probably be OU. In terms of the EV spread, it is a lot less complex than it appears. I don't like max attack max speed Archeops only because between base 105 and 110, the only significant pokemon are Liepard and Pyroar, both of which get outsped by this set. There is little point in getting speed ties with other 110 base speed pokemon such as Jumpluff, Raichu, and Tauros as all of those are handled by other pokemon on the team, and really Archeops only need to outspeed base 106, allowing me to throw the extra 32 EVs into my HP which just makes it a tad more bulky. In terms of the moveset, it is incredibly simple. Acrobatics is really the best move that Archeops has access to, and hits so hard. It can shred offensive teams with Archeops's high base speed and attack, and with 110 base power STAB, it hurts tons. Flying is also a great offensive typing in a tier filled to the brim with Fighting and Grass types, making it rather efficient at dealing damage. Roost is often forgotten by many on their Archeops to run stuff like Stealth Rock, U-Turn, etc. but in all honesty a Archeops without Roost is a lost cause. Roost helps Archeops consistently check threats it needs to as well as make it nigh unbeatable for stall, while being the one saving grace from defeatist. Earthquake and Heat Wave are a 50/50 for me in terms of coverage, but at the end of the day I prefer Earthquake since it also hits rock and electric types alongside steel. This said, Heat Wave catches Ferroseed, which again is a huge threat, so is a pretty cool option. Finally Taunt is really the central focus of this set, and just has so much utility preventing status, hazards, and checking stall. Archeops is really one of those top tier pokemon that can put in work when thrown on just about any team.

Synergy:
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- Vileplume, Seismitoad
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- Pawniard, Seismitoad
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- Rotom, Pawniard, Seismitoad
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- Pawniard
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- Rotom, Seismitoad

Moonlight on my floor
Shining through the roof
They got the city surrounded
As if I needed proof...

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Electric Feel
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Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
- Shadow Ball
- Volt Switch
- Pain Split
- Will-O-Wisp


Defensive Rotom is freaking awesome. If you don't like it then you should definitely just go punch a wall, because you really aren't wanted around this part of town. Defensive Rotom is incredibly underrated, and is a really freaking awesome pokemon. Unlike Scarf or Specs Rotom, it isn't locked into one move, and even though Rotom's 50/77/77 defenses are far from impressive [they are actually kind of depressing], it is shocking how much damage this set really can take. Unlike any other Rotom, this variant can actually beat common checks such as Seismitoad and Spiritomb, and makes common pursuit trappers fail at their jobs, making it one of the best baits and utility counters to top tier ghost trappers. It is a really phenomenal set that really needs far more love. It also has a really unique and yet awesome defensive typing that offers the team key resistances to flying, normal, fighting, ground, and electric types, and with this set it can take maximum advantage of such. Levitate is an insanely awesome ability on Rotom that differentiates it from Mismagius, because while Mismagius does also have Levitate, Rotom gets an extra electric typing with no drawbacks alongside Levitate to negate the ground weakness, giving it against a slew of resistances alongside an extra STAB attack for coverage. The EV spread is pretty simple. Thank you to Soulgazer for giving me my EV spread btw. I lose some bulk from my old EV spread but its pretty insignificant considering I gain a jump on base 85 pokemon, which makes me a lot less weak to the likes of CB Sawk and Magmortar. Even without max Defense max HP, Rotom only takes 20% from a burnt Spiritomb Pursuit, which is hilarious and shows you how truly bulky Rotom is, and demonstrates the true utility it has in beating common Rotom checks. Leftovers is just for recovery and because this is pokemon and it gets thrown on everything. Shadow Ball is a pretty solid STAB in NU that prevents Rotom from being setup fodder, and actually does solid damage on most things. It covers opposing ghost types well, and pressures psychic types incredibly well such as Mesprit and Uxie, and does valuable damage that can change the outcome of a game. Volt Switch is better than Thunderbolt in my opinion, as it lets me capitalize on switches and bring in my pokemon safely. Pain Split is Rotom's only viable form of recovery and is really one of my favorite moves in the game as it wears the opponent down in the process. Finally, WIll-o-Wisp is what makes the set click, wearing down opponents while crippling physical attackers to an unusable state, allowing Rotom to shut down a plethora of attackers that no other pokemon in NU can.
Synergy:
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- Pawniard
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- Pawniard, Kangaskhan
I said ooh girl
Shock me like an electric eel
Baby girl
Turn me on with your electric feel...
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Weekend Wars
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Pawniard @ Eviolite
Ability: Defiant
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Sucker Punch
- Knock Off / Taunt
- Iron Head
- Swords Dance


Most people think that Pawniard's only niche is Defiant on teams with tons of hazards to protect Defog, but this simply isn't true. Pawniard on my team plays so many roles on my team that it isn't even funny. It protects simply Stealth Rock which is incredibly important to maintain pressure on stuff like Cryogonal and Typhlosion, but most importantly can keep my team's pressure up against Sticky Web which can be a threatening style of play which Pawniard can capitalize on instead of being crippled by. It also gets a good matchup against pokemon with intimidate and can switch in when predicting such for a quick +1, but that isn't the extent of Pawniard's utility. I haven't chosen Pawniard for hazard protection, but have chosen it because of its amazing offensive prowess in Knock Off, solid bulk, great resistances, a check to Sticky Web, and a truly powerful priority user to revenge kill opponents. The EV spread I've designed gives Pawniard some bulk to help the team out, and does help out against a couple of threats. It allows it to live Gurdurr Mach Punch, Mesprit HP Fire, and Probopass Earth Power, while making Swellow, Feraligatr, Slurpuff, and many other pokemon miss out on 2HKOs. It also lets Pawniard outspeed uninvested base 70 pokemon which does give it a good jump on a pretty significant speed tier in NU. Defiant is an awesome ability that makes Pawniard a key choice in my team. As I've said, by switching in on Sticky Web, Pawniard can nab a cute +2 boost. Defiant also makes it one of few physical setup sweepers that is not only left not crippled by Intimidate, but actually enjoys the likes of Qwilfish or Granbull switching in, as it can eat a free +1 and again start to smash through the opponent. My moveset is pretty much just the standard Pawniard with a little twist. Sucker Punch is the obligitary STAB that makes sweeping possible as it mitigates Pawniard's rather low speed, and easily decimates most frail offensive teams that haven't a way to deal with it. It also acts as my secondary means of revenge killing outside of Kangaskhan, and can push through stuff that Khan can't such as Klinklang, which Pawniard can come in and revenge. My secondary slot is where the uniqueness of my set shows. Knock Off is pretty normal, and is simply awesome. It's Pawniard's strongest STAB, cripples switchins, etc. However, Taunt is something I enjoy using that most people don't expect. People will yell at me for giving up Pawniard's arguably most important move, but I find its utility so useful. It stops a rogue defensive Spiritomb from burning me, rips through stall, and can prevent stuff like Bouffalant from setting up. It just has awesome utility to aid Pawniard in cleanly sweeping without interruption or getting it free setup opportunities, and is a nice surprise to pack up the sleeve. Iron Head offers perfect neutral coverage alongside Pawniard's Dark STAB, hitting Fairies, Fighting, and opposing Dark types and just being a really reliable move with a nice flinch rate. Swords Dance really establishes the win condition in my team and is basically required on Pawniard. Simply great.
Synergy:
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- Rotom, Vileplume
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- Archeops, Seismitoad
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- Archeops, Rotom
Was I? I was to lazy to bathe
Or paint or write or try to make a change.
Now I can shoot a gun to kill my lunch
And I don't have to love or think too much...
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Kids
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Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Giga Drain
- Synthesis
- Aromatherapy / Hidden Power [Fire]
- Sludge Bomb

Vileplume plays a crucial part on this team, simply due to the amount of roles it fills. This set in my opinion consistent of all Vileplumes. Although it is commonly preferred for a Vileplume to run massive defensive investment, in my opinion maximum special attack Vileplume is without a doubt the way to go. Even with only HP investment, it still takes hits from both sides incredibly well and can tank just about any single hit in the metagame with no issue. However, the offensive investment proves to be a major improvement. It makes Vileplume incredibly difficult to switch into, especially with a STAB Sludge Bomb coming off 110 SAtk, and it allows Vileplume to beat opposing Vileplumes 100% of the time because of the difference in power. I choose however not to run a Life Orb on my offensive Vileplume, as the recovery is key to my using it as a pivot and allows me to retain it for a longer period of time through the match and keep it for key pokemon to check such as Feraligatr or Seismitoad, without it getting worn down by a major chunk as result of its item. Effect Spore is a surprisingly clutch ability, which has often been a game determiner for me, potentially cutting a Slurpuff or Gurdurr sweep short with a skillful Sleep or Paralysis, giving me some breathing room and just being a last minute safety blanket against physical attackers. Giga Drain is obligatory, as it is essentially the best STAB that any grass type has access to. Its awesome, dealing solid damage off of 75 base power, but more importantly helps me heal Vileplume without using Synthesis, so that I can save PP as well as subtly recover when I am forced to attack. Synthesis is my recovery move of choice because it sounds better than Moonlight, and is incredibly important to any Vileplume's success. It lets Vileplume effectively pivot in and out of battle without getting worn down, and can get Vileplume out of tons of sticky situations to prevent pressuring from status, attacks, and hazards. Aromatherapy is honestly what I like most about this set as it simply put lets me play a lot more recklessly, without worrying about having my pokemon permanantly crippled throughout the match. It is my preferred option also due to the fact that I can open up certain pokemon to continue their rampage. For example. Aromatherapy simply offers invaluable support, but HP Fire gives my team the ability to reliably beat Ferroseed without it spiking too much, which is a major plus and makes it oftentimes the far superior option. Sludge Bomb hits absurdly hard, and pretty much makes it so that nothing can switch into Plume without taking off a good 50%, and also has an insane poison chance and is just an incredible STAB. I honestly think Plume is kinda overrated, and yet I at the same time feel it is just so good.

Synergy:
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- Archeops, Seismitoad
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- Pawniard
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- Archeops, Rotom, Pawniard
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- Pawniard
Control yourself
Take only what you need from it
A family of trees wanting to be haunted
Control yourself...

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Time to Pretend
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Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Drain Punch / Earthquake

Somebody needs to treat my Kangaskhan fetish. I feel like I've used it on like 5 or 6 of my RMTs now, but it is honestly one of the best pokemon in the metagame, and is straight up my favorite pokemon. It simply has a niche unlike any other pokemon, and is just super reliable in what it does. It is the ultimate revenge killer, and it is so simple and effective that makes playing the game much more easy and simple, and is really a foolproof check to some of the tier's top threats such as SD Feraligatr, BD Slurpuff, QD Lilligant, etc. There isn't a single setup pokemon in the tier that can prevent Kangaskhan from revenging it due to it not being reliant on a Choice Scarf to revenge, but instead the entire tier's strongest combination of priority and power, easily outpacing and smashing so many threats. The EV spread I have on my Kangaskhan is tailored to outspeed base 85 pokemon, which is a solid speed tier for it to hit, while the 40 HP investment gives it just a little bulk, and also helps to minimize Double Edge recoil a bit, because every bit of bulk matters. Adamant to deal maximum damage. In terms of the items, Silk Scarf is most definitely my choice of item. It gives the necessary strength boost to Kangaskhan's crucial STAB attacks to maximize damage output for revenge killing and wallbreaking, but at the same time doesn't deal take recoil from Life Orb, and thus allows Kangaskhan to elongate its longevity. The moveset is incredibly simple. Fake Out is easily the awesomest thing ever, because with STAB it is actually pretty strong, but it more importantly has +2 priority, and results in a flinch 100% of the time. It works well alongside the status support from my team to rack up damage, stops sweepers like Zangoose and Swellow in their tracks, and more importantly stops strong setup that would normally run train through me. It effectively cuts sweeps off from top tier pokemon such as BD Slurpuff and QD Vivillon, giving it unrivaled utility. Double Edge is freaking strong, and its recoil is well worth the jump in power from Return and makes Kangaskhan quite the wallbreaker, smashing through most defensive pokemon who wish to tank Kangaskhan's attacks. Sucker Punch is cool because it gives Kangaskhan dual priority for extra insurance that sweeps will not occur, and is pretty powerful. Drain Punch is my preferred coverage because Ferroseed is a thing and it also helps to negate Double Edge recoil, but Earthquake is much more powerful and is just a much stronger coverage move to shut down Steel and Rock types, but I personally prefer Drain Punch. Somebody get me off of my Kangaskhan fetish, I need to learn to stop using this thing.

Synergy:
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- Rotom, Vileplume

This is our decision to live fast and die young.
We've got the vision, now let's have some fun.
Yeah it's overwhelming, but what else can we do?
Get jobs in offices and wake up for the morning commute...

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The Handshake
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Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 136 Def / 120 SpD
Sassy / Careful Nature
- Scald
- Earthquake
- Stealth Rock
- Toxic / Knock Off

Seismitoad is awesome. I find myself throwing this ugly frog on just about every team, but I just can't help it. It is so good in NU that it isn't even funny. Stall, Offense, Balance, etc. Seismitoad fits everything. It has incredible bulk, awesome utility, great typing with amazing resistances and immunities, and a awesome movepool that makes it incredibly versatile. Its moveset can be exactly tailored to the role it needs to do, and it has no problem of fulfilling such with the gargantuan range of moves it has access to. In terms of my Seismitoad, I've found consistently in the past that mix defense Seismitoads with a bias towards special defense work the most consistently for me, as they can check some of the tier's top special attackers such as Typhlosion and Electivire, while still tanking clutch hits from physical attackers that would normally remove a purely special defensive Seismitoad from the match. This EV spread I run on this team's Seismitoad lets me live a ton of stuff I would normally be unable to live and makes Seismitoad a great pivot. It lets Seismitoad avoid OHKOs from a ton of stuff like Choice Band Sawk Close Combat and Life Orb Xatu GIga Drain, as well as Samurott's Hidden Power Grass [not Grass Knot though]. It also lets it tank a Fake Out and Double Edge off of Silk Scarf Kangaskhan with no problem, which is uncommon of a SDef Seismitoad, and this EV spread simply does what I need it to in every manner, and I'm incredibly happy with it! In terms of the moveset, it is pretty cookie cutter. Scald is in my opinion the best move ever, and it is outright my favorite move. Burns always help to wear down the opponent and cripple physical attackers, and a STAB base 80 attack to go alongside it really gives Seismitoad the advantage in damage in many cases. Earthquake is the hardest hitting move that Seismitoad has access to, and it does loads of damage to just about everything in the tier. It does its job well and prevents Seismitoad from being set up on easily by the likes of Klinklang, Slurpuff, etc. while taking a nice meaty chunk off of stuff like Feraligatr, even though it doesn't necessarily prevent set up in that case. Stealth Rock is really the main reason to use Seismitoad, as it is in my opinion the most reliable user in the tier. It beats common rapid spinners that aren't named Cryogonal, and can use its bulk and typing to pressure opposing leads such as Rhydon or Golem to safely get up its own rocks. The last move is honestly filler. Knock Off is great as it pressures Xatu and Cryogonal, and cripples switchins such as Vileplume. I really like Toxic because the team appreciates the spread of status to wear down opponents and Toxic does its job. Seismitoad's great typing, ability, movepool, and stats makes it one of if not the best tanks and stealth rock users in the tier. Period.
Synergy:
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- Pawniard, Vileplume

I just shook the handshake
I just sealed the deal
I'll try not to let them
Take everything they can steal

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    Tank Garbodor > Vileplume - Probably the most likely change if any, the team pairs well with and protects spikes incredibly well, but I need a poison type + cleric throughout the match so lack of recovery is dumb.
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    Tank Camerupt > Seismitoad - Thanks to Punchshroom for the qt pie idea it doesn't have the same good lead matchup that Toad does, but it checks all of the team's threat list so its a very good idea!
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    Defensive Mismagius > Rotom - Mismagius brings Taunt to the table as well as better speed, but Rotom's better mixed bulk, typing, and access to Volt Switch makes it the preferred option on my team, but Mismagius is cool to.


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    Freeze Dry - Arguably the only thing that is truly a threat to my team, it is stupidly hard for me to deal with. I can switch in with Pawniard and pressure freeze dry mons with Archeops + Kangaskhan, but it can sometimes get out of hand especially since it tears apart the backbone of the team.
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    Ferroseed - It basically can spam spikes out on 4 of my pokemon. It is the sole reason for my running HP Fire on Vileplume and Drain Punch on Kangaskhan, and Rotom and Pawniard can wear it down to an extent, but outside of that it is scary for the team to deal with.
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    Magmortar - I have a hard ass time switching into this thing. It isn't that I am unable to kill it, cause I can easily remove it with the likes of Archeops and Kangaskhan, but if it comes in on Vileplume or Rotom I'm essentially obligated to let something die, which can be annoying.

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Dat Blast - #1 bb vry hawt
Aladyyn - Who even is this kid? [BP HYPNO NEW META]
HJAD - MISSINGNO
Punchshroom - If you CC me anymore I may just quit pokemanz :[ <3
Nozzle - Wat a fgt does this kid even play pokemon?
Metal Sonic - Team Robber #1
Orphic - Team Robber #2
Soulgazer - SNIPER NO SNIPING also DUBLEFREEZE ;]]]
TheCanadianWifier - is a big time stalker btw WURMPLEISOURGOD
Raseri - qt teer leeder big mush fetish tho
NotHyunation - Unmutes me from bott <3
iTeddeh - Panda Express hates you never get chinese food ;[
WhiteDMist - IZ A BLACKDFAWG :[ <3
Zebraiken - is a haxer and is now teer leeder..still only worth 24k imo :/
scorpdestroyer - I forgot you cause you suck bb :]


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Alright so this is the end of one of my favorite teams I've used in XY, and has wielded me incredibly results throughout the metagame's existence, and have really enjoyed having it, and would like to leave it here as a little gift.

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[LEFT]Archeops
Ability: Defeatist
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Acrobatics
- Roost
- Earthquake
- Taunt

Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Pain Split
- Will-O-Wisp

Pawniard @ Eviolite
Ability: Defiant
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Synthesis
- Aromatherapy
- Sludge Bomb

Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Drain Punch
- Sucker Punch

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 136 Def / 120 SpD
Careful Nature
- Scald
- Earthquake
- Toxic
- Stealth Rock


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Thanks for reading, peace! Don't forget to drop a :heart:!
 
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I realy enjoyed reading the rmt it's realy well made, I give u a 8/10 ^^
But I recommend this Rotom over yours :

Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Thunderbolt
- Trick

It can do alot of damage real quick and don't like the match up? do volt switch, wanna troll ur oppenent with a pokemon that can't even do anything with choice scarf do trick and maybe get a leftovers :)
 
I realy enjoyed reading the rmt it's realy well made, I give u a 8/10 ^^
But I recommend this Rotom over yours :

Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Thunderbolt
- Trick

It can do alot of damage real quick and don't like the match up? do volt switch, wanna troll ur oppenent with a pokemon that can't even do anything with choice scarf do trick and maybe get a leftovers :)
As I've mentioned, TrickScarf Rotom hurts the team more than it helps. I really need Rotom's typing to switch into a lot of common attacks, and as a result the bulk investment really does help. It also baits out common threats to the rest of my team such as Spiritomb and cripples with Will-o-Wisp, making it deal only 20% to it with pursuit, which is an incredibly minimal amount. Thanks for the thought though.

*Edit* forgot to shoutout scorpdestroyer sorry bb gonna add it lel
 
wtf man u challenge me in CC on ur own free will #gotframedoml

One thing I noticed about your teambuilding structure is that you wanted a Fire spam check and Stealth Rock setter in one. I then also noticed your threat list and then thought to myself...OMG BRAWL U NUB U CAN ALWAYS USE BADASS LAVA CAMEL OVER UGLY TUMOR TOAD WAT IS WRONG WITH U

camerupt.gif
camerupt.gif

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Lava Plume
- Earthquake
- Roar / Toxic

It fits the criteria of your last team member, yet it fixes all issues listed in your threat list: switch-in to Freeze Dry (if ur paranoid about freeze u can always run Magma Armor, u pussy), no free Spikes opportunity for Ferroseed, and can easily deal with EQ-less Magmortar (which can be a free switch in for Archeops in the future). Sure it makes u a bit more Water weak than you'd like, but let's be real Seismitoad never really changed your matchups against Water-types anyway: either Plume or Kanga stops them or they steamroll u anyway gud shit (bar Carracosta, the only true matchup change with Toad gone). Not max HP bc max HP is divisable by 8 and that's no good. Everyone hypes Scald but not Lava Plume smh. Earthquake hits Fire-types and Dragalge harder, altho Earth Power is always an option against Rhydon. Roar stops Shell Smashers from wrecking ur shit, Toxic is nice to throw around I guess.

Edit: Brawlfest
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<3
 
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wtf man u challenge me in CC on ur own free will #gotframedoml

One thing I noticed about your teambuilding structure is that you wanted a Fire spam check and Stealth Rock setter in one. I then also noticed your threat list and then thought to myself...OMG BRAWL U NUB U CAN ALWAYS USE BADASS LAVA CAMEL OVER UGLY TUMOR TOAD WAT IS WRONG WITH U

camerupt.gif
camerupt.gif

Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Lava Plume
- Earthquake
- Roar / Toxic

It fits the criteria of your last team member, yet it fixes all issues listed in your threat list: switch-in to Freeze Dry (if ur paranoid about freeze u can always run Magma Armor, u pussy), no free Spikes opportunity for Ferroseed, and can easily deal with EQ-less Magmortar (which can be a free switch in for Archeops in the future). Sure it makes u a bit more Water weak than you'd like, but let's be real Seismitoad never really changed your matchups against Water-types anyway: either Plume or Kanga stops them or they steamroll u anyway gud shit (bar Carracosta, the only true matchup change). Not max HP bc max HP is divisable by 4 and that's no good. Everyone hypes Scald but not Lava Plume smh. Earthquake hits Fire-types and Dragalge harder, altho Earth Power is always an option against Rhydon. Roar stops Shell Smashers from wrecking ur shit, Toxic is nice to throw around I guess.
Yeah rupt might be a good idea, but I feel like it gives water types setup opportunities and doesn't get the same good matchup against other SR users that Seismitoad does. I do like it though and will add it to OO for the time being, vry smart shrüm :]

I just worry because of Camerupt's loss against stuff like Rhydon, Seismitoad, Qwil, etc. other common leads, and the good matchup is critical to the team's success. Cool idea though adding ^.^

Also its not like i straight up lose to everything on my threatlist, its just that they can be douches :[ Still I like camel :]
 
WE HAVE METRONOME WORLD CHAMPION OF BASED UNIVERSE HERE WITH ANOTHER RMT (should do missigno metronome rmt smh :[)

Anyway as far as improvements go: There is no fire in your fire-water-grass core (LOL)
I would reccomend WALL (BOOMBOOM) BREAKER MAGMORTAR w/ OVERHEAT SPAM (YEAH) over the easily stalled kangaskhan or the rotom (probably the rotom)

Magmortar @ Scope Lens
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Focus Energy
- Overheat
- Earthquake
- Thunderbolt
^BEST SET coz overheat spam=no recoil :] and does slightly more domage

you dont have to listen to my changes, im scrub lord
 
WE HAVE METRONOME WORLD CHAMPION OF BASED UNIVERSE HERE WITH ANOTHER RMT (should do missigno metronome rmt smh :[)

Anyway as far as improvements go: There is no fire in your fire-water-grass core (LOL)
I would reccomend WALL (BOOMBOOM) BREAKER MAGMORTAR w/ OVERHEAT SPAM (YEAH) over the easily stalled kangaskhan or the rotom (probably the rotom)

Magmortar @ Scope Lens
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Focus Energy
- Overheat
- Earthquake
- Thunderbolt
^BEST SET coz overheat spam=no recoil :] and does slightly more domage

you dont have to listen to my changes, im scrub lord
Lol nice SR weakness
 
After using the team, I feel that you had a massive ninetails weakness too, I played it with just Energy ball and flamethrower with nasty plot and will-o... ninetails in general wrecks your entire team... so you may want to include that :]
 
After using the team, I feel that you had a massive ninetails weakness too, I played it with just Energy ball and flamethrower with nasty plot and will-o... ninetails in general wrecks your entire team... so you may want to include that :]
Archeops, Kangaskhan, and Pawn can all smash it.. ._. Even toad lives a unboosted one

Edit iTeddeh below, I decided to RMT a completely different team did you not even look at this rmt..
 
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Alright been testing Camerupt for about a full day now, and it is definitely interesting. I think its a solid alternative to Seismitoad for anybody who wants to test the team, but I think the pros and cons of each still stand. Camerupt gives me a better way to beat Ferroseed, Freeze Dry, and Magmortar but leaves me rather weak to strong water sweepers such as Feraligatr and Carracosta. It also doesn't get a solid matchup against most leads such as Golem and Rhydon, which hurts. I realize I'm repeating a lot of stuff from an earlier post, but I am just dropping this because I've now got the testing to back it up. I would also like to note that the utility of Roar vs. Knock Off is also of question, because one really helps me get good matchups as well as phaze setup sweepers, while the other can let me cripple opponents and smash checks such as Xatu. Overall, both are pretty cool options.

I've also been testing Garbodor > Plume to good result. This said, lack of mixed bulk and a water resistance, and no recovery sucks. However, its cool because Spikes are awesome and this team protects the incredibly well with Rotom + Pawniard, so feel free to try that too! :]
 
Alright been testing Camerupt for about a full day now, and it is definitely interesting. I think its a solid alternative to Seismitoad for anybody who wants to test the team, but I think the pros and cons of each still stand. Camerupt gives me a better way to beat Ferroseed, Freeze Dry, and Magmortar but leaves me rather weak to strong water sweepers such as Feraligatr and Carracosta. It also doesn't get a solid matchup against most leads such as Golem and Rhydon, which hurts. I realize I'm repeating a lot of stuff from an earlier post, but I am just dropping this because I've now got the testing to back it up. I would also like to note that the utility of Roar vs. Knock Off is also of question, because one really helps me get good matchups as well as phaze setup sweepers, while the other can let me cripple opponents and smash checks such as Xatu. Overall, both are pretty cool options.

I've also been testing Garbodor > Plume to good result. This said, lack of mixed bulk and a water resistance, and no recovery sucks. However, its cool because Spikes are awesome and this team protects the incredibly well with Rotom + Pawniard, so feel free to try that too! :]

A solid Power Herb SolarBeam set does exist to give it a move against the threats stated and to give a larger offensive presence. It makes a great anti-lead and can catch unprepared teams off guard. HP Grass exists too. You'd probably want Roar to help phaze Gatr, which would set up in its face, but SolarBeam OHKOs after SR.

It checks almost all common leads, which are almost always weak to grass, which is a neat tool to have as a method of keeping hazards off the field; which is always a good thing.
 
A solid Power Herb SolarBeam set does exist to give it a move against the threats stated and to give a larger offensive presence. It makes a great anti-lead and can catch unprepared teams off guard. HP Grass exists too. You'd probably want Roar to help phaze Gatr, which would set up in its face, but SolarBeam OHKOs after SR.

It checks almost all common leads, which are almost always weak to grass, which is a neat tool to have as a method of keeping hazards off the field; which is always a good thing.
I used Power Herb Camerupt in my last RMT, and it has become rather predictable in the recent month and as a result has lost its surprsise factor. The loss in bulk is also significant, as it makes it impossible for me to check previously mentioned threats. Thanks for the thought though.
 
Hey Brawlfest, cool team :)

Your team is quite solid, but I feel like you might have some problems with Jolly Choice Band Sawk (needs more usage imo, everything creeps Adamant Sawk fsr, but Jolly is still really good) as it can punch holes in your team, outspeeds 5/6 of your team, and can 2HKO/OHKO everything with Stealth Rock. I think you can easily fix this by using a faster spread on Rotom:

rotom.gif

Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Volt Switch
- Will-O-Wisp
- Pain Split

248 HP / 52 Def / 208 Spe with a Timid Nature will still let Rotom eat up the hits that you need it to (I did some calcs, dw), but it will obliviously not take them as well as it used to be. I do think it's worth trying out though. This will also give you another 'answer' to Magmortar as it will now be able to outspeed it and revenge kill it if it was weakened a bit.

I am also going to suggest trying out Jolly Kangaskhan too for the same reasons, and you might as well try out Fire Punch over Earthquake on it to help with Ferroseed if it is really an issue.

Oh and I also like the idea of going with a Stallbreaker Mismagius over Rotom as it will give you another answer to Stall (which *can* be annoying), but you should be fine with Taunt Archeops + Swords Dance Pawniard.

Hope I helped!
 
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Hey Brawlfest, cool team :)

Your team is quite solid, but I feel like you might have some problems with Jolly Choice Band Sawk (needs more usage imo, everything creeps Adamant Sawk fsr, but Jolly is still really good) as it can punch holes in your team, outspeeds 5/6 of your team, and can 2HKO/OHKO everything with Stealth Rock. I think you can easily fix this by using a faster spread on Rotom:

rotom.gif

Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Volt Switch
- Will-O-Wisp
- Pain Split

248 HP / 52 Def / 208 Spe with a Timid Nature will still let Rotom eat up the hits that you need it to (I did some calcs, dw), but it will obliviously not take them as well as it used to be. I do think it's worth trying out though. This will also give you another 'answer' to Magmortar as it will now be able to outspeed it and revenge kill it if it was weakened a bit.

I am also going to suggest trying out Jolly Kangaskhan too for the same reasons, and you might as well try out Fire Punch over Earthquake on it to help with Ferroseed if it is really an issue.

Oh and I also like the idea of going with a Stallbreaker Mismagius over Rotom as it will give you another answer to Stall (which *can* be annoying), but you should be fine with Taunt Archeops + Swords Dance Pawniard.

Hope I helped!
Yeah I was honestly thinking about being lazy and was ready to run 252 speed on Rotom, but since you did all the work for me with calcing ty Snipegzer I will implement <3. I find that Kangaskhan really doesn't need to be any faster, and if I use Fire Punch rock types wall me and so stuff like Barbaracle can use me as setup fodder. Thanks a lot Soulgazer really appreciate the Rotom spread ^.^

*edit* implemented Soulgazer ty :]
 
I have been playing with your team. Got me into the top 100 on the ladder. The changes I.have made are I've scarred proton and gave Archeops Stone Edge over roost. Other than that, this team is basically flawless, and I agree, Kang is amazing
 
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I have been playing with your team. Got me into the top 100 on the ladder. The changes I.have made are I've scarred proton and gave Archeops EQ over roost. Other than that, this team is basically flawless, and I agree, Kang is amazing
Chops already has EQ O_o
Glad you are using the team to great success, I know a lot of people have been using it to climb the ladder, so I'm glad its helped you out. I've already cited my issues with ScarfTom, and if you do want to forgoe Defensive I still reccomend Wisp > TBolt on scarf to catch Tomb which is a threat otherwise. Taunt 3 Attacks Chops is cool, but Roost is p necessary or else you get run over by stall!

Glad you are having fun ^.^
 
:heart:

Spikes-stacking teams can give you a lot of trouble since you really don't have any way of combatting them and the loss of momentum from using a balanced team is naturally gonna make you vulnerable to getting them stacked. I've been looking at your team for the last couple days and unfortunately there's no real way to patch this weakness up without opening more holes. The best I can do is probably suggest Garbodor > Plume since your own Spikes can help combat opposing ones, and then suggest something more offensive over Rotom to increase the team's pace such as Mesprit / Slurpuff / Gurdurr / w/e. Do note though that these changes may change the dynamics of your team considerably.

Btw to help against Magmortar and Freeze-Dry a bit you could possibly try Assault Vest on your Kanga over Silk Scarf since it lets you pivot into them at least once. You have Pawniard as backup priority so the loss of power on Fake Out shouldn't matter too much n_n
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spd
Impish Nature
- Spikes
- Toxic / Clear Smog
- Seed Bomb
- Pain Split

This is probably the best set for your particular team imo, since it can last longer with Pain Split and lure Toad with Seed Bomb while pressuring setup with Toxic / Clear Smog, but feel free to test other stuff :]
 
:heart:

Spikes-stacking teams can give you a lot of trouble since you really don't have any way of combatting them and the loss of momentum from being a balanced team is naturally gonna make you vulnerable to getting them stacked. I've been looking at your team for the last couple days and unfortunately there's no real way to patch this weakness up without opening more holes. The best I can do is probably suggest Garbodor > Plume since your own Spikes can help combat opposing ones, and then suggest something more offensive over Rotom to increase the team's pace such as Mesprit / Slurpuff / Gurdurr / w/e. Do note though that these changes may change the dynamics of your team considerably.

Btw to help against Magmortar and Freeze-Dry a bit you could possibly try Assault Vest on your Kanga over Silk Scarf since it lets you pivot into them at least once. You have Pawniard has backup priority so the loss of power on Fake Out shouldn't matter too much n_n
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spd
Impish Nature
- Spikes
- Toxic / Clear Smog
- Seed Bomb
- Pain Split

This is probably the best set for your particular team imo, since it can last longer with Pain Split and lure Toad with Seed Bomb while pressuring setup with Toxic / Clear Smog, but feel free to test other stuff :]
Yay DB <333
I like the Assault Vest Kangas idea I don't see the loss in power as being a huge issue will go test! In terms of Garbodor, I honestly look at the team more often than not and feel sad I don't run Garb, who gives me similar resistances as Vileplume and yet offers valuable hazards that my own team actually protects surprisingly well. This said, Vileplume offers me better mixed bulk, more offensive presence, and Aromatherapy, which in my opinion is more valuable to the team than spikes as I can remove stuff like Will-O-Wisp or Toxic that legit cripples most of the mons on my team. In terms of a spikes weakness, I normally can prevent any hazard layers from setting more than 1 spike between Kangaskhan and TauntChops.

Ty bb <3
 
Hi Brawlfest,

I've been using this team for a few days - I got into the top 10 with it, so thank you for that - and I just wanted to suggest changing Rotom's spread to 248 HP/148 Def/112 Speed with a Timid nature to optimise EV yield. You hit the same speed and get a bit more defence. Great team :]
Soulgazer sucks, will probably change it although I'm kinda lazy atm. Thanks though! :]
 
Brawlfest his spread is to outspeed Adamant Sawk, mine is for Jolly Sawk. He probably didn't realise that you were running Timid 208 Spe as Bold 208 Spe hits the same speed as 112 timid, which outspeeds Adamant Sawk.

not saying that your spread is bad Muk Bus ;)

you suck.
 
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