Hell Smogon, this is another RMT I am posting up. As you can see, I've tried to build an Effeetive team with excellent coverage. But as i was testing it on PO, it has its Flaws and i'm seeking Advice on how to make this team better, and PLEASE i would Appreciate it if you could help me Limit this Team to 1 Legend from the OU tier or below, AND Item Clause on my team, as you can see i have ONLY 1 Duplicate Item on my team, it's how i like to play also.
Drapion (M) @ Air Balloon Trait: Battle Armor
EVs: 4 Atk / 252 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Ice Fang
- Earthquake
- Crunch/Agility
Team Synergy:
Ground: Gengar
Drapion is my Lead mostly every battle, giving him a new set took a little Testing, but i guess this may best suit him for my battle style.
-Swords Dance is what gives him the boost it needs to start hitting hard and being Jolly Nature with some Def Ev's invested, he becomes my Physically Bulky Striker.
-Ice Fang was used in place of Aqua tail due to the fact im facing a lot of Dragons in the OU section. and i'm still able to counter his Ground Weakness so this move is a plus for Drapion.
-Earthquake is used to take down usual threats to my forry since i have Arcanine with Flash Fire AND if i dont trust those fire types also.
-Should things get a lil Messy, i can switch off into a Physic Move and be completely fine from it and Respond with Crunch. It's his Reliable STAB Move OR if i feel like Drapion needs to Double Set Up, i'll give him Agility instead to become a fast threat that hits hard as hell to dragons and Fire Types mainly.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 196 Def / 60 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Volt Switch
- Revenge
- Rapid Spin
Team Synergy:
Fire: Arcanine
Forry has maybe one of the weirdest sets ever, but it works 90% of the time.
-Spikes is Forry's set up move as it will allow me to set up an Entry Hazard to my Opponent.
-Volt Switch is used should i predict a nasty switch in to take out Forry ASAP, and respond with fury to my Opponent.
-Revenge is actually used to hurt my Opponents pkmon most i can before Forry is KO'd inevitably.
-Rapid Spin is used in response to my Entry Hazard problems, being my ONLY Spinner on this team, i may have to look for a more Reliable Spinner and possibly lose the Set Up. And trying to protect my Forry eventually makes me lose an essential pkmon for my late game sweeping.
Arcanine (F) @ Life Orb
Trait: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Flare Blitz
- Wild Charge
- ExtremeSpeed/Crunch
Team Synergy:
Ground: Gengar
Water: None
Rock: Forretress
-Close Combat is used in response to many Steel types i have to deal with Facing that can possibly stay Neutral to Flare Blitz.
-Flare Blitz is Arcanine's Reliable STAB atk which lets me deal massive damage to a pkmon before Arc gets KO'd horribly.
-Wild Charge is used to Cover up his Water Weakness of course and deal massive damage possibly a OHKO.
-ExtremeSpeed i haven't started using until just now, it does help actually when i know i will be KO'd by a faster and possibly a Harder Hitting pkmon. But i prefer Crunch sadly sometimes to help shut down some Ghosts and Psychic types.
All and all, this is pretty much the standard smogon set but what else can you do with Arcanine? He's mainly Physical and needs above average Coverage, and being UU in an OU tier, he works Wonders a lot of the time :)
Blissey (F) @ Leftovers
Trait: Serene Grace
EVs: 64 HP / 192 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Thunder Wave
- Sweet Kiss
- Softboiled
- Seismic Toss
Ok this is an abusive Blissey Set that i started using after someone used it against me, i have to admit, it works pretty well. Even though i really need a Good Cleric in my team to help this team succeed big time.
-T-Wave is to start up the abuse facing Blissey, many Special Sweepers will be crippled in Speed Horribly even Deo-S falls down to mediocore 126 Speed with a Benificial Speed Nature Maxed out.
-Sweet Kiss adds on into the ParaFusion abuse being with Serene Grace in play, ParaFusion will happen more often and the opponent will eventually be forced to switch out or let their pkmon be KO'd.
-Softboiled is used when i predict the opponent Switching in to get away from the ParaFusion hax, and restore my HP to a reasonable amount to start the Set Up once again.
-Seismic Toss is Blissey's only reliable Atk since it has no other reliable Atk AT ALL.
This set is meant to be VERY Abusive to the Opponent, and this set would only be walled to a Ghost type Sadly, but if i can T-Wave them before anything, that'll help out big time.
Gengar (M) @ Black Sludge
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Focus Blast
- Hidden Power [Fire]
Team Synergy:
Ghost: Forretress, Drapion
Dark: Drapion, Forretress
Psychic: Drapion
-Substitute is used to predict a Status Condition and also to set up a little bit.
-Shadow Ball is my Main STAB move hitting most pkmon very hard with a chance to lower Sp.Def
-Focus Blast is used to wipe out some Dark Types and a couple of other pkmon that'd resist HP Fire and Shadow Ball.
-HP Fire is used to take down a lot of Set ups that come into play like Forry and Ferro, sometimes skarm xD
Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 16 Atk / 240 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Thunderbolt
- Superpower
- Ice Beam
- Psychic
Lets see, this is maybe a wierd set honestly, i dont run Psycho Boost for the fact of loosing so much power after one atk, i prefer the power being there and constant.
-T-Bolt is there to take down many birdys that would try to set up, say Skarm and fry some water types.
-Ice Beam is used to cripple Land, Gliscor, and Dragons big time as the damage is far to great to resist a lot of the time.
-Superpower is Deo-S' ONLY Physical move being Naive Nature, and few Atk EV's invested, it can cripple T-Tars within a Heart-Beat. And also to deal some physical damage to other Dark Types that stand in my way.
Psychic in place of Psycho Boost because i dont wanna lose so much power within one Atk, and then be forced to switch off and give my opponent a free turn.
This Deo-S basically serves the purpose of NOT a Lead, BUT a Late Game Sweeper, and it does its job well when the rest of my team has worn my Opponent down or when i'm forced to use it earlier than expected, it proves to be a menace with that focus sash on it.
Drapion (M) @ Air Balloon Trait: Battle Armor
EVs: 4 Atk / 252 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Ice Fang
- Earthquake
- Crunch/Agility
Team Synergy:
Ground: Gengar
Drapion is my Lead mostly every battle, giving him a new set took a little Testing, but i guess this may best suit him for my battle style.
-Swords Dance is what gives him the boost it needs to start hitting hard and being Jolly Nature with some Def Ev's invested, he becomes my Physically Bulky Striker.
-Ice Fang was used in place of Aqua tail due to the fact im facing a lot of Dragons in the OU section. and i'm still able to counter his Ground Weakness so this move is a plus for Drapion.
-Earthquake is used to take down usual threats to my forry since i have Arcanine with Flash Fire AND if i dont trust those fire types also.
-Should things get a lil Messy, i can switch off into a Physic Move and be completely fine from it and Respond with Crunch. It's his Reliable STAB Move OR if i feel like Drapion needs to Double Set Up, i'll give him Agility instead to become a fast threat that hits hard as hell to dragons and Fire Types mainly.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 196 Def / 60 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Volt Switch
- Revenge
- Rapid Spin
Team Synergy:
Fire: Arcanine
Forry has maybe one of the weirdest sets ever, but it works 90% of the time.
-Spikes is Forry's set up move as it will allow me to set up an Entry Hazard to my Opponent.
-Volt Switch is used should i predict a nasty switch in to take out Forry ASAP, and respond with fury to my Opponent.
-Revenge is actually used to hurt my Opponents pkmon most i can before Forry is KO'd inevitably.
-Rapid Spin is used in response to my Entry Hazard problems, being my ONLY Spinner on this team, i may have to look for a more Reliable Spinner and possibly lose the Set Up. And trying to protect my Forry eventually makes me lose an essential pkmon for my late game sweeping.
Arcanine (F) @ Life Orb
Trait: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Flare Blitz
- Wild Charge
- ExtremeSpeed/Crunch
Team Synergy:
Ground: Gengar
Water: None
Rock: Forretress
-Close Combat is used in response to many Steel types i have to deal with Facing that can possibly stay Neutral to Flare Blitz.
-Flare Blitz is Arcanine's Reliable STAB atk which lets me deal massive damage to a pkmon before Arc gets KO'd horribly.
-Wild Charge is used to Cover up his Water Weakness of course and deal massive damage possibly a OHKO.
-ExtremeSpeed i haven't started using until just now, it does help actually when i know i will be KO'd by a faster and possibly a Harder Hitting pkmon. But i prefer Crunch sadly sometimes to help shut down some Ghosts and Psychic types.
All and all, this is pretty much the standard smogon set but what else can you do with Arcanine? He's mainly Physical and needs above average Coverage, and being UU in an OU tier, he works Wonders a lot of the time :)
Blissey (F) @ Leftovers
Trait: Serene Grace
EVs: 64 HP / 192 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Thunder Wave
- Sweet Kiss
- Softboiled
- Seismic Toss
Ok this is an abusive Blissey Set that i started using after someone used it against me, i have to admit, it works pretty well. Even though i really need a Good Cleric in my team to help this team succeed big time.
-T-Wave is to start up the abuse facing Blissey, many Special Sweepers will be crippled in Speed Horribly even Deo-S falls down to mediocore 126 Speed with a Benificial Speed Nature Maxed out.
-Sweet Kiss adds on into the ParaFusion abuse being with Serene Grace in play, ParaFusion will happen more often and the opponent will eventually be forced to switch out or let their pkmon be KO'd.
-Softboiled is used when i predict the opponent Switching in to get away from the ParaFusion hax, and restore my HP to a reasonable amount to start the Set Up once again.
-Seismic Toss is Blissey's only reliable Atk since it has no other reliable Atk AT ALL.
This set is meant to be VERY Abusive to the Opponent, and this set would only be walled to a Ghost type Sadly, but if i can T-Wave them before anything, that'll help out big time.
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Focus Blast
- Hidden Power [Fire]
Team Synergy:
Ghost: Forretress, Drapion
Dark: Drapion, Forretress
Psychic: Drapion
-Substitute is used to predict a Status Condition and also to set up a little bit.
-Shadow Ball is my Main STAB move hitting most pkmon very hard with a chance to lower Sp.Def
-Focus Blast is used to wipe out some Dark Types and a couple of other pkmon that'd resist HP Fire and Shadow Ball.
-HP Fire is used to take down a lot of Set ups that come into play like Forry and Ferro, sometimes skarm xD
Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 16 Atk / 240 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Thunderbolt
- Superpower
- Ice Beam
- Psychic
Lets see, this is maybe a wierd set honestly, i dont run Psycho Boost for the fact of loosing so much power after one atk, i prefer the power being there and constant.
-T-Bolt is there to take down many birdys that would try to set up, say Skarm and fry some water types.
-Ice Beam is used to cripple Land, Gliscor, and Dragons big time as the damage is far to great to resist a lot of the time.
-Superpower is Deo-S' ONLY Physical move being Naive Nature, and few Atk EV's invested, it can cripple T-Tars within a Heart-Beat. And also to deal some physical damage to other Dark Types that stand in my way.
Psychic in place of Psycho Boost because i dont wanna lose so much power within one Atk, and then be forced to switch off and give my opponent a free turn.
This Deo-S basically serves the purpose of NOT a Lead, BUT a Late Game Sweeper, and it does its job well when the rest of my team has worn my Opponent down or when i'm forced to use it earlier than expected, it proves to be a menace with that focus sash on it.