OU RMT - Bulky Boosting/Sandstorm with a few tweaks

Despite the thought I've put into this team, I couldn't come up with anything solid for a thread title... -.-

So I've been playing around with various versions of this team for a while with relative success, but I'm finding myself stuck in a rut of sorts, since I really don't want to lose any of the members I have, but kinda want to make a change. So maybe someone will actually make a solid point.

This team originated as a mostly offensive bulky team. Since then some of the original members have gone away (Suicune, Ferrothorn) and others have gone through some notable changes (Conkeldurr, Reuniclus).

Befoe reading this, know that I've never been one to look much into calcs. With the way that PO lets you allocate stats (the slider bar) instead of what Shoddy had (just typing it in) I've sorta gotten into the habit of just going on instinct for distributing the majority of the EVs. So for people who are good at that stuff, it'd be appreciated.

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Volvarona/Ulgamoth

@ Focus Sash
Timid - 252 SpAtk/252 Speed/4 SpDef
Flame Body

~Butterfly Dance
~Flame Dance
~Bug Buzz
~HP Electric

3 out of 4 times, this is my lead. With nice 100 base speed and great 135 spatk, he's obviously got sweeper potential. The biggest complaints I hear about him are 1) Hugely susceptible to hazards and 2) Not such awesome defensive typing.

The first point is remedied in one of two ways. Rapid Spin is obvious, but I find it's easier to just lead with him. Now you can lay all the hazards you want, but Ulgamoth is just going to use that to nab a dance or two and then start sweeping. The meh typing can't really be avoided, but with the boosting and Sash it's mediated fairly well.

Butterfly Dance is a given, since it lets me stat up on leads that want to throw down some SR, then generally net 2-3 KOs on the following Pokemon. Flame Dance is chosen over Fire Blast/Flamethrower because I prefer the chance at additional boosting. Once he gets +2 or +3 spatk the enemies just fall over. HP Electric over other things because I find it's a nice surprise for water type switchins after I've boosted.

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Conkeldurr/Roobushin

@ Flame Orb
Brave - 252 HP/252 Atk/4 Def
Guts

~Drain Punch
~Mach Punch
~Payback
~Protect

I've found myself using a lot of Flame Orbs this gen. This Conkeldurr used to run on my team as a Bulk Up/LO version, then I dropped it to troll people with Sturdy/Shell Bell Aron for a while. But the lack of priority on my team hurt me, so he's back.

The EVs are obvious again. Brave is so that he's all kinds of slow, which helps out in case of TR teams.

Drain Punch and Mach Punch are pretty standard attacks for recovery and priority respectively. Payback gives him some coverage. Protect allows some scouting and guarantees that he's burned, which means Guts. Flame Orb is chosen over Toxic Orb for status since Roob is generally in for more than 3 turns.

My biggest issue here is that I generally find myself predicting switches into him when he's sent in after something (usually Ulgamoth) faints. So I end up throwing an unboosted Payback at something, then getting the burn boost anyway. Thoughts on Stone Edge over Protect? I also end up using this as a lead in the case that Ttar looks like he'll make an appearance as the opponent's lead.

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Tyranitar

@ Leftovers
Hasty - 200 HP/84 Atk/224 Speed
Sand Stream

~Dragon Dance
~Crunch
~Superpower
~Flamethrower

Welcome to the first of my randomly assigned EV spreads. Hasty drops defense and boosts speed, but since most physical attacks Ttar fears are coming from Scizor and fighting types, I figured it didn't make any big different anyway. HP is for some degree of survivability, attack and speed are so he can enjoy the DD boosts. But as far as beating whatever speed tier, max lefties recovery, and netting crucial KOs, feel free to enlighten me.

DD is obvious, and one of my favorite ways to play Ttar. That goes nicely with his STAB Crunch. Superpower also appreciates the boost, and having that fighting move on him often throws people for a loop, giving him a great neutral hit on a lot of things coming in expecting to easily absorb a STAB Stone Edge.

Flamethrower is another move that helps out a lot. People are all for switching in Scizor and Nattorei to laugh at Ttar's STABs and EQ, only to find they're at less than half HP with a little prediction on my part.

Ttar's last point is that he puts the weather to something that my team likes. 2 Pokemon get boosts in Sandstorm, 2 are unaffected by it, 1 is usually dead by the time it's active, and Roobushin can just man up and take it.

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Excadrill/Doryuzu

@ Balloon
Adamant - 252 Atk/252 Speed/4 Def
Sand Throw

~Earthquake
~Rock Slide
~Swords Dance
~Rapid Spin

Yeah, I'm pretty sure this needs little to no explanation, particularly as far as ability/EVs/nature go. He comes out in Sandstorm, probably dances, and then goes.

Dory is generally my late game cleanup Pokemon. Since only a few things can really effectively stop him, saving him until the end can finish things up very nicely.

Rapid Spin lets him act as more of a mid-game utility, regardless of Sandstorm. It also lets Ulgamoth switch in without getting his HP wrecked, assuming I didn't lead with him. But this is probably the move most likely to be changed. Thoughts on X-scissor?

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Reuniclus/Rankurusu

@ Life Orb
Modest - 252 HP/80 Def/176 SpAtk
Magic Guard

~Calm Mind
~Psycho Shock
~Focus Blast
~Recover

The first of my magic guarders has gone through quite a change since I first started using him, and he's the member of this team I'm always fiddling around with as far as movesets.

Maximum HP is pretty sensible, defense EVs for eating some physical attacks, and plenty of special attack to make sure his attacks are hitting hard. Again, the EVs are far from set in stone, so thoughts on how to move that around are welcome. Speed IV is 0, so he, like Roobushin, enjoys messing around with TR teams, and he wouldn't be outspeeding much outside of TR anyway.

Calm Mind works wonders on Reun, which is why I don't bother with special defense EVs. After a boost he's good, and a couple of boosts makes him great. The slight worry is when I get caught in Reun vs Reun and both of us start boosting up to +6/+6. That happens a lot, actually.

LO/Recover is more solid in my mind than Lefties/Coverage move, but if anyone has a good argument I'm willing to hear it.

Focus Blast over Shadow Ball/HP Fighting because he's generally bulky enough to handle missing. Catching a Ttar switchin with FB is good times, too. Psycho Shock over Psychic is a recent change for me. It's mostly down to that Reun vs Reun I mentioned before, since Psychic means I lose the fight.

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Sigilyph/Symbola

@ Flame Orb
Calm - 252 HP/80 Def/176 SpDef
Magic Guard

~Cosmic Power
~Psycho Shift
~Roost
~Assist Power

I'm basically in love with this thing.

Max HP and plenty of special defense EVs give him some respectable suvivability on the special spectrum. Defense EVs are less, but his moves offset that. Calm nature further boosts his special defensiveness at the cost of that unused attack stat.

Once he's in on something that he can survive a few hits from, it's on. Cosmic Power makes his good defenses into great defenses in no time. Psycho Shift does double duty by lowering the opponent's attack and dealing solid damage. This is especially key against Dark type, who would otherwise force me to switch shamefully.

Roosting off damage between CPs is easy, and turns Symbola into an amazing tank.

Then Assist Power. After a handful of CPs this turns into a great attack. Once you've gotten off those crucial first couple of CPs, it's usually easy to Roost/CP even more, allowing him to hit +6/+6 and make Assist Power into something to be feared. I can't count how many times this guy has come in and saved me from a loss.

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So that's the group. I've got some very OU/unimaginative Pokemon floating around in there, which is one of my key issues with this team. People expect to see Dory in Sandstorm and CM Reuniclus, and they have appropriate counters in place. It's generally leading with Ulgamoth and Ttar's slightly unorthodox moveset that mess with people and send momentum over to me.

A lack of any entry hazards is a little bit of a weakness, but once Sandstorm goes up it's generally offset a little bit.

Anyway, have fun with this.
 
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