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OU RMT

This is my first RMT here, so any advice would be appreciated!

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Tyranitar @ Choice Scarf
Jolly
4 HP, 252 Atk/Speed
Stone Edge
Earthquake
Crunch
Pursuit
The Good: Sets up sandstorm, which most of my team takes no damage from. With the scarf, it outruns Azelf leads and most of its common counters, such as Dugtrio looking for a revenge kill. It can also outrun counters to other members of my team, such as Celebi or Electivire. It gets a free switch in on Psychic moves, and is also immune to Trick Scarf leads, which is another plus.
The Bad: Obviously, the Scarf locks it in on one move, so this makes the immediate switch afterward quite predictable. Crobat leads can outspeed it even with the scarf and either use hypnosis or u-turn to a counter. Donphan can counter it with Earthquake, as can high def Swamperts. Gyarados can switch in on EQ and set up on the switch or Earthquake right back.

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Jirachi @ Leftovers
Timid
252 HP, 80 Sp.Atk, 176 Speed
Calm Mind
Substitute
Psychic
Thunderbolt
The Good: The Calm Mind+Sub combo destroys most opposing pokemon. Magnezone that try to trap it are eventually KOed by STAB Psychic if allowed to set up, as is Gyarados and Skarmory by Thunderbolt. It has a plethora of resistances it can switch in on, a Poison immunity, and only two weaknesses. Backed up by its 100 base stats, it is hard to break specially.
The Bad: It can't break through Blissey, or most special steel walls, like Registeel. Taunters can really screw it over and prevent set up. Heatran can absorb both attacks and hit back with Fire Blast. Electivire can get a speed boost and KO with Earthquake.

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Spiritomb @ Shell Bell
Calm
252 HP, 140 Def, 116 Sp.Def
Rest
Sleep Talk
Shadow Ball
Hidden Power Fighting
The Good: Along with the fact that it takes no super effective damage, It also packs immunity to Fighting, Psychic, and Normal moves, being a defensive counter for all. Ghost and Fighting provides unresisted type coverage, and allows for hits on Normals and Steels. It has great defenses, which make it even better.
The Bad: Poor HP and a lack of resistances. Even with the defenses, it could still be wiped by a strong sweeper. Also, Rest+Sleep Talk keeps it attacking while asleep, but it occasionally selects Rest, giving the opponent a free turn. Sandstorm damage doesn't really help it either, and the Shell Bell helps very little.

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Cradily @ Lum Berry
Careful
252 HP, 116 Def, 140 Sp.Def
Stockpile
Toxic
Earthquake
Recover
The Good: Evenbefore Stockpile, it can take some hits while setting up, and it is hard to break with +3 Def/Sp.Def boosts, Recover, and immunity to Roar/Whirlwind. It can stall out with Toxic, and Earthquake hits most Steels and Poisons immune to Toxic, as well as Electivire. Lum Berry is there for the one time status block, which is useful for defensive and scouting purposes.
The Bad: Taunters make it pretty useless and mostly cause it to switch.
Steels and Poisons immune to EQ wall this set completely. Skarmory and Weezing are the most notable of such, and have caused problems in the past.

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Weezing @ Black Sludge
Bold
252 HP/Def, 4 Sp.Atk
Fire Blast
Pain Split
Will-o-Wisp
Thunderbolt
The Good: It resists a majority of the attack types that my other pokemon fear, as long as the attack is physical. It cripples physical sweepers (Tyranitar) and is the main counter for Forretress/Scizor and Steels packing EQ, as it nabs a free switch in from Levitate and hits hard with Fire Blast. Thunderbolt is primarily for Gyarados. Black Sludge is to offset Sandstorm damage, and Pain Split allows for good recovery if timed right. It is also a lure for Psychic attacks, so I can switch in Tyranitar or Spiritomb for free
The Bad: Its Sp.Def plain sucks. It can't take too many hits specially, even if not super effective. Psychic moves especially mess it up. Pain Split is hard to use right, and isn't nearly as effective as Recover.

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Swampert @ Muscle Band
Relaxed
252 HP/Def, 4 Atk
Stealth Rock
Earthquake
Ice Beam
Roar
The Good: Swampert is awesome in general. As a lead, it can throw up Stealth Rock and phaze with Roar to scout. Earthquake can hit hard with STAB accounted for, and takes out many Electric types, like Electivire, and to a lesser extent, Jolteon. Ice Beam is used for Dragon types like Salamence and Flygon that have the 4x weakness. Its high defense keeps physical attackers at bay.
The Bad: That nasty 4x Grass weakness is easily exploited by Celebi and other Grass Knot users like Infernape. With these EVs, it takes special hits worse than physical, which doesn't help too much either. Anything that is immune to ground and resists ice wall Swampert, like Skarmory or Moltres, but could be Roared away.

Once again, I appreciate your feedback and will take all into account. Thanks much!
 
Ok just thought I would rate your team because I was bored so...
You seem to have quite a problem with taunt. You have said it shuts down many of your pokemon (Cradily, Jirachi, and I think that it would really mess with Spiritomb too)
I have not rated any teams with this problem so I am not sure how this will go... but I will do what I can. I think you can not add a pokemon to deal with this but I think you will need the ability to see the common taunters (Gyrados, Aerodactyl, Tyranitar, Ambipom, Infernape to name a few.) Then react accordingly for if you no the taunt is coming get a free switch and kill the problem taunter. Just an advice on tactics I can offer.
One quick question I had is are you playing with item clause because that swampert should be holding a leftovers not a muscle band. But if you are I still do not think Muscle band is the correct choice it is really not benefiting Swampert that much. So I would recommend giving him a leftovers (if you are not playing item clause) and giving him a Rindo Berry. I mean Rindo berry can give a chance to beat pokemon that pack a HP grass such as Heatran or Zapdos to hit them back with a super effective move. But leftovers is really the better choice but whatever floats your boat.
One thing I thought when I looked at your team was why does your Ttar have a scarf I do not think it would work well against most leads. One and only lead it works against is Azelf IF they taunt first if not your screwed because now they throw up rocks and know it is scarfed as well as surviving with the sash then dieing to the sandstorm. That gives you a 50-50 chance for your lead to work against one of many leads. But if taunt is put up they die only taunting a pokemon that has no status moves only attacking ones. It will not work on Aerodactyl because he still out speeds as well as being immune to sandstorm so he can still attack twice. (using taunt and stealth rock most likely.) Also sleep leads screw you over because they run choice scarfs themselves and so they would out speed and put you to sleep rendering you worthless. Even if they run the sash it really will not matter because you are still asleep and worthless. They leave with scouting info, a lead that did it's job, and at least one free turn to set up. You leave with a worthless pokemon. See who wins that battle of the leads it is quite obvious the other lead putting you at an early disadvantage. As well as a possible early sweep. So I think you should switch your Ttar out for a normal Ttar lead found in the StrategyDex. This one will give you a way to deal with the sleep leads and a way to beat bulky leads I think you might have trouble with as well. Suicide leads may still be a problem but your team is not troubled by stealth rocks all that much. Also you can give your Swampert another attacking move such as waterfall or a stalling move such as Toxic, Substitute (ONLY if you have leftovers on Swampert), or protect over the old stealth rocks.
Well this would rap up this rate. I hope it will be found satisfactory as well as useful. If you have anymore questions feel free to ask. GL and HF playing pokemon.
 
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