Team at first glance:
I've managed to get 10:0 so far with this team in RU, but I want to make sure its as good as can be before i start taking on people with higher ratings. As the name suggests, its primarily based on pokemon with the Regenerator ability and paralyzing the opponent. This is the first time I've done a RMT so tell me if I've missed anything.
Team:
Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- U-turn
- Low Kick
Everyone seemed to be saying that Ambipom was rubbish and you shouldn't use it, so the obvious choice was to make a RU team with it in. Main idea is it uses Fake Out then U-turns out, with Knock Off for ghost types and Low Kick for steel and rock types. For some reason I haven't given it Return or Double Hit, but hasn't really been something I've missed.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sludge Bomb
- Spore
- Giga Drain
- Stun Spore
The next thing I decided to do was add Amoongus and Slowking. It was something I had in one of my UU teams and it worked well. Amoongus is my physically defensive wall, with Sludge Bomb and Giga Drain to deal damage, and Spore and Stun Spore to inflict status. It's main role in the team other than walling is to spread paralysis, especially to ground types, which Thunder Wave cannot do. It also has Spore to get electric types since there is no way of paralyzing them. I haven't included Synthesis or Foul Play as I've never really needed them. I'm considering Clear Smog, but Set-up hasnt been a problem for my team yet.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Scald
- Psyshock
- Fire Blast
- Thunder Wave
Slowking pairs well with Amoongus to form a defensive Regenerator core, being able to deal with the fire and psychic types that trouble Amoongus. At first i had it as a specially defensive wall, but I decided to give it offensive presence, which has worked reasonable well. Not much to say about it really.
Banette @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Shadow Claw
- Destiny Bond
- Knock Off
- Will-O-Wisp
The mega for my team is Banette, which I feel is quite underrated. It's main purpose is to hit hard with Shadow Claw and Knock Off, whilst having WoW if I need to cripple a threatening physical attacker. Prankster Destiny Bond generally allows for a free kill, as long as Banette is slower than the opponent, as it can attack then D-bond straight after, meaning the opponent will either be taken down with Destiny Bond or killed by Banette's attacks. However, this doesn't work too well with all the Paralysis. I am considering replacing either WoW or D-Bond with Taunt, as it is something I lack in my team.
Clawitzer @ Choice Specs
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Water Pulse
- Dark Pulse
- Aura Sphere
- Ice Beam
Clawitzer is the main offensive presence and wall-breaker of my team. Once most of the opposing team is paralysed and anything else poses little threat, it can generally easily sweep through. Wall's can stop the rest of my team well, and Clawitzer can 2HKO most of them. I am considering replacing Specs with Expert Belt as its coverage is decent and somtimes the Specs mean I have to switch out, which isn't too much of a deal for my team. Looking at my team, it can hit everything super effectively other than itself.
Audino @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Thunder Wave
- Return
- Heal Bell
I thought it would be even more fun to have a third Regenerator on the team, so I decided to also include Audino. It's main role is a cleric, and is also my special wall, partially the reason why I didn't make Slowking specially defensive. It's useful for walling special attackers such as Psychic types with Shadow Ball that pose a threat to both Amoongus and Slowking. Also its only weakness is fighting, which Amoongus and Slowking both resist. Heal Bell is mostly useful for removing Poison from Slowking or Audino itself, and Paralysis and Burn from Ampibom or Banette. It also has Wish to support Banette, Clawitzer and Ambipom if needed, as well as Amoongus and Slowking if the move they are going to switch into will bring them down to low health. Thunder Wave is there to cripple and return prevents it from being taunt bait, as well as being able to break weaker Pokemon's substitutes.
Threats
So far in my first ten matches I haven't really had any problems, but the main threat seems to be wall-breakers. As I pointed out, Clawitzer can hit the majority of my team super-effectively, 2HKOing my 3 defensive Pokemon with a Life Orb or Expert Belt.
The team also has no Pokemon that resist Flying, Ground, Rock, Dragon and Fairy type moves. However, none of my Pokemon are weak to the latter 4. Amoongus (and also Slowking to an extent) can easily deal with rock and ground types as they are mostly physical attackers, and Audino can deal with special Fairy and Dragon type attackers pretty well, as well as both types being pretty rare. Flying Types are more of an issue, but if I can paralyse them, Clawitzer can Ice beam them, or Ambipom could finish them off with Fake Out if they are frail and have taken damage, which applies to Swellow and Fletchinder which paralysis would either be hard to inflict on Swellow and would not particularly stop Fletchinder except for the 25% chance of it not being able to move.
Another Pokemon that could cause problems is Zangoose. Similar to Swellow, once Toxic Orb activates I wont be able to stop it with paralysis, and it can tear through my team with hazards on the field and some damage already done to my team. The main salvation would be a Fake Out from Ambipom (if it is still hanging around), or the miracle of it not having a dark type move to deal with Banette.
Speaking of Banette, if needed it could sacrifice itself with Destiny Bond to stop such threats, but would either have to switch in whilst a wallbreaker/sweeper was setting up, or coming in as a revenge killer, which would effectively lose me two pokemon.
Another problem for my team is Taunt users. This troubles Amoongus and Audino most, and also Banette and Slowking a little, but I generally have the offensive presence to deal with them.
My team has no Spinner or Defogger, but this does not trouble my regenerator Pokemon much, and the issue of Toxic Spikes is solved with Amoongus.
Final Thoughts
So far I am liking this team. It's pretty defensively orientated, but not complete stall which I hate doing. Some things I'm particularly thinking about getting advice on are as follows:
AV on Slowking?
- Provides special bulk at the cost of Twave, but i have 2 paralyze spreaders anyway
Taunt on Banette?
- This stops other Taunt users except Whimsicott, and is generally useful against defensive teams and can stop hazards, as i have nothing to remove them
Expert Belt on Clawitzer?
- Doesn't hit as hard as Specs, especially if there is no move that is SE on the opponent, but allows for easier late game sweeping of the opposing team
Hazards?
- This team makes games very "switchy" and therefore would it be useful to have my own hazard setter, or a way of removing hazards from my side of the field? Would most likely replace Ambipom
That's pretty much it. All suggestions will be appreciated.






I've managed to get 10:0 so far with this team in RU, but I want to make sure its as good as can be before i start taking on people with higher ratings. As the name suggests, its primarily based on pokemon with the Regenerator ability and paralyzing the opponent. This is the first time I've done a RMT so tell me if I've missed anything.
Team:
Ambipom @ Life Orb

Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- U-turn
- Low Kick
Everyone seemed to be saying that Ambipom was rubbish and you shouldn't use it, so the obvious choice was to make a RU team with it in. Main idea is it uses Fake Out then U-turns out, with Knock Off for ghost types and Low Kick for steel and rock types. For some reason I haven't given it Return or Double Hit, but hasn't really been something I've missed.
Amoonguss @ Black Sludge

Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sludge Bomb
- Spore
- Giga Drain
- Stun Spore
The next thing I decided to do was add Amoongus and Slowking. It was something I had in one of my UU teams and it worked well. Amoongus is my physically defensive wall, with Sludge Bomb and Giga Drain to deal damage, and Spore and Stun Spore to inflict status. It's main role in the team other than walling is to spread paralysis, especially to ground types, which Thunder Wave cannot do. It also has Spore to get electric types since there is no way of paralyzing them. I haven't included Synthesis or Foul Play as I've never really needed them. I'm considering Clear Smog, but Set-up hasnt been a problem for my team yet.
Slowking @ Leftovers

Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Scald
- Psyshock
- Fire Blast
- Thunder Wave
Slowking pairs well with Amoongus to form a defensive Regenerator core, being able to deal with the fire and psychic types that trouble Amoongus. At first i had it as a specially defensive wall, but I decided to give it offensive presence, which has worked reasonable well. Not much to say about it really.
Banette @ Banettite

Ability: Frisk
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Shadow Claw
- Destiny Bond
- Knock Off
- Will-O-Wisp
The mega for my team is Banette, which I feel is quite underrated. It's main purpose is to hit hard with Shadow Claw and Knock Off, whilst having WoW if I need to cripple a threatening physical attacker. Prankster Destiny Bond generally allows for a free kill, as long as Banette is slower than the opponent, as it can attack then D-bond straight after, meaning the opponent will either be taken down with Destiny Bond or killed by Banette's attacks. However, this doesn't work too well with all the Paralysis. I am considering replacing either WoW or D-Bond with Taunt, as it is something I lack in my team.
Clawitzer @ Choice Specs

Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Water Pulse
- Dark Pulse
- Aura Sphere
- Ice Beam
Clawitzer is the main offensive presence and wall-breaker of my team. Once most of the opposing team is paralysed and anything else poses little threat, it can generally easily sweep through. Wall's can stop the rest of my team well, and Clawitzer can 2HKO most of them. I am considering replacing Specs with Expert Belt as its coverage is decent and somtimes the Specs mean I have to switch out, which isn't too much of a deal for my team. Looking at my team, it can hit everything super effectively other than itself.
Audino @ Leftovers

Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Thunder Wave
- Return
- Heal Bell
I thought it would be even more fun to have a third Regenerator on the team, so I decided to also include Audino. It's main role is a cleric, and is also my special wall, partially the reason why I didn't make Slowking specially defensive. It's useful for walling special attackers such as Psychic types with Shadow Ball that pose a threat to both Amoongus and Slowking. Also its only weakness is fighting, which Amoongus and Slowking both resist. Heal Bell is mostly useful for removing Poison from Slowking or Audino itself, and Paralysis and Burn from Ampibom or Banette. It also has Wish to support Banette, Clawitzer and Ambipom if needed, as well as Amoongus and Slowking if the move they are going to switch into will bring them down to low health. Thunder Wave is there to cripple and return prevents it from being taunt bait, as well as being able to break weaker Pokemon's substitutes.
Threats
So far in my first ten matches I haven't really had any problems, but the main threat seems to be wall-breakers. As I pointed out, Clawitzer can hit the majority of my team super-effectively, 2HKOing my 3 defensive Pokemon with a Life Orb or Expert Belt.
The team also has no Pokemon that resist Flying, Ground, Rock, Dragon and Fairy type moves. However, none of my Pokemon are weak to the latter 4. Amoongus (and also Slowking to an extent) can easily deal with rock and ground types as they are mostly physical attackers, and Audino can deal with special Fairy and Dragon type attackers pretty well, as well as both types being pretty rare. Flying Types are more of an issue, but if I can paralyse them, Clawitzer can Ice beam them, or Ambipom could finish them off with Fake Out if they are frail and have taken damage, which applies to Swellow and Fletchinder which paralysis would either be hard to inflict on Swellow and would not particularly stop Fletchinder except for the 25% chance of it not being able to move.
Another Pokemon that could cause problems is Zangoose. Similar to Swellow, once Toxic Orb activates I wont be able to stop it with paralysis, and it can tear through my team with hazards on the field and some damage already done to my team. The main salvation would be a Fake Out from Ambipom (if it is still hanging around), or the miracle of it not having a dark type move to deal with Banette.
Speaking of Banette, if needed it could sacrifice itself with Destiny Bond to stop such threats, but would either have to switch in whilst a wallbreaker/sweeper was setting up, or coming in as a revenge killer, which would effectively lose me two pokemon.
Another problem for my team is Taunt users. This troubles Amoongus and Audino most, and also Banette and Slowking a little, but I generally have the offensive presence to deal with them.
My team has no Spinner or Defogger, but this does not trouble my regenerator Pokemon much, and the issue of Toxic Spikes is solved with Amoongus.
Final Thoughts
So far I am liking this team. It's pretty defensively orientated, but not complete stall which I hate doing. Some things I'm particularly thinking about getting advice on are as follows:
AV on Slowking?
- Provides special bulk at the cost of Twave, but i have 2 paralyze spreaders anyway
Taunt on Banette?
- This stops other Taunt users except Whimsicott, and is generally useful against defensive teams and can stop hazards, as i have nothing to remove them
Expert Belt on Clawitzer?
- Doesn't hit as hard as Specs, especially if there is no move that is SE on the opponent, but allows for easier late game sweeping of the opposing team
Hazards?
- This team makes games very "switchy" and therefore would it be useful to have my own hazard setter, or a way of removing hazards from my side of the field? Would most likely replace Ambipom
That's pretty much it. All suggestions will be appreciated.