Post Tyrantrum Stress Disorder

heya it's claimingrobin here for a rmt in a tier i'm garbage at. this'll be fun~

The Team
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a quick dumpster fire squad i built around aggron

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Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch

aggron here is the star of the team. when i decided to do another rmt before sun and moon came along and removed all of my metagame knowledge i scrolled through the vr for a while and found this gem. the feeling you get from doing 90% to a magneton that thinks it resists banded head smash is second to none (aside from tyrantrum of course ;-;). heavy slam is a nice stab for when you actually need to hit your attack, other two are mostly filler that let it break past steels if you feel like predicting.

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Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Heat Wave
- Energy Ball
- Roost

sigilyph is here mainly as a way to break through mons like registeel, seismitoad, alomomola, etc. as well as absorbing burns that aggron doesn't like dealing with. set is standard but something like dazzling gleam could probably be used over roost to help vs flygon which the team doesn't have a direct answer to per se.

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Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Dazzling Gleam
- Switcheroo

one thing i've learned in playing ru is that you can never have too many fighting checks. delphox is here to provide a more direct answer to steels and revenging faster mons like jolteon and accelgor that can threaten me with scarf. if you're saying it's redundant with sigilyph you're probably right, but i feel like delphox is different enough to warrant a spot. something like houndoom or banded/expert belt emboar could probably work here as well (haven't tried them though).

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Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge

virizion is here mostly as a switch in to scalds and a soft ghost check that can break down a lot of slower balance oriented teams that aggron could struggle to click head smash vs due to its low speed. lum berry is used here to not worry about scald/willowisp as much which is appreciated. i opted for stone edge since fires are annoying and +2 se still puts venusaur in revengeable range from most of my mons.

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Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]

magneton is the 5th mon mostly to check birds and ice-types that otherwise threaten the team. mag also functions as a general pivot to get aggron and the others in safely. set is standard as it comes, hp water is an option i suppose if you want a camerupt lure but it's not overly necessary on the team.

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Samurott @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn

samurott here closes the fire-water-grass core with virizion and delphox. this is a secondary check to grounds, specifically things like ice punch rhyperior/offensive rhyp in general. samurott also functions as a secondary way to revenge fast mons like jolteon and delphox after a few rock switch ins/lo hits. ghosts threaten the team a bit so lum berry+knock off is an option over megahorn to help improve the matchup, but it also worsens the matchup vs colbur psychics.

Threatlist
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as mentioned above i have no direct answer to ghosts, but lum knock samurott can help
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jolteon's annoying as always vs offensive teams but delphox can revenge, as well as samurott if lo has worn it down
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knock off fighters are fairly troublesome, but they're typically choice locked and lo hitmonlee can get worn down

and a few other misc. things that can be played around

Conclusion
the team's not awful by my standards but i realized about halfway through typing that i had no rocks so if that and other matchup things can be fixed it'd be appreciated

Matame there's the rmt
GradeAGarchomp ah how time flies~ even with your fancy badge and + you'll still be a loser
Mishimono loser
aaand that's about it ;-;

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Heat Wave
- Energy Ball
- Roost

Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Dazzling Gleam
- Switcheroo

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge

Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]

Samurott @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
 
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This is so mindless... and I love it!

I appreciate more Heavy Offense around, hella risky but really fun and rewarding imo. Im pretty sure you know the importance of Stealth Rock so I will try to provide you that since trying to change something would open more holes and force a complete rebuild, and Im pretty sure you dont want that. So lets get to it.

Right now, Magneton just looks rather redundant here. You have decent ice resists in Aggron, Scarf Delphox and Samurott since Aggron will beat non low kick Sneasel and non Earthquake Mega Glalie 1v1, Scarf Delphox outspeeds and KO them while taking negligible damage from ice shard and Samurott have the potent water priority in the back. Id change Magneton for a Rhyperior. This will provide you a flying resist, and a good volt switch immunity so Jolteon stop getting initiative on every member of your team.

Minor change but I think running Air Slash over Psyshock is a bit more optimal. Air Slash means stuff like Spiritomb, Drapion, etc will think twice about switching in and put better pressure on the quite problematic ghost types.

Just wanna point out that ghost dont seem that annoying seeing that you have Lum Berry Virizion to handle most of them and a Choice Band Aggron to get rid of them, even through burns for both psychic types in the back anyways. Just play around them carefully and you should be fine.
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 184 HP / 16 Atk / 212 SpD / 96 Spe
Adamant Nature
- Stealth Rock
- Ice Punch
- Earthquake
- Rock Blast
Hope this helps you. Good luck.
 
Hey, nice team. Aldo made a lot of solid points in his rate that I think would really be beneficial for you to try out. I have some different suggestions that could possibly assist you in improving your team. I have two Pokemon changes and a couple of set changes that I would like to suggest.

My first change would be regarding your lack of stealth rock that you mentioned in your conclusion. When, I first looked over your team I thought Seismitoad would be a solid Pokemon giving you a check to Water types and a solid Magneton check / electric immunity. Therefore I would first recommend Seismitoad over Samurott. Seismitoad provides water and ground STAB allowing for threatening exchanges against opposing Pokemon. Scald is always a beneficial move to have, and toad is definitely a good rocker on offensive builds providing utility with toxic.

My second Pokemon change would be regarding your Delphox. Although, Delphox is a solid scarf user checking many fast threats like Virizion, Jolteon, etc. I believe that its role as a scarfer could be better performed on this team with Choice Scarf Hitmonlee. Scarf Hitmonlee allows a strong offensive choice scarf presence with high jump kick, a highly spammable move in knock off, as well as an emergency Rapid Spinner inviting in using different sets such as Sturdy Magneton which is definitely more effective on hyper offensive builds.

In set changes I would recommend changing Magneton to analytic to Sturdy because this would be more effective in an offensive build. For example, a Pokemon like Dugtrio can have more trouble in trapping you, as you can easily revenge it at full HP, while also acting as a one time check towards something like a Medicham. I also agree with changing psyshock to air slash for the reasons Aldo listed above.

Hope I helped, good luck with your team in the future!

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Toxic

Hitmonlee @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Rapid Spin
- Close Combat / Stone Edge
 
Pretty cool heavy offensive team you have, but there are reasons offenses like these and Aggron in particular aren't that good in the tier, especially due to two main Pokemon: Sneasel and Dugtrio. Sneasel pretty much outspeeds almost the entire tier and threatens all the Pokemon in your team, while you have only one Pokemon to revenge kill with Delphox. Samurott and Aggron can also check but Sneasel can switch out and carry Low Kick. Dugtrio just dismantles your team by trapping Aggron, Magneton, and Virizion, and even Delphox if it's Focus Sash.

Okay for Dugtrio you definitely have to lure and beat it, otherwise it can just switch out. So, I believe you should run Coba Berry Virizion instead of Lum Berry, as it can lure Dugtrio and mitigate the amount of pressure your team will face versus it. Of course, make sure you play Aggron and Magneton very carefully and ensure Dugtrio attempts to trap only Virizion.

As for Sneasel, I agree with Chakra to run Seismitoad over Samurott, as it can check Sneasel pretty well, as well as provide for a much needed Electric-type immunity your team needs.

Hope I helped! :toast:
 
seismitoad should have earthquake with a neutral attack nature so it can do more damage to hitmonlee. choice scarf hitmonlee is a big threat if you get rid of scarf delphox as removing delphox means the team can no longer outspeed hitmonlee.

also earth power is just weaker than earthquake in general on seismitoad, since the 10 less BP and 10 less base Atk make a big difference, especially vs specially defensive pokemon like delphox, houndoom, and even jolteon (100% w/ eq to jolteon vs like 60% w/ earth power). earthquake also KO's sneasel after rocks and life orb recoil.

i don't actually know what earth power does better on seismitoad aside from allow you to run a neutral speed nature.

agree with:

seismitoad > samurott
sturdy > analytic on magneton
(maybe) coba berry > lum berry on virizion. i think this makes virizion a lot worse because it really doesn't do much besides lure dugtrio, but it might be necessary on your team.
 
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