ORAS NU Probo for unranked ft. sun coloured magic - NU balance (peak #1)

Hello everyone! I finally got off my lazy ass and decided to rmt this lord squad that I've had for a few months now. I've played around 1k ladder games with this team, not even kidding, and decided to post it here so I can outplay people using it easily. Without further ado, here's the team:

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Looking at this squad it's pretty obvious that it's 6 slowpokes, which however is redeemed by the amount of thunder waving flying around. I've always enjoyed playing balance and love having solid switchins to most threats in the tier, while also boasting setup sweepers and powerful wallbreakers. This team is based on the early XY core of Probopass-Vileplume-Hariyama that I blatantly stole from Teddeh.
As the meta evolved, I was forced to change some things in the team, refusing to change my bae probo however, since I was determined to make it work. This team really allows the ol' nose to make the best of its' capabilites. I've most recently peaked #1 with this team a little before the ladder reset, thus proving that this team is atleast partly functional.

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Enough talking, here's the team:

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Duckhands (Probopass) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 14 Spe
- Power Gem
- Thunder Wave
- Volt Switch
- Stealth Rock

Probopass has decent synergy with vileplume, not sharing weaknesses and such. Duckhands function as a rocker, pivot, paralysis spreader and a sp. def pivot in this teams and does its' job well. It's a solid switchin to threats such as mesprit, scyther, non-focus blast jynx and swellow. It can also pivot in and out of CM psychics and Mega Audino with a slow volt switch. The IV's allow Probo to be as slow as possible while outspeeding a paralyzed Archeops.
I had to choose between Power Gem and Earth Power and I chose PGem solely because it's a STAB move, and Earth Power wouldn't scratch Probo switch ins such as Rhydon anyway.
Duckhands is the first part of the paralysis core that negates the teams lack of fast mons.
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Truthpard (Liepard) @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Encore
- Thunder Wave
- Pursuit


Liepard acts as a general support mon. Knock off is the best move in the game, and it's pretty strong with STAB boost + Black glasses. Encore is always handy to take care of boosting mons, especially when it comes in after Probopass' volt switch. Thunder wave, as explained above, slow down the opposition allowing Sawk to do major work in the lategame, maybe even allowing Samurott to pull out a clutch Swords Dance allowing me to meme myself out of dire situations. Pursuit is a really handy move, taking out Psychic types and otherwise physically frail mons such as Cryogonal on the switch.
Liepard and its' twave also acts as an emergency stop to opposing sweepers such as lilligant.


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Vileman (Vileplume) @ Black Sludge
Ability: Effect Spore
EVs: 244 HP / 248 Def / 16 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]


Vileplume is perhaps the clutchest pokemon ever. Effect spore spreads status while it can just shrug off incoming damage with synthesis. The set is pretty self explanatory so I won't go into too much depth with it. The only choice I had to make is whether to run HP Fire or Ground, hitting ferroseed and garbodor, respectively. I chose HP Fire, since I feel like my team handles Garbodor much better.
Did I mention that Effect Spore is awesome?


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Dog (Samurott) @ Mystic Water
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn

Samurott here is my set-up sweeper. The moveset is pretty much the standard one, nothing special about it really. I chose to run Jolly nature since it allows Samurott to outspeed standard Ludicolo, which is otherwise a huge threat to my team. Aqua jet allows it to pick out weakened threats even without a boost, such as sturdied Sawk. Mystic water I feel is needed to boast decent power, although there are times I wish I was Lum berry. Samurott really appreciates the paralysis support on this team since it isn't the fastest of mons, allowing it to sweep.


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Spooky (Rotom) @ Colbur berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Will-O-Wisp
- Volt Switch
- Hex

Rotom here is often my lead. I originally ran spell tag on it, but chose to go for Colbur instead when Skuntank dropped to NU with its' pursuiting shenanigans. Hex is really good on this team with alot of status flying around, and even without any twaves it can support itself with will-o-wisp. Rotom also fixes my team's grave ground weakness and is also immune to fighting discouraging choiced fighting types from clicking Close Combat should Vileplume go down prematurely.
Rotom is overall a really cool pivot / offensive mon in the tier right now with all the Sawk spam going around.


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No sawks (Sawk) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake

Sawk is a threat. Perhaps the most threating mon in the tier right now, it boasts terrifying strength with a Choice Band, having no true counters. Playing a sawk is very prediction heavy but fear not; even resisted hits do a ton of damage coming from this killing machine.
Jolly nature is preferred in the current meta since lots of mons are creeping adamant Sawk, allowing it to outspeed those sneaky devils in return. The big choice with Sawk is whether to run Ice punch of Zen headbutt; I chose the former because Zen is really only for weezing, which Probopass provides a solid switchin to.


Threat list:

Dual Dance rhydon: You really have to go into liepard whether or not you think they're going for a boosting move or not; if they don't they'll kill you. This, however allows Vileplume to come in and do stuff or you can go into Samurott and SD up; not that of a big deal.

Tauros: Pretty much 6-0's, you HAVE to keep pard alive to twave or keep Sawk's sturdy intact.

Hazard stack skill tactics: Having no hazard control and focusing on momentum and switch ins, this team really hates spikestack; if you smell a Garbodor coming in, go into either Rotom or Sawk.

Rain: I dont even know, keep Vileplume healthy I guess? You will lose 90% of the time to rain.

Magmortar: Sack mons, bring in Sawk to CC or Liepard to pursuit if you're feeling ballsy, huge threat with pretty much no counters outside of Vibrava of all things.


So there it is, remember this is my first RMT so please comment if I made any mistakes doing it and feel free to ask me if there's something you'd like to know about the team n_n
 
Marik's not lying about playing 1000 games btw *_* anyway might be worth trying rapid spin kabu over SD rott since it gives you some form of hazard control which is good for making the most of Sawk's sturdy. You would probs have to change to probopass to something else if you go that route but not sure what rn. I'll edit something in later. Nice team friend :]
 
Hey Marikeinen this is certaintly an interesting team you have here. I like that you've pointed out Pokemon such as Rhydon, Tauros and Magmortar as threats to your team, I have a few changes in mind that should help with your weaknesses to those threats and a few more.

I typically dislike running Sturdy Sawk on teams without hazard control, the ability is great when you can get it to work, but I almost feel like its worth losing out on some power to make up for it defensively if you cannot support Sturdy. Seeing how weak you are to Magmortar and Rain, I would consider changing Sawk < Hariyama. This change gives you some much needed special bulk that can just be thrown around more of less, the added utility of Fake Out and Bullet Punch can make several set up sweepers and fast frail mons less scary, and can even be used to stall out rain turns in a pinch.

I love that you recognized a weakness to Tauros, however I think you're missing out on another large weakness in Archeops. Your team does have two flying resists however, Rotom has no defensive investment and as such dislikes taking hits from the bird, while Probopass goes down to Archeops most common coverage move, Earthquake. I think you can remedy both of these weaknesses with a small tweak to your Rotom's moveset. I would suggest running Sitrus Berry > Colbur Berry, and running Pain Split > Shadow Ball. With these changes you'll also want to adjust your Rotom's EVs to 148 HP / 108 Def / 252 Spe. These changes do make you lose some offensive presence, but you actually stand a chance against the tiers top physical attackers now, I'd also like to say this Rotom set hits surprisingly hard with no investment.

I would also keep in mind that running Hariyama over Sawk makes you much more susceptible to Weezing, and as such I'd consider running Lum Berry on Samurott to get a free SD on it to weaken it. You also become weaker to Garbodor but this can be remedied by running Earthquake over either Fake Out or Bullet Punch.

Hopefully these changes help your team become more consistent without losing too much offensive momentum. I'll leave the imports below.

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Adamant Nature
- Close Combat
- Knock Off
- Fake Out / Earthquake
- Bullet Punch / Earthquake

Rotom @ Sitrus Berry
Ability: Levitate
EVs: 148 HP / 108 Def / 252 Spe
Timid Nature
- Will-O-Wisp
- Hex
- Volt Switch
- Pain Split
 
Probo / Liepard / Vilememer / Samurott / Rotom / Sawk

Hey Marik, nice job on the peak but there are some potential changes for the team. First off you have a huge weakness to Normal Spam, as most run coverage for Probopass, and you have to play really well to even be able to revenge kill the normals. Also overall your team is very

So first off you are going to want some form of hazard removal, as you have 5 Grounded Mons and Two Sturdy Users which results in Spikes and Stealth Rock being a huge problem for your team. The way I would fix this is running Defog Shiftry over Liepard. While yes, you do lose Encore which is a great move, and T-Wave hax, Shiftry provides you with invaluable hazard removal that allows the team to function to the best of its capabilities. Shiftry also gives you a stronger Knock Off / Sucker Punch, which helps against fast paced teams.

The next big weakness I see especially after removing Liepard is how slow your team is overall. You have to rely on a weak when unboosted Aqua Jet from Samurott and Sucker Punch from Liepard or Shiftry. Because of this I would recommend Floatzel over Samurott. While this does remove your set up sweeper (getting to that), it gives you great speed control as you are able to outspeed most of the unboosted meta. With this change you revenge Tauros, Archeops, Pyroar, and a bunch of other threats to your team while still hitting extremely hard. It also gives you a bit of a "rain" check due to Swift Swim which allows it to outspeed other rain sweepers in the rain.

The final change I would make would be fixing your switch ins to normal spam, specifically Kangaskhan which could be a huge threat to your team. The way I would go around fixing this would be Gurdurr over Sawk. Gurdurr gives you a great status switch in, a normal switch in, and a revenge killer all in one. While you do lose out on the raw power provided by Choice Band Sawk, I don't think you really miss it that much. It also gives you a late game cleaner with Bulk Up, which you miss when Samurott is removed.

TLDR:
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Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Knock Off
- Sucker Punch
- Leaf Blade

Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Focus Blast
- Baton Pass

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 136 Atk / 64 Def / 56 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Bulk Up
Oh yeah Yama > Sawk could be cool
 
Hey Marikeinen, this team looks solid and congrats on your success with it. I don't think any of the suggestions here are bad per se though I will say that I don't think it's necessary to change like half the team or something if the team already works fine. There are some noticeable weaknesses which you've spotted out yourself though I think they should be able to covered at least decently without outright replacing too many members.

I was actually going to suggest Kabutops > Samurott myself, since it helps with rain and with Jolly also deals with Magmortar better, although I'm not really sold on a Rapid Spin set in particular. With Samurott being the only booster on the team currently I actually think you'd benefit more from running SD Kabutops and just not relying on Sturdy Sawk, since I'm not sure you can afford to go out of your way to support it anyway. You can just use Sawk as simply a wallbreaker and not necessarily a backup panic button, which is probably what it does for you right now anyway. Even without specific support though I still think Sawk is kind of necessary (or at least some kind of strong wallbreaker), since nothing else on the team has much immediate power and it's nice to be able to just nuke something slower when nothing else can.

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@ Life Orb | Swift Swim
252 Atk / 4 SpD / 252 Spe | Jolly
Swords Dance | Waterfall | Stone Edge | Aqua Jet

I also really like Kiyo's defensive Sitrus Rotom suggestion, I was also going to suggest that myself since it helps heavily with dealing with problem mons like Tauros and Archeops. Other than that hope I helped!
 
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