So, here's my RMT, an end to the prologue that was 5th gen. We're moving on to an entirely new metagame soon, one that promises to be radically different from this one. For now though, let's take one last look at the BW metagame.
As I stated before, I wanted to center this team around Swords Dance Lucario, an extremely dangerous sweeper that can easily rip teams to shreds once its counters are removed.
Since I was basically remaking my first RMT, I decided to try pairing up Lucario with Latias to recreate the classic Laticario core my original team was based on. I figured a Life Orb Tank set would work well in this case, absorbing hits while also punching holes in teams.
For the next teammate, I decided to go with Choice Scarf Salamence, serving as both the team's revenge killer as well as another sweeper that has fantastic synergy with Lucario.
At this point I had a pretty solid offensive core, and since I wanted this team to be balanced, I needed to start working on a defensive core for the team. I noticed that the teammates I had at this point may have trouble breaking past bulky pokemon like Landorus-T, Skarmory, and Jirachi. The core could break past them with some clever play, but I wanted a little more insurance. I figured the best way to get rid of these threats would be some kind of lure, but I still needed a defensive backbone. Specially Defensive Tyranitar with a mixed moveset met my needs quite nicely.
With Tyranitar providing Stealth Rock support, I thought it would be nice to fit in some Spikes support as well, since Lucario and Salamence absolutely LOVE having it. Ferrothorn provides that quite nicely, especially since it can wear down foes even further with Leech Seed and Iron Barbs.
So I had a pretty big weakness to Fighting types at this point, so I needed something to handle those. Since I already had Ferrothorn, I figured I might as well complete the Ferrocent core with Jellicent, one of my favorite defensive pokemon in the metagame.
After a few matches, there was a somewhat major problem with the team I noticed; Latias was just worn down far too quickly due to Sandstorm and Life Orb damage. In addition, I wasn't really using her that much in battle. Her abilities for checking Sun and Rain went somewhat wasted with Tyranitar, Ferrothorn, and Jellicent already on the team. I decided to get rid of Latias and give Focus Sash Alakazam a try instead, since it always caused me a lot of trouble in the past. I was quite pleased with the results.
As some raters have pointed out, my team was a bit weak to physical attackers and had some trouble with breaking through certain walls like Hippowdon and Landorus-T, both of which were significant obstacles in Lucario's path. Seeing as I already had Alakazam to handle sweepers, I decided to go with the idea originally suggested by Remedy to replace Salamence with an offensive pivot Landorus-T. I also changed Tyranitar's set a little, also based on Remedy's suggestion.
Tyranitar @ Expert Belt
Ability: Sand Stream
EVs: 248 HP / 168 SAtk / 95 SDef
Sassy Nature
-Pursuit
-Fire Blast
-Superpower
-Toxic
I've changed the set up a bit since Landorus-T was brought into the team. Tyranitar still has mostly the same basic functions, but has a more offensive leaning than before due to its Expert Belt and EVs. Pursuit takes the place of Crunch for the purpose of trapping and eliminating Psychics that can be potentially troublesome for the team. Fire Blast is still a powerful weapon against Steel types like Skarmory. Superpower gives Tyranitar a way of hitting specific pokemon like Heatran and opposing Tyranitar for good amounts of damage, although at the cost of offensive and defensive power. Toxic is a rather interesting move Remedy suggested specifically for this team, giving Tyranitar the ability to cripple threats, Hippowdon being the most important target, that could otherwise be problematic for Tyranitar and the rest of the team.
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Landorus-T @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Atk / 88 Spe
Naive Nature
-Earthquake
-U-Turn
-Hidden Power (Ice)
-Stealth Rock
Landorus-T @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Atk / 88 Spe
Naive Nature
-Earthquake
-U-Turn
-Hidden Power (Ice)
-Stealth Rock
Since physical attackers could be a bit painful for my team to handle at times, I've added Landorus-T onto the team to patch up those issues. Naturally, Landorus-T fits in quite nicely, as one would expect from such an excellent pokemon. Landorus-T gives me quite a few things my team appreciates, such as a reliable answer to numerous physical attackers, a pivot into other teammates (quite useful for Lucario), a powerful attacker, and a Stealth Rock user all in one.
In regards to its moveset and EVs, it's nothing unusual. Earthquake is the go-to STAB for any ground-type, and coming off of Landorus-T's naturally high attack power, it packs quite a punch. U-Turn is an excellent move for scouting, easing prediction, and getting teammates in safely. Hidden Power Ice is great for doing massive damage to all those dragons that Landorus-T will often be Intimidating, and is also useful for opposing Landorus-T's and Gliscors. Stealth Rock, again, requires very little explanation. It racks up damage and makes sweeping teams all the easier.
In regards to its moveset and EVs, it's nothing unusual. Earthquake is the go-to STAB for any ground-type, and coming off of Landorus-T's naturally high attack power, it packs quite a punch. U-Turn is an excellent move for scouting, easing prediction, and getting teammates in safely. Hidden Power Ice is great for doing massive damage to all those dragons that Landorus-T will often be Intimidating, and is also useful for opposing Landorus-T's and Gliscors. Stealth Rock, again, requires very little explanation. It racks up damage and makes sweeping teams all the easier.
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Lucario @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
-Close Combat
-ExtremeSpeed
-Bullet Punch
-Swords Dance
Finally, we come to the main star of the team, Lucario. To be fair, I wouldn't call him the MVP, but he is the one the team was built around, and thus finds quite easy to get the support he needs to sweep teams. Speaking of that, he can do so quite easily given the chance, which is the main reason why I built the team around him. Thanks to that nasty priority it has, it's very hard to stop without a strong physical wall to check it. Even if it hasn't set up, it can abuse its priority late game to finish off weakened teams, or break through walls that think Lucario will give them a free turn with Swords Dance.
Lucario @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
-Close Combat
-ExtremeSpeed
-Bullet Punch
-Swords Dance
This set and EVs are fairly basic, for the most part. Swords Dance is the obligatory set-up move that boosts Lucario's attack power through the roof. Close Combat is Lucario's main STAB attack, which easily OHKO's most pokemon that don't resist it. ExtremeSpeed is the definitely the most important move on this set, though. The ability to strike before even other priority moves is an incredible blessing for Lucario, and makes it really difficult to stop if it sets up. For the final moveslot, I've opted to go for Bullet Punch for the alternative priority when Extremespeed won't cut it. In other words, it's for things like Terrakion and Gengar, which can usually stop a Lucario sweep cold and are just annoying threats in general. Bullet Punch takes care of them quite nicely.
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Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
-Psyshock
-Focus Blast
-Hidden Power (Ice)
-Encore
As I said in the Team Building section, Alakazam is the replacement for Latias on this team. Why? Mostly because Latias didn't provide much utility for the team as it was. Sandstorm especially was annoying for it, since bar the use of Leftovers (significantly decreasing its offensive ability), it would be worn down extremely quick. I decided to give Focus Sash Alakazam a try instead, since with Magic Guard it was completely immune to the residual damage of Sandstorm, could serve as a failsafe against sweepers thanks to Focus Sash, and just be a general threat that could open up holes in teams and possibly sweep late game. Naturally, it does all those roles brilliantly.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spe
Timid Nature
-Psyshock
-Focus Blast
-Hidden Power (Ice)
-Encore
The moveset I'm using here is actually a bit different from the standard. Psyshock is obvious, giving Alakazam a good STAB that lets it hit Specially Defensive walls (and more specific threats like Terrakion in Sand) hard. Focus Blast, though inaccurate, does massive damage to Steel, Rock, and Dark types, which is pretty helpful for the team. Hidden Power Ice replaced Hidden Power Fire to help get through Landorus-T's and the like, as well as protecting the team against Dragon sweeps. Encore is probably the most interesting move on this set. Its main purpose if basically to completely mess up anything using a non-attacking move and turn it into total set up bait/death fodder. It creates free turns and forces switches, which my team can take great advantage of. Its also a nice way of stopping rare but annoying threats like SubToxic Gliscor or Sigilyph cold. It's an underrated option that I think could use a bit more credit.
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Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 156 Def / 104 Spe
IVs: 0 Atk
Bold Nature
-Scald
-Taunt
-Recover
-Will-O-Wisp
Here is one of my all time favorite defensive sets in OU. Why? Because nothing can kill this thing. Short of a very powerful super-effective STAB (Tyranitar's Crunch or Thundurus-T's Thunderbolt, for example), it's very difficult to actually break through this thing. In fact, it has actually served as my win condition in several matches. Some teams, once certain teammates are removed, find themselves without the strength needed to kill Jellicent. That's just one of the reasons Jellicent is awesome.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 156 Def / 104 Spe
IVs: 0 Atk
Bold Nature
-Scald
-Taunt
-Recover
-Will-O-Wisp
The moveset here is basically standard fare. Scald is the obvious STAB attack for any bulky water, since that chance of burn makes it very risky to switch directly into Jellicent. Taunt is arguably the best move on this set. The ability to shut down opposing walls or set up sweepers is an incredible ability. Recover is Jellicent's main form of recovery, which is very important since Sandstorm negates its Leftovers. Will-o-Wisp gives Jellicent a more reliable way of burning things, making it all the harder to actually take down with physical attacks. Now, the EVs on this set might need some explaining. Basically, the Speed EVs make Jellicent into the bane of all walls. It lets it outspeed several common walls like Politoed and Skarmory and shut them down with Taunt, giving Jellicent a free turn to fire off a Will-o-Wisp or switch to another teammate. Outspeeding defensive Politoed in particular makes it an excellent check for it, since any Politoed without Toxic struggles to leave a dent on Jellicent. Such a brilliant pokemon.
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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
-Power Whip
-Spikes
-Leech Seed
-Thunder Wave
I'll admit, I was never too fond of Ferrothorn when I had used it before. I don't really know why, it just never appealed to me. Perhaps I was just using it wrong. In any case, I've found it works great on this team. It serves as a great mixed wall and good team supporter, providing the Spikes that my sweepers can't get enough of. It's really a master at racking up residual damage on opponents, which is exactly what my team needs.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
-Power Whip
-Spikes
-Leech Seed
-Thunder Wave
There's a lot of variations that Ferrothorn's moveset can have, but this one is pretty basic. Power Whip is its main STAB attack, and actually, it hits pretty hard. It is a 120 base power attack with STAB after all, and a lot of people tend to underestimate that. Spikes is one of the best moves Ferrothorn can use, since the amount of damage it can cause teams is incredible, especially if they need to switch constantly. Leech Seed is Ferrothorn's main form of recovery, since unfortunately it lacks a recovery move. That being said, Leech Seed is a good move for racking up further residual damage and forcing switches. Thunder Wave is a nice support move that Ferrothorn (for whatever reason) gets, and is great for crippling sweepers that Jellicent's Will-O-Wisp won't be helpful on, and making them that much more manageable later on.
Offensive Core
Defensive Core
Well, that's it then. That's my final 5th gen RMT. Hopefully I can make some nice RMT's once the 6th gen metagame stabilizes. For now, I hope you enjoyed reading through this RMT. If you have any ideas for how to improve this team, I'd very much appreciate the feedback.
Until next time, then.
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