SM OU Rate My Pokemon Team! (My First RMT!)

ferrothorn.gif
heatran.gif
volcanion.gif
conkeldurr.gif
mandibuzz.gif
gliscor.gif

Introduction
Hey there! Welcome to my first RMT! :D

The Team
ferrothorn.gif

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
I was so excited when Pokémon Bank updated because of this little guy! Ferrothorn is my main lead for this team and does a pretty good job at being one. With its incredible bulk, it's easy to set up three layers of spikes, especially when it's being healed by Leftovers and Leech Seed. 0 Speed IVs/EVs and a Relaxed nature decreases Ferrothorn's speed giving Gyro Ball more power than it already gets from STAB. Lastly, Power Whip. Its drawback is its accuracy, but it's not a move I use often, but when I do, it hits hard. The EVs are distributed so Ferrothorn can fare well against both physical and special attackers. Iron Barbs is to punish physical attackers. However, as a Grass/Steel type, it has a big weakness to fire types.
heatran.gif

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Protect
- Stealth Rock
The answer to Ferrothorn's weakness! Flash Fire is a great ability which increases the power of Heatran's STAB Lava Plume, making it a great switch in if I predict a fire move being used on Ferrothorn. Toxic is a great move which cripples a Pokémon's longevity, along with the synergy of Protect. Toxic doesn't affect Steel types, but that's okay, given that Heatran's typing forces those out anyway. Leftovers is the hold item to increase the stall. Stealth Rock is used as last move as it a great entry hazard that goes well with +3 Spikes, but is also able to hit flying types. For example, it brings Charizard down to about half of its health, so it poses less of a threat to Ferrothorn. The EVs are distributed so Heatran is bulky, but can outspeed Pokémon that it could OHKO with Lava Plume. Again, like Ferrothorn, this Pokémon has a big weakness to a certain type; Ground.
gliscor.gif

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Knock Off
- Roost
Gliscor is the answer to Heatran's big Ground type weakness. As a part Flying type, it's completely immune to Earthquake. However, if the opponent does predict that I'll switch into a Gliscor and uses an Ice type move, and I don't switch out, Heatran can resist it greatly given its Fire/Steel typing. However, more on Gliscor. If this Pokémon is switched into as a turn, it gets poisoned at the end (for Poison Heal), meaning the opponent doesn't have a chance to use Knock Off and get rid of the Toxic Orb. Knock Off is used on the first turn most of the time simply to get the opposing Pokémon's item off. Swords Dance is used to increase the attack stat, and together with Roost and Poison Heal, it can get quite a few up without fainting. Earthquake is a great STAB move that will always hit, and is devastating when boosted up with Swords Dance, even to those who resist it. Of course Knock Off could be used too. Once set up, Gliscor can be a great sweeper. Gliscor's EVs are laid out to make it bulky. This Pokémon's main problem is its Ice type weakness.
volcanion.gif

Volcanion @ Leftovers
Ability: Leftovers
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Hidden Power Grass
The answer to Heatran's Water type weakness and Gliscor's Ice type weakness; it's Volcanion! It has a unique Fire/Water typing which grants it a big resistance to Ice type moves, while Water Absorb at worst doesn't affect Volcanion, and at best doesn't affect it and also heals. Special Attack and Speed are both maxed out to allow Volcanion to strike first and hit hard. Steam Eruption, Volcanion's signature move, is basically a better version of Scald. Because of STAB, I knew it had to be used. Flamethrower is used over Fire Blast due to the higher accuracy, and also STAB. Sludge Bomb is used for coverage and chosen over Sludge Wave due to the higher chance to poison, and due to Volcanion's Fire typing, it forces out Steel types anyway, so I don't have to worry about it not affecting them. HP Grass is used to deal with Water or Ground types that Volcanion otherwise can't hit. Lastly, Volcanion's Electric type weakness is solved by Gliscor's Ground typing, or possibly a switch in with Ferrothorn as it's bulky enough to take a Thunderbolt.

conkeldurr.gif

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Thunder Punch
- Mach Punch
I don't know why Conkeldurr finds itself in UU, as I find it to be amazing. Guts is a great ability if my opponent has laid down Toxic Spikes, or I predict that they will use Toxic, Thunderwave, or mainly, Will-O-Wisp. The Attack stat is maxed out to ensure Conkeldurr hits hard. Maxed out Special Defence, along with Assault Vest, are used to raise its otherwise fairly weak Special Defence stat. Drain Punch is Conkeldurr's main STAB move, outputting big damage, while also regaining health from it. Mach Punch is also a STAB, albeit has fairly less power, but its priority allows it to hit Pokémon on low health that it would otherwise faint to. Knock Off is mainly to just get rid of the opponent's item, and Thunder Punch is for coverage. Lastly, Conkeldurr's Fairy weakness is covered by Heatran and Ferrothron.
mandibuzz.gif

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 216 SpD / 52 Spe
Careful Nature
- Roost
- Foul Play
- Taunt
- Defog
Lastly, it's Mandibuzz. While also a switch in for a potential Earthquake, its own weakness to Electric is covered by Gliscor (potentially Ferrothorn), its weakness to Ice is covered by Volcanion, and its weakness to Fairy is covered by Heatran and Ferrothorn. Mandibuzz it designed to be bulky, hence the EV spread, while Leftovers and Roost are to give it longevity. Foul Play is a great move which allows me to use my opponent's Pokémon's attack stat against it. It works well if the Pokémon is using move like Swords Dance or Dragon Dance, even if it's not Super Effective. It also makes up for the lack of EVs in Attack. Taunt can be used, but since I do want the opponent to set up with attack raising moves, it's not used often. Mainly for Defoggers or Rapid Spinners who try to get rid of +3 Spikes and Stealth Rock. The last move is Defog, which I'm considering replacing, because it also gets rid of my Spikes and Stealth Rock, but I don't know with what. Overcoat is fairly situational, but is an okay ability.

Being my first RMT, I'm not really sure how to conclude. I guess I just need some opinions on what I should change. Thanks for reading, and let me know what you think! :)
 
Last edited:
I just created my first RMT as well so I may not be the best at rating this.

The team does look like it will do well but I have some recommendations.

ferrothorn.gif

Ferrothorn running both Power Whip and Gyro Ball probably should change. Many more things are weaker to steel than to grass, so I would recommend the change to only using Gyro Ball, and using a more useful option such as Protect, Toxic, Stealth Rock, or Thunderwave.

heatran.gif

A general change that I would make is to increase your special power. You have only one mon with special investments, and both are weak to similar things. The use of Stealth Rocks could be given to Ferrothorn in place of a replacement, or more offensive Heatran.

conkeldurr.gif

The last change I would make is changing your Conkeldurr's ability to Iron Fist. Thunder Wave doesn't do much to your team do to speed, toxic is worthless against Ferrothorn and Gliscor, and Will-O-Wisp is handled by Heatran, Volcanion, and post toxic Gliscor. Three of your moves are also punch related so they would have an immediate boost.

I hope this post helps you battle more successfully, and create great teams in the future.
 
Back
Top