National Dex Rate My Team - [9 On Me Like Rondo] Fire Water Grass BO

Boomenheimer

formerly 2020 idm boomer
is a Tiering Contributor
Hi guys! I wanted to showcase this team I've been using a lot on the ladder recently, first inspired by an old Blunder video, and then eventually by adem broken sample team.

Background

One fine day during one of blunder intermittent hiatuses, I came across this old gem of a video: CTC AND BLUNDER ON A WIN STREAK 20 DEEP... THE MOVIE. Not even 3 and a half minutes into the video, and CTC has managed to blow out my eardrums with the loudest "BRUHHHHHHHH", shared an update on how he'd been gargling Zendaya's bathwater, and then proceeded to 5-0 nuke his opp with double dance Z-Sucker Punch Bisharp. To say that I was merely "inspired" is an understatement.

I then thought to myself—how far has Bisharp fallen from grace? Since the Gen 6 Knock Off buff, Bisharp has been one of the most thrilling mons to use when it comes to gambling with SD+Sucker Punch. In fact, at the time, my homie Axzel had introduced me to a track by the greatest artist of all time (Smiley) called 9 ON ME LIKE RONDO, where "9" is a reference to a 9 mm, and Rondo is a basketball player who used to wear the number 9 when he was winning titles with the Boston Celtics. And given the number of bodies that Bisharp has collected in the past, RONDO was a no-brainer nickname for this demonic set I was ready to build around.

Obviously we're well aware of its cons, considering the fact that it's painfully outclassed by several top-tier mons such as Weavile, as well as the introduction of prevalent fighting coverage, such as that seen in physically defensive walls by way of Body Press. In spite of that, my spirit remained strong in building a competitive team around this demon that wasn't an HO build.

Teambuilding Process

Now one thing you should know about me is that I'm awful at teambuilding, particularly because I emphasize set creativity far too early on in the building process, which inevitably interferes with my ability to first establish a solid foundation. Given that, I decided the best course of action was to view some sample teams and consider the niches that RONDO could occupy in place of a given mon. As mentioned earlier, I came across adem broken sample team, and pondered whether RONDO could occupy Mega Mawile's role. Now, you might think that's somewhat of a stretch, but considering the fact that SD+Sucker Punch is rather prevalent on Mega Mawile sets, you can sort of see where I'm coming from.

First iteration

As previously discussed, the goal was to run Z-Sucker Punch Bisharp. So not only have I yeeted a Mega off this team, but I also have to change Heatran's item, and possibly the set altogether.

The Mega

After careful deliberation, I came to the conclusion that the Mega that slotted in the easiest on this team was Mega Venusaur, in place of Tangrowth. Mega Venusaur—while not as physically bulky as Tangrowth—is a phenomenal pokemon, capable of tanking both physical and special attacking moves, having only two weaknesses to Flying and Psychic type moves, and great coverage that certainly can't be overlooked with that base 122 Special Attack. Given its phenomenal synergy with Heatran and any type of ground immunity, this choice of Mega felt like a match made in heaven for this team.

Heatran Reconstruction

With no Z-move, it was a no-brainer that I had to drop Steel Beam. However, I wanted to maintain an offensive Heatran set in order to maintain whatever integrity remained from the original team. I figured that Heatran could instead operate on this team as an offensive rocker+trapper that can bait and dish out meaningful chip against common Ash-Greninja switch-ins such as Tapu Fini and Gastrodon, using a "pseudo-Z-move" Power Herb Solar Beam set. This would effectively open up the playing field to increased Ash-Greninja pressure, and there's really not much to be said that we don't already know about the threat that Ash-Gren presents when its checks go down.

Observations

I'll give it to you straight, the dream of Z-Sucker Punch Bisharp was not very long lived. Any double dance mon is hard enough to set up, and RONDO is not nearly bulky enough to stay in and dance in front of prominent offensive threats. I had also experimented with Sub-SD over double dance with limited success, but given Sucker Punch's rather middling Base Power, +2 Sucker Punch felt noticeably weaker without it holding its patented Black Glasses. Additionally, +2 Z-Sucker Punch was only a roll to OHKO common physically-bulky mons such as Corviknight and Toxapex, while getting outsped by a majority of the meta. One morning, I woke up and realized that my 9 truly wasn't the first thing right by me with this team. Furthermore, while Power Herb Solar Beam Heatran did the job against Gastrodon, there remained the desire for it to do more to Fini and truly open up the playing field to Ash-Gren pressure.

Second iteration

Given the shortcomings of the first iteration, it was clear—RONDO had to go. I took RONDO back to AmmuNation (pls like for GTA V reference) and exchanged it for one sweaty Hawlucha I had rebranded as the new RONDO, aka RONDO 2.0. Speed was no longer a concern for RONDO 2.0, and having arguably the best offensive dual STAB typing in the game provided a much needed buff to the niche that RONDO was meant to occupy. Sub + Misty Seed made it much easier to set up with RONDO 2.0, and similar to how RONDO welcomed Lando switch-ins, allowed it to turn common Helmet Landorus-T into set-up fodder in being able to get up a Substitute on a Toxic. Furthermore, this cleared the way for Heatran to "evolve" from pseudo-Z move status using Power Herb, to Z-Solar Beam that—with Magma Storm chip—would melt Finis and Gastrodons alike.

Now you might be wondering, well, what about the rest of the team? I have to preface this section by showering Mega Venusaur with praise - it is an incredible mon. It truly anchors the defensive core of this team, such as in its ability to switch into and force out some of the most common threats in the meta in choice-locked Kartana and Tapu Lele without so much as taking less than a third of its health. I've witnessed it tank a +2 Modest Life Orb Weather Ball from Chlorophyll Sweeper Venu, and revenge kill it in return after some fun pivoting into immunities to its coverage moves with Heatran and Lando. The pairing with Fini lets it switch into banded Weavile Knock Offs without having to sack Fini's Leftovers, in an attempt to have any type of Weavile switch-in that doesn't get punished for not immediately crumbling to its dual STAB.

The Final Team

heatran.gif

(Not even people dying at a concert can stop this set)
LA FLAME (Heatran) @ Grassium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock​

As stated earlier in the post, Z-Solar Beam Heatran has remarkable synergy with the team, and aside from Chansey/Blissey, doesn't have many great switch-ins. Whatever mons do threaten it—such as SpDef Gliscor/Lando, have great counterplay with this team in Ash-Gren and Fini. Its ability to bait, trap, and nuke bulky water types like Gastrodon, Tapu Fini, and potentially Toxapex paves the way for Ash-Gren to orchestrate this team's special attacking offense. It additionally contributes a necessary defensive role in sponging Fire-type attacks, and walling a collection of common threats such as the prevalent Mega Scizor, choice-locked Tapu Lele, and non-HP Ground Volcarona. And to top it all off, it functions as the rocks setter for the team that can continue to pressure offensively after a switch, and as mentioned countless times already, bait unsuspecting and wrongfully assumed checks.

tapufini.gif

(Idk why but Fini kind of reminds me of the Statue of Liberty, hence the nickname)
LIBERTY (Tapu Fini) @ Leftovers
Ability: Misty Surge
Shiny: Yes
EVs: 248 HP / 68 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Scald
- Taunt
- Moonblast​

In my opinion, the best Tapu. Ok, with that out of the way, let's be honest here: LIBERTY is here to laugh at opposing Ash-Gren and stop Kommo-o from being anything more than useless. LIBERTY's robust defensive dual typing and ability are major factors that contribute to its prevalent usage on ND OU defensive cores. On this team, it functions as the primary hazard remover, being the check to some of the biggest threats in the metagame in Weavile and Ash-Gren, setting up Terrain for RONDO 2.0, and taunting passive mons such as common Ferrothorn switch-ins. The speed investment allows LIBERTY to outspeed everything up to Modest max Speed Heatran, while the rest of the EVs are dumped into HP and SpDef in order to maximize its utility as a special switch-in.

venusaur-mega.gif

(we smokin on ladder with this anti-meta set)
BOOF PACK (Venusaur) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 172 Def / 68 SpD / 16 Spe
Bold Nature
- Knock Off
- Sludge Bomb
- Earth Power
- Synthesis​

While BOOF PACK is a most fitting name for this docile dinosaur-plant looking creature, you could gender-lock it and reference Harry Potter by calling it The Boy Who Lived, cuz boy does this mon never seem to faint. In the way that the devil's lettuce gives you munchies, this MF EATIN whatever you serving. Paired with LA FLAME, choiced-locked Kartana and Lele are practically unemployable. It functions as a great Knock Off lead, allowing you to Mega early and begin by removing potentially valuable hold items early on. Earth Power allows it to punish all Heatran variants while tanking Magma Storms thanks to Thick Fat, as well as Toxapex—eventually forcing it to switch out in order to ration its Recover PP. Sludge Bomb forces out prevalent fairies, including Clefable and Tapu Fini, and having a 30% chance to poison the target allows it to spread status as a secondary effect—which sounds like a pretty good deal when you have LA FLAME lurking in the background to pressure opposing Steel types. And last but not least, we've got Synthesis to round out the set, allowing it to recover whatever chip the opp *thought* they had dished out to the beloved BOOF PACK.

You might be wondering, why no Grass STAB or utility moves? That's an extremely valid question, and my response: no particular reason. BOOF PACK's role on this team isn't necessarily to put down other mons, but rather to be a pest. That can be accomplished with Toxic + Leech Seed sets as well, but I found that those sets are extremely passive and can be shut down entirely by Sub/Taunt mons that can turn it into setup fodder. With BOOF PACK, the goal is to remain a hindrance by removing items, shrugging off normally threatening attacks, and forcing out common threats in Fairy types, Heatran, and Toxapex.

And finally, to paraphrase the EV spread from the SM OU analysis: this allows BOOF PACK to survive two Dark Pulses from Specs after rocks, while outspeeding max speed Mega Mawile. The rest is invested in Defense to help tank physical attacks from Mega Mawile and Kartana (and for some reason that bozo Tapu Bulu is mentioned like it posed any threat at all to this majestic being).

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(9 ON ME LIKE)
RONDO 2.0 (Hawlucha) @ Misty Seed
Ability: Unburden
Shiny: Yes
EVs: 72 HP / 252 Atk / 52 SpD / 132 Spe
Adamant Nature
- Substitute
- Acrobatics
- Swords Dance
- Close Combat​

I really can't explain the exact defensive spread on RONDO 2.0 but you have to keep in mind that's not why it's on this team. What I can explain however, is the speed stat—Hawlucha typically run 303 speed to outspeed Sand Rush Excadrill after its Unburden boost, and so do other Hawlucha. However, we can't allow RONDO 2.0 to get outsped by other Hawlucha that are looking to speed creep mine by running one extra speed point, hence why RONDO 2.0 is the 305 speed variant. After Unburden is activated, RONDO 2.0 outspeeds more of the meta than hand sanitizer is capable of eliminating bacteria. I'm sure the HP investment has something to do with keeping the Substitute up, but I haven't been paying enough attention to that because Rondo has one function on this team: SD/Substitute and profit. Close Combat and Acrobatics are an incredible offensive dual STAB, only reliably checked by the shallow collection of Zapdos and Aegislash. At +2, it comfortably OHKOes a comfortable number of mons, and likely bows out of the battle having devastated those that lived to tell the tale. Like Ash-Gren, there's not really much to tell you that you don't already know. If RONDO 2.0 sets up, get ready to start piling bodies.

greninja-ash.gif

(shout out Michael213, I'm physically incapable of naming my Grens anything other than TANJIRO)
TANJIRO (Greninja-Ash) (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes / U-turn
- Hydro Pump
- Water Shuriken
- Dark Pulse​

This is Ash-Greninja—you know who he is. Hydro Pump (Surf, if you miss all your Hydros like Michael213) and Dark Pulse are solid STABs, and Water Shuriken continues to be one of the most ridiculously overpowered moves in being both priority and multi-hit. The 4th move-slot really comes down to a matter of preference given that you'll be choosing one of the other 3 moves under most, if not all circumstances. Spikes, or U-turn will all work just fine. I mainly used Spikes as I'm a hazard-stacking fiend, but U-turn could also work nicely here because of the number of switches TANJIRO forces that would allow you to maintain momentum.

landorus-therian.gif

(IS IT REALLY A COMPETITIVE TEAM WITHOUT THE BIG DOG?)
CLIFFORD (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- U-turn
- Earthquake
- Knock Off / Toxic / Defog / Punishment
- Stone Edge​

This is just the standard Scarf Landorus ND OU set, so I'm just going to paraphase the Smogon analysis for this thread: CLIFFORD acts as this team's Intimidator, and Ground/ Electric immunity. The Scarf sets allows it outspeed common faster threats, and given its power and utility, makes it extremely easy to slot in on this team. It provides teams with both offensive and defensive weapons against threats such as Heatran, Toxapex, and Koko. U-turn allows it to maintain momentum and take advantage of the switches it forces from the aforementioned threats. Stone Edge lets it hit 2HKO Zapdos, OHKO Moltres, and revenge kill Zard-Y. Because BOOF PACK is running Knock Off, it's not necessary on this set, allowing it to run Toxic/Defog for increased utility, and even Punishment for mons like CM Mega Latias and Reuniclus. The speed EVs allow it to outspeed Arctozolt in hail, and the rest are pumped into Attack and HP.

Conclusion

This team has been fun asf to use. I'm not very active on the ladder, but having reached the mid-1700s with this team and having some success in tour games with it has given me confidence in this team (especially given it was built on top of an already phenomenal team). It does a good job at checking/walling common threats, baiting switches, and methodically breaking down opposing teams. It has proven success against common teambuilds, including Rain, Sun, Trick Room, HO, BO, and Stall. Given that success, I truly feel that every matchup presented at team preview is winnable, as long as you play it right, and don't get haxxed like my guy DerpyBoi.

Thanks for reading my RMT! I wanna give a massive shout out to adem, as well as my guys in Whole Lotta Agents, and not to forget that little fart named NVK who asked for a shout out when I reached out, asking him how to go about making an RMT. I'm sure R8 will appear at some point to bully me in the thread about how I can't break Alomomola/Amoonguss stall, but feel free to provide any constructive feedback on the team. And last but not least, shout out Djwaot for bein the GOAT, we miss you brotha.

Bonus clip: check out BOOF PACK EAT a +2 Life Orb boosted Weather Ball from base Venusaur in the Sun
 
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