Hey, guys! I decided to make a competitive team based on Mega Swampert. I've been using this team for a while and have tweaked it several times to try and give it the highest efficiency. After several more battles, I've decided to share this team. Also, this is my first time posting a rate my team, so I don't know how this is going to go. Hope it works out. Feel free to give any advice and suggestions to any part of the team. Without further ado (adu?), here I go.
Swampy (Swampert) @ Swampertite
Ability: Torrent
Nature: Adamant
104 HP/ 252 Atk/ 152 Spe
-Rain Dance
-Waterfall
-Earthquake
-Ice Punch
This is THE guy. Spent the time workin' out and he's back. I decided to give Swampy 252 EVs in attack with an Adamant nature to maximize attack. The 152 speed EVs is just enough to out speed M-Sceptile in the rain, which is really clutch. The rest of the EVs was dumped into HP for Swampy to tank a hit or two. Other than that, the moveset is pretty standard. You got rain dance to trigger Swift Swim back in action. Waterfall and Earthquake are two great physical STABs and Ice Punch rounds out the set for coverage against several grass types, besides M-Venusaur.
Pappy (Politoed) @ Damp Rock
Ability: Drizzle
Nature: Modest
252 HP/ 252 SpA/ 4 SpD
-Hydro Pump
-Ice Beam
-Focus Blast
-Hypnosis
This is usually the lead of the team to get the rain going. The Damp Rock is to extend the rain time by Drizzle from 5 turns to 8 turns, which is greatly needed due to the weather nerf in Gen 6. Most people expect a more defensive Politoed so I generally like to change things up a bit and go with more power hence the modest nature and 252 EVs in SpA. The 252 EVs in HP are two maximize the amount of hits Pappy can take since there won't be much defensive investment in this build for him. The last 4 EV's are put in SpD as it seems to go nowhere better. Even with Politoed, STAB Hydro Pump in the rain hits like a truck. Ice Beam is for coverage. Focus Blast is to put a decent dent in Steel types like Ferrothorn who likes to switch in to Pappy. Hypnosis is there to put opponents to sleep which has really helped in some battles with this team.
Tornadus-T @ Assault Vest
Ability: Regenerator
Nature: Hasty
4 Atk/ 252 SpA/ 252 Spe
-Hurricane
-Heat Wave
-Focus Blast
-U-Turn
This eagle/genie is such a rain abuser. The Hasty nature is to maximize speed while not hindering attack to give U-Turn as much damage as possible. The EV spread here is self explanatory. Maximize speed and special attack and dump the last 4 in attack to support u-turn damage. STAB Hurricane takes advantage of the 100% accuracy in the rain and has so much force behind it. Focus Blast is to deal with any Steel types that come in while the rain is up. Heat Wave takes into account the possibilities of when the rain is gone so Tornadus-T can score Ferrothorn, Scizor, and any of those others even better.
U-Turn is there because it works so well with Regenerator. Running low? U-Turn for a free 33% recovery and keep the momentum on your side!
Scissors (Scizor) @ Choice Band
Ability: Technician
Nature: Adamant
248 HP/ 252 Atk/ 8 Spe
-Bullet Punch
-SuperPower
-U-Turn
-Pursuit
Scissors the Scizor is really just...Scizor! This is just the standard banded Scizor. Scissors is my go to to take out fairies or U-Turn out if I feel unsafe. U-Turning back and forth between Scizor and Tornadus-T really makes this team fun when your opponent can't get a clean hit. The continuous swapping is also aided by none other than the Latias on this team.
Aurora (Latias) @ Leftovers
Ability: Levitate
Nature: Calm
252 HP/ 4 SpA/ 252 SpD
-Defog
-Recover
-Dragon Pulse
-Psyshock
Aurora here plays as my special wall/defogger. A calm nature with max investment in HP and SpD allow to take special hits for days when coupled with recover. Defog of course is to keep hazards off the field, which, as mentioned earlier, helps with not taking any hazard damage from all the U-Turning. Dragon Pulse and Psyshock are there for STAB and so Latias has something to do other than setting up and being taunt vulnerable.
UFO (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Nature: Relaxed
252 HP/ 128 Def/ 128 SpD
IVs: 0 Spe
-Leech Seed
-Protect
-Gyro Ball
-Power Whip
Ferrothorn serves as the physical wall of this team while having a decent specially defensive side as well. A relaxed nature is there to help with defensive capabilities while reducing speed which is great for Ferrothorn for two reasons: it won't by outspeeding anything anyways and it allows Gyro Ball to do the most it can do with 0 Speed IVs. Leech Seed and Protect with Leftovers is for stalling purposes to get Ferrothorn's health back up fairly quickly while being able to scout for any oncoming moves such as fires, High Jump Kicks, etc. Power Whip is there for Grass STAB and can hit thing such as Quagsire, Gastrodon, and any others that can't take a grass hit very well.
Well, this is the team. Also, please let me know if I should change anything for future RMTs since it's my first time here. Thanks guys!
Swampy (Swampert) @ Swampertite
Ability: Torrent
Nature: Adamant
104 HP/ 252 Atk/ 152 Spe
-Rain Dance
-Waterfall
-Earthquake
-Ice Punch
This is THE guy. Spent the time workin' out and he's back. I decided to give Swampy 252 EVs in attack with an Adamant nature to maximize attack. The 152 speed EVs is just enough to out speed M-Sceptile in the rain, which is really clutch. The rest of the EVs was dumped into HP for Swampy to tank a hit or two. Other than that, the moveset is pretty standard. You got rain dance to trigger Swift Swim back in action. Waterfall and Earthquake are two great physical STABs and Ice Punch rounds out the set for coverage against several grass types, besides M-Venusaur.
Pappy (Politoed) @ Damp Rock
Ability: Drizzle
Nature: Modest
252 HP/ 252 SpA/ 4 SpD
-Hydro Pump
-Ice Beam
-Focus Blast
-Hypnosis
This is usually the lead of the team to get the rain going. The Damp Rock is to extend the rain time by Drizzle from 5 turns to 8 turns, which is greatly needed due to the weather nerf in Gen 6. Most people expect a more defensive Politoed so I generally like to change things up a bit and go with more power hence the modest nature and 252 EVs in SpA. The 252 EVs in HP are two maximize the amount of hits Pappy can take since there won't be much defensive investment in this build for him. The last 4 EV's are put in SpD as it seems to go nowhere better. Even with Politoed, STAB Hydro Pump in the rain hits like a truck. Ice Beam is for coverage. Focus Blast is to put a decent dent in Steel types like Ferrothorn who likes to switch in to Pappy. Hypnosis is there to put opponents to sleep which has really helped in some battles with this team.
Tornadus-T @ Assault Vest
Ability: Regenerator
Nature: Hasty
4 Atk/ 252 SpA/ 252 Spe
-Hurricane
-Heat Wave
-Focus Blast
-U-Turn
This eagle/genie is such a rain abuser. The Hasty nature is to maximize speed while not hindering attack to give U-Turn as much damage as possible. The EV spread here is self explanatory. Maximize speed and special attack and dump the last 4 in attack to support u-turn damage. STAB Hurricane takes advantage of the 100% accuracy in the rain and has so much force behind it. Focus Blast is to deal with any Steel types that come in while the rain is up. Heat Wave takes into account the possibilities of when the rain is gone so Tornadus-T can score Ferrothorn, Scizor, and any of those others even better.
U-Turn is there because it works so well with Regenerator. Running low? U-Turn for a free 33% recovery and keep the momentum on your side!
Scissors (Scizor) @ Choice Band
Ability: Technician
Nature: Adamant
248 HP/ 252 Atk/ 8 Spe
-Bullet Punch
-SuperPower
-U-Turn
-Pursuit
Scissors the Scizor is really just...Scizor! This is just the standard banded Scizor. Scissors is my go to to take out fairies or U-Turn out if I feel unsafe. U-Turning back and forth between Scizor and Tornadus-T really makes this team fun when your opponent can't get a clean hit. The continuous swapping is also aided by none other than the Latias on this team.
Aurora (Latias) @ Leftovers
Ability: Levitate
Nature: Calm
252 HP/ 4 SpA/ 252 SpD
-Defog
-Recover
-Dragon Pulse
-Psyshock
Aurora here plays as my special wall/defogger. A calm nature with max investment in HP and SpD allow to take special hits for days when coupled with recover. Defog of course is to keep hazards off the field, which, as mentioned earlier, helps with not taking any hazard damage from all the U-Turning. Dragon Pulse and Psyshock are there for STAB and so Latias has something to do other than setting up and being taunt vulnerable.
UFO (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Nature: Relaxed
252 HP/ 128 Def/ 128 SpD
IVs: 0 Spe
-Leech Seed
-Protect
-Gyro Ball
-Power Whip
Ferrothorn serves as the physical wall of this team while having a decent specially defensive side as well. A relaxed nature is there to help with defensive capabilities while reducing speed which is great for Ferrothorn for two reasons: it won't by outspeeding anything anyways and it allows Gyro Ball to do the most it can do with 0 Speed IVs. Leech Seed and Protect with Leftovers is for stalling purposes to get Ferrothorn's health back up fairly quickly while being able to scout for any oncoming moves such as fires, High Jump Kicks, etc. Power Whip is there for Grass STAB and can hit thing such as Quagsire, Gastrodon, and any others that can't take a grass hit very well.
Well, this is the team. Also, please let me know if I should change anything for future RMTs since it's my first time here. Thanks guys!
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