Return of the Bat!

This is a team I've created that abuses one of the most broken pokes from last gen's UU, Crobat. This thing still checks a rediculous amount of the meta, it just isn't common anymore. Since I can't play for the time being (my internet got disconnected, I'm at my grandparent's house right now lol) I've decided to post this rmt. In the time I was able to use this team, I peaked somewhere aroound top 100, which isn't great, but I didn't have much time to actually play.

At A Glance...
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Crobat (M) @ Leftovers
Trait: Inner Focus
EVs: 80 HP / 252 Atk / 176 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- U-turn
- Taunt
- Roost​

Crobat, more or less "The Star Of the Show". Often times when I need a check for a random threat, I just send in Crobat and let him do his thing. Most any Fighting, Grass or bug type, along with many walls and support mons can't touch The Bat. His combination of speed, typing, and bulk
let him run through unprepared teams. He cleans late game and supports right in the heat of the battle. The EV's outspeed everything important, up to base 120's. Other things I don't want to try and speed tie or just assume I'm faster, like Weavile. I have U-Turned in the face of many Ice Sharding Weavile's. Brave Bird is my STAB attack of course, which gets good neutral coverage on it's own. U-Turn allows me to keep momentum on my side. Taunt screws with walls and Roost is great recovery. Overall, Crobat could not make me any happier, and it is a great asset to this and many of my other teams.​


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Rotom-H @ Choice Scarf
Trait: Levitate
EVs:4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Overheat
- Volt Switch
- Trick
- Hidden Power [Grass]​

Oh, my dear broken Rotom. Great typing, great offensive and defensive stats and a decent move pool make this little bugger extremely difficult to take down. EV's are standard, maxing out his two used offensive stats, special attack and speed, with the remaining in defense, to keep my hp odd. Modest nature provides more fire power, though I have considered changing it to timid as the increase in speed could prove useful. The Choice Scarf allows for an awesome revenge killer. Overheat is, unfortunetly Rotom's only STAB fire move, if only he got Fire Blast, we can dream, can't we? Volt Switch, again keeps the momentum in my favor, while also letting me play mind games with my opponent when paired with Crobat's U-Turn. Trick is trick, which allows me to put a stop to one poke that often gives me problems; Snorlax. HP [Grass] is to crush Rhyperior and Gastrodon, both annoying pokes. Rotom has been a clutch member of the team, providing support and power for the group as a whole.​

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Roserade (F) @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Sleep Powder​

Roserade is another broken poke from last gen making an appearence on this team. She is my general bulky Water check, and hard hitter. Again, standard EV's, which maximize my offensive prowess. The Life Orb makes her hit that much harder. Giga Drain takes the place of both Synthesis and Energy Ball, which is what I used last gen. Giga Drain allows for good damage and recovery, and also lets Roserade use another coverage move along with Sleep Powder. Sludge Bomb provides good neutral coverage when paired with Hidden Power Fire and Giga Drain, while Hidden Power Fire is used for steel types, most notably Escaviler. I used HP Ice for a while, but Esca was WAY too annoying, so I switched. Sleep Powder is great for instantly stopping a member of the opposing team. Another crucial member of the team, Roserade only lets me down when I play too recklessly with her.​

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Suicune @ Leftovers
Trait: Pressure
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Scald
- Ice Beam
- Substitute
- Calm Mind​

Suicune is my main sweeper. Cune sets up on Chansey and Haze-less Milotic so well it's not even funny. Well, sometimes it is, when I 6-0 people that let Cune set up. Max HP for 101 hp subs and max speed... so I can be fast. Lefties are a duh. Scald helps with stopping Chansey with the burn it often provides, and is also my STAB. Ice Beam lets Cune beat grass types and provides decent enough neutral coverage. Sub is the crux of the set, allowing set up on multiple pokes, while Calm Mind is the move that allows me to actually sweep teams. Suicune is a bit of a .5 hitter, either he's amazing or a dud, but still overall very valuable.​

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Mandibuzz (F) @ Leftovers
Trait: Overcoat
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Brave Bird
- Roost
- Toxic
- Whirlwind​

"She was buzzin all over me..." IDK who sings that song, but that's always what I think of when I see Mandi. She is a bit of an odd fit in this overall somewhat offensive team, but she fits well. Most special attackers fail to break her, while she Toxic stalls them into oblivion. Overcoat is the prefered nature so that I continue to get lefties recovery in hail and sandstorm, while the EV's maximize special bulk. Brave Bird lets me do damage while also letting me not be complete Taunt bait. Roost is bomb recovery, and Whirlwind lets me phaze set up threats. Mandibuzz never lets me down when the shit hits the fan, whatever that means.​

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Donphan (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Ice Shard
- Rapid Spin
- Earthquake​

Donphan is my spinner and likely the most reliable one in the teir. Most often when I need a spin, I can get Donphan in and get Rocks out. Sturdy is an amazing ability, and has gotten me out of stupid prediciments that I've put myself in many times. Max HP provides the best bulk over both defensive stats, and max attack lets Phany hit hard when I need to/ Stealth Rock should be on all teams, Ice Shard provides my only priority attack on the team. Rapid Spin is the real reason why I use Donphan and Earthquake is for STAB and a hard hitting one at that. Donphan is obviously one of the more important members of my team, providing a way to clear the field of Stealth Rock for my three rock weaknesses is all Donphan needs to be important on this team. Setting up Rocks don't hurt either though.​

Well, we've come to the end of this RMT (my first in nearly a year!). Rate, Hate, Love, Bash, Steal or whatever is your fancy.​
 
Hi this is a pretty solid team. The main weakness that stands out to me is the lack of a switchin to Raptor. Its dual stab alone does a number on your team so you could really use something like a Registeel to sponge 3/4 of its moves and bait the weaker close combat. A specially defensive set can also cover similar special threats as mandibuzz, making it an excellent replacement for the bird. Edit : $ Regi gives you a much needed ice resist so that scarfed blizspam doesn't outright 6-0.

Registeel @ Leftovers
Careful nature
EVs: 252 HP / 4 Def / 252 SpDef
- Stealth Rock
- Iron Head
- Seismic Toss
- Toxic

Great poke for sr because it gets a lot of switch ins. Iron head for all purpose stab and hitting Missy, while toss gives consistent coverage alongside it. And I think toxic in the final slot would be really beneficial to catch bulky waters that cune can sub up on.

Next I want to tweak donphan a bit. Notice I freed up sr on it because I wanted to make it more of a dedicated spinner as opposed to a utility that needs to fill multiple roles. Try this slightly different set:

Donphan @ Leftovers
Adamant nature l Sturdy
EVs: 252 HP / 144 Atk / 96 Def / 16 Spd
- Earthquake
- Assurance
- Ice Shard
- Rapid Spin

Rapid spin support is crucial to this team because your revenge killer and stall breaker are both sr weak. This set focuses on getting off the necessary spin by luring common spinblockers and koing them with assurance. The third move could go either way between ice shard and the preferred coverage option stone edge, but I think you could really use the priority for scarfraptor late game. Oh and the weird evs are especially important for surviving two rhyperior earthquakes. Rhy is a major threat to the team and don is your safest switch. A generic 252 HP spread is promptly 2hkod so yeah.

Alright gl with the team!
 
Thanks for the rate! Registeel seems like it could be a viable replacement for Mandibuzz. Ridding myself of a Stealth Rock weakness is always good, and his weaknesses are already covered well by the team. Regi will also fare better against Zapdos, something that all of my teams have trouble taking down. If ever I get the chance, I'll try out both of your suggestions, thanks!
 
As of like 6 o'clock (mountain time) I am sitting at 9th on the leader board with a rating of 1260~. This is quite likely to change, since I won't have Internet for a while (this is on my iPhone), but is still decent. I did not get around to test your suggestions (sorry badabling) but will next time I am online. I play on the alt "The Fifth Hour" so I'd love input from anyone I've played on the smogon server. Also, here are some things I've noticed:

Electric types are dangerous to this team. Even quick feet jolteon is a menace, just because of my lack of resists. This might be a place where regi comes in because of it's ridiculous special bulk, so it will be tested.

Staraptor is not a huge threat: Staraptor always gets played around and never causes too much damage. The only time it is truly a threat is when I don't know it's item, after that it is handled well.

Hail is annoying: Again, I can work around it, it can hurt though.
 
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