RMT Battle Tower challenge!

Returning to Pokémon after six or so months of inactivity upon getting Heart Gold my taste for victory at the Battle Tower is as strong as ever.

The idea is the conventional Sweeper, Wall, Sponge to try and be as versatile in the Battle Tower as possible. The threats of OHKO moves and adjusted rolls will be addressed with Sturdy.


Magnezone @ Choice Specs
Rash - 84 HP / 172 Atk / 252 SpA
Sturdy
- Thunderbolt
- Hidden Power (Grass, 68)
- MagnetBomb / Mirror Shot
- Explosion

I considered myself fortunate to find a Magnemite with good IVs, hidden power AND Sturdy, which wouldn't be as popular down to it's irrelevance in competitive battles. The EV spread is as provided by the trader and gives it some oomph to it's Explosion and some bulk to compensate for it's lack of speed. I decided that since Magnezone has some bulk I should go for the extra power of the Specs. over the speed of the scarf.
-Thunderbolt's a great electric attack (till you get ground out by a marowak!) with STAB and that handsome Choice Spec'd base Special Attack.
-Hidden Power Grass takes out rock/ground types it outspeeds if I think they don't have a focus sash.
-Magnet Bomb would offer an always-accurate move which is always helpful in the event that the game is using filthy evasion modifiers and luck turned in it's favour as is the Battle Tower's want however Mirror Shot would feed off of it's higher Sp.A but suffer and innacurate 95%. Either way, it's STAB boosted. If there's any replacement move for here, by all means I'm open to suggestion.
-Explosion to try and take one for the team if it looks like he's not going to last much longer and to be thrown out there if he's going to out-speed the opponent.
If an opponent seems likely to have earthquake I can switch to...


Skarmory @ Lum Berry
Impish - 252 HP / 252 Def / 4 Atk [ OR ] 252 HP / 72 Def / 184 Spe
Sturdy
-Aerial Ace / Brave Bird / Drill Peck
-Roost
-Taunt / Steel Wing
-Torment / Steel Wing

Skarmory's place on this team was originally held by Forretress but I found him to perform poorly and fail to do anything useful before being destroyed.
-Aerial Ace has lower power than the other options however accuracy modifiers frequent the battle tower so it could come in handy in a haxy pinch. Also I would need to rebreed for Brave Bird or Drill Peck, so I'm somewhat reluctant to do so.
-Roost is of course for instant recovery and careful manipulation of type resistances

-Taunt would restrict the more tricksy of the Battle Tower's inhabitants which I'm keep to select.
-Torment is also another layer of restriction to allow me to easier predict and switch around on the enemy.
-Steel Wing would purely be another STAB move but it has poor coverage, accuracy and power so I'm reluctant to use this.

In the event of a special attacker I switch to...

Blissey @ Leftovers
Bold - 252 HP / 252 Def / 4 Spe
Natural Cure
-Aromatherapy
-Softboiled
-Seismic Toss
-Thunder Wave

The Blissey Cleric build we all know, love and fear! Eliminates any special attacker short of Choice Spec. users sporting Focus Blast almost effortlessly and with PP Maxes can win any stall war.


Overall, Magneton does the punching until being locked into a move or being against a faster EQ user forces it to retreat to the appropriate defensive force. I've found him absurdly effective in testing although the Steel Move to be determined is the chink in the armoury. My only regret is that he does not have HP Ice or else it would provide much needed punch against Dragons.

Skarmory is untested but I shall be giving him his debeut soon.

Blissey is Blissey and by extension irreplaceable.

I have 2/3 OHKO proofing, one or two always-accurate moves and a balance of power. The only weak spot is the lack of a physical attacker but I don't consider that to be too much of an issue.

PS: I never gave Cresselia much attention but she might be a very fitting wall in Skarm's place down to fighting resistance, available Ice Beam for the Dragon Weakness. Although this does nothing to remedy the lack of a strong physical attacker. (Although Bliss and Cress would have no qualms with a stallwar)
 
Hey! this is really cool I am an avid battler in the Battle Frontier and Battle Tower expecially so I think i can help you. First of all you NEED a good physical attack who can also solve your fire type weekness as well. I would replace Skarmory with a Choice Scarf Garchomp like this one.

GARCHOMP
Nature-Adamant/Naughty
Item-Choice Scarf
EV's-252 Atk, 220 Spe, 32 HP
Moves- Outrage/Dragon Claw, Earthquake, Stone Edge, Fire Fang/Fire Blast/Aqua Tail

The Speed Ev's allow Garchomp to Outspeed every Pokemon and even those with a base speed of 95 with a speed boosting nature and holding a choice scarf themselves. Max Atk reaches a stat of 200 at level 50 with an Adamant nature allowing you to hit as hard as possible (use naughty nature if you opt for Fire Blast). You could use a Jolly nature instead of Adamant but the amount of pokemon you will out speed will not compensate for the noticable drop in power. The rest are put into HP to provide Garchomp with more bulk and increase his already awesome defences. The moves are standard Outrage for power or dragon Claw for reliability, Earthquake for a strong STAB, Stonedge to conteract Ice types, the last move is up to you Fire Fang is kinda week but it stills OHKO's both Foretress and Scizor provided they don't hold a Occa Berry. Fire Blast still OHKO's the two above and has the added advantage of KOing Mamoswine and Skarmory (Flamethrower could be used but i'm not sure how it will do against the last two pokes) although to ensure the KO's with Fire Blast/Flamethrower you will need to run a Naughty nature. Aqua Tail is mainly there to hit Gliscor and Hipowdon harder and with Aqua Tail you can KO Mamoswine without using a SpDef lowering nature and without worrying about Accuracy.

I do notice that now you have a bit of a Mamoswine weakness as he will OHKO Magnizone with EQ and Garchomp with Ice Shard (if Mamoswine carries it). So I would suggest running Flamethrower over Siesmic Toss on Blissey to counter Mamoswine, also i would Suggest Heal Bell over Aromatherapy because it has more PP and when running Flamethrower you can drop T-Wave and use Toxic as the steel types that wall you will be hit hard by Flamethrower with the added bonus of being able to poison opposing Blissey and Swampert etc. thus eliminating the need for S-Toss.

This team looks very solid otherwise and I wish you the best of luck.

p.s with that Garchomp i suggested I have acomplished a 84 win streak at the battle tower....i'm hoping for a 100 win streak.
 
Thank you for the suggestion. As luck would have it I have a similar Garchomp I can (and will) test the substitution with although the Mamoswine weakness isn't as prevalent if the wall space is occupied by a flier or levitator which can take EQs and won't be as vulnerable to Ice Shard. Unfortunately Magnezone's HP Grass is of debatable utility down to Mamoswine having higher base speed, 80 v 60.

ThunderWave is quite vital to my Blissey's survival. Halving it's opponent's rate of attack and speed is not to be trifled with and PP stalling is not a concern due to all her moves being maxed. Swampert is a big pain but he's not too major.

I'm still slightly worried about OHKO moves. I hate being beaten by them so very much.
 
Just Looking through your team again, if you do happen to use the Garchomp I would suggest using a machamp or possibily a Lead off hariyama like this one

HARIYAMA
Nature-Adamant
Item-Toxic/Flame Orb
Ability-Guts
EV's 252Atk 200Def 56Spe
Moves- FakeOut, CloseCombat, BulletPunch, IcePunch/FirePunch/Payback

This Hariyama has great synergy with Garchomp and Blissey as Hariyama can easily KO Mamoswine and Hariyama after it's orb activates can 2HKO Genger who is a nusince in the battle tower I know as Gengar's Hypnosis seems to always hit (he raped my own blissey by getting 5 turns of sleep and 2 crits and 2 SpDef drops with Focus Blast and he didn't even miss once!) All the while Blissey will wall to no end any Psychic moves thrown at Hariyama so that you can save him for later! The orbs allow Hariyama to avoid sleep, while the Defence EV's allow Hariyama to survive Jolly Garchomp's Outrage provided you fake out first turn and then Close Combat the next for the KO on the opposing Jolly Garchomp. The Speed EV's allow Hariyama to out speed Azumaril and other pokes in the same speed tier as her. The Moves are simple Fake Out to activate the orb of your choice Toxic Orb does less damage for the first 2 turns it's active and slowly increases (I personally find the Toxic Orb more helpful considering you will probably switch out Hariyama after the first 3 or 4 turns anyways) Flame Orb deals a steady 12% of Damage this is up to your personal preferance. CloseCombat for a powerful stab that likes to hit more often than Cross Chop. Bullet Punch is there to get in a Parting hit which could save you the game, not to mention (again) that it 2HKO's Gengar after your Orb activates! The Last move is also up to personal preferance. IcePunch will KO flyiers and Grass pokes such as Dragonite and Venesaur, as well as hitting Garchomp for super effective damage, but considering that Garchomp is already KO'd by a Guts boosted CloseCombat it's a lesser option. FirePunch hits Bug types, and it hits Grass types just as hard as IcePunch, but with FirePunch you have the added ability to hit Grass types harder under sunny day conditions. Payback is another option to hit Ghost types and Psychic types, but most of the time their attacks will KO or near KO you so switching out is better than trying to stay in. Another Option I didn't mention is Give Hariyama Sleep Talk get rid of the Orb and get rid of fake Out for a new set like this.

HARIYAMA
Nature-Adamant
Item-LifeOrb
Ability-Guts
EV's-252Atk, 200Def, 56Spe
Moves-CloseCombat, BulletPunch, SleepTalk, RockSlide/IcePunch/FirePunch/Payback

Hahah well this is Basically the same but with this set Hariyama becomes a status absorber, with this set you may want to lead with Garchomp. then on a predicted status move switch in Hariyama! with Life Orb and Guts boost in effect Bullet Punch has a slim chance to OHKO Gengar and Mismagius and now RockSlide can be used more effectively as it will deal heavy Damage to any pokemon who resist the fighting Steal attacking duo and thus making Hariyama that more deadly. Sleep Talk is there just so you can absorb Hypnosis and Spore. After Hariyama is called back from the likes of a psychic pokemon then just have blissey use Aromatherapy to heal his status so he can become a status absorber again. This works well when Hariyam is asleep as Sleep Talk will chose a random move of his to use.

Again I hope I helped and I ended up adding A lot more than I planned!
GL with the team!

p.s I have personally used the first Hariyama set and it works great when paired with the right partners....hint hint Blissey!
 
I did realize that I forgot to put up a Machamp set for you to use so here is a machamp set that would work great!

MACHAMP
Nature-Adamant
Ability-No Guard
EV's-248Atk, 240HP, 16SpDef, 4Spe
Item-Lum Berry
Moves-DynamicPunch, BulletPunch, Payback, Stone Edge
Typical Lead Machamp who can take a Status move thrown at him shed it and then proceed to KO the opponent. Baisically I would only suggest him over Hariyama when you challange the Battle Tower the 7th time when you fight the Tower Tycoon for the 2nd time as this Machamp will KO Heatran, Regigious (or however you spell his name) and deal heavy amounts to Cresselia.

Hope I helped!

P.s I have NOT used this Machamp at the Battle Tower so I have no way of saying how he pairs well with others.....>_<
 
The idea with using Magnezone in the first place was his ability to avoid OHKO moves while still fulfilling an important function to a high standard. Removing Magnezone and replacing him with a physical sweeper would add a weakness in my team to ground types with high defence. Bliss can't TWave them and while the physical walls you have reccomended are bulky I would not rely upon their ability to absorb neutral hits. I must say though, I do like Garchomp's resistances - I had always used him as my first in past battle tower challenges however he isn't especially hard to switch in...

The third gen was my favourite gen but I've so seldom used it's pokémon so I think I shall try one of the Hariyama sets. I've got a softspot for those sneaky Guts sets, too. Love 'em.

PS: Gargh! The weakness in the Magnezone/Garchomp/Blissey combo is opponents setting up with stat boosters. If it's anything physical or with high HP then blissey struggles to hold it back. Ice Shard reams Garchomp ruling him out in many situations and Magnezone still lacks team mate that can safely take a Earthquake.
 
Yeah I see the delema here.....may I suggest that instead of a Hariyama set (and you could probably mix and match teams in the battle tower each challange to make things more interesting) you use a This amazing Fighting Type type whom you will Love!

Gallade
Item-Wide Lens
Nature-Jolly
EV's-252HP 104Spe 152SpDef
Moves-hypnosis, ShadowSneak, DrainPunch, BulkUp

With these EV's Gallade will be faster than neutral base 75's and he has enough bulk to take a hit or two while he puts the opponent to sleep and then proceeds to Bulk Up. After a few Bulk Ups Gallade has enough power in Drain Punch to act as a reliable recovery move. The moves chosen are hypnosis for sleep induction and easy Bulk Up time, Shadow Sneak because it provides perfect neutral coverage with Drain Punch, and Drain Punch because it provides perfect neutral coverage and a semi reliable way to heal considering the lack of leftovers and bulk up because Gallade has a not so great Def and with this spread a not so great attack.

p.s sorry I keep over looking the OHKO protection
 
Upon reflection, I think I may try some of the more devious tactics as employed by the other Battle Tower goers. Trick Scarving, Sub-based OHKO protection, safely managed setting up and all other manner of devilishness seems to be the order of the day. Back to the drawing board (read: Battle Tower Records Thread). Thanks for your time, Raiden.
 
Back
Top