RMT: MawMence and Friends.

Hi people :) My first thread post so please be harsh.
My teams on Showdown generally seem to drop dead when the first mon is down, so I constructed a team that could run safely with any three left. Its based on a famous pivot I saw:
1.
mawile-mega.gif

Mawile @ Mawilite

Ability: Intimidate -> Huge Power

EV's: 192 HP/252 Atk/56 Def/8 SpDef

Adamant

-Substitute
-Pain Split
-Sucker Punch
-Play Rough

The idea behind Mawile is to get behind a Sub as quick as possible. This is generally done by coming in on a resisted physical attack and sending them off via Intimidate. Thereafter I have two options based on who comes in. I can dent most mons using PR that don't resist it. Else I can test their ability to harm Mawile by Subbing to a lower health and then using Pain Split. The durability of this set is rooted in Pain Split, allowing me a decent number of switch-ins. I have noticed that most Mega-evos have an Achilles-heel in recovery.

2.
salamence.gif

Salamence @ Life Orb

Ability:Intimidate

EV's: 252 Sp.Atk/252 Spd/4 HP

Hasty

-Draco Meteor
-Fire Blast
-Earthquake
-Roost

An ideal pivot partner for Mawile, covering various resists between the two. I use a double Intimidate strategy to take care of any major physical threat to my team, using the resists of Mawile and Mence.
The idea behind Salamence is to deal damage and fake switches. In most cases opponents send in their boosters after a Draco Meteor only for me to Roost up or EQ them. Speed EV's are crucial to the set to outspeed common base 100's.

3.
mandibuzz.gif

Mandibuzz @ Leftovers

Ability:Overcoat

EV's:252 HP/252 Def/4 SpD

Impish

-Knock Off
-Roost
-Toxic
-Taunt

My favourite lead so far. Highly underrated defensively, able to sponge a lot of physical hits and shrug them off with Roost. Taunts what its faster than and Knock Off for mons like Deoxys-S. Highly useful as a switch in mid game as well taking most hits neutrally well. Forces out leads and allows me to set up my own hazards.


4.
donphan.gif

Donphan @ Leftovers

Ability: Sturdy

EV's:252 HP/252 Atk/4 SpD

Adamant

-Earthquake
-Ice Shard
-Stealth Rock
-Rapid Spin

Donphan fills in a dual role of Spinner and SR setup while managing to pack a punch with EQ. Ice Shard is highly useful in taking down fast threats and is required surprisingly often. Donphan appreciated support from Mandibuzz in getting rid of Ghosts which spin-block. In turn, it also absorbs some physical hits if Mandibuzz is getting a little pummeled. Its merits inclusion over Excadrill purely because I don't like teams where three mons are Fire-weak.

5.
tyranitar.gif

Tyranitar @ Assault Vest

Ability: Sand Stream

EV's:252 HP/252 Atk/4 SpAtk

Brave

-Pursuit
-Stone Edge
-Fire Blast
-Ice Beam

Classic Tyraniboah with Pursuit for pesky switchers. But mainly functions as Special sponge for the team, covering the major weaknesses to Fire and Ice in my team. Main let down is lack of recovery but still able to change the game for me with the right move selection and surprise factor. Handles common setup mons like Forretress, Ferrothorn and Skarmory with relative ease when passed down by Mandibuzz.

6.
roserade.gif

Roserade @ Black Sludge

Ability: Natural Cure

EV's: 252 HP/252 Sp.Atk/4 Spd

Modest

-Giga Drain
-Sludge Bomb
-Toxic Spikes
-Rest

Fills in multiple roles in the team. Sets up T.Spikes when it comes in on something like Ferrothorn: resists but cannot damage. Absorbs Status and damage to a good extent with Rest & Natural Cure. It also hits very hard and recovers well too. Typing perfect for the team and has good synergy with Mandibuzz and Donphan barring Ice-Type attacks.


mawile-mega.gif
salamence.gif
mandibuzz.gif
donphan.gif
tyranitar.gif
roserade.gif

So thats about it for the team. My playing style revolves around getting a grip on the opponents gameplan while rotating between Mandibuzz, Donphan and Roserade. I then send in Mence and Mawile to start whittling the team away. Tyranitar is used in between if the synergy between the trio or the pair is disturbed, as well as late game pivot duty.

Any kind of input if highly appreciated :)
 
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Move those 4 HP EVs of Mence to SAtk so you hit a SR number and hit a little, tiny bit harder with your Fire Blasts and Draco Meteors. I'd also replace Hasty to Naive to give you a slim chance of living Adamant Mamoswine's Ice Shard even after SR (about ~44% chance which is better than none). Also move 4 HP EVs from Mandibuzz somewhere else to again, hit a SR number (it would look something like this: 248 HP / 252+ Def / 8 somewhere). I'd also replace Mandibuzz's Knock Off with Foul Play as Foul Play is a more consistent option, especially against Megas that are immune to Toxic like Mawile and Venusaur. I'd also suggest you try out Spikes over Toxic Spikes but if TSpikes have been working, then why not lol. Hope I helped and good luck with your team! Also, welcome to Smogon!
 
Thanks for the tips :)
Also, I find it hard to tackle Mamoswine with almost any guy in my team. Whenever I face one, I'm forced to sacrifice at least two mons. Is there any way I can work around Mamoswine with the same team?
 
Thanks for the tips :)
Also, I find it hard to tackle Mamoswine with almost any guy in my team. Whenever I face one, I'm forced to sacrifice at least two mons. Is there any way I can work around Mamoswine with the same team?
I think its will be pretty difficult. Mamoswine's dual STABS chew through all your current pokes.
252 Atk Mamoswine Icicle Crash vs. 248 HP / 252+ Def Mandibuzz: 194-230 (45.8 - 54.3%) -- 4.7% chance to 2HKO after Leftovers recovery

252 Atk Mamoswine Icicle Crash vs. 252 HP / 0 Def Donphan: 236-282 (61.4 - 73.4%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Mamoswine Earthquake vs. 252 HP / 0 Def Tyranitar: 302-356 (74.7 - 88.1%) -- guaranteed 2HKO
The calcs posted assume Leaf Mamoswine (Jolly + Sash). Offensive Mamoswine variants do carry Life Orb and are sometimes Adamant. Most would also carry Superpower which is 4x SE to Tyranitar. My Sand team also had a weakness to Mamoswine and even Terrakion (where I see your team having troubles too). I do suggest working around that weakness and replacing one of your pokes. I suggest replacing Mandibuzz with Slowbro (this was the fix suggested to my Sand team btw so I really don't take the credit). Slowbro has excellent physical bulk and Regenerator allowing him to shrug off damage without using a recovery move (which he has) making him hard to take down. He also hits Mamoswine and Terrakion for SE damage.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Scald
- Slack Off
- Toxic / Calm Mind
- Ice Beam / Psyshock
Scald as the main STAB. Slack Off and Regenerator make you pretty damn hard to take down. Toxic gets residual damage on stuff you cant really touch like Washtom. Calm Mind on the other hand, makes you pretty hard to take down from both sides of the spectrum and makes you a threat with a few boosts under your belt. Ice Beam is used to hit Dragons mostly. Psyshock is a strong Psychic STAB that hits Mega Venusaur hard.
You should update the OP about the changes you make something like this:
Mandibuzz @ Leftovers

Ability:Overcoat

EV's:252 HP/252 Def/4 SpD 248 HP / 252 Def / 8 Spd

Impish

-Knock Off Foul Play
-Roost
-Toxic
-Taunt
That makes it easier for raters to read and properly rate your team. Hope I helped! Good luck with your team!
 
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