Other RMT - Who Needs To Evolve? (XY PU)

This is a team I came up in class bored the other day. I've tested it out and it works relatively well for what it's worth. I'd like to see what people think about it and how they think it could improve! Also, I'm new here, is there anyway to put spoilers around text?

PSYBORG
metang.gif

Metang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Stealth Rock

Metang is unique in the tier, being one of the few viable Steel types around. While it lacks the natural bulk and utility Bastiodon has, and it fails to match the setup sweeping capabilities of Klang, its unique typing earns it a spot on my team. Immune to Toxic and with a quad resistance to Psychic, Metang perfectly walls the ever popular Musharna. Unfortunately, Metang can’t do much back, but the ability to stop Musharna so well gives it a place on my team. Meteor Mash is the main StAB move here, and with the ability to raise Metang’s Attack, it’s a darn good move. Bullet Punch gives a priority STAB move, which is, of course, wonderful. Earthquake gives coverage, and Stealth Rock gives Metang a bit more utility on my team.

Are You My Mummy?
marowak.gif

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bonemerang
- Knock Off
- Thunder Punch
- Swords Dance

Marowak has amazing potential for a Pokemon. High Attack, good bulk, powerful attacks, and the powerful Thick Club help this thing hit like a bus. Unfortunately, two things have cursed Marowak to the PU tier: Speed comparable to a parked bus, and the prevalence of Knock Off in the metagame. Still, Marowak can be incredibly threatening to those unprepared to fight it. Bonemerang is Marowak’s most attractive move. While it’s slightly less reliable than Earthquake, it allows Marow to break sashes, Sturdy, and Substitutes. Knock Off is Knock Off, so it earns its spot on the set, and does massive damage to Musharna. Thunder Punch is an odd coverage move, but is something I used to hit Feraligatr to prevent DD or SD on a “forced switch”. It’s not as useful here, but it still works for Simipour and is a good move to keep from being walled by Vullaby. The final slot goes to Swords Dance, which I use on a predicted Knock Off to keep the Bone Keeper from being dead weight.

RMS Titanic
avalugg.gif

Avalugg @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Avalanche
- Rapid Spin
- Curse
- Recover

The beast that is Avalugg. I used this guy on a team once to see how he was as a wall, and I fell in love immediately. He is an impenetrable wall of ice who’s found his way onto most of my XY teams. In fact, this is the set I use in game for X. Running max Special Defense keeps Avalugg from being one-shotted by a good chunk of non-supereffective special attacks, and Avalugg honestly needs no more physical bulk. Avalanche is the STAB move, of the set, and really Avalugg’s only decent STAB. Rapid Spin is a must for competitive play. Curse turns Avalugg invincible to physical attackers, and if the Special Attackers on the opposing team have been removed, allows Avalugg to pull a slow and painful sweep. Recover is there for the free recovery, which can help set up a sweep.

You Go, Glen Coco!
monferno.gif

Monferno @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 Def / 252 Spe
Modest Nature
- Vacuum Wave
- Flamethrower
- Grass Knot
- Nasty Plot

Under Sneasel’s icy cold reign over his PU dominion, a revolutionary must rise up to stop the dark menace. That revolutionary is Monferno. Her Fire / Fighting typing resists both of the snow weasel’s STAB moves, and is light enough to take Low Kick like a champ. I used to run Eviolite, but Life Orb ensures that Vacuum Wave OHKOs Sneasel. Flamethrower is a wonderful second STAB, though it doesn’t add much coverage, and Grass Knot keeps Monferno safe from Water Threats, especially Whiscash. Nasty Plot is useful if Monferno can force a switch, turning her into a fantastic sweeper.

Spooky Metang
haunter.gif

Haunter @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Will-O-Wisp
- Trick

Haunter is a fast, frail mon, and that’s exactly how it should be used. Scarfed Haunter outspeeds a lot of the tier, which is good for fast threats like Kadabra. Sludge Bomb and Shadow Ball are strong STAB moves that have excellent effects, which Haunter appreciates greatly. Will-O-Wisp is almost a must have for ghosts in the metagame, so useful against physical attackers. Trick is great for ruining defensive Pokemon, stall, and sweepers. This is a pretty simple set, but it’s effective.

Wiggle Wiggle
wigglytuff.gif

Wigglytuff @ Leftovers
Ability: Competitive
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Dazzling Gleam
- Toxic
- Wish
- Heal Bell

Wigglytuff’s type change was almost a blessing, but retaining her Normal typing makes her less defensively useful. On top of that, she didn’t get Moonblast, having to rely on Dazzling Gleam for damage instead. However, she has massive health reserves, and is the closest I’ll play to stall. Her wishes pass huge chunks of life to her partners, and Heal Bell is fairly necessary for a cleric Pokemon. Competitive gives her a great boost from Defoggers, and after that boost Wigglytuff can do some good damage with Dazzling Gleam. Unfortunately, there’s not enough room in the set for Hyper Voice as well. Wigglytuff’s outclassed by Lickilicky hardcore, but I’m not the kind of person to bring one with me. That’s just evil. Additionally, Wigglytuff does not mind Knock Offs in the least.

Calculations:

Metang
252 Atk Life Orb Sneasel Knock Off (97.5 BP) vs. 252 HP / 4 Def Eviolite Metang: 221-265 (68.2 - 81.7%) -- guaranteed 2HKO
252+ Atk Metang Meteor Mash vs. 0 HP / 4 Def Sneasel: 360-426 (143.4 - 169.7%) -- guaranteed OHKO
0 SpA Musharna Psychic vs. 252 HP / 0 SpD Eviolite Metang: 21-24 (6.4 - 7.4%) -- possibly the worst move ever
252+ Atk Metang Meteor Mash vs. 252 HP / 252+ Def Musharna: 90-106 (20.6 - 24.3%) -- possible 5HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Technician Scyther Bug Bite vs. 252 HP / 4 Def Eviolite Metang: 130-154 (40.1 - 47.5%) -- guaranteed 3HKO
252+ Atk Metang Meteor Mash vs. 0 HP / 4 Def Scyther: 135-159 (48 - 56.5%) -- 75% chance to OHKO after Stealth Rock

Marowak
0 SpA Musharna Psychic vs. 252 HP / 0 SpD Marowak: 124-147 (38.2 - 45.3%) -- guaranteed 3HKO
252+ Atk Thick Club Marowak Knock Off (97.5 BP) vs. 252 HP / 252+ Def Musharna: 268-316 (61.4 - 72.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Gigalith: 412-492 (110.1 - 131.5%) -- guaranteed OHKO
252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 4 HP / 0 Def Golem: 412-492 (136.4 - 162.9%) -- guaranteed OHKO
252+ Atk Thick Club Marowak Thunder Punch vs. 252 HP / 4 Def Eviolite Vullaby: 218-258 (63.3 - 75%) -- 6.3% chance to OHKO after Stealth Rock

Avalugg
252+ Atk Throh Circle Throw vs. 252 HP / 4+ Def Avalugg: 98-116 (24.8 - 29.4%) -- guaranteed 5HKO after Leftovers recovery
252 Atk Life Orb Sneasel Low Kick (120 BP) vs. 252 HP / 4+ Def Avalugg: 146-174 (37 - 44.1%) -- 99.9% chance to 3HKO after Leftovers recovery
4 Atk Avalugg Avalanche vs. 0 HP / 4 Def Sneasel: 118-140 (47 - 55.7%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Bouffalant Stone Edge vs. 252 HP / 4+ Def Avalugg: 114-136 (28.9 - 34.5%) -- 99.8% chance to 4HKO after Leftovers recovery
252 SpA Simipour Focus Blast vs. 252 HP / 252 SpD Avalugg: 266-314 (67.5 - 79.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Raichu Thunderbolt vs. 252 HP / 252 SpD Avalugg: 185-218 (46.9 - 55.3%) -- 15.6% chance to 2HKO after Leftovers recovery
4 Atk Avalugg Avalanche vs. 0 HP / 0 Def Raichu: 240-283 (91.9 - 108.4%) -- guaranteed OHKO after Stealth Rock

Monferno
252+ SpA Life Orb Monferno Vacuum Wave vs. 0 HP / 0 SpD Sneasel: 343-406 (136.6 - 161.7%) -- guaranteed OHKO
+2 252+ SpA Life Orb Monferno Flamethrower vs. 252 HP / 252+ SpD Lickilicky: 222-263 (52.3 - 62%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ SpA Life Orb Monferno Flamethrower vs. 252 HP / 0+ SpD Regice: 296-351 (81.3 - 96.4%) -- guaranteed OHKO after Stealth Rock
+2 252+ SpA Life Orb Monferno Flamethrower vs. 172 HP / 0 SpD Bouffalant: 312-368 (83.4 - 98.3%) -- 75% chance to OHKO after Stealth Rock

Haunter
252 SpA Haunter Sludge Bomb vs. 252 HP / 252 SpD Wigglytuff: 320-378 (66.1 - 78%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Haunter Shadow Ball vs. 252 HP / 4 SpD Eviolite Dusclops: 128-152 (45 - 53.5%) -- guaranteed 2HKO after Stealth Rock
252 SpA Haunter Sludge Bomb vs. 252 HP / 252+ SpD Eviolite Togetic: 126-150 (40.1 - 47.7%) -- guaranteed 2HKO after Stealth Rock

Wigglytuff
252 Atk Life Orb Sneasel Knock Off (97.5 BP) vs. 252 HP / 0+ Def Wigglytuff: 142-168 (29.3 - 34.7%) -- 99.9% chance to 4HKO after Leftovers recovery
4 SpA Wigglytuff Dazzling Gleam vs. 0 HP / 0 SpD Sneasel: 192-228 (76.4 - 90.8%) -- guaranteed OHKO after Stealth Rock
252 SpA Simipour Hydro Pump vs. 252 HP / 252 SpD Wigglytuff: 175-207 (36.1 - 42.7%) -- 95.6% chance to 3HKO after Leftovers recovery
 
Hello and welcome to Smogon :)

This is a nice team you got here. It did just fine on the ladder when I played with it. There were a couple of changes that I made, though.

First, I changed Sludge Bomb ---> Sludge Wave on Haunter. It has a higher Base Power at the expense of that 30% chance to poison, dropping down to a 10% chance. Frankly, Haunter is a win condition, it's the Pokemon that you save for last and use it to pull of clutch wins and deal bomb shell damage. So, the increased chance of poison isn't really necessary. That's why I changed it out for more power.

I really like what Marowak does. He forces the switch, Sword Dances on the switch, and then hits super hard. However, I found Thunder Punch to be an entirely underwhelming attack. It's because of this that I made the change Thunder Punch ---> Stone Edge. Ground + Rock coverage is fantastic, hitting anything and everything hard. Stone Edge retains the ability to hit Flying-types like Vullaby that you want. You also mentioned how it was nice for hitting Water-types like Simipour. However, Bonemerang, with STAB and a greater Base Power, hits Water-types just as hard as Thunder Punch. To exemplify this, I pulled out some calcs:
252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 0 HP / 0 Def Simipour: 378-446 (129.8 - 153.2%) -- guaranteed OHKO
252+ Atk Thick Club Marowak Thunder Punch vs. 0 HP / 0 Def Simipour: 376-444 (129.2 - 152.5%) -- guaranteed OHKO
252+ Atk Thick Club Marowak Bonemerang (2 hits) vs. 252 HP / 252 Def Poliwhirl: 270-318 (80.8 - 95.2%) -- guaranteed 2HKO
252+ Atk Thick Club Marowak Thunder Punch vs. 252 HP / 252 Def Poliwhirl: 268-316 (80.2 - 94.6%) -- guaranteed 2HKO

As you can see, it literally hits for, like, the same exact damage. It's important to note that it also hits Carracosta much, much harder, a very important hit. So, you don't really need Thunder Punch and Stone Edge will give you much better coverage.

And although you said you don't want it, the best possible change for you to make is Wigglytuff ---> Lickilicky. Wigglytuff is Lickilicky, just not as good. After the first five Pokemon on your team are put together, they really want a specially defensive Pokemon that has Wish + Heal Bell. I'm sorry to say, but Lickilicky is the Pokemon you really want. I also tried Pokemon like Flareon and Glaceon, but Lickilicky did the best job of bringing your team together. Here's the set I used:

Lickilicky @ Leftovers
Ability: Oblivious
EVs: 252 HP / 4 Atk / 252 SpD
Calm Nature
- Wish
- Heal Bell
- Toxic
- Body Slam

Runs the same function as Wigglytuff, it just does it better.

Well, I hope these suggestions help you out in your teambuilding process and I wish you luck in the future :)

~~LA
 
Thanks for the advice! I always forget about Sludge Wave as a move, but I totally see what you mean. I'll certainly try out Lickilicky, Wigglytuff *was* just kind of tacked on the end for a special wall, I just don't want people to hate me for it. As for Stone Edge on Marowak, it does make more sense, it's way more powerful than T-punch. I know I'll miss every time, though, with my luck.
 
Not a rate, but Marowak should speed creep at least a little. Personally, I prefer max speed so that I can outspeed uninvested Mantine, Pelipper, and speed tie with Adamant Golem that run max speed. But you should run enough to at least outspeed Adamant Carracosta (152 Spe EVs). Also, Rock Head and Double Edge is usually better than Battle Armor and Stone Edge since the former combo hits Flying-types hard enough that it 2HKOs all of them after Rocks or Knock Off. Stone Edge doesn't even OHKO the physically defensive Flying-types like Pelipper without SR or Knock Off damage. The speed allows you to hit them on the switch with Double Edge and then outspeed and hit them again.
 
metang / sd marowak / curse avalugg / np monferno / scarf haunter / spdef wigglytuff

I don't think avalugg really fits on this team. you don't sorely need the spin support, and its role as a general answer to physical attackers is shared by metang, which does the job better with its typing. the only thing avalugg really does that you need is offer a defensive check to sneasel, but you can use something better for that, which is poliwrath. a set of substitute/focus punch/waterfall/ice punch offers your team more offensive presence, which it would currently appreciate, and still allows you to check sneasel. it also gives you a water resist, which you're currently lacking.

aside from that, the main problem I see is that your team lacks a fighting resist barring haunter, which is a poor one due to its susceptibility to knock off and terrible bulk. with sd marowak as a win condition and poliwrath offering your team a sneasel check, monferno is pretty unnecessary. I'd recommend trying out cm musharna, which gives your team a lot of stuff it would appreciate, including a fighting resist, an alternate win condition, and a pivot that doesn't lose you much momentum. cm/psychic/signal beam/moonlight would work here. you don't really need to run heal bell on it because your team already has a heal bell user in wigglytuff or lickilicky, whichever you end up using.

small changes:
- definitely use double-edge/rock head on marowak over thunderpunch.
- wdm's ev spread for marowak is also really good, and you should use it.

suggested changes:
713.png
-> poliwrath
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-> musharna
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- thunderpunch -> double-edge
- battle armor -> rock head
- ev spread -> 104 hp / 252 atk / 152 spe

sets:
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@ leftovers | water absorb
112 hp / 252 atk / 144 spe | adamant
substitute / waterfall / focus punch / ice punch

518.png
@ leftovers | synchronize
248 hp / 252 def / 8 spd | bold
psychic / signal beam / calm mind / moonlight
 
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