Ru balanced team with bulky offense

**UPDATED**
this is a team that me and kableye built, shout out to my showdown bud Kableye :]

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Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Hidden Power [Fire]

serperior was recently released and its mildy broken in the new meta. as after one leaf storm it can 2 it KO practically anything. The only thing stopping the stab -nasty plot for free- monster is sap-sipper pokemon which is not common in RU. Serperior lacks in coverage with just leaf storm so i added dragon pulse for pokes who resist grass types. i also added Hidden Power fire to KO steel types who counter it such as escasvilier and registeel because the leaf storm boost can ensure the kill. Giga erin s for just recovering Life orb damage.

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Volcano on the go (Camerupt-Mega) @ Cameruptite
Ability: Sheer Force
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Flamethrower
- Earth Power
- Hidden Power [Grass]
- Growth

mega camerupt handles the steels types like escavaleir who counter serperior completely without the boosts from leaf storm. Hp grass is for the annoying water and ground types that KO camerupt 1 hit. Growth is when its obvious that the opponent is going for protect and so i can get the spa.atk boost for finishing off the opposing pokemon. The spread i have given camerupt lets it outspends threats like rhyperior and KO with a Hp grass. It also lets me speed creep on opposing mega camerupts.

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Alomomola @ Leftovers
Ability: Regenerator
EVs: 248 HP / 104 Def / 156 SpD
Calm Nature
- Wish
- Protect
- Scald
- Toxic

everyone knows that serperior is a terrible pivot to mega camerupt's weakness so alomomola who handles camerupt's water and ground weakness perfectly. alomomola also offers wish support in which my team lacks in recovery. Its amazing bulk allows me to switch in and out to what i need it to pivot to. The regenerator makes sure that i can switch back in pretty safely.

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Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Toxic
- Stealth Rock

my team is weak to dragons types like draggle in which they can carry scald/hydro pump. Exploud can also come and wreck my team since doubled gets 2koed by a boomburst. bronzing also sets up rocks which can be really useful for my team. It also lets me switch into earthquakes and stall with toxic.

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Pangoro @ Lum Berry
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot
pangoro is really important to this team as its role is to clean up the battle with a GG. Its ability to Swords dance up and spam knock off is amazing. not a lot of things counter pangoro. As far as i can see, hurricane molters is hardly the only thing stopping it. But that shouldn't be a problem as i can set up rocks and it will be a R.I.P for molters.

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FAT BAT
Golbat @ Eviolite
Ability: Infiltrator
EVs: 252 HP / 40 Def / 124 SpD / 92 Spe
Careful Nature
- Defog
- Roost
- Brave Bird
- Toxic
It basically lets off some pressure from bronzong as thats one of my walls meant for dealing with spa.atks. Its also very useful on removing hazards with defog. It gives me a serperior counter as because serperior is S-rank and is very threatening when its all set up.


shout out to the one and the only ms sys bit who helped with my first rmt :]
 
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yo

cool squad, but i find a fundamental lack of direction to be evident here; it's moderately well-composed in terms of immediate synergy and what have you, but none of your potential win conditions really attribute to the other components of the team in any way, leading to what would appear to be a struggle to close out a game v.more defensive teams. to illustrate this point, serperior is a pokemon combatted by bulky steel- and poison-types, as well as faster fire-types, but nothing on the team actively coerces those pokemon to be worn down, meaning that something like an amoonguss can just sit there and well it, without at any point feeling pressured to be doing anything but that unless the opponent misplays. furthermore, i consider the current builds hardy reliance on alomomola + bronzong as a stand-alone defensive core to be fairly insufficient, based off the offensive threats emerging more prominently in this metagame.

first and fore-most, i'd consider a bulkier camerupt here; this is an instance where speed creep becomes unhealthy, as in investing so significantly in speed, you heavily compromise its ability to tank hits, a role integral to its usefulness to the team. for instance, while you state this to be your escavalier response, it takes around 35-40% from megahorn (50-55% or so before m-evoing), making it incapable of switching in twice with sr up. furthermore, given the importance of this pokemon in pivoting into electric-types to stymy volt switch momentum, i would consider a more hefty spdef investment to be highly valuable. consider a spread of 248 hp / 16 def / 24 spa / 136 spd / 84 spe @ modest ; even with a limited spa investment, camerupt continues to hit like an animal, and the added tankiness greatly supports its ability to play an extended role in the game, as it more readily can receive wishes from momo. furthermore, hp grass and growth just come off as dud moveslots to me, given that it can't really break stall in the manner you suggest with it and the issue that earth power hits rhyperior harder than hp grass, factoring in stab and sheer force :[l] consider the use of will-o-wisp + protect here; the ability to introduce some form of chip damage onto bulky waters and clerical 'mons like aromatisse and / or spdef normals greatly expands camerupt's ability to pressure more defensive teams, and pokemon like spdef immunity gligar honest as well.

i would suggest you take into consideration the use of knock off alomomola in lieu of toxic here, given your team retains a sizable number of status platforms with which to cripple bulky waters, while the net gain of knock off here is rather large. for one, the ability to remove the turn-per-turn recovery of items like leftovers / black sludge from the bulkier grass-types that tend to come in on alomomola, such as amoonguss, can help to facilitate a sweep from serperior that much better, but it also allows for the removal of power-boosting items from nukes that might seek to come in on alomomola over-zealously, such as exploud and dragalgae, easing the strain on your defensive core to combat such threats. furthermore, i would suggest a slightly more physically bulky spread of 120 hp / 136 def / 252 spd @ bold, as to more aptly accommodate your already rather specially defensive core; this allows for more adequate handling against potentially dangerous threats, such as fletchinder and cobalion.

with that said, i consider hitmonlee and doublade to be rather sub-optimal choices here, for their own reasons; hitmonlee offers a short-term and rather frail hazard remover on a team built for a long-term game (which would inevitably lead to you only having a singular chance to remove hazards whilst your opponent is offered numerous opportunities to set them up), whereas doublade seems wholly redundant on the team at hand. what i might suggest here is the use of a spdef golbat over hitmonlee, which would not only relieve pressure from bronzong tremendously to take on threats like serperior (reducing the threat presented by steel-overload cores like serp + dragalgae / exploud), but also give a better long-term hazard remover and emergency subcm cresselia check, which this team currently lacks (given it is more-or-less forced to run moonblast nowadays). regarding doublade's slot, i feel it to be rather malleable, but the basic role it seeks to fill is a boosting breaker and / or threat to stall, and to that end i feel sd pangoro would be a pertinent choice here; the team backs it well defensively, and the ability it retains to force poison-types that bother serperior to have their items removed yet further increases its ability to clean up.

i hope my comments were of some help to you, stay up dog

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Golbat @ Eviolite
Ability: Infiltrator
EVs: 252 HP / 40 Def / 124 SpD / 92 Spe
Careful Nature
- Defog
- Roost
- Brave Bird
- Toxic

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Pangoro @ Lum Berry
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Drain Punch
- Gunk Shot
 
Hi there, rikkiness!

This is a pretty cool RU team you and Kableye have put together here, and I have a few suggestions that should help it function better in the RU metagame. As it is now, the team has a severe weakness to Delphox and Meloetta, especially the Choice Specs variants, as nothing on the team can afford to switch into their STAB attacks. Additionally, Alomomola's defensive approach in the current RU metagame benefits more from a more specially defensive spread, and I'll be fixing that and explaining it as well. :)


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->
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Houndoom @ Life Orb
Ability: Flash Fire
EVs: 220 Atk / 36 SpA / 252 Spe
Hasty Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Crunch / Hidden Power Grass

I'd like to recommend exchanging your Camerupt for Houndoom. This exchange ends the team's problem with Delphox and Meloetta almost all by itself, as Flash Fire Houndoom is immune to both of Delphox's STAB attacks and is able to retaliate back with Pursuit if it attempts to escape after being stopped by a Houndoom switch-in. Sucker Punch allows Houndoom to strike first against the likes of Assault Vest Slowking and foes that Houndoom doesn't naturally outspeed as well, as long as they are staying in to attack. Fire Blast is on the set for roasting the myriad of Fire-weak walls like Amoonguss and Bronzong, as well as bulky offensive Pokemon like Doublade. Having three physical Dark-type attacks on one set might seem a little weird, but Crunch beats up Psychic-types in general harder than Dark Pulse and assures a hard hit even if they use a non-attacking move, hoping to avoid Sucker Punch. HP Grass is an alternative here for Rhyperior switch-ins if you'd rather use that; both options for the last slot have their merits.


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Alomomola @ Leftovers
Ability: Regenerator
EVs: 248 HP / 104 Def / 156 SpD -> 120 HP / 136 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Scald
- Toxic -> Mirror Coat

I would like to suggest the following alterations to your Alomomola. This is what is commonly referred to as "Devil Mola" in the RU community, and for good reason. While Alomomola's ability to sponge physical hits is praised, it is common for opponents to try and hit it on the special side in order to inflict significant damage to it. As your team is mostly offensive and doesn't need to rely much on passive damage to bring down enemies, I recommend replacing Toxic with Mirror Coat to capitalize on the special attacks aimed at Alomomola's weaker defensive stat. My suggested EV spread is optimal for taking hits from both physical and special attackers.


In closing, you might also add some EVs of Speed creep to Doublade from HP to be able to outspeed Rhyperior. I usually run at least 56, but you can run more if you like. This concludes my rate! I hope you found my suggestions helpful and I wish you success with your team! :)
 
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thx for the info 49 and goddess briyella, i will fix my mess :D i have tried the new pokes u suggested and they work so good! ( so good i beat the leprechaun! 1 player on ladder! )
~cincinno for ubers
 
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