Yeah, whoo, my first RMT topic.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 16 Atk / 152 Def / 88 SpD
Nature: Impish
- Earthquake
- Ice Fang
- Stealth Rock
- Slack Off
A pretty standard set, but it works for my team. I really don't like Tyranitar, and Hippowdon's walling abilities are more appealing to me.
Bronzong @ Life Orb
Ability: Levitate
EVs: 252 HP / 152 Atk / 8 Def / 96 SpD
Nature: Relaxed
- Trick Room
- Gyro Ball
- Explosion
- Hypnosis
My team is pretty slow, and Trick Room helps it a lot. Hypnosis is good in general, and Exploding is always fun. Life Orb Boosts explosion.
Slowking @ Leftovers
Ability: Inner Focus
EVs: 212 HP / 44 SpA / 252 SpDef
Nature: Modest
- Trick Room
- Surf
- Grass Knot
- Ice Beam
Second Trick Roomer for when it wears out. Need a special attacker too, and Grass Knot hits bulky waters. Ice Beam offers more coverage.
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 20 Atk / 236 Def
Nature: Relaxed
- Substitute
- Leech Seed
- Wood Hammer
- Earthquake
SubSeeding, and Duel STAB. Leftovers is great for SubSeeding, especially when its not negated by Sandstorm. Of course, Trick Room helps Torterra, so he can Sub faster and whatnot.
Shuckle @ Apicot Berry
Ability: Gluttony
EVs: 252 HP / 96 Def / 160 SpDef
Nature: Sassy
- Wrap
- Power Trick
- Stone Edge
- Rest/Earthquake/Encore
It's pretty overkill for the SpDef, but my team is clearly weak to fast special attacking threats. Wrap to prevent escape, Power Trick, and then kill. Of course, I'd only attempt this on a obvious special attacker. If they switch to a physical attacker, then Encore whatever, and switch to a counter. I've heard PT never works, and it probably doesn't, especially when paired with Trick Room, people can see it coming a mile away. More then likely, I might just switch it to the supporting wall set. Rest saves it from Toxic (and possibly Will o Wisp), but I still might use the other ones.
Relicanth @ Choice Band
Ability: Rock Head
EVs: 12 HP / 252 Atk / 244 Spe
Nature: Adamant
- Head Smash
- Aqua Tail
- Double Edge
- Earthquake
No recoil STAB Head Smashes are just too good to pass up. I might change around the speed EVs to match Trick Room conditions, but Trick Room doesn't last forever, and I don't want to be moving last for everything.
For obvious team weaknesses, Infernape is probably the biggest one. Azelf presents problems, and Curselax is all around annoying, so I might just give Hippowdon Roar. Mixed attackers in general present trouble for it. Any help with those would be appreciated.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 16 Atk / 152 Def / 88 SpD
Nature: Impish
- Earthquake
- Ice Fang
- Stealth Rock
- Slack Off
A pretty standard set, but it works for my team. I really don't like Tyranitar, and Hippowdon's walling abilities are more appealing to me.
Bronzong @ Life Orb
Ability: Levitate
EVs: 252 HP / 152 Atk / 8 Def / 96 SpD
Nature: Relaxed
- Trick Room
- Gyro Ball
- Explosion
- Hypnosis
My team is pretty slow, and Trick Room helps it a lot. Hypnosis is good in general, and Exploding is always fun. Life Orb Boosts explosion.
Slowking @ Leftovers
Ability: Inner Focus
EVs: 212 HP / 44 SpA / 252 SpDef
Nature: Modest
- Trick Room
- Surf
- Grass Knot
- Ice Beam
Second Trick Roomer for when it wears out. Need a special attacker too, and Grass Knot hits bulky waters. Ice Beam offers more coverage.
Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 20 Atk / 236 Def
Nature: Relaxed
- Substitute
- Leech Seed
- Wood Hammer
- Earthquake
SubSeeding, and Duel STAB. Leftovers is great for SubSeeding, especially when its not negated by Sandstorm. Of course, Trick Room helps Torterra, so he can Sub faster and whatnot.
Shuckle @ Apicot Berry
Ability: Gluttony
EVs: 252 HP / 96 Def / 160 SpDef
Nature: Sassy
- Wrap
- Power Trick
- Stone Edge
- Rest/Earthquake/Encore
It's pretty overkill for the SpDef, but my team is clearly weak to fast special attacking threats. Wrap to prevent escape, Power Trick, and then kill. Of course, I'd only attempt this on a obvious special attacker. If they switch to a physical attacker, then Encore whatever, and switch to a counter. I've heard PT never works, and it probably doesn't, especially when paired with Trick Room, people can see it coming a mile away. More then likely, I might just switch it to the supporting wall set. Rest saves it from Toxic (and possibly Will o Wisp), but I still might use the other ones.
Relicanth @ Choice Band
Ability: Rock Head
EVs: 12 HP / 252 Atk / 244 Spe
Nature: Adamant
- Head Smash
- Aqua Tail
- Double Edge
- Earthquake
No recoil STAB Head Smashes are just too good to pass up. I might change around the speed EVs to match Trick Room conditions, but Trick Room doesn't last forever, and I don't want to be moving last for everything.
For obvious team weaknesses, Infernape is probably the biggest one. Azelf presents problems, and Curselax is all around annoying, so I might just give Hippowdon Roar. Mixed attackers in general present trouble for it. Any help with those would be appreciated.