Send in the Freaks
Hello raters and welcome to my first Sun/Moon RMT! I wanted to build a Phero/Koko volt/turn team and this is what I’ve come up with so far. The team is fun but might have some issues so feedback is greatly appreciated.
Morticia (Pheromosa) @ Expert Belt
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab
The first mon I’ve wanted to build with. This is a pretty standard set that provides a decent lead, revenge killer, and cleaner. U-turn is for scouting, High Jump Kick is for power, Ice Beam and Poison Jab are for coverage. Usually she comes in after a kill or U-turn and puts in pressure using her own U-turn. The other moves are for cleaning weakened teams. Expert Belt over Life Orb to keep her relatively healthy throughout the match to check faster threats such as M-Alakazam and Ash-Greninja locked in a non-priority move (although she can live 3 hits from Water Sherikan in a pinch). Overall a fun mon to use.
Milky Koko Puff (Tapu Koko) @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch
Pheromosa’s partner in crime. Koko provides his own volt/turn with Volt Switch in particular hitting pretty hard. Thunderbolt is the power move of the set while HP Ice provides coverage against dragons that get hit X4 with it. Koko’s job is to beat bulky waters such as Tapu Fini and Toxapex that would stop Pheromosa as well as annoying flying types such as Skarmory and Celesteela. Koko and Pheromosa work together to provide fast, powerful pressure against the opponent although they provide no defensive synergy.
Nubbins (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Knock Off
- U-turn
- Stealth Rock
Lando provides a defensive backbone while also providing things that my offensive inclined team needs such as rocks, a slow U-turn (to get my frailer teammates in safely), and chip damage via Rock Helmet. The set is pretty standard with Knock Off over Stone Edge to provide additional utility (stall mons don’t like their items knocked off which helps in the long run). Lando finds itself checking a ton of physical attackers and discourages volt/turning and electrics in general. Lastly, Lando handles sand (although Celesteela helps here too). Lando does too much lol.
Lagartha (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect
Celesteela seems out of place on an offensive team but it’s the only mon that can check Tapu Lele, Scizor, and Ferrothorn all in one team slot. Heavy Slam and Flamethrower provide unique coverage while Leech Seed provides recovery and chip damage. Protect helps rack up Leech Seed damage and can help scout mons locked with a Choice item although it is easy to play around and can give opponents free switched. Celesteela and Lando usually find themselves switching into threats my frail attackers can’t handle and providing chip damage so they can clean later.
Uncle Touchy (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost
Kyurem-B is the main wall breaker and handles fat mons such as M-Venusaur, Rotom, most Lando-ts, and Heatran. Kyurem is also fairly bulky which allows it to switch into most waters and grass types and start launching powerful attacks. Kyurem is a particularly nice partner to Tapu Koko because it can piggy back off of Electric Terrain and eliminate bulky grass types. Overall, Kyurem is not often prepared for unique wall breaker.
Moist Chowder (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 184 Def / 16 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
This thing is on every team and for good reason. Tapu Fini provides unparalleled utility in defog and stall breaking. This is also the team’s only consistent out to Ash-Greninja (although it is easy to keep her alive enough throughout the match to do that job). Stall does not appreciate Nature’s Madness and Taunt which helps whittle down bulky mons. Overall Fini is an asset, even for more offensive minded teams.
Known threats to this team include
Charizard Y- This thing eats my team but doesn’t have the usage to justify preparing for in my eyes.
Volcarona- Can’t be stopped after a boost :)
Tapu Lele/Magnezone- Zone Traps my Celesteela most of the time after which Lele sweeps if scarfed.
If you got this far, thank you for reading and again, feedback is always appreciated :)
Hello raters and welcome to my first Sun/Moon RMT! I wanted to build a Phero/Koko volt/turn team and this is what I’ve come up with so far. The team is fun but might have some issues so feedback is greatly appreciated.
Morticia (Pheromosa) @ Expert Belt
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- High Jump Kick
- Ice Beam
- Poison Jab
The first mon I’ve wanted to build with. This is a pretty standard set that provides a decent lead, revenge killer, and cleaner. U-turn is for scouting, High Jump Kick is for power, Ice Beam and Poison Jab are for coverage. Usually she comes in after a kill or U-turn and puts in pressure using her own U-turn. The other moves are for cleaning weakened teams. Expert Belt over Life Orb to keep her relatively healthy throughout the match to check faster threats such as M-Alakazam and Ash-Greninja locked in a non-priority move (although she can live 3 hits from Water Sherikan in a pinch). Overall a fun mon to use.
Milky Koko Puff (Tapu Koko) @ Zap Plate
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Volt Switch
Pheromosa’s partner in crime. Koko provides his own volt/turn with Volt Switch in particular hitting pretty hard. Thunderbolt is the power move of the set while HP Ice provides coverage against dragons that get hit X4 with it. Koko’s job is to beat bulky waters such as Tapu Fini and Toxapex that would stop Pheromosa as well as annoying flying types such as Skarmory and Celesteela. Koko and Pheromosa work together to provide fast, powerful pressure against the opponent although they provide no defensive synergy.
Nubbins (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Knock Off
- U-turn
- Stealth Rock
Lando provides a defensive backbone while also providing things that my offensive inclined team needs such as rocks, a slow U-turn (to get my frailer teammates in safely), and chip damage via Rock Helmet. The set is pretty standard with Knock Off over Stone Edge to provide additional utility (stall mons don’t like their items knocked off which helps in the long run). Lando finds itself checking a ton of physical attackers and discourages volt/turning and electrics in general. Lastly, Lando handles sand (although Celesteela helps here too). Lando does too much lol.
Lagartha (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect
Celesteela seems out of place on an offensive team but it’s the only mon that can check Tapu Lele, Scizor, and Ferrothorn all in one team slot. Heavy Slam and Flamethrower provide unique coverage while Leech Seed provides recovery and chip damage. Protect helps rack up Leech Seed damage and can help scout mons locked with a Choice item although it is easy to play around and can give opponents free switched. Celesteela and Lando usually find themselves switching into threats my frail attackers can’t handle and providing chip damage so they can clean later.
Uncle Touchy (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost
Kyurem-B is the main wall breaker and handles fat mons such as M-Venusaur, Rotom, most Lando-ts, and Heatran. Kyurem is also fairly bulky which allows it to switch into most waters and grass types and start launching powerful attacks. Kyurem is a particularly nice partner to Tapu Koko because it can piggy back off of Electric Terrain and eliminate bulky grass types. Overall, Kyurem is not often prepared for unique wall breaker.
Moist Chowder (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 184 Def / 16 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Taunt
- Defog
This thing is on every team and for good reason. Tapu Fini provides unparalleled utility in defog and stall breaking. This is also the team’s only consistent out to Ash-Greninja (although it is easy to keep her alive enough throughout the match to do that job). Stall does not appreciate Nature’s Madness and Taunt which helps whittle down bulky mons. Overall Fini is an asset, even for more offensive minded teams.
Known threats to this team include
Charizard Y- This thing eats my team but doesn’t have the usage to justify preparing for in my eyes.
Volcarona- Can’t be stopped after a boost :)
Tapu Lele/Magnezone- Zone Traps my Celesteela most of the time after which Lele sweeps if scarfed.
If you got this far, thank you for reading and again, feedback is always appreciated :)