Set up and Go

Hello and Welcome to my RMT, I hope you enjoy the stay. Thanks for stopping by!

I would like to preface this by saying that this is my first RMT and I hope to make a good attempt at it, but please feel free to leave advice on how I could improve the style of it. I read the rules and some other RMTs and having seen alot of other crap first attempts I put alot of effort into making sure this is worth other people's time. I have not been into competitive battling for too long so I decided to watch some YouTube videos and this team borrows a couple of sets from various places, but the team itself is my own creation. Without further ado then lets move onto the team. I'll talk through each member and then summarise some problems with the team. I'm Ron Burgundy?

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For my lead I usually go with Onix. This Onix set shuts down most opposing leads and can usually guarantee to get Stealth Rocks up and have taunted the opposition, with the possibility of doing a little damage. Because Onix's Attack stat is abismal and I rely on Sturdy to allow me to use my Custap berry (making any additional bulk largely useless) I put 252 Atk EVs, which with a lucky role or two allows me to 2hKO Scolipede with Rock Blast. 252 Spd and Jolly allows Onix to Taunt many opposition leads and with a Base Speed of 70 Onix isn't actually THAT slow.

Onix @ Custap Berry
Trait: Sturdy
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Stealth Rock
- Taunt
- Earthquake
- Rock Blast

onix.jpg




Gurdurr adds a little priority and is the first of 3 set up sweepers on this team. With this EV spread it can tank a special hit, come in on a Will-O-Wisp or Toxic, and just generally be a nuisance once the opposition ghost type or psychic type is taken care of. Fairly standard set overall so not too much to say, Mach Punch offers me a much needed form of priority.

Gurdurr @ Eviolite
Trait: Guts
EVs: 4 Atk / 252 HP / 252 SDef
Adamant Nature
- Bulk Up
- Drain Punch
- Ice Punch
- Mach Punch

gurdurr.jpg




Mandibuzz allows me to take on many physical threats like Golurk and Scraggy and Sawk without too much difficulty and hitting back hard with Foul Play. Stone Edge is a problem however as long as the opponent is Toxiced, Roost stalling is a viable option because of just how bulky Mandibuzz is. Whirlwind slows down special sweepers, however Gorebyss can unfortunately OHKO at +2 so not a hard counter.

Mandibuzz (F) @ Leftovers
Trait: Big Pecks
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Roost
- Toxic
- Whirlwind
- Foul Play

mandibuzz.jpg




Eelektross is one of the team members that I am not 100% sure of. I think it has its place and does win me battles some times, but I don't think this is necessarily the best set for it so I would definitely appreciate suggestions. I would really like to know if there is a good mixed set I could run maybe using drain punch as one of the biggest problems this team has is the Alomomola/Munchlax core which seems to be increasingly common. I am open to ideas/alternative pokemon.

Possible Alternatives: Electrode, Haunter, LO Scolipede

Eelektross @ Leftovers
Trait: Levitate
EVs: 252 SAtk / 252 HP / 4 Atk
Mild Nature
- Flamethrower
- Giga Drain
- Thunderbolt
- U-turn

eelektross.jpg




Duosion is my second of the 3 set up sweepers and it may be one of the best kept secrets in NU IMO. I almost never see it on opposition teams (that may just be that I am not very high up the ladder yet though) and it is an absolute beast. I put it on the team to help deal with fighting types but it does alot more than that. Once it gets set up its damage output is good, and with Max HP/Def and Recover/Eviolite it can tank physical or Special hits easily with only 1 Calm Mind. Arguably the MVP of the team, but it may lose its title to ...

Duosion @ Eviolite
Trait: Magic Guard
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Calm Mind
- Psychic
- Shadow Ball
- Recover

duosion.jpg




Gorebyss. I hate Gorebyss. Just one turn and then suddenly almost the only thing in the tier that can reliably take it on is Munchlax. I won't say too much more because everyone knows by now what Gorebyss can do and it isn't pretty. Great Pokemon. Once it's set up to +2 it just wrecks house and can OHKO almost anything in the tier that isn't heavily invested in SpDef. One thing I would like to know is whether or not I should run Timid or Modest. I prefer Modest but if someone gives me a good reason for Timid I'll switch it up.

Gorebyss @ White Herb
Trait: Swift Swim
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]

gorebyss.jpg




So that is my team! I hope you enjoyed reading my RMT. I'll quickly go through my problems with it so far from testing I've done - but feel free to try it out for yourself! I know that this team has issues but I have played quite a bit with it and I need some advice from people with more experience than I, so here is my first RMT.

Problem 1 - No Scarfer
Most Teams I see seem to have a scarfer and every so often I regret not having one. However it is not always necessary and with my bulky set up core I can tank quite alot of hits and hit back hard.

Problem 2 - Walls
Sometimes I go up against teams with Alomomola and Munchlax and when I see that I groan. I think the team needs a more effective wall breaker than Eelektross so ideas are welcome.

Problem 3 - Haunter/priority
Haunter isn't usually too much of a problem but in the right players hands/with the right moveset it can tear some holes in this team. Ideally I would like to have a sucker punch user/some other priority to hit ghost types so if I was going to switch out Eelektross for another poke it would either have to be very quick and scarfed or have strong priority.

Thanks again! Stay Classy San Diego.

mutatedjibbs
 
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Hello there.

A rather interesting bulky offensive team from what I can tell, but I think for the most part this would be made much better if you tweak the EVs a bit for the sake of having more favorable advantages in most situations. For example, I don't see the niche of running specially defensive EVs to work as the most efficient for Gurdurr in general, as it essentially decreases its niche of serving as an offensive tank just for the defensive boost where several common special attackers in NU are able to effectively beat Gurdurr regardless of this idea, such as Charizard, Gardevoir, and Musharna. So I would suggest that you swap that for 252 Attack EVs with an Adamant nature so that Gurdurr can hit hard without relying as much on boosting, effectively allowing it to increase Drain Punch's healing and beat more Pokemon 1v1.

Regarding Mandibuzz, an option that can prove more effective for you in terms of handling most variants of Haunter would be to try a specially defensive spread of 248 HP / 148 SpD / 112 Spe with a Careful nature, allowing you to avoid the 2HKO from any set with the help of Leftovers after Stealth Rock, and can win off of Roost stalling or using Foul Play. Also, I would include Taunt over perhaps Whirlwind on that set, allowing Mandibuzz to shut down most defensive Pokemon (including Musharna and Misdreavus, both of which this move is required for to reliably take them on). This team doesn't focus on the stacking of hazards, so the utility of Whirlwind would be less necessary for you. Additionally, the Speed EVs are also used to out speed up Timid Gorebyss and use Taunt to prevent it from setting up or Toxic to hinder it after a Shell Smash, which is a current major threat if it sets up successfully.

On a small note, I'm not sure with how the niche of the Onix set that you are currently running would particularly benefit you with other popular users of Stealth Rock, especially considering its very low offensive presence that doesn't make it suitable for a Custap Lead. Taunt isn't really a valid enough reason to justify using it when you consider how easy Onix is to switch into and take advantage of its typing. I would suggest Golem as the better fit in this role, which sports a better offensive presence and uses Explosion a lot better (which you should be using on Custap Lead setters), which can help you wear down a certain threat and allow Gorebyss or Gurdurr to come in for free.

On a last note, a simple suggestion that you can make that can help you break through both Alomomola and Munchlax (and other) cores with Eelektross is if you run 140 Atk / 244 SpA / 124 Spe EVs and using Superpower with a Rash nature, which allows you to outspeed minimum Speed Alomomola and KO it before it can use Toxic and to 2HKO common special walls such as Regice, Lickilicky, Audino, and Zweilous.

Hope these changes helped.

Suggested changes:
Gurdurr: Change to the rate's suggested EV spread and nature
Mandibuzz: Change to the rate's suggested EV spread and nature; Taunt > Whirlwind
Eelektross: Superpower > U-turn, with a changed EV spread of 140 Atk / 244 SpA / 124 Spe with a Rash nature

Golem @ Custap Berry
Trait: Sturdy
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Earthquake
- Rock Blast
- Explosion
 
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Thanks alot for the rate, I was running a different EV spread on Gurdurr but found I was dying a little too easily, but I'll give it some more testing. Also the main reason I run Onix over Golem is that Onix has base 70 speed and can taunt other dedicated leads. Plus Onix is less common than Golem so people don't always expect it to be in the lead slot or to outspeed and taunt it.

For now I am using the Golem however and running Sucker Punch instead of Explosion just to add a little extra priority to the team. I'll let you know how testing goes.
 
One thing that I am noticing is that I am very weak to sleep inducing moves like lovely kiss and sleep powder maybe thinking about switching Golems item from a Custap berry to a Lum Berry
 
One thing that I am noticing is that I am very weak to sleep inducing moves like lovely kiss and sleep powder maybe thinking about switching Golems item from a Custap berry to a Lum Berry

Just pointing this out, being weak to sleep inducers isn't too big of a deal since legally, unless you are playing with your own rules, you can't more than one Pokemon to Sleep at one time.

Anyway, onto the team rate. I say keep Eelektross. Your Team is very specially based, and Eelektross has the perfect move to make it a bulky physical attacker: Coil. Coil is a phenomenal move that boosts Eelektross' attack, defense, AND accuracy. Heres a set for him I use:
Eelektross @ Leftovers
Trait: Levitate
EV's: 252 HP / 252 Sp. Def / 4 Spd
Careful Nature
Thunder Punch
Coil
Aqua Tail
U-Turn

this set allows you to hit almost every type for good damage with a STAB T-Punch or Aqua Tail, and although more of a Utility move, U-Turn after a boost allows you to hit grass types hard, as well as keep Momentum. Everything else to me looks good man!
 
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