





Hi! This is my first rmt. I'm using this team for a Premier Challenge on Saturday, so any improvements would be welcome.
TEAMBUILDING PROCESS
So my first idea of this team was the core of Amoonguss, volcarona, Kangaskhan and azumarill. This came to me after the autumn regionals, where Amoonguss azumarill and Kangaskhan achieved good results. After looking around the forums a bit, I found that volcarona fit well on it. Then I just slapped genies on because why not? \_('_')_/
Azumarill @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough
- Protect
This thing is a beast. Just one setup and it wreaks havoc on everything. I wanted to use azumarill once i looked at the Autumn regionals and all the success it got. After looking on the forums a bit, I found that volcarona works well with azumarill. evs activate Sitrus berry after drum, maximize attack and dump the rest in speed just to get a creep. Nothing else.
Volcarona @ Lum Berry
Ability: Flame Body
Level: 50
EVs: 64 HP / 252 SpA / 188 Spe
Modest Nature
- Heat Wave
- Bug Buzz
- Quiver Dance
- Protect
I chose volcarona because it works well with azumarill. It certainly puts in a lot of work. After a quiver dance, it exerts a lot of offensive pressure with its great offensive typing. Lum berry is used to protect against smeargle shenanigans and thundy. The evs outspeed adamant choice scarf landorus therian after a boost, maximize special attack and the rest is dumped in HP for some extra bulk.
Amoonguss @ Rocky Helmet
Ability: Effect Spore
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Spore
- Rage Powder
- Protect
Amoonguss redirects thunderbolts and giga drains aimed towards azumarill, but doesn't help much with rock slide. It also spores pesky targets and is a counter to trick room. Evs are standard, not much other than thta. Giga drain is for breaking sashes and doing some chip damage. Rocky helmet makes for some trolls with parental bond :))))
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Superpower
- U-turn
- Earthquake
Landorus was added to provide intimidate support and a counter to talonflame. Also part of the genies and kang core. Superpower takes care of steel types, and rock slide for flinch trolls. I use u turn over knock off to cycle intimidate, which can be extremely useful when being in a 4 v 2.
Thundurus @ Life Orb
Ability: Prankster
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power Ice
- Protect
Chosen for speed control and bulky water counters. I used offensive Thundurus for a few reasons: it actually has the power to take on threats, and it's unpredictability and speed. Thunder wave so I can neuter fast threats, hp ice to take care of mence. Otherwise standard, Evs maximise speed and power.
Kangaskhan @ Kangaskhanite
Ability: Scrappy
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- Power-Up Punch
- Sucker Punch
- Fake Out
Kang was chosen for fake out support and power. Really, you can't go wrong with kang. Double edge just doesn't fit, as the power difference isn't that noticeable and return has no recoil, and it fits in with a power up punch set. Sucker punch for finishing off damaged threats, power up punch for boosting. Evs maximise speed and power.
That's it with my team. Some threats I have trouble with are:
Talonflame. If Lando is down, Talonflame can rip my team apart or at the very least exert a lot of pressure.
Terrakion. Half my team is swept by this guy, and if I don't get a belly drum up Aqua jet only does 50 percent.
Let me know for improvements!
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