ShadowSpeedRider's Second RMT! Team Oddballs!

Team Oddballs!

First, at a glance!
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Why Team Oddballs, you may be asking? One part of it is my inability to come up with a theme for this team, while the other part of it is that this is a seemingly random collection of Pokemon that have a surprising amount of synergy with eachother, and are able to allow one of my three set-up Pokemon raise their stats and start their sweeps if they work together in the right ways. Created and tested via Pokemon Online, this team has served me very well overall, though it could use some help. I don't know exactly what to do to improve it, which is why I'm asking for help.

Thanks to those of you who made comments on it so far. I've tested some new things out and, to reflect those tests, changes made to the team are in blue bold. Even though changes have been made, please suggest more, if you can/want to/think there's still more work to be done.

Now, for a close examination, shall we?

Lead: Q-Tip (Erufuun)@Focus Sash
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Nature: Bold
EVs: 252 HP/252 Defense/4 Special Defense
Ability: Mischievous Heart
Moveset:
Taunt
Charm
Light Screen
Memento

General Comments:
Who DOESN’T love this little guy? Instead of forcing switches to rack up entry hazard damage, this build is more centered around forcing your opponent to switch into just the right opponent, then using Memento to lower their attacking stats by two stages each, at the cost of Q-Tip’s adorable little life. Once that’s done, SupaDragon, LizardPants or FireFly is sent in and given a chance to set-up, depending on the situation. Focus Sash replaces Leftovers so Q-Tip has a greater chance to use Memento.

Synergy with the rest of the team:
Without Q-Tip, SupaDragon, LizardPants and FireFly aren’t given nearly as much room to set-up as they’d like to have. As a lead, it’s Q-Tip’s job to give SupaDragon, LizardPants and/or FireFly the set-up space they need.

Downsides to using this Pokemon:
Predicting which move to use at the right time is essential for Q-Tip to serve its purpose. Sometimes you want to Taunt your foe before Charming them or setting up a Light Screen, sometimes it’s best to use Memento right away. How Q-Tip gets used can sometimes determine the fate of the entire battle, right from the get-go.



“Self-counter”: DaBlob (Ditto)@Red Card
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Nature: Hardy
EVs: 252 HP
IV Note: Attack = 30, Defense = 30, All others =31 (for Power 70 Hidden Power Ice)
Ability: Eccentric
Moveset:
Transform

General Comments:
This version of DaBlob, suggested by forum member Jaroda, has done much better than it did when it held a Choice Scarf. He's essentially become the ultimate boost sapper, especially on Calm Mind users, Bulk Up users, Butterfly Dance users and Bulky Dragon Dance users. If DaBlob survives a boosted hit, the opponent is forced to switch out, thanks to Red Card, thus losing their stat boosts while DaBlob keeps the ones it gained. I’ve never been in a battle where DaBlob hasn’t scored at least one KO, allowing for that threat to be taken care of.

Synergy with the rest of the team:
DaBlob acts as a hard counter for some of my opponent’s biggest Pokemon (usually Dragon-Types and set-up sweepers) and is able to outspeed them to score a KO. DaBlob is also good at revenge killing some weaker opponents. It can do its job at almost any point during the game, which is VERY valuable.

Downsides to using this Pokemon:
Good prediction is a MUST. Otherwise, this brilliant self-counter may get hard countered itself! Speed Ties with the opponent are also an issue, but a luck-based one.



Early Game Sweeper: LandShark (Garchomp)@Lum Berry
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Nature: Jolly
EVs: 4 HP/252 Attack/252 Speed
Ability: Rough Skin
Moveset:
Swords Dance
Outrage
Earthquake
Stone Edge

General Comments:
Swords Dance Garchomp set. It resists Stealth Rock, is immune to Sandstorm (making surviving it easier), has higher base Attack and Speed stats than SupaDragon did and two extremely powerful moves to back up the stat, after STAB is factored in. Rough Skin is chosen over Sand Veil because LandShark isn't on a Sandstorm team, and the passive damage from contact-based physical attacks is always nice. Whenever there's a battle in which I use LandShark, I find that, unlike SupaDragon, LandShark always scores at least one KO during the match, and it's easier for LandShark to do so.


Synergy with the rest of the team:
LandShark takes over SupaDragon's role quite nicely. It resists Stealth Rock, allowing it to set up easily, even if rocks are present on the field. Lum Berry is chosen, again, to aid in setting up, but it also has the added benefit of healing LandShark of confusion should it set up and use Outrage without a problem (which, surprisingly, happens quite often.)
With the power to dent/KO many opponents after a single Swords Dance, LandShark gives FireFly and LizardPants much needed room to set up, or force their own switches.


Downsides to using this Pokemon:
Choice Scarf Eccentric Ditto, as well as Choice Scarf Dragon-types and Ice-types cause LandShark MAJOR problems. The loss of Dragon Dance is partially to blame for that. Choice Scarf Eccentric Ditto isn't used as often as I thought it'd be, but it's still a problem when it does show up.




Bulky Fighting Type: LizardPants (Zuruzukin)@Leftovers
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Nature: Careful
EVs: 252 HP/40 Attack/216 Special Defense
Ability: Shed Skin
Moveset:
Bulk Up
Drain Punch
Payback
Rest

General Comments:
Though LizardPants may be as offensive as Roobushin was, there are several things that helped LizardPants take Roobushin’s role away from him, as far as this team is concerned. Those are STAB Payback, Rest, and Shed Skin. Having a chance to basically shed away his ailments is always fantastic, especially if you bring them on yourself (Rest.) His typing leaves him with Fighting and Flying weaknesses, though Fighting-types can usually be handled pretty well after a boost or two.

Synergy with the rest of the team:
If LizardPants is brought in after Q-Tip uses Memento, it always gets at least one Bulk Up boost, allowing it to begin walling and powering up its own moves. If all goes according to plan, LizardPants will be able to take out many opponents before finally going down, possibly leaving SupaDragon and FireFly with some more set-up room. It can also switch in on Dark-type or Ghost-type attacks aimed at KingJelly with ease.

Downsides to using this Pokemon:
Shed Skin may not activate when you need it to when using Rest, allowing your opponent to switch to a counter. Should LizardPants switch out while using Rest, its sleep counter resets unless Shed Skin activates when LizardPants is brought back out.



Bulky Water/Status Distributor: NeedleNose (Tentacruel)@Black Sludge
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Nature: Bold
EVs: 36 HP/252 Defense/16 Special Attack/204 Special Defense
Ability: Liquid Ooze
Moveset:
Toxic Spikes
Hail
Rapid Spin
Surf

General Comments:
Finally! A Rapid Spinner to get rid of those nasty Stealth Rocks and Spikes, not to mention a way to rid the field of Toxic Spikes, while setting up my own! Once again suggested by forum member Jaroda, NeedleNose is far more useful than KingJelly was for the team. You may be questioning Hail, and, as Jaroda suggested to me, it's used to cancel out permanent weather once the Politoed or Ninetails in question is properly disposed of. The passive damage on the opponent's non-Ice-types is nice too.

Synergy with the rest of the team:
NeedleNose serves as the team's spinner/utility Pokemon, while being a handy check to the likes of Infernape and Speed Boost Blaziken. It can absorb opponent Toxic Spikes while easily setting up two layers of its own, spreading status and, eventually, passive damage to allow for my three set-up Pokemon to do their thing, and do it well/easily. Liquid Ooze is the ability of choice to make Leech Seeders, Drain Punchers and Giga Drainers think twice about using those health absorption moves against it.

Downsides to using this Pokemon:
It's weak to Earthquake, and usually can't take a boosted one. Also, other bulky water types tend to wall this set but, without Surf, it can't counter Fire-types like Infernape and Blaziken very well. Your thoughts?



General Purpose Special Sweeper: FireFly (Urugamosu)@Leftovers
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Nature: Timid
EVs: 4 Defense/252 Special Attack/252 Speed
Ability: Flame Body
Moveset:
Butterfly Dance
Flame Dance
Bug Buzz
Hidden Power (Ground)

General Comments:
After two Butterfly Dances, FireFly’s attacks do tons of damage to many of the opponents it faces. Flame Dance is used over Fire Blast for its chance to raise FireFly’s Special Attack even higher after each move, mimicking SupaDragon’s Moxie ability in a way. Hidden Power (Ground) helps it take out opposing Fire-Types (most notably Heatran, barring Balloon variants.)

Synergy with the rest of the team:
My team was in dire need of a special sweeper and a reliable Fire-type able to switch attacks. I saw many Urugamusu in many battles on Pokemon Online and decided to give it a try, much to my success. Flame Body helps it spread Burn, lowering the Attack of my opponents and giving LizardPants and SupaDragon a little more set-up room.

Downsides with using this Pokemon:
Stealth Rock absolutely murders FireFly and, outside of Q-Tip, I don’t really have a way to prevent its presence on the field. Physical Water-types (Gyarados, Floatzel, etc.) also cause it problems, though Flame Body may decide to kick in and burn them. Though, Flame Body could decide NOT to kick in, and thus not serve its purpose.


Old Members:
Their services are greatly remembered, but are either better executed by team members mentioned above, or not needed as much as originally thought. I’m showing you guys these, just in case you think these guys deserve their old spots back. I’m open, as they’re all good sets that did their jobs well. :)


Lead: Sableye@Leftovers
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Nature: Careful
EVs: 252 HP/120 Defense/136 Special Defense
Ability: Mischievous Heart
Moveset:
Taunt
Recover
Will-O-Wisp
Night Shade

General Comments:
Sableye makes a great lead most of the time. Priority Taunt, priority Recover, priority burn and Night Shade for consistent damage are all great things to have. It doesn’t give my sweepers as much room to set up as Q-Tip does, but it’s better at stalling thanks to priority Recover. That, and Sableye isn’t Taunt bait, unlike Q-Tip. No attack hits it for Super-Effective damage either, which is a major plus for a good lead.

Fun Fact: before I started making changes to the team, Sableye was one of three ghost types that were a part of it. One stuck around (KingJelly), one’s here, so who’s the third? Hm…



Physical Attacker: Enbuoh@Choice Band
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Nature: Adamant
EVs: 252 HP/252 Attack/4 Defense
Ability: Blaze
Moveset:
Flare Blitz
Superpower
Wild Bolt
Stone Edge

General Comments:
This guy hit like a truck, when he was able to hit the opponent, that is. Usually when he was brought in, Enbuoh would take a nasty hit, use Flare Blitz, take nasty recoil damage, then be picked off by Pursuit (despite his resistance) or a priority move. Sometimes the opponent would switch around and get him to kill himself by Flare Blitz recoil. It did a ton of damage, sure, and maybe scored a K.O at some points, but my main physical attacker at the time was K.O’ed way too easily by comparison. That’s when I decided to switch Enbuoh.



Bulky Fighting Type: Roobushin@Leftovers
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Nature: Adamant
EVs: 120 HP/252 Attack/136 Special Defense
Ability: Guts
Moveset:
Bulk Up
Mach Punch
Drain Punch
Payback

General Comments:
Very bulky after several Bulk Up boosts, Mach Punch compensates for his abysmal speed, Drain Punch hits like a truck after a boost or two, and Payback is insanely powerful after taking a hit. All of his attacks are powered up by Guts, making him a great status absorber… so, what’s not to like about Roobushin? His ability to stall wasn’t enough for the team in many cases. Drain Punch could help recover health, as did Leftovers, but LizardPants’ ability to more easily reach +6 Attack and Defense and higher base Special Defense are more helpful for my team’s needs, and make LizardPants more bulky overall then Roobushin. LizardPants can’t beat that default Attack stat of 416 though…



Scarf-Trapper: Shandera@Choice Scarf
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Nature: Timid
EVs: 4 Defense/252 Special Attack/252 Speed
Ability: Shadow Tag
Moveset:
Overheat
Energy Ball
Shadow Ball
Hidden Power (Ice)

General Comments:
Shandera usually lands at least one K.O during the match. Once you find a good switch-in chance, your opponent’s going nowhere, and will most likely be outsped. As far as a primary user of Special Attacks on this team, it felt too situational, and didn’t prove to be much use during the later parts of a game, especially if I was already losing. That, and Overheat pretty much yells “HAI, I HAZ SCARF. PLEASE MAKE ME SWITCH AFTER I KNOCK OUT YOUR DUDE. KTHANKS” and that just didn’t work for me.



Early Game Sweeper: SupaDragon (Salamence)@Lum Berry
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Nature: Jolly
EVs: 4 HP/252 Attack/252 Speed
Ability: Moxie (a.k.a Overconfidence)
Moveset:
Dragon Dance
Dragon Claw
Earthquake
Stone Edge

General Comments:
SupaDragon was a great physical sweeper when it could get its proper boosts up. Each KO it scored boosted it's already ludicrous attack stat when backed by two Dragon Dances. Unfortunately, SupaDragon's typing gave it a nasty weakness to Stealth Rock/Rock-Type moves, and it wasn't fast enough on it's own right to get more than one Dragon Dance off in most cases. SupaDragon didn't do it's job very much, but when it did, it was basically good game. SupaDragon has since been replaced by LandShark the Garchomp.



Bulky Water/Status Distributor: KingJelly (Burungeru)@Leftovers
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Nature: Bold
EVs: 252 HP/200 Defense/52 Special Attack/4 Special Defense
Ability: Water Absorb
Moveset:
Boil Over
Toxic
Energy Ball
Recover

General Comments:
The people didn't hail to this king very well. In fact, they set up on it too much. KingJelly looks cool and has decent stats and an impressive three immunities, but it never provided the kind of utility that NeedleNose does now. Toxic and Boil Over are useful in spreading status, and Energy Ball did hit Swampert harder than any other non-boosted attack I have, but even so... KingJelly, when I examined the team after getting a couple of suggestions, did seem to be the weakest link of the bunch.




So, there you go! Any and all suggestions you have to improve this team are much appreciated. This is the second team I've ever posted here, the first one to have undergone extensive testing. I hope you guys rate, aid, enjoy, criticize, tear it apart and go to town on it. Later Days, until then!
 
You should probably put Focus Sash on Erufuun just to ensure you can use Memento, as hardly tried to lay hazards when an Erufuun is present.

Have you tried Red Card Ditto? Considering scarf is so common, Red Card can really catch people off guard as you steal their boosts and switch them out. This is particularly great against Calm Mind and Bulk Up users as scarf doesn't really give you an advantage there.

Not being able to counter your own Salamence or Ulgamoth is a big problem because of Ditto like you mentioned. Also, why are you using both of those mon without a spinner? Ulgamoth outright requires SR to be off the field, but you have a Salamence on top of this doubling your Rapid Spin requirements.

Tentacruel makes a great rain team counter and can Rapid Spin for you. You can also use Hail to nullify teams that rely on rain or sand for the likes of Doryuzu, who with balloon can't even be stopped by Ditto.
 
Have you tried Red Card Ditto? Considering scarf is so common, Red Card can really catch people off guard as you steal their boosts and switch them out. This is particularly great against Calm Mind and Bulk Up users as scarf doesn't really give you an advantage there.

Wow. I didn't even THINK of that. I'm not a fan of speed-ties with Ditto, especially tying with the likes of Dragon Dance/Swords Dance users. Poor Ditto may be knocked out by the excessive power without any padding to his defenses. I'll give it a try, for sure.

Tentacruel makes a great rain team counter and can Rapid Spin for you. You can also use Hail to nullify teams that rely on rain or sand for the likes of Doryuzu, who with balloon can't even be stopped by Ditto.

I was thinking about a spinner, just didn't know who to employ at the moment. I TOTALLY forgot about Tentacruel. It sounds like a good idea, as the five turns of passive damage will help things too. Is planning on replacing Burungeru (KingJelly) with Tentacruel a good call? Who did you have in mind?
 
According to usage statistics, 86% of Ditto use scarf. It is the standard by far and as a result, every enemy you copy is going to assume you are scarfed and if they have a move that can kill themselves, like your own Salamence, they're going to switch to a counter for the obvious outrage. But since you aren't scarfed and locked in, Red Card will let you scout their switch and still keep the boosts while being allowed to switch moves.

On the other hand, something like Calm Mind Rankurusu will try to Calm Mind further and Recover on you. However by attacking once their Rankurusu is forced out, boosts gone and you can Calm Mind further and Recover yourself.

Honestly I am unimpressed with Burungeru as I have never had issues with it. It isn't nearly as bulky as people think it is and quite simply, it's set up fodder. Particularly for Calm Mind users or Bulk Up Roopushin. Tentacruel however provides essential Rapid Spin support that your team needs, can lay down Toxic Spikes, absorb other Toxic Spikes simply by switching it, and with Liquid Ooze it screws over Leech Seed, Drain Punch and CM Birijion. I think it will help you a lot.
 
Throughout the course of my teams, I find Burungeru unhelpful. If you want to dish out status try Sabelye again and hell maybe a Chansey?

Somewhere in this team needs a tasty Donphan. Good defenses and couple it with rapid spinner, and ice shard? = Good Poke
 
I edited the first post to reflect the changes that have been made to the team thus far. It works a lot better now than it did before. Thanks for the suggestions, and keep them coming!

@ChaosNebula: Donphan is good, but I don't know who I'd have it replace. Do you have any suggestions? I'll also give Sableye another shot at some point.
 
@ChaosNebula: I was hoping you'd be able to spot a weak link in the updated version of my team. I can't find any myself. I win many of the battles I enter with this version, and I don't know where Donphan would fit.

EDIT: What I meant was...well, I want to try as many options as possible, but I just don't see how I could fit Donphan on the team without having to restructure other members with it as well, ChaosNebula. I was hoping you'd have suggestions to maybe help me out in that regard.
 
If you're running a focus sash on erufuun then hp/defense EVs seem kind of redundant, i'd invest them into speed to outrun michief heart voltros and get the first taunt, the rest can go anywhere really.
 
@Neonian: I'll give it a try for sure. Outrunning other Mischievous Heart users would be VERY nice, but at the same time, Erufuun can net me a Charm, a Light Screen AND Memento if I use good prediction with current setup. I'll try both of them and tell you how it goes. :)

@ChaosNebula: I did find a way to test Donphan. First, I tried it over Tentacruel, not to much success. Then I tried a more offensive variant over Garchomp, which didn't prove successful either. My best experiences were when he replaced Ditto, but Ditto's still more useful to the team than Donphan was. I also tried Sableye as my lead again for a while, but Erufuun allows my set-up Pokemon to do their thing more efficiently.

@Everyone who posted so far/community: Thanks for giving this team your love, time and attention. It's been performing really well because of changes you've suggested. Any suggestions you have are always appreciated, and will be tested.
 
Hello, cool team you have there.

However, I have just one nitpick -- why are you running Surf on Tentacruel instead of Boiling Water? Boiling Water/Boil Over has a mere 10 less Base Power (not important because Tentacruel is a defensive Pokemon) than surf and it has a nifty 30% chance of Burning an opponent. This will make it infinitely harder to switch in a physical attacker for fear of getting a burn. Thus, Tentacruel will find it much easier to set up Toxic Spikes. (of course beware of MM Espeon who can rape you with Psycho Shock!)

I would suggest Knock Off but I suppose you don't have many problems with Evo Stone users. Besides, Hail is a pretty good choice as it screws over Drizzle and Drought abusers. However, if you're pissed off by Evo Stone abusers like EvoClops/EvoPory2, or if Drizzle/Drought/auto-weather is banned, you could always switch hail for Knock Off. I've found that it delivers extremely useful utility for my team.

Other than that, good luck!
 
However, I have just one nitpick -- why are you running Surf on Tentacruel instead of Boiling Water? Boiling Water/Boil Over has a mere 10 less Base Power (not important because Tentacruel is a defensive Pokemon) than surf and it has a nifty 30% chance of Burning an opponent. This will make it infinitely harder to switch in a physical attacker for fear of getting a burn. Thus, Tentacruel will find it much easier to set up Toxic Spikes. (of course beware of MM Espeon who can rape you with Psycho Shock!)

However, when using T-Spikes things coming into you will often be poisoned anyway, rendering the Burn chance useless against a lot of enemies, so the extra power can be useful.
 
@Guanlong & Benlisted: You both have valuable points. I side with Benlisted on this one though, only because the main reasons to run Boil Over (Scizor and Metagross) are both checked by either FireFly (Ulgamoth) or LandShark (Garchomp.) Those two usually aren't TOO problematic for me.

Plus, Surf has scored some nice KOs with Toxic Spike support on the aforementioned Infernape and Blaziken.
 
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