Shrooms OP [OU]

Hello everybody! This is my very first RMT (and post on the forums) and I hope I can use you all for insight on how to improve this team and get better at battling in general. I would also appreciate any formatting tips so that I can improve my overall RMT presentations.

I chose Breloom as a Pokemon to build a team around because he ranked pretty high on my most annoying Pokemon to battle against list. I like to mess around and be all trolly (in a good way) and using Breloom makes me chuckle inside because it makes people pretty scared when they see one on the other team. Just that alone makes me feel pretty trollish. It also reminds me about Teemo who is also one of those trolly champs (for all you League of Legends players). I have gone 30-11 with the final version, so in my opinion, it was time for an RMT to see if this team is truly good or not. So without further ado, here is Shrooms OP!


TEAM BUILDING PROCESS
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This was my first draft. I wanted a Breloom-centric team that will focus on removing the main threats to his sweep. Tyranitar was the first Pokemon I thought of that can support Breloom well by his awesome Pursuit trapping skills. I then wanted a defensive core that can could cover the weaknesses of Breloom and Tyranitar. Slowbro seemed like a great choice because it covered Tyranitar's weakness to fighting and Breloom's fire/psychic weakness. As a special wall, I chose Chansey just because of its sheer walling capabilities. Infernape was chosen to create midgame pressure. I believe its mixed attacking set has ridiculous potential and can mess with most teams when played right. For my last slot, I needed someone that could take out dragons and revenge kill. Mamoswine with Ice Shard seemed best for its worry-free priority move.



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After some thought and some experimentation, Jirachi was added to replace Mamoswine. There was abolsutely zero dragon resist on this team, and Jirachi had revenge capabilities nearly as strong. It also had access to Healing Wish which allowed me to use Breloom midbattle and the ability to bring him back later instead of saving him for the very end.


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I added Rotom-W and Gliscor as a complete replacement to the defensive core. I wanted an answer to common offensive threats such as Scizor and Rain abusers. Rotom-W seemed like a good place to start because he resists Scizor's Priority and can outspeed him using Will-o-wisp should he use any other move. He also deals with common rain abusers. With three of my team members weak to Ground, I also felt it would be a good idea to add some Ground immunity. Now I needed someone to resist the rampant fighting moves while complimenting the rest of my team. Gliscor resists fighting really well and benefits from my sandstorm if it is up. It also compliments Breloom well because it can get rid of those pesky poison types that resist both of Breloom's STABs. This team is the current version.





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Breloom @ Life Orb
Trait: Technician
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed

The star of the team. The general strategy of this team is to set up Breloom for an endgame sweep. My perspective is that once Breloom has entered the field, my endgame has begun. It's either kill or be killed because I would have spent my entire team setting him up for a sweep. EV's are standard. Strategy is pretty cookie cutter with the Spore on something slow, set up a SD on the switch and then Mach Punch and Bullet Seed everything to death. Of course, there are a plethora of pokes out there that can stop Breloom's rampage, so this team is built to take out those counters to pave the way for an endgame Breloom sweep. Main counters are anything that resists Mach Punch and are faster than Bullet Seed at the same time such as Lati@s and Celebi. Checks include Flying, Ghost, and Psychic-types.

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Tyranitar @ Expert Belt
Trait: Sand Stream
EVs: 252 HP / 100 Def / 104 SDef / 52 Spe
Careful Nature
- Pursuit
- Flamethrower
- Stone Edge
- Crunch

Tyranitar is the main offensive support of Breloom. I have decided to use Tyranitar as a Choice bluffer/Scizor lure. As explained by RoyalBlue, most Pursuit-weak mons are already OHKO'd without the Choice Band and using one makes the team weak to setups. This set bluffs a Choice Band and lures enemy Scizor and has enough defense to take a CB Bullet Punch assuming T-tar is healthy, and can OHKO 87.5% of the time with Flamethrower or 100% after taking damage from Stealth Rock. The Speed EVs are there to outspeed uninvested or slightly speed creeping Scizors up to 16 EVs if Scizor attempts to setup or use a non-prioritized move like U-turn.

Sand Stream is also nice because it can be a soft counter to weather-reliant rain and sun teams. It also provides passive damage to break Focus Sashes and the ability Sturdy. It also gives a nice Special Defense boost to add to Tyranitar's bulkiness.


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Gliscor @ Toxic Orb
Trait: Poison Heal
EVs: 244 HP / 248 Def / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Toxic
- Protect

Replacing Slowbro, Gliscor has been chosen as the defensive wall/pivot. Gliscor retains the fighting resist that Slowbro had, but removes its Bug weakness which is one of the main reasons why I chose him. He also gives me a very wonderful immunity to Ground type moves which can harm three members of my team. Gliscor can also absorb incoming Toxic/Thunder Wave with no penalty and even benefit from the former. Because this set must run Stealth Rock and not taunt, Gliscor is very vulnerable to setup sweepers and hazard setters immune to or don't really mind earthquake or toxic - such as Skarmory or Forretress.

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Rotom-W @ Leftovers
Trait: Levitate
EVs: 248 HP / 232 SDef / 28 SAtk
Calm Nature
- Will-o-wisp
- Volt Switch
- Hydro Pump
- Pain Split

Rounding off the defensive coverage is Rotom Wash. Rotom-W is great at protecting every member of this team. Its immunity to Earthquake protects Jirachi, Tyranitar, and Infernape. Its resistance to Fire protects Breloom and Jirachi. It also takes special hits that Gliscor wouldn't want to take. The moveset is pretty straightforward - burn things, heal, hit hard with STAB moves and gain momentum through Volt Switch.

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Infernape @ Life Orb
Trait: Blaze
EVs: 180 Atk / 76 SAtk / 252 Spe
Naïve Nature
- Thunderpunch
- Close Combat
- Overheat
- Hidden Power Rock

Infernape acts as a mixed attacker and a second win condition. He is a midgame beast in my opinion and he can hit lots of things hard. EVs are for the mixed set, of course. Close Combat and Overheat work well in conjunction with each other, and Thunderpunch and HP Ice are for coverage. After my enemy takes Stealth Rock damage, I've been able to chunk and KO a lot of key pokemon that would potentially stop Breloom. HP Rock is chosen over HP ice for Volcarona which will get rid of every variant if Infernape switches in on the turn it uses Quiver Dance.

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Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 252 Spe / 4 SDef
- Iron Head
- U-turn
- Healing Wish
- Ice Punch


Jirachi has replaced Mamoswine. Jirachi acts as the revenge killer. The 60% flinch chance from Iron Head gives me crucial momentum and allows me to deal with offensive threats such as opposing Breloom and Scizor. Ice Punch is there to revenge kill dragons and can also act as a lategame sweep tool. Jirachi can also take a hit on a switch in (+1 Dnite Outrage got nothing on Jirachi) and then hit back for a KO if need be. Healing Wish and proper planning can ensure that Breloom can clean up lategame with a clean slate if it had to put on some pressure midbattle. Credit to ShootinStarmie

THE GENERAL STRATEGY
This team has many lead options. Should they have a weather team, I opt to start with Tyranitar as it "underspeeds" the other weather inducer which will guarantee that they will have to reenter to get their weather back. Infernape works well against Ferrothorn leads. Custap leads are common, but are easily identified and can be countered through a Rotom-W Volt Switch into Breloom Mach Punch. Shuffling around the defensive core while inducing key statuses and dealing residual damage can lead to good scouting and information for midgame.


Midgame is when you eliminate the Breloom threats on the enemy team. The team itself cannot do it and it relies solely on battle skill and predictions. That's why this is all that I am writing about the midgame.

Endgame is easy. When something dies, Breloom comes in. If the opponent is slower, then use Spore and get free setup. If not, make sure that Breloom can take it out with an unboosted Mach Punch. A good rule of thumb is that the enemy must ~50% HP if it does not resist it. Breloom can clean up most weakened teams considering all obvious checks and counters are eliminated.

THREAT LIST
 
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Hi there, I'm here to rate your RMT.

So in general, I think you have no great answer to set up sweepers, mainly Scizor, opposing Breloom, and other bulky set up sweepers. I generally think any physical sweeper that can beat Slowbro (Breloom and Scizor) can run through this team pretty easily. I suggest replacing Mamoswine with Landorus-T. Landorus-T easily takes on Scizor / Breloom, while also checking Dragon types that Mamoswine was revenge killing. They fill similar roles, but Landorus-T is a much more defensive approach, and doesn't leave you weak to Scizor and Breloom.

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Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

So Landorus-T is still setting up SR like Mamoswine. Earth Quake is Landorus-T's STAB of choice, hitting neutral threats for decent damage. U-turn is used to gain momentum for your team, and allows Breloom to come in for free on usually something slower than it (Forretress and defensive Politoed love to switch into Landorus-T). HP Ice is what is used to check Dragon types, as Landorus-T can easily come in on Garchomp, Dragonite, and Salamence.

My next suggestion would be to replace Chansey with Jirachi. I dunno if you noticed this, but you had SR on both Chansey and Mamoswine, which is something I really don't suggest. Anyway, Jirachi provides you with a Steel type, which is so important in this Dragon infested metagame. Jirachi also acts as a great revenge killer, allowing you to revenge kill Breloom and Dragon types if Landorus-T is too weak, much like Mamoswine. Here's the set.

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Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish

EVs are used to revenge kill Dragon types like Dragonite and Scarf Mence. Iron Head has a great 60% flinch rate, while U-turn gains you momentum and also allows Breloom to come in for free a lot of the time. Ice Punch nails Dragon types like Dragonite and Garchomp, while Healing Wish has great utility in that it allows your Breloom to sweep mid game, revive back up, and clean up late game.

So I like this team, and hopefully my suggestions helped you. Good luck in the future!
 
Hi ShootinStarmie! Thanks for your advice. After tinkering around with what works best with my playstyle and your suggestions, I found that adding the scarf Jirachi gave my team a huge amount of success! Last night, I went 9-2 in one laddering session with this change and it allowed me break the 1600 barrier quite nicely.

Landorus-T did not give me as much utility as I had hoped, although the Intimidate is quite nice. I also experimented with Bulky Gyarados with Intimidate and Dragon Tail because I also missed the Roar utility. But, in the end I decided to stick with Chansey...I guess it just fitted my playstyle better. I replaced Mamoswine for Jirachi and I did find I could deal with Brelooms and Scizors a lot better while still maintaining the dragon killer role. Iron Head allows me to get a lot of momentum and can decide the outcome of a battle at times. Although I don't like playing dice with the outcome, the reward is well worth the risk. Thank you very much!
 
Hi there! Nice team you have here but I do have a couple of suggestions for you.

First, change Choice Band to Lum Berry on Tyranitar. I never got why people ran Choice Band on Tyranitar because it gave threats like Terrakion and Scizor a perfect oppurtunity to set up. Scizor and Terrakion can both rip apart your team (if Ape is weakened for Scizor and Terrakion has X-Scissor). You really won't be missing the damage output you get with the Band since most Pokemon are OHKO'd by Pursuit/get low enough already. The Lum allows you to heal from any Burns that Ghost types throw at you and let's you bluff the Band then retaliate with SP/SE on unwary set up sweepers.

Next, your wall core seems really strange to me. It's easily broken by Scizor, Breloom, CB Tyranitar etc who are all very common now a days. I suggest you replace Chansey with Amoongus. BroMoongus is an amazing pivot core that I absolutely love to use. Amoongus gives you a much needed Fighting resist so that you don't out too much pressure on Slowbro and adds another check against Keldeo (Bro wont do much because of the usual T-Tar Pursuit support), Breloom, Scizor, Terrakion, Virizion etc. And it adds another Shroom Pokemon :/

Next, give Breloom Fighting Gem. This can allow you to nuke the opponent with what is bascially a CB Mach Punch to change 3HKO's (which you can't afford late game) 2HKO's or 2HKO's to OHKO's. The LO recoil really hurts you because it leaves you open against being KO by E-Speeds/other priority. With Sand Storm and potential hazards of other residuals (Toxic, Iron Barbs/Rough Skin, Rocky Helmet). It isn't a great idea to get so much recoil on your win condition.

Finally, I think you should put Focus Sash on Infernape and put Stealth Rock over Thunderpunch. This opens up a moveslot on Chansey so you can run Toxic to wear down walls or Wish to heal team members . I don't see any reason to run Thunderpunch on Ape when Overheat handles Skarmory and you don't want to stay in on any water types. It's nice to be able to get a big hit off but Breloom can already handle Water types just fine. The only thing I see it helpin you with other than water types is the rare Tornadus, who is already walled by Chansey and revengable with Jirachi.

Hope I helped and good luck! B)
 
Hey RoyalBlue, Thanks for your insight! I tried out the Breloom Fighting Gem and it worked great most of the time. Having a nuke was handy when I needed it, but there were also times where I wished I had a Life Orb and I overestimated the damage output from subsequent Mach Punches and it ended up costing me my Breloom (my fault - using gem is something I need to get used to). Doing the math, I should be able to last about 5-6 turns depending on the Spore-SD-Mach Punch-LO recoil sequence in sand. Of course Rough Skin and Iron Barbs must be taken into account, but careful play and planning should clear these threats earlier on. That being said, Fighting Gem did win me some games and lose me some games, but I think its too early to make a call as to which item I will be using all the time. But it was a great suggestion and opened up more ways to play Breloom!

I see where you're coming from on the CB Tyranitar. I noticed a glaring weakness to SD Scizor too and I experimented a bit with Expert Belt while running Fire Blast to lure the Scizors in. I've never tried Lum Berry before and I most definitely will. I just got back in town today and I look forward to trying it tomorrow. I know it will help with the Jellicent Scalds/Will-o-wisps on the switch in.

When I originally made this team, I tried using the BroMoongus core; but I noticed the lack of stealth rocks was a bit annoying. I tried using Lead Infernape with Focus Sash/Stealth Rocks along with BroMoongus, but I had some trouble getting rocks up while keeping Infernape healthy to clear Breloom's threats in the midgame. It may be because I am just uncomfortable with a dedicated lead. My mentality with them is get the rocks up and die. I enjoy having defensive hazard setters because I don't really like the idea of giving up a Pokemon in the beginning just to have Stealth Rocks. I utilize Infernape as a method to clear Breloom's threats, especially Skarmory. I use Thunderpunch as an unexpected coverage move for bulky waters on the switch in. It doesn't work all the time, but when it does, I found it was worth the moveslot. But you are correct in stating the defensive "core" is strange. In fact, I am considering changing it to the Jellithorn combo as it would cover my Scizor weakness quite nicely while retaining a counter to fighting-type moves and a hazard setter. I'll let you know what I find to work best.

Thanks so much! Your suggestions really helped!
 
Team Edit Update:
*T-tar changed to Expert Belt Variant
*Defensive core changed to Rotom-W and Gliscor
*Infernape now has HP Rock
*Mamoswine replaced with Scarfed Jirachi
 
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