Ultimate SkarmBliss [OU RMT]
Hi everyone,
I was trying for a long time to make perfect stall, and well here's the closest thing I've got to it.
Obviously this team is based round entry hazards and shuffling/causing switches, so that's the main NON-new strategy.
Anyways, here's the team
2x Ground Weak
2x Ground resist (1 immune included)
2x Fightning weak
2x Figthning resist (1 immune included)
1x Bug weak
3x Bug resist
2x Fire weak
2x Fire resist (1 flash fire included)
2x Electric weak
1x Electric resist + most electric atks are Sp. best sp wall in the game
1x Water weak
2x water resist
1x Ice weak
2x Ice resist
_________________________
sorry I didnt make the chart
Heatran (M) @ Choice Scarf ** UglyMofo
Trait: Flash Fire
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Earth Power
- Flamethrower
- Hidden Power [Ice]
- Stealth Rock
This functions surprisinly well, as SR is not important on this team on the first turns, this thing can threat BP taunters, or revenge kill the obvious threats to my team, while setting up SR, absorb trick, and having key resistances to my team, paired up with celebi, the known CeleTran combo.
I chose heatran because it was the only fit to do that many jobs.
Tentacruel (M) @ Black Sludge ** Cruel
Trait: Liquid Ooze
EVs: 252 HP / 120 Def / 138 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Rest
- Surf
- Toxic Spikes
Tenta walls the NP ape who would rape my team, can set tspikes on most waters not named swampert, and has a lot of chances of spinning since Spiritomb ruin mosts ghosts.
I chose rest because in SS, Tenta doesn't really take many hits, although I have wish support, rest helps me against Heatrans in general. Also absorbs Tspikes without needing of spinning
Ev'd to survive suicide aerodactyl leads EQ
Celebi @ Leftovers ** Gayness
Trait: Natural Cure
EVs: 252 HP / 220 Def / 36 Spd
Bold Nature (+Def, -Atk)
- Grass Knot
- Heal Bell
- Perish Song
- Recover
The mighty phaser, this thing ruins CurseLax and Crocune, as I dont have another response to that.
It may seem stupid to not carry HP fire with all the scizor around, but since I have 2 resters and no sleep talk, Heal bell really helps me to have them not sleeping.
This obviously counters most lukes, breloom, and gyarados, since bounce gyarados doesnt carry taunt, and Ohkoes lebi most of the time, I have perish song for them, and Grass knot for taunter versions.
Blissey (F) @ Leftovers ** PinkBitch
Trait: Natural Cure
EVs: 24 HP / 252 Def / 232 SDef
Bold Nature (+Def, -Atk)
- Protect
- Seismic Toss
- Toxic
- Wish
This thing's IMBA, i might have realised it too late, but protect + wish is seriosly underrated, I can scout U-Turns, Superpowers, Pursuit and Tricks,
Although it fails to pursuits If its on 50% HP, it does a lot of dmg before fainting.
Main answer to flyers immune to spikes and tspikes (with toxic), named zapdos, flygon, togekiss, while also is a good answer to stall physical sweepers like tyranitar If I don't have tspikes up.
The best wish passer I've ever found.
Also causes a lot of switches as it's the best special wall in the game.
Spiritomb (M) @ Leftovers ** Tomb Raider
Trait: Pressure
EVs: 252 HP / 140 Def / 116 SDef
Sassy Nature (+SDef, -Spd)
- Pursuit
- Rest
- Shadow Ball
- Will-O-Wisp
Gimmick set? Yes, but also works nice with this team strategy.
WoW for obvious physical sweepers trying to get past Tomb, Rest mainly against SS to have a reliable way to recover, and shadow ball + pursuit dooms any kind of spin blocker, since Tomb beats every one of them.
Main answer for machamp who I really hate.
Skarmory (M) @ Shed Shell ** Wall-E
Trait: Sturdy
EVs: 252 HP / 192 Def / 64 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Taunt
- Whirlwind
Not much to say here, standart skarm, the core of the team, since most teams hate spikes and resist tspikes.
Main phsyicall wall and response to physical sweepers not carrying fire / electric attacks.
I chose taunt and have some speed EV's to outspeed most skarms, and have the freedom to phaze and setup on them.
Taunt also ruins blisseys trying to oustall me.
The shed shell decition was taken after round 100 battles, I realised sometimes I forget to scout maggys, and they feast on Skarm, so the perfect choice is leftovers, but the safer one is Shed Shell.
I hope that's enough information to get a rate.
If not please tell me and i'll edit.
Thanks
Hi everyone,
I was trying for a long time to make perfect stall, and well here's the closest thing I've got to it.
Obviously this team is based round entry hazards and shuffling/causing switches, so that's the main NON-new strategy.
Anyways, here's the team
2x Ground Weak
2x Ground resist (1 immune included)
2x Fightning weak
2x Figthning resist (1 immune included)
1x Bug weak
3x Bug resist
2x Fire weak
2x Fire resist (1 flash fire included)
2x Electric weak
1x Electric resist + most electric atks are Sp. best sp wall in the game
1x Water weak
2x water resist
1x Ice weak
2x Ice resist
_________________________
sorry I didnt make the chart
Heatran (M) @ Choice Scarf ** UglyMofo
Trait: Flash Fire
EVs: 4 HP / 252 Spd / 252 SAtk
Timid Nature (+Spd, -Atk)
- Earth Power
- Flamethrower
- Hidden Power [Ice]
- Stealth Rock
This functions surprisinly well, as SR is not important on this team on the first turns, this thing can threat BP taunters, or revenge kill the obvious threats to my team, while setting up SR, absorb trick, and having key resistances to my team, paired up with celebi, the known CeleTran combo.
I chose heatran because it was the only fit to do that many jobs.
Tentacruel (M) @ Black Sludge ** Cruel
Trait: Liquid Ooze
EVs: 252 HP / 120 Def / 138 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Rest
- Surf
- Toxic Spikes
Tenta walls the NP ape who would rape my team, can set tspikes on most waters not named swampert, and has a lot of chances of spinning since Spiritomb ruin mosts ghosts.
I chose rest because in SS, Tenta doesn't really take many hits, although I have wish support, rest helps me against Heatrans in general. Also absorbs Tspikes without needing of spinning
Ev'd to survive suicide aerodactyl leads EQ
Celebi @ Leftovers ** Gayness
Trait: Natural Cure
EVs: 252 HP / 220 Def / 36 Spd
Bold Nature (+Def, -Atk)
- Grass Knot
- Heal Bell
- Perish Song
- Recover
The mighty phaser, this thing ruins CurseLax and Crocune, as I dont have another response to that.
It may seem stupid to not carry HP fire with all the scizor around, but since I have 2 resters and no sleep talk, Heal bell really helps me to have them not sleeping.
This obviously counters most lukes, breloom, and gyarados, since bounce gyarados doesnt carry taunt, and Ohkoes lebi most of the time, I have perish song for them, and Grass knot for taunter versions.
Blissey (F) @ Leftovers ** PinkBitch
Trait: Natural Cure
EVs: 24 HP / 252 Def / 232 SDef
Bold Nature (+Def, -Atk)
- Protect
- Seismic Toss
- Toxic
- Wish
This thing's IMBA, i might have realised it too late, but protect + wish is seriosly underrated, I can scout U-Turns, Superpowers, Pursuit and Tricks,
Although it fails to pursuits If its on 50% HP, it does a lot of dmg before fainting.
Main answer to flyers immune to spikes and tspikes (with toxic), named zapdos, flygon, togekiss, while also is a good answer to stall physical sweepers like tyranitar If I don't have tspikes up.
The best wish passer I've ever found.
Also causes a lot of switches as it's the best special wall in the game.
Spiritomb (M) @ Leftovers ** Tomb Raider
Trait: Pressure
EVs: 252 HP / 140 Def / 116 SDef
Sassy Nature (+SDef, -Spd)
- Pursuit
- Rest
- Shadow Ball
- Will-O-Wisp
Gimmick set? Yes, but also works nice with this team strategy.
WoW for obvious physical sweepers trying to get past Tomb, Rest mainly against SS to have a reliable way to recover, and shadow ball + pursuit dooms any kind of spin blocker, since Tomb beats every one of them.
Main answer for machamp who I really hate.
Skarmory (M) @ Shed Shell ** Wall-E
Trait: Sturdy
EVs: 252 HP / 192 Def / 64 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Taunt
- Whirlwind
Not much to say here, standart skarm, the core of the team, since most teams hate spikes and resist tspikes.
Main phsyicall wall and response to physical sweepers not carrying fire / electric attacks.
I chose taunt and have some speed EV's to outspeed most skarms, and have the freedom to phaze and setup on them.
Taunt also ruins blisseys trying to oustall me.
The shed shell decition was taken after round 100 battles, I realised sometimes I forget to scout maggys, and they feast on Skarm, so the perfect choice is leftovers, but the safer one is Shed Shell.
I hope that's enough information to get a rate.
If not please tell me and i'll edit.
Thanks