So... RMT?

Soooo..... Ive got a new team! Now help me find the problems with
it! I've tested it on shoddy so far and theres something, something
that just doesnt seem right. Its a bit of a sandstorm team,
coupled in with Special sweeping, and a decent wall if I may.
Overview
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tyranitar.png


Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 252 HP/98 Def/160 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
- Roar
- Rock Slide
- Thunder Wave
This was a set created by Stant. T-wave my opponent, and stealth
rock. He can take a decent hit and then either roar into something
he can take down after t-waving, or rock slide and paraflinch. Chople berry saves me from a Close Combat and allows me time to t-wave and roar.


swampert.png

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Avalanche
- Waterfall
- Earthquake
- Stone Edge
Switch in on EQs, and keep waterfalling them while taking hits.
Avalanche 2HKOs YacheChomp, and stone edge takes care of things
jolteon cant later in the game.
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Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
Trap anything that gets in my way and take care of business. He
cant really take a hit, but life orbed sucker punch gets rid of
Psychic types.

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Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Hidden Power [Ice]
- Magnet Rise
- Thunderbolt
- Substitute

Magnet Rise when I can, and Sub while my opponent brings in somethign to counter it. T-Bolt for STAB and HP Ice for coverage. Magnet pull is for switching in on steeltypes and while they try and leave small dents in me, I switch to Dugtrio and get a STABed LifeOrbed Super Effective EQ. For this Im not sure sure If I should give Dugtrio sandveil or Arena trap to keep the steel types in for the KO

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Metagross @ Leftovers
Ability: Clear Body
EVs: 4 HP/252 Atk/252 Def/2 SDef Maybe 252 HP instead of DEF?
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Zen Headbutt
- Thunderpunch
Just absorb hits and hit back anything in my way. Stabbed Meteor
Mash is deadly and Thunderpunch and Earthquake for type coverage.




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Salamence (M) @ Choice Specs
Ability: Intimidate
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Draco Meteor
- Dragon Pulse
- Flamethrower
- Hydro Pump
Specsmence. Dragon Pulse for STAB, Flamethrower, and Hydropump for coverage, and Draco Meteor for finishing hits. Simple enough

Not such a great team; ef whatever just rate it please.
 
I would suggest a different lead or set for your lead, most leads these days are suicide leads that aren't really going to care for a Twave as long as they can set up, and with Thunder wave you guarantee they're going to get to set up for at least one turn. Jolteon doesn't add much to your team except a ground weakness, I would suggest Specsmence over him to take out trouble pokemon quickly and efficiently. You don't seem to have a special wall of any sort, blissey or celebi could do that job over Dusknoir. Also, who are you trying to trap with Dugtrio? I don't see the point of him if there isn't a specific threat or two he destroys.
 
My t-tar works as a decent lead for me so he stays, but thatnks for that little peice of info.
I think Ill add SpecsMence in tomorrow. Not such a bad idea.
In regards to a special wall... I dont know. I think Ill look into celebi, seeing as blissey is just too fat and boring for me.
As for dugtrio, I didnt even realize I gave him arena trap! Ill go change it later. Sand veil will help me so much more.
 
Ive updated my team, and Im not sure anymore if I should give dugtrio sand veil or arena trap. Sand veil lowers my opponents accuracy but arena trap works with magnezone to KO steel types
 
Arena Trap is always the better option because of Dugtrio's base 50 defenses and base 35 HP. Arena Trap is also the only reason to use Trio because of his mediore attack. You should go with Arena Trap. Also you may want T-Punch over Zen Headbutt because it's sucky type coverage and T-Punch+Ice Punch makes the Boltbeam combination coming off Meta's 130 base Att.
 
Tyranitar: O.o I've never seen a defensive-minded T-Tar before; always been sort of an oxymoron to me, but hey, do what you want.

Swampert: That's a perfectly good moveset for a hit-taker (I made a new word!), but I would suggest you take SR and Roar from T-Tar and put them over Waterfall and Stone Edge. Ice/Ground is only resisted by Bronzong, so you'll still get great type coverage. This way you can make your Tyranitar more offensive.

(Oh, a quick note before I forget. Your T'Waving T-Tar is going to attract Non-Choice Scarf Heracross like a swarm of...whoops I've said too much.)

Dugtrio: Yeah, I'm with HoundoomDude in saying that you should use Arena Trap. Sand Veil is best left with Garchomp....because that's his only ability >_<.

Magnezone: Not much to say, your standard Steel-killer.

Metagross: You should change Meta's nature to Adamant for more power. If I were you, I'd put the other 252 EV's from defense into HP. What if your opponent hit you with a special attack? You'd be wasting EV's into a stat that won't help guard against the attack.

Salamence: Your standard SpecMence: not much else to say (Although be warned that if Stealth Rock is up, the constant Sandstorm damage and SR damage will add up after a while. Just take that into account.)

I hope this helped :D
 
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