In a twist of fate, YoBuddy's killstreak has now been snapped as Yellow Paintthis week! Congrats!
This week, we'll be building with...
Rotom-Wash! A boring pick, to be sure... but wait! What I want ya'll to try specifically is to build with Nasty Plot variants, a set that can potentially make opponents repent if they try any funny business in dealing with it. While it can do the usual duties of being a pivot, the set can potentially be more of a punisher and even an outright sweeper in some match-ups; what we'll be looking at here specifically are ya'll builders' ability to maximize this one particular set! Handy Water / Electric coverage makes it fairly good at the job too, along with naturally high-powered STAB in Hydro Pump; its Speed isn't enough to make it a pure offensive pick though... or is it? Whatever the case may be, building with this set--that's the task for Week 6!
Requirements: A team must have Rotom-W. Rotom-W must have Nasty Plot.
Week 6 submissions close on Saturday 11:59 PM EST.
Togekiss @ Weakness Policy
Ability: Super Luck
EVs: 108 HP / 156 SpA / 244 Spe
IVs: 0 Atk
- Follow Me
- Air Slash
- Dazzling Gleam
- Heat Wave
Hitmontop (M) @ Shed Shell
EVs: 240 HP / 212 Atk / 52 Def / 4 SpD
- Fake Out
- Close Combat
- Bullet Punch
- Wide Guard
Gothitelle @ Sitrus Berry
Ability: Shadow Tag
EVs: 252 HP / 192 Def / 64 Spe
- Fake Out
- Heal Pulse
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 HP / 204 Atk / 52 SpD
- Stealth Rock
- Rock Slide
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
- Rock Slide
- Iron Head
There's not actually too much that's special here. I much prefer Bold Rotom-W because it can still switch into and check the stuff it needs to but also has the power to KO stuff after a NP. It outspeeds Durant at +1 (from possible Airstreams) and OHKOs bulky Togekiss at +2. WP Togekiss is eh but very much so usable next to BP Hitmontop. They support Rotom quite nicely with Intimidate, Follow Me and Wide Guard while being an offensive threat by themselves. Togekiss outspeeds Dragapult at +1 and lives a hit that I honestly can't remember :x Shed Shell Hitmontop is so epic for being able to switch out of Gothitelle, so they can't start forcing 2v1 situations. Speaking of which, my own Gothitelle traps stuff and Taunts Indeedees/TR setters. Has some speed creep to Taunt/Fake Out other Goth. I wanted SR on the team, felt a bit weak to Gmax Zard, and wanted a bit of speed since I couldn't fit TW on. I added a sand core to help with all of these. Lum Tyranitar is quite nice for taking a burn then slapping Arcanines back. LO Excadrill is very useful on this team because the Duraludon matchup is a bit sketchy otherwise.
ANNOUNCEMENT: The new Home stuff are not legal for this week's competition. Elements of the metagame similarly introduced mid-week in the future will also not be allowed. I understand if this will diminish some interest for now but still, feel free to dump old teams here!
I decided to have another go using Gothitelle + Moxie Gyarados without being weighed down by Flapple this time. Gyarados + Rotom make up a strong Water type set up pairing where one can boost and set Rain with Max Geyser to help the other clean up afterwards. They don't share any weaknesses despite being both Water types which is nice. Support Dragapult was a set that I wanted to try out as a different means of speed control and a different Will-o-wisp mon because Arcanine felt out of place with rain frequently going up. Dragapult has pretty good bulk with this spread and still outspeeds basically everything aside from opposing Dragapult. Gothitelle's Shadow Tag traps opposing threats while Dragapult spreads status and U-Turns out to your relevant set up mon to take advantage of the crippled mon. Dragapult's bulk makes Cursed Body much more likely to activate than usual and can be fatal if your opponent gets trapped with Cursed Body active. Finally I have a sand core to offer some immediate offensive presence. Sand can occasionally get in the way of your rain but typically you mainly use one weather per game and sand is also a good way of removing opposing sun to help your water types shine.
This is me shoving Rotom-W with 5 out of 6 Tier 1 mons and calling it a team. This is a goodstuffs team that offers good defensive synergy due to employing two defensive cores: Fire-Water-Grass and Dragon-Fairy-Steel. This team has not one, but two setup mons in Substitute Dragapult and Nasty Plot Rotom, so the other four are more geared towards supporting them. This includes Yawn and Follow Me on Togekiss to force switches and redirect attacks, respectively, Will-O-Wisp on Intimidate Arcanine to minimize physical damage, Scarf Mold Breaker Excadrill to scare off opposing Rotom formes as well as revenge killing, flinch haxing, and being a Dynamax option with how good Max Quake, Max Steelspike and Max Knuckle are, and Whimsicott doing Whimsicott things with the fun Sash plus Endeavor strat. The team in general has more offensive EV investment in order to maintain offensive pressure while Dragapult and Rotom attempt to set up. The team is also a bit weak to Trick Room, but almost nobody suspects anyone using Substitute Dragapult, so you can get away with setting up a sub in front of TR setters much of the time and stall Trick Room out with Protect and Phantom Force. Rotom's Speed EVs and nature let it outspeed max Speed Gyarados, max HP for bulk, and dump in SpA.
Gothitelle @ Aguav Berry
Ability: Shadow Tag
EVs: 252 HP / 56 Def / 196 SpD / 4 Spe
- Fake Out
- Ally Switch
(I tried to make a team that is different from those that are already shown. Nevertheless...)
This team utilize Nasty Plot Rotom-W, and is a pretty straight forward team. Braviary and Darmanitan-G is pretty standard while Duraludon and Grimmsnarl utilizes a more offensive approach. Braviary and Grimmsnarl are capable of speed control. At the same time, Gothitelle and Grimmsnarl provides measures against Trick Room. Annoy the opponent with Gothitelle.
My goal with this team was to utilize rotom-wash effectively with thunder. Rain has been rather lackluster this gen without mega swampert, but I wanted to try an unusual take on rotom-wash. Pelipper offers the necessary drizzle support and can hit very hard with hurricane or hydro pump. Braviary offers great speed support with twind or max airstream. Duraludon helps give the team a more favorable troom mu and functions as a nice water/electric resist. Ferrothorn is great switching for several of the mons this team might otherwise struggle with and most importantly it helps deal with gastrodon. Once rotom gets a plot up it is an absolute monster under rain. Having drizzle allows vish to run scarf over band and can strike incredibly hard. Additionally having three water types allows the user to keep rain up if they choose to go for max geyser.
Conkeldurr @ Flame Orb
EVs: 252 HP / 252 Atk / 4 SpD
- Drain Punch
- Knock Off
- Mach Punch
Mimikyu @ Mental Herb
EVs: 252 HP / 100 Def / 156 SpD
- Shadow Sneak
- Trick Room
- Destiny Bond
Other people have written better posts about why fullroom is struggling right now, so I won’t go over it. But as a ladder rando, I miss my funroom. It's not the most creative archetype, but it's been fun so far.
Starting point: if you’ve laddered recently you’ve been 6-0’d by Beat Up. I wanted a follow me user that could stand up to Terrak (and Melmetal, RIP Indeedee). Babiri Togekiss gets murdered by both, but Home gave us a new Follow Me user who also has Fake Out - Blastoise. The big guy seems hard to OHKO for most common mons, and if you don’t want to Follow Me or Fake Out you can start clicking Yawn or Scald. I’ve been pleased with how well this works, and would encourage better builders than I am to try it.
Home also gave us Necrozma, and I wanted to try it out in this meta as a TR setter, since Hat got Parting Shot out of its spot at the top. Weakness Policy seemed like the best call here - Necrozma wants the offensive help for neutral mons and it has Solid Rock Lite. I find myself maxing Necrozma a lot more than I thought I would when building.
I like CB Melmetal a lot on this team - I started out with AV, which can live an obnoxiously long time, but I found myself wanting more immediate damage, and not valuing the AV bulk as much. CB Melmetal also seems like it doesn’t really want to Dynamax, which Necrozma really appreciates. Torkoal deals with other Melmetal and Corviknight, while providing a consistent source of spread damage.
The last two I was less sure about. Conkeldurr got buffed with Knock Off, while providing a second physical attacker. I found it to be a solid cleanup mon. In the last slot, the things I want are: Taunt, a way to trigger Necrozma’s WP consistently, and another Trick Room setter. I went with Mimikyu, and it hasn’t been awful - it can eat the occasional Dynamax hit and pretty consistently gets TR up when it needs to. Mental Herb has never done anything for me, but I wasn’t sure what else to run tbh. Just remember that Melmetal can and will OHKO it if you don’t have Blastoise to Follow Me. I tried Goth here, but the lack of Shadow Sneak felt really bad.
Blastoise's EVs survive 252 LO Plasma Fists from Zeraora, and the rest is put into speed because sometimes you want to outspeed a Fake Out from Heel Cat. We’re 54 EVs short of always outspeeding a 252 Jolly Incineroar, but if they’re running that and do the perfect lead, they're welcome to have the win.
Mimikyu running Relaxed hasn’t done much, but I do think you want low speed to be totally sure you underspeed and Taunt Mew, which sometimes acts as an Anti-TR bandaid mon.
Other EVs are probably suboptimal.
Melmetal @ Figy Berry
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
IVs: 0 Spe
- Double Iron Bash
- High Horsepower
- Body Press
As another ladder rando, I absolutely loathe fullroom, so several things in this team is designed to (hopefully) utterly crush the hopes and dreams of those who dare use such strategies. I have yet to run into a fullroom team with the foresight to run Wide Guard, so leading with Toxtricity's LO Overdrive and Sylveon's Specs Hyper Voice will break the ears (and other parts) of many leads (Hatterene and Indeedee do not survive the combination). Another lead option would be to send out Mew and Incineroar first; with Fake Out, Incineroar can help buy time for Mew to set up Imprison, denying opposing teams their precious Trick Room (and more thanks to Transform). It gets a little trickier when enemy teams also run a (faster) Fake Out mon with their TR setter, but in that case, you can either use your own Trick Room ASAP if they set it up, or (if the Fake Out mon is also an Intimidator) lead with Braviary and Incineroar instead to benefit from Defiant and pressure the fool who thought running a Hitmontop/Incineroar + TR setter lead was a good idea.
Fullroom is not the only team archetype you will face, which is why Braviary is present as a Dynamax option. With two forms of speed control in Max Airstream and Tailwind, keeping your bird alive is key to winning matches against much faster team comps. This is also why Braviary, Toxtricity and Sylveon have enough EVs to outspeed Zeraora in Tailwind. Toxtricity actually has one more speed point than the other two; if you decide to Gigantamax Toxtricity, its consistently faster Max Ooze lets Sylveon unleash even stronger Hyper Voices immediately after. G-Max Stun Shock also offers the chance to spread status; among those is paralysis, a fourth, albeit less reliable, method of speed control.
Final tidbits: Mew's Speed EVs allow it to outspeed max speed Hydreigon and hit something with Pollen Puff. I went with Figy Berry Melmetal because I wanted to make sure my team wasn't low on Protect users. It still has three moves that boost its team's stats while Dynamaxed, which I figured is fine. Every member of this team, bar Incineroar and untransformed Mew, makes for a viable Dynamax/Gigantamax mon. The rest I believe is self-explanatory.
Edit: Post #100 so I should win 100% of the votes! jk jk