Other Metagames [SS NFE] Time For Tea

Jett

arrivederci gobodachis
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amazing artwork by Kolohe

This R M Tea was initially meant to be posted right after Team UK won WCOOM III, hence my choice of song.

Introduction
Hey frens, and welcome to my first NFE RMT and my second overall. I've been wanting to do one for NFE for a while now but I never really found the opportunity to do so. The main reason why I haven't got around to making one sooner is there wasn't a team I was happy showcasing. Normally at the end of team tours, I'd just post my teams in a post-tournament thread of some sorts, since those teams tended to be more geared for specific matchups, rather than being super solid in the metagame. However, I'm very pleased with the way this team turned out since I don't believe the previous statement holds true for it and it's one which I've had a good amount of success with so I thought I'd share it here instead.

Teambuilding Process

:lampent: :raboot:
When I was preparing for my WCOOM Final's game, I went over a bunch of replays from the tour. One of the first things I noticed was that there were very few Fire-type resists being used (by my opponent and the other NFE players in the tournament), so I quickly settled on a core of Lampent and Raboot. Scarf Lampent is one of the few viable Choice Scarf users in the metagame and one which I believe is severely underutilised. Being immune to Pikachu's Fake Speed combo and avoiding a 2HKO from Thwackey's Grassy Glide (one of the things that another Ghost-type, Gastly, fails to do) makes it one of the most difficult offensive Pokemon to revenge kill. On the other hand, Heavy-Duty Boots Raboot is very standard but this doesn't make it any less potent. Libero and an incredible movepool means Raboot performs a pseudo Fire-type wallbreaker and pivot role, and the weaknesses of a shared Fire-typing is less pronounced. It is incredibly reliable at forcing in its physically defensive switch-ins and bringing in Lampent to break past them. There are very few Pokemon which are able to reliably switch into both Lampent and Raboot and those that can are super vulnerable to Lampent's Trick. Another benefit of the two is that I will not need to worry as much about speed when it comes to the following Pokemon.

:lampent: :raboot: :hattrem:
One of the most obvious weaknesses to such a core, despite Raboot's item choice, are entry hazards, so Hattrem was added, which possesses the amazing Magic Bounce reflecting back every entry hazard except for Koffing's Toxic Spikes (and the super rare Mold Breaker Dilbur). I opted for a utility set over its RestTalk set, in order to provide as much support for Lampent and Raboot, although if you are super worried about Stealth Rock, then RestTalk is the way to go. Nuzzle gave me some nice speed control and is especially important when I'm forced to use Trick with Lampent, and Healing Wish is amazing when paired with something like Raboot which takes recoil from Flare Blitz or Lampent which would take a Stealth Rock damage if you weren't able to bounce them back. I used a very non-standard EV spread to cover some of the weaknesses the team had which I'll explain in the "The Team In-Depth" section.

:lampent: :raboot: :hattrem: :marshtomp: :ferroseed:
Next I wanted to add a couple entry hazard users in order to further bolster the cleaning and wallbreaking potential of the Fire-type duo. Physically Defensive Marshtomp gave me an important Volt Switch-immunity and a more reliable check to both Pikachu and opposing Raboot/Fire-types in general, since I don't particularly want to switch Lampent or Raboot into attacks unless I have to. Marshtomp is quite flexible with its choice of moves outside of Stealth Rock, and I used a set which made sure it wasn't passive enough to be easily taken advantage of. Following Marshtomp, we have Ferroseed which provided the team with Spikes and a Knock Off user. More importantly Ferroseed's typing lets it to keep several top metagame threats in check such as Kadabra and Tangela, whilst also functioning as a Water-type resist and a secondary switch-in for Electric-type.

:lampent: :raboot: :hattrem: :marshtomp: :ferroseed: :golbat:
Hattrem alone wouldn't be sufficient as hazard control, and the team was in desperate need of a Ground-immunity, so Golbat was a perfect last addition to the team. Whilst I already had several Pokemon which could switch into Thwackey, none of them particularly wanted to, so Golbat being the best Thwackey counter was greatly appreciated by its teammates. The lack of item removal options on this team compared to common teams, meant that Golbat's Super Fang was incredibly useful for putting targets in range for cleaning. Overall, Golbat is an exceptional glue Pokemon which brought both defensive and offensive utility to the team.

The Team In-Depth

:ss/lampent:
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Ghost.png
Fire.png

Lampent | Choice Scarf
Ability: Flash Fire
EVs: 4 Def
| 252 SpA | 252 Spe
Timid Nature
IVs: 0 Atk

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Fire Blast
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Shadow Ball
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Trick
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Calm Mind

The main attraction of this team is Choice Scarf Lampent, which is one of the best revenge killers that doesn't rely on the use of priority moves. Choice Scarf along with 252 Speed EVs and a Timid nature lets Lampent keep common offensive threats such as Kadabra, Galarian Mr. Mime, Pikachu, and Thwackey in check. Aside from the not very spammable Overheat, Fire Blast is Lampent's strongest attack and makes good use of its solid 95 base Special Attack, and enables it to deal significant damage to neutral targets. Along with its second STAB move Shadow Ball, Lampent is able to hit every Pokemon in the metagame with at least a neutral STAB move. Trick allows Lampent to cripple common defensive switch-ins especially those with recovery moves, such as specially defensive Mareanie and Clefairy. Since Lampent only requires its STAB moves to hit the whole metagame with unresisted attacks, I opted for Calm Mind so that Lampent can double up as a setup-based sweeper/wallbreaker, once it has traded its Choice Scarf for an Eviolite. Lampent should mainly look for Pokemon to debilitate with Trick to allow Raboot to clean easily in the late-game or keep its Scarf in order to reliably revenge kill or clean in matchups against more offensive teams.

:ss/raboot:
v8ehtzk.png

Fire.png

Raboot | Heavy-Duty Boots
Ability: Libero
EVs: 252 Atk
| 4 SpD | 252 Spe
Jolly Nature
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Flare Blitz
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High Jump Kick

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U-turn
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Sucker Punch


Raboot is the other star of the team being a reliable offensive pivot, wallbreaker and cleaner. While some people favour the immediate power that Choice Band provides, I believe that Heavy-Duty Boots is a more consistent choice of item and allows Raboot more flexibility throughout the course of a game. I often feel pressured to click U-turn when using Choice Band Raboot in the early-game but with Heavy-Duty Boots options to use Libero both offensively and defensively are far greater. Additionally you avoid taking entry hazard damage which is important for Raboot's longevity as it will have to endure Flare Blitz recoil. The EV spread and nature are standard on Raboot. Flare Blitz and High Jump Kick will dent any Pokemon without any or much defensive investment. U-turn is standard for any non-setup Raboot set, and synergises greatly with Libero and Sucker Punch is STAB priority that lets Raboot revenge kill common faster Pokemon such as Kadabra, Electabuzz, and faster Ghost-types.

:ss/hattrem:
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Hattrem
| Eviolite
Ability: Magic Bounce
EVs: 252 HP
| 80 Def | 32 SpD | 144 Spe
Calm Nature
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Psychic
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Nuzzle
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Giga Drain
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Healing Wish

Next up we have my favourite Pokemon, Hattrem. Hattrem is blessed with the amazing ability, Magic Bounce, which has been an absolute game changer for a metagame which struggled with hazard control in previous generations. Stresh was the one who passed me the EVs for this specific Hattrem. The EV spread and nature allows Hattrem to soft check Galarian Mr. Mime and cripple it with a Nuzzle, making it much easier to deal with.

Important calcs:
252 SpA Mr. Mime-Galar Ice Beam vs. 252 HP / 32+ SpD Eviolite Hattrem: 87-103 (27.3 - 32.3%) -- guaranteed 4HKO
252 SpA Mr. Mime-Galar Shadow Ball vs. 252 HP / 32+ SpD Eviolite Hattrem: 102-122 (32 - 38.3%) -- 97.1% chance to 3HKO

The Speed EVs allow Hattrem to outspeed every unboosted Pokemon once they have been paralysed, and the rest of the EVs were dumped into Defense in order to keep a decent matchup for Piloswine. I ended up going with a utility set over the RestTalk set to better support its teammates, rather than solely focussing on entry hazard prevention. Psychic is a solid STAB move which deals decent damage even with no investment. Nuzzle is great at punishing certain switch-ins that would like to take advantage of Hattrem's passivity. I chose Giga Drain for my coverage move over Mystical Fire as I already had 2 Fire-types and wanted a better matchup into Piloswine, which runs Thick Fat, but Mystical Fire definitely has its advantages against Special Attackers and Ferroseed. Healing Wish is very valuable support, since my walls do not have access to reliable recovery and the offensive Pokemon can get worn down quickly by hazards or recoil.

:ss/marshtomp:
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Marshtomp | Eviolite
Ability: Damp
EVs: 252 HP
| 224 Def | 32 SpD
Impish Nature
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Stealth Rock
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Earthquake
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Seismic Toss
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Toxic


It was at this point that I turned my attention to entry hazards where Marshtomp was an ideal fit for the team as it could block Volt Switch and be a more reliable Fire-type check than my own Fire-types. Its great defensive typing threatens out common Pokemon such as Pikachu and opposing Raboot, giving it ample opportunity to lay Stealth Rock.

Important calcs:
252+ Atk Light Ball Pikachu Knock Off (97.5 BP) vs. 252 HP / 224+ Def Eviolite Marshtomp: 84-99 (24.4 - 28.7%) -- 99.5% chance to 4HKO
252+ Atk Light Ball Pikachu Extreme Speed vs. 252 HP / 224+ Def Marshtomp: 103-122 (29.9 - 35.4%) -- 26.8% chance to 3HKO
252+ Atk Libero Raboot High Jump Kick vs. 252 HP / 224+ Def Eviolite Marshtomp: 109-130 (31.6 - 37.7%) -- 92.3% chance to 3HKO

The rest of Marshtomp's moves are relatively flexible but I opted for a set which would prevent Marshtomp from being too passive, rather than utility moves such as Whirlpool or Yawn. Earthquake is just a strong attack which will deal decent damage despite no Attack investment, whilst Seismic Toss deals consistent damage and prevents most Pokemon from setting up Substitutes on it. Toxic helps to cripple switch-ins like Tangela and Thwackey and somewhat neuter the longevity provided by their respective abilities.


:ss/ferroseed:
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Ferroseed
| Eviolite
Ability: Iron Barbs
EVs: 252 HP
| 4 Def | 252 SpD
Sassy Nature
IVs: 0 Spe
Ground.png
Spikes
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Knock Off
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Gyro Ball
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Leech Seed

Ferroseed is the penultimate member and dedicated special wall of the team. Ferroseed is able to check most Psychic-types with ease as well as being a secondary check to Electric-types. Spikes can be reliably set up due to its great defensive typing and helps Lampent and Raboot clean games. Knock Off impairs opposing Pokemon by removing their items, normally Eviolite. Gyro Ball is Ferroseed's primary offensive attack which hits Galarian Mr. Mime and Thwackey particularly hard. Alternatively you can use Bullet Seed to get around Counter Kadabra, and be a more reliable check into Water-types. Lastly, Leech Seed gives Ferroseed a bit of recovery and its defensive typing forces switches and free turns, giving it many chances to increase its longevity.

:ss/golbat:
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Poison.png
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Golbat
| Eviolite
Ability: Inner Focus
EVs: 252 HP
| 80 Def | 176 Spe
Jolly Nature
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Brave Bird
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Super Fang
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Defog
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Roost

Golbat rounds out the team as a much needed Ground-immunity. Its amazing stats and unique typing, let it alleviate some of the pressure from the main defensive walls, which lack the same reliable recovery as Golbat has. The EV spread I use is much faster than most common defensive variants of Golbat, as I find being able to outspeed Adamant Pikachu, Jolly Thwackey, and non-Choice Scarf variants of Gastly extremely useful, whilst still remaining relatively bulky. It has caught many people off due to all of the aforementioned Pokemon being relatively frail, or are weak to its STAB move. Whilst I've never been a massive fan of non-Taunt variants of Golbat, I think the moves here are vital in holding the team together. Brave Bird is standard on Golbat sets and a strong STAB attack despite no attack investment. Super Fang is extremely important for wearing opposing Pokemon down given the limited options this team has for removing held items. Defog assists Hattrem's role of dealing with entry hazards and Roost provides Golbat with important longevity.

Threat List

:duosion:Duosion
Duosion is very potent against teams with no Taunt or Haze users and no Dark-types, such as mine. There are a couple ways to go about dealing with Duosion; the first of which is crippling it wirh Trick from Lampent and this pretty much renders it useless. Do be aware that Duosion from switching out. Instead it may be safer to fire off Shadow Balls especially if you can remove its Eviolite beforehand. Additionally you will want to get Lampent in on turns when Duosion is forced to recover to give yourself as many opportunities to limit it from setting up and outright sweeping you. If you are super worried about setup sweepers, you may want to consider running Taunt on Golbat (and then shifting Hattrem into a RestTalk set) but this wouldn't help much for Duosion specifically.

:rufflet:Rufflet
Rufflet is another troublesome Pokemon for this team but there is still decent counterplay. The first problem is figuring out what set its running and not doing this quickly can be asolutely devastating. Choice Band is the least threatening since it is the easiest to revenge kill, as I have several Pokemon which can revenge kill it with relative ease. Choice Scarf will need to be slightly worn down, at which point Raboot will be able to revenge kill with Sucker Punch. Also if Rufflet is Adamant, which they sometimes are, Choice Scarf Lampent will also outspeed it. Bulk Up sets are slightly harder to manage against, and its crucial Marshtomp gets off a Toxic off on it. Seismic Toss allows you to reliably break potential Substitutes and when it is forced to Roost, you cripple it with Toxic. Lampent and Raboot can revenge kill it when it gets low.

:mr. mime-galar:Mr. Mime-Galar
Despite the precautions I've taken to deal with Mr. Mime-Galar, it is still fairly problematic to switch into. Hattrem has to be wary of switching into Shadow Ball since it can get easily overwhelmed by trying to prevent hazards going up as well. Ferroseed gets blown back by Focus Blast especially once it loses its Eviolite. Marshtomp has no Special Defense investment and crumbles to a Freeze Dry. You don't particularly want to bring in your frail Fire-types either and take unncesary chip. You'll need to play extra cautious and try to scout for the coverage moves and item of this Pokemon and play accordingly. Remember that you have Raboot's Sucker Punch and Choice Scarf Lampent as options to revenge kill this. Whilst I did mention be careful when using Hattrem to check Galarian Mr. Mime, crippling it with Nuzzle is extremely worth in most matchups.

Tour Replays

WCOOM III Finals vs Zap :raboot: :pikachu: :golbat: :ferroseed: :morgrem: :piloswine:

NFE Open Round 3 vs SpacialRendevous :morgrem: :thwackey: :pikachu: :metang: :hattrem: :marshtomp:

Importable
Click here for Pokepaste!!


Conclusion
Thank you for taking the time to read my RMT. It's been a fun ride so far, these past 1 and a half years of leading NFE. Hopefully, I'll still be around next year to do another one of these but until then, I'm going back to enjoying some tea.
 
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