Swellow's Return

Hello Smogon and welcome to my second RMT. This team is based upon a Swellow+Magneton core I came up with whilst having a battle with a different team. The main goal is to weaken the team either by power or status and then let Swellow has his well-deserved respect, since i think Swellow is way to underused because after he gets going, he hits like a truc, but more on that later on. Also swellow just looks like a boss.

Teambuilding progress


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This is the core of the team, with Swellow struggling with steels and rocks, Magneton makes a good remover for those pesky little walls, while Swellow in return absorbs status and Ground-moves aimed at the magnet formation. The also hit from both sides of the spectrum
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Even thou Swellow can wall ground-moves as long as he likes, he is a glass cannon and I decided I needed a defensive backbone for the team. I immedately thought of the TanKing core, which isnt all that common these days, and decided to use it as it very solid.

These four pokes are still part of my team, never letting me down and being very reliable.

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In the fifth slot, I originally had Magmortar to wallbreak, but he disappointed me, getting knocked out to early in the game. So I tried all sorts of pokemons here, but I finally settled down with Kangaskhan, a reliable revenge-killer and a secondary option to remove Steel and Rock types with Earthquake.
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The last slot was taken by Piloswine in the beginning of this team's existance, as I needed both Rocks and Priority in one poke. However, i found myself sacking him way too often and therefore I still didnt have a revenge-killer which I so desperately needed. So I went and picked Golurk, a reliable Rocks setter with the capability to hit hard.


The Team

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Raptor (Swellow) @ Flame Orb
Trait: Guts
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Roost
Raptor here is my main win condition, hitting like a nuke after Fame Orb has activated. Some might wonder; why Flame Orb over Toxic Orb, Well, that's because I opt to go for longetivity over Priority, as for I am not carying Quick Attack. Brave Bird and Facade are the STAB moves of choice, hitting everything for neutral damage besides Rock and Steel types. U-turn is a great move, as Raptor's base 125 Speed is nothing to joke with, and uses it to escape dangerous situations such or when he's completely walled, or when Flame orb didnt have chance to activate. Also forms a nice VolTurn core with Magneton. Roost is there for recovery as I like to have a recovery moce when up against a wall lacking a good attacking move.

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Tron (Magneton) @ Choice Specs
Trait: Magnet Pull
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
Despite Tron being a NFE, he fires off attacks backed by Specs and a solid base 120 SpAtk, doing a crapton of damage against anything not called Amoonguss or Ground-Types. Flas Cannon and Thunderbolt have some nice overall coverage, Volt Switch is to grab the ever-important momentum and form the second part of the VolTurn core. HP Fire is the main move of this set, with Magneton's unique ability to trap steels and actually kill them unlike Probopass(lol) would, Tron here helps out Swellow (and Joey to a lesser extent) in doing their jobs. Also has great defensive synergy with Raptor

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Guru (Slowking) @ Leftovers
Trait: Regenerator
EVs: 128 Def / 252 HP / 128 SDef
Calm Nature
- Scald
- Slack Off
- Toxic
- Psyshock
Guru funtions as my prime Special wall, and although the spread may look weird, It'll be walling stuff to oblivion, forcing switches with Toxic, dealing some damage with both Psyshock and Scald (that sometimes helps me out with burns on stuff like Gallade) and Slack Off to poop on any attacker not being able to 2HKO this boy here.

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Flop (Tangrowth) @ Leftovers
Trait: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Knock Off
- Leech Seed
- Toxic
- Leaf Storm
The other part of the Defensive Backbone of the team, Flop. This may set may seem a little weird, not carrying sleep powder, but I prefer Leech Seed/Toxic over it. Knock Off is a great move, permanently removing lefties, Choice Items and Eviolites. Leaf Storm has saved me a few times, finishing a slowking not suspecting it, Aggron, which forms a threat to this team, and many others like Feraligatr and Crawdaunt.

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Joey (Kangaskhan) (F) @ Silk Scarf
Trait: Scrappy
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Return
- Fake Out
- Sucker Punch
- Earthquake
I tried Kangaskhan out after Atomicllamas posted it in the RU NP thread, and I've fallen in love with it. Fake Out+Sucker Punch is a great combination to finish off weakened sweepers, stall out a toxic or just revengekill in general. Return is the STAB move, as I do not like Double-Edge's recoil, and EQ is to hit Electrics, Steels and Rocks hard in general (aside from Aerodactyl and SS Crustle)

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IronGhost (Golurk) @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Stealth Rock
- Shadow Punch
- Earthquake
- Ice Punch
This robot here, should be RU in my opinion. It can set up it's Rocks in the match reliably, and can protect it's own hazards due to it's Ghost-typing. Shadow Punch may look like a weak move, but after Iron Fist and STAB, Uxie and Co. will think twice before switching in. EQ is the second STAB that deals with anything Shadow Punch can't handle, and Ice Punch rounds off the coverage.

Threatlist
-Eelektross. This may seem a bit odd, but his coverage moves combined with Ebelt do a crapton of damage to my team, as my team is fairly slow outside of Swellow and Kang, so I mave to keep at least one of those two alive.
-CP Sigi. If it switches in on either Flop or Guru, my only hope is to get a crit to kill it. .-.
Not that CP Sigi should be used >_<

That's actually the only one I found so far. :p

So this team does it's job fairly well, but if you see any weaknesses, feel free to suggest a change to my team that doesn't involve replacing Swellow.

I'll put the Importable here as soon as I figure out how to work with spoilers. derp.
 
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@Turtleye, pretty neat team you have here. I like the use of Swellow as the primary win condition as I feel it's quite underrated and gives plenty of teams issues (especially with Magneton support) however, there are some things that I'm going to recommend here.

First of all, I would say Toxic Orb over Flame Orb on Swellow. As Swellow wants to sweep late-game and will rarely be in for more than 3 turns, Toxic Orb will work better as it wears down Swellow at a slower rate over the first 2 turns (only breaking even with Flame Orb on the 3rd turn) I understand the reasoning as to why you use Flame Orb over Toxic Orb, but most of the higher level players will simply try to attack Swellow if they get the chance, thus limiting the use of Roost. I would also try Quick Attack over Roost with the Orb change as it gives you a priority move and an easy way to get Swellow in off of a KO to revenge kill a target and activate Toxic Orb early.

For Golurk, I would recommend the use of Fire Punch over Ice Punch. While Ice Punch gets useful coverage on Druddigon, EQ does enough to it as it is while Fire Punch lessens the pressure on Magneton to deal with Steel-types as it swiftly KOes Escavalier, Ferroseed, and any Durant hoping to setup on Golurk.

Swellow:

Toxic Orb --> Flame Orb
Quick Attack --> Roost

Golurk:

Fire Punch --> Ice Punch
 
@Turtleye, pretty neat team you have here. I like the use of Swellow as the primary win condition as I feel it's quite underrated and gives plenty of teams issues (especially with Magneton support) however, there are some things that I'm going to recommend here.

First of all, I would say Toxic Orb over Flame Orb on Swellow. As Swellow wants to sweep late-game and will rarely be in for more than 3 turns, Toxic Orb will work better as it wears down Swellow at a slower rate over the first 2 turns (only breaking even with Flame Orb on the 3rd turn) I understand the reasoning as to why you use Flame Orb over Toxic Orb, but most of the higher level players will simply try to attack Swellow if they get the chance, thus limiting the use of Roost. I would also try Quick Attack over Roost with the Orb change as it gives you a priority move and an easy way to get Swellow in off of a KO to revenge kill a target and activate Toxic Orb early.

For Golurk, I would recommend the use of Fire Punch over Ice Punch. While Ice Punch gets useful coverage on Druddigon, EQ does enough to it as it is while Fire Punch lessens the pressure on Magneton to deal with Steel-types as it swiftly KOes Escavalier, Ferroseed, and any Durant hoping to setup on Golurk.

Swellow:

Toxic Orb --> Flame Orb
Quick Attack --> Roost

Golurk:

Fire Punch --> Ice Punch

Hmm, I will try the suggestions and post how they turned out. Thanks =)

Oh and I found out that I can't deal with CP Sigi if it switches in on Flop and Guru .-.
 
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