Teh fgts nvr dye 0.5 (fuck you baton pass)

Hey guys, welcome to my newest RMT. I really like this team, because I've went 24 wins - 0 losses - 1 tie with it. I lost twice to baton pass, but I refuse to count those as losses. Anyways, I got this idea from TFL's team. Realizing that all the good ideas were taken, I tried to make the second best stall team, using threats that I see as the next best thing. I had to use chansey cuz it's not stall without chansey, but the rest is different. And now, for the team

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Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Heal Bell
- Thunder wave
- Seismic Toss
- Softboiled
I know the rules say not to do this, but this is a pretty standard chansey. To be honest there's not much to say about it... One thing I do a little differently is not using wish. Instead, I use thunder wave. I've found that I rarely use wish, and when I do, it often gets wasted, gives the opponent momentum, etc. However, thunder wave has helped me a lot. Anyways, sorry about the cliché line, but its true!

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Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Yawn
- Scald
- Ice Beam/fire Blast/Psyshock
- Slack off
In TFL's team, there's the obvious skarmchansey combo, so as a sort of psuedo skarmchans, I decided to use slowbro. Slowbro is able to take most physical hits that chansey doesn't like, while chansey takes the special hits that slowbro doesn't like. Slack off and scald are a must obviously. Yawn is an option that I chose, because it works sort of as my set up stopper, forcing the opponent to either switch or fall asleep. And my final slot is something I'm unsure of. Each move does its own useful niche thing. Ice beam hits things like garchomp, gliscor and d-nite(multiscale not intact) for an OHKO. Fire blast hits things like ferrothorn which is a thorn in the side. And Psyshock is an all around decently Powerful move, especially useful for hitting keldeo.

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Substitute
- Protect
- Earthquake
- Toxic
Now I don't really know what gliscor is supposed to replace. I mean, slowbro kinda takes up both quagsire's job and skarmory's job, lol. But by no means is gliscor not useful. Gliscor is able to counter most of the physical threats that slowbro can't handle. I guess it's skarmory part 2. I chose the sub toxic set mainly because it does what I want the best. It spreads toxic and wears things down.

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Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Impish nature
- Knock off
- Leech seed
- Stealth rock
- Protect
My replacement to mega venusaur, ferrothorn is yet another physically bulky pokemon made to handle the already slim list of pokemon my original trio can't. I also needed a pokemon that resisted rock, so ferro sounded like a good option. Leech seed for recovery, protect for scouting and more leeching, and stealth rock for, well, stealth rocking... I don't know if I should run power whip, gyro ball, or knock off. Each does its own thing.

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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 SDef / 252 HP / 4 Spd
Careful Nature
- Will-O-Wisp
- Roost
- Earthquake
- Dragon claw
The psuedo heatran. Not much to say here, it's basically a specially bulky pivot. I know that joey pokeaim has his set, but to be honest, 0 investment in attack still kills heatran with eq 90% of the time, and heatran's earth power does like 40% anyways. He also invests a little in speed, he says its to outspeed uninvested landorus, which doesn't exist. So I figured I should just pump it up into Special defense and be done with it.
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Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spd
Bold nature
IVs: 0 Atk
- Roost
- Foul play
- Defog
- Taunt
Lol, part 3 of skarmory. Mandibuzz is here to keep rocks away for charizard. I like having a taunter, so he's my man. One thing tfl's team ha that mine doesn't is a roar/whirlwind pokemon. I dunno which I need more. Roost and Defog for obvious reasons, and I chose foul play over knock off because Ferro has knock off, plus foul play has always had more utility imo.

Anyways, there's the team.
As of now I've only noticed 1 threat, but I've only played 25 battles, so I dunno.

Threatlist- Diggersby. Not just any diggersby, but swords dance life orb diggersby. I honestly have no idea what to do about this thing, everything on my team is OHKO'd by +2 Frustration/eq combo.
Please don't recommend skarmory either, because frustration 2HKO's a skarm.
If you notice any other weak points, please point them out and try to fix them. I'm willing to change pokemon only if my team has a major bug, which I haven't noticed, bar diggersby.

REPLAYS
WINS:
http://replay.pokemonshowdown.com/ou-128755430

http://replay.pokemonshowdown.com/ou-128770072

http://replay.pokemonshowdown.com/ou-128766341

http://replay.pokemonshowdown.com/ou-128760070

LOSSES:

Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Heal Bell
- Thunder wave
- Seismic Toss
- Softboiled

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Yawn
- Scald
- Ice Beam
- Slack off

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Substitute
- Protect
- Earthquake
- Toxic

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Impish nature
IVs: 0 Spd
- Knock off
- Leech seed
- Stealth rock
- Protect

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 244 SDef / 248 HP / 16 Spd
Careful Nature
- Will-O-Wisp
- Roost
- Flare Blitz
- Dragon claw

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spd
Bold nature
IVs: 0 Atk
- Roost
- Foul play
- Defog
- Taunt
 
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Give everything 248 HP to take less from hazards and residual damage. Charizard should have 16 speed EV's to outrun Adamant Bisharp and Mandibuzz needs 16 speed EV's as well to outspeed Azumaril and Mawile, which is especially important in the first case so that you can KO Azumaril after a Belly Drum with Foul Play. Using Knock Off over Power Whip on Ferro is a bit dubious since he needs Whip to deal with Mega Gyarados and Rain Dance Manaphy. Other than that, looks pretty decent and some replays would be nice.
 
Give everything 248 HP to take less from hazards and residual damage. Charizard should have 16 speed EV's to outrun Adamant Bisharp and Mandibuzz needs 16 speed EV's as well to outspeed Azumaril and Mawile, which is especially important in the first case so that you can KO Azumaril after a Belly Drum with Foul Play. Using Knock Off over Power Whip on Ferro is a bit dubious since he needs Whip to deal with Mega Gyarados and Rain Dance Manaphy. Other than that, looks pretty decent and some replays would be nice.
Power whip for mega gyrados might be nice, but Rain manaphy is not much of a threat anymore, considering rain lasts 5 turns, so I may stick with knock off. I'll try it out though. 248 HP is only useful in my opinion on pokemon who have a weakness to rocks, because the ratio of bulk lost to residual damage is only really useful at 25%+. I have had a little trouble dealing with speedy bisharps once they set up, so I think I'll run 16 speed, thanks. Mandi deals like 30% roughly to +6 Azu, so I feel like the loss in bulk is unecessary. (I must have been thinking of CB azu, ignore this). I'll add in some replays and an import soon. Thanks for the advice!
 
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Power whip for mega gyrados might be nice, but Rain manaphy is not much of a threat anymore, considering rain lasts 5 turns, so I may stick with knock off. I'll try it out though. 248 HP is only useful in my opinion on pokemon who have a weakness to rocks, because the ratio of bulk lost to residual damage is only really useful at 25%+. I have had a little trouble dealing with speedy bisharps once they set up, so I think I'll run 16 speed, thanks. Mandi deals like 30% roughly to +6 azu, maye 50% to +6 mawile, so I feel like the loss in bulk isn't necessary. I'll add in some replays and an import soon. Thanks for the advice!
+6 0 Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Azumarill: 227-267 (66.5 - 78.2%) -- guaranteed 2HKO

It would appear you are wrong about Azumaril. And rain only lasting 5 turns is irrelevant with Manaphy because its main purpose is to cure it back to full health and rid itself of status which makes Chansey useless against it. It's not that common, but it has been known to be used as a good sweeper and stall breaker (there's even an RMT or two on the 1st page that uses it) so it comes down to whether you are ok with risking losing to it whenever you come across a good player with one. With Mandibuzz, the loss in bulk is basically negligible and it's even more silly not to run those speed EV's on a set that uses Taunt because then you might lose the speed tie (or lose altogether) to other base 80's like Venusaur and opposing Mandibuzz, potentially allowing them to recover health or status you before you can do anything about it.
 
+6 0 Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Azumarill: 227-267 (66.5 - 78.2%) -- guaranteed 2HKO

It would appear you are wrong about Azumaril. And rain only lasting 5 turns is irrelevant with Manaphy because its main purpose is to cure it back to full health and rid itself of status which makes Chansey useless against it. It's not that common, but it has been known to be used as a good sweeper and stall breaker (there's even an RMT or two on the 1st page that uses it) so it comes down to whether you are ok with risking losing to it whenever you come across a good player with one. With Mandibuzz, the loss in bulk is basically negligible and it's even more silly not to run those speed EV's on a set that uses Taunt because then you might lose the speed tie (or lose altogether) to other base 80's like Venusaur and opposing Mandibuzz, potentially allowing them to recover health or status you before you can do anything about it.
Wow I was way off. Anyway, I'm sorta against losing bulk in mandibuzz, because its the closest thing that has a chance to live through diggersby. However, in one of my replays, my mandibuzz was losing the speed tie (suicune does have 85 base speed right?) with suicune, so maybe I'll try it. The knock off vs power whip is sorta a bit sketchy in my mind, as knock off deals with the overall meta, much better than power whip. So I guess it's overall utility vs specific utility. Also, I switched out EQ for flare blitz, idk what eq was doing for me, since gliscor is able to handle heatran ez.
 
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