NU RMT: The Clamps
A while ago, I was playing on Pokemon Online and found myself up against a Clamperl. I completely underestimated it, not knowing its power remotely, and was subsequently swept by it. It bamboozled me how this tiny pre-evolution was so powerful, so I checked out its Smogon page only to find the secret to unlocking its potential. In front of me, I had pure untapped power. I decided to tap it.
The resulting team can be divided into two groups: the main core of 4, whose goals are to wear the opposing team down with residual damage, weakening them for Clamperl later by defeating key threats, if not outright winning the games by themselves (which happens): Cacturne, Golem, Swellow, and Throh; and the duo responsible for the unstoppable Clamperl sweep, Gardevoir and Clamperl.
Cacturne @ Leftovers
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spikes
- Bullet Seed
- Sucker Punch
- Encore
Cacturne is a very situational but very effective Pokemon, crucial to the success of this team. Sucker Punch is his greatest asset, dealing massive damage to sweepers and usually successfully revenge killing them. However, the laying of Spikes is his true goal. Catching an opponent in a non-damaging move with Encore, Cacturne can usually lay a few layers of Spikes, crucial for when Throh comes out later.
Golem @ Leftovers
Trait: Sturdy
EVs: 252 Atk / 212 HP / 44 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Sucker Punch
Golem tends to be the Pokemon I lead with, and for good reason. His ability to essentially guarantee Stealth Rock (due to Sturdy) makes him essential to the team. He also shares good type synergy with Cacturne, being able to tank all of his weaknesses short of Fighting. Golem's massive attack stat is nothing to scoff at, and should he get the opportunity he can blast chunks into the opposing team with Earthquake and Rock Blast. Usually, however, his contribution is limited to Stealth Rock, being hit by a super effective move and being dropped to 1 HP, and then Sucker Punching the opposing attacker before going down.
Clamperl @ DeepSeaTooth
Trait: Shell Armor
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]
The star of the team, Clamperl is pure terror in a shell. Blessed with a unique item in DeepSeaTooth, Clamperl's special attack is doubled from the onset. But it is his access to Shell Smash that makes him truly terrifying. After a Shell Smash, Clamperl reaches a dizzying 984 Special Attack. Surf, Ice Beam and HP Grass give him perfect neutral coverage, and nothing short of the biggest special walls will be able to take one of his attacks. And on that front, there's little to choose from in NU.
Clamperl's biggest downfalls are surviving long enough to Shell Smash, and priority attacks. Status, particularly sleep and paralysis, can also prevent a sweep. These downfalls are mitagated by the existance of Gardevoir, and keeping him until the late-game when hopefully the rest of the team has destroyed the priority users.
Gardevoir @ Light Clay
Trait: Trace
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Reflect
- Light Screen
- Taunt
- Memento
Gardevoir exists on this team for one purpose, and one purpose only: granting Clamperl a guaranteed Shell Smash.
This is done through the use of Dual Screens and Memento. Gardevoir comes out on something she can tank, sets up her screens, Taunts if they have a status move, and then suicides with Memento to give a -2 Attack and -2 Special Attack to the defending Pokemon. The incredible defensive boon allows Clamperl to have essentially a free turn when it switches in. The opponents options are either to switch out, or to attack for hilariously low damage. Clamperl is free to Shell Smash, and proceed to sweep.
Swellow @ Toxic Orb
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Protect
Swellow is an undeniable physical powerhouse, especially in NU. With Guts and Facade, a Toxic Orb lets Swellow deal massive damage to nearly everything that stands in its way. Swellow's primary goal is to take out threats, a task made easier due to the entry hazards and phazing on the team. It can usually handle anything apart from Rock and Steel types, or physically defensive mons. In this case, it will U-Turn out to a teammate more suited for the job, typically Throh.
Throh @ Chesto Berry
Trait: Guts
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Bulk Up
- Circle Throw
- Payback
- Rest
A bulky phazing monster, Throh exists to capitalize on the entry hazards set up by Golem and Cacturne, and rack up the residual damage. Bulk Up lets him improve his physical bulk and damage output on his free turns. Circle Throw is the main move, hitting for large damage unresisted and smacking an unsuspecting foe back into the rocks and spikes. It also doubles as phazing for sweepers who are trying to set-up. Payback hits Ghost types. Rest + Chesto allows Throh effectively one free full restore, doubling his longevity.
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The team's performance was on and off on Pokemon Online, the major problem being, as I discovered, the different tiers they have there. Swellow and Gardevoir are LU there, and as a result my team was dragged up into a tier outside of its full potential. By migrating to Pokemon Showdown, the true fierceness of my team was allowed to shine.
The most surprising thing about this team was the sheer effectiveness of the 4-core. A whole two team members being devoted to one specific, situational sweep, was barely missed by the rest of the team. Cacturne, Golem, Swellow, and Throh can tackle eachothers weaknesses very effectively. The Sucker Punches of Cacturne and Golem revenge-kill awesomely. Swellow tears through nearly anything put into its way. Throh wears down teams with incredible phazing prowess. Opponents can become so preoccupied with defeating these threats, that by the time Gardevoir comes out to set up, they tackle her in entirely the wrong way, by poisoning her or hitting her with blows softened by screens. Nobody expects Clamperl to come and steal their victory away with a last minute Shell Smash sweep.
Alright. That's about all I've got to say. Thoughts, suggestions?
A while ago, I was playing on Pokemon Online and found myself up against a Clamperl. I completely underestimated it, not knowing its power remotely, and was subsequently swept by it. It bamboozled me how this tiny pre-evolution was so powerful, so I checked out its Smogon page only to find the secret to unlocking its potential. In front of me, I had pure untapped power. I decided to tap it.
The resulting team can be divided into two groups: the main core of 4, whose goals are to wear the opposing team down with residual damage, weakening them for Clamperl later by defeating key threats, if not outright winning the games by themselves (which happens): Cacturne, Golem, Swellow, and Throh; and the duo responsible for the unstoppable Clamperl sweep, Gardevoir and Clamperl.
Cacturne @ Leftovers
Trait: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Spikes
- Bullet Seed
- Sucker Punch
- Encore
Cacturne is a very situational but very effective Pokemon, crucial to the success of this team. Sucker Punch is his greatest asset, dealing massive damage to sweepers and usually successfully revenge killing them. However, the laying of Spikes is his true goal. Catching an opponent in a non-damaging move with Encore, Cacturne can usually lay a few layers of Spikes, crucial for when Throh comes out later.
Golem @ Leftovers
Trait: Sturdy
EVs: 252 Atk / 212 HP / 44 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Sucker Punch
Golem tends to be the Pokemon I lead with, and for good reason. His ability to essentially guarantee Stealth Rock (due to Sturdy) makes him essential to the team. He also shares good type synergy with Cacturne, being able to tank all of his weaknesses short of Fighting. Golem's massive attack stat is nothing to scoff at, and should he get the opportunity he can blast chunks into the opposing team with Earthquake and Rock Blast. Usually, however, his contribution is limited to Stealth Rock, being hit by a super effective move and being dropped to 1 HP, and then Sucker Punching the opposing attacker before going down.
Clamperl @ DeepSeaTooth
Trait: Shell Armor
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Grass]
The star of the team, Clamperl is pure terror in a shell. Blessed with a unique item in DeepSeaTooth, Clamperl's special attack is doubled from the onset. But it is his access to Shell Smash that makes him truly terrifying. After a Shell Smash, Clamperl reaches a dizzying 984 Special Attack. Surf, Ice Beam and HP Grass give him perfect neutral coverage, and nothing short of the biggest special walls will be able to take one of his attacks. And on that front, there's little to choose from in NU.
Clamperl's biggest downfalls are surviving long enough to Shell Smash, and priority attacks. Status, particularly sleep and paralysis, can also prevent a sweep. These downfalls are mitagated by the existance of Gardevoir, and keeping him until the late-game when hopefully the rest of the team has destroyed the priority users.
Gardevoir @ Light Clay
Trait: Trace
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Reflect
- Light Screen
- Taunt
- Memento
Gardevoir exists on this team for one purpose, and one purpose only: granting Clamperl a guaranteed Shell Smash.
This is done through the use of Dual Screens and Memento. Gardevoir comes out on something she can tank, sets up her screens, Taunts if they have a status move, and then suicides with Memento to give a -2 Attack and -2 Special Attack to the defending Pokemon. The incredible defensive boon allows Clamperl to have essentially a free turn when it switches in. The opponents options are either to switch out, or to attack for hilariously low damage. Clamperl is free to Shell Smash, and proceed to sweep.
Swellow @ Toxic Orb
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Facade
- Brave Bird
- U-turn
- Protect
Swellow is an undeniable physical powerhouse, especially in NU. With Guts and Facade, a Toxic Orb lets Swellow deal massive damage to nearly everything that stands in its way. Swellow's primary goal is to take out threats, a task made easier due to the entry hazards and phazing on the team. It can usually handle anything apart from Rock and Steel types, or physically defensive mons. In this case, it will U-Turn out to a teammate more suited for the job, typically Throh.
Throh @ Chesto Berry
Trait: Guts
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Bulk Up
- Circle Throw
- Payback
- Rest
A bulky phazing monster, Throh exists to capitalize on the entry hazards set up by Golem and Cacturne, and rack up the residual damage. Bulk Up lets him improve his physical bulk and damage output on his free turns. Circle Throw is the main move, hitting for large damage unresisted and smacking an unsuspecting foe back into the rocks and spikes. It also doubles as phazing for sweepers who are trying to set-up. Payback hits Ghost types. Rest + Chesto allows Throh effectively one free full restore, doubling his longevity.
-------------
The team's performance was on and off on Pokemon Online, the major problem being, as I discovered, the different tiers they have there. Swellow and Gardevoir are LU there, and as a result my team was dragged up into a tier outside of its full potential. By migrating to Pokemon Showdown, the true fierceness of my team was allowed to shine.
The most surprising thing about this team was the sheer effectiveness of the 4-core. A whole two team members being devoted to one specific, situational sweep, was barely missed by the rest of the team. Cacturne, Golem, Swellow, and Throh can tackle eachothers weaknesses very effectively. The Sucker Punches of Cacturne and Golem revenge-kill awesomely. Swellow tears through nearly anything put into its way. Throh wears down teams with incredible phazing prowess. Opponents can become so preoccupied with defeating these threats, that by the time Gardevoir comes out to set up, they tackle her in entirely the wrong way, by poisoning her or hitting her with blows softened by screens. Nobody expects Clamperl to come and steal their victory away with a last minute Shell Smash sweep.
Alright. That's about all I've got to say. Thoughts, suggestions?