A short Intro -
How I even got to such a great team is beyond with so many other failures. I guess it took this team to find my play style. A mix of defense with offense and a lot of annoying? Really this team is rain and while a cliche thing at this point, I'm happy and successful with it to an extent I've never been with any team before. This team has truly been through a lot of changed from Celebi, Scizor, Hydreigon, Keldeo, Abomasnow and many more. This may be my last version of this team because I'm so very satisfied with all the members of it in general.
Now let's begin this RMT - "The Motions" in -
3
2
1....
The Great Wall (Ferrothorn) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 136 Def / 120 SDef
Sassy Nature
IVs: 0 Spd
- Power Whip
- Leech Seed
- Spikes
- Thunder Wave
The wall of massiveness or the great wall work for him. While his EV's are more than likely odd to no end his usefullness has earned him a great spot on this team. Support he does, and he does well.
1) Power Whip provides some coverage and finishes off some mon
2) Leech Seed provides support for the team
3) Spikes means hazard support and makes the job of my sweepers easier
4) Thunder Wave shuts down sweepers and support while granting hazard set up
It isn't just his bulk or the fact that he's essentially impacted the metagame in a big way. It's his amazing ability to act as a mixed wall with support that fits this team more perfectly than Politoed does.
Ferrothorn - I wall Heatran in the rain for fun!
Never does he lead, he comes in when key members that could destroy him are not out. He may be bulky but he is not perfect. Sending out 1-3 layers of spikes is his second priority. His first priority lies in Thunder Waving any offense that may switch in. Because my team isn't the fastest, thunder wave gives leeway for Jirachi and everyone else to set up or sweep. Spikes provides the entry hazard damage that makes the entire game so much easier than normal. Leech Seed provides the recovery necesary for my team's survival and when the fool that thought whirlwinding me multiple times was a good idea - finds out he is wrong. Power Whip rounds off the set with some nice coverage taking out Tyranitar and opposing Politoed. Did I mention he makes an excellent pokemon for purposely getting put to sleep.
The Sneak (Donphan) @ Leftovers
Trait: Sturdy
EVs: 200 HP / 108 Atk / 200 Def
Impish Nature
IVs: 30 Atk / 30 Def
- Ice Shard
- Earthquake
- Stealth Rock
- Rapid Spin
The sneaky sneak that takes electric damage like he was immune to it. My spinner and my hazards and so much more. His EV's make use of his defense, bulk, and decent attack stack making EQ and Ice Shard hit that much harder while tanking hits decently.
1) Ice Shard for dragons mostly
2) Earthquake for STAB coverage
3) Stealth Rock for hazard damage
4) Rapid Spin for hazard removal
If there was ever a spinner I had not considered for this team, it was Donphan. His general bulk and weakness to grass/water/ice more than likely made me count him out but it was a huge mistake.
Sneaking into the heart of "The Motions"
While setting up stealth rock at times can be a challenge, coming in for an Earthquake that jirachi is about to take means so much more. Between Earthquake and Ice Shard, a lot of my weaknesses are covered by this guy and his great bulk. Ice shard can take out Salamence's that would DD to victory and Stealth Rock can harm all that switch in making my job easier. Earthquake makes for great coverage against opposing Jirachi and Tyrnanitar/Ninetales that would attempt to restore weather. Rapid spin ends the set nicely by providing relief for Thundurus T who would otherwise suffer greatly from stealth rock.
The Boring (Thundurus-Therian) (M) @ Leftovers
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Grass Knot
- Thunder
- Hidden Power [Fire]
- Nasty Plot
His name is a lie, an obvious lie, for he will light your life life up! Introducing Thundurus-Therian the most boring pokemon in existence. He may not outspeed everything but he will absorb and plot to victory! Coming from a very high SAtt coupled with decent speed, he is a very worthy pokemon for this team and far from boring.
1) Grass Knot knocks down walls like Quagsire
2) Thunder for highest STAB possible
3) HP Fire for coverage
4) Nasty Plot for boosting
The reason Thundurus made it over Tornadus was for two reasons. One, he has volt absorb which shuts down Jolteon who can threaten my team and provides recovery. Second, nasty plot with great speed means he can not only set up but destroy the majority of threats that would attempt to kill him aside from Tornadus who outspeeds him great. Being weak to ice isn't a problem at all for this guy.
I keep accidentally letting him get killed lol
He can come in and set up on some of the best walls in the game with no problem and on top of that, outspeeds them all great. Thunderwave gives 25% hp return and only a burn or toxic truly stops a sweep. Scarfed pokemon or Tornadus can pose a problem but others on the team can handle them. What makes Thundurus so amazing is a high SAtt and decent speed. Grass Knot can OHKO the likes of Quagsire and Politoed with ease and with 3 Nasty Plots, decimates some of the bulkiest. Thunder with or with NP still causes high damage and paralysis isn't something to ignore when being able to move means life or death. HP fire creates more coverage and knocks down opposing Ferrothorn and Jirachi with ease. He isn't bulky honestly but his speed and nasty plot make him amazing.
The Nuisance (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 220 HP / 252 SDef / 36 Spd
Gentle Nature
- Water Pulse
- Iron Head
- Wish
- Thunder
Man damn, damn, damn.... "X" has forfeited. I'm used to forfeiting cause I'm bad in general but hey to each their own. The Nuisance was here as part of the core when I first started making the team and has remained throughout. What makes this one so formidable isn't high damage but the ability to shut down almost anyone in it's path.
1) Water Pulse gets boosted in the rain and 40% chance to confuse
2) Iron Head has a 60% chance to flinch plus it's STAB
3) Wish, support Jirachi or anyone else
4) Thunder 60% chance to paralyze with perfect accuracy
Walls should beware, as well anything switching in, or requiring set up. If you aren't electric or ground, you'll go through hell. What makes this cute thing the annoyance and the foundation of my team is Serene Grace.
Serene Grace and You - An Informative RMT
Thunder once or twice or three times to paralyze. Iron head if you might hit like a truck or Water Pulse for confusion. Then proceed to iron head or Thunder away. Rinse and repeat. That's how Jirachi essentially functions on my team while using Wish for survival and support. Only walls like Gastrodon or offensive threats like Thundurus T pose a problem to this guy (Gliscor requires a switch out). Between confusion/paralysis/flinch most people just let the mon die or forfeit because Jirachi effectively shuts down most threats. While earthquake can pose a problem, switching to Miltank can normally solve the problem. But always remember "The Nuisance" is shutting you down.
The Rain (Politoed) @ Choice Specs
Trait: Drizzle
EVs: 252 HP / 176 Def / 80 SDef
Calm Nature
- Scald
- Ice Beam
- Encore
- Toxic
When it rains it pours and when it pours, STAB Scalds hurt, maybe even burn. The Rain is the lead and the support in many ways and an invaluable team member. But to some extent he falls into the crowd with of uselessness as far as usefulness goes. But support and a nice bulk is all I ask of him.
1) Scald is STAB and boosted with a chance for a burn
2) Ice beam is for coverage mostly
3) Encore can force switch outs or allow me to set up
4) Toxic to weaken switch ins or weather inducers
If it wasn't for this pokemon, Jirachi and Ferrothorn would go through hell. Reducing fire damage by 50% saves them so much and completely accurate Hurricanes and Thunders just makes life peachy. In all seriousness without this pokemon hell would break loose.
Between just coming out and starting the rain and either sleeping or Perishing someone, he finds usefulness in hitting dragons for decent damage and holding of Thundurus and Tornadus for a couple of hits while weakening or killing them. Scald burns those that I want crippled later on while Encore forces switch outs or allows me to set up effectively. While plagued by physical abuse plus special abuse due to weaknesses it still finds a place in the team aside from keeping the rain up. It's all about support!
The Cliche (Azumarill) (M) @ Choice Band
Trait: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Ice Punch
- Superpower
You expect it in this metagame to not only see a rain team but a rain team with Tornadus on it. Sadly I've had to employ the help of this awkward looking creature in aiding my team to a satisfying victory.
1) Aqua Jet for priority STAB revenge killing and finishing
2) Waterfall for STAB
3) Ice Punch for coverage
4) Superpower makes some nice damage and can finish off those weak to it
Let's pretend that he's bulky with 200 on all base stats and that he makes all my dreams come true. Half of it would be true but still a lie. He's still slow and still disgust me with his defensive stats but that attack and bulk are to be praised more than anything - so here's how I made my team a walking cliche.
Cliches - A Clever TV Trope Or Just A Sad Attempt At Victory
I don't think there's anything more fun in life than a 50 round battle ending in Azumarill Aqua Jetting to victory. While I can't think of anything more fun, one thing does come to mind. He hits hard with a Aqua Jet of base 90 after rain and STAB, he messes people up. Superpower choice banded also hits hard as hell and can demolish a Ferrothorn or Blissey with ease. Ice Punch hits unsuspecting dragon switch ins like dragonite for massive damage and gives good coverage in general. A STAB Waterfall with a power of 180 combined with rain is just deadly especially when choice banded, imagine being flinched. All in all the set isn't as amazing as something Keldeo may have but is still effective nonetheless.
An even shorter outro plus a small threat list -
I'd like to thank everyone for reading this RMT I made and appreciate suggestions and criticism that do come with RMT's I'd like to thank Tornadus T for taking that critical Ice Fang from Gliscor and Jirachi for paralyzing the opponents Jirachi only to get hit by a Thunderwave.
P.S. I hate you Tornadus T
Threats -
No Time to finish this RMT ATM! - Updated!
*Updated Threat List
*Updated RMT and Images
*Updated descriptions and replies to suggestions
*Added in Ferrothorn/Donphan/Thudurus T/Azumarill
How I even got to such a great team is beyond with so many other failures. I guess it took this team to find my play style. A mix of defense with offense and a lot of annoying? Really this team is rain and while a cliche thing at this point, I'm happy and successful with it to an extent I've never been with any team before. This team has truly been through a lot of changed from Celebi, Scizor, Hydreigon, Keldeo, Abomasnow and many more. This may be my last version of this team because I'm so very satisfied with all the members of it in general.
Now let's begin this RMT - "The Motions" in -
3
2
1....
The Great Wall (Ferrothorn) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 136 Def / 120 SDef
Sassy Nature
IVs: 0 Spd
- Power Whip
- Leech Seed
- Spikes
- Thunder Wave
The wall of massiveness or the great wall work for him. While his EV's are more than likely odd to no end his usefullness has earned him a great spot on this team. Support he does, and he does well.
1) Power Whip provides some coverage and finishes off some mon
2) Leech Seed provides support for the team
3) Spikes means hazard support and makes the job of my sweepers easier
4) Thunder Wave shuts down sweepers and support while granting hazard set up
It isn't just his bulk or the fact that he's essentially impacted the metagame in a big way. It's his amazing ability to act as a mixed wall with support that fits this team more perfectly than Politoed does.
Ferrothorn - I wall Heatran in the rain for fun!
Never does he lead, he comes in when key members that could destroy him are not out. He may be bulky but he is not perfect. Sending out 1-3 layers of spikes is his second priority. His first priority lies in Thunder Waving any offense that may switch in. Because my team isn't the fastest, thunder wave gives leeway for Jirachi and everyone else to set up or sweep. Spikes provides the entry hazard damage that makes the entire game so much easier than normal. Leech Seed provides the recovery necesary for my team's survival and when the fool that thought whirlwinding me multiple times was a good idea - finds out he is wrong. Power Whip rounds off the set with some nice coverage taking out Tyranitar and opposing Politoed. Did I mention he makes an excellent pokemon for purposely getting put to sleep.
The Sneak (Donphan) @ Leftovers
Trait: Sturdy
EVs: 200 HP / 108 Atk / 200 Def
Impish Nature
IVs: 30 Atk / 30 Def
- Ice Shard
- Earthquake
- Stealth Rock
- Rapid Spin
The sneaky sneak that takes electric damage like he was immune to it. My spinner and my hazards and so much more. His EV's make use of his defense, bulk, and decent attack stack making EQ and Ice Shard hit that much harder while tanking hits decently.
1) Ice Shard for dragons mostly
2) Earthquake for STAB coverage
3) Stealth Rock for hazard damage
4) Rapid Spin for hazard removal
If there was ever a spinner I had not considered for this team, it was Donphan. His general bulk and weakness to grass/water/ice more than likely made me count him out but it was a huge mistake.
Sneaking into the heart of "The Motions"
While setting up stealth rock at times can be a challenge, coming in for an Earthquake that jirachi is about to take means so much more. Between Earthquake and Ice Shard, a lot of my weaknesses are covered by this guy and his great bulk. Ice shard can take out Salamence's that would DD to victory and Stealth Rock can harm all that switch in making my job easier. Earthquake makes for great coverage against opposing Jirachi and Tyrnanitar/Ninetales that would attempt to restore weather. Rapid spin ends the set nicely by providing relief for Thundurus T who would otherwise suffer greatly from stealth rock.
The Boring (Thundurus-Therian) (M) @ Leftovers
Trait: Volt Absorb
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Grass Knot
- Thunder
- Hidden Power [Fire]
- Nasty Plot
His name is a lie, an obvious lie, for he will light your life life up! Introducing Thundurus-Therian the most boring pokemon in existence. He may not outspeed everything but he will absorb and plot to victory! Coming from a very high SAtt coupled with decent speed, he is a very worthy pokemon for this team and far from boring.
1) Grass Knot knocks down walls like Quagsire
2) Thunder for highest STAB possible
3) HP Fire for coverage
4) Nasty Plot for boosting
The reason Thundurus made it over Tornadus was for two reasons. One, he has volt absorb which shuts down Jolteon who can threaten my team and provides recovery. Second, nasty plot with great speed means he can not only set up but destroy the majority of threats that would attempt to kill him aside from Tornadus who outspeeds him great. Being weak to ice isn't a problem at all for this guy.
I keep accidentally letting him get killed lol
He can come in and set up on some of the best walls in the game with no problem and on top of that, outspeeds them all great. Thunderwave gives 25% hp return and only a burn or toxic truly stops a sweep. Scarfed pokemon or Tornadus can pose a problem but others on the team can handle them. What makes Thundurus so amazing is a high SAtt and decent speed. Grass Knot can OHKO the likes of Quagsire and Politoed with ease and with 3 Nasty Plots, decimates some of the bulkiest. Thunder with or with NP still causes high damage and paralysis isn't something to ignore when being able to move means life or death. HP fire creates more coverage and knocks down opposing Ferrothorn and Jirachi with ease. He isn't bulky honestly but his speed and nasty plot make him amazing.
The Nuisance (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 220 HP / 252 SDef / 36 Spd
Gentle Nature
- Water Pulse
- Iron Head
- Wish
- Thunder
Man damn, damn, damn.... "X" has forfeited. I'm used to forfeiting cause I'm bad in general but hey to each their own. The Nuisance was here as part of the core when I first started making the team and has remained throughout. What makes this one so formidable isn't high damage but the ability to shut down almost anyone in it's path.
1) Water Pulse gets boosted in the rain and 40% chance to confuse
2) Iron Head has a 60% chance to flinch plus it's STAB
3) Wish, support Jirachi or anyone else
4) Thunder 60% chance to paralyze with perfect accuracy
Walls should beware, as well anything switching in, or requiring set up. If you aren't electric or ground, you'll go through hell. What makes this cute thing the annoyance and the foundation of my team is Serene Grace.
Serene Grace and You - An Informative RMT
Thunder once or twice or three times to paralyze. Iron head if you might hit like a truck or Water Pulse for confusion. Then proceed to iron head or Thunder away. Rinse and repeat. That's how Jirachi essentially functions on my team while using Wish for survival and support. Only walls like Gastrodon or offensive threats like Thundurus T pose a problem to this guy (Gliscor requires a switch out). Between confusion/paralysis/flinch most people just let the mon die or forfeit because Jirachi effectively shuts down most threats. While earthquake can pose a problem, switching to Miltank can normally solve the problem. But always remember "The Nuisance" is shutting you down.
The Rain (Politoed) @ Choice Specs
Trait: Drizzle
EVs: 252 HP / 176 Def / 80 SDef
Calm Nature
- Scald
- Ice Beam
- Encore
- Toxic
When it rains it pours and when it pours, STAB Scalds hurt, maybe even burn. The Rain is the lead and the support in many ways and an invaluable team member. But to some extent he falls into the crowd with of uselessness as far as usefulness goes. But support and a nice bulk is all I ask of him.
1) Scald is STAB and boosted with a chance for a burn
2) Ice beam is for coverage mostly
3) Encore can force switch outs or allow me to set up
4) Toxic to weaken switch ins or weather inducers
If it wasn't for this pokemon, Jirachi and Ferrothorn would go through hell. Reducing fire damage by 50% saves them so much and completely accurate Hurricanes and Thunders just makes life peachy. In all seriousness without this pokemon hell would break loose.
Between just coming out and starting the rain and either sleeping or Perishing someone, he finds usefulness in hitting dragons for decent damage and holding of Thundurus and Tornadus for a couple of hits while weakening or killing them. Scald burns those that I want crippled later on while Encore forces switch outs or allows me to set up effectively. While plagued by physical abuse plus special abuse due to weaknesses it still finds a place in the team aside from keeping the rain up. It's all about support!
The Cliche (Azumarill) (M) @ Choice Band
Trait: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Waterfall
- Ice Punch
- Superpower
You expect it in this metagame to not only see a rain team but a rain team with Tornadus on it. Sadly I've had to employ the help of this awkward looking creature in aiding my team to a satisfying victory.
1) Aqua Jet for priority STAB revenge killing and finishing
2) Waterfall for STAB
3) Ice Punch for coverage
4) Superpower makes some nice damage and can finish off those weak to it
Let's pretend that he's bulky with 200 on all base stats and that he makes all my dreams come true. Half of it would be true but still a lie. He's still slow and still disgust me with his defensive stats but that attack and bulk are to be praised more than anything - so here's how I made my team a walking cliche.
Cliches - A Clever TV Trope Or Just A Sad Attempt At Victory
I don't think there's anything more fun in life than a 50 round battle ending in Azumarill Aqua Jetting to victory. While I can't think of anything more fun, one thing does come to mind. He hits hard with a Aqua Jet of base 90 after rain and STAB, he messes people up. Superpower choice banded also hits hard as hell and can demolish a Ferrothorn or Blissey with ease. Ice Punch hits unsuspecting dragon switch ins like dragonite for massive damage and gives good coverage in general. A STAB Waterfall with a power of 180 combined with rain is just deadly especially when choice banded, imagine being flinched. All in all the set isn't as amazing as something Keldeo may have but is still effective nonetheless.
An even shorter outro plus a small threat list -
I'd like to thank everyone for reading this RMT I made and appreciate suggestions and criticism that do come with RMT's I'd like to thank Tornadus T for taking that critical Ice Fang from Gliscor and Jirachi for paralyzing the opponents Jirachi only to get hit by a Thunderwave.
P.S. I hate you Tornadus T
Threats -
- Cloyster
- Gastrodon
- Ferrothorn
- Starmie
- Genesect
- Blissey
- Keldeo
- Blissey
- The guy with the Worry Seed Ferrothorn
- Volcarona
- Trick Room
- Jolteon
- Thundurus
- Staraptor
- Landorous/T
- Gliscor
- Salamence
- Honchrow
- Terrakion
- Riolu
- Metagross
- Snorlax with Belly Drum
- http://www.smogon.com/smog/issue21/featured_rmt_ou
No Time to finish this RMT ATM! - Updated!
*Updated Threat List
*Updated RMT and Images
*Updated descriptions and replies to suggestions
*Added in Ferrothorn/Donphan/Thudurus T/Azumarill