The New ZapChomp: M. Rock's Second VGC 2011 RMT

Introduction

After having my old Trick Room team repeatedly pummeled by leads that prevent me from setting up by means of flinch hax and/or priority Thunder Wave, I decided to try a new team. It took me about a day to conceptualize, and I've only had a week-and-a-half's time to test it. With finals approaching and other more important obligations, I'm finding less time to play test, so I need to quicly figure out which of my two teams is better so I can get to RNGing. Without further ado, here we go

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The Team

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Tim (Thundurus) (M) @ Charti Berry
Ability: Prankster
EVs: 252 SpA/ 252 Spe/ 4 SpD
Timid nature (+Spe, -Atk)
- Protect
- Discharge
- Thunder Wave
- Hidden Power [Flying]

Standard Thundurus, plain and simple. Charti Berry sort of works as his Focus Sash against Rock Slide, and is really the only item that this set can have. EVs + nature so hopefully he wins the speed tie with Tornadus. HP[Flying] is preferred over HP Ice so that I can pick off weakended Scrafty ("weakened" as in "not at full health", guy's got okay bulk) before it can threaten Landorus with Ice Punch. Discharge is a good attack, and hopefully gets paralyze hax. Thunder Wave so he can instanlty slow down lead Terrakion, allowing Landorus to get an easy OHKO with STAB Earthquake, and is just useful in general because of +1 priority. Protect, in my opinion, is better than substitute. Yes, people want to abuse +1 priority sub to block status, but he's so frail and rarely carries a focus sash, so the opponent will go for the kill anyway. This means that that sub was essentially wasted health, shortening Thundurus's already short life-span.
This set is very good as helping Landorus stop leads from setting up. Has problems with lead Tornadus and lead Whimsicott. With Tornadus, I just pray that I win the speed tie, so I can paralyze him (if Discharge does not OHKO because of Focus Sash, Tornadus remains a threat on the next turn, whereas Twave instantly makes him slower than Landorus, giving Landorus the immediate advantage, as well as a little extra wiggle room). This set does its job well, but suffers from frailty and faster prankster leads, but I've learned to try to play around that. Having both leads attack is usually enough to get rid of Whimsicott (it either sets up an effect or subs, in other words, it almost never does damage), and priority Twave hurts Tailwind teams.

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Eric (Landorus) (M) @ Normal Gem
Ability: Sand Force
EVs: 252 Atk/ 244 Spe/ 12 HP
Adamant nature (+Atk, -SpA)
- Rock Slide
- Protect
- Earthquake
- Explosion

When I made this set, I thought is was ingenious and super original. Then I checked out his analysis on Smogon...only to find that I was beaten to the punch long ago :(. If more than one person would think of the same set, that only means that it's the most practical set he can have for this year's ruleset. Rock Slide for flinch hax and power, Earthquake for STAB (gets insanely powerful with a Helping Hand boost), and then Explosion for utility. He doesn't need the Earth Gem, because Earthquake gets the kills it needs already. I was considering Expert Belt and giving him Wide Guard instead of Explosion to save Thundurus from Rock Slide after his Charti Berry is used up (he can learn Wide Guard, right?).
His EVs are the way they are because I had to move things around to make sure that the stats he gets EVd in are even numbers at level 50, y'know, so as to not waste good EVs. He doesn't need full Spe because there is nothing of note that he needs to outspeed, and as a bonus, he appreciates the extra HP. He works very well with Thundurus, not because of the attacking combo akin to ZapChomp, but because priority Twave neutralizes threats that would move first and kill him. My only real gripe with my leads is that if they do not manage to stop TR leads from setting up, that essentially means "Game Over" for me. They also don't tend to live that long, unfortunately.

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KidneyBean (Musharna) (F) @ Mental Herb
Ability: Telepathy
EVs: 248 HP/ 248 SpD/ 8 SpA/ 4 Def
Sassy nature (+SpD, -Spe)
- Helping Hand
- Light Screen
- Psychic
- Protect

Holy crap, this thing cannot die. The nature + EVs are because most attacks aimed at it tend to be Shadow Ball, Bug Buzz, and Dark Pulse. Even so, it can take physical hits very well. +5 priority Helping Hand, along with poor speed, make him an excellent TR counter, and that combined with its ability makes it the ideal supporter. Thing die very quickly to helping hand boosted EQs, Rock Slides, and Discharges. Psychic can score some suprising KOs, coming off of a base 107 SpA, and usually do a very good number on Amoongus and Terakion. Light Screen, although not used often, helps my defensively weak team, and complements the EVs and nature nicely, making Musharna that much more annoying. Mental Herb is a necessity, and has save me from many a Taunt and Encore.
No complaints here, this mon is totally boss. It just has amazing synergy with the team, combined with great longetivity. What more can I say?

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Big Brown (Terrakion) @ Life Orb
Ability: Justified
EVs: 248 Atk/ 248 Spe/ 12 HP
Jolly nature (+Spe, -SpA)
- Close Combat
- Quick Attack
- Protect
- Rock Slide

Last but not least we have this amazingly powerful bull for backup, made only deadlier by Helping Hand. I think I stumbled upon the perfect EV set for this guy. This set has survived (at full health) a Dragon Dance-boosted, STAB Dragon Claw from Haxorus's monstrous base 147 Atk (granted, he was left with 6% health, but he survived)!
This is generally a great set, and has good synergy with Musharna, because of Helping Hand, Light Screen helping to soften the defensive drop of Close Combat, and it can lure Dark-type attacks for Terrakion to switch in on (although it's never happended before, sinch Musha is better off staying in to do another HH for its current partner). Quick Attack is for emergencies; as a regular attack, it isn't terribly powerful, though. It's helped me pick-off weakend things that would move first in tailwind or TR and otherwise kill a fellow teammate, but that's really it. He's very useful, has good coverage, but often crumbles to super-effective attacks.

Conclusion

This team is good, and proven to be effective. Overall, this team has won a little more than half the battles it's been used in. However, most of its losses are accredited to its overall frailty, occasional inability to stop TR from being set up due to the hax deciding not to kick-in, and Prankster leads that are faster (Whimsicott) or end up winning the speed tie (Tornadus).
To be honest, I only made this team because I feared that the current environment with hax-based leads was becoming increasingly harsh to TR leads. However, since this team's ability to prevent set-up is based mostly on luck, which isn't always on my side, I'm beginning to think that maybe that notion was sheer paranoia. The main purpose of this RMT is to see if this team is better than my previous one (http://www.smogon.com/forums/showthread.php?t=102747, you don't have to read the whole thing, skimming it is just fine), and, if so, to see what changes can be made to make it more efficient. I have to pick a team soon to get to RNG, so feel free to rate, comment, and critique :toast:.
 
Overall, this is a pretty nice team, but might benefits from some changes.
While the idea to not lose to Trick Room teams is nice, other field effects (Tailwind, Weather, Gravity) are still threatening to this team and I see more use in a +1 priority Taunt rather than Protect on Thundurus. Taunt is always useful, but especially in doubles where field effect strategies are very common - also, since you are using multi-target moves, you can Taunt any attempts to use Wide Guard which completely shuts Landorus down
Although Terrakion can take a beating, it should really be running max speed as right now you guaranteed to lose to opposing Terrakion.
 
I don't know why you think that not having an even numbered stat at level 50 means you're wasting EVs, you should only run 248 Speed if the Pokemon has a 30 IV, 31 means run 252/252/6. I have to go right now, but I'll give a more in-depth rate later.

EDIT: Ok, here goes;

Thundurus-Hidden Power Flying really is only useful to hit Scrafty, I'd change that to HP Ice, but that's more of a personal preference. Discharge has that nice 30% paralysis rate, so Thunder Wave is sometimes redundant. Taunt would be a good alternative to TWave, but again, that's more of a personal thing.

Landorus-standard set, no problems.

Musharna-looks good, but you might want to consider replacing one of the screens with Trick Room in case it does go up.

Terrakion-The moveset is good, but Leftovers seems like an odd choice. Chople Berry helps it take on other Terrakion.

Also, why do you only have 4 Pokemon. Did you make this team before the official rules came out? You probably want 2 more Pokemon so your team is not easily countered through Team Preview.
 
Oh, okay, you see, when I read the "Battle Mechanics at Level 50" article, I kind of just skimmed it, so I probably missed something about EVs, or just plain misread it. Thanks.

As for team changes, Taunt > Protect on Thundurus, I feel kind of foolish for not seeing that right away. His life span will be short anyway, so might as well have him be a bit more useful. As for Terakion, I usually KO opposing Terakion before mine comes out, since pretty much every member on the team can OHKO or 2HKO him with a super-effective attack. But, yeah, I will run 252 Spe, it will most definitely come in handy in the long run.
 
Oh, okay, you see, when I read the "Battle Mechanics at Level 50" article, I kind of just skimmed it, so I probably missed something about EVs, or just plain misread it. Thanks.

As for team changes, Taunt > Protect on Thundurus, I feel kind of foolish for not seeing that right away. His life span will be short anyway, so might as well have him be a bit more useful. As for Terakion, I usually KO opposing Terakion before mine comes out, since pretty much every member on the team can OHKO or 2HKO him with a super-effective attack. But, yeah, I will run 252 Spe, it will most definitely come in handy in the long run.

Oh, I'd say keep Protect on Thundurus, it comes in handy a lot of times, honestly I'd put Taunt>Thunder Wave, since Discharge has a 30% Paralysis rate.

Also, I went back and edited my post to be more in-depth. :3
 
nice team, but once tr goes up your screwed, which is why you should hav musharna. also for hp, if you hav no trouble dealing w/ other landorus's and the 3 genies use hp fly as it hits whismicott and the many fighting pokemon.

Also as a suggestion for other pokemon, jellicent switches in to all weaknesses of the genies cept rock atks. otherwise the team looks great.
 
This looks like a very good team and I believe it is better than the other one you had (may be just me).

Thundurus - Looks good just a slight issue. Change HP Flying. Unless I am mistaken the only poke's it hits for super effective are Amoongus and Whismicott. Mayby Hp Ice replacement for it so you can (unless I am mistaken) ohko or near-ohko a Landorus, damage Hydreigon, injur Haxorus, and potentially kill Tornadus's.


Landorus- Good and standard. The only thing that could be changed is ditching normal gem for a Life Orb. The recoil is annoying but it will power up all of you moves.

Terrakion- I like. It looks good. Mayby try Addamant with Choice Scarf and drop protect for something like X-Scissors? Worth a try I believe.

As for Mushrana- I have no idea.
 
Wow, I'm such a derp, I put Terrakion @ Leftovers when he actually has the Life Orb...just a typo :). Thanks for the rates. Btw, I do have a full team of 6, but these are the only four that I use; Eelektross and Samurott (the other two) are just for show, so when the opponent looks at my team preview, they know it revolves around multi-hit moves, but don't know which mons I'll use (since Samurott has a good surf, and Eelektross can avoid EQ).

EDIT: Will update RMT as soon as I test some changes that I find to be the most effective.
 
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