THE REPLACEMENTS
Alright, so this is my first RMT here on Smogon, but not the first team I've ever created. I actually used to have quite a few UU teams that I felt comfortable using, mostly stall and semi-stall teams that did fairly well for me. Things were good, but my laptop wound up getting a virus and I needed to get it wiped, and while having a functional laptop was a good thing in the long run, I had to remake my teams from memory. As I struggled to perfectly recreate my first team though, a thought popped up in my head.
"This is ridiculous, I should just make something new."
I wanted to create a team using pokemon that I hadn't really ever used before. Which while difficult at first, lead me to creating what has become one of my favorite teams to use since then.
I've been using this team for a while now, and I really enjoy using it, but it still needs work, and so I've brought it here to see what players on here have to say about The Replacements to make them better.
Team Building:
The basis of this team was to pick a good pokemon that I liked, and build around it.
MEGA HOUNDOOM
Having only played gens 1, 2, and 6, I was obviously inclined to build my team around an older pokemon that I've always liked. I chose Mega Houndoom first off because a) he looks like a total boss and b) I prefer to build my offensive teams around a late game sweeper so I can have a clear direction right from the start. I have no explanation for why I had never used this monster before.
MIENSHAO
Mienshao was my next choice, I wanted something able to force switches and grab momentum to rack up damage on my opponent over time. A solid answer to one of the most common checks to Houndoom, Hydreigon. Regenerator also helps Mienshao have some significant staying power and generally lets him ignore hazards.
FLORGES
Then I decided that I wanted to have a counter to Hydreigon. Florges was the obvious choice, driving away the 3 headed dragon whilst also offering great support for the team with Aromatherapy and Wish.
FORRETRESS
I then had to decide on a hazard setter/remover, it was close between Forretress and Donphan, but in the end I chose the big metal bug for bulk and the ability to gain momentum with the slow Volt-Switch.
SLOWBRO
I then decided to use the last two slots to form a fire/water/grass core. Recognizing that Arcanine was a massive threat to the team, I chose Slowbro as my water type of choice, being able to switch into Arcanine consistently force it out and therefore wear it down. Slowbro would also be good for dealing with ground and fighting types that could stop Houndoom.
ROSERADE
Finishing my fire/water/grass core, offensive Roserade was brought to take out bulky water types and punch holes wherever it could.
Having only played gens 1, 2, and 6, I was obviously inclined to build my team around an older pokemon that I've always liked. I chose Mega Houndoom first off because a) he looks like a total boss and b) I prefer to build my offensive teams around a late game sweeper so I can have a clear direction right from the start. I have no explanation for why I had never used this monster before.
MIENSHAO
Mienshao was my next choice, I wanted something able to force switches and grab momentum to rack up damage on my opponent over time. A solid answer to one of the most common checks to Houndoom, Hydreigon. Regenerator also helps Mienshao have some significant staying power and generally lets him ignore hazards.
FLORGES
Then I decided that I wanted to have a counter to Hydreigon. Florges was the obvious choice, driving away the 3 headed dragon whilst also offering great support for the team with Aromatherapy and Wish.
FORRETRESS
I then had to decide on a hazard setter/remover, it was close between Forretress and Donphan, but in the end I chose the big metal bug for bulk and the ability to gain momentum with the slow Volt-Switch.
SLOWBRO
I then decided to use the last two slots to form a fire/water/grass core. Recognizing that Arcanine was a massive threat to the team, I chose Slowbro as my water type of choice, being able to switch into Arcanine consistently force it out and therefore wear it down. Slowbro would also be good for dealing with ground and fighting types that could stop Houndoom.
ROSERADE
Finishing my fire/water/grass core, offensive Roserade was brought to take out bulky water types and punch holes wherever it could.
Anyway, on to the team.
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Destiny Bond
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 220 Def / 36 SDef
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Aromatherapy
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Spikes
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Toxic
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Rest
Wrapping the team up is my early/mid game powerhouse Roserade, early game Roserade can catch my opponent off guard if they're expecting a more defensive set. Roserade's job is to get in as soon as possible and either take out my opponent's bulky water types to make Houndoom's life easier, or hit switch ins hard with either Leaf Storm or Sludge Bomb. Hidden Power Fire is used mainly for any Forretress, as even without the boost that Technician gives Hidden Power it OHKO's the metal bug and lets me stack hazards permanently. Rest and Natural Cure are used as a full restore for Roserade, and the ability to get back to 100% and get another chance to fire off Leaf Storms/Sludge Bombs to try and break my opponent has proven the deciding factor multiple times. Added as a last second decision, Roserade has proven to be this team's MVP in practice.
Conclusion:
Overall the team has done well for me, but since the recent drops this team's effectiveness has dropped off somewhat. Lucario and Infernape makes things difficult and pressure this team fairly hard, also Goodra and Blissey are barely manageable. Volcarona needs to die in a hole too.
Basically I've come here to see what help I can get towards adjusting to the new changes in the meta, and fixing flaws that were already present such as my current reliance on special attackers.
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Destiny Bond
Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 220 Def / 36 SDef
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Aromatherapy
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Spikes
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Rest
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Toxic
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Destiny Bond
Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 220 Def / 36 SDef
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Aromatherapy
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Spikes
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire]
- Rest
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Toxic
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