The Rock Bottom

Alright, so this is a team that I created for the Rock Bottom challenge. The idea for the challenge was to use nothing in the top 30 in UU usage (which, sadly, ruled out Empoleon- my previous MVP of all things UU) and nothing in the top 10 in RU usage. This, of course, was a challenge. However, I slapped together a bunch of things that seemed sort of good, had decent synergy (a massive rock type weakness being the exception), and started playing with it. Of course, as is the nature of things, I did far better with the team than any of my others, and I made it to around #20 on the ladder (which reset). Though the challenge is over now, I'd like to see what you guys think about this team. Feel free to steal it, I'll have a spoiler down at the bottom where for imports.

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Lanturn. Lanturn is my favorite poke, and while I'd never actually used it, I found this challenge a great excuse to. Volt Absorb is also an amazing ability that forces your opponents to predict around things a lot.

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Hitmonlee. I've used Hitmonlee many times before, it's amazing, it shouldn't be RU, and I love it. I was honestly just going with things I was familiar with at the time, and Hitmonlee was at the time the only thing in RU I've ever really used consistently. I was originally going to use Sceptile, but Sceptile is unfortunately up in that top 10 usage area, so it was off limits. Hitmonlee actually provides crucial synergy for this team, and Unburden Normal Gem Fake Out has helped me pull off numerous counter-sweeps.

The amount of non-specific-niche stuff in RU that I would want on my team was about gone, so I moved on up to UU.
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Yanmega was the first real thing to catch my eye, and it has great synergy with Hitmonlee as an attacking core. I went with the Life Orb Speed Boost set instead of SpecsMega because with a team made of not so great stuff, being choice locked can lose momentum, which is all the more precious.

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Well, with all the spinners locked up in the higher usage spots and no spinners in the lower tiers that could really be justifiable on even a low-usage team, I needed at least SOME way to attempt to save Yanmega from a horrible, painful, Life Orb + SR induced- death. Thus, Xatu. Xatu also completed my defensive core with Lanturn, as Wish from Xatu and Heal Bell from Lanturn could help support the rest of the team.

Now at this point, I really had four functional things that worked together quite nicely. I didn't really have any un-accounted for weaknesses (other than rock, but shh), but I lacked priority, and I lacked a way to deal with Bronzong consistently that doesn't involve losing one of my two main attackers.

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Straight out of the book of NBZ, a choice banded Azumarill. I figured my priority moves would need to be really strong, and a priority Aqua Jet coming off Azumarill is er... frighteningly powerful. Why not.

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Rotom-H came about because I realized I needed a fire type to beat Bronzong and Nidoking could beat the entire rest of my team. In the past, I've used a Nidoking, and I believe that the only thing that I could never hit was a Rotom-H. Rotom-H was a fire type, so it satisfied both requirements.


TO THE IN DEPTH STUFF. YAY.

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Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Toxic
- Heal Bell
- Volt Switch
- Scald

This is a very redundant set that doesn't make sense that also works quite well. Two status inducing moves, one status removing move, and a way to get the hell out of dodge while dealing a bit of damage. I originally made it specially defensive because that's what the smogon set told me to do, but I later realized special attackers give this team less of a problem (while Stone Edge from anything gave it a much larger one), so Lanturn was made a physical wall. It's sort of a stall-stopper/pivot/thingy when being used. If there's an attacker I know I can wall, Lanturn comes in and then Volt Switches out as the opponent switches. Volt Switch is also a great move on Lanturn because all those ground types that would normally come it to stop it don't want to be taking scalds, so it saves itself.

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Hitmonlee (M) @ Normal Gem
Trait: Unburden
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Fake Out
- Close Combat
- Stone Edge
- Earthquake

Hitmonlee is versatile in the fact that you can activate Unburden a lot of different ways. I've seen Liechi/Endure, Rock Gem/Stone Edge, Fighting Gem/HJK, but I like this the best because it makes sure a speedy attacker that might give the team a problem is going to die. Close Combat over HJK is because I hate Protect and I want it to die in a fire, and I want to actually be able to kill Umbreon. There's really not much to say about Hitmonlee otherwise, it does its job and it does it well. Pretty standard.

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Yanmega @ Life Orb
Trait: Speed Boost
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Air Slash
- Bug Buzz
- Giga Drain
- Protect

The great, standard, not really necessary to explain Yanmega. I don't see why anything with the set would need to be talked about or tampered with, so the only real thing to mention about it is replacements if you decide that this team doesn't need a powerful, speedy special attacker with coverage that it otherwise lacks. In case you can't tell, I like it.

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Xatu @ Leftovers
Trait: Magic Bounce
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- U-turn
- Wish
- Thunder Wave
- Protect

Alright, so this actually requires a bit of explaining. I'm using Wish- because other stuff on my team likes it and with Protect, it's not any different from Roost except that it may or may not generate free turns for the opponent, depending on how stuff wants to be predicted. T-Wave provides good status, and while Hitmonlee and Yanmega don't necessarily need the opponents to be slowed down, it helps Azumarill and Rotom-H take a little less damage on their rampages. Plus, full parahax are always fun when they happen. U-Turn is there because Xatu really doesn't need a fourth move to be effective, and it's very helpful for Wish passing.

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Rotom-Heat @ Leftovers
Trait: Levitate
EVs: 252 HP / 120 Def / 136 SAtk
Calm Nature
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split

This is the jack of all trades on the team. It takes hits, it provides offensive pressure, and just because there's so many variants of it, nobody really knows what to expect. Overheat is there for Bronzong and anything else that I may feel like Overheating, and while I don't necessarily love having the move on the set, it doesn't get Flamethrower because TrollFreak is troll. Volt Switch is there to basically start spamming electric type moves with Lanturn. When dealing with water types, Rotom and Lanturn can just Volt Switch back and forth and back and forth, Lanturn taking all the attacks nicely and Rotom dealing out damage. Pain Split for lack of a better other option, I don't necessarily need the move but I don't really want anything else, either.

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Azumarill @ Choice Band
Trait: Huge Power
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Ice Punch

Alright, the band is overkill. It really is. I should probably stick a Lum Berry or Lefties on there, but I'm also a fan of overkill. The moveset and EVs are quite obvious, but I'd like to see what everyone suggests. Keep in mind that Azumarill is providing me with powerful priority + bulky offense. That's what I need in this teamslot. If a different set, item, EV spread, or even a different mon accomplish the same goal, I'd be interested in seeing what people have to say.


So, if it wasn't clear, Azumarill is really the only thing on this team that I'm REALLY looking to fix. Also- keep in mind that I originally made this team for the Rock Bottom challenge and I'm utilizing things low in usage. I kind of like the idea of keeping that idea around, and while I'm not against using things in the top 30 in usage, if it accomplishes the same goal a minuscule amount better (as opposed to a small/moderate/large amount), I'll probably lean on keeping the team the same. I'm interested to see what everyone has to say.

Yanmega @ Life Orb
Trait: Speed Boost
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Air Slash
- Bug Buzz
- Giga Drain
- Protect

Lanturn @ Leftovers
Trait: Volt Absorb
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Toxic
- Heal Bell
- Volt Switch
- Scald

Xatu @ Leftovers
Trait: Magic Bounce
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- U-turn
- Wish
- Thunder Wave
- Protect

Hitmonlee (M) @ Normal Gem
Trait: Unburden
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Fake Out
- Close Combat
- Stone Edge
- Earthquake

Rotom-Heat @ Leftovers
Trait: Levitate
EVs: 252 HP / 120 Def / 136 SAtk
Calm Nature
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split

Azumarill @ Choice Band
Trait: Huge Power
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower
- Ice Punch


Just adding a line or two here so you can see the button. Kind of sneaky sitting down at the bottom of the post.

Update- I actually just ran into a guy using this team (laddering, testing, I don't know exactly), it was interesting because it was essentially a battle to kill Lanturn. The attackers keep getting statused, then Lanturn comes in, Heal Bells, then Xatu wishes and can pass it off in a good opportunity, and you go back to square one except Lanturn has lost a little health. It's interesting, just seeing how important everything is when facing the same team.
 
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