TSG- An Ou RMT

Team Star Gazers
This is currently my most used team on Shoddy. When I was creating it I knew that I wanted a solid lead that could induce sleep and set up stealth rocks. I went back and forth between movesets for most of these pokemon. This is my team as it stands right now. Btw, I’m not an amazing writer so please don’t be expecting too much from me. ^.^”

To Mods: Before you see the other thread with the same name as this one that is locked and decide to lock this one, Tab locked then unlocked this one and I accidentally posted an new thread that got locked, So this is my most recent attempt at at an RMT. plz just let the other one die and leave this one alone <__<..

Team from Afar
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Close Ups
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Smeargle- Focus Sash
Ability:Own Tempo
Ev's: 252 HP/ 252 Spe /4 Def
Nature:Jolly (Speed+ , SpAtk-)
Stealth Rock
Toxic Spikes
Endeavor
Spore

I had originally Used a TrickScarf lead that kept dieing to almost all of my opponents first or second turn. SO i went with this set instead and so far it has been working fine. The basic idea is obviously to spore then set up rocks/spikes. Endeavor for weakening bulky pokemon after I've used my Focus Sash.

"Smeargle has an advantage of being the fastest Pokemon with SR and Toxic Spikes, and proudly demonstrates that Spore puts him well above Skarmory and Forretress. He effortlessly stops SR from going up on pretty much anything that isn't another Smeargle or a suicide lead, which will usually do themselves in due to the lack of anyone caring about there survivability." -SwampertSooner. A quote that I could not have said better.



Metagross-Leftovers
Ability- Clear Body
Ev's: 252 Atk/ 252 Spe/ 4 Hp
Nature: Jolly (Speed +,SpAtk -)
Ice Punch
Earthquake
Agility
Explosion

I use this set mainly to come in on Scizor or other physical pokemon that cannot harm metagross. This may seem like a wierd set, but most of the time I get the opponent to switch causeing rock damage and possibly poison. The jolly nature is so it can outrun most common choice scarfers and get damage on them. (It reaches 456, that outspeeds any choice scarfed pokemon with 302 speed or less) Although he does have less attack, the speed helps a lot when taking on a scarftran, because I know that no matter what Eq will down it.




Dusknoir- Leftovers
Ability- Pressure
Ev's: 252 Hp/ 252 Atk/ 4 def
Nature: Adamant (Atk +, SpAtk -)
Focus Punch
Substitute
Shadow Sneak
Pain Split

This is, in my opinion, one of the most annoying sets in the Ou metagame. He can come in on any fighting/normal attack and set up a sub. He can usually survive a neutral hit with enough hp left to make a sub, and from there you can KO with Focus Punch(if you know it will KO) or pain split. Not to mention that Ghost/Fighting hits almost everything neutrally. And can revenge kill for Smeargle. This comes in handy when smeargle is out and I know the opponent is going to use a fighting type move, so I can just switch him and and get the kill/Free sub.


Lucario-Life Orb
Ability- Inner Focus
Ev's: 252 Atk/ 252 speed/ 4 Hp
Nature: Adamant (Atk +, SpAtk -)
Close Combat
Crunch
Extreemespeed
Swords Dance

This used to be the most common Lucario set(It might still be, idk) But it sure does get the job done. Though I prefer Focus Sash over Life Orb, Smeargle puts better use to the FS and the extra damage can be useful. [/FONT]


Damage Calculations (After one Swords Dance with Adamant Nature)

Close Combat vs. max HP / Def Skarmory 84.4% - 99.7%
Close Combat vs. max HP / Def Bronzong: 95.2% - 100% (67% chance to OHKO)
Close Combat vs. max HP / Def Hippowdon: 75.7% - 89.3%
Close Combat vs. max HP / Def Forretress: 79.7% - 93.8%
Close Combat vs. max HP / Def Donphan: 82.0% - 96.9%
Crunch vs. max HP / Def Cresselia: 63.5% - 74.8%
Crunch vs. max HP Cresselia: 85.1% - 100% (2.6% chance to OHKO)
Crunch vs. max HP / Def Dusknoir: 88.4% - 100% (21% chance to OHKO)
Crunch vs. max HP / Def Celebi: 78.7% - 93.1%
Crunch vs. max HP / Def Rotom - Appliance: 100% [FONT=&quot]



Dodrio- Choice Band
Ability- Run Away
Ev's: 252 Atk/ 252 Spe/ 4 Hp
Nature: Adamant (Atk +, SpAtk -)
Brave Bird
Pursuit
Quick Attack
Steel Wing

Yes. Dodrio. A very underestimated Nu pokemon. A choice banded Brave Bird from an Adamant Dodrio can be very devastating to many pokemon, bulky and not, 1hit ko's Machamp and Celebi, two major threats to this team. Run Away helps you escape from Dugtrio's revenge, a very useful ability, even though dugtrio is not used as often as it used to be. This guy often comes in on Earthquake/Power and deal a hefty about of damage with puruit, often Ko’ing. It also comes in handy near the beginning of the battle after smeargle Endeavors, coming in and revenge killing the pokemon, especially when I can’t send dusknoir in for the revenge kill because it’s a normal type lead, like ambipom or Persian.


Starmie, My “Star Gazer”- Leftovers
Ability- Natural Cure
Ev's: 252 Hp/ 252 speed/ 4 Sp Atk
Nature: Timid (Speed +, Atk -)
Hydro Pump
Rapid Spin
Grass Knot
Ice Beam


In my opinion, the best Starmie moveset for this team. The main point behind this moveset is obviously to put a lot of damage on pokemon while keeping status and Rocks/Spike off of the field. It can also take A lot of hits for Metagross, Luc and smeargle(Fighting, Fire, Water, Psychic) and then return with a Rapid Spin or Super Effective hit.

That’s my team. DJ out.
 
Just a nitpick, but what exactly do you need Run Away for? Dugtrio cannot trap Dodrio because it is a Flying-type, not because of its ability. Either way, Dodrio is a poor man's Tauros who is an even poorer man's Staraptor. So why deprive yourself of the awesome power that is Staraptor?

Staraptor @ Choice Band
Jolly
6 HP / 252 Atk / 252 Spe
~Brave Bird
~Return
~Close Combat
~U-turn / Quick Attack

Much more powerful than Dodrio, and just as fast. Intimidate is also a superior ability to Early Bird, and can mean the differenc ebetween Staraptor living and Staraptor dying. Otherwise, this team seems to have problems with Specs Jolteon, with every team member being 2HKOed at worst with Stealth Rock. I guess priority helps, but you'll be hard pressed to find a switch-in (read: nothing takes a Thunderbolt. Nothing).

I would honestly just suggest you remove Smeargle for Swampert, as this team doesn't exactly benefit from Toxic Spikes as much as other more offensive or defensive teams would. Swampert can swap in on Thunderbolt and threaten to Roar out the next switch-in or even Earthquake Jolteon to oblivion. Standard 252 HP / 252 Def Swampert @ SR / EQ / Ice Beam / Roar works just fine.

Change Metagross's nature to Adamant and go Meteor Mash > something on Agiligross. A STAB-less Metagross is a pathetic Metagross. Giving Starmie a more effective defensive spread of 252 HP / 56 Def / 200 Spe @ will leave you with a bulkier Starmie. Remove Grass Knot for Recover as well, since Recover is the most important move on Starmie as it lets it repeatedly switch-in on Infernape, Gyarados, etc...and can Recover itself back to full health.
 
Just a nitpick, but what exactly do you need Run Away for? Dugtrio cannot trap Dodrio because it is a Flying-type, not because of its ability. Either way, Dodrio is a poor man's Tauros who is an even poorer man's Staraptor. So why deprive yourself of the awesome power that is Staraptor?

Staraptor @ Choice Band
Jolly
6 HP / 252 Atk / 252 Spe
~Brave Bird
~Return
~Close Combat
~U-turn / Quick Attack

Much more powerful than Dodrio, and just as fast. Intimidate is also a superior ability to Early Bird, and can mean the differenc ebetween Staraptor living and Staraptor dying. Otherwise, this team seems to have problems with Specs Jolteon, with every team member being 2HKOed at worst with Stealth Rock. I guess priority helps, but you'll be hard pressed to find a switch-in (read: nothing takes a Thunderbolt. Nothing).

I would honestly just suggest you remove Smeargle for Swampert, as this team doesn't exactly benefit from Toxic Spikes as much as other more offensive or defensive teams would. Swampert can swap in on Thunderbolt and threaten to Roar out the next switch-in or even Earthquake Jolteon to oblivion. Standard 252 HP / 252 Def Swampert @ SR / EQ / Ice Beam / Roar works just fine.

Change Metagross's nature to Adamant and go Meteor Mash > something on Agiligross. A STAB-less Metagross is a pathetic Metagross. Giving Starmie a more effective defensive spread of 252 HP / 56 Def / 200 Spe @ will leave you with a bulkier Starmie. Remove Grass Knot for Recover as well, since Recover is the most important move on Starmie as it lets it repeatedly switch-in on Infernape, Gyarados, etc...and can Recover itself back to full health.

I was thinking about putting in staraptor instead of dorio, but when a dodrio comes out, no one expects it to Ko anything, and they expect it to be scarfed most of the time.

I haven't realized that about the specs jolteon. I've only versed one team so far with a jolteon but it came out when I had an agility set up. Im not one for meteor mash because Eq is basically the same move without stab and can take out the same pokes.(I've also just realized that it had 0 Iv's in speed, so I've changed it to adamant.)

I should really explain more about my team, sorry about that. I'll explain the reasoning behind not having Recover.
 
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