Very First RMT

So I had done OU for a while, and I was finally starting to not be quite as noobish, when I started seeing UU teams pop up everywhere. I wanted to see what all the craze was about, so I made one. It works out really well, and has even beaten several OU teams. But it has several weaknesses I can't quite put my finger on. (I'll be talking about this as an OU team, because that's where I use it. So my threats and match-ups will all be OU.). There is no team-building process (not yet, anyway), as I must go soon. Here they are:



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Ambipom1.gif

Ambipom@Life Orb
Jolly Nature
Technician Ability
252 speed EVs / 252 attack EVs / 4 HP EVs
Move-set:
Fake Out
Taunt
U-Turn
Double Hit

My lead is Ambipom. Azelf is the most used OU lead, and Ambi is probably that for UU. Other than Weavile, he has the fastest Fake Out in the game. U-Turn helps me scout, and is used against fighting types, from whom I must flee, but know I can outspeed. Taunt is for leads such as Skarmory and Forretress, who want to set up entry hazards. It's a good move on a lead. Double Hit is the ultimate Ambipom attack! I calculated, and with Technician, STAB, and LO, each hit has a power of 102.375. This gives the move a total power of 204.75, or 205. That === Selfdestruct! Anyway, I've been able to sweep 2 or 3 pokes with it. It's a good move. Now, most leads have a Focus Sash, but the only lead that I've met that even CAN OHKO Ambi is Metagross/Machamp. So for them I fake Out, then U-turn to safety. So no problem there. It's main flaw is that it can't set up SR for me. So that's a problem. Here are common lead match-ups:

Roserade- I Fake Out, then Double Hit. Usually OHKOes. If not, I get Sleep Powder-ed and switch to someone else to take the Leaf Storm. Usually not big trouble, unless it uses T-spikes. Those are troublesome.

Machamp- I fake out, then Double Hit. ^^^^^ I normally OHKO, but not doing so causes Ambi to faint. Other tam members bring it down with ease, though.

Aerodactyl- Fake Out, then U-Turn to someone else who can take it on. All other people have super effective moves, so I don't mind this guy.

Metagross- Exact same as above, but fewer counters. It usually ends up Exploding when I switch in the appropriate guy. I'll die, but he will too. Not a huge deal.

Azelf- Fake Out + Double Hit = OHKO. At least, every time so far. Nothing to worry about here.

Ambipom- Same as above. With them doing the same thing, however, it's a race to the OHKO. I tend to win, though. Something of a problem for me here.

Skarmory- Fake Out, Taunt, U-Turn to someone who can beat it. I laugh at this pathetic fellow.

Forretress- I do exatly the same thing as for Skarm.

Jirachi- Fake Out, then U-turn to a counter. However, Flinch hax will ruin this team. I've gotta watch these guys. TrickScarf is also hard to beat. Really tough to deal with, Jirachi leads. But I manage.

Uxie- Fake Out, then Taunt, then U-Turn. Despite the incredible Double Hit, it's defenses are just too high for Ambi. Besides, Taunt normally shuts it down anyway.

That's 10 leads, so on to the next guy.

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aggron.png

Aggron@Leftovers
Jolly Nature
Rock Head Ability
252 Attack EVs/252 Speed EVs/4 HP EVs
Move-set:
Substitute
Head Smash
Focus Punch
Rock Polish

I got the tip that the common Ground and Fighting weaknesses make Rock/Steel types poor tanks. It's true. So I made Bastiodon into a sweeper. Head Smash is an absurdly strong move with no backlash due to Rock Head. Unfortunately, it has exceedingly low accuracy. For the Steel types and such that will resist Head Smash, Aggy is capable of Sub-Punching. Subs also give him a free turn of Head Smash when they survive the next turn. Rock Polish is used when I anticipate a switch, as it makes Aggy an even more effective sweeper. That's the only reason I put EVs/nature into Speed rather than Defense/Attack. And that's my Aggron.

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rotom.png


Rotom@Choice Scarf
Timid Nature
Levitate Ability
252 Speed EVs/252 Sp Attack EVs/4 HP EVs
Move-set:
Trick
Will-O-Wisp
Shadow Ball
Thunderbolt

Rotom is the first of two support pokes. They share an almost identical move-set, so be prepared. Between TrickScarf and WoW, he can cripple tanks and sweepers alike. Shadow Ball and T-bolt provide reliable STAB coupled with the SP Attack EVs. Also, he has great type synergy with the rest of the team. I have 3 fighting weaknesses, and 2 ground weaknesses. Rotom resists both of those types. Many people wanted a Mismagius here, but Rotom works out pretty well for me.

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Gardevoir_Plush_by_coral_chi.jpg


Gardevoir@Choice Scarf
Timid Nature
Trace Ability
252 Speed EVs / 252 SP attack EVs / 4 HP EVs
Move-set:
Psychic
Will-O-Wisp
Wish
Trick

This is my other supporter. Another TrickScarf user, as well as WoW. She can seriously cripple people. Garde is actually NU, and I don't see why. She's at least good enough for UU. Psychic provides an actual attack, as well as strong STAB. Trace can screw over so many people, though no examples come to mind. It's certainly better than Synchronize. I forgot what else I was gonna say, so that's all for now. Gardevoir is a good pokemon, and I'm proud of her work on the team.

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Hitmonlee_as_Dhalsim_by_FlamedramonX20.jpg


Hitmonlee@Life Orb
Jolly Nature
Limber Ability
252 Speed EVs / 252 Attack EVs / 4 HP EVs
Move-set:
Blaze Kick
Close Combat
Sucker Punch
Mach Punch

Hitmonlee is Gardevoir's counterpart. Blaze Kick is for Forretress/Skarmory/Scizor. It is my only Fire move, so it gets a lot of use. Close Combat is an amazing STAB move, but it lowers my defenses, making him more frail than he already is. An alternative here is requested. Sucker Punch is for Psychic types who think they have the upper hand. Or Ghost types. Lastly, I have Mach Punch. It's a great revenge kill move, but serves no other purpose whatsoever. It's not bad to have around though. This used to be Rapid Spin, but that NEVER got used. Limber is a useful Ability to have around. The rest of Hitmon seems to be apparent, so I'll move on.

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tangrowthc.png

Tangrowth@Life Orb
Timid Nature
Chlorophyll Ability
252 Sp Attack EVs/ 252 Speed EVs/ 4 HP EVs
Move-set:
HP Fire
Sunny Day
Solarbeam
Sythesis

I decided to replace Rhyperior with Tangrowth for a few reasons. 1) I needed another special sweeper. 2) This is the more important reason. With Rhype, I had 3 Fighting weaknesses, as well as 2 Ground ones. Tangrowth resists Ground and Water, which Aggron is weak to, and can absorb one or two Close Combats due to his high base Defense. Tangrowth is a classic SunnyBeamer, but an effective one. However, if he can't get Sunny Day up, he's practically worthless. Anyway, Cholorphyll gives him the speed that a sweeper needs. HP Fire is powered up by the sun, and Solarbeam is there for the obvious one-turn move. Synthesis does well on Tangy, as it restores 66% of his health in the sun. Works well with a Life Orb. That's really all there is to Tangy.



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That's the whole team, so feel free to rate, comment, criticize, complain, etc. I'm doing this quickly, so let me know if I missed something. Thanks for reading. :)
 
Oh, man your EV's are just waaay out of place, there is really no point to adding def or SpD ev's everywhere, you should just add HP ev's tbh. I think if you really want to do a team like this you should run a special and physical wall, then have your sweepers/tanks.

So I would really suggest running the EV's that are suggested on smogon over your current sets as they are there for a reason. Simply because someone has spent hours upon hours to calcs of provide the best sets possible. Sorry but I will not rate this team untill the ev's are proper and also items are messed up, IE you have nothing able to revenge kill, aside from two fake out users who are both walled by ghosts and steels.

Sorry man, fix ALL your ev's then send me another PM and I will rate this team.
 
Ok your EVS are completely screwed up.

Ambipom- fine

Bastiodon-as a steel wall, it's outclassed by Registeel and Steelix. I recommend Registeel to deal with special attackers such as Alakazam and Mismagius. Try this set.

Registeel@leftovers
Careful Nature(+SpD,-SpA)
252Hp, 100Atk, 156 SpD

Stealth Rock
Thunder Wave
Earthquake/Seismic Toss
Iron Head/Shadow Claw/Explosion

Ripped out of the analysis. Choose your attack depending on what you want to deal with, although I recommend Shadow Claw and Seismic Toss so that you can deal with Rotom while still getting a decent source of damage from Seismic Toss.

Omastar- when not in rain Omastar as a sweeper just doesn't work. I recommend a bulky water Milotic, who can pair with Registeel to form an effective defensive core.

Milotic @ Leftovers
Bold Nature
248 HP, 252 Def, 8 Spe
Surf
Hidden Power Grass
Haze
Recover

The speed EVS let you outspeed Rhyperior and surf it before it can EQ you or something.

Gardevoir- As a special attacker, there are better options. I think a Mismagius will work better in that slot, as well has help you take fighting attacks, which you currently have a big weakness to.

Mismagius@Leftovers
Timid Nature
4 HP, 252 Spatk, 252 Spe
Nasty Plot
Shadow Ball
Substitute/Taunt
Thunderbolt/HP Fighting

Thunderbolt gets more power on neutral targets like Drapion and lets you KO Milotic, who may try to Haze away your boosts. You can still run HP Fighting if you want though, since it hits Registeel harder and allows you to 2ko Chansey at +6.

Hitmonlee- His Evs need to be changed a bit. Move those Spdef EVS to Speed, since Hitmonlee is a sweeper and shouldn't be trying to take hits, and sweepers need all the speed they can get. Change your nature to Jolly too to outspeed Venusaur and Toxicroak. Also, replace Fake Out with Stone Edge to hit Flying types, who wall your STAB.

Rhyperior- Again, those EVs are weird. I recommend moving those Def Evs to Speed, and changing your Nature to Jolly. Also, replace Hammer Arm with Rock Polish, since Hammer Arm doesn't hit anything significant and Rock Polish makes Rhyperior a great sweeper.

GL
 
Selfdestruct halves your opponents defense so its not the same as double hit and I seriously dont know why you would use a UU team in OU, youll be disadvantaging yourself for no reason. Read some smogon articles and some other peoples UU rmts b4 posting a team, all your sets are completely unorthodox. Sharkz is pretty much remaking your whole team for u. (If ur using it in OU, shove it in the ou rmt thread instead).
 
"Hi, my name is Infernape. I don't have to worry about Gardevoir because I'm too fast. Not only that, but you have too many Rock/Steel mons in your group, and I can Fake Out Ambipom before pummeling it with Close Combat. Oh, and U-turn doesn't hit me very hard."

I agree with the Mismagius suggestion for the above statement. I like Gardevoir, but for Special Sweeping there are better mons out there. It should be in UU, not NU, but Dark-types are everywhere. Machamp also won't be able to DynamicPunch it to death.

Mismagius @ Spell Tag (255 SpA/255 Spe)
Ability: Levitate
Nature: Timid
Moveset:
1. Shadow Ball; Ghost
2. Nasty Plot; Dark
3. Power Gem; Rock / Thunderbolt; Electric
4. Magical Leaf; Grass / Hidden Power Fighting

Reason:
1. Shadow Ball, with STAB and Spell Tag, will be really powerful AND lower the Special Defense of anything hit by it should it not die. Nasty Plot for this move is just icing on the cake.

2. Nasty Plot is your set-up move to start Swiffering your opponent's team (Swiffer > Sweep)

3. Between Power Gem and Thunderbolt is up to you. Gyarados will die to either one (after one Nasty Plot), Milotic and Vaporeon will get KO'd by Thunderbolt, Yanmega will get KO'd by Power Gem and you have something to deal with Ninjask, and both will hit Drapion rather hard after one or two Nasty Plots.

4. Magical Leaf and Hidden Power Fighting is another of those fork-in-the-road options. Magical Leaf will hit Swampert (most don't have Mirror Coat on them, and I commend whoever uses Mirror Coat on theirs), Quagsire, and Gastrodon really hard, while providing an alternative to killing Milotic and Vaporeon should Power Gem be chosen. Hidden Power Fighting is your answer to Tyranitar, Chansey/Blissey, and others.
 
"Hi, my name is Infernape. I don't have to worry about Gardevoir because I'm too fast. Not only that, but you have too many Rock/Steel mons in your group, and I can Fake Out Ambipom before pummeling it with Close Combat. Oh, and U-turn doesn't hit me very hard."

Infernape is OU, this is a UU team. So yeah. SlimMan, your Evs are messed up
 
Ok.
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@Zinocide:
So you're right about the EVs. This was sort of an experiment, but the result of said experiment is that Tank+Sweeper=/= good. Pokes generally must be one or the other. The fact that I had to do it to learn that fact may not be good, but I've learned it now. As for the revenge kill thing, you're right also. I considered Bullet Punch on Hitmon, but opted against it. I haven't NEEDED one yet, but if you're certain it'll help...........
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@Sharkz:
I think the Registeel thing was a good idea. I've tried him before and so many things would crush in 1-2 hits, however. That's why I didn't go for him originally with this team. Same with Milotic. I understand what you're saying, but in past experiences, they've not worked out right. Perhaps it was my fault that it failed, I don't know. But you may be onto something............. Mismagius could work, but I dislike the fact that she must use Nasty Plot to really work. All sweepers do MUCH better at +2, +4, or +6, but for Mismag to truly shine, she MUST use Nasty Plot at least once. Again, this has merely been my experience with her, so I'm no Mismag expert. On Hitmon, you're absolutely correct in saying that Hitmon is a poor-er sweeper without Speed EVs/Nature. But on those times he doesn't go first, he's nearly as frail as Alakazam! I was hoping to prevent this, but you make another good point. Your Rhyperior tip is the same as your Mismagius tip. It will work well, but set-up is one thing at which I fail even more. So I'll consider that. Thanks for the help.
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@Daunting:
I meant power-wise on the Selfdestruct thing, not every last effect. I use it in OU because......... well, this is rude, but I don't feel like telling you. Yes, my sets are unorthodox. While too unorthodox can cause a team to Crash-And-Burn, too orthodox means that you might as well not even make an RMT. My team is apparently closer to the Crash-And-Burn side of that spectrum. I entirely get the point, but I try to branch out a little even though it creates messed-up teams such as this. I'm thankful for all the advice I'm getting. But Daunting, loosen up. Also, I didn't put it in the OU place because, strictly speaking, this is a UU team. Lastly, Sharkz is not remaking my team for me. He's giving me advice, GOOD advice mind you, but that's it. He's not actually editing my team, he's helping ME edit it. Daunting, I'm being rude to you. I'm sorry, but your post doesn't feel like constructive criticism, it feels like nagging. I understand you're pointing stuff out, but.................
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@ /B/utterfree:
I've met several Infernapes. Mix-Apes, Lead-Apes, Special-Apes, Physical-Apes, etc. Despite the GLARING weakness, *none* of them have managed to sweep more than 1 or 2 members. I seem to resist them...... somehow. I referred to Mismag above, so I won't get into that.
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@ Azlanslayer:
The EVs, as stated above, were a failed experiment. But your comment is duly accepted.
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@ /B/utterfree:
Look at previous message.
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@ Everyone:
The point of an RMT is critique, and I apologize. It seems I've blown off every single thing you guys have said. I don't mean to lend you a deaf ear, so to speak. This team was, once again, experimental, I and value your feedback/input. If I had fully perfected it, it wouldn't need an RMT, so that's why it seems like such a rough draft. Anyway, thanks for all your help, and I'll start implementing some changes. However, it'll take me a while to edit the post and what not, so bear with me. That's all. Bye.
 
No problem. I figured I could help you as you helped me.

In fact, because my OU Team seems relatively decent with the numerous changes I've made to it, and without any new improvements after my last change, I feel my OU Team is secure. Wins 8/10 battles usually.

I might demonstrate a UU Team as I tried making one of those also. Better than bumping my OU Team just to see other people's opinions on a drastically changed team...
 
Hey slimman,

Just a small note beforehand, I don't understand why you havent put any EVs into speed except for ambipom, as an SD lucario/scizor will be giving this team a really hard time... Anyway if you're using this for OU,

- I suggest moving all the spdefense EVs for gardevoir into speed as well as getting rid of painsplit for HP fire to make it less of scizor(pursuit) fodder. (you could have chosen wish over pain split).
- Max out the HP EVs on bastiodon before investing into defense/spdefense.
- Run mach punch over fake out on hitmonlee (if you're running a bulky set) or changing it to the set sharkz recommended.
-change hammer arm to substitute/rock polish as it doesn't hit any notable OU pokes that stone edge/ earthquake/ megahorn don't cover. EVs look weird, if you want bulky, move those defense EVs to HP instead as sandstorm is common in OU and can let rhyperior take neutral special attacks fairly well too.
-Omastar is much too slow to sweep effectively and I agree with scrapping it. HP rock(although HP grass is recommended) hits harder than ancientpower if your feeling adamant about swapping it out. Rain dance can also remedy its poor speed, if you choose to have it, 252evs into speed, modest nature and HP grass+surf+ice beam for impeccable coverage.
-Return has 102 power +100%accuracy and double hit 105 (after technician) with 90% accuracy, I suggest changing double hit on ambipom to return, for much more reliability albeit a tiny drop in power.
-Finally just a small nitpick, selfdestruct has the equivalence of +400 base power, more if you factor in LO.

Good luck and hope I helped.
 
Got 2 suggestions for Bastiodon should you choose to keep him:

1 ) Throw a Focus sash on him. As strange as it may sound considering his great defensive stats, poor typing and predictability makes it very difficult for Bastiodon to get off a metal burst since the opponent can either hit Bastiodon with a ground/fighting move, probably OHKOing it, or get at least one set up in and possibly raising it's stats high enough so that a neutral/2x super effective hit can OHKO it. A sash gives Bastiodon his best chance to at least take out something. A sub user still kinda screws it though :/

2 ) Drop the Metal Burst idea and go full on support. On one hand, he'll probably more often than not be outclassed in this role by other Steel types (If I remember correctly, Bastiodon doesn't get Thunder Wave meaning that even Probopass out classes him to at least some degree ) On the other hand, at least he won't be a complete waste of a slot for most of the battle (what I mean is, he'll be a waste after that first kill since his HP will probably be to low to do much else even if you don't go with my sash idea. )

Oh, and definitely max out HP.
 
Major updates made. More comment responses here.
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@Myrrh:
My changes answer most of your tips, but here are some unanswered ones.

- I was referring to an Un-STABbed Selfdestruct. I didn't mean it literally.

- Double Hit does have some advantages, but they are very specific. Breaking Subs, for example. But Return does have more accuracy, true. I'll stick with Double Hit, though.

That's all there. I hope it clarified some things that go around in my head. However, your tips were well-received.
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@phoenix:
That was really good advice, but alas, Basti was replaced. But it's the thought that counts, right? Thanks anyway.
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@/B/tterfree:
You should make another RMT. It'll help ya.
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I appreciate the tips people, and keep em comin.
 
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