You feel lucky punk? (peaked #6)

This team's stupid, but I want to write an RMT for the first time anyway, so here we go.

Teambuilding:

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I had a gimmick Quagsire set, and I wanted to make it work.


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I had a couple other gimmick sets, and I wanted to try and make those work too. Teambuilding was basic: I started with Quagsire and then paired it with Sap Sipper Miltank, which left most of the other team spots open. I put in Jumpluff to have an offensive answer to Grass-types while abusing its helpful Fighting resist.

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...Then, I threw on an all-purpose revenge-killer to guard against setup threats. (Hi, Haunter!)

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I then wanted a pokemon that would keep up offensive momentum, and I decided to use a Choiced Volt Switcher, since not all teams carry ground types (and most ground types can be easily worn down by quaggy).

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The last pokemon was a tough choice, but at the same time it wasn't so difficult. All teams like SR, and this one is no exception, and even though I only had one SR weak pokemon on the team already (Jumpluff) Spin support was important to keep me from being destroyed by Toxic Spikes, so Armaldo got the nod for being an offensive spinner that could keep pressure up on the opponent.

Complete team:
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Now, on to the sets!


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Electrode @ Choice Specs
120 HP/252 SpAtk/136 Spe
Timid / Static

Thunderbolt
Volt Switch
Signal Beam
HP Grass

Electrode generally gets the match started at a fast pace, Volt Switching for a good chunk of damage. Normally, I'd use Hidden Power Ice here, but because of the prevalence of Golem, opposing Quagsire, and co, I switched to HP Grass and generally haven't looked back since. Signal Beam is Electrode's only other viable special move and it gets decent coverage with HP Grass. He gets the game going nicely most of the time, getting Armaldo in unscathed vs. Mesprit or crippling Golem/Gigalith/etc. With the HP EVs, he is actually moderately bulky and doesn't die to CB Absol's Sucker Punch while still being able to outspeed Swellow.

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Armaldo @ Leftovers
252 Atk/252 Spe/4 SpDef
Adamant / Battle Armor

Stealth Rock
Stone Edge
Rapid Spin
X-Scissor

Standard Armaldo. Going for speed over bulk is a good philosophy in NU since a lot of things are piss slow and you can actually catch slower versions of pokemon by surprise with a full-power X-Scissor or Stone Edge. I've swapped between Rock Blast and Stone Edge simply because at times this team struggled with Ninjask passing to threats that could beat Quaggy with a physical grass move, but in general I stick to Stone Edge, as speed boosts alone generally aren't threatening enough to this team, and you can just hammer Ninjask to prevent it from setting up Swords Dance.

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Haunter @ Choice Scarf
252 SpAtk/252 Spe/4 Def
Timid / Levitate

Sludge Bomb
Shadow Ball
Thunderbolt
Trick

Spookiest revenge killer in NU, with startling power even without a boosting item or nature. Sludge Bomb hits all kinds of things expecting a Shadow Ball and is his obvious strong STAB move. Shadow Ball is to cover Jynx, Missy, and opposing Haunter (though speed ties with opposing scarfers is a major gamble, it has to be taken). Thunderbolt lets it flawlessly revenge-kill Gorebyss and cocky birds that stay in while managing a neutral hit on things like Probopass. Trick lets it cripple annoying walls like the aforementioned probopass, who is otherwise a major pain in the ass for this team. He also fills the role of offensive spinblock, as he can come in and weaken opposing Wartortles/etc. enough for another teammate to KO them before they can get the spin off.

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Jumpluff @ Flying Gem
252 Atk/252 Spe/4 Def
Jolly / Chlorophyll

Sleep Powder
Swords Dance
Acrobatics
Seed Bomb

First gimmick. This sweeper actually has a lot going for it, since it can not only set up on Sucker Punchers like Absol by putting them to sleep and then boosting, it has great initial power with gem-boosted acro, always 1hko'ing Magmortar after SR. It also can 2hko max HP Lickilicky at +2 without the gem...which is a lot more than you'd expect from this little guy. He loves switching in on HP Grass/Leaf Storms directed at Quagsire after Miltank's finished, and is an unusual offensive answer to bulky Grass-types who can all be taken out by a boosted Acrobatics. Seed Bomb is backup STAB that slams bulky waters that might try to wall Quaggy for good damage. As a bonus, he's a decent-ish Samurott check after Quagsire as it isn't 1hko'ed by a +2 Aqua Jet and can put it to sleep while 2hko'ing with Seed Bomb.


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Miltank @ Leftovers
252 Atk/252 Spe/4 HP
Jolly / Sap Sipper

Earthquake
Body Slam
Heal Bell
Milk Drink

Miltank is the utility pokemon of the team. Earthquake is here because I got tired of being walled to hell and back by Probo+bulky grass cores, Body Slam is a nice STAB that paralyzes incoming Sawk/etc. far more often than it deserves to...but I'm certainly not complaining. :naughty: Heal Bell cures Quaggy of Toxic, which would easily cripple its sweep, and Milk Drink keeps it healthy. Sap Sipper really turns Miltank into a monster, since STAB Body Slam has nice power behind it and isn't resisted by very much that isn't covered by Earthquake, which also hurts a lot at +1. This set is wide open to the few ghosts of the tier, but those aren't very common...and they can generally be worn down by Electrode and Haunter battering them with special attacks. Miltank is here solely to support the star of the team...


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Quagsire @ Leftovers
252 HP/252 SpDef/4 Def
Careful / Unaware

Curse
Amnesia
Recover
Waterfall

The stupidest set in the world, and yet it works in NU. Bring it in on an advantageous matchup, watch your opponent switch to their non-grass "counter" that they expect to beat Quaggy, and Amnesia/Curse on the switch depending on what you expect to be hit by next. Bam, Modest Specs Magmortar's HP Grass (the strongest non-STAB special Grass attack in the tier) now does 70% max of quaggy's health, letting you scout their moveset depending on their damage output. Amnesia twice in a row is safe vs. all special attacking counters, letting you alternate between Recover, Amnesia, and Curse to create an impenetrable tank. SubCM Mesprit with Energy Ball, Shell Smash Gorebyss with HP Grass, Kadabra with Grass Knot, etc. won't muscle through you unless they crit (as long as you boost on the switch)! If they crit, too bad for you. If they don't, taste their tears of frustration as they pray to the hax gods to end the monster they see growing in front of them. He doesn't fare so well vs. physical grass attackers, as the high BP of Wood Hammer isn't something that can be handled by Cursing up vs. it, and even with the Amnesia boosts he still can't defeat Grass-types. He also struggles to set up vs. banded STAB moves, but Jumpluff and Miltank provide enough defensive resistances that Quaggy can get a nice switch in and begin setting up, and Electrode lures out pokemon that Quaggy likes switching in on.


Rate/comment/etc. please. I'm new to RMTs, so this format is a bit plain, but plain and simple makes it easier to rate, right? :)
 
I'll have a more complete post later, but as of now I see that you have nothing to resist Ice attacks on your team, as well as having something that's 4x weak to it.
 
The only common STAB user of ice moves in the tier is jynx, which is outspeed by all of his team bar quaggy and armaldo (who can ko if its using rock blast anyways)

The team is really cool, that jumpluff seems nice, I should definitely try it ^^
Even considering how gimmicky the team is, it looks really solid and as you said, it only has trouble with things like CB Sawk and the like (but every team has trouble with that honestly) What I see most threatening to your team is Swellow, as opposed other hard hitters, is really fast (so your mons cannot outspeed him) and every time it shows up it would get a kill, as neither armaldo nor miltank are running evs to tank his hits.

Maybe you would like to consider a bit bulkier spread on armaldo (something that still lets you outspeed X important thing) or something of the like.

Cool team and GL!
 
I'll have a more complete post later, but as of now I see that you have nothing to resist Ice attacks on your team, as well as having something that's 4x weak to it.

Generally, vs. a team with Scarf Jynx, I'm forced to either go for a speed tie with Haunter or let one of my pokemon be crippled. Electrode, Pluff, and even Miltank can outspeed non-scarfed versions, and as mentioned not a lot of other pokemon run Ice moves outside of Hidden Power Ice, which Quagsire can actually set up on fairly easily.

The only common STAB user of ice moves in the tier is jynx, which is outspeed by all of his team bar quaggy and armaldo (who can ko if its using rock blast anyways)

The team is really cool, that jumpluff seems nice, I should definitely try it ^^
Even considering how gimmicky the team is, it looks really solid and as you said, it only has trouble with things like CB Sawk and the like (but every team has trouble with that honestly) What I see most threatening to your team is Swellow, as opposed other hard hitters, is really fast (so your mons cannot outspeed him) and every time it shows up it would get a kill, as neither armaldo nor miltank are running evs to tank his hits.

Maybe you would like to consider a bit bulkier spread on armaldo (something that still lets you outspeed X important thing) or something of the like.

Cool team and GL!

I could probably get away with more bulk on Armaldo, but I haven't sat down and actually considered just how much speed I could get away with keeping...

Swellow actually hasn't been much of a problem! Haunter AND Electrode both outspeed it and 1hko with their STAB moves. Other birds are similar, as most of the birds are slower than Haunter, scarfed or not. Something I DID have a huge problem with was probopass, since I used to run toxic over earthquake on Miltank.
 
Like I said, it was just something quick I noticed (i literally just skimmed over this earlier this morning while I was waiting for my bus).

Looking more closely at your team, I now realize who you actually are and would like to say I totally fucking hate that Quagsire set. It's a trollish bastard and I'm never prepared for it x[ This team has been trolled me hard quite a few times actually. Nothing you should take seriously as I kind of suck at battling, but I needed to rage.
Also, lol at this for being so damn true:
If they crit, too bad for you. If they don't, taste their tears of frustration as they pray to the hax gods to end the monster they see growing in front of them
Watch out for random Toxic users though. They aren't the biggest issue, since you have cleric Miltank, but they can force you out.

DestinyUnknown pretty much said anything else I would like to say, although I believe that your Jumpluff set fucks Sawk up completely. As gimmicky as the team looks, I'd have to say that it's pretty solid, somewhat anti-metagame, and definitely made for a good RMT, especially your first one. Good job on the team, and fuck you for coming up with that Quagsire set.

EDIT: This post came out as more rude than I intended it, sorry about that.

And Brammi has a point, although I've NEVER seen SubPunch Gurdurr.
 
I've played this a couple of times. And from memory you're quite SubPunch Gurdurr weak and random scarfers have a field day against you.
 
Really love the Jumpluff, arguably one of my favourite Pokemon in NU tier. Actually a Sub/Nasty Plot Jynx would be kind of a big threat to your team and I don't know about you guys but i love to use it. Really nice team.


- Dayzah
 
I think on you team, rotom-s would probably work better in electrode's slot. Heres a set i can vouch for, and looks as if it would fill in a perfect spot on that team.

Choice Scarf / Timid
~ Volt Switch
~ Air Slash
~ Thunderbolt
~ Trick
4 Def / 252 SpA / 252 Spe

This set also allows your haunter to trade trick/scarf for a much more beneficial set. I would sugest life orbing haunter, and replacing trick with HP ground, allowing you to take down rock and steel types much easier.
 
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