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Crappy new UU team.

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Hey. Welcome to my first RMT in a while.
This is going to be long, so I don't blame you if you don't make it to the end. :/

Alright, so I've had this team for a little while now, and I decided it was good enough for rating. Basically, this team began with a bulky SlowRade core, with Physical wall Slowbro and a Specially bulky special attacker in Roserade; a core I've been using all the time but didn't realise it. I continued to add Scarf Rotom-Heat, as I needed something to take both Flying and Bug hits, particularly hits from Crobat on the run with U-Turn, and the fact I follow the one-Scarf-per-team rule. Rotom-H also fills the role of trolling Mew and Sableye who like to set up on me. Of course, Trick isn't the most reliable way of doing this, since Rotom is a Scarfer and for at annoyer. So Sableye had to come in here. He honestly wastes a teamslot in terms of synergy, however he gives my team the thing it needs most: Prankster Taunt. I threw in a standard Specially bulky Sableye, who can actually take a hit if you play him well. Looking at the team so far, we have a Special Scarfer, a Special tank, a Physical wall and a troll. Physical attacker time; hello Heracross. So yeah, Hera is there to provide a lot of coverage my team currently needs. Firstly, Specially bulky Pokemon completely wall me, and a hard-hitting coverage checker seemed a requirement. To remedy this, I needed a Pokemon that hit Physically. I decided to maintain my my bulky team so far, I opted for a bulky Band set. After giving Roserade Aromatherapy, my Guts user was really getting less effective after removing his beloved Burn. So I swapped Guts for Moxie, and he has been hitting incredibly hard since. This gave my the ability to replace Swords Dance with Earthquake; something I've needed to counter annoying Electric types who love this team. After doing this, I had been debating whether to add another attacker, or add some sort of annoying Pokemon. Annoying was the thing that won out, as my whole team is aimed at bulk. After debating whether to add Cinccino or Togekiss, I chose Togekiss for how well it works in terms of synergy and combining Slowbro's Thunder Wave with a free Air Slash switch-in. And it has been an amazing addition to my team. Don't think I've mentioned that I enjoy hax, and Togekiss seemed so... meant to be.

Okay, I hope you like this, as I put a heck of a lot of effort into this. I haven't made my debut on the Showdown! ladder yet (due to me being busy and whatever) but hopefully my six hours worth of work will pay off, and hopefully I won't kill the character limit.

Battle replays:
Mono-Poison vs. Togekiss. My opponent forfeited after Togekiss swept half of their team.

A 3 - 0 win. Bit of misplay on my part, but successful prediction on Raikou cost my opponent the match.

At first glance (if you read the introduction, consider it some amusement)...
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The team

roserade
Roserade (F) @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 120 Def / 136 SDef
Calm Nature
- Spikes
- Giga Drain
- Sludge Bomb
- Aromatherapy

Roserade is really just team support here; her job is to set hazards and keep my team free of status problems (particularly Togekiss, who hats a dose of it's own trick). As previously mentioned, Spikes are my hazards, which usually set on things like Slowbro or Rhyperior on the switch. Giga Drain is STAB, and avoids me wasting a moveslot on Synthesis. Sludge Bomb is more STAB, a bit crappy with what it covers though. It also allows me to hit harder than Giga Drain, and gives me a bit of variety to use in the case of Taunt. Aromatherapy is nice for healing my team of status problems. Hopefully you already knew that...

So yeah. EVs are just bulk for Roserade, which is needed on the set I'm running and Pokemon with a mediocre 60 base HP. I have added a few Defence EVs so I'm not Entei fodder, or bait to any Physical attacks really. Natrual Cure should be obvious, and in this way is a status absorber for the team. Roserade of course, has a Fire, Ice and Psychic weakness, all of which are covered by Slowbro who can take any resisted hit and Regenerate/Slack Off it while the opponent runs away. The Flying weakness is a bit of a problem when Rotom goes down, but considering Flying attacks commonly being Physical, Slowbro can take them. In the case of Hurricane or something, Togekiss. I'll add a synergy part at the bottom of each Pokemon so I don't have to waste time writing all of this down. You probably know it all anyway.

Fire: Slowbro, Rotom-H
Ice: Slowbro, Rotom-H
Psychic: Slowbro, Sableye
Flying: Rotom-H

sableye
Sableye (M) @ Leftovers
Trait: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Night Shade
- Recover
- Will-O-Wisp
- Taunt

Look up. Look down. You now know how this set works. Meh, I'll do some explaining anyway.

Night Shade finishes Pokemon that were already weakened previously, and is my way of dealing damage, as you all know of Sableye's horrible offences. Well, horrible stats overall anyway. Recover is for Pokemon that stay in after receiving Taunt or W-o-W, as Pokemon that set up usually don't focus on offence and Sableye can therefore take a hit. And physical attackers who stay in on Will-o-Wisp are usually Guts Heracross, who I will switch out on if that is the case. Will-o-Wisp is very nice with det priority from Prankster. For those who don't know, a Burn halves the opponent's attack. And you know from there that things like Ambipom are screwed. Actually, I could easily tell that my opponent was dumb it they kept Ambipom in after Sableye. Taunt is to troll Baton Pass teams, and gets rid of annoying Bulky Mew and walls or setup sweepers who try to set up. If they were smart, they'd switch though.

OK, so here I'm running a Specially bulky set, since I'll take nothing from W-o-W physical attacks. There's not much else I can do anyway, since Prankster covers for Speed and Night Shade covers for attacking. Unfortunately, he can barely take a hit anyway. Sableye, in terms of synergy, is not worth it, imo. He has no offensive coverage, and takes nothing bar Psyshock and Psychic which Slowbro and Togekiss take respectively. The team still needs his support to kill of setup Pokemon, so he's there anyway.

No weakness here.

heracross
Heracross @ Choice Band
Trait: Moxie
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature
- Megahorn
- Close Combat
- Stone Edge
- Earthquake

slowbro
Slowbro (F) @ Leftovers
Trait: Regenerator
EVs: 248 HP / 244 Def / 16 SAtk
Bold Nature
- Scald
- Calm Mind
- Slack Off
- Thunder Wave / Psyshock

If you want Physhock, idc. I'll put it on.

rotom-heat
Rotom-Heat @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick

I changed HP Ghost to HP Grass, upon demand.

togekiss
Togekiss @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 140 SAtk / 116 SDef
Calm Nature
- Body Slam
- Air Slash
- Roost
- Thunder Wave

That's it. I broke 8,000.

asked Mar 5 by FizzSwift~
edited Mar 6 by FizzSwift~
When you say, "Welcome to my first RMT for a while", don't you mean welcome to my first RMT?
bodeh slam and thunda wave? hungnashingehhh
@ Flare: I hid the others, because they were outdated.
@ GZ: So Ground types don't wall me. Ground types don't have immunity to paralysis, but people think so because Grounds are immune to Electric moves which often cause paralysis.
Idk, I'm pretty sure Scarf > Band for Heracross so he can outspeed some key threats. Slowbro absolutely needs Psyshock > Thunder Wave, as mono-Water coverage is downright awful. Also what the hell does HP Ghost hit with Rotom-H...Go with HP Grass so you don't have to try spamming HP Ghost on Rhyperior and Swampert.
I could change Hera, I'll give it a few tests and work it out from there. And yeah I was actually using Psyshock when building the team, until I decided to give Toge some assistance with it's job. And HP Ghost is mostly for Bro/King and annoying Ghosts like Mismagius and Dusklops, but I'll try it out.
You can easily kill Ghosts with Overheat...
why have HP ghost on rotom when you can just teach it shadow ball?
Lol, 8,000 hit already :P

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