Soo. Hello Flaf, Io and Kaname, the main 3 RU players on the site. I'm here to crash your party ;>
Anyway, after kinda getting bored with competitive battling as a whole, I decided to try start getting back into it - this time in tiers I haven't played in a really long time - RU and LC. RU stuck out to me especially - why? BECAUSE ESCAVALIER
So without futher ado, here's my RU team.
Escavalier @ Assault Vest
Ability: Overcoat
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Megahorn
- Iron Head
- Knock Off
- Drill Run
Star of the team bro. Every single win, Escavalier has been an integral part in it.
With AV Escavalier becomes quite a tank, and with its ability Overcoat, it becomes the best counter to Amoonguss you could have asked for. Even variants that carry Hidden Power Fire to lure it in, can only deal around 30% to Escavalier, while it deals between 50-60% on Defensive Amoonguss using Megahorn. Iron Head gives me coverage against Fairy and Rock Types (Lol, Whimsicott). Knock Off removes items and decimates Ghost types, making Doublade that much easier to beat. Drill Run is used if I predict say, Delphox, or to finish things like Magneton and Doublade off.
EVs outspeed uninvested base 30s (Slowking), maxed attack, rest is dumped onto HP for tankiness.
Abomasnow @ Abomasite
Ability: Soundproof
EVs: 168 HP / 84 Atk / 252 SpA / 4 SpD
Mild Nature
- Wood Hammer
- Ice Shard
- Earthquake
- Blizzard
I decide to throw this guy in as a wallbreaker of sorts, to support Sharpedo's late game sweep. I saw alot of the top RU ladderers running him with a similar set, so I went "wynaut".
Running Soundproof allows me a semi-safe switch into Specs and Scarf Exploud who happen to be locked onto Boomburst. Wood Hammer just decimates anything that doesn't resist it, same with Blizzard. EQ is coverage on Steels, Ice Shard to finish off with priority. EVs maintain an odd HP number to minimise SR damage, Max SpA etc.
Druddigon @ Leftovers
Ability: Sheer Force
EVs: 252 HP / 252 Def / 4 SpD
Adamant Nature
- Glare
- Stealth Rock
- Dragon Tail
- Fire Punch
Druddigon I put in for the fire resist, and it actually cores fairly decently with Jellicent. It may not be the most defensive Pokemon out there, but it provides Paralysis support to my Escavalier and Abomasnow, as well as SR. Dragon Tail is for phazing purposes, and Fire Punch, while a wierd option on Defensive Druddigon has it's own niche of being able to lure in Escavalier and co, and decimate them, with the help of Sheer Force and an Adamant Nature.
>0+ Atk Sheer Force Druddigon Fire Punch vs. 252 HP / 0 Def Escavalier: 348-412 (101.1 - 119.7%) -- guaranteed OHKO
0+ Atk Sheer Force Druddigon Fire Punch vs. 0 HP / 4 Def Durant: 328-388 (127.6 - 150.9%) -- guaranteed OHKO
0+ Atk Sheer Force Druddigon Fire Punch vs. 0 HP / 0 Def Rotom-C: 170-202 (70.5 - 83.8%) -- guaranteed 2HKO
0+ Atk Sheer Force Druddigon Fire Punch vs. 252 HP / 160+ Def Amoonguss: 180-214 (41.6 - 49.5%) -- guaranteed 3HKO after Black Sludge recovery
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Scald
- Toxic
- Recover
Jelly omnomnom. My main counter for Fighting types. I went with dual status on Will-O-Wisp and Toxic so I could cripple walls and physical sweepers alike. Scald is there for obligatory STAB, and while its Burn Chance is utterly redundant with Will-O-Wisp, it's a useful tool for hitting Fire types who would otherwise be able to take Will-O happily. Recover is obvious for a wall. Specially defensive EVs.
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Hidden Power [Grass]
- Signal Beam
- Thunderbolt
Yayyy Jolteon! With LO, Jolteon hits pretty damn hard, and Volt Switch gives me the momentum to keep going. HP Grass is there specifically for destroying Dugtrio, Rhypherior and Gastrodon who otherwise annoy me pretty badly (Gasto mainly). Signal Beam is for hitting Psychic types and taking down low health Amoonguss or something, while Thunderbolt is the strong STAB. Obvious EVs. I ditched a single IV on SpA to reduce Foul Play damage with 0 Atk - that single IV barely matters :I
Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Crunch
- Hydro Pump
- Ice Beam
- Protect
Finally, my lategame sweeper (or at least, it's supposed to be. Sometimes I end up using it just to take down a specific Pokemon early in the match and then let it die...).
Sharpedo hits most of the tier for very high damage, and Speed Boost lets it function as one of the best possible lategame sweepers. I opted for a Mix Sharpedo to better hit Slowking, Meloetta etc. and to be able to OHKO the odd Mismagius and such things here and there. Crunch still hits hard with minimal investment, and Hydro Pump + Ice Beam hit like trucks. Mild Nature is chosen over a speed boosting one to enhance offensive prowess, and I haven't met a case where I needed the extra speed yet.
I've done alright with this team.
Rocking on 20 wins, 2 losses currently.
Taking down Kaname
Some other battle
#Sharpedo MVP
Ofc, suggestions appreciated if you can think of something to halp me ;>