SergioRules
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Welcome to my first ever RMT. I’ve played in PU for quite some time (pretty much since the beginning of Gen 6) and while I wouldn’t say I’m an amazing player, I definitely have improved very recently. I’ve been watching the PU Good Cores thread and have developed several of my own teams around the cores in there. This RMT is built around one of those offensive cores. (Also I took way too much time editing those pictures so I hope you enjoy them). I've been working on and with this team for a while now but been busy bc college so I'm only just now posting it right before the metagame gets shaken up with Sun and Moon, my b. Also I know this team isn't perfect, if you have any suggestions, please help a brother out (what are RMT forums for anyway?).
Teambuilding
I started the team off with this [core] created by Twix (always cite your sources, kids). These two extremely fast Pokemon are also quite powerful, meaning they can hit all of the metagame for decent normal effective damage. Both have options for momentum.
I always like to make sure hazard control is one of the first things I put on a team after the core. Vibrava was my choice because of its nice immunity to Spikes and Toxic Spikes along with a resistance to Stealth Rock. Also it provides a nice Golem check as well as Ground and Electric immunities.
I next added a physical wallbreaker, as the two main offensive mons so far were special. Ursaring was my pick because of the sheer power it has. A fast STAB Facade can tear through unprepared teams.
At this point I was feeling a little weak to fast Electric types like Zebstrika and Electrode. Vibrava works as an immunity but as many Electrics also carry HP Ice, I didn’t feel safe. Seaking provides that same Electric immunity as well as resisting the Ice type attacks that can hit Vibrava.
Finally, I chose Monferno because I felt a little weak to both Cacturne and specially defensive Grass types. Cacturne can’t KO this thing no matter what and Monferno actually has quite a few good support options beside the normal offensive sets.
Originally, I had this team using a specially defensive Monferno at first, but after testing, I decided that an offensive Monferno would work well with Solrock filling the previous role it had but with better bulk and an extra ground immunity at the cost of some speed.
In-Depth
Star Fox (Floatzel) (M) @ Mystic Water
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Taunt
- Baton Pass
The first member of Twix’s core is Floatzel. Mystic Water was chosen to power up Hydro Pump without the recoil of Life Orb. Ice Beam is a great move to try and catch Grass types like Cacturne that may try to switch into a predicted Hydro Pump. This set works very well as a lead against teams with other leads like Golem by making it easy to Taunt the Stealth Rock turn 1 then proceed to Baton Pass to scout your opponent’s play. Floatzel also works for taking on Ground types that Zebstrika can’t handle. The EV spread is fairly self explanatory, maximize speed and damage output.
Marty (Zebstrika) (M) @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 Atk / 30 Spa
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
The second member of Twix’s core is a long time favorite of mine. I normally prefer Lightning Rod, but Sap Sipper works much better on this team. This is a standard Zeb set with HP Grass over Ice for the likes of Quagsire and Golem harder. Overheat hits Grass types hard, and Volt Switch provides good momentum while Thunderbolt is just powerful STAB move. Zeb takes on the Grass and Water types that Floatzel struggles with. Sap Sipper helps Seaking with its only weakness in Grass types. EVs for this are also fairly easy, max speed, max special attack, Life Orb for more damage.
Flygon 2.0 (Vibrava) (F) @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake
Vibrava was chosen as this team’s hazard control mainly because in my opinion it's one of the best defoggers in the meta. With its nice niche of being immune to Spike hazards, Sticky Web, and resisting Stealth Rock, it definitely has the best advantage over hazards of any mon in the tier. Defog is for hazard control but should not be fired off willy-nilly if the opponent has a supposed Defiant or Competitive user. U-Turn keeps up the momentum supported by the first two but is significantly slower for extra scouting. Roost is for recovery and Earthquake can get good damage. I chose a physically defensive set over special to better handle Stoutland and get off a Defog after tanking a Return.
Solgaleo-Complete (Solrock) @ Leftovers
Ability: Levitate
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Stealth Rock
- Will-O-Wisp
- Morning Sun
- Rock Slide
Specially defensive Solrock was the latest addition to this team after testing. The original Monferno set was basically the same moves but Slack Off and Fire Punch in the last two slots. Solrock has the added benefit of passive recovery in Leftovers and a great typing that resists other psychic types that threaten this team. This in addition to having Levitate makes Solrock very good against the likes of Mr. Mime, Golem, even the newly dropped Combusken. The given EVs are used to outspeed 252 Speed Adamant Beartic and Mawile to burn them as well as Modest Regice to hit it with a Super Effective Rock Slide and everything below that. Max HP investment gives Solrock decent longevity and a maximum Leftovers value. The rest is put into special defense to help Solrock take hits from Pokemon that aren’t crippled by Will-O-Wisp.
Dory (Seaking) (F) @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Megahorn
- Knock Off
- Facade
Seaking has surprisingly been one of the MVPs of this team. This is the standard Smogon set, however, it definitely performs well. Waterfall hits Ground and Rock types fairly hard. Megahorn hits Grass types that try to switch in. Knock Off is almost always your go-to move removing Lefties, Eviolites, and other items that can give Seaking and the whole team a better advantage. Facade is the final move as it helps Seaking handle other Water types that attempt to Scald burn it. Lightning Rod is one of my favorite abilities, and even though Seaking isn’t a special attacker, it helps it much better handle Electric types. 72 EVs in speed outspeeds max speed Adamant Golem. The HP and Sp Def EVs let Seaking take Rotom’s Blizzard three times and increases longevity in general in conjunction with Leftovers. The other EVs are put into Attack to increase damage.
Harambe's Revenge (Monferno) (M) @ Choice Scarf
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn
Choice Scarf Monferno rounds out this team with a fast physical attacker and adding momentum to the Zeb+Float core. This set is a fairly standard one and breaks many special walls like Probopass and Articuno the team doesn’t handle very well as Zebstrika and Floatzel can’t directly OHKO them. Close Combat and Flare Blitz are both very strong STAB moves and help punch massive holes in opposing teams. Mach Punch is used to pick off other Pokemon with priority who are already low such as Aqua Jet Floatzel and Banded Dodrio. U-Turn is there to provide more momentum to the team and a way to hit Grumpig harder. EV spread is again fairly self-explanatory maximizing Attack and Speed with a Choice Scarf to outspeed anything that isn’t Ninjask, boosted, or Scarfed itself. I use Iron Fist over Blaze because Blaze only boosts Flare Blitz then most likely dies to recoil, where a boosted Mach Punch can help pick off more things and more reliably OHKO Pawniard.
Star Fox (Floatzel) (M) @ Mystic Water
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Taunt
- Baton Pass
Marty (Zebstrika) (M) @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
Flygon Jr. (Vibrava) (F) @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake
Solgaleo-Complete (Solrock) @ Leftovers
Ability: Levitate
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Stealth Rock
- Will-O-Wisp
- Morning Sun
- Rock Slide
Dory (Seaking) (F) @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Megahorn
- Knock Off
- Facade
Harambe's Revenge (Monferno) (M) @ Choice Scarf
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Taunt
- Baton Pass
Marty (Zebstrika) (M) @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]
Flygon Jr. (Vibrava) (F) @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Earthquake
Solgaleo-Complete (Solrock) @ Leftovers
Ability: Levitate
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Stealth Rock
- Will-O-Wisp
- Morning Sun
- Rock Slide
Dory (Seaking) (F) @ Leftovers
Ability: Lightning Rod
EVs: 112 HP / 200 Atk / 124 SpD / 72 Spe
Adamant Nature
- Waterfall
- Megahorn
- Knock Off
- Facade
Harambe's Revenge (Monferno) (M) @ Choice Scarf
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn
Threat list
Not many things can stand up to this team if you play smart. But there are a few things that can get out of control if left unchecked.
There isn’t much this team can do against weather teams, as Hippopotas sets up sand on entry and Illumise and Volbeat out-prioritize Floatzel’s Taunt. There isn’t much of a way to stop Sand Rush or Swift Swim sweepers from tearing through the team except trying to predict and play around them.
This was a much bigger threat when I still had Ursaring and specially defensive Monferno, but it still should be noted that the only thing that can take a Return is Solrock but most Stoutland carry the 2HKO in Crunch so you have to predict correctly.
While the distribution isn't too large, things like Cryogonal or Lapras can become a problem if left unchecked due to three members of the team being weak to the move and Lapras's Water moves hitting Monferno and Solrock super effectively. Cryogonal isn’t as much of a problem because of Monferno though.
http://replay.pokemonshowdown.com/pu-491493206 Opponent had a Furret which was kinda weird but still put up a fight.
http://replay.pokemonshowdown.com/pususpecttest-493426427
http://replay.pokemonshowdown.com/pususpecttest-493000201 I haxed my opponent to hell and back, but decent match with some of the new drops.
http://replay.pokemonshowdown.com/pususpecttest-492998685 Couple lucky crits in here
http://replay.pokemonshowdown.com/pususpecttest-493426427
http://replay.pokemonshowdown.com/pususpecttest-493000201 I haxed my opponent to hell and back, but decent match with some of the new drops.
http://replay.pokemonshowdown.com/pususpecttest-492998685 Couple lucky crits in here
Shout Outs
The Scavengers room on PS! for being what really got me involved in Showdown and all those who helped me reach the competitive level I’m at now.
Abyssal Ruins for being my best competitive battling partner and helping me learn how to make my own teams instead of stealing from pokeaim. :^)
Twix again for creating the main offensive core of this team and being kind enough to post it in the Good Cores thread.
The Scavengers room on PS! for being what really got me involved in Showdown and all those who helped me reach the competitive level I’m at now.
Abyssal Ruins for being my best competitive battling partner and helping me learn how to make my own teams instead of stealing from pokeaim. :^)
Twix again for creating the main offensive core of this team and being kind enough to post it in the Good Cores thread.
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