Blast
Member of the Alien Nation
Oblivion
Introduction:
With ORAS right around the corner, I figured I'd do one more quick RMT before the metagame changes immeasurably. It's not some trophy team that went undefeated through some massive tournament or whatever, but it's a fun team that uses some pretty underrated sets and Pokemon. I built it around the start of the Kabutops meta and made a sizable amount of changes along the way, but I think it's reached a level of consistency where it's worth sharing without resorting to super cookie cutter stuff. The team obviously isn't perfect and still struggles considerably against a notable amount of threats, but I figured I'd RMT it and get some advice firsthand.
In-Depth:
Tangela @ Eviolite
Ability: Regenerator
EVs: 236 HP / 48 Def / 224 SpA
Modest Nature
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
- Leaf Storm
Offensive Tangela was the first Pokemon I wanted to use when I built the team. It seemed like a fun set to use, and I figured it would only be better in the Kabutops meta, with Water-types and physical spam bound to be on the rise. Regenerator makes it a fantastic pivot, and unlike defensive variants, it can actually apply some decent offensive pressure to teams with Special Attack investment. Grass typing is also actually really good in this tier because it provides pretty much a hard stop to physical Water- and Ground-types, both of which are extremely important threats to cover. The EV spread allows me to always live a +2 Kabutops Stone Edge after SR, with the rest in SpA since 8 EVs almost never matter. Other than that, the set is pretty self-explanatory; I've considered Ancient Power > Leaf Storm in the past to hit and Flyers and Fire-types, but I decided to just stick with Leaf Storm to get a bigger hit off on stuff like Cryogonal. I'm still certainly open to trying it out, though.
Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Quick Attack
- Baton Pass
Choice Band Flareon is another set that doesn't get nearly as much usage as it should. Its hype sort of died down in the last few months since Hollywood posted his first RMT, but it's still a really powerful wallbreaker, and synergizes excellently with Tangela which is another plus. The main reason I chose it over another Fire-type was because of Flash Fire, which makes it a really good offensive check to Typhlosion (a pretty huge feat for bulky offense teams lacking Hariyama), and the ability to punish Weezing and Gourgeist's Will-O-Wisp that much more is great. The set is just the standard, though other moves are certainly viable in place of Baton Pass; Sleep Talk lets it switch into Lilligant's Sleep Powder (though it's kind of an unreliable move) and Will-O-Wisp is nice to burn Pawniard and bulky Waters on the switch.
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Waterfall
- Stone Edge
- Aqua Jet
Kabutops is a pretty straightforward Pokemon. It spins, gives me some extra priority, and rounds out an FWG core with Tangela and Flareon. It also notably gives me a check to birds thanks to its Rock typing, which is super useful as well. I typically don't like Rapid Spin in general (I still don't), but it's still a nice trait to have, and Kabutops does a pretty good job at spinning when it needs to. I still find it better not to rely on it too much though, since it's a pretty huge momentum suck and Kabutops in general has a sort of iffy matchup against a lot of hazard setters.
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Thunderbolt
- Trick
Standard Scarf Rotom is standard. Provides a ton of utility both offensively and defensively with its amazing typing; it checks birds and Klinklang, and gives me a much-needed revenge killer for stuff like Gorebyss. I chose the Thunderbolt variant over Will-O-Wisp because I already have plenty of ways of dealing with and weakening Ground-types, so I don't think it's entirely necessary. It's definitely an option, but I prefer Thunderbolt on this team to do more to Gorebyss and the like. Anyway other than that there's not much to say about Scarf Rotom, if you've played NU then you know exactly what it does.
Mesprit @ Leftovers
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Stealth Rock
- Psychic
- Energy Ball
- U-turn
Mesprit is one of my favorite Stealth Rockers to use in NU. Its typing provides really neat synergy with my team, giving me an additional check to Ground-types, a Psychic resistance, and a Fighting resistance, while setting up Stealth Rock and pivoting out with U-turn. I like it a lot better than Uxie in general because I hate how passive Uxie is; Mesprit can actually dish out decent damage when it needs to, and it still gets up rocks in like every game. The EV spread is designed to outspeed max Speed Samurott and kill it off with Energy Ball—you can run a faster spread if you want, but I actually prefer it to be slower than opposing Mesprit so I can get a slower U-turn off and bring in Sneasel. You could also try out moves like Ice Beam or Thunderbolt over Energy Ball for Xatu, but Grass coverage is clutch.
Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Punch
- Knock Off
- Ice Shard
I originally added Sneasel on a whim because I needed a fast cleaner that could check Psychic- and Grass-types, but it actually managed to really impress me as I was using it. It gives my team some extra Speed, some more priority (specifically, it revenge kills Grass-types, which is really useful as my team can struggle to RK stuff like Lilligant otherwise), and a way to weaken walls midgame with Knock Off. I like Swords Dance Sneasel better than LO + 4 attacks because it's a much better cleaner, since the rest of my team can help break down walls so that Sneasel can sweep late-game. Lack of Pursuit can be a bit of a bummer sometimes, but you're usually fine without it.
Threatlist:
Knock Off: Anything with a strong Knock Off (most notably Fighting- and Dark-types) can force some tricky mindgames. Nothing on my team likes losing its item, and most of my Pokemon aren't bulky enough to take multiple hits. Generally, the best way to beat them is to play aggressively and apply maximum pressure so they can't deal too much damage.
Water-types: Tangela is my only Water resist, so any Water-type that can break through it is pretty dangerous. Luckily, they can't really switch into much, and my team has a good amount of ways of forcing them out and maintaining pressure, but they definitely shouldn't be underestimated. Special shoutout to the almighty MIXED FERALIGATR which actually does give this team some trouble if played right n_n
Scyther: Eviolite variants aren't too big of an issue, but Choiced variants with U-turn are pretty annoying due to the fact that my only Bug resists are either frail or donked by a coverage move. Again, it's important to apply as much pressure as possible (as well as getting up Stealth Rock) to limit its switchins. Sneasel is also important in checking this guy if you can weaken opposing teams enough, since if you can set up with Sneasel before Scyther can do too much then it deals with most variants pretty handily.
Shoutouts:
Fuck shoutouts, I'll save that for my 1K or something
You guys should know who are anyway
You guys should know who are anyway
Conclusion:
That's pretty much it. Like I said, the team has its fair share of issues, but it's about as solid as I can manage without using ridiculously generic shit. I'm sure I've built better teams than this, but they're all much more boring than this one. Hopefully everyone else can help make it even better
Tangela @ Eviolite
Ability: Regenerator
EVs: 236 HP / 48 Def / 224 SpA
Modest Nature
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
- Leaf Storm
Flareon @ Choice Band
Ability: Flash Fire
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Quick Attack
- Baton Pass
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Waterfall
- Stone Edge
- Aqua Jet
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Thunderbolt
- Trick
Mesprit @ Leftovers
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Stealth Rock
- Psychic
- Energy Ball
- U-turn
Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Punch
- Knock Off
- Ice Shard
Ability: Regenerator
EVs: 236 HP / 48 Def / 224 SpA
Modest Nature
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
- Leaf Storm
Flareon @ Choice Band
Ability: Flash Fire
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Quick Attack
- Baton Pass
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rapid Spin
- Waterfall
- Stone Edge
- Aqua Jet
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Thunderbolt
- Trick
Mesprit @ Leftovers
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Stealth Rock
- Psychic
- Energy Ball
- U-turn
Sneasel @ Eviolite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Punch
- Knock Off
- Ice Shard