Where do I begin? This team isn't actually too old, just something I had for a long time.
Intro:
Ok, maybe it is old, because the only replay of this team that exists dates back to July 12, 2015, and we in November.
That ain't the point. Basically, here's le team.
I wanted to see if I could change this team to fit the current meta without changing any mons. All I did was change a few movesets, but after a lot of tests, the team proved to still be solid. And without further ado, let's just get right into it.
The Team:
Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
3 of the 6 members on this team kept their original sets, and Pawn is one of the 3. Pawn's a pretty cool set-up mon with Swords Dance. Strong priority is nice as well. Iron Head is a good STAB move too, and Knock off is just one of the best moves in the game. Pawn is one of 2 set-up pokes on the team, the set is pretty much standard, so there's not much to say about it.
Lilligant @ Lum Berry
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Sleep Powder
- Giga Drain
- Hidden Power [Rock]
Rock is my favorite Hidden Power to run with Lilli. This set also remained the same as on the original team. While I normally use Life Orb, when I originally made this team, I wanted to try out Lum Berry as the item. The berry rarely does anything, but it has its uses occasionally. The team's other set-up sweeper, the first one was described in the first description of this RMT.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Signal Beam
- Energy Ball
- Psyshock
- Healing Wish
This set is definitely different from the original team, so so far we got 2 sets that stayed the same and 1 different one. Remember, 3 sets are the same while the other 3 are different. Speed is enough for neutral natured base 70 mons like Ludicolo and Samurott. I'm not sure if that's too slow or not, but it's been able to do stuff. Has trouble dealing damage to most steel types, but it's still aight. I could probably fit HP Ground on the set if I wanted to, but I don't know.
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 44 Atk / 16 Def / 196 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Thunder Wave
- Earthquake
The last set that stayed the same as the original team, so Garb and Lanturn turned out being something different. Hazard setter with the rocks, the pretty cool Rock/Ground coverage with Rock Slide and Earthquake, and last, but definitely not least, the one, the only, Thunder Wave. A.K.A. Yellow Magic. A.K.A. One of the best moves in the game. A.K.A. Slow down (and potentially immobilize) a dude's Pokemon for free. Thunder Wave and Rock Slide also form the infamous ParaFlinch strat, although that's far from my original intention with the set. Just a reliable Stealth Rocker and check to stuff in general.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 204 SpD / 52 Spe
Modest Nature
- Thunder Wave
- Hidden Power [Fire]
- Scald
- Volt Switch
This Lanturn has literally turned into the only Lanturn I use whenever Lanturn is on my team. I'm still not even sure what my plans are here. I have Hidden Power Fire because Lanturn is pretty good at luring in Ferroseed, something this team practically loses to thanks to the lack of fire or fighting coverage. I don't know. The EVs and other moves are stuff that I always have on this set, I saw that on the analysis somewhere and made it work for me. Spreads status with T-Wave and Scald, which is pretty nice. Pivots out with Volt Switch too, as from what I've seen most peeps won't switch Electric resists right into it, unless their Electric resist is their own Lanturn.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 44 Atk / 212 Def
Impish Nature
- Drain Punch
- Gunk Shot
- Spikes
- Toxic Spikes
The original team had a much more offensive variant of Garb rather than this set that I've also been using quite a lot. I have literally no idea what these EVs do, but I threw it on once a while ago and it worked since. It allows me to do more damage to Klinklang with Drain Punch and just generally do more damage with my attacks. Dual Spikes is good too, even though I don't have a spin blocker, but I can still deal with most Defog users by either straight-up attacking them with other stuff, or just going Pawn and proceeding to go ham with the Defiant boost. Rocky Helmet and Aftermath is a pretty cool combination if I'm sacking Garb to a contact move or something. Not much to say but I managed to say a lot.
Outro and Cool Stuff
Sleep. Lilligant especially when my Thunder Wave mons are weak to Grass. Vivillon and Jynx are easier to para though, but this is assuming I get the Thunder Wave off in time. However after the Para they're extremely easy to handle.
Stockpile Confuse Ray Cradily. Almost took an L to a Stockpile Confuse Ray Cradily because if I set up my Pawn alongside it I had a chance to kill myself in confusion. I was able to use Lilligant to set up alongside it though. It took a long time but that battle ended in a 6-0.
Hax + Rhydon. Rhydon doesn't actually set up on much but if it haxes me it wins.
Replays:
I lied. There are actually 2 existing replays. Both are hella old but they're still decent representations of how this team plays.
[replay]nu-249402312[/replay]
Extremely close match, now I remember that on the old version of the team Mesprit had HP Fighting on it. Pretty sure Pawn was pretty common back then, and the team took a major L to it because offensive Garb didn't like taking Sucker Punches.
[replay]nu-249137060[/replay]
Me getting rekt.
Intro:
Ok, maybe it is old, because the only replay of this team that exists dates back to July 12, 2015, and we in November.
That ain't the point. Basically, here's le team.
I wanted to see if I could change this team to fit the current meta without changing any mons. All I did was change a few movesets, but after a lot of tests, the team proved to still be solid. And without further ado, let's just get right into it.
The Team:
Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
3 of the 6 members on this team kept their original sets, and Pawn is one of the 3. Pawn's a pretty cool set-up mon with Swords Dance. Strong priority is nice as well. Iron Head is a good STAB move too, and Knock off is just one of the best moves in the game. Pawn is one of 2 set-up pokes on the team, the set is pretty much standard, so there's not much to say about it.
Lilligant @ Lum Berry
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Sleep Powder
- Giga Drain
- Hidden Power [Rock]
Rock is my favorite Hidden Power to run with Lilli. This set also remained the same as on the original team. While I normally use Life Orb, when I originally made this team, I wanted to try out Lum Berry as the item. The berry rarely does anything, but it has its uses occasionally. The team's other set-up sweeper, the first one was described in the first description of this RMT.
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Signal Beam
- Energy Ball
- Psyshock
- Healing Wish
This set is definitely different from the original team, so so far we got 2 sets that stayed the same and 1 different one. Remember, 3 sets are the same while the other 3 are different. Speed is enough for neutral natured base 70 mons like Ludicolo and Samurott. I'm not sure if that's too slow or not, but it's been able to do stuff. Has trouble dealing damage to most steel types, but it's still aight. I could probably fit HP Ground on the set if I wanted to, but I don't know.
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 44 Atk / 16 Def / 196 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Thunder Wave
- Earthquake
The last set that stayed the same as the original team, so Garb and Lanturn turned out being something different. Hazard setter with the rocks, the pretty cool Rock/Ground coverage with Rock Slide and Earthquake, and last, but definitely not least, the one, the only, Thunder Wave. A.K.A. Yellow Magic. A.K.A. One of the best moves in the game. A.K.A. Slow down (and potentially immobilize) a dude's Pokemon for free. Thunder Wave and Rock Slide also form the infamous ParaFlinch strat, although that's far from my original intention with the set. Just a reliable Stealth Rocker and check to stuff in general.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 204 SpD / 52 Spe
Modest Nature
- Thunder Wave
- Hidden Power [Fire]
- Scald
- Volt Switch
This Lanturn has literally turned into the only Lanturn I use whenever Lanturn is on my team. I'm still not even sure what my plans are here. I have Hidden Power Fire because Lanturn is pretty good at luring in Ferroseed, something this team practically loses to thanks to the lack of fire or fighting coverage. I don't know. The EVs and other moves are stuff that I always have on this set, I saw that on the analysis somewhere and made it work for me. Spreads status with T-Wave and Scald, which is pretty nice. Pivots out with Volt Switch too, as from what I've seen most peeps won't switch Electric resists right into it, unless their Electric resist is their own Lanturn.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 44 Atk / 212 Def
Impish Nature
- Drain Punch
- Gunk Shot
- Spikes
- Toxic Spikes
The original team had a much more offensive variant of Garb rather than this set that I've also been using quite a lot. I have literally no idea what these EVs do, but I threw it on once a while ago and it worked since. It allows me to do more damage to Klinklang with Drain Punch and just generally do more damage with my attacks. Dual Spikes is good too, even though I don't have a spin blocker, but I can still deal with most Defog users by either straight-up attacking them with other stuff, or just going Pawn and proceeding to go ham with the Defiant boost. Rocky Helmet and Aftermath is a pretty cool combination if I'm sacking Garb to a contact move or something. Not much to say but I managed to say a lot.
Outro and Cool Stuff
Sleep. Lilligant especially when my Thunder Wave mons are weak to Grass. Vivillon and Jynx are easier to para though, but this is assuming I get the Thunder Wave off in time. However after the Para they're extremely easy to handle.
Stockpile Confuse Ray Cradily. Almost took an L to a Stockpile Confuse Ray Cradily because if I set up my Pawn alongside it I had a chance to kill myself in confusion. I was able to use Lilligant to set up alongside it though. It took a long time but that battle ended in a 6-0.
Hax + Rhydon. Rhydon doesn't actually set up on much but if it haxes me it wins.
People who don't forget me in their shoutouts.
Pawniard @ Eviolite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Lilligant @ Lum Berry
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Sleep Powder
- Giga Drain
- Hidden Power [Rock]
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Signal Beam
- Energy Ball
- Psyshock
- Healing Wish
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 44 Atk / 16 Def / 196 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Thunder Wave
- Earthquake
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 204 SpD / 52 Spe
Modest Nature
- Thunder Wave
- Hidden Power [Fire]
- Scald
- Volt Switch
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 44 Atk / 212 Def
Impish Nature
- Drain Punch
- Gunk Shot
- Spikes
- Toxic Spikes
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Lilligant @ Lum Berry
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Sleep Powder
- Giga Drain
- Hidden Power [Rock]
Mesprit @ Colbur Berry
Ability: Levitate
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Signal Beam
- Energy Ball
- Psyshock
- Healing Wish
Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 44 Atk / 16 Def / 196 SpD
Impish Nature
- Stealth Rock
- Rock Slide
- Thunder Wave
- Earthquake
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 204 SpD / 52 Spe
Modest Nature
- Thunder Wave
- Hidden Power [Fire]
- Scald
- Volt Switch
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 44 Atk / 212 Def
Impish Nature
- Drain Punch
- Gunk Shot
- Spikes
- Toxic Spikes
Replays:
I lied. There are actually 2 existing replays. Both are hella old but they're still decent representations of how this team plays.
[replay]nu-249402312[/replay]
Extremely close match, now I remember that on the old version of the team Mesprit had HP Fighting on it. Pretty sure Pawn was pretty common back then, and the team took a major L to it because offensive Garb didn't like taking Sucker Punches.
[replay]nu-249137060[/replay]
Me getting rekt.