Hi there, Smogon! Back again with another RMT~
This is actually a team I've been using for awhile (and made an RMT for!) but only recently jumped on to make changes. The original team had a heavy focus on Volt-Turn, but this one takes off some of that offensive pressure for more defensive play.
Teambuilding Process:
In Depth:
Ghekula (Politoed)
@ Choice Scarf
Trait: Drizzle
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+SAtk, -Atk)
Hydro Pump | Ice Beam | Focus Blast | HP Grass
Importable:
This is actually a team I've been using for awhile (and made an RMT for!) but only recently jumped on to make changes. The original team had a heavy focus on Volt-Turn, but this one takes off some of that offensive pressure for more defensive play.
Teambuilding Process:
Alrighty, so originally, I had Genesect on this team, along with good old Lanturn. However, Genesect went uber, and I figured with it gone, Lanturn didn't have a good position, so that went, too. I was left with Politoed, Tornadus-T, Landorus-T, and Forretress.
On my last RMT, both Jirachi and Amoonguss were suggested in place of Genesect and Lanturn, which I didn't follow through as it was the rater's personal preference and I felt the meta was too offensive for me to switch to a more defensive style.
Now here, I tried a support Jirachi, but it failed me, so I switched to SubCM, which worked beautifully. Amoonguss worked fine as well, but I wasn't a huge fan of it. I felt I could use better, but only Celebi seemed to fit its role just as well.
Celebi worked wonderfully, especially contributing U-turn to this team. But at this point, I realized my weakness to sun was enormous. I thought and thought and thought, just how the hell will I beat sun without drastically changing this? I thought maybe Latios over Torn-T, but that ended up opening gaping holes in my team. That's when I remembered the main suggestion for my team: Dugtrio over Landorus-T. I'm a huge fan of the kitty but I realized if I were to try and beat sun (as well as get that pain in the ass Heatran out), I'd have to use Dugtrio, which certainly did not appeal to me.
With this, I had an answer to not just Ninetales, but Heatran, opposing Jirachi, and T-tar, perhaps many more.
On my last RMT, both Jirachi and Amoonguss were suggested in place of Genesect and Lanturn, which I didn't follow through as it was the rater's personal preference and I felt the meta was too offensive for me to switch to a more defensive style.
Now here, I tried a support Jirachi, but it failed me, so I switched to SubCM, which worked beautifully. Amoonguss worked fine as well, but I wasn't a huge fan of it. I felt I could use better, but only Celebi seemed to fit its role just as well.
Celebi worked wonderfully, especially contributing U-turn to this team. But at this point, I realized my weakness to sun was enormous. I thought and thought and thought, just how the hell will I beat sun without drastically changing this? I thought maybe Latios over Torn-T, but that ended up opening gaping holes in my team. That's when I remembered the main suggestion for my team: Dugtrio over Landorus-T. I'm a huge fan of the kitty but I realized if I were to try and beat sun (as well as get that pain in the ass Heatran out), I'd have to use Dugtrio, which certainly did not appeal to me.
With this, I had an answer to not just Ninetales, but Heatran, opposing Jirachi, and T-tar, perhaps many more.
In Depth:
Ghekula (Politoed)
@ Choice Scarf
Trait: Drizzle
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+SAtk, -Atk)
Hydro Pump | Ice Beam | Focus Blast | HP Grass
While I'm a primarily defensive player, I often run SpecsToed. Though, as it appears in this meta, ScarfToed's the way to go. Too many things running speed to let them get by.
Moves:
Hydro Pump - The strongest STAB attack, and the preferred move in most situations. A good number don't appreciate Rain-boosted Hydro Pump.
Ice Beam - An essential coverage move, to hit those Dragons anticipating Hydro Pump as well as some Grass-types. Mostly this will deal with DNite.
Focus Blast - Focus Blast is the most reliable way to take down Ferrothorn on this team. Although it lacks the greatest accuracy, it still packs a hell of a punch when super effective. This is also not a bad move to resort to when I want to take out the current opposing Pokemon (after prior damage) but don't want to let another switch in for free on my Hydro Pump, because of its wide coverage.
HP Grass - To complete its coverage moves, it just needs HP Grass to even hope get through Gastrodon. Rotom-W also takes a hefty amount, but it's not as worrysome. This is actually not too needed on this team, with Celebi, but I keep it to avoid too much dependence on Celebi.
EVs:
The EVs here are to maximize Sp. Atk and Speed, to ensure it beats stuff like DNite.
Moves:
Hydro Pump - The strongest STAB attack, and the preferred move in most situations. A good number don't appreciate Rain-boosted Hydro Pump.
Ice Beam - An essential coverage move, to hit those Dragons anticipating Hydro Pump as well as some Grass-types. Mostly this will deal with DNite.
Focus Blast - Focus Blast is the most reliable way to take down Ferrothorn on this team. Although it lacks the greatest accuracy, it still packs a hell of a punch when super effective. This is also not a bad move to resort to when I want to take out the current opposing Pokemon (after prior damage) but don't want to let another switch in for free on my Hydro Pump, because of its wide coverage.
HP Grass - To complete its coverage moves, it just needs HP Grass to even hope get through Gastrodon. Rotom-W also takes a hefty amount, but it's not as worrysome. This is actually not too needed on this team, with Celebi, but I keep it to avoid too much dependence on Celebi.
EVs:
The EVs here are to maximize Sp. Atk and Speed, to ensure it beats stuff like DNite.
Velika (Jirachi)
@ Leftovers
Trait: Serene Grace
EVs: 252 HP / 148 Def / 108 Spd
Bold Nature (+Def, -Atk)
Substitute | Calm Mind | Psyshock | Thunder
@ Leftovers
Trait: Serene Grace
EVs: 252 HP / 148 Def / 108 Spd
Bold Nature (+Def, -Atk)
Substitute | Calm Mind | Psyshock | Thunder
SubCM Jirachi is a beautiful set. As a fan of Volt-Turn, there's not much room for any sort of sweeper usually. However, this set works out just fine on Volt-Turn, especially on this team.
Moves:
Substitute - Any good sweeper hates to be paralyzed or burned, or even Leech Seeded. Substitute ensures none of that annoys Jirachi, and with max HP, Seismic Toss won't be breaking any subs, nor will most special attacks once it gets itself going.
Calm Mind - Basically how this set has to work: boost up, start wrecking. In conjunction with Sub, Jirachi's subs become very difficult to break after a few boosts, and its Speed allows it to Sub again before a good number of Pokemon.
Psyshock - The STAB, and a way of getting by Blissey and Chansey. With only one dedicated physical attacker on the team, this is the only other way of ensuring the pink blobs go down.
Thunder - A mostly neutral attack, to get by most Steel-types. Since the team is rain, Jirachi gets to have not only more power but a higher paralysis chance.
EVs:
252 HP grants 101 Subs, and speed beats Breloom. The bulk, although seemingly more of a dump, has managed to keep up Sub after a Ferro's Bulldoze so I think that's a good change (of course, not much to be doing to that Ferro anyway).
Earthquake - The main form of STAB, and the way it takes out Heatran and Jirachi. There's no escape for those two (unless Heatran starts running Shed Shell again).
Reversal - There's not much Dugtrio can run, and with a low Attack, it needs a high-powered move. Reversal comes in as the Sash breaks and starts dealing higher damage than EQ can do with STAB. This is a great way to put a bigass dent in the fat pink blobs.
Stone Edge - EdgeQuake coverage is essential for many physical mons, and Dugtrio needs it even more since two of its moves are resisted by Flying and Bug.
Stealth Rock - I never build a team without some way of setting up SR. Dugtrio usually only has to do one thing so now it gets a second job of setting up SR for the team.
EVs:
Max up the Atk and Spd, and nothing else. I find it rather pointless to throw those 4 remaining EVs anywhere else when it pretty much needs that sash broken ASAP for Reversal to be useful.
Moves:
Substitute - Any good sweeper hates to be paralyzed or burned, or even Leech Seeded. Substitute ensures none of that annoys Jirachi, and with max HP, Seismic Toss won't be breaking any subs, nor will most special attacks once it gets itself going.
Calm Mind - Basically how this set has to work: boost up, start wrecking. In conjunction with Sub, Jirachi's subs become very difficult to break after a few boosts, and its Speed allows it to Sub again before a good number of Pokemon.
Psyshock - The STAB, and a way of getting by Blissey and Chansey. With only one dedicated physical attacker on the team, this is the only other way of ensuring the pink blobs go down.
Thunder - A mostly neutral attack, to get by most Steel-types. Since the team is rain, Jirachi gets to have not only more power but a higher paralysis chance.
EVs:
252 HP grants 101 Subs, and speed beats Breloom. The bulk, although seemingly more of a dump, has managed to keep up Sub after a Ferro's Bulldoze so I think that's a good change (of course, not much to be doing to that Ferro anyway).
Bula (Celebi)
@ Leftovers
Trait: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature (+SDef, -Atk)
Giga Drain | Recover | Baton Pass | Perish Song
@ Leftovers
Trait: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature (+SDef, -Atk)
Giga Drain | Recover | Baton Pass | Perish Song
Celebi comes in as an extremely useful special wall, eating Electric attacks and most Hidden Powers, and still resisting Fighting well enough.
Moves:
Giga Drain - I have two STABs as my options, and with Psychic being a meh type, I chose Giga Drain. This way, even when Celebi is Taunted, it has a form of recovery still, and it also does decent damage.
Recover - Being a wall, it's rather silly to not have Recover. Since Celebi will likely switch in often, it needs a reliable way of recovering quickly, which Giga Drain cannot promise.
Baton Pass - Why this instead of U-turn? Well, U-turn can't escape Pursuit, but Baton Pass does. While that tiny bit of damage can be useful in certain cases, being able to escape Tyranitar and Scizor is too valuable to pass up.
Perish Song - This is mostly just to stop a stall war or maybe break a BP chain (although that one Baton Pass RMT is just too perfect to be broken by a mere Perish Song).
EVs:
The Speed is to beat Tyranitar mainly, while also beating anything still sitting only 1 point above it. The rest of the EVs are just to make Celebi as specially bulky as possible, to absorb all the hits.
Moves:
Giga Drain - I have two STABs as my options, and with Psychic being a meh type, I chose Giga Drain. This way, even when Celebi is Taunted, it has a form of recovery still, and it also does decent damage.
Recover - Being a wall, it's rather silly to not have Recover. Since Celebi will likely switch in often, it needs a reliable way of recovering quickly, which Giga Drain cannot promise.
Baton Pass - Why this instead of U-turn? Well, U-turn can't escape Pursuit, but Baton Pass does. While that tiny bit of damage can be useful in certain cases, being able to escape Tyranitar and Scizor is too valuable to pass up.
Perish Song - This is mostly just to stop a stall war or maybe break a BP chain (although that one Baton Pass RMT is just too perfect to be broken by a mere Perish Song).
EVs:
The Speed is to beat Tyranitar mainly, while also beating anything still sitting only 1 point above it. The rest of the EVs are just to make Celebi as specially bulky as possible, to absorb all the hits.
Gukko (Tornadus-T)
@ Life Orb
Trait: Regenerator
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
Hurricane | U-turn | Superpower | Taunt
@ Life Orb
Trait: Regenerator
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
Hurricane | U-turn | Superpower | Taunt
Torn-T is one of the sexiest Pokemon I've seen in BW2. A unique speed tier, good SAtk, a fantastic ability that it's able to abuse, and a sleek design. Torn-T easily breaks down many and can take out Tyranitar, one of the great annoyances to rain.
Moves:
Hurricane - An extremely powerful STAB. With decent neutral coverage, it's difficult to stand up to this attack, especially when backed by LO. This is my main way of eliminating stuff like Breloom and Conkeldurr who need to use priority to hope to damage it.
U-turn- What's a Torn-T without U-turn? Especially with LO+Regenerator. It's not just that, though. Tornadus-T likes to draw in some annoying monsters like Heatran and Jirachi. With U-turn, it can catch them on the switch and go into Dugtrio.
Superpower - Flying/Fighting has beautiful coverage. Not just that, but as tempting as Focus Blast is, Tornadus-T prefers Superpower. It gets the OHKO on non-Chople T-tar, which is a victory in the weather war, and most things switching in are probably specially defensive.
Taunt - I'm not a fan of using Taunt with stuff that isn't immensely bulky, but here it works. It can stop a Deoxys-D from setting up, a Chansey or Blissey from using status, Wish, or Softboiled, and can force the switch for a U-turn to grab momentum.
EVs:
The EVs here maximize that beautiful speed and SAtk and dump into Attack for the last 4. There isn't much else to do for such a great offensive mon.
Moves:
Hurricane - An extremely powerful STAB. With decent neutral coverage, it's difficult to stand up to this attack, especially when backed by LO. This is my main way of eliminating stuff like Breloom and Conkeldurr who need to use priority to hope to damage it.
U-turn- What's a Torn-T without U-turn? Especially with LO+Regenerator. It's not just that, though. Tornadus-T likes to draw in some annoying monsters like Heatran and Jirachi. With U-turn, it can catch them on the switch and go into Dugtrio.
Superpower - Flying/Fighting has beautiful coverage. Not just that, but as tempting as Focus Blast is, Tornadus-T prefers Superpower. It gets the OHKO on non-Chople T-tar, which is a victory in the weather war, and most things switching in are probably specially defensive.
Taunt - I'm not a fan of using Taunt with stuff that isn't immensely bulky, but here it works. It can stop a Deoxys-D from setting up, a Chansey or Blissey from using status, Wish, or Softboiled, and can force the switch for a U-turn to grab momentum.
EVs:
The EVs here maximize that beautiful speed and SAtk and dump into Attack for the last 4. There isn't much else to do for such a great offensive mon.
Archives Mole (Dugtrio)
@ Focus Sash
Trait: Arena Trap
EVs: 252 Atk / 252 Spd
IVs: 21 HP / 0 Def / 0 SDef
Jolly Nature (+Spd, -SAtk)
Earthquake | Reversal | Stone Edge | Stealth Rock
@ Focus Sash
Trait: Arena Trap
EVs: 252 Atk / 252 Spd
IVs: 21 HP / 0 Def / 0 SDef
Jolly Nature (+Spd, -SAtk)
Earthquake | Reversal | Stone Edge | Stealth Rock
Dugtrio pulls this team together by ensuring that the main threats are cleared off the field. With Celebi and Tornadus-T drawing the main ones and passing the spotlight to Dugtrio, this becomes easier.
Moves:
Moves:
Earthquake - The main form of STAB, and the way it takes out Heatran and Jirachi. There's no escape for those two (unless Heatran starts running Shed Shell again).
Reversal - There's not much Dugtrio can run, and with a low Attack, it needs a high-powered move. Reversal comes in as the Sash breaks and starts dealing higher damage than EQ can do with STAB. This is a great way to put a bigass dent in the fat pink blobs.
Stone Edge - EdgeQuake coverage is essential for many physical mons, and Dugtrio needs it even more since two of its moves are resisted by Flying and Bug.
Stealth Rock - I never build a team without some way of setting up SR. Dugtrio usually only has to do one thing so now it gets a second job of setting up SR for the team.
EVs:
Max up the Atk and Spd, and nothing else. I find it rather pointless to throw those 4 remaining EVs anywhere else when it pretty much needs that sash broken ASAP for Reversal to be useful.
Hoi (Forretress)
@ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
Rapid Spin | Spikes | Gyro Ball | Volt Switch
@ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
IVs: 0 Spd
Relaxed Nature (+Def, -Spd)
Rapid Spin | Spikes | Gyro Ball | Volt Switch
Forry comes in as my spinner, to keep Dugtrio's Sash safe and prevent my team from being worn down too soon. It also takes on physical attackers like Mamoswine, Terrakion, and several Dragons to abuse its low speed for KOs.
Moves:
Rapid Spin - A team wanting to switch a lot has to keep hazards off the field to be successful. Forry simply takes a hit and spins, and gets out. This'll keep Dugtrio safe to catch Heatran and friends.
Spikes - My team doesn't have enough sheer power to make its KOs, so Forry offers up Spikes to wear down the opposing team.
Gyro Ball - Instead of HP Ice, Gyro Ball was suggested, since Scarftoed can take on some Dragons. Gyro Ball helps my Terrakion problem, mainly against Scarf, as well as Mamoswine which outspeeds a good number of my team and threatens Tornadus-T with Ice Shard.
Volt Switch - While Forretress has fantastic utility, it loves to draw in Fire-types like Heatran or Magnezones trying to trap it, and just can't deal with them. Luckily, Volt Switch can let it get right out to let the appropriate teammate take them head-on.
EVs:
To take physical hits as best as possible, max HP and Defense is needed. 4 dumped into Atk just with a lack of anything better to do with it.
Conclusion:
I really have loved using this team since I first made it, and am much happier that Genesect left for me to adapt it to a much more comfortable style. While I think it's pretty much finished up, I think it can use a few more changes before I move on to other teams.
Moves:
Rapid Spin - A team wanting to switch a lot has to keep hazards off the field to be successful. Forry simply takes a hit and spins, and gets out. This'll keep Dugtrio safe to catch Heatran and friends.
Spikes - My team doesn't have enough sheer power to make its KOs, so Forry offers up Spikes to wear down the opposing team.
Gyro Ball - Instead of HP Ice, Gyro Ball was suggested, since Scarftoed can take on some Dragons. Gyro Ball helps my Terrakion problem, mainly against Scarf, as well as Mamoswine which outspeeds a good number of my team and threatens Tornadus-T with Ice Shard.
Volt Switch - While Forretress has fantastic utility, it loves to draw in Fire-types like Heatran or Magnezones trying to trap it, and just can't deal with them. Luckily, Volt Switch can let it get right out to let the appropriate teammate take them head-on.
EVs:
To take physical hits as best as possible, max HP and Defense is needed. 4 dumped into Atk just with a lack of anything better to do with it.
Conclusion:
I really have loved using this team since I first made it, and am much happier that Genesect left for me to adapt it to a much more comfortable style. While I think it's pretty much finished up, I think it can use a few more changes before I move on to other teams.
Importable:
Ghekula (Politoed) (M) @ Choice Scarf
Trait: Drizzle
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast
Velika (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 148 Def / 108 Spd
Bold Nature
- Psyshock
- Thunder
- Substitute
- Calm Mind
Bula (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature
- Recover
- Giga Drain
- Baton Pass
- Perish Song
Gukko (Tornadus-Therian) (M) @ Life Orb
Trait: Regenerator
Shiny: Yes
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Hurricane
- U-turn
- Superpower
- Taunt
Archives Mole (Dugtrio) (M) @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
Jolly Nature
IVs: 21 HP / 0 Def / 0 SDef
- Reversal
- Stone Edge
- Earthquake
- Stealth Rock
Hoi (Forretress) (M) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Gyro Ball
- Volt Switch
Trait: Drizzle
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Focus Blast
Velika (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 148 Def / 108 Spd
Bold Nature
- Psyshock
- Thunder
- Substitute
- Calm Mind
Bula (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 220 SDef / 36 Spd
Calm Nature
- Recover
- Giga Drain
- Baton Pass
- Perish Song
Gukko (Tornadus-Therian) (M) @ Life Orb
Trait: Regenerator
Shiny: Yes
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Hurricane
- U-turn
- Superpower
- Taunt
Archives Mole (Dugtrio) (M) @ Focus Sash
Trait: Arena Trap
EVs: 252 Spd / 252 Atk
Jolly Nature
IVs: 21 HP / 0 Def / 0 SDef
- Reversal
- Stone Edge
- Earthquake
- Stealth Rock
Hoi (Forretress) (M) @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Gyro Ball
- Volt Switch