Dumb Sir
Banned deucer.
The Beach Episode
RMT by Dumb Sir
(Click the above image for copyable)
The team building process began with the star of the show: Z-Conversion Porygon2. This set is able to clean up after key threats have been dealt with, most notably Fighting Types and Pokemon who naturally reach >360 Speed like Raikou and Crobat. I looked to include partners that could deal with these threats, while still forming a cohesive shell without working towards a Porygon2's late game sweep.
Scizor and Rotom-Heat form a nice Volt/Turn core that gives Porygon2 some safety in setting up. In addition, Scizor provides some speed control against faster teams, while offering another win condition. Rotom is also the Defogger for the team, alleviating some of the pressure Hazards bring.
With all of the Volt/Turn support the team has, I decided that a wallbreaker that greatly appreciates the safe switches that Scizor and Rotom provide. After a couple of different choices, I settled on Crawdaunt. In addition to hitting things really hard, Crawdaunt also provides Knock Off Support for fatter teams that don't really care about Porygon2 because of their Leftovers. Latias, similarly, provides reliable damage for the team, though not as much. However, Latias does have staying power unlike Crawdaunt with Roost.
Klefki is the final member of the team, providing an important check to threats such as Hydreigon and Latias. Klefki also provides both Spikes and Thunder Wave, each in their own way being crucial to break some matchups.
Ahiru Two (Porygon2) @ Normalium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Conversion
- Recover
- Ice Beam
Conversion is for Z-Conversion in order to boost Porygon's stats in one go, giving it insane sweeping potential if it can get its Z off. Porygon's combination of Thunderbolt and Ice Beam hit's almost the entire UU metagame neutrally, aside from mons like Magneton, who gets stalled out by recover anyways. The aforementioned recover keeps Porygon topped off in health in order to abuse it's increased tackiness from the Z-Conversion Boost.
Keikinzoku (Scizor) @ Choice Band
Ability: Technician
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Choice Band allows Scizor to punish more offensive Pokemon, like Terrakion and Altaria-Mega. Bullet Punch gains STAB and helps with speed control for the team. U-Turn gives safe switch ins to other teammates. Superpower decimates unknowing Steels like Coballion and Steelix. Pursuit helps for eroding away at switch-happy teams. 96 Spe speed-creeps apposing standard Banded Scizors.
Shinzō (Rotom-Heat) @ Mago Berry
Ability: Levitate
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Overheat
- Toxic
Defog along side Mago Berry makes Rotom a reliable check to hazards. Volt Switch helps in giving allies safer switches. Overheat is used as a nuke against more physically defensive Pokemon, such as Aggron-Mega and Scizor.
Sutākingu (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Swords Dance + Aqua Jet allows Crawdaunt to sweep in the late game. Swords Dance also makes Crawdaunt a reliable wallbreaker for the team. Crabhammer and Knock Off are obligatory STABs, however, Knock Off helps against mons like Quasire who like eat Leftovers and soak up hits.
Kanojo (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Roost
Draco Meteor and Psychic are nice STABs that don't really get walled by anything in the Meta other than Steel Types. HP Fire is for aforementioned Steel types, mostly Scizor who Lati@s baits in nicely. Roost allows Lati@s to use its Dragon typing to soak up resisted hits reliably.
Gētokīpā (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
The wallbreakers on this team tend to force many switches. Spikes is there to abuse those switches. Thunder Wave is mostly for Scarfers and other fast mons that usually give other teammates trouble. Magnet Rise allows Klefki to completely blank common leads such as Krookodile and Non-Flamethrower Varients of Nidoking and Nidoqueen. Play Rough is STAB.
RMT by Dumb Sir
(Click the above image for copyable)
Hello, Dumb Sir here finally back to bestow upon you, the reader and community, a team I've been fairly successful with. After my long expedition for inspiration in Italy, I once again found my spark for team building. As always, I will be taking critiques and will be trying to respond to all if not most of them. Descriptions for each Pokemon will be split between both the Teambuilding and The Team areas for consistency among each topic. Without further ado, this is The Beach Episode. Enjoy the rest of the RMT.
The team building process began with the star of the show: Z-Conversion Porygon2. This set is able to clean up after key threats have been dealt with, most notably Fighting Types and Pokemon who naturally reach >360 Speed like Raikou and Crobat. I looked to include partners that could deal with these threats, while still forming a cohesive shell without working towards a Porygon2's late game sweep.
Scizor and Rotom-Heat form a nice Volt/Turn core that gives Porygon2 some safety in setting up. In addition, Scizor provides some speed control against faster teams, while offering another win condition. Rotom is also the Defogger for the team, alleviating some of the pressure Hazards bring.
With all of the Volt/Turn support the team has, I decided that a wallbreaker that greatly appreciates the safe switches that Scizor and Rotom provide. After a couple of different choices, I settled on Crawdaunt. In addition to hitting things really hard, Crawdaunt also provides Knock Off Support for fatter teams that don't really care about Porygon2 because of their Leftovers. Latias, similarly, provides reliable damage for the team, though not as much. However, Latias does have staying power unlike Crawdaunt with Roost.
Klefki is the final member of the team, providing an important check to threats such as Hydreigon and Latias. Klefki also provides both Spikes and Thunder Wave, each in their own way being crucial to break some matchups.
Ahiru Two (Porygon2) @ Normalium Z
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Conversion
- Recover
- Ice Beam
Conversion is for Z-Conversion in order to boost Porygon's stats in one go, giving it insane sweeping potential if it can get its Z off. Porygon's combination of Thunderbolt and Ice Beam hit's almost the entire UU metagame neutrally, aside from mons like Magneton, who gets stalled out by recover anyways. The aforementioned recover keeps Porygon topped off in health in order to abuse it's increased tackiness from the Z-Conversion Boost.
Keikinzoku (Scizor) @ Choice Band
Ability: Technician
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit
Choice Band allows Scizor to punish more offensive Pokemon, like Terrakion and Altaria-Mega. Bullet Punch gains STAB and helps with speed control for the team. U-Turn gives safe switch ins to other teammates. Superpower decimates unknowing Steels like Coballion and Steelix. Pursuit helps for eroding away at switch-happy teams. 96 Spe speed-creeps apposing standard Banded Scizors.
Shinzō (Rotom-Heat) @ Mago Berry
Ability: Levitate
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Volt Switch
- Overheat
- Toxic
Defog along side Mago Berry makes Rotom a reliable check to hazards. Volt Switch helps in giving allies safer switches. Overheat is used as a nuke against more physically defensive Pokemon, such as Aggron-Mega and Scizor.
Sutākingu (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Swords Dance + Aqua Jet allows Crawdaunt to sweep in the late game. Swords Dance also makes Crawdaunt a reliable wallbreaker for the team. Crabhammer and Knock Off are obligatory STABs, however, Knock Off helps against mons like Quasire who like eat Leftovers and soak up hits.
Kanojo (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Roost
Draco Meteor and Psychic are nice STABs that don't really get walled by anything in the Meta other than Steel Types. HP Fire is for aforementioned Steel types, mostly Scizor who Lati@s baits in nicely. Roost allows Lati@s to use its Dragon typing to soak up resisted hits reliably.
Gētokīpā (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
The wallbreakers on this team tend to force many switches. Spikes is there to abuse those switches. Thunder Wave is mostly for Scarfers and other fast mons that usually give other teammates trouble. Magnet Rise allows Klefki to completely blank common leads such as Krookodile and Non-Flamethrower Varients of Nidoking and Nidoqueen. Play Rough is STAB.
As are all of my teams, this team is not perfect, however, I still hold myself to its imperfections. Some of the problems I've notices on my own include: a lack of an Electric immunity, a lack of Stealth Rocks, and a reliance on Klefki for switching in to Special attacks. However, this team is very fun, and I highly recommend anyone who likes hitting things really hard to at least try it out. Thank you for reading, and have a great rest of Summer!
Dumb Sir
Dumb Sir
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