The idea behind this team is to get as many entry hazards as I can then either stall out or try KO with one of my 2 attackers depending on what kind of team I am up against
I have tried and tested quite a few teams but so far I have had most success with this one and looking to try and improve it because it either works really well or it gets beat so fast
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 176 HP/84 Def/248 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
Standard 1st move and starting off my plan to slowerly take my opponents hp and stop certain pokemon wanting to switch in and out alto e.g. menace
- Stockpile
Great move hippo can really use these boots well these boots have saved me many a time from Boom Booms(Explosion)
- Slack Off
Recovers my hp in-between stockpiles and for stalling after I get my toxic spikes down
- Roar
Use for phazing and scouting, build up damage on my opponents team to put them into KO range for my sweepers or just KO depending on what it sends out
----------
The main problem I have with this guy is a single choice item and he is shutdown completely but if I predict this coming then out comes my jolteon as any choice item(but band) he quite happily takes
---
Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
Great for taking out machamps and other fighting types and generally good damage on all that doesn’t resist
- Roost
Recovery form attacks or brave bird recoil ( very rarely a chance to use this unfortunately) but useful when I get to use as it can use this against a DDgara and either roost off or whirlwind it away to take more damage from SR when he comes back
- Spikes
Stage 2 of my plan get more entry hazards in if I manage to get 3 layers of these in then anything switching in generally takes a lot of damage and when I phaze something then the damage really adds up
- Whirlwind
Another phazing move I can come in against a lot of physical attackers and blow them away doing more entry damage (the whole base of my team)
------
This has been a great asset to me has stop DDgara in the middle of its tango many times and I can often get 2 layers of spikes down before this thing is dead
---
Tentacruel (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
The 3rd and final entry hazard I can often get at least 1 layer down if not 2 which cripples so many spc sweepers
- Rapid Spin
Not really sure I need this personally but its here anyway to help my switches (probably changeable)
- Knock Off
Great utility move really effects things as it stop leftovers getting rid of my sandstorm damage and kills choice/life orb holders wouldn’t swap it for anything
- Surf
STAB move and kills many counters to tenta that will try EQ him and dose ok damage to anything that doesn’t resist
------
I love this poke but after he has set up TS generally don’t get to use him which is unfortunate but of all he is my favourite toxic spiker as he can clear entry hazards that are being used against me which when I have to swap about to the appropriate wall starts to add up ( he also soaks up other teams toxic spikes)
---
Mamoswine (M) @ Choice Band
Ability: Snow Cloak
EVs: 64 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Ice Shard
The answer to all dragon types (and low health zapdos) this with the correct prediction or a sacrifice to get in stops things like DDmenace ripping apart my team
- Earthquake
STAB CB quake can do great damage to all that dose not resist it this move helps with things like Ttar
- Stone Edge
this is a great move for taking out things like DDgara and zapdos (Zapdos can finish this team so easy unless I kill it fast)
- Bite
A move which very few suspect it can deal good damage to rotom forms and azelf as I have 1 other moves to deal super effective damage to them
------
This has saved me so many times but requires great prediction to get it in as it is weak to many common moves but it has managed to take down 5/6 of my opponents pokes after hazards have been set up before as without ice shard DDmenace hurts me badly
---
Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 Def/252 Spd/252 SAtk
Hasty nature (+Spe, -def)
- Thunderbolt
(Stab+Specs)T-bolt = pain for anything that doesn’t resist it deals such good damage to just about everything
- Hidden Power [Grass]
This poke seams to draw out swamperts so I have hp Grass to counter them which most stay in against this so I get the 0HKO on them also this draws out ground meaning 0hko generally on them with this so its such a Valuable move
- Shadow Ball
My other rotom/azelf counter attack or used when I suspect a electric resistance but know that hp grass wont do I just hit the shadow ball button and see what pops out
- Quick Attack
Gimmick move but a nice move as it KOs a lot of things as none expect a quick attack from him
------
comes in on an electric attack to wreck havoc on opponents teams with a bit of prediction this can Ko a lot of my opponents team also this is a great switch when I expect a trick coming my way as a scarf or another specs is quite happily taken
---
Shuckle (M) @ Leftovers
Ability: Gluttony
EVs: 252 HP/252 Def/6 SDef
Impish nature (+Def, -SAtk)
- Rest
As the only healing move he can have access to I use it as he can take a few hits and generally rest again before he can be KOed which ends up as a useful stall move
- Encore
anything that tried to set up on this gets encored so I can bring in a counter or set up some more hazards
- Knock Off
Great utility move really effects things as it stop leftovers getting rid of my sandstorm damage and kills choice/life orb holders wouldn’t swap it for anything ( C&p form tenta) but with the higher defences and spc defence (in sand) he can use this move a lot more effectively
- Toxic
For the flyers that escape my spikes( sort of a filler move)
------
Status absorber (most replaceable member of my team by far) but still has his uses as a staler I had spritomb and umbron here at one point but they just didn’t do the job very well.
---
My entry set uppers
My phazers
My stallers
The sweepers/revenge killers
Any advice you can give me to improve my team would be great and I will see you in battle soon
:nerd:Also this is my 1st RMT any advice ( if I make a new one) would you give me to improve:nerd:
New members
Blissey@ Leftovers Over Shuckle
Ability: Natural Cure
EVs: 252 Def/ 80 SpA/176 SDef
Nature: Calm (+Def, -Atk)
- Wish
- Softboiled
- Toxic
- Seismic Toss
I have tried and tested quite a few teams but so far I have had most success with this one and looking to try and improve it because it either works really well or it gets beat so fast
Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 176 HP/84 Def/248 SDef
Impish nature (+Def, -SAtk)
- Stealth Rock
Standard 1st move and starting off my plan to slowerly take my opponents hp and stop certain pokemon wanting to switch in and out alto e.g. menace
- Stockpile
Great move hippo can really use these boots well these boots have saved me many a time from Boom Booms(Explosion)
- Slack Off
Recovers my hp in-between stockpiles and for stalling after I get my toxic spikes down
- Roar
Use for phazing and scouting, build up damage on my opponents team to put them into KO range for my sweepers or just KO depending on what it sends out
----------
The main problem I have with this guy is a single choice item and he is shutdown completely but if I predict this coming then out comes my jolteon as any choice item(but band) he quite happily takes
---
Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/64 Atk/176 Def/16 Spd
Impish nature (+Def, -SAtk)
- Brave Bird
Great for taking out machamps and other fighting types and generally good damage on all that doesn’t resist
- Roost
Recovery form attacks or brave bird recoil ( very rarely a chance to use this unfortunately) but useful when I get to use as it can use this against a DDgara and either roost off or whirlwind it away to take more damage from SR when he comes back
- Spikes
Stage 2 of my plan get more entry hazards in if I manage to get 3 layers of these in then anything switching in generally takes a lot of damage and when I phaze something then the damage really adds up
- Whirlwind
Another phazing move I can come in against a lot of physical attackers and blow them away doing more entry damage (the whole base of my team)
------
This has been a great asset to me has stop DDgara in the middle of its tango many times and I can often get 2 layers of spikes down before this thing is dead
---
Tentacruel (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
The 3rd and final entry hazard I can often get at least 1 layer down if not 2 which cripples so many spc sweepers
- Rapid Spin
Not really sure I need this personally but its here anyway to help my switches (probably changeable)
- Knock Off
Great utility move really effects things as it stop leftovers getting rid of my sandstorm damage and kills choice/life orb holders wouldn’t swap it for anything
- Surf
STAB move and kills many counters to tenta that will try EQ him and dose ok damage to anything that doesn’t resist
------
I love this poke but after he has set up TS generally don’t get to use him which is unfortunate but of all he is my favourite toxic spiker as he can clear entry hazards that are being used against me which when I have to swap about to the appropriate wall starts to add up ( he also soaks up other teams toxic spikes)
---
Mamoswine (M) @ Choice Band
Ability: Snow Cloak
EVs: 64 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Ice Shard
The answer to all dragon types (and low health zapdos) this with the correct prediction or a sacrifice to get in stops things like DDmenace ripping apart my team
- Earthquake
STAB CB quake can do great damage to all that dose not resist it this move helps with things like Ttar
- Stone Edge
this is a great move for taking out things like DDgara and zapdos (Zapdos can finish this team so easy unless I kill it fast)
- Bite
A move which very few suspect it can deal good damage to rotom forms and azelf as I have 1 other moves to deal super effective damage to them
------
This has saved me so many times but requires great prediction to get it in as it is weak to many common moves but it has managed to take down 5/6 of my opponents pokes after hazards have been set up before as without ice shard DDmenace hurts me badly
---
Jolteon (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 Def/252 Spd/252 SAtk
Hasty nature (+Spe, -def)
- Thunderbolt
(Stab+Specs)T-bolt = pain for anything that doesn’t resist it deals such good damage to just about everything
- Hidden Power [Grass]
This poke seams to draw out swamperts so I have hp Grass to counter them which most stay in against this so I get the 0HKO on them also this draws out ground meaning 0hko generally on them with this so its such a Valuable move
- Shadow Ball
My other rotom/azelf counter attack or used when I suspect a electric resistance but know that hp grass wont do I just hit the shadow ball button and see what pops out
- Quick Attack
Gimmick move but a nice move as it KOs a lot of things as none expect a quick attack from him
------
comes in on an electric attack to wreck havoc on opponents teams with a bit of prediction this can Ko a lot of my opponents team also this is a great switch when I expect a trick coming my way as a scarf or another specs is quite happily taken
---
Shuckle (M) @ Leftovers
Ability: Gluttony
EVs: 252 HP/252 Def/6 SDef
Impish nature (+Def, -SAtk)
- Rest
As the only healing move he can have access to I use it as he can take a few hits and generally rest again before he can be KOed which ends up as a useful stall move
- Encore
anything that tried to set up on this gets encored so I can bring in a counter or set up some more hazards
- Knock Off
Great utility move really effects things as it stop leftovers getting rid of my sandstorm damage and kills choice/life orb holders wouldn’t swap it for anything ( C&p form tenta) but with the higher defences and spc defence (in sand) he can use this move a lot more effectively
- Toxic
For the flyers that escape my spikes( sort of a filler move)
------
Status absorber (most replaceable member of my team by far) but still has his uses as a staler I had spritomb and umbron here at one point but they just didn’t do the job very well.
---
Any advice you can give me to improve my team would be great and I will see you in battle soon
:nerd:Also this is my 1st RMT any advice ( if I make a new one) would you give me to improve:nerd:
New members
Blissey@ Leftovers Over Shuckle
Ability: Natural Cure
EVs: 252 Def/ 80 SpA/176 SDef
Nature: Calm (+Def, -Atk)
- Wish
- Softboiled
- Toxic
- Seismic Toss