Manipulative
Camila <3
Massive Attack
Introduction
Hey there! I'm back with another RMT on a team that has been having some decent success. This team was made to be kept as offensive as possible, as offense is the only playstyle that I enjoy. Throughout the battles I've had with this team, it has appeared to be pretty solid. Not a lot of teams are prepared to deal with this one. Though, like with any other team, there will always be at least something that proposes a problem. I'm posting this RMT because I would like some help addressing the threats I've found, and perhaps others if any of you notice threats to this team that I haven't.
Teambuilding Process
The team first started out with Mega Beedrill as its mega. However, I had replaced it for reasons stated later in this section.
Entei is an amazing mon in the meta and I really wanted to feature it on this team. On top of the great power it has with a Choice Band and its access to priority, it can also spread burns like no other. It's definitely one of the more annoying mons to play against.
Next, I wanted to get hazard control out of the way. I added Cobalion and Salamence simultaneously, as they create a fantastic offensive hazard core that fits in just great with this team. They have very good type synergy together and provide a solid offensive presence. They also get their primary job of setting and removing hazards respectively done pretty well.
The main reason Florges came in was for a check to some dragons; Hydreigon in particular. Though, it is useful for more than just that. We all know how annoying status' could be, and Florges helps with clearing those. It also serves as a win condition with CM (Its wish set is ass on offensive teams).
The team was lacking a water check. I really didn't want to use Rotom-M, even though it's the more common partner with Beedrill, because it wasn't solid enough for waters. Switching in to take damage and a potential burn from Scald would wear it down pretty quickly. I prefer having something with Water Absorb, such as Heliolisk. It provides a more solid answer to scald. On top of which, it gives me more leeway against opposing Cobalion, being able to outspeed and volt switch on it.
The team was quite weak to Mega-Aerodactyl. Florges and Cobalion would only serve as some sort of answer depending on its set. I wanted to make the team less vulnerable to it, so I replaced Beedrill with Swampert. Adding in a ground type to the team was also a great plus, as it should make my opponent think twice before voltswitching.
The Team
Swampert-Mega (M) @ Swampertite
Ability: Damp
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Rain Dance
- Ice Punch
Just the standard Mega Swamp set here. Waterfall and EQ as its two stabs, Rain Dance to trigger the boost in speed from Swift Swim, and Ice Punch for coverage. EVs invested into attack and speed, with a Jolly Nature because running Adamant means being outsped by common scarfed mons.
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed
Also just the standard Choice Band set, as hardly anything else could be viable at all lol. Sacred Fire as its main stab, used to spread burns as well. Flare Blitz would be used in several cases, such as fighting an already burned mon, having no PP left in Sacred Fire, or even to avoid risking an unnecessary 5% chance of a miss with Sacred Fire. Adamant Nature so that you could run Extreme Speed on it, and all EVs invested into Attack and Speed.
Cobalion @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock
Stealth Rocks takes up a slot here, while the remaining three go to Iron Head, CC and SD. Swords Dance is preferred over anything else so that Cobalion could be a potential win condition, and be as much of a threat as possible. Leftovers is usually the best item for it. Standard 252 Attack/252 Speed EV Spread with a Jolly Nature.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog
Fire Blast and Draco Meteor give special Mence some pretty neat coverage and good power. Roost is there to keep Salamence alive so that it can constantly Defog if needed. It may be switching into rocks in order to get rid of them, and also be taking damage on the switch or from Life Orb recoil, so you definitely want to keep it healthy. Max Spa and Speed with a Timid Nature is standard.
Florges @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Synthesis
- Aromatherapy
Standard CM Florg set. Max HP/Def and Bold because you don't need investment in special defense when you have CM.
Heliolisk (M) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Grass Knot
- Hyper Voice
Nothing new about Heliolisk's set either. Its stabs are self explanatory. Grass Knot over anything else because you would want to hit those pesky water-grounds if given the opportunity. Max Special Attack and Speed with a Timid Nature for best results.
Conclusion
Thanks for taking the time to look through the RMT! I have a few threats listed below as well as the importable in case you would like to test the team out. If you have any ideas as to what I can do to deal with the threats, feel free to suggest them! I'm open to trying anything that doesn't seem like it creates more problems than it fixes. If you notice a threat that I have not, please do let me know :). I appreciate any help at all, thanks in advance!
Introduction
Hey there! I'm back with another RMT on a team that has been having some decent success. This team was made to be kept as offensive as possible, as offense is the only playstyle that I enjoy. Throughout the battles I've had with this team, it has appeared to be pretty solid. Not a lot of teams are prepared to deal with this one. Though, like with any other team, there will always be at least something that proposes a problem. I'm posting this RMT because I would like some help addressing the threats I've found, and perhaps others if any of you notice threats to this team that I haven't.
Teambuilding Process
The team first started out with Mega Beedrill as its mega. However, I had replaced it for reasons stated later in this section.
Entei is an amazing mon in the meta and I really wanted to feature it on this team. On top of the great power it has with a Choice Band and its access to priority, it can also spread burns like no other. It's definitely one of the more annoying mons to play against.
Next, I wanted to get hazard control out of the way. I added Cobalion and Salamence simultaneously, as they create a fantastic offensive hazard core that fits in just great with this team. They have very good type synergy together and provide a solid offensive presence. They also get their primary job of setting and removing hazards respectively done pretty well.
The main reason Florges came in was for a check to some dragons; Hydreigon in particular. Though, it is useful for more than just that. We all know how annoying status' could be, and Florges helps with clearing those. It also serves as a win condition with CM (Its wish set is ass on offensive teams).
The team was lacking a water check. I really didn't want to use Rotom-M, even though it's the more common partner with Beedrill, because it wasn't solid enough for waters. Switching in to take damage and a potential burn from Scald would wear it down pretty quickly. I prefer having something with Water Absorb, such as Heliolisk. It provides a more solid answer to scald. On top of which, it gives me more leeway against opposing Cobalion, being able to outspeed and volt switch on it.
The team was quite weak to Mega-Aerodactyl. Florges and Cobalion would only serve as some sort of answer depending on its set. I wanted to make the team less vulnerable to it, so I replaced Beedrill with Swampert. Adding in a ground type to the team was also a great plus, as it should make my opponent think twice before voltswitching.
The Team
Swampert-Mega (M) @ Swampertite
Ability: Damp
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Rain Dance
- Ice Punch
Just the standard Mega Swamp set here. Waterfall and EQ as its two stabs, Rain Dance to trigger the boost in speed from Swift Swim, and Ice Punch for coverage. EVs invested into attack and speed, with a Jolly Nature because running Adamant means being outsped by common scarfed mons.
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed
Also just the standard Choice Band set, as hardly anything else could be viable at all lol. Sacred Fire as its main stab, used to spread burns as well. Flare Blitz would be used in several cases, such as fighting an already burned mon, having no PP left in Sacred Fire, or even to avoid risking an unnecessary 5% chance of a miss with Sacred Fire. Adamant Nature so that you could run Extreme Speed on it, and all EVs invested into Attack and Speed.
Cobalion @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock
Stealth Rocks takes up a slot here, while the remaining three go to Iron Head, CC and SD. Swords Dance is preferred over anything else so that Cobalion could be a potential win condition, and be as much of a threat as possible. Leftovers is usually the best item for it. Standard 252 Attack/252 Speed EV Spread with a Jolly Nature.
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog
Fire Blast and Draco Meteor give special Mence some pretty neat coverage and good power. Roost is there to keep Salamence alive so that it can constantly Defog if needed. It may be switching into rocks in order to get rid of them, and also be taking damage on the switch or from Life Orb recoil, so you definitely want to keep it healthy. Max Spa and Speed with a Timid Nature is standard.
Florges @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Synthesis
- Aromatherapy
Standard CM Florg set. Max HP/Def and Bold because you don't need investment in special defense when you have CM.
Heliolisk (M) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Grass Knot
- Hyper Voice
Nothing new about Heliolisk's set either. Its stabs are self explanatory. Grass Knot over anything else because you would want to hit those pesky water-grounds if given the opportunity. Max Special Attack and Speed with a Timid Nature for best results.
Conclusion
Thanks for taking the time to look through the RMT! I have a few threats listed below as well as the importable in case you would like to test the team out. If you have any ideas as to what I can do to deal with the threats, feel free to suggest them! I'm open to trying anything that doesn't seem like it creates more problems than it fixes. If you notice a threat that I have not, please do let me know :). I appreciate any help at all, thanks in advance!
Slurpuff could be an issue if I let it set up. What I usually do when I see it is preserve entei and Mence. If Entei is Healthy, I could switch Mence in and out until Slurpuff is to a point where it can't 1hko Entei. Though, this usually involves sacing a couple of mons. If I'm in a good situation throughout the game, I will hopefully not give it a free set up, lowering its HP enough to revenge it with ESpeed. Florges and Mence are good options if you have to sac anything, because you don't want it using Drain Punch.
This is a threat that I came across today. CM Slowking is actually a huge threat because I hardly have anything for it. Heliolisk can't switch into a Psyshock more than once, and everything else loses 1v1. The best bet would be to try setting up a few calm minds with Florg before Slowking does, which should put you in a comfortable spot. Though, that's a bit of a stretch.
Sigh, yet another thing that gives my team massive trouble. I have nothing for this except pert.
Ahhhhhhhh! I have nothing for this after a Nasty Plot >_>. Fire Blast miss on Coba maybe lol. Depending on Swamp's HP, it could live a +2 Dark Pulse and Revenge, but that's about it. Let's not forget that 20% Flinch chance though ._.
A low ladder threat, but mirror coat/ice beam Milotic could cause me trouble if it manages to kill Helio.
Swampert-Mega (M) @ Swampertite
Ability: Damp
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Rain Dance
- Ice Punch
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed
Cobalion @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog
Florges @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Synthesis
- Aromatherapy
Heliolisk (M) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Grass Knot
- Hyper Voice
Ability: Damp
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Earthquake
- Rain Dance
- Ice Punch
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed
Cobalion @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance
- Stealth Rock
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Fire Blast
- Draco Meteor
- Roost
- Defog
Florges @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Synthesis
- Aromatherapy
Heliolisk (M) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Grass Knot
- Hyper Voice
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