Hi guys. catking101 here once again to post another RMT. Oh, what, you're wondering about the title? Well, this team is in no way affliated with anything MLG, it's just the random nicknames I give my Pokemon that make this title what it really is. ...Please don't leave right now just because I said that. Anyway, now that I have your attention,(?) let's focus on our team. Here it is, in full.
Alright, now lt's break it down, starting with my favorite Pokemon...
xXx_MegaSwagZardxXx (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Flare Blitz
- Dragon Claw
The standard Charizard Dragon Dance set. He runs Fire Punch < Flare Blitz this time, as I'm found out that nets a lot of kills on more defensive Pokemon, and they usually can't do enough to stop it from healing off recoil with Roost. Dragon Dance is for whenever Charizard happens to find a passive Pokemon to set up on. It can decimate a team fairly quickly with one or two boosts, especially late game, but Mega Altaria, Heatran, and Azumarill resist its fairly strong STAB coverage.
xXx_TaCtIcAlNuKe (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
So to get rid of the first two of those main threats, I had to deploy the tactical nuke. I like to use the Belly Drum set, since I prefer not to be choice-locked into a move. Azumarill can easily find an oppurtunity to set up Belly Drum, and since Belly Drum only takes one turn to set up, Azumarill can easily turn into an extremely threatening sweeper, especially with +1 priority Aqua Jet. Play Rough is for STAB coverage, and Knock Off is extremely useful to remove items that would create a win situation for the other side(ex. Eviolite Chansey), plus, nothing really likes taking a Knock Off on the swithc, especially a +6 Knock Off, so it's my go to move whenever I predict a switch but aren't sure what to do.
xXx_SpikyWeed (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 40 Atk / 252 Def / 216 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
To complete our three type core and beat opposing Azumarills, I use Ferrothorn. Ferrothorn is amazing defensively, and is a great hazard layer to boot. (NOTE: the EVs are a bit wacky, I've heard, but I don't know what to change them to, so plz try to focus on that first) Spikes and Leech Seed are fairly self explanatory, being hazards Ferrothorn can lay down. Gyro Ball is most likely Ferrothorn's most useful attacking move. It does a ton of damage to all the fast Pokemon that don't resist it, and most fast opponents, for some reason, like to stay into it and get oneshotted by it, so it's been really useful for dealing with opposing Pokemon. Power Whip is to hit the Water and Electric types that resist Gyro Ball, like the Azumarill that plagues MegaCX, as well as Pokemon like Manaphy, Starmie, Raikou, etc.
Like I said, EVs. Please look into them, they're probably bad.
These next two Pokemon can't really work too well without each other, but togehter, they're excellent at supporting the rest of the team.
By now, you should know where this is going. Tyranitar sets up sand, Excadrill sweeps in sand. Wihtout further ado, let's get into our sets.
xXx_OBEY (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Crunch
- Ice Beam
xXx_DeySeeMeDrillin (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Rapid Spin
- Iron Head
Tyranitar runs the usual Sand support set, and can also set up Stealth rocks as well. I use Stone Edge for a STAB Rock move, and as my primary way of killing Talonflame. I run Crunch over Pursuit since in my days of battling, I haven't found too many things I can Pursuit Trap, so I just run Crunch instead. Yeah. :/ Ice Beam is amazing, I've surprised and OHKOed a lot of Landos with this one move. No one expects it somehow when they switch in a Lando or Gliscor into TTar, so hey, that's a free kill, we take those.
Excadrill is most importantly a hazard remover for Charizard to be albe to come in safely, but also acts as a sand sweeper. EQuake + Iron Head is pretty much only walled by Skarmory(Although I'm probably forgetting a Pokemon or two ^^'), so it's perfect for creating a win condition under sand, and Swords Dance only helps with that.
Also there are 4 EVs missing. Derp
xXx_loominaty (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Knock Off
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
Thundurus really round out this team well. Priority Thunder Wave as well as Knock Off is really beneficial, especially for Azumarill, who appreciates any speed control it can get. TBolt is a solid STAB Electric, which pairs well with HP Ice, an amazing move that surprises and OHKOs a few Pokemon, like Lando-T, Gliscor(who I REALLY hate), and Garchomp. Excellent for pretty much anything that switches in on T. Wave. Knock Off is the final move, to do really heavy damage against Psychic types and Knock Off items.
Threats:
I personally regard Rotom-W as a big threat to this team, Ferrothorn can't beat it reliably due to Will-o-Wisp, and can do a huge chunk of damage to most of my Pokemon.
Tyranitar is pretty good at halting Talonflame in general, but once Ttar is dead, there's not much that can stop it if it's already boosted. Extra scary if Azumarill is already dead as well.
...I probably missed a few, so feel free to chime in with what you think are threats to this team!
Also, please don't criticize my nicknames. Really. Also, I'm freaking serious, this peaked at 1420. 1420 - 1000 (starting value) = 420. That's not a d@mn lie, so don't ask, just bask in the beauties of coincidences.
Alright, now lt's break it down, starting with my favorite Pokemon...
xXx_MegaSwagZardxXx (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Flare Blitz
- Dragon Claw
The standard Charizard Dragon Dance set. He runs Fire Punch < Flare Blitz this time, as I'm found out that nets a lot of kills on more defensive Pokemon, and they usually can't do enough to stop it from healing off recoil with Roost. Dragon Dance is for whenever Charizard happens to find a passive Pokemon to set up on. It can decimate a team fairly quickly with one or two boosts, especially late game, but Mega Altaria, Heatran, and Azumarill resist its fairly strong STAB coverage.
xXx_TaCtIcAlNuKe (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
So to get rid of the first two of those main threats, I had to deploy the tactical nuke. I like to use the Belly Drum set, since I prefer not to be choice-locked into a move. Azumarill can easily find an oppurtunity to set up Belly Drum, and since Belly Drum only takes one turn to set up, Azumarill can easily turn into an extremely threatening sweeper, especially with +1 priority Aqua Jet. Play Rough is for STAB coverage, and Knock Off is extremely useful to remove items that would create a win situation for the other side(ex. Eviolite Chansey), plus, nothing really likes taking a Knock Off on the swithc, especially a +6 Knock Off, so it's my go to move whenever I predict a switch but aren't sure what to do.
xXx_SpikyWeed (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 40 Atk / 252 Def / 216 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
To complete our three type core and beat opposing Azumarills, I use Ferrothorn. Ferrothorn is amazing defensively, and is a great hazard layer to boot. (NOTE: the EVs are a bit wacky, I've heard, but I don't know what to change them to, so plz try to focus on that first) Spikes and Leech Seed are fairly self explanatory, being hazards Ferrothorn can lay down. Gyro Ball is most likely Ferrothorn's most useful attacking move. It does a ton of damage to all the fast Pokemon that don't resist it, and most fast opponents, for some reason, like to stay into it and get oneshotted by it, so it's been really useful for dealing with opposing Pokemon. Power Whip is to hit the Water and Electric types that resist Gyro Ball, like the Azumarill that plagues MegaCX, as well as Pokemon like Manaphy, Starmie, Raikou, etc.
Like I said, EVs. Please look into them, they're probably bad.
These next two Pokemon can't really work too well without each other, but togehter, they're excellent at supporting the rest of the team.
By now, you should know where this is going. Tyranitar sets up sand, Excadrill sweeps in sand. Wihtout further ado, let's get into our sets.
xXx_OBEY (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Crunch
- Ice Beam
xXx_DeySeeMeDrillin (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Rapid Spin
- Iron Head
Tyranitar runs the usual Sand support set, and can also set up Stealth rocks as well. I use Stone Edge for a STAB Rock move, and as my primary way of killing Talonflame. I run Crunch over Pursuit since in my days of battling, I haven't found too many things I can Pursuit Trap, so I just run Crunch instead. Yeah. :/ Ice Beam is amazing, I've surprised and OHKOed a lot of Landos with this one move. No one expects it somehow when they switch in a Lando or Gliscor into TTar, so hey, that's a free kill, we take those.
Excadrill is most importantly a hazard remover for Charizard to be albe to come in safely, but also acts as a sand sweeper. EQuake + Iron Head is pretty much only walled by Skarmory(Although I'm probably forgetting a Pokemon or two ^^'), so it's perfect for creating a win condition under sand, and Swords Dance only helps with that.
Also there are 4 EVs missing. Derp
xXx_loominaty (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Knock Off
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
Thundurus really round out this team well. Priority Thunder Wave as well as Knock Off is really beneficial, especially for Azumarill, who appreciates any speed control it can get. TBolt is a solid STAB Electric, which pairs well with HP Ice, an amazing move that surprises and OHKOs a few Pokemon, like Lando-T, Gliscor(who I REALLY hate), and Garchomp. Excellent for pretty much anything that switches in on T. Wave. Knock Off is the final move, to do really heavy damage against Psychic types and Knock Off items.
Threats:
...I probably missed a few, so feel free to chime in with what you think are threats to this team!
Also, please don't criticize my nicknames. Really. Also, I'm freaking serious, this peaked at 1420. 1420 - 1000 (starting value) = 420. That's not a d@mn lie, so don't ask, just bask in the beauties of coincidences.
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