Hey guys, Nickoopa here bringing a team that I've made as I use for a long time.... and I really want to improve it, so that's the reason I decided to make an RMT of it!
Teambuilding Process
Starting with Huntail and Klinklang, the core I really wanted to try out, both have decent synergy together, defensive and offensively.
As I saw this team could be pretty weak to fighting types and possibly Feraligatr, I added Vileplume, a pretty good physical wal in the tier.
The team was getting pretty weak to fire spam, so I added Mega Camerupt, it has enourmous offensive presence and it's a pretty decent rocks setter.
The last 2 slots were really random, I wasn't really concentrated so these two are probably going to be removed, I felt like I needed fast stuff as the team was really slow, and that I needed a spinner, so slapped a Cryogonal and an Archeops on it.
After posting the RMT, got suggestion of replacing Cryogonal for either Hariyama or Kangaskhan, and I thought Kangaskhan fits a bit better, this team doesn't really need a way to remove hazards so having Kangaskhan as another sweeper to abuse Coil was a really nice idea.
The Team
Huntail (M) @ Leftovers
Ability: Water Veil
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Coil
- Waterfall
- Sucker Punch
- Baton Pass
Huntail is the first member of the core, and it's the most viable CoilPasser in NU, it pairs greatly with Klinklang.
- Coil is the main reason Huntail is being used, and it's pretty good at using it, Coil is a great set up move, boosting attack, defense and accuracy.
- Waterfall is the main STAB move, nothing else to say.
- Sucker Punch is meant to pick weakened threats and help to sweep against fast and frail opponents.
- Baton Pass is what gives Huntail a way to pass it's boost to another members of the team (Klinklang is what is meant to receive it).
Water Veil is the ability of choice because it prevents Huntail from getting burned, what is really great for a physical sweeper.
The EVs are meant to capitalize on it's special bulk, as it will boost Attack and Defense with Coil, with a bit of speed to outspeed base uninvested 55s.
Klinklang @ Leftovers
Ability: Clear Body
Happiness: 0
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Frustration
- Substitute
Klinklang will receive the Coil Boosts, but it can sweep on it's own without Baton Pass, just needs it's counters weakened enough.
- Shift Gear is it's set up move, it boosts Attack and doubles it's Speed, making it able to outspeed a lot of scarfers at +2.
- Gear Grind is the STAB move, if I manage to pass Coil boosts, it won't miss a lot, and becomes a reliable STAB.
- Frustration is the best option for second offensive move, Steel + Normal has a pretty decent neutral coverage, although it doesn't touch opposing Steel-types.
- Substitute protects Klinklang from status effects and makes predictiong and using Shift Gear way easier.
Clear Body is the ability as it's great when you deal with Sticky Web teams or stuff with Intimidate and the other two are useless anyways.
The EVs make it able to outspeed up to base 100 scarfers after a Shift Gear.
Vileplume (F) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Aromatherapy
Vileplume is a great wall in NU, making it a reliably switch into fighting types and Feraligatr.
- Giga Drain is the main STAB move as it can hit water-types and ground-types for pretty big damage and recovers some HP.
- Sludge Bomb hits everything Giga Drain doesn't and is a great move to use on a predicted switch into a Fire-type.
- Synthesis gives it reliable recovery, what every wall needs to be effective.
- Aromatherapy can heal status effects from itself and it's teammates.
Effect Spore is the only effective ability on it's defensive set, and it's great to punish physical attackers that dare to touch Vileplume.
The EVs are simple,maximizing physical bulk.
Camerupt (M) @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 96 SpA / 164 Spe
Modest Nature
- Flamethrower
- Earth Power
- Stealth Rock
- Toxic
Mega Camerupt is meant to be the Stealth Rocker and bulky special attacker of the team, it's special attack combined with sheer force is insane, what makes it useful at wearing walls down, it's also pretty nice to break through some Steel-types, such as Ferroseed and Steelix.
- Flamethrower is the a STAB move, and it's powerful with Sheer Force, it was Fire Blast before, but I opted for reliability instead of power.
- Earth Power is the other STAB move, hits most stuff that resists Flamethrower for some damage, like Fire types and Water types that try to switch in.
- Stealth Rock is just the hazard, nothimg else to say, it can help at breaking Sturdy and gives the opponent more pressure to spin as soon as possible, so it can help to set up with the other members of my team.
- Toxic is used to annoy specially bulky water types such as Mantine and Seismitoad that try to get a free switch into Camerupt.
Solid Rock is chosen for the base form because it's the best ability for it, as it enables it to take some super effective moves such as Earthquake a little better.
The EV spread suggested by Brawlfest enables it to outspeed stuff such as Rhydon and Steelix to OHKO them reliably.
Kangaskhan (F) @ Assault Vest
Ability: Scrappy
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Return
- Drain Punch
- Sucker Punch
- Power-Up Punch / Earthquake
Suggested by Monstegur, AV Kangaskhan is the secondary sweeper of the team, and it's really damn nice.
- Return is the STAB move, and is really spammeable thanks to Scrappy and it's high base power.
- Drain Punch is used as Fighting coverage so I can hit Rock and Steel types for more damage, while also getting health back so Kangaskhan can stay healthy during a match.
- Sucker Punch is to revenge kill weakened threats and can also help when it's sweeping, as priority is always nice.
- Power-Up Punch is used to boost even more it's Attack after it has received the Coil boosts, what can make Kangaskhan near unstoppable late game.
- Earthquake can also be used, in order to hit Garbodor without recoil and secure OHKOs on Rock and Steel types as it hits harder than Drain Punch does.
Archeops (M)
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Taunt
- Roost
Archeops is the fast attacker of the team, it has great attack when Defeatist isn't activated. Brawlfest gave me some helps with his set.
- Acrobatics is the powerful STAB move as I'm not running any item.
- Earthquake can hit steel types for big damage.
- Taunt is used to shut down walls, so Archeops can be useful to break stall.
- Roost is to recover from any damage, so it can get out of Defeatist range and keep it's offensive pressure.
The EVs just give it full attacking potential, and abuses Archeops' high speed stat.
No item as then Acrobatics becomes a really powerful move.
Changelist:
Substitute > Sucker Punch on Huntail
Improved EVs on Camerupt
AV Kangaskhan > Cryogonal
Teambuilding Process
Starting with Huntail and Klinklang, the core I really wanted to try out, both have decent synergy together, defensive and offensively.
As I saw this team could be pretty weak to fighting types and possibly Feraligatr, I added Vileplume, a pretty good physical wal in the tier.
The team was getting pretty weak to fire spam, so I added Mega Camerupt, it has enourmous offensive presence and it's a pretty decent rocks setter.
The last 2 slots were really random, I wasn't really concentrated so these two are probably going to be removed, I felt like I needed fast stuff as the team was really slow, and that I needed a spinner, so slapped a Cryogonal and an Archeops on it.
After posting the RMT, got suggestion of replacing Cryogonal for either Hariyama or Kangaskhan, and I thought Kangaskhan fits a bit better, this team doesn't really need a way to remove hazards so having Kangaskhan as another sweeper to abuse Coil was a really nice idea.
The Team
Huntail (M) @ Leftovers
Ability: Water Veil
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Coil
- Waterfall
- Sucker Punch
- Baton Pass
Huntail is the first member of the core, and it's the most viable CoilPasser in NU, it pairs greatly with Klinklang.
- Coil is the main reason Huntail is being used, and it's pretty good at using it, Coil is a great set up move, boosting attack, defense and accuracy.
- Waterfall is the main STAB move, nothing else to say.
- Sucker Punch is meant to pick weakened threats and help to sweep against fast and frail opponents.
- Baton Pass is what gives Huntail a way to pass it's boost to another members of the team (Klinklang is what is meant to receive it).
Water Veil is the ability of choice because it prevents Huntail from getting burned, what is really great for a physical sweeper.
The EVs are meant to capitalize on it's special bulk, as it will boost Attack and Defense with Coil, with a bit of speed to outspeed base uninvested 55s.
Klinklang @ Leftovers
Ability: Clear Body
Happiness: 0
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Frustration
- Substitute
Klinklang will receive the Coil Boosts, but it can sweep on it's own without Baton Pass, just needs it's counters weakened enough.
- Shift Gear is it's set up move, it boosts Attack and doubles it's Speed, making it able to outspeed a lot of scarfers at +2.
- Gear Grind is the STAB move, if I manage to pass Coil boosts, it won't miss a lot, and becomes a reliable STAB.
- Frustration is the best option for second offensive move, Steel + Normal has a pretty decent neutral coverage, although it doesn't touch opposing Steel-types.
- Substitute protects Klinklang from status effects and makes predictiong and using Shift Gear way easier.
Clear Body is the ability as it's great when you deal with Sticky Web teams or stuff with Intimidate and the other two are useless anyways.
The EVs make it able to outspeed up to base 100 scarfers after a Shift Gear.
Vileplume (F) @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Aromatherapy
Vileplume is a great wall in NU, making it a reliably switch into fighting types and Feraligatr.
- Giga Drain is the main STAB move as it can hit water-types and ground-types for pretty big damage and recovers some HP.
- Sludge Bomb hits everything Giga Drain doesn't and is a great move to use on a predicted switch into a Fire-type.
- Synthesis gives it reliable recovery, what every wall needs to be effective.
- Aromatherapy can heal status effects from itself and it's teammates.
Effect Spore is the only effective ability on it's defensive set, and it's great to punish physical attackers that dare to touch Vileplume.
The EVs are simple,maximizing physical bulk.
Camerupt (M) @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 96 SpA / 164 Spe
Modest Nature
- Flamethrower
- Earth Power
- Stealth Rock
- Toxic
Mega Camerupt is meant to be the Stealth Rocker and bulky special attacker of the team, it's special attack combined with sheer force is insane, what makes it useful at wearing walls down, it's also pretty nice to break through some Steel-types, such as Ferroseed and Steelix.
- Flamethrower is the a STAB move, and it's powerful with Sheer Force, it was Fire Blast before, but I opted for reliability instead of power.
- Earth Power is the other STAB move, hits most stuff that resists Flamethrower for some damage, like Fire types and Water types that try to switch in.
- Stealth Rock is just the hazard, nothimg else to say, it can help at breaking Sturdy and gives the opponent more pressure to spin as soon as possible, so it can help to set up with the other members of my team.
- Toxic is used to annoy specially bulky water types such as Mantine and Seismitoad that try to get a free switch into Camerupt.
Solid Rock is chosen for the base form because it's the best ability for it, as it enables it to take some super effective moves such as Earthquake a little better.
The EV spread suggested by Brawlfest enables it to outspeed stuff such as Rhydon and Steelix to OHKO them reliably.
Kangaskhan (F) @ Assault Vest
Ability: Scrappy
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Return
- Drain Punch
- Sucker Punch
- Power-Up Punch / Earthquake
Suggested by Monstegur, AV Kangaskhan is the secondary sweeper of the team, and it's really damn nice.
- Return is the STAB move, and is really spammeable thanks to Scrappy and it's high base power.
- Drain Punch is used as Fighting coverage so I can hit Rock and Steel types for more damage, while also getting health back so Kangaskhan can stay healthy during a match.
- Sucker Punch is to revenge kill weakened threats and can also help when it's sweeping, as priority is always nice.
- Power-Up Punch is used to boost even more it's Attack after it has received the Coil boosts, what can make Kangaskhan near unstoppable late game.
- Earthquake can also be used, in order to hit Garbodor without recoil and secure OHKOs on Rock and Steel types as it hits harder than Drain Punch does.
Archeops (M)
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Earthquake
- Taunt
- Roost
Archeops is the fast attacker of the team, it has great attack when Defeatist isn't activated. Brawlfest gave me some helps with his set.
- Acrobatics is the powerful STAB move as I'm not running any item.
- Earthquake can hit steel types for big damage.
- Taunt is used to shut down walls, so Archeops can be useful to break stall.
- Roost is to recover from any damage, so it can get out of Defeatist range and keep it's offensive pressure.
The EVs just give it full attacking potential, and abuses Archeops' high speed stat.
No item as then Acrobatics becomes a really powerful move.
Changelist:
Substitute > Sucker Punch on Huntail
Improved EVs on Camerupt
AV Kangaskhan > Cryogonal
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