So, I am posting my first RMT here. And I am wondering what to do to make this team better. I've been out of the "smogon" meta for quite some time and I've been just casually playing but I wanna get back into playing competitive cause I miss playing that way haha.
Fletchinder
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- Roost
- Will-O-Wisp
I've been hearing how amazing Fletchinder is amazing in RU so I wanted to use it for my own to see how it's used and I can agree Fletch is pretty amazing in RU cause of Gale Wings + Acrobatics it usually does a huge amount to generally most of the RU tier with a Swords Dance up. I use WoW to burn people to try and cripple switchin into Fletchinder for extra damage per turn.
Magneton @ Choice Specs
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Flash Cannon
Next, I wanted something to hit super hard. And Magneton is just the mon for this job nothing really wants to switch in into a Specs + Analytic boosted attack coming from Magneton in this tier as a whole. I also like how Magneton can effectively 2HKO most if not all the RU tier with it's attacks which is great. I wanted to run speed instead of HP to creep up on some mons in the tier I do debate on taking the speed off and just putting it into HP.
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Rock Blast
Rhyperior is here to be my defensive tank, and to set up hazards. I decided to run Dragon Tail to try and hurt other pokemon when they get drawn in by the move potentially breaking sashes, or just getting pokemon low enough for Magneton, Fletchinder, or Hoopa can respectively come in and kill them.
Blastoise @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Ice Beam
Blastoise is here to be my special tank to come in on attacks. I decided to flip it around cause usually Rhyperior is usually more so into SDEF while Blastoise is usually on DEF I thought the idea would work better and Rhyperior does have the Solid Rock to help him tank those attacks even better.
Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge
I went with Virizon as my setup cleaner for the team so far he has been effective in cleaning up most of the weakened mons on the teams that I have battled. I went with Lum Berry as opposed to Life Orb cause Virizon can't really clean house without a SD up so with a Lum if I can get up a SD I wouldn't be ruined all the way if I was burned by scald, or paralyzed and etc. The set is pretty simple with dual STAB, and Stone Edge for coverage.
Hoopa @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyperspace Hole
- Shadow Ball
- Knock Off
- Focus Blast
Hoopa is my revenge killer. I debated on going LO so I could clean up more easily but I felt his speed isn't enough to just run house like I would've hoped. 262 max isn't enough to do what it needs to do and that's deal massive damage and get out. I decided Knock Off as a extra measure to disrupt other mons or use it as a latch ditch effort to allow the next pokemon to come in and deal with it easier. The rest of the set is pretty standard really.
I guess that is all, I'm unsure what to add to make this team better. I feel like it's good on essence, but I cannot seem to get the delivery correct. Is there something needed to fix this team?
Fletchinder
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- Roost
- Will-O-Wisp
I've been hearing how amazing Fletchinder is amazing in RU so I wanted to use it for my own to see how it's used and I can agree Fletch is pretty amazing in RU cause of Gale Wings + Acrobatics it usually does a huge amount to generally most of the RU tier with a Swords Dance up. I use WoW to burn people to try and cripple switchin into Fletchinder for extra damage per turn.
Magneton @ Choice Specs
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Flash Cannon
Next, I wanted something to hit super hard. And Magneton is just the mon for this job nothing really wants to switch in into a Specs + Analytic boosted attack coming from Magneton in this tier as a whole. I also like how Magneton can effectively 2HKO most if not all the RU tier with it's attacks which is great. I wanted to run speed instead of HP to creep up on some mons in the tier I do debate on taking the speed off and just putting it into HP.
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Rock Blast
Rhyperior is here to be my defensive tank, and to set up hazards. I decided to run Dragon Tail to try and hurt other pokemon when they get drawn in by the move potentially breaking sashes, or just getting pokemon low enough for Magneton, Fletchinder, or Hoopa can respectively come in and kill them.
Blastoise @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Ice Beam
Blastoise is here to be my special tank to come in on attacks. I decided to flip it around cause usually Rhyperior is usually more so into SDEF while Blastoise is usually on DEF I thought the idea would work better and Rhyperior does have the Solid Rock to help him tank those attacks even better.
Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge
I went with Virizon as my setup cleaner for the team so far he has been effective in cleaning up most of the weakened mons on the teams that I have battled. I went with Lum Berry as opposed to Life Orb cause Virizon can't really clean house without a SD up so with a Lum if I can get up a SD I wouldn't be ruined all the way if I was burned by scald, or paralyzed and etc. The set is pretty simple with dual STAB, and Stone Edge for coverage.
Hoopa @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hyperspace Hole
- Shadow Ball
- Knock Off
- Focus Blast
Hoopa is my revenge killer. I debated on going LO so I could clean up more easily but I felt his speed isn't enough to just run house like I would've hoped. 262 max isn't enough to do what it needs to do and that's deal massive damage and get out. I decided Knock Off as a extra measure to disrupt other mons or use it as a latch ditch effort to allow the next pokemon to come in and deal with it easier. The rest of the set is pretty standard really.
I guess that is all, I'm unsure what to add to make this team better. I feel like it's good on essence, but I cannot seem to get the delivery correct. Is there something needed to fix this team?