Overview:
I don't post many RMTs (in fact, this is my first one on Smogon), but I figured I'd go ahead and try to get some advice on this one since it's one of my favorite teams I've ever used in 5th Gen. The team is "Team Monkeyfish," and no, there's no real rhyme or reason behind the name. To give a quick background behind this team, it's actually pretty old, created during the latter months of BW1. The team was originally Hydreigon / Heatran / Jirachi / Terrakion / Gyarados / Gliscor, and I thought it up in a few seconds just to make a point in a discussion about team synergy. I looked back later and thought that those Pokemon might make a decent team, and so I tossed a few sets onto them and tried it out. The team changed over time and became one of the most reliable teams I ever used during the BW1 era. I made an updated version for BW2, but I hadn't really used it all that much until recently.
As far as ladder experience goes, this team has had a decent record I suppose. An older version got me to #10 on the OU ladder during the Deoxys-S suspect era. More recently, I attempted to get voting requirements with the team under the alt "Rule 9" ("Always carry a knife"), but after my ACRE rating randomly dropped from 2115 to 1883 after my 15th win (and just before my deviation was about to drop below 100), I got frustrated and sorta gave up on notable ladder peaks. I did, however, get a screenshot of my rating just before my win streak ended, which would put me at around #80 on today's ladder. If only that random rating drop hadn't happened, I might have a shiny little #1 ladder peak to show you, but it doesn't matter that much. I've never really thought of ladder peaks as a huge deal due to the nature of the ladder, so take from that what you will.
This whole ladder ordeal has reminded me why I hate laddering, so I'm hoping I can get some advice to improve my team before I try another ladder excursion thing. At any rate, here's the team.
Tyranitar @ Choice Band
Trait: Sandstream
EVs: 168 HP / 252 Atk / 88 Spd
Adamant Nature
-Crunch
-Pursuit
-Superpower
-Stone Edge
Even when you're not running one of those cookie cutter Tyranitar / Keldeo / Landorus cores or something, Choice Band Tyranitar is still an absolute monster. Being able to come in on a random Lati@s or something and kill it off with Pursuit is always a nice thing, and Tyranitar excels at doing just that. Superpower is a great coverage/utility move, especially seeing as how for reason people think it's a good idea to switch their Ferrothorn into Tyranitar. Stone Edge...well honestly, I hate the move, but you can't deny that it's powerful. I especially like how it 2HKOs physically defensive Skarmory after Stealth Rock, but the accuracy really has the potential to let me down. Tyranitar's insane special bulk is one of the reasons that I love using him since it makes him such a good switch-in to several special attackers. He's just bulky enough to take Timid Landorus's Earth Power (in case the opponent gets paranoid about Focus Miss) and hopefully OHKO back with Stone Edge. The EVs are pretty similar to the standard spread, but I run a little extra speed to beat jerk Jellicent that run enough speed to beat the standard Choice Band set. Just to be safe, I run an extra 4 speed EVs to beat Tyranitar that run enough speed to beat the Jellicent that run enough speed to beat the standard set. So yeah, I speed creep.
Landorus (Landorus-T) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
-Earthquake
-Hidden Power [Ice]
-Stealth Rock
-U-turn
Landorus-T is easily my favorite Pokemon introduced in BW2. I was under the impression that he wouldn't turn out that great since Sand Force Landorus-I is actually a little stronger in Sand, but I really underestimated how good an ability Intimidate was on a Ground-type with decent bulk to begin with. Landorus is my main answer to a wide variety of physical threats from Terrakion to several Dragons. Just to put this thing's bulk into perspective, CB Terrakion's Stone Edge only 3HKOs ~8% of the time factoring in accuracy, and Landorus-T promptly OHKOs back with Earthquake. This gives Landorus-T several opportunities to switch in and set up Stealth Rock, and it's not unknown for it to set it up multiple times in one match after the opponent gets off a Rapid Spin. U-turn is just so great for catching the switch of a retreating Terrakion or something, putting the opponent under more pressure and hopefully racking up a bit more passive damage. I used to run a set very similar to the standard offensive pivot set, but the extra bulk has come in handy. In addition, I'll take HP Ice > Stone Edge any day, although I do somewhat miss the ability to keep Gyarados in check with the Rock coverage.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
-Close Combat
-Stone Edge
-X-Scissor / Hidden Power [Ice]
-Rock Slide
Terrakion has long been one of my favorite Pokemon from 5th Gen, and the Choice Scarf set has thus far been my favorite set. I know that a lot of people prefer Keldeo as a Choice Scarf user and would rather use SR or CB on Terrakion, but I like spamming Terrakion's Close Combat late-game more than Keldeo's equally powerful but less accurate Hydro Pump. Terrakion honestly keep most offensive Pokemon in check at least decently, barring a few things like Breloom, Scizor, and Timid Venusar. Late-game sweeps with Scarf Terrakion are definitely harder than they used to be, but not uncommon. Like I said earlier, I hate Stone Edge, but I guess sometimes you just need the extra power. Rock Slide is sort of a panic button in case that Salamence or Volcarona absolutely must die at the risk of me being swept, mainly because it's a bit more accurate (although it's still known to miss occasionally, which is annoying). X-Scissor...well, honestly I rarely use it. I guess it's nice to have to safely dispose of a random Starmie or Lati@s or something, but I might go back to HP Ice with a Naive nature and 4 SpA EVs. This lets me 2HKO incoming Landorus-T and Gliscor, and it gives me a more reliable way of killing off weakened Salamence, Landorus-I, etc. (and in Landorus's case, it hits a bit harder than Stone Edge)
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 236 SDef / 20 Spd
Careful Nature
-Iron Head
-Body Slam / Thunder Wave
-Wish
-Protect
This is a pretty standard specially defensive Jirachi setup, and it does what specially defensive Jirachi's do. This is my main switch-in to stuff like Lati@s, Alakazam, and Tornadus. Besides that, Jirachi just acts like a jerk to half the metagame, spreading paralysis and flinch haxing whatever it can. Jirachi also occasionally gets the chance to pass a Wish or two to Landorus-T, which is great considering how much I switch Landorus-T in and out during a given match. I usually use Body Slam, but I gave Thunder Wave a try recently for the greater reliability. However, Ground-types are kind of a commonplace now, and I've found that if the opponent has one, they'll probably end up switching it into Jirachi. Body Slam is less reliable, but it paralyzes stupid Landorus-I switch-ins over half the time, so I'm pretty happy with it. The EVs are standard, enough to outrun (and hopefully paralyze) Adamant Breloom, Timid Magnezone, etc.
Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
-Spore
-Stun Spore
-Giga Drain
-Hidden Power [Ice] / Sludge Bomb
If I had a list of underappreciated but awesome Pokemon, Amoonguss would definitely be near the top of that list. Amoonguss is especially awesome in this metagame since it makes a great check to Keldeo and is even capable of taking on Landorus-I one-on-one. I also love the fact that Amoonguss puts a lot of pressure on Rain teams and some Sand teams as well, and the combination of Tyranitar + Amoonguss + Jirachi is almost an insta-win against bad ladder Rain teams. Spore is one of the greatest move in 5th Gen since, as long as you don't get unlucky with a one-turn sleep (and sometimes even if you do), it's almost an effective KO against whatever it hits. Stun Spore makes a great followup for when the opponent thinks they can just switch in the sleep fodder and then go to an offensive Pokemon and attempt to setup. The main downside about Amoonguss is that if it has already statused a couple of things and there isn't much for it specifically to check, it ends up not doing much. STAB Giga Drain does hit respectively hard, though, especially on Pokemon weak to it. I tend to run HP Ice for the harder hit on Dragons and Landorus-I, but Sludge Bomb is a cool move. For one thing, it OHKOs Breloom (who I hate), and having a third status to toss around is a cool thing. It also hits almost as hard as a super effective HP Ice, but being able to actually do a ton of damage to Landorus-I is really useful as well. I know the standard set runs 28 SpA EVs to always beat SubCM Keldeo, but I really prefer to have every bit of special bulk I can get to better take on Landorus-I. Besides, SubCM Keldeo is rare, and with SR + Sandstorm limiting it to 3 Subs, I'll probably end up coming out on top anyways.
Heatran @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
-Fire Blast
-Earth Power
-Hidden Power [Ice]
-Toxic
In the BW1 version of this team, Heatran was my Stealth Rock user. However, with Landorus-T taking that spot, Heatran lost its main role. I still like BalloonTran's ability to check things like Garchomp, Salamence, Landorus-T, physical Landorus-I, and Gliscor with its Balloon intact, and so I decided that instead of replacing Heatran, I'd just try a filler move. Substitute and Taunt were alright, but Toxic BalloonTran has been one of the coolest Pokemon sets I've used in a while. It lures in all kinds of stuff like Tyranitar and random bulky Water-types and poisons them, which lets the rest of my team wear them down much more quickly. Besides that, this is just the standard BalloonTran. It uses the combination of the Air Balloon and Heatran's unique resistances to keep those aforementioned threats in check. HP Ice is key here since most of the stuff that Heatran is good at keeping in check is 4x weak to it. Fire Blast spam is also fun, especially against Sun teams who rely on Dugtrio to beat Heatran (provided I can keep my Balloon intact, that is). In fact, Heatran was my main Sun check during BW1, and he serves a very similar role now.
Well, that's about it for the team. There are a couple things in particular that I have noticed the team struggles with.
-Due to the very balanced nature of this team, I'm pretty weak to well-built stall teams. Luckily, the few stall teams that I have seen on the ladder either had exploitable holes in them or were run by average players, but even then I mainly only won through aggressive double switching and raw offensive pressure. A well played and solid stall team has the potential to rip me a new one since I don't have much in the way of raw power or stallbreakers.
-Landorus-I is sort of a jerk in general. The Rock Polish sets aren't huge issue since Amoonguss can take two Earth Powers from Timid Landorus-I the majority of the time and put it to sleep, paralyze it, or outright kill it with HP Ice. It's the Psychic variants that I mainly have trouble with since they easily 2HKO Amoonguss and have the potential to OHKO if he comes in with ~80% or less health and Stealth Rock down. In addition, the only Pokemon on my team that outspeeds it is Terrakion, who doesn't do a ton of damage with Stone Edge. As a matter of fact, my win streak was ended literally because of this variant (that, and Terrakion missed the Stone Edge that should have killed it).
-I should be a lot more weak to SubDD Gyarados than I have been. It sets up all over Jirachi and Landorus-T, and if it gets a Sub and DD up, it could very well be Game Over right there. Luckily, Heatran does a great job of luring it in and poisoning it, and the combination of Stealth Rock and Sandstorm helps wear it down a bit, but a well played one (especially in Rain) could completely screw me over.
-Ice Punch Conkeldurr is pretty troublesome. My main way of beating it is to bring Landorus-T on it to weaken it and wear it down a bit, forcing it to use Ice Punch instead of Drain Punch and thus keeping it from healing. Then I just try to hit it with stuff until it dies. Amoonguss can outspeed the Brave variants and put them to sleep, but the Adamant ones outspeed and kill Amoonguss as well. I have been known to paraflinch it with Jirachi once in a while, but that's hardly reliable. It has never completely swept me so far, but it does way too much damage for comfort.
There are probably other problems, but those are the ones that have stuck out to me the most. Now that that's all said and done, rate away!
I don't post many RMTs (in fact, this is my first one on Smogon), but I figured I'd go ahead and try to get some advice on this one since it's one of my favorite teams I've ever used in 5th Gen. The team is "Team Monkeyfish," and no, there's no real rhyme or reason behind the name. To give a quick background behind this team, it's actually pretty old, created during the latter months of BW1. The team was originally Hydreigon / Heatran / Jirachi / Terrakion / Gyarados / Gliscor, and I thought it up in a few seconds just to make a point in a discussion about team synergy. I looked back later and thought that those Pokemon might make a decent team, and so I tossed a few sets onto them and tried it out. The team changed over time and became one of the most reliable teams I ever used during the BW1 era. I made an updated version for BW2, but I hadn't really used it all that much until recently.
As far as ladder experience goes, this team has had a decent record I suppose. An older version got me to #10 on the OU ladder during the Deoxys-S suspect era. More recently, I attempted to get voting requirements with the team under the alt "Rule 9" ("Always carry a knife"), but after my ACRE rating randomly dropped from 2115 to 1883 after my 15th win (and just before my deviation was about to drop below 100), I got frustrated and sorta gave up on notable ladder peaks. I did, however, get a screenshot of my rating just before my win streak ended, which would put me at around #80 on today's ladder. If only that random rating drop hadn't happened, I might have a shiny little #1 ladder peak to show you, but it doesn't matter that much. I've never really thought of ladder peaks as a huge deal due to the nature of the ladder, so take from that what you will.
This whole ladder ordeal has reminded me why I hate laddering, so I'm hoping I can get some advice to improve my team before I try another ladder excursion thing. At any rate, here's the team.
Tyranitar @ Choice Band
Trait: Sandstream
EVs: 168 HP / 252 Atk / 88 Spd
Adamant Nature
-Crunch
-Pursuit
-Superpower
-Stone Edge
Even when you're not running one of those cookie cutter Tyranitar / Keldeo / Landorus cores or something, Choice Band Tyranitar is still an absolute monster. Being able to come in on a random Lati@s or something and kill it off with Pursuit is always a nice thing, and Tyranitar excels at doing just that. Superpower is a great coverage/utility move, especially seeing as how for reason people think it's a good idea to switch their Ferrothorn into Tyranitar. Stone Edge...well honestly, I hate the move, but you can't deny that it's powerful. I especially like how it 2HKOs physically defensive Skarmory after Stealth Rock, but the accuracy really has the potential to let me down. Tyranitar's insane special bulk is one of the reasons that I love using him since it makes him such a good switch-in to several special attackers. He's just bulky enough to take Timid Landorus's Earth Power (in case the opponent gets paranoid about Focus Miss) and hopefully OHKO back with Stone Edge. The EVs are pretty similar to the standard spread, but I run a little extra speed to beat jerk Jellicent that run enough speed to beat the standard Choice Band set. Just to be safe, I run an extra 4 speed EVs to beat Tyranitar that run enough speed to beat the Jellicent that run enough speed to beat the standard set. So yeah, I speed creep.
Landorus (Landorus-T) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
-Earthquake
-Hidden Power [Ice]
-Stealth Rock
-U-turn
Landorus-T is easily my favorite Pokemon introduced in BW2. I was under the impression that he wouldn't turn out that great since Sand Force Landorus-I is actually a little stronger in Sand, but I really underestimated how good an ability Intimidate was on a Ground-type with decent bulk to begin with. Landorus is my main answer to a wide variety of physical threats from Terrakion to several Dragons. Just to put this thing's bulk into perspective, CB Terrakion's Stone Edge only 3HKOs ~8% of the time factoring in accuracy, and Landorus-T promptly OHKOs back with Earthquake. This gives Landorus-T several opportunities to switch in and set up Stealth Rock, and it's not unknown for it to set it up multiple times in one match after the opponent gets off a Rapid Spin. U-turn is just so great for catching the switch of a retreating Terrakion or something, putting the opponent under more pressure and hopefully racking up a bit more passive damage. I used to run a set very similar to the standard offensive pivot set, but the extra bulk has come in handy. In addition, I'll take HP Ice > Stone Edge any day, although I do somewhat miss the ability to keep Gyarados in check with the Rock coverage.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
-Close Combat
-Stone Edge
-X-Scissor / Hidden Power [Ice]
-Rock Slide
Terrakion has long been one of my favorite Pokemon from 5th Gen, and the Choice Scarf set has thus far been my favorite set. I know that a lot of people prefer Keldeo as a Choice Scarf user and would rather use SR or CB on Terrakion, but I like spamming Terrakion's Close Combat late-game more than Keldeo's equally powerful but less accurate Hydro Pump. Terrakion honestly keep most offensive Pokemon in check at least decently, barring a few things like Breloom, Scizor, and Timid Venusar. Late-game sweeps with Scarf Terrakion are definitely harder than they used to be, but not uncommon. Like I said earlier, I hate Stone Edge, but I guess sometimes you just need the extra power. Rock Slide is sort of a panic button in case that Salamence or Volcarona absolutely must die at the risk of me being swept, mainly because it's a bit more accurate (although it's still known to miss occasionally, which is annoying). X-Scissor...well, honestly I rarely use it. I guess it's nice to have to safely dispose of a random Starmie or Lati@s or something, but I might go back to HP Ice with a Naive nature and 4 SpA EVs. This lets me 2HKO incoming Landorus-T and Gliscor, and it gives me a more reliable way of killing off weakened Salamence, Landorus-I, etc. (and in Landorus's case, it hits a bit harder than Stone Edge)
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 236 SDef / 20 Spd
Careful Nature
-Iron Head
-Body Slam / Thunder Wave
-Wish
-Protect
This is a pretty standard specially defensive Jirachi setup, and it does what specially defensive Jirachi's do. This is my main switch-in to stuff like Lati@s, Alakazam, and Tornadus. Besides that, Jirachi just acts like a jerk to half the metagame, spreading paralysis and flinch haxing whatever it can. Jirachi also occasionally gets the chance to pass a Wish or two to Landorus-T, which is great considering how much I switch Landorus-T in and out during a given match. I usually use Body Slam, but I gave Thunder Wave a try recently for the greater reliability. However, Ground-types are kind of a commonplace now, and I've found that if the opponent has one, they'll probably end up switching it into Jirachi. Body Slam is less reliable, but it paralyzes stupid Landorus-I switch-ins over half the time, so I'm pretty happy with it. The EVs are standard, enough to outrun (and hopefully paralyze) Adamant Breloom, Timid Magnezone, etc.
Amoonguss @ Leftovers
Trait: Regenerator
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
-Spore
-Stun Spore
-Giga Drain
-Hidden Power [Ice] / Sludge Bomb
If I had a list of underappreciated but awesome Pokemon, Amoonguss would definitely be near the top of that list. Amoonguss is especially awesome in this metagame since it makes a great check to Keldeo and is even capable of taking on Landorus-I one-on-one. I also love the fact that Amoonguss puts a lot of pressure on Rain teams and some Sand teams as well, and the combination of Tyranitar + Amoonguss + Jirachi is almost an insta-win against bad ladder Rain teams. Spore is one of the greatest move in 5th Gen since, as long as you don't get unlucky with a one-turn sleep (and sometimes even if you do), it's almost an effective KO against whatever it hits. Stun Spore makes a great followup for when the opponent thinks they can just switch in the sleep fodder and then go to an offensive Pokemon and attempt to setup. The main downside about Amoonguss is that if it has already statused a couple of things and there isn't much for it specifically to check, it ends up not doing much. STAB Giga Drain does hit respectively hard, though, especially on Pokemon weak to it. I tend to run HP Ice for the harder hit on Dragons and Landorus-I, but Sludge Bomb is a cool move. For one thing, it OHKOs Breloom (who I hate), and having a third status to toss around is a cool thing. It also hits almost as hard as a super effective HP Ice, but being able to actually do a ton of damage to Landorus-I is really useful as well. I know the standard set runs 28 SpA EVs to always beat SubCM Keldeo, but I really prefer to have every bit of special bulk I can get to better take on Landorus-I. Besides, SubCM Keldeo is rare, and with SR + Sandstorm limiting it to 3 Subs, I'll probably end up coming out on top anyways.
Heatran @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
-Fire Blast
-Earth Power
-Hidden Power [Ice]
-Toxic
In the BW1 version of this team, Heatran was my Stealth Rock user. However, with Landorus-T taking that spot, Heatran lost its main role. I still like BalloonTran's ability to check things like Garchomp, Salamence, Landorus-T, physical Landorus-I, and Gliscor with its Balloon intact, and so I decided that instead of replacing Heatran, I'd just try a filler move. Substitute and Taunt were alright, but Toxic BalloonTran has been one of the coolest Pokemon sets I've used in a while. It lures in all kinds of stuff like Tyranitar and random bulky Water-types and poisons them, which lets the rest of my team wear them down much more quickly. Besides that, this is just the standard BalloonTran. It uses the combination of the Air Balloon and Heatran's unique resistances to keep those aforementioned threats in check. HP Ice is key here since most of the stuff that Heatran is good at keeping in check is 4x weak to it. Fire Blast spam is also fun, especially against Sun teams who rely on Dugtrio to beat Heatran (provided I can keep my Balloon intact, that is). In fact, Heatran was my main Sun check during BW1, and he serves a very similar role now.
Well, that's about it for the team. There are a couple things in particular that I have noticed the team struggles with.
-Due to the very balanced nature of this team, I'm pretty weak to well-built stall teams. Luckily, the few stall teams that I have seen on the ladder either had exploitable holes in them or were run by average players, but even then I mainly only won through aggressive double switching and raw offensive pressure. A well played and solid stall team has the potential to rip me a new one since I don't have much in the way of raw power or stallbreakers.
-Landorus-I is sort of a jerk in general. The Rock Polish sets aren't huge issue since Amoonguss can take two Earth Powers from Timid Landorus-I the majority of the time and put it to sleep, paralyze it, or outright kill it with HP Ice. It's the Psychic variants that I mainly have trouble with since they easily 2HKO Amoonguss and have the potential to OHKO if he comes in with ~80% or less health and Stealth Rock down. In addition, the only Pokemon on my team that outspeeds it is Terrakion, who doesn't do a ton of damage with Stone Edge. As a matter of fact, my win streak was ended literally because of this variant (that, and Terrakion missed the Stone Edge that should have killed it).
-I should be a lot more weak to SubDD Gyarados than I have been. It sets up all over Jirachi and Landorus-T, and if it gets a Sub and DD up, it could very well be Game Over right there. Luckily, Heatran does a great job of luring it in and poisoning it, and the combination of Stealth Rock and Sandstorm helps wear it down a bit, but a well played one (especially in Rain) could completely screw me over.
-Ice Punch Conkeldurr is pretty troublesome. My main way of beating it is to bring Landorus-T on it to weaken it and wear it down a bit, forcing it to use Ice Punch instead of Drain Punch and thus keeping it from healing. Then I just try to hit it with stuff until it dies. Amoonguss can outspeed the Brave variants and put them to sleep, but the Adamant ones outspeed and kill Amoonguss as well. I have been known to paraflinch it with Jirachi once in a while, but that's hardly reliable. It has never completely swept me so far, but it does way too much damage for comfort.
There are probably other problems, but those are the ones that have stuck out to me the most. Now that that's all said and done, rate away!