Sylveon.
Penny saved is still a fucking penny
Hey guys, its geerat from showdown, how you are all doing recently my exams got over so I decided why not to try a new format, actually its my first ru team as I was really excited to see hoopa dropping to ru due to its soft spot for pursuits and sucker punches. So, I decided why not to make a TR team with it. I have always felt main advantage TR teams have over other plays is that since they don't have to invest in speed so they get that extra bulk which is always nice. I have never used a TR team team in singles and its been doing pretty good, though there are weaknesses and the problem is I can't point it out so need some help from you guys.
First here's the overview of the team ::
So, starting with the team building process-
As I told ya, it was the starting point of my team, with life orb it hits really hard for low tiers and does good considering the amount of bulky psychics present in tier.
Next up I needed a strong wallbreaker inside TR who could out slow amoongus, and I think there is no need to say how hard it hits, due to sheer force.
I knew that I was gonna go for FWG core, so in comes best defensive pivot in RU, it gives spore support and plays mind games.
So next up is the defensive TR setter of the team, and also I needed a stealth rock setter, so incomes diancie again another great drop.
Next is escavalier, a staple for almost al TR teams, its just great, massive power with pursuit power and checks bulky psychics.
Actually, to complete my FWG core, I wanted slowking first to form a good regenerator core, but then I noticed I had no hazard removal so in came blastoise.
So, Now the team,
Joker (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyperspace Hole
- Shadow Ball
- Focus Blast
- Trick Room So, starting with mon that started it all, Hoopa and believe me when I say it, its powerful as hell, life orb set just OHKOes or 2HKOes the whole tier and hyperspace hole is such a Godsend move for TR teams as it breaks any protect shenanigans to stall out TR turns. Shadow Ball is only ghost coverage(duh!!). Focus Blast is necessary for all the scrafties and mega steelixes roaming around, and TR is obvious. This works so well end game as after a little prior damage it Ohkoes everything. Nickname cause it looks so awesome with that devilish smile
Totally useless in Gen_5 (Camerupt) @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Will-O-Wisp So, incomes the first wallbreaker of the team, he does so well in TRs due to that abysmal speed, though first I wanted to go with aboma, but camerupt literally has 0 switch-ins(yeah slowking to some extent but specially defensive ones too take about 45% from sheer force boosted earth power. Again HP ice or ancient power was a tough choice, but ultimately I went with HP ice for incoming flygons and will-o-wisp for anything else, though ancient power would be good too for fletchlinders and you can always will-o-wisp incoming flygons. I don't think nick needs any explanation, as before gen 6 it just...what was that word called... seriously what..oh yeah!!....Totally SUCKED.
Spored_ya (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Synthesis Amoonguss is always a danger, specially with a spore always in your opponents mind. I just maxed out its defenses to survive a medicham zen headbutt and spore it in return. Giga drain and sludge bomb are obvious STABs and synthesis for long battles, though foul play is a option, but since most common setup sweeper in the tier is scrafty, so foul play is not that good, also HP fire is a option too. Only problem with this thing is its passiveness inside those precious TR turns.
Its mega is good (Diancie) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Trick Room
- Stealth Rock
- Explosion
- Moonblast Oh.. the good ol little diancie, it struggled so much though the tiers and finally found a place in RU, so that it can abuse its bulk, its bulky as hell though. Trick Room is obvious, and it also provides valuable Stealth rocks for the team. Explosion is basically for gaining momentum, and does quite a bit to its target, this thing is your main fletchinder counter as it doesn't get OHKOed by +6 fletchlinder's acrobatics. Also moonblast over diamond storm as I was a little out of options against scrafty so moonblast to make that quick. Also nickname cause, you have to agree its mega is good.
Aww_scizor (Escavalier) @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Megahorn
- Knock Off
- Iron Head
- Pursuit Oh..the scizor of RU. With assault vest this thing becomes such a good special tank, tanking non-hp fire venu(don't know why people run that though). As far as set is considered megahorn and iron head are powerful STABs, knock off is knock off obviously, and pursuit is nice cause this thing forces switches for bulky psychics. But the thing is before using it, I over estimated its damage potential, it doesn't do that much but is quite essential and checks amoongus pretty reliably.
I like pouting (Blastoise) @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Toxic
- Rapid Spin
- Yawn Now in the end, the water potion of FWG core, the fully defensive one checks so much stuff, like fletchlinder and rapid spins pretty reliably. It beats steelixes one on one. Only thing different on this set is yawn as it forces out most ghost types that are here to spin block me. But to be frank I really wanted slowking here only due to regenerator, but blastoise is pretty good at what it does too, so not a big issue. Toxic is for jellicient and alomolo switch-ins. And you have to agree with me here, it always pouts lol.
So, thats the team guys, just give me some suggestions as lately I don't know it has seen some fall due to hax and obviously my bad plays.
Threatlist::
:: This thing is weird to play against due to it having prankster destiny bond and taunt, also shadow sneak KOes hoopa.
:: Not a big issue, but packs a lot of power, hp fire verions are taken care by hoopa and knock off are by escavalier.
:: This thing is not tough but it still outslows mons like hoopa and diancie inside TR, and without TR it outspeeds and offensive versions OHKOes mega camerupt.
:: Again just don't let it setup to +3 or something if you can't get TR up, shed skin + rest versions are little frustating if diancie is gone. Some even carry iron head so scout for the moveset.
Well that's the threatlist::
Replays::
http://replay.pokemonshowdown.com/ru-336048433 - Pretty easy match
http://replay.pokemonshowdown.com/ru-336031986 - Shows the value and bulk of diancie.
http://replay.pokemonshowdown.com/ru-336108543- Amoongus survives zen headbutt from medi and hoopa cleans up
http://replay.pokemonshowdown.com/ru-336115484- Defensive core of blastoise and amoonguss
http://replay.pokemonshowdown.com/ru-336137314- Another good match
Hey, since I'm new to RU so you can suggest me anything you want and thanks in advance. I will post the importable in the comments.
First here's the overview of the team ::
So, starting with the team building process-
As I told ya, it was the starting point of my team, with life orb it hits really hard for low tiers and does good considering the amount of bulky psychics present in tier.
Next up I needed a strong wallbreaker inside TR who could out slow amoongus, and I think there is no need to say how hard it hits, due to sheer force.
I knew that I was gonna go for FWG core, so in comes best defensive pivot in RU, it gives spore support and plays mind games.
So next up is the defensive TR setter of the team, and also I needed a stealth rock setter, so incomes diancie again another great drop.
Next is escavalier, a staple for almost al TR teams, its just great, massive power with pursuit power and checks bulky psychics.
Actually, to complete my FWG core, I wanted slowking first to form a good regenerator core, but then I noticed I had no hazard removal so in came blastoise.
So, Now the team,
Joker (Hoopa) @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Hyperspace Hole
- Shadow Ball
- Focus Blast
- Trick Room
Totally useless in Gen_5 (Camerupt) @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Will-O-Wisp
Spored_ya (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Spore
- Giga Drain
- Sludge Bomb
- Synthesis
Its mega is good (Diancie) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Trick Room
- Stealth Rock
- Explosion
- Moonblast
Aww_scizor (Escavalier) @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Megahorn
- Knock Off
- Iron Head
- Pursuit
I like pouting (Blastoise) @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Toxic
- Rapid Spin
- Yawn
So, thats the team guys, just give me some suggestions as lately I don't know it has seen some fall due to hax and obviously my bad plays.
Threatlist::
Well that's the threatlist::
Replays::
http://replay.pokemonshowdown.com/ru-336048433 - Pretty easy match
http://replay.pokemonshowdown.com/ru-336031986 - Shows the value and bulk of diancie.
http://replay.pokemonshowdown.com/ru-336108543- Amoongus survives zen headbutt from medi and hoopa cleans up
http://replay.pokemonshowdown.com/ru-336115484- Defensive core of blastoise and amoonguss
http://replay.pokemonshowdown.com/ru-336137314- Another good match
Hey, since I'm new to RU so you can suggest me anything you want and thanks in advance. I will post the importable in the comments.