Hi guys, this is my second RMT, and thanks in advance for reading!
First off I wanted to try another attempt at building a team cored around MVenu, so this time without Giga Drain, I tweaked the smogon set just a tiny bit and put it here.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
I simply changed 252 HP to 248 to give it an odd number of HP, and dumped 4 extra EVs in def.
The said EVs allow MVenu to survive 2 Specs Dark Pulses from Greninja after SR, and allow it to outspeed Max speed MMawile.
248 HP gives it the maximum number of HP that's odd, and the rest is dumped in Def with Bold to make it as bulky as possible.
Leech Seed provides recovery for MVenu and teammates, and with right prediction, annoys the hell out of the opposing team. Sludge Bomb provides obvious STAB with a nifty 30% chance to poison. HP Fire hits steels that it gets walled by, with the exception of Heatran.
If you predict Heatran coming in, seed it and get the hell out even if you miss. You can't afford to be trapped.
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
I noticed Chomp got moved to A (or was it A+) tier in the viability rankings, so I decided to use it.
It provides a nifty fire resist, as well as a check to Tran(preferably revenge killing). It provides rocks, and it outspeeds base 100's and Rockium Z hits Lando-T(after SD cuz Intimidate), Cele, Skar, and everything else that is immune or resists Ground.
Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Defog
I apologize for not being able to find a better GIF, scarf kartana is my revenge killer, and it is an excellent late-game cleaner.
It's extremely hard to stop a rampaging Kartana after a boost if I manage to get it going early-game, but a wise opponent usually prevents that from happening.
Defog provides a secondary emergency defogger, Sacred Sword hits steels, Knock off provides utility, and Leaf Blade for obvious STAB.
This is my last resort to revenge kill Tran if my Gren and Chomp are gone.
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Defog
Torn-T is my main Defogger, and provides handy utility. It gains momentum with U turn and utility with Knock Off. Rocky Helmet punishes physical attackers, and Hurricane gives obvious stab.
Timid is preferred over Hasty because 1) it maximises Rocky Helmet's usefulness and 2) the physical moves are purely utility anyways.
Celesteela @ Leftovers
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect
Celesteela is my special sponge.
Leftovers provides mandatory recovery, and 248 HP gives an odd number of HP.
28 Def allows it to avoid the OHKO from Jolly MCham High Jump Kick.
The rest is dumped into SpDef with a Sassy to maximize it's usefulness.
Leech Seed provides semi recovery and combined with Protect can be brutal. Heavy Slam with Celesteela's 999kg most of the time gives 100 BP or 120 BP.
Flame thrower hits over steels, hits grasses, and particularly Ferro(also used to hit MScizor).
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
This provides a water type, and a revenger killer to Tran(its not a safe switch in).
Specs provides neccessary power especially before transforming, Timid gives maximum speed, Hydro Pump for obvious STAB, Dark Pulse for STAB, and water shuriken for priority.
While I haven't been using Spikes a lot, I'm at a loss for any replacements, suggestions or should I keep it?
Can someone show me how to do that thing that hides stuff?
First off I wanted to try another attempt at building a team cored around MVenu, so this time without Giga Drain, I tweaked the smogon set just a tiny bit and put it here.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
I simply changed 252 HP to 248 to give it an odd number of HP, and dumped 4 extra EVs in def.
The said EVs allow MVenu to survive 2 Specs Dark Pulses from Greninja after SR, and allow it to outspeed Max speed MMawile.
248 HP gives it the maximum number of HP that's odd, and the rest is dumped in Def with Bold to make it as bulky as possible.
Leech Seed provides recovery for MVenu and teammates, and with right prediction, annoys the hell out of the opposing team. Sludge Bomb provides obvious STAB with a nifty 30% chance to poison. HP Fire hits steels that it gets walled by, with the exception of Heatran.
If you predict Heatran coming in, seed it and get the hell out even if you miss. You can't afford to be trapped.
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
I noticed Chomp got moved to A (or was it A+) tier in the viability rankings, so I decided to use it.
It provides a nifty fire resist, as well as a check to Tran(preferably revenge killing). It provides rocks, and it outspeeds base 100's and Rockium Z hits Lando-T(after SD cuz Intimidate), Cele, Skar, and everything else that is immune or resists Ground.
Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Defog
I apologize for not being able to find a better GIF, scarf kartana is my revenge killer, and it is an excellent late-game cleaner.
It's extremely hard to stop a rampaging Kartana after a boost if I manage to get it going early-game, but a wise opponent usually prevents that from happening.
Defog provides a secondary emergency defogger, Sacred Sword hits steels, Knock off provides utility, and Leaf Blade for obvious STAB.
This is my last resort to revenge kill Tran if my Gren and Chomp are gone.
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Defog
Torn-T is my main Defogger, and provides handy utility. It gains momentum with U turn and utility with Knock Off. Rocky Helmet punishes physical attackers, and Hurricane gives obvious stab.
Timid is preferred over Hasty because 1) it maximises Rocky Helmet's usefulness and 2) the physical moves are purely utility anyways.
Celesteela @ Leftovers
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect
Celesteela is my special sponge.
Leftovers provides mandatory recovery, and 248 HP gives an odd number of HP.
28 Def allows it to avoid the OHKO from Jolly MCham High Jump Kick.
The rest is dumped into SpDef with a Sassy to maximize it's usefulness.
Leech Seed provides semi recovery and combined with Protect can be brutal. Heavy Slam with Celesteela's 999kg most of the time gives 100 BP or 120 BP.
Flame thrower hits over steels, hits grasses, and particularly Ferro(also used to hit MScizor).
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
This provides a water type, and a revenger killer to Tran(its not a safe switch in).
Specs provides neccessary power especially before transforming, Timid gives maximum speed, Hydro Pump for obvious STAB, Dark Pulse for STAB, and water shuriken for priority.
While I haven't been using Spikes a lot, I'm at a loss for any replacements, suggestions or should I keep it?
Can someone show me how to do that thing that hides stuff?
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Defog
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Defog
Celesteela @ Leftovers
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes
Ability: Chlorophyll
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge
Kartana @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Knock Off
- Defog
Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Defog
Celesteela @ Leftovers
Ability: Beast Boost
Shiny: Yes
EVs: 248 HP / 28 Def / 232 SpD
Sassy Nature
- Leech Seed
- Heavy Slam
- Flamethrower
- Protect
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Spikes