Rapture
I got so much time today
There’s Something In The Sea…
Hi frens, yung Rapture back with another RMT, this time showcasing a team with a rather interesting take on hazard stacking. The team itself has been relatively successful on ladder getting me to #4 on it and has proved itself just as well when battling with friends.
Team overview/Building Process
Like mentioned before, I made this squad after looking at ways that I could most efficiently get up a ton of hazards by forcing a bunch of switches. I found that by having three different types of hazards on three separate Pokemon, it would allow me to do just that.
I started off with Cacturne since it’s pretty overlooked as a dark type due to how prevalent Sneasel is in the tier, and it also gave me a good start to my hazards stacking core.
Archeops was good for the second slot because of how well the burd pairs well with Cacturne and I needed something fast that can hit hard.
At this point I was looking rather weak to sneasel and strong physical attackers in general, so I decided to slap Mawile on the team since it checks all those and also gives me a reliable pokemon to get rocks up with
Lanturn is my obligatory fire resist and second water resist since Cacturne is frail af. It also pairs pretty well with Mawile aside from the ugly ground weakness, but that's what the other 4 slots are for!
At this point I wanted a wallbreaker that paired well with Cacturne and Gallade seemed like a natural choice.
To finish things off I went with Weezing since it helps tie up the core with Mawile and Lanturn rather nicely, Toxic Spikes is appreciated as well.
Team Analysis
Arcadia (Cacturne) (F) @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Dark Pulse
- Sucker Punch
- Giga Drain
- Spikes
A powerful wallbreaker with its own spike support, what more could you ask for? Cacturne can wreak havoc all on its own just because of how hard it is to switch into once it's inside. I decided to go with a specially based set since it's more effective in this meta and its main stabs both have some useful side effects to take advantage of with Dark Pulse’s flinch chance and Giga Drain’s recovery respectively. Sucker Punch helps beat all the things that outspeed Cacturne and still hits surprisingly hard even with minimal attack investment, Spikes are Spikes and help to weaken the opponent's mons for when Cacturne comes back in. Mild Nature with max sp atk and speed to maximize attacking power on both sides. Black Glasses for style points and because Life Orb on something so frail is undesirable..
Archeops
Ability: Defeatist
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Acrobatics
- Taunt / Rock Slide
- Roost
- Earthquake
Archeops is the team’s answer to more offensive squads while just being a pretty useful attacker overall because of that yumE 140 base attack. Most of the time, the best strat with this savage is to save it for late game where it can clean up whatever Cacturne or Gallade may have left behind. Acro + edgequake is impressive coverage that reduces its switch ins to rock types that Cacturne can handle easy. Roost is for staying power while the ev spread is standard dot standard.
Fort Frolic (Mawile) (F) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Toxic
- Stealth Rock
- Baton Pass
ahh this thing is so good right now I love it. Mawile is a sturdy answer to most of the physical attackers in the tier including Sneasel, Tauros, Malamar, and can also act as a check to Gallade if healthy enough. Max Hp and Defense + Intimidate to maximize defensive bulk. Play Rough and Iron Head for some decent powered stab moves, Stealth Rocks for moar hazards and Baton Pass is really good for maintaining momentum should that be that appropriate course of action. Overall just a reliable rocker and wall that I always enjoy using.
Lighthouse (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 164 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Heal Bell
- Thunder Wave
Even in a post magnets meta, Lanturn is still really good at what it does, being a bulky water that spreads burns and can pivot out. Lanturn pairs up really well with the rest of the team, helping to cover Mawile and Cacturne’s fire weakness, Archeops water and electric weakness, etc. A calm nature with the spread above gives it a really solid mix of defense and special defense that lets it take on Magmortar, Pyroar, and Fletchinder. All of which are problematic in one way or another. Volt Switch lets Lanturn get out of a bad situation and bring in a reliable answer. Scald is the best move in the game and the burn chance can be handy to wear opposing mons down. Finally Heal Bell and Toxic are great support options for Lanturn and help out the rest of the team, it's a true team player imo.
Delta (Gallade) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Psycho Cut
- Close Combat
- Knock Off
Enter the savage, this thing is so good and can really sweep most of the tier with one Swords Dance and its great coverage. Stab + Knock Off allow it to put a big dent in teams that don’t have a complete counter, and even they don't like having their item knocked off. I typically like to bring this thing in on a Baton Pass from Mawile since it can take advantage of mons that like to switch in on Mawile like Xatu, opposing steel types, and just bulky things in general. I have Close Combat and Psycho Cut for reliable stab moves with Psycho Cut being used over Zen Headbutt because it doesn't make contact which is useful for dealing with poison types like Garbodor and Rocky Helmet Weezing. Knock Off for an easy way to cover bulky psychics and Swords Dance for even easier attack boosting.
Persephone (Weezing) (M) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 132 HP / 252 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt
Last but not least, Weezing is also something I enjoy using a lot at the moment mainly because of its handy ground immunity and access to Toxic Spikes which helps to complete my hazard stack trio and my defensive core respectively. Prior to this I was running max Hp and Def as the ev spread, but I found myself having a lot of trouble with Mega Audino since it pretty much 6-0’d me if it got one or two boosts. This spread lets me outspeed and taunt it before it can heal up and boost, so that's why I decided to stick with this spread instead. Sludge Bomb is Weezing’s best stab, Will-O-Wisp lets me burn more things to stop physical attackers in their tracks, Toxic Spikes let me weaken the opponent's team over time so Cacturne or Archeops can come through late game, and finally taunt is to beat Maudino like mentioned before while also being handy to stop hazards from being set up.
ImportableArcadia (Cacturne) (F) @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Dark Pulse
- Sucker Punch
- Giga Drain
- Spikes
A powerful wallbreaker with its own spike support, what more could you ask for? Cacturne can wreak havoc all on its own just because of how hard it is to switch into once it's inside. I decided to go with a specially based set since it's more effective in this meta and its main stabs both have some useful side effects to take advantage of with Dark Pulse’s flinch chance and Giga Drain’s recovery respectively. Sucker Punch helps beat all the things that outspeed Cacturne and still hits surprisingly hard even with minimal attack investment, Spikes are Spikes and help to weaken the opponent's mons for when Cacturne comes back in. Mild Nature with max sp atk and speed to maximize attacking power on both sides. Black Glasses for style points and because Life Orb on something so frail is undesirable..
Archeops
Ability: Defeatist
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Acrobatics
- Taunt / Rock Slide
- Roost
- Earthquake
Archeops is the team’s answer to more offensive squads while just being a pretty useful attacker overall because of that yumE 140 base attack. Most of the time, the best strat with this savage is to save it for late game where it can clean up whatever Cacturne or Gallade may have left behind. Acro + edgequake is impressive coverage that reduces its switch ins to rock types that Cacturne can handle easy. Roost is for staying power while the ev spread is standard dot standard.
Fort Frolic (Mawile) (F) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Toxic
- Stealth Rock
- Baton Pass
ahh this thing is so good right now I love it. Mawile is a sturdy answer to most of the physical attackers in the tier including Sneasel, Tauros, Malamar, and can also act as a check to Gallade if healthy enough. Max Hp and Defense + Intimidate to maximize defensive bulk. Play Rough and Iron Head for some decent powered stab moves, Stealth Rocks for moar hazards and Baton Pass is really good for maintaining momentum should that be that appropriate course of action. Overall just a reliable rocker and wall that I always enjoy using.
Lighthouse (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 164 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Heal Bell
- Thunder Wave
Even in a post magnets meta, Lanturn is still really good at what it does, being a bulky water that spreads burns and can pivot out. Lanturn pairs up really well with the rest of the team, helping to cover Mawile and Cacturne’s fire weakness, Archeops water and electric weakness, etc. A calm nature with the spread above gives it a really solid mix of defense and special defense that lets it take on Magmortar, Pyroar, and Fletchinder. All of which are problematic in one way or another. Volt Switch lets Lanturn get out of a bad situation and bring in a reliable answer. Scald is the best move in the game and the burn chance can be handy to wear opposing mons down. Finally Heal Bell and Toxic are great support options for Lanturn and help out the rest of the team, it's a true team player imo.
Delta (Gallade) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Psycho Cut
- Close Combat
- Knock Off
Enter the savage, this thing is so good and can really sweep most of the tier with one Swords Dance and its great coverage. Stab + Knock Off allow it to put a big dent in teams that don’t have a complete counter, and even they don't like having their item knocked off. I typically like to bring this thing in on a Baton Pass from Mawile since it can take advantage of mons that like to switch in on Mawile like Xatu, opposing steel types, and just bulky things in general. I have Close Combat and Psycho Cut for reliable stab moves with Psycho Cut being used over Zen Headbutt because it doesn't make contact which is useful for dealing with poison types like Garbodor and Rocky Helmet Weezing. Knock Off for an easy way to cover bulky psychics and Swords Dance for even easier attack boosting.
Persephone (Weezing) (M) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 132 HP / 252 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt
Last but not least, Weezing is also something I enjoy using a lot at the moment mainly because of its handy ground immunity and access to Toxic Spikes which helps to complete my hazard stack trio and my defensive core respectively. Prior to this I was running max Hp and Def as the ev spread, but I found myself having a lot of trouble with Mega Audino since it pretty much 6-0’d me if it got one or two boosts. This spread lets me outspeed and taunt it before it can heal up and boost, so that's why I decided to stick with this spread instead. Sludge Bomb is Weezing’s best stab, Will-O-Wisp lets me burn more things to stop physical attackers in their tracks, Toxic Spikes let me weaken the opponent's team over time so Cacturne or Archeops can come through late game, and finally taunt is to beat Maudino like mentioned before while also being handy to stop hazards from being set up.
Arcadia (Cacturne) (F) @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Dark Pulse
- Sucker Punch
- Giga Drain
- Spikes
Siren Alley (Archeops) (F)
Ability: Defeatist
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Acrobatics
- Taunt / Rock Slide
- Roost
- Earthquake
Fort Frolic (Mawile) (F) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Toxic
- Stealth Rock
- Baton Pass
Lighthouse (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 164 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Heal Bell
- Thunder Wave
Delta (Gallade) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Psycho Cut
- Close Combat
- Knock Off
Persephone (Weezing) (M) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 132 HP / 252 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Dark Pulse
- Sucker Punch
- Giga Drain
- Spikes
Siren Alley (Archeops) (F)
Ability: Defeatist
EVs: 248 HP / 84 SpD / 176 Spe
Jolly Nature
- Acrobatics
- Taunt / Rock Slide
- Roost
- Earthquake
Ability: Intimidate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Play Rough
- Toxic
- Stealth Rock
- Baton Pass
Lighthouse (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 164 Def / 240 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Heal Bell
- Thunder Wave
Delta (Gallade) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Psycho Cut
- Close Combat
- Knock Off
Persephone (Weezing) (M) @ Black Sludge
Ability: Levitate
Shiny: Yes
EVs: 132 HP / 252 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Sludge Bomb
- Will-O-Wisp
- Toxic Spikes
- Taunt
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