Project Break This Team - Taking a break.

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PTF

girl
is a Tiering Contributor
Giving this win to Slowbroth with his core of Coba Leafeon and Special Scarf Floatzel.

This week we are going to Break the most recent sample team made by RawMelon called Rotom-S Bulky Offense.


Rotom-S is such an underrated utility mon that I just had to design a team around it. Usually my premise behind making sample teams is that the team should be really simple and easy for beginners to use. However, in this meta it's very difficult to build a 'standard' team that doesn't lose to common threats so I had to get somewhat creative and use non-standard sets that will require some prediction.

As I menioned, Rotom-S is the focal point of this team. Rotom-S checks man common threats in the meta such as Monferno, Cacturne, Leafeon, Pawniard, and the list continues. Prinplup serves multiple purposes such as necessary hazard control, a water check, and a Golem check. I gave it Signal beam to bop Cacturne which usually gets in for free on Prin. Together with Rotom and Golem the 3 can check the majority of physical mons in the tier. The team overall somewhat struggles with special attackers but this is somewhat mitigated by the offensive nature of the team and the many type immunities and resists the team possesses. Choice Band Golem serves as the teams wallbreaker, normal check, and electric. CB Golem works nicely with both Rapidash and SD Boufflant. What makes this trio especially effective is that most Golem checks (except Gourgeist) such as Prinplup, Tangela, and Leafeon are set up on by SD Bouff. Rapidash helps CB Golem handle grass types and serves as another Cacturne check for the team. Not to mention Rapidash is solid in this meta anyways. Mr.Mime is standard but I chose Trick > Focus Blast to help with the stall matchup and to help with annoying mons like Clef and Duo.

There's more reasons why I used these mons but I'm lazy.
Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Air Slash
- Pain Split

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Signal Beam

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Explosion

Rapidash @ Leftovers
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Drill Run
- Will-O-Wisp

Bouffalant @ Leftovers
Ability: Sap Sipper
Happiness: 0
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Frustration
- Earthquake
- Swords Dance
- Substitute

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Dazzling Gleam
- Healing Wish
- Trick

 
Water Spam: Life Orb Basculin + Scarf Simipour

Looking at this team, the water resist is Prinplup which can quickly get worn down with constant offensive pressure. The team is quite weak to Basculin with rocks support, as Golem, Rapidash and Bouffalant can be KO ed with Aqua Jet or Superpower. Ideally, Basculin's role of this core would be to weaken Prinplup, pressure or KO Golem, Rapidash and Bouff and clean up with Scarf Simipour. Or, conversely, Simipour can be used to weaken Prinplup and/or Mr. Mime, and let Life Orb Aqua Jet go to work and clean up.


Basculin @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Aqua Jet
- Superpower
- Ice Beam

Simipour @ Choice Scarf
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Superpower
- Knock Off
 

5gen

jumper
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus

Stoutland @ Choice Band
Ability: Intimidate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Pursuit
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic
- Focus Blast

Started out with Stoutland, seeing as how the team's resist to normals is CB Golem which gets worn down easily. Opted for Intimidate for ability since Scrappy has no use vs the team while the former helps against the physical attackers. Sub CM Grumpig also takes advantage of Tom-Spin, Prinplup, Mime (to an extent) and -1 Rapidash.
 
Floatzel (F) @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Aqua Jet
- Frustration

Joker (Cacturne) (M) @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Seed Bomb
- Superpower
- Swords Dance

Probopass @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 168 SpD / 84 Spe
Calm Nature
- Stealth Rock
- Volt Switch
- Taunt
- Power Gem


I'm a little lazy here, cause I'm at school, but sd cact + float basically wrecks everything not named rotom-s. Probopass is good glue that beats rotom-s and provides a bouf switch in.

Floatzel can either wallbreak for cact to clean or clean after cact does a midgame sweep. It can beat/cripple/revenge the whole team. Cacturne beats or wallbreaks everything but rotom-s. Probo serves as a pivot that cripples the many shenanigans the team relies on with volt switch and taunt, as well as being able to tank frustration, megahorn, and explosion; power gem helps keep rapidash and rotom-s in check, which would otherwise be able to outmaneuver the team. Probo is also the trick absorber if you suspect a mime trick, as it is the least crippled by it. It can also absorb wisps in place of float of you feel its gonna get bopped.
 

PTF

girl
is a Tiering Contributor
So the votes are in and Slowbroth has won by a landslide of 6-0-0. Congratulations Slowbroth for posting this weeks winning core Water Spam: Life Orb Basculin + Scarf Simipour. Thankyou RawMelon for letting us break your team.


The next team we feature is made by one of PU's favourites EnemyJurist. The team is one of the newest sample teams in PU and is based off Dodrio+Cacturne.

I present to you Dodrio+Cacturne HO by EnemyJurist

The team is based around general wallbreaking with CB Dodrio+Special Cacturne with an SD Mawile to break the stuff the former two have issues with, such as Clefairy and Vullaby. After the main walls are broken and the offensive mons are worn down, Scarf Mr. Mime cleans up, and can also give one of the wallbreakers or Rotom a second chance with Healing Wish. Rotom-S is here to spread Will-O-Wisp and be another Mach Punch resist, meaning it's better to use it early game in order for burns to do as much damage as possible. Golem is here for the rocks, the normal resistance, and the immense pressure it places with +2 attacks from Weakness Policy. This is HO, and as such, it requires double-switching and highly offensive play.

Dodrio @ Choice Band
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Knock Off
- Quick Attack

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
IVs: 29 HP
- Giga Drain
- Dark Pulse
- Focus Blast
- Sucker Punch

Mawile @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Sucker Punch
- Iron Head
- Play Rough

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Focus Blast
- Healing Wish

Golem @ Weakness Policy
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Stealth Rock

Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Thunderbolt
- Air Slash
- Hidden Power [Water]
- Will-O-Wisp

Have fun breaking. Enjoy and treat yourself to a good cuppa of milo with some wagon wheels on the side.
 
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Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spe
Naive Nature
- Nasty Plot
- Knock Off
- Fire Blast
- Focus Blast


Roselia @ Eviolite
Ability: Natural Cure
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Leaf Storm
- Sludge Bomb
- Sleep Powder
- Spikes


This team (as with a lot of others tbh) has a really difficult time switching into Simisear when paired up with some reliable hazard support. The team only relies on priority or Mr. Mime to be able to pick off Simisear. Its difficult for Mr. Mime as after a Knock Off, Fire Blast KOs. A Pokemon like Roselia or Quilladin on Simisear's side can make it really hard for this team to handle Simisear due to their Spikes support and their ability to do a good amount of damage to some of the team's Sucker Punch users in Golem and Cacturne, and Mawile gets worn down.
 
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Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Trick
- Volt Switch

Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Drill Run
- Wild Charge
- Megahorn

Really any variation of this core punches great holes in this team, especially Rotom-Frost, , but i went with double scarf since nothing on this team outspeeds scarfDash and it still OHKO's Mr. Mime and Frost still apreciates scarf to outspeed and OHKO CBDrio. This core is especially threatening to this team, because it collectively outspeeds and OHKO's the entire team, bar Golem not being OHKO'd by either due to sturdy, though Rotom's Blizzard does KO it once its sturdy is broken and the other exception being that Mime outspeeds Rotom-F.
 
Specs Floatzel
Floatzel @ Choice Specs
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power Electric
- Baton Pass

Camerupt
Camerupt @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 32 SpA / 228 SpD
Calm Nature
- Stealth Rock
- Lava Plume
- Earth Power
- Protect





The team is quite weak to special float. Floatzel's ice beam ohkos dodrio, rotom-S, golem, and cacturne with rocks up. Hydro ohkos golem, mawile, rotom-s, dodrio, and has a 31.3% chance to ohko mr mime, all after sr. Baton Pass helps to keep momentum and find opportunities to bring in gabite. By itself, this set can bust through the whole team. It has some issues with priority and mime, and mawile can enter on ice beams, but it can kill every mon on the team just with sr and a little luck.

The best partner in this case is one who checks mr mime, the hardest for float to deal with, the opposing rock setter, golem, and punishes mawile/cacturne wallbreaking combo which is the teams best chance of beating float in a practical situation. And we want something that sets rocks so floatzel can wreck. When looking at these requirements, I could see no better than camerupt. With its given set and its fantastic bulk, it has all the tools it needs to out pressure and wipe out float's weaknesses. Lava plume ohkos cacturne and mawile without rocks; cacturne can only 3hko camerupt and that if he doesn't use protect; rotom-s is in the same boat with hp water being its best option to deal with it and having a guaranteed 3hko with rocks up and protect increasing leftovers turns. Mawile is even less capable of dealing with it. It survives one of golem's earthquakes and has a 100% chance of ohkoing it if rocks are up. Mime has no chance to 3hko camerupt while camerupt guarantees a 3hko, not even accounting for burn and lefties and protect. Dodrio does revenge camerupt rather well, but dies to floatzel thereafter.

On top of both pokemon taking care of most of the team by themselves, they also have a lot of synergy with other pokemon that happen to pressure pokemon on the team and provide 2 pieces of the infamous fire-water-grass cores. They also have great synergy with each other, especially for destroying this team in particular.
 
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SubWisp Rotom-Frost + RestTalk Klang


Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Thunderbolt
- Blizzard

Klang @ Eviolite
Ability: Clear Body
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Shift Gear
- Gear Grind
- Rest
- Sleep Talk

With a balanced approach to taking on this offensive team, it makes checking the team a lot easier to do rather than with a frail, more offensive approach. Sub Rotom finds a lot of opportunity to force out mons or get off a free sub on mons such as Rotom-Fan (which can't touch it), Cacturne on predicted Sucker Punches (or risk being KOed by Blizzard), Mawile on predicted Sucker Punches (or risk taking massive damage with Thunderbolt). Provided Golem's Sturdy is broken, Rotom can also go for the kill with Blizzard. Simply put, the team doesn't have a good ice resist, which makes Rotom-Frost that more threatening. However, Scarf Mr. Mime and Band Dodrio still both threaten out Rotom; this is where Klang comes in. Able to take essentially any hit from either, Klang is a good partner that resists Flying, Normal, Psychic and Fairy, as well as resisting both of Mawile's STABs, and fears only a predicted Focus Blast from Mr. Mime. Klang actually also can (theoretically) beat Rotom-Fan 1v1, the supposed Steel answer on the team. In addition, Rotom can burn practically anything, which helps out Klang a lot in sweeping. Of course in practice this core would need a fighting resist, but overall this core breaks down this team pretty well.
 
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tbh i dont think any of these cores are really auto wins versus the team or even terrible matchups

but i guess ill go with rivalET

and its HO lol it doesnt switch into anything
 
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PTF

girl
is a Tiering Contributor
This weeks winner is .... @RivalET!!

With the winning core of Rotom-F + Rapidash that was voted the best to break EnemyJurist Dodrio Cacturne Hyper Offense Team


It is a very exciting week because this is round 10 of Break This Team! This weeks chosen team is no other than galbia's STANDARD BORING OL' CRUSTLE SPIKES HO.

Crustle @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Knock Off
- X-Scissor / Stone Edge

Misdreavus @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Nasty Plot
- Dazzling Gleam
- Shadow Ball

Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Superpower
- Facade
- Crunch

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Close Combat
- Fire Punch
- Mach Punch

Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Waterfall
- Ice Beam
- Ice Punch
- Aqua Jet

Team is as standard as it gets but was lacking and uses Crustle fairly well (went 19-1 on the ladder if you care). Built around breaking stuff with Stoutland and cleaning with Electrode/Floatzel, uses well Monferno's ability to weaken Stunfisk and Water-types and Stoutland's tendency to lure in bulky grounds. Ice Punch Floatzel also has nice synergy with Electrode. You can replace Ice Beam if you want to but it works fine in my opinion and i like the better hit on Tangela, Quilladin, Leafeon, etc.
 
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Memento
- Acrobatics
- Sleep Powder
- U-turn

Huntail @ White Herb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Sucker Punch
- Frustration

Due to a lack of a scarfer, Huntail with a Shell Smash under its belt can cleanly sweep the team. It sets up for free on Floatzel but can also use Monferno or Superpower locked Stoutland as a set up opportunity after a Memento from Jumpluff.
 
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