Hey there everyone! It's been a while since I posted a random RMT, and that's because I got out of competitive battling for a little while. I recently got back into it again, and since there have been plenty of tier updates lately, I decided to see what I could do with RU. This team has noticeable flaws (i.e. no Water type or Ground type), but it can get the job done in the right situation. Feel free to rate as you see fit!
THE SQUAD:
THE SETS:
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Double-Edge
- Stone Edge
Your standard suicide lead Aerodactyl. This guy's role is clear: get up the Stealth Rocks, get down to his Sash, and die. Aerodactyl can usually fill this role pretty well, and I've faced a few teams lacking hazard removal, making his life easier once he gets the Rocks up. Taunt stops opposing leads from setting up hazards or setting up or statusing or whatever else they want to do that isn't attacking. Double-Edge is there as a suicide move once Aero is brought down to his Sash, preventing the use of Rapid Spin or Defog after Aero is brought down to his Sash. Stone Edge is there for STAB that could potentially be helpful if Aero can survive for a hit or two. This set probably gives the feel of hyper offense, and we'll probably see that trend a little bit more later.
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Shadow Ball
- Toxic Spikes
- Magic Coat
Specially Defensive Cofagrigus is the only mon on this team whose role isn't offensive. His main job is to cripple the foe, mainly with Will-O-Wisp. Toxic Spikes can fulfill this role too, and it can be handy if the foe has no hazard control and I'm in the mood to hazard stack with Aero's rocks. And if the foe does have Rapid Spin, Cof blocks it and keeps hazards on the field. Shadow Ball is basically there so Cof isn't complete Taunt bait, and it's his best STAB move. Magic Coat is honestly just kind of there, and it can come in handy sometimes, since people generally don't expect to see it, acting as a pseudo-Magic Bounce for Cof.
Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Rapid Spin
- Mach Punch
With potential hazard stacking, a spinner was preferred over a Defogger, so I chose an offensive spinner in Reckless Hitmonlee. Hitmonlee is mostly a spinner for Aero, in case I decide to switch him out for whatever reason, and Houndoom, who we'll get to in a few. Other than that, it's a pretty standard Hitmonlee. Reckless Life Orb High Jump Kick destroys everything that doesn't resist it or is immune to it. For those Ghosts that are immune to it, and just to have it in general, we have Knock Off to cripple the foes a bit by removing their items. Mach Punch is there for the priority, which can come in handy against faster foes that have been whittled down.
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Nasty Plot
- Flamethrower
- Dark Pulse
- Hidden Power [Grass]
Houndoom serves the role of the special sweeper of the squad. If Houndoom can get a Nasty Plot off and hazards are set, things die. I have Flamethrower over Fire Blast because I'm an accuracy snob, although Fire Blast has been more reliable to me lately than it used to be. Someone could probably also find a calc that points out that Flamethrower can potentially miss out on certain KOs that Fire Blast could get, but I digress. Dark Pulse is the secondary STAB move and hits those Psychic and Ghost types hard. I went with HP Grass for the last move mainly for Seismitoad, and sadly, it's my most direct response to it on this team. Other Water types take decent damage from it (except for Qwilfish), but I find myself using the STAB moves more often with this guy.
Druddigon @ Assault Vest
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw
- Sucker Punch
- Fire Punch
- Gunk Shot
RU's favorite Pokemon, whose mortal enemy is Diancie. While this team is generally pretty offensive, I figured a bulkier attacker or two wouldn't be a bad idea. AV Sheer Force Druddigon can hit pretty hard, and there aren't a lot of mons that appreciate taking an attack from this guy. I went with Dragon Claw over Outrage because I didn't want to be trapped against Fairies if I didn't have to be. Sucker Punch is priority and always fun if the foe is attacking. Fire Punch hits Steel types harder than the rest of his moves, and it gets the Sheer Force Boost. Gunk Shot is there for Fairies not named Diancie, who basically walls this set. Thankfully, the last guy on this team can handle Diancie well if need be.
Magneton @ Eviolite
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]
Magneton is the other bulkier attacker to round out this squad. I chose to focus on Analytic for this set since I feel like Magneton has decent enough bulk, mostly thanks to the Eviolite, to survive at least a couple hits and retaliate with some big damage. Volt Switch is the main move I like to use on this set since it can build slow momentum. Thunderbolt is a stronger Electric option in case I feel like going more offensive. Flash Cannon is the other STAB move and is my best option against Diancie, should it come to that. And I went with HP Ground over Fire for the last move because I felt that with Houndoom, I had Fire offense covered, while I lacked a Ground move on this team since I don't have EQ on Hitmonlee.
And here's this random RU squad. As always, I'm open to any and all suggestions for how you think this team can improve, so feel free to reply to this thread with whatever you feel fit. Thanks for your time!
THE IMPORTABLE:
THE SQUAD:
THE SETS:
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Double-Edge
- Stone Edge
Your standard suicide lead Aerodactyl. This guy's role is clear: get up the Stealth Rocks, get down to his Sash, and die. Aerodactyl can usually fill this role pretty well, and I've faced a few teams lacking hazard removal, making his life easier once he gets the Rocks up. Taunt stops opposing leads from setting up hazards or setting up or statusing or whatever else they want to do that isn't attacking. Double-Edge is there as a suicide move once Aero is brought down to his Sash, preventing the use of Rapid Spin or Defog after Aero is brought down to his Sash. Stone Edge is there for STAB that could potentially be helpful if Aero can survive for a hit or two. This set probably gives the feel of hyper offense, and we'll probably see that trend a little bit more later.
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Shadow Ball
- Toxic Spikes
- Magic Coat
Specially Defensive Cofagrigus is the only mon on this team whose role isn't offensive. His main job is to cripple the foe, mainly with Will-O-Wisp. Toxic Spikes can fulfill this role too, and it can be handy if the foe has no hazard control and I'm in the mood to hazard stack with Aero's rocks. And if the foe does have Rapid Spin, Cof blocks it and keeps hazards on the field. Shadow Ball is basically there so Cof isn't complete Taunt bait, and it's his best STAB move. Magic Coat is honestly just kind of there, and it can come in handy sometimes, since people generally don't expect to see it, acting as a pseudo-Magic Bounce for Cof.
Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Rapid Spin
- Mach Punch
With potential hazard stacking, a spinner was preferred over a Defogger, so I chose an offensive spinner in Reckless Hitmonlee. Hitmonlee is mostly a spinner for Aero, in case I decide to switch him out for whatever reason, and Houndoom, who we'll get to in a few. Other than that, it's a pretty standard Hitmonlee. Reckless Life Orb High Jump Kick destroys everything that doesn't resist it or is immune to it. For those Ghosts that are immune to it, and just to have it in general, we have Knock Off to cripple the foes a bit by removing their items. Mach Punch is there for the priority, which can come in handy against faster foes that have been whittled down.
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Nasty Plot
- Flamethrower
- Dark Pulse
- Hidden Power [Grass]
Houndoom serves the role of the special sweeper of the squad. If Houndoom can get a Nasty Plot off and hazards are set, things die. I have Flamethrower over Fire Blast because I'm an accuracy snob, although Fire Blast has been more reliable to me lately than it used to be. Someone could probably also find a calc that points out that Flamethrower can potentially miss out on certain KOs that Fire Blast could get, but I digress. Dark Pulse is the secondary STAB move and hits those Psychic and Ghost types hard. I went with HP Grass for the last move mainly for Seismitoad, and sadly, it's my most direct response to it on this team. Other Water types take decent damage from it (except for Qwilfish), but I find myself using the STAB moves more often with this guy.
Druddigon @ Assault Vest
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw
- Sucker Punch
- Fire Punch
- Gunk Shot
RU's favorite Pokemon, whose mortal enemy is Diancie. While this team is generally pretty offensive, I figured a bulkier attacker or two wouldn't be a bad idea. AV Sheer Force Druddigon can hit pretty hard, and there aren't a lot of mons that appreciate taking an attack from this guy. I went with Dragon Claw over Outrage because I didn't want to be trapped against Fairies if I didn't have to be. Sucker Punch is priority and always fun if the foe is attacking. Fire Punch hits Steel types harder than the rest of his moves, and it gets the Sheer Force Boost. Gunk Shot is there for Fairies not named Diancie, who basically walls this set. Thankfully, the last guy on this team can handle Diancie well if need be.
Magneton @ Eviolite
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]
Magneton is the other bulkier attacker to round out this squad. I chose to focus on Analytic for this set since I feel like Magneton has decent enough bulk, mostly thanks to the Eviolite, to survive at least a couple hits and retaliate with some big damage. Volt Switch is the main move I like to use on this set since it can build slow momentum. Thunderbolt is a stronger Electric option in case I feel like going more offensive. Flash Cannon is the other STAB move and is my best option against Diancie, should it come to that. And I went with HP Ground over Fire for the last move because I felt that with Houndoom, I had Fire offense covered, while I lacked a Ground move on this team since I don't have EQ on Hitmonlee.
And here's this random RU squad. As always, I'm open to any and all suggestions for how you think this team can improve, so feel free to reply to this thread with whatever you feel fit. Thanks for your time!
THE IMPORTABLE:
Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Double-Edge
- Stone Edge
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Shadow Ball
- Toxic Spikes
- Magic Coat
Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Rapid Spin
- Mach Punch
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Nasty Plot
- Flamethrower
- Dark Pulse
- Hidden Power [Grass]
Druddigon @ Assault Vest
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw
- Sucker Punch
- Fire Punch
- Gunk Shot
Magneton @ Eviolite
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]
Ability: Pressure
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Double-Edge
- Stone Edge
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Shadow Ball
- Toxic Spikes
- Magic Coat
Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Rapid Spin
- Mach Punch
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Nasty Plot
- Flamethrower
- Dark Pulse
- Hidden Power [Grass]
Druddigon @ Assault Vest
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw
- Sucker Punch
- Fire Punch
- Gunk Shot
Magneton @ Eviolite
Ability: Analytic
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ground]