Hello all, Bit here, just making my first RMT for Monotype using my favorite type, Rock. I have been playing with this team for a pretty long time now, and I've been working hard on polishing it.
First Look At The Team:
Weather Manager (Tyranitar) (M) @ Tyranitarite
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge/Crunch
- Ice Punch
- Earthquake/Superpower
Mega Tyranitar is the heart and soul of this team, and probably my favorite mega of all time. His role in this team is both to control weather, so as to stop Rain Water from ruining my day, and work as a late-game sweeper. As for his moveset, I prefer Stone Edge over Crunch because Water and Grass appreciate it far less than Crunch, but if you are worried about not being able to get a Dragon Dance up vs Psychic, you can run Crunch. Remember, however, that Stone Edge can 2HKO Slowbro after one Dragon Dance, so you do not need to run Crunch for that. Alongside Stone Edge, Ice Punch allows Mega T-tar to OHKO Defensive Garchomp, Landorus-T and Gliscor after one Dragon Dance, something no other Rock mega can boast. As for the last slot, it's a toss-up on whether you are more afraid of Balloon Heatran or Aegislash, as Earthquake does half to Aegislash without having to worry about King's Shield, and Superpower OHKOs Standard Balloon Heatran.
The EV Spread is pretty standard, max Speed Jolly to outspeed lati@s after one Dragon Dance, and 4 Sp. Def to tank Dracos better.
Last Thing You See (Terrakion) @ Choice Band
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake / Zen Headbutt / Iron Head
- Quick Attack
Choice Band Terrakion is the hardest hitting Rock type aside from CB Tyrantrum, and it's for good reason it is on this team. This thing hits like a truck, being able to 2HKO the likes of Skarmory after Stealth Rocks. Stone Edge is self explanatory, as it's high powered STAB that allows you to hit Mega Sableye hard and kill it if it's weakened, along with being able to 2HKO Slowbro after Stealth Rocks. Close Combat is what allows Terrakion to be so great against Steel, as nothing wants to take a banded CB after Stealth Rocks. The third moveslot is hard to choose, as each move has it's benefits. Earthquake is my personal choice, as it allows terrakion to muscle past doublade, 2HKOing it with some good rolls, but Zen Headbutt helps alot versus Mega Venusaur and Conkeldurr, while Iron Head is great ensure policy against fairy's such as clefable, who usually get encored into Calm Mind by Shuckle and are very threatening should Stone Edge Miss.
EVs are Standard, 4 into defense to take Mach Punches better.
Blown Back (Cradily) (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 168 Def / 88 SpD
Calm Nature
- Giga Drain
- Toxic
- Recover
- Mirror Coat / Stockpile
Cradily is the team's best way to beat water, alongside with being a good check to Landorus-I and Scarf Keldeo. Giga Drain is good STAB for recovery, and is generally gonna be your best way of damaging Water monos. Toxic is this teams way of handling Sap Sipper Azumarill, as even with a +1 Boost, as long as Azumarill does not have CB Superpower, Cradily can wall it. Toxic also helps stall out opposing walls and grass inmunities. Recover is self-explanatory, while the last move slot is a choice between being able to OHKO Landorus and other special attackers that do more than 50% to Cradily with their attacks, or having a win condition against Water and Ground monos.
The given EV's round out Cradily's defenses, along with giving her enough physical bulk to take Keldeo's Scarfed Secret Sword, and having enough Special bulk to always live Landorus-I Focus Blast.
Unkillable (Rhyperior) (M) @ Weakness Policy
Ability: Solid Rock
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Ice Punch
Rhyperior is the main Physical wall on the team, and it's for good reason. This Pokemon will be your main check to physical threats such as Landorus-T, Garchomp, and specially Mega Scizor and Mega Medicham/Gallade. The reason I chose Weakness Policy is that it allows me to OHKO Mega Gallade after it has Drain Punched Rhyperior without having to use heavy attack investment. Earthquake is Rhyperior's main STAB, and what he is monstly going to be using throughout the match unless he's used as a specific counter. Stone Edge is unreliable STAB, while Fire Punch is the team's main way of defeating Mega Scizor. Ice Punch is used to be able to OHKO Landorus-T even after intimidate, along with hitting Dragons hard.
I prefer running maximum investment in Defense and HP with an Impish nature, as it allows me to live Mega Medicham's High Jump Kick even after fake out damage and Stealth Rocks, something the usual Adamant set has a chance of dying to.
The Lord (Omastar) (F) @ Focus Sash
Ability: Swift Swim/Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash
Omastar is the only dedicated Special Attacker on this team, and he has a very key role to serve because of it. In general, your only chance against Sableye will be this pokemon. Alongside this, with the proper support, Omastar is able to sweep a great amount of teams, specially Ground. Hydro Pump is chosen over Surf for maximum damage against Sableye, despite the shaky accuracy. Ice Beam is coverage, and helps alot vs Dragon and Ground. Hidden Power Grass is there for the chance 50% chance to OHKO Gastrodon, along with hitting Swampert and Seismitoad hard as well. Finally, Shell Smash is the boosting move Omastar will generally use to sweep once it's counters are weakened or gone, but don't hesitate to lose your Sash in exchange for damaging a check to Terrakion and Tyranitar.
EVs are Standard, 4 defense to have a better chance to be 3HKO'd from Scizor's Bullet Punch.
Mah Boy (Shuckle) (M) @ Mental Herb
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Sticky Web
- Stealth Rock
- Encore
- Toxic /Knock Off
Finally, here we have the standard Sticky Web + Stealth Rock Shuckle that make this team actually be decent. Sticky Web is what makes this team viable, as it allows Terrakion and Tyranitar to outspeed many other pokemon, and very importantly, it allows Terrakion to speed tie against Scarf Keldeo, granting the team a very small chance against Fighting. Stealth Rocks come right after, as they allow the team to turn a lot of 3HKOs into 2HKOs, and is great for breaking sashes. Encore is a practical necessity because of the teams Gyarados weakness, alongside with being able to stop Subbing and other boosting from breaking past Rhyperior and Cradily. Finally, the last move slot is determined on whether you are afraid of Taunt Mew or not. If you are, then it's likely you need Toxic, as otherwise standard psychic mew with enough EVs to outspeed t-tar 6-0s you. If you don't fear that, Knock off is wonderful for removing choice scarfs, notably Keldeo's and Jirachi's.
The EVs are set up so I can survive 2 Specs Scalds from Keldeo in the Sand, while also surviving 2 Secret Swords from Specs Keldeo.
Threat List:
First Look At The Team:
The Team in Detail:
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge/Crunch
- Ice Punch
- Earthquake/Superpower
Mega Tyranitar is the heart and soul of this team, and probably my favorite mega of all time. His role in this team is both to control weather, so as to stop Rain Water from ruining my day, and work as a late-game sweeper. As for his moveset, I prefer Stone Edge over Crunch because Water and Grass appreciate it far less than Crunch, but if you are worried about not being able to get a Dragon Dance up vs Psychic, you can run Crunch. Remember, however, that Stone Edge can 2HKO Slowbro after one Dragon Dance, so you do not need to run Crunch for that. Alongside Stone Edge, Ice Punch allows Mega T-tar to OHKO Defensive Garchomp, Landorus-T and Gliscor after one Dragon Dance, something no other Rock mega can boast. As for the last slot, it's a toss-up on whether you are more afraid of Balloon Heatran or Aegislash, as Earthquake does half to Aegislash without having to worry about King's Shield, and Superpower OHKOs Standard Balloon Heatran.
The EV Spread is pretty standard, max Speed Jolly to outspeed lati@s after one Dragon Dance, and 4 Sp. Def to tank Dracos better.
Last Thing You See (Terrakion) @ Choice Band
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake / Zen Headbutt / Iron Head
- Quick Attack
Choice Band Terrakion is the hardest hitting Rock type aside from CB Tyrantrum, and it's for good reason it is on this team. This thing hits like a truck, being able to 2HKO the likes of Skarmory after Stealth Rocks. Stone Edge is self explanatory, as it's high powered STAB that allows you to hit Mega Sableye hard and kill it if it's weakened, along with being able to 2HKO Slowbro after Stealth Rocks. Close Combat is what allows Terrakion to be so great against Steel, as nothing wants to take a banded CB after Stealth Rocks. The third moveslot is hard to choose, as each move has it's benefits. Earthquake is my personal choice, as it allows terrakion to muscle past doublade, 2HKOing it with some good rolls, but Zen Headbutt helps alot versus Mega Venusaur and Conkeldurr, while Iron Head is great ensure policy against fairy's such as clefable, who usually get encored into Calm Mind by Shuckle and are very threatening should Stone Edge Miss.
EVs are Standard, 4 into defense to take Mach Punches better.
Blown Back (Cradily) (F) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 168 Def / 88 SpD
Calm Nature
- Giga Drain
- Toxic
- Recover
- Mirror Coat / Stockpile
Cradily is the team's best way to beat water, alongside with being a good check to Landorus-I and Scarf Keldeo. Giga Drain is good STAB for recovery, and is generally gonna be your best way of damaging Water monos. Toxic is this teams way of handling Sap Sipper Azumarill, as even with a +1 Boost, as long as Azumarill does not have CB Superpower, Cradily can wall it. Toxic also helps stall out opposing walls and grass inmunities. Recover is self-explanatory, while the last move slot is a choice between being able to OHKO Landorus and other special attackers that do more than 50% to Cradily with their attacks, or having a win condition against Water and Ground monos.
The given EV's round out Cradily's defenses, along with giving her enough physical bulk to take Keldeo's Scarfed Secret Sword, and having enough Special bulk to always live Landorus-I Focus Blast.
Unkillable (Rhyperior) (M) @ Weakness Policy
Ability: Solid Rock
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Ice Punch
Rhyperior is the main Physical wall on the team, and it's for good reason. This Pokemon will be your main check to physical threats such as Landorus-T, Garchomp, and specially Mega Scizor and Mega Medicham/Gallade. The reason I chose Weakness Policy is that it allows me to OHKO Mega Gallade after it has Drain Punched Rhyperior without having to use heavy attack investment. Earthquake is Rhyperior's main STAB, and what he is monstly going to be using throughout the match unless he's used as a specific counter. Stone Edge is unreliable STAB, while Fire Punch is the team's main way of defeating Mega Scizor. Ice Punch is used to be able to OHKO Landorus-T even after intimidate, along with hitting Dragons hard.
I prefer running maximum investment in Defense and HP with an Impish nature, as it allows me to live Mega Medicham's High Jump Kick even after fake out damage and Stealth Rocks, something the usual Adamant set has a chance of dying to.
The Lord (Omastar) (F) @ Focus Sash
Ability: Swift Swim/Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Shell Smash
Omastar is the only dedicated Special Attacker on this team, and he has a very key role to serve because of it. In general, your only chance against Sableye will be this pokemon. Alongside this, with the proper support, Omastar is able to sweep a great amount of teams, specially Ground. Hydro Pump is chosen over Surf for maximum damage against Sableye, despite the shaky accuracy. Ice Beam is coverage, and helps alot vs Dragon and Ground. Hidden Power Grass is there for the chance 50% chance to OHKO Gastrodon, along with hitting Swampert and Seismitoad hard as well. Finally, Shell Smash is the boosting move Omastar will generally use to sweep once it's counters are weakened or gone, but don't hesitate to lose your Sash in exchange for damaging a check to Terrakion and Tyranitar.
EVs are Standard, 4 defense to have a better chance to be 3HKO'd from Scizor's Bullet Punch.
Mah Boy (Shuckle) (M) @ Mental Herb
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Sticky Web
- Stealth Rock
- Encore
- Toxic /Knock Off
Finally, here we have the standard Sticky Web + Stealth Rock Shuckle that make this team actually be decent. Sticky Web is what makes this team viable, as it allows Terrakion and Tyranitar to outspeed many other pokemon, and very importantly, it allows Terrakion to speed tie against Scarf Keldeo, granting the team a very small chance against Fighting. Stealth Rocks come right after, as they allow the team to turn a lot of 3HKOs into 2HKOs, and is great for breaking sashes. Encore is a practical necessity because of the teams Gyarados weakness, alongside with being able to stop Subbing and other boosting from breaking past Rhyperior and Cradily. Finally, the last move slot is determined on whether you are afraid of Taunt Mew or not. If you are, then it's likely you need Toxic, as otherwise standard psychic mew with enough EVs to outspeed t-tar 6-0s you. If you don't fear that, Knock off is wonderful for removing choice scarfs, notably Keldeo's and Jirachi's.
The EVs are set up so I can survive 2 Specs Scalds from Keldeo in the Sand, while also surviving 2 Secret Swords from Specs Keldeo.
Threat List:
- Fighting Monos: Yeah, your only chance to do this is to have webs up from Shuckle, pray your opponent is not bulky Mega Gallade with Drain Punch (6-0) and that Terrakion wins the Speed Tie vs Scarf Keldeo and opposing Scarf Terrakion. (You have to save Rhyp for Gallade, auto-lose otherwise
- Scarf Jirachi: If they get 5 flinches in a row versus Rhyperior, which can happen, GG, you can't handle it without it outspeeding you. Only chance is to have Knocked it off or have webs up.
- Mega Venusaur: Super hard to deal with, you need to Mirror Coat it for as much damage as possible, limit synthesis recovery with Sand and try to get it below 55% so that Terrak might kill with Stone Edge.
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