A Residual Experience

A Residual Experience

In the world of the Pokemon metagame, residual damage is one of the most annoying aspects of online play. Poison, burn, Leech Seed, Sandstorm, and entry hazards can wreak havoc to opposing teams -- so why not form a team that utilizes all of them? The goal of my team is to use residual damage to slowly wear away at opponents health; my team is not a stall team, however, as many offensive elements are incorporated. I make use of Toxic, Scald, Leech Seed, and Sandstorm to rack up after-turn damage while encouraging enemy switch-outs with my perfect switch-in synergy, making the enemy take further damage through entry hazards. The team-building process is included below:

Team Building Process
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When crafting a team, I always focus on my lead Pokemon first. After playing around with many leads, I settled on Crobat due to its sheer speed and ability to quickly Taunt opposing leads to render them useless. Crobat is a Pokemon not often seen in OU, so I decided to use him for originality's sake.
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Being that the team revolves around residual damage, I selected Sandstorm over Hail, and further selected Tyranitar over Hippowdown due to its versatility.
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With Tyranitar setting up Rocks, I brought Ferrothorn to lay Spikes and increase synergy. Ferrothorn also acts as a physically-defensive compliment to specially-defensive Tyranitar.
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I needed some offense, so I added Rotom-W as a special attacker and Haxorus as a physical attacker, with Rotom-W helping the residual goal with Will-O-Wisp.
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Being that poison and sandstorm are my main residuals, I obviously experienced trouble with Steel types. So, I added HP Fire Magnezone to trap and destroy enemy steels.

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I then soon realized that my team had a heavy Fighting-type weakness, so I added SD Gliscor to deal with their high prevalence in OU. As a result, I dropped Haxorus as a physical attacker and added Heatran as a special attacker (replacing specially-offensive Magnezone) to deal with Steel-types.

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I replaced Rotom-W with Tentacruel, simply because it does everything Rotom-W can do, but better, without sacrificing synergy. My reasoning is lengthy, and is made apparent by the description of Tentacruel's utility later down in the RMT.

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If you can't beat 'em, use 'em.

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Gliscor just wasn’t getting the job done due to its low speed, so Infernape stepped in to take his place successfully.
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So, here is the team in it's final form (for now, at least, seeing as I love to make changes). This team requires a great deal of correct prediction and thought to use successfully; it's been pretty successful, allowing me to hover consistently between the 3000-1500 rating range, so any comments, concerns, and suggestions to better the team will be greatly appreciated! Enjoy :)



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Brocat (Crobat) (M) @ Leftovers
Trait: Inner Focus
EVs: 128 Def / 128 SpDef / 252 Speed
Jolly Nature (+Speed, -SpAtk)
- Toxic
- Taunt
- Brave Bird
- Super Fang

Lead Pokemon, in my opinion, are the most important aspect of a competitive team. Losing the “lead” battle sets a negative tone for the rest of the match, so I needed a Pokemon to come out fast and get the job done. I experimented with many leads, yet felt that nothing came close to Crobat as far as satisfying what I needed my lead to do for this team. With Jolly nature, Crobat reaches 394 Speed, which outspeeds mostly all other Pokemon used as true leads; because of this, I can easily Taunt opposing leads, rendering them useless (unless a Mew or Azelf simple decides to fire away a Psychic-type attack right off the bat). Crobat’s Toxic then starts my chain of residual damage, with his insane speed allowing him to poison almost anything that enters the playing field before they can use an attack.

Crobat, yes, is highly frail, so I invested 128 EVs into both defense and special defense, bringing both stats to a reasonable 228. This extra little bulk allows Crobat to withstand a few hits before being taken down, which is needed when switching-in to highly powerful Fighting-type attacks. The Speed EVs are rather obvious, seeing as Crobat’s role is being downright faster than anything on the field (except Scarfers). I chose not to invest in Attack, seeing as Brave Bird is my only offensive move reliant on stats, with Super Fang dealing 50% damage, 100% of the time.

As mentioned, my final two attacks complimenting Taunt and Toxic are Brave Bird and Super Fang. I experimented with Roost and U-Turn, yet decided against it for obvious reasons. U-Turn, while highly helpful, does not deal as much damage as a STAB’ed Brave Bird, and Roost, to me, seemed futile seeing as Crobat is so frail anyways and won’t be withstanding many hits – I would rather keep Brave Bird and switch-out manually than use U-Turn and sacrifice the offensive power. Predicting switches allows great opportunity to use Super Fang to immediately chip away 50% of the opponent’s health.

And, as a finishing note, I always find it funny to watch Mienshao leads die in one hit from a Brave Bird when they try and use Fake Out to open the match.

Synergy
Rock: Ferrothorn, Tyranitar
Electric: Ferrothorn,
Psychic: Ferrothorn, Tyranitar
Ice: Tentacrual, Infernape


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Godzilla (Tyranitar) (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpDef
Sassy Nature (+SpDef, -Speed)
- Stealth rock
- Fire Blast
- Dragon Tail
- Pursuit

I don’t want to say that Tyranitar is underrated – because, clearly it’s not – but, honestly, Tyranitar deserves far more credit than it is granted. It is one of, if not, the most diverse Pokemon in the game, being able to satisfy a multitude of roles; it can attack both physically and specially, activates a weather upon entry, can act as a physical or special defender, and it can support. Tyranitar serves a number of vital roles on this team especially.

The first important role Tyranitar serves is, obviously, the bringer of sandstorm. Half of the Pokemon on my team are immune to sand damage, with the other three receiving Lefties recovery to erase the damage. Stealth Rocks is used of course to be laid as soon as possible to begin entry hazard damage; Tyranitar completes the Hazard-Trifecta with Ferrothorn’s Spikes and Tentacruel’s Toxic Spikes. Dragon Tail acts as my team’s main phasing option. Although very weak, it allows me to shuffle enemies in mid-game situations to disrupt Pokemon that attempt to set-up, and in late game situations to spread hazard damage. I have run into problems while facing Substitute-using Pokemon with Dragon Tail being my only phase option, so the addition of a Roar/Whirlwind Pokemon might be in order. Pursuit is used over Crunch to trap enemy Ghost and Psychic Pokemon that attempt to switch-out. I complete the move pool with Fire Blast to target Steel-types, which have the potential to wreak havoc against this team.

As far as nature and EVs go, I selected max HP and max Special Defense with a Sassy nature, boosting SpDef. During a sandstorm, Tyranitar’s Special Defense reaches a staggering 492, which is absolutely insane. Like, way-higher-than-Blissey insane. Tyranitar acts as an amazing special wall, even withstanding, for a few hits, offensive threats such as Rotom-W. I decided to select Sassy nature, lowering speed, in order to maintain the power for Dragon Tail, Pursuit, and Fire Blast; I simply figured that Tyranitar would be too slow to outspeed anything as it is, so the sacrifice of speed will not be much of a loss.​

Synergy
Water: Tentacruel, Ferrothorn
Fighting: Crobat, Gengar, Tentacruel
Ground: Gengar, Crobat,
Grass: Ferrothorn, Gengar, Crobat, Infernape
Steel: Tentacruel, Ferrothorn, Infernape
Bug: Tentacruel, Infernape, Gengar


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Hentai (Tentacruel) (M) @ Leftovers
Trait: Liquid Ooze
EVs: 236 HP / 252 Def / 16 Speed
Bold Nature (+Def, -Atk)
- Rapid Spin
- Scald
- Ice Beam
- Toxic Spikes

Tentacruel could not have a more perfect niche in the workings of this team. While not having any ridiculously high stats, Tentacruel brings to the table a well-rounded defensive stance while satisfying a variety of needed support roles; unfortunately, Tentacruel is best utilized on a rain team due to its Rain Dish ability, yet has worked well for me regardless.

Being that poisoning is one of the main objectives of this team, laying down Toxic Spikes is definitely a priority. As stated above, at any given time Spikes, Toxic Spikes, and/or SR are up (Gengar serves as Spinblocker), annoying the enemy team. Tentacruel further brings along its own Rapid Spin, allowing me to blow away enemy hazards which is very helpful considering all the switching I do. Scald acts as Tentacruel’s main STAB Water attack, with the chance of burn further adding to the residual-damage goal; Burn also compliments Tentacruel’s max defense. Ice Beam acts as an offensive threat to Dragon-types once Ferrothorn, my lone Steel-type, is down.

I found the EV spread for this Tentacruel while reading numerous comments on other RMTs containing Tentacruel, with many people saying that the 16 Speed EVs allow it to outspeed other non-invested base-100 and slower offensive threats. The rest of the EVs are invested in HP and Defense, rounding out Tentacruel’s defensive stats at 360 / 251 / 276 for HP, Def, and SpDef respectively. Leftovers is the obvious item of choice to recover Sandstorm damage and increase longevity in the field. I settled on Liquid Ooze over Clear Body ability-wise, simply to disrupt Drain Punch-Breloom, Conkeldurr, and Medicham, and Giga Drain Celebi and Venusaur (I also picked it over Clear Body because, let’s be honest, nobody has ever tried to lower the stats of a Tentacruel).

Tentacruel was used to replace Rotom-W, for I felt that the ability to lay T-Spikes and Spin was more beneficial to the team than the offensive prowess provided by Rotom-W. Not to mention, Tentacruel can also burn with Scald, replacing the need for Rotom-W’s Will-O-Wisp.​

Synergy
Ground: Gengar, Crobat
Psychic: Tyranitar, Ferrothorn
Electric: Ferrothorn

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Fear-O-Thorn (Ferrothorn) (M) @ Leftovers
Trait: Iron Barbs
EVs: 252HP / 128 Def / 128 SpDef
Impish Nature (+Def, -SpAtk)
- Toxic
- Power Whip
- Leech Seed
- Spikes

I hate Ferrothorn. I really do. I hate using it, and I hate when other people use it. It’s downright annoying to use, and downright annoying to fight against, especially in the rain. And I, as much as the next person, hate the ever-so-popular Pokemon used on every OU Team (yes, I’m aware this team contains many of those). But, having said that, it’s utility to the team is unprecedented, providing two residual opportunities, an entry hazard, a powerful STAB attack, and massive defenses.

All Ferrothorn movesets are entirely similar, revolving around support with an offensive move in the instance of being Taunted. Ferrothorn offers a lot of synergy for the team, thankfully, and is usually brought in on a switch (usually against something of the likes of Rotom-W). I can safely set-up Spikes upon entry thanks to Gengar acting as a Spinblocker, with Toxic providing the necessary deadly residual damage on top of Sandstorm, assuming Tyranitar has already entered the field. I love using Ferrothorn while facing a Rain team, though, simply because Ferrothorn is straight-up almost un-killable once Fire-type moves are weakened (obviously barring Toxicroak’s offensive prowess, yet Crobat acts as a strong wall against it). Leech Seed provides important recovery on top of Lefties, and forces many switches which, in turn, allows hazard damage to pile up. I selected Power Whip over Gyro Ball to allow Ferrothorn to operate in the Rain against types commonly used on those teams, yet the accuracy is questionable and has unfortunately let me down on some occasions. But hey, it happens . . . except when using Focus Blast . . . when it always happens.

The 252 EVs in HP seemed the rather obvious choice, allowing Ferrothorn to last forever once Leech Seed and Lefties recover health each turn. I have major OCD (as you can probably tell from the writing and structure of this RMT), so the D / SpD EV split was simply to put both over 300, rounding out at 352 HP / 363 Def / 300 SpDef, which are pretty formidable numbers. My defensive core thus consists of Tentacruel, Tyranitar, and Ferrothorn, containing almost perfect synergy switch-ins except against Ground-types, which I have Gengar and Crobat for.​

Synergy
Fire: Tentacruel, Tyranitar, Infernape
Fighting: Crobat, Gengar, Tentacruel


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Napier (Infernape) (M) @ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 4 SpAtk / 252 Speed
Naïve Nature (+Speed, -SpDef)
- U-Turn
- Overheat
- Close Combat
- Mach Punch

For the longest time, I have been looking for that late-game sweeper to come in and clean up against my opponent’s beaten up Pokemon. I used Flying Gem Gliscor, yet the lack of outstanding speed really did not get the job done. I settled on Mixed ‘Nape due to the obvious ability to attack both physically and specially, access to a priority move, and access to U-Turn.

The moveset is very standard/common on Mixed ‘Nape. The main offensive STAB special attack is the obvious Overheat due to its ability to deal unreal amounts of damage, yet also allowing me to attack physically after the Special Attack decrease. Close Combat is the obvious physical STAB attack, yet the defensive decreases are rather annoying and risky; thankfully, that’s where U-Turn comes in, allowing me to escape once my defenses are low. U-Turn also provides necessary scouting opportunities. I decided on Mach Punch over the common Stone Edge because I was running into threats such as Shell Smash Carrocosta, with Mach Punch allowing me to take it out in one hit after the defensive decrease. I also wanted at least one priority move on the team to clean off opponents with low HP.

Being a sweeper, max Speed is pretty much essential. With 108 Base Speed, Infernape is able to outspeed many common threats. I decided to invest fully in Attack rather than split EVs between Atk and SpAtk because three of the four moves are physical, and once one Overheat is used Infernape’s Special Attack becomes essentially null. The attack EVs allows Infernape to remain in the field longer since it will be relying more on Attack than Special Attack.

Life Orb provides increased attack power, vital for a speedy late-game sweeper.
Synergy
Flying: Tyranitar
Ground: Gengar, Crobat
Water: Tentacruel, Ferrothorn
Psychic: Ferrothorn, Tyranitar


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Casper (Gengar) (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SpAtk / 252 Speed
Timid Nature (+Speed, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast

Gengar is, in my opinion, one of the most unfair Pokemon in the metagame at the moment. This Pokemon has 6-0’d many teams with ease due to its insane speed and special attack combo’d with the Substitute-Disable strategy. Gengar, besides serving the role of Spinblocker, is simply on this team because he is good. Too good.

The moveset is very standard on Gengar. Shadow Ball is the obvious powerful STAB option, with Focus Blast providing much coverage. Focus Blast is hands-down my most-and-least favorite move in the game. It is extremely powerful, yet the accuracy is extremely suspect. I have, no lie, missed three Focus Blasts in a row, causing me the match. It allows me to hit opponents dangerous to Gengar, most specifically Tyranitar, with up to 4x effectiveness. Gengar’s 350 Speed allows me to safely get off a Substitute, especially if Gengar is brought in against a defensive/support-oriented Pokemon. Disable is then used after the Substitute, disabling the move the opponent used to break the sub. This strategy is not as successful as it once was, seeing as everyone predicts it (especially when opponents run both Pursuit and Crunch on Tyranitar), yet it is still effective nonetheless.

The EVs, again, are very obvious. Max Speed allows me to often establish a Substitute to open the turn, with the 252 EVs in Special Attack allowing me to hit very hard with STAB Shadow Ball. Leftovers is the item of choice to recover damage lost from Substitute and Sandstorm, because at times Gengar is on the field for an extended period of time. Gengar works perfectly with Ferrothorn and Tyranitar, with all three of their weaknesses being entirely covered.

Synergy
Ghost: Tyranitar, Ferrothorn
Psychic: Tyranitar, Ferrothorn



In conclusion;
There is the team in its current form. I hope you guys enjoyed the RMT, and once again all comments, concerns, questions, feedback, and criticisms (both constructive and non-constructive) are more than welcome. The team has worked well so far, yet I feel with the help of the Smogon community it can be even better. An importable is included below, so feel free to use, copy, or steal the team. Whatever. Because how can you know if a team truly works unless you try it, right?



And again, I am sorry for using such common Pokemon. I love reading RMT's on creatively original teams, yet as I was constructing this team I realized they were popular for a reason: they work.



Thanks!


Importable
Brocat (Crobat) (M) @ Leftovers
Trait: Inner Focus
EVs: 128 Def / 128 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Toxic
- Taunt
- Brave Bird
- Super Fang

Napier (Infernape) (M) @ Life Orb
Trait: Iron Fist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Overheat
- Close Combat
- Mach Punch

Godzilla (Tyranitar) (F) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Fire Blast
- Dragon Tail
- Pursuit

Fear-O-Thorn (Ferrothorn) (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature (+Def, -SAtk)
- Toxic
- Power Whip
- Leech Seed
- Spikes

Hentai (Tentacruel) (F) @ Leftovers
Trait: Liquid Ooze
EVs: 236 HP / 252 Def / 4 SAtk / 16 Spd
Bold Nature (+Def, -Atk)
- Rapid Spin
- Scald
- Ice Beam
- Toxic Spikes

Casper (Gengar) (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast




 
Your Crobat has an inefficient EV spread. You should invest those Def and Spdef EVs into HP. So a spread of 252 HP, 4 Def, 252 Spe is the best. You can go do the damage calcs, and you will find that this spread takes a majority of hits better than the one you have right now. I'm on a phone right now so it's pretty difficult for me to provide them for you, so unfortunately you have to go yourself.

Anotger thing on Crobat, why do you have Toxic? It already takes down heavy stall with Taunt and Superfang, there's no need for Toxic and it woukd be better to use U-turn so that Crobat doesn't completely suck against offensive teams.

Ferrothorn is a similar thing. Ferrothorn has more physical defense than special, so a spread of 252 HP, 88 Def, 168 SpDef Relaxed allows it to maximize those defenses.

I see no point in Infernape. Gengar has better speed and higher Special attack, it already late game sweeps. Sure, it's purely special, but by "late game", those special walls should be gone. Sand Storm racks the residual damage faster that Infernape already has trouble with, and in terms of breaking stall, you already have Crobat. Take it out for something like Gliscor (Defensive variant opposed to SD), since you have a nasty Terrakion and a general Fighters weakness. Gengar is frail.
 
Geez ^ Anyway, you have a really really fun team here and as we all know Gengar / Infernape + hazards are going to wreck stuff. However, your team has quite a few serious defensive issues. DD Dragonite / Mence can both set up easily on Infernape, and if they have a Fire move (e.g. all of them) that's gg right there. You just cannot touch them. This really really needs to be fixed.

Other things...Terrakion looks like a massive pain. You've got no rock resist meaning if it comes in (which it can do easily on Tyranitar, and Ferro to a lesser extent) something is going to die. SubSD sets are even worse because you can't even stop them setting up with Dragon Tail and can't take them out with Infernape's Mach Punch.

Landorus is similar but possibly worse, literally every time it switches in something should be dying or getting severely hurt.

Finally, VoltTurn looks like an issue. Rotom-W by itself beats every member of your team except for Ferrothorn, which loses to common teammates (especially Terrakion).

Okay, so, fixes. I think the least obtrusive fix you can make is to use some variety of defensive Gliscor over your Crobat. What this gives you is a very strong check to Terrakion, a way to work around Landorus (if it's Scarfed then you have a good check, if it's Expert Belt then you pivot to Infernape / Gengar etc on the HP Ice), a pretty good check to DDancing Dragons and also a Volt Switch immunity. This would help you out a lot dealing with Rotom-W; again, if its Choiced, then you can get into mindgames with it, or if its Leftovers/Expert Belt, you can switch to Gliscor to absorb Volt Switch, then to Ferro and get some hazards up.

So, that change should help you out quite a bit. But I still really don't like the Rotom-W weakness since even with Gliscor you're only really going to be able to beat it with good prediction and some luck. Basically, this is a secondary suggestion which you can experiment with if you like the sound of it or if you're still running into problems using Gliscor. Hippowdon > Tyranitar really really helps against most of your threats and doesn't cost you that much at all; then change Crobat to Latios / Latias for a solid check to Rotom and Fighting types.
 
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