Game of Death

Texas Cloverleaf

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Sup guys, I'm back with another RMT based on the Bruce Lee movie "Game of Death," which pretty much summarizes what this team team does. It hits hard, it hits fast, and it generally kills stuff without cause. It's been pretty successful on the ladder, sitting around the top 10 so far, but I feel like there are some tweaks that could be done to make it impenetrable, as its still fairly raw as a team. Without further ado, here is the team.


Spr_4h_235.png

Smeargle (M) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Spore
- Stealth Rock
- Spikes
- Whirlwind

Smeargle was ripped right out of Zebraiken's RMT and plopped down here, and there isn't much of a better choice I could make. I usually don't have Smeargle in the lead spot in order to attempt to deter its counters from leading the battle, but when it starts off it rarely fails in its job. Spore is excellent, taking something down for the count early on. If Smeargle naturally outspeeds the opposing mon I usually won't Spore immediately, giving me some versatility with what I hit on turn 2. Thanks to Spore and the Sash, Smeargle almost never fails to get down Stealth Rock and at least one layer of Spikes, and when it can get a full complement its almost impossible for the opposition to come back. Whirlwind is useful if I face off against a Substitute user, quickly forcing out the threat. It isn't used often but the hazard damage accumulation is always appreciated.

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Omastar (M) @ Life Orb
Trait: Swift Swim
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shell Smash
- Surf
- Ice Beam
- Hidden Power [Electric]

Omastar was actually the first Pokemon I wanted to abuse with the entry hazards, figuring that very little would be able to take it on after hazard damage. The moveset is quite standard, Surf being a general power move, as Hydro Pump isn't quite needed alongside a Life Orb; Ice Beam covering Grass-types and Mandibuzz, and HP Electric hitting everything else. Life Orb was chosen to ensure that stuff couldn't survive after hazards and a Timid nature is necessary to outspeed stuff, since Omastar is pathetically slow. I haven't really been too impressed with Omastar, as it rarely sweeps on its own, but I find myself using it against stall teams to break holes, weakening walls for the rest of the team to break through. It rarely does much and yet it also seems to be necessary.

sawsbuck-spring.png

Sawsbuck (M) @ Life Orb
Trait: Sap Sipper
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Horn Leech
- Nature Power
- Frustration

Sawsbuck was chosen because Molk had been mentioning that it was still freakin strong in RU even after dropping down, and because I wanted a strong complement to my FWG core that could grant me a Grass-type immunity. Sawsbuck is really strong, both before and after a Swords Dance, as its always nice to see opposing Hitmonchan's OHKOd by Frustration when they think they can force me out. There was a time when I almost went without Frustration, which seems really foolish now as its the move I use with it so often. Horn leech is required as a mean of recovering Life Orb damage, and also as a powerful STAB that gets pretty solid coverage. Nature Power is rarely used but man is it an effective way of dealing with Spiritomb and Absol, this of course being because Nature Power doesn't trigger Sucker Punch's attack requirement.

Raikunetei.bmp

Entei @ Leftovers
Trait: Pressure
EVs: 252 Atk / 4 SAtk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- ExtremeSpeed
- Hidden Power [Grass]
- Toxic

Entei was a pretty easy choice for the team, I wanted my traditional FGW core, and I also needed some form of priority. Historically I've always used CB Entei but with Sharpedo rising to UU the need for that extra power on Extremespeed wasn't there any more and so I shifted to a Leftovers set for additional longevity. Flare Blitz is pure power and only bulky waters and Rocks can really stand up to it, those being dispatched or crippled by Toxic and Hidden Power Grass respectively. The only real counter to Entei is Qwilfish, who also happens to be a great switch in for Omastar.Extremespeed is the necessary priority, finishing off weakened Pokemon like Lilligant and Galvantula that can threaten me. HP Grass is pretty much for Rhydon and Omastar but is also nice for finishing off weaker mons that resist or are immune to ESpeed when i really need the extra health that Flare Blitz would strip.

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Cofagrigus (M) @ Leftovers
Trait: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Modest Nature (+SAtk, -Atk)
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
- Trick Room

The boss, of course. Cofagrigus is crucial to my team for blocking Rapid Spin and for curbstomping Hitmonchan, who can otherwise threaten my team. This set is well-known enough that everyone should know how dangerous it is. If I want to sweep, Nasty Plot, Trick Room and away we go. If I need to take something out, Shadow Ball away. Its powerful and bulky as heck. Leftovers is for that additional longevity since I need Cofa to stay alive until the spinner goes down. For spinners, Chan loses to Cofa outright, Cryo is pivoted from Cofa out to Entei who then forces it out or takes it down with ESpeed, Sandslash is either attacked by Cofa or switched to to Sawsbuck to force it out, same goes for Kabutops.

Spr_4p_308_m.png

Medicham (F) @ Lum Berry
Trait: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Hi Jump Kick
- Bulk Up
- Zen Headbutt
- Bullet Punch

The man of the moment, medicham, has been an absolute monster for me. He forces switches with ease and gets a Bulk Up and from there he's practically unstoppable. +1 Hi Jump Kick is monstrously strong, with only bulk Psychic's and Spiritomb being able to comfortably take Medicham on.At +1 even Misdreavus and Cofagrigus are 2HKOd by Zen Headbutt after Stealth Rocks. Lum Berry ensures that I can 2HKO Pokemon that might try to status me to stop my sweep, and Bullet Punch gives me a means of finishing off Pokemon that could outspeed Medicham but are weakened the point of fainting from hazards. After a Bulk Up, Medicham becomes quite bulky too, easily taking a Mandibuzz Brave Bird or a Qwilfish Waterfall and breaking through the rest of the team. Once the Ghost goes down a team is often easy pickings for Medicham.


So that's the team. As I said, its been doing well but could be tightened up a bit, so I hope some of you will be bursting with ideas to improve it ^_^
 
Hi there! Excuse me but why your Cofagrigus is Modest instead of Quiet? Even if there isn't slower offensive pokes in the tier you can really appreciate less damage from Ferroseed's Gyro Ball and the chance to win speed ties with opposite Cofagriguses.
 
My train of thought there was to outspeed Cofagrigus outside of Trick Room. The team doesnt really like taking hits from it at all so if I can take the opposing Cofa out before TR goes up that's great news. Obvously not so good when i set up TR and then they come in....
 
good team

8/10

edit: make that 7/10 because if its not sawsbuck-win, its sawsbuck-lose
 
i agree with kokoloko

only things wrong are

1) run hydro pump on omastar, seriously you get a shitload of kos

2) no sawsbuck WIN ;_;


ill put in a full rate in a few
 
Hey there.

Opposing Nasty Plot Cofagrigus can cause this team major problems, especially if the opponent manages to spin your hazards away. Toxic Spikes can also make your life much harder, and they're really easy to set up as well. An easy way to fix both of these problems is to use a Drapion over Omastar. Omastar isn't really necessary for your team, and you can break stall just fine with Drapion. Drapion also absorbs Toxic Spikes, and can destroy Cofagrigus. It is also a good way to handle Trick Room teams in general, being able to hit almost every common Trick Room Pokemon super effectively. By using a Taunt + Swords Dance set, Drapion can break stall easily. Its bulk means it can set up Swords Dances easily as well, its job being made even easier by entry hazards.

Drapion @ Leftovers
Ability: Sniper
252 HP / 120 SpD / 136 Spe
Jolly nature
-Taunt
-Swords Dance
-Earthquake
-Crunch

Also, run Will-O-Wisp over Toxic on Entei. This will allow it to cripple physical attackers, especially Pokemon such as Druddigon and Aggron that could otherwise cause you problems. This in turn also makes it easier for your sweepers to set up. Your team's just meant to hit everything as hard as possible anyway, so Toxic isn't too beneficial.

Solid team. Hope I helped, and good luck!
 
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