Hey RMT board, this is my first post here, so let me know if I include all the relevant information. Before I get any further, Imma go ahead and paste in the team real quick...
Oh no it's... (Wobbuffet) @ Leftovers
Ability: Shadow Tag
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Tickle
- Counter
- Mirror Coat
- Encore
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 8 HP / 248 SDef
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Thunder Wave
- Seismic Toss
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Pursuit
- Stone Edge
- Crunch
- Taunt
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hydro Pump
- Trick
Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 30 Atk / 30 Def
- Earth Power
- Gravity
- Psychic
- Focus Blast
Basic Concept: Gen 4 folks probably know what this teams about(cuz apparently this kind of stuff was really popular back then), create bad situations using Wobbuffet (usually by using encore) and swap in a mon to capitalize on those bad situations (usually ttar, sometimes conkeldurr or lando). The team is primarily based on bulky offense because I feel like that's the best archtype to take advantage of chansey's wish passes, they can come in on a neutral or weak SE attack easily, receive the wish, and suddenly you have a full hp bruiser ready to whack the guy in front of you.
General Strengths:
1. Best lead in the entire game(maybe)
2. pretty friggen bulky all around
3. good endurance with chansey, can often win prolonged fights
4. pretty much craps on any dedicated wall, especially ones that have little to no offensive presence
5. not hazard weak, generally doesn't care about sticky web
General Weaknesses:
1. Weak to setup sweepers, most of these pokemon cannot switch into a +2 much of anything
2. Kinda weak revenge killing, relies on either durr or wobbuffet to revenge boosted threats (hai mega pinsir and belly jet azumarrill).
3. no true setup sweepers to capitalize on the free turns wobb creates, meaning that the team relies primarily on unboosted damage to take out foes.
4. no hazard control or phazing capabilities
5. no sleep absorber (or safe switch in to technoloom for that matter)
6. Megasaur
Mon summery:
Wobbuffet: Wobbuffet is one of the best leads in the game. If the enemy decides to attack, all but a choice few will actually 2hko him, allowing him to lock them in with encore and ko shortly after. If they setup, I can send in ttar or lando to immediately threaten the enemy or punish the enemy. If they try to status, free guts boost for durr (or if it's para, I can swap in rotom-w for free). So basically that leaves taunt leads and folks who are capable of 2hkoing him unboosted for leads that can actually beat him. Taunt isn't the worst thing ever, half the time I predict it and get a free swap in anyway, in the other case though, having a crippled wobb is never fun (I have yet to see a lead that can ohko wobb unboosted), but if I encore then that usually means a free swap in, and if I counter, I get a free kill. Oh, and u-turning into a ghost type or volt turning into dark types also hurt this guy, but otherwise they usually just lead to free kills. Once Wobbuffet is done being the best lead ever, he's usually dead or crippled, meaning that he is likely in need of a wish pass to continue being useful, but he has usually taken down at least one enemy mon before going down.
Chansey: This mon is the battery that allows this team to even try to take on stall and other bulky offensive teams. Seismic toss makes it a surprisingly good late game cleaner when all the mons that can kill it are dead, while thunderwave allows my team to have even a chance at killing boosted threats by outspeeding them. Heal bell is mostly there for para and sleep, it's slightly counterproductive in durrs case, but the benefits outweigh the occasional loss of guts by a wide margin.
Tyranitar: This guy is Wobbs main partner in crime. When paired with wobb's tickle trapping, pursuit crushes wall leads like hippo and defensive heatran that would normally give the trex (and the rest of the team) trouble. Outside of that, he hits things, he takes hits, and he does it fairly well. Not sure what to put in the last slot, I settled with taunt when I got fed up with having him get pp stalled by skarm repeatedly, in the past I have tried SR, superpower, and DD, but outside of superpower, I almost always have something better to do (like hitting/trapping stuff), and superpower has some drawbacks.
Rotom-Wash: I stuck this guy on my team for one reason and one reason alone: a mega pinsir check. Good news is that he's actually pretty good and hits decently hard. I very rarely use trick because I want to preserve his ability to outspeed pinsir/greninja as long as possible, but it's obviously a great mon against stall teams, except that their number 1 rotom switch in also happens to be immune to trick scarf...
Conkeldurr: This guy has won me many, many games. He is stupid bulky, doesn't give a crap about the majority of status conditions, has decent sustain with drain punch, and makes a great chansey partner. He can punish darn near anyone except megasaur with knock off, and most of the folks that don't care about knock off care quite a lot about drain punch. Mach punch allows him to revenge some boosted threats, but not as many as I would like. I used to run facade as his last slot because wobb was able to give him guts boost with some patently absurd reliability, but I opted for ice punch after getting swept a few times by DD d-nite.
Landrous: This guy is my premier wall breaker. He can come in on a guy who does nothing to him, setup gravity to immediately force out 2 of his most common switch ins, and spam EP or Focus-Hit to put some serious holes in the enemy team. However, as I've been laddering, the list of folks that this guy can setup in front of has been shrinking steadily, but he still pulls his weight even when he is not "boosted" by gravity. Sadly, he often loses 1v1 vs technoloom and can barely win against mega venu, despite being my main check to both of them, which is immensely frustrating.
So that's my team, I've been trying to figure out what to replace so that I can better address my weaknesses, but everyone here fills a vital role to the team. I've looked at other guts mons only to be sorely disappointed. I'm pretty bad at using setup sweeps just because it's hard to tell when to bring them in, and often times setting up takes up a lot of their utility. No phasing means that folks like clefable can sometimes give me issues (though not as many as one would think). My walls can be worn down pretty quickly, so my team needs to work very quickly to setup free turns so that they can recover weakened mons who would otherwise be death fodder in longer games.
Random replay of me barely winning just as a proof of concept
http://replay.pokemonshowdown.com/ou-93254378
Replay of me getting 6-0'd by breloom (ok not exactly, but he could have if the opponent felt like being ballzy), I really don't know what to do about that thing.
http://replay.pokemonshowdown.com/ou-96672114
Sheesh, do I need to run restalk durr or something?
Oh no it's... (Wobbuffet) @ Leftovers
Ability: Shadow Tag
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Tickle
- Counter
- Mirror Coat
- Encore
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 8 HP / 248 SDef
Bold Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Thunder Wave
- Seismic Toss
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Pursuit
- Stone Edge
- Crunch
- Taunt
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hydro Pump
- Trick
Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 30 Atk / 30 Def
- Earth Power
- Gravity
- Psychic
- Focus Blast
Basic Concept: Gen 4 folks probably know what this teams about(cuz apparently this kind of stuff was really popular back then), create bad situations using Wobbuffet (usually by using encore) and swap in a mon to capitalize on those bad situations (usually ttar, sometimes conkeldurr or lando). The team is primarily based on bulky offense because I feel like that's the best archtype to take advantage of chansey's wish passes, they can come in on a neutral or weak SE attack easily, receive the wish, and suddenly you have a full hp bruiser ready to whack the guy in front of you.
General Strengths:
1. Best lead in the entire game(maybe)
2. pretty friggen bulky all around
3. good endurance with chansey, can often win prolonged fights
4. pretty much craps on any dedicated wall, especially ones that have little to no offensive presence
5. not hazard weak, generally doesn't care about sticky web
General Weaknesses:
1. Weak to setup sweepers, most of these pokemon cannot switch into a +2 much of anything
2. Kinda weak revenge killing, relies on either durr or wobbuffet to revenge boosted threats (hai mega pinsir and belly jet azumarrill).
3. no true setup sweepers to capitalize on the free turns wobb creates, meaning that the team relies primarily on unboosted damage to take out foes.
4. no hazard control or phazing capabilities
5. no sleep absorber (or safe switch in to technoloom for that matter)
6. Megasaur
Mon summery:
Wobbuffet: Wobbuffet is one of the best leads in the game. If the enemy decides to attack, all but a choice few will actually 2hko him, allowing him to lock them in with encore and ko shortly after. If they setup, I can send in ttar or lando to immediately threaten the enemy or punish the enemy. If they try to status, free guts boost for durr (or if it's para, I can swap in rotom-w for free). So basically that leaves taunt leads and folks who are capable of 2hkoing him unboosted for leads that can actually beat him. Taunt isn't the worst thing ever, half the time I predict it and get a free swap in anyway, in the other case though, having a crippled wobb is never fun (I have yet to see a lead that can ohko wobb unboosted), but if I encore then that usually means a free swap in, and if I counter, I get a free kill. Oh, and u-turning into a ghost type or volt turning into dark types also hurt this guy, but otherwise they usually just lead to free kills. Once Wobbuffet is done being the best lead ever, he's usually dead or crippled, meaning that he is likely in need of a wish pass to continue being useful, but he has usually taken down at least one enemy mon before going down.
Chansey: This mon is the battery that allows this team to even try to take on stall and other bulky offensive teams. Seismic toss makes it a surprisingly good late game cleaner when all the mons that can kill it are dead, while thunderwave allows my team to have even a chance at killing boosted threats by outspeeding them. Heal bell is mostly there for para and sleep, it's slightly counterproductive in durrs case, but the benefits outweigh the occasional loss of guts by a wide margin.
Tyranitar: This guy is Wobbs main partner in crime. When paired with wobb's tickle trapping, pursuit crushes wall leads like hippo and defensive heatran that would normally give the trex (and the rest of the team) trouble. Outside of that, he hits things, he takes hits, and he does it fairly well. Not sure what to put in the last slot, I settled with taunt when I got fed up with having him get pp stalled by skarm repeatedly, in the past I have tried SR, superpower, and DD, but outside of superpower, I almost always have something better to do (like hitting/trapping stuff), and superpower has some drawbacks.
Rotom-Wash: I stuck this guy on my team for one reason and one reason alone: a mega pinsir check. Good news is that he's actually pretty good and hits decently hard. I very rarely use trick because I want to preserve his ability to outspeed pinsir/greninja as long as possible, but it's obviously a great mon against stall teams, except that their number 1 rotom switch in also happens to be immune to trick scarf...
Conkeldurr: This guy has won me many, many games. He is stupid bulky, doesn't give a crap about the majority of status conditions, has decent sustain with drain punch, and makes a great chansey partner. He can punish darn near anyone except megasaur with knock off, and most of the folks that don't care about knock off care quite a lot about drain punch. Mach punch allows him to revenge some boosted threats, but not as many as I would like. I used to run facade as his last slot because wobb was able to give him guts boost with some patently absurd reliability, but I opted for ice punch after getting swept a few times by DD d-nite.
Landrous: This guy is my premier wall breaker. He can come in on a guy who does nothing to him, setup gravity to immediately force out 2 of his most common switch ins, and spam EP or Focus-Hit to put some serious holes in the enemy team. However, as I've been laddering, the list of folks that this guy can setup in front of has been shrinking steadily, but he still pulls his weight even when he is not "boosted" by gravity. Sadly, he often loses 1v1 vs technoloom and can barely win against mega venu, despite being my main check to both of them, which is immensely frustrating.
So that's my team, I've been trying to figure out what to replace so that I can better address my weaknesses, but everyone here fills a vital role to the team. I've looked at other guts mons only to be sorely disappointed. I'm pretty bad at using setup sweeps just because it's hard to tell when to bring them in, and often times setting up takes up a lot of their utility. No phasing means that folks like clefable can sometimes give me issues (though not as many as one would think). My walls can be worn down pretty quickly, so my team needs to work very quickly to setup free turns so that they can recover weakened mons who would otherwise be death fodder in longer games.
Random replay of me barely winning just as a proof of concept
http://replay.pokemonshowdown.com/ou-93254378
Replay of me getting 6-0'd by breloom (ok not exactly, but he could have if the opponent felt like being ballzy), I really don't know what to do about that thing.
http://replay.pokemonshowdown.com/ou-96672114
Sheesh, do I need to run restalk durr or something?
Last edited: