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XY OU Only my second RMT

I've made some changes through the testing process since my last RMT and I would love some feedback from you guys.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
-Earthquake
-Rock Slide
-U-Turn
-Stealth Rock

My lead, and the most reliable SR setter I've found so far thanks (I think) to Intimidate. Also works well with Gothitelle against lead Ferrothorn so I can get the first move and U-Turn to trap Ferro and finish it off with HP Fire. Flows well into Azumarill too, as Azumarill takes the Ice and Water attacks that Lando hates.

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Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest nature
-Hidden Power [Fire]
-Energy Ball
-Thunderbolt
-Psychic

I use this as a breaker to get rid of some troublesome Pokemon, most notably Quagsire who otherwise screws up Zard X. Also helps with Rotom-W a bit. But honestly, I don't like the loss of momentum that comes with Specs-lock, but all the above moves take out either common Pokemon that get in the way of others on my team (Skarmory, Mega Venusaur, Ferrothorn) or Quagsire. So I don't know where to put Trick to help get some momentum back. And I don't think it has the speed to make Life Orb work.

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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
-Iron Head
-Rapid Spin

End game cleaner, or just general fast revenge killer. Also great counter to Thundurud, and of course my Rapid Spinner. I find he works really well since surprisingly few people seem to expect Choice Scarf

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Charizard @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance

Sweeper. I did have Earthquake over Roost for a long while, and even Thunderpunch for a bit, but I found Zard wasn't surviving for long enough so I'm currently trying Roost. Don't have to worry about Aegislash anymore and I have other ways of dealing with Heatran, so the lack of EQ doesn't really bother me.

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Mandibuzz @ Rocky Helmet
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Foul Play
- U-turn
- Knock Off
- Roost

Pivot. I really love Mandibuzz's bulk which gives me so many chances to switch in and with Roost to heal off any damage he stays around for a while - if I remember when I can switch it in which I'm learning! Also a great answer to Zard X, DD Dragonite and, to an extent, SD Garchomp. I did have Defog over Knock Off (and something else over Rapid Spin on Excadrill) but I want to keep hazards up on the other side and I love having a good way to deal with Eviolite users.

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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Belly Drum

Another breaker. I use him to basically punch holes in and weaken types that Zard can't handle on his own so Zard can finish them off. I have to watch out for Scale though, of course. Sometimes, but not often, he sweeps through teams if I can set him up without losing too much health.

The main issues I'd like advice on are:

1. I don't like having to bring out Excadrill to Rapid Spin when I should be keeping him as healthy as possible to clean up late game and not be picked off by priority moves. That's why I tried Defog on Mandibuzz, but as mentioned I want to keep hazards up on my opponent's side of the field so no Defog. But then, where do I put a Rapid Spinner if not Excadrill?

2. I'm worried that Lando-T and Excadrill might be too similar to each other, and that there's potential to have another Pokemon there to better fill either role. But I like each one doing what it does, so I don't know which if either should go.

3. Gothitelle, whilst good at taking out 1-2 Pokemon I might want to take out, tends to as I said above cause me to lose a lot of momentum once it's killed off something and is then very obviously Choice locked. It tends to scream "set up on me!" once it's taken something down and using that one turn to switch out and preserve Gothitelle is sometimes fatal.

4. I got schooled by a Prankster Whimsicott the other day which makes me think I should either have a Phazer or bring back my Ferrothorn lead with Iron Head.

5. Breloom bothers me. Mandibuzz shrugs off Spore, and if Gothitelle is faster it can OHKO, but it's a big if.

6. No safe switch in to Rotom-W, unless you count Gothitelle. But if he's gone then I'm in trouble.
 
Hey, Choice Scarf Excadrill is a pretty sub-par spinner and not the greatest Choice Scarf user either. Because of that, I would suggest replacing your Landorus-T with a Hippowdon and changing your Excadrill to a Sand Rush version. This not only allows you to Rapid Spin more reliably, but also allows you to sweep more effectively thanks to the bigger boost granted by Sand Rush not to mention your ability to switch moves. I would also change Mandibuzz as your team, like you said, doesn't really need it for Defogging, meaning it's not really all that useful. To give you a better check to Azumarill as well as keeping a check for Landorus, I would change your Mandibuzz to a Celebi. Celebi not only checks Landorus and Azumarill for you, but also gives you better check to Keldeo as Azumarill doesn't like being burned. It's also not necessary to keep Mandibuzz around for Dragon Dancers as, between Excadrill, Hippowdon and Azumarill, you should be able to handle them well enough. Furthermore, Celebi can even attempt to Baton Pass Swords Dance boosts to both Excadrill and Charizard, which would make sweeping with either of them significantly easier. However, this isn't a necessity and if you feel like you don't need it then you can replace Seed Bomb with Giga Drain and Swords Dance with Hidden Power Fire or Psychic. As a bonus, Celebi gets rid of the Breloom problem as it walls it completely. Smaller changes I would suggest are using Trick on Gothitelle over either Energy Ball or Thunderbolt. While losing Energy Ball means that you can't do as much damage to Rotom-W or Quagsire, both are still handily 2HKO'd by Psychic so they really aren't issues at all. Should you drop Thunderbolt, Mandibuzz and Skarmory become bigger issues (both Pokemon Excadrill really wants gone), but Skarmory is 2HKO'd by Hidden Power Fire. Energy Ball would be the better move to get rid of, but this is up to you really. Your Charizard should run a little bit more bulk as it's not only one of your better checks for both Bisharp and Mega Scizor, but also because it really makes setting up and sweeping endgame a lot easier. I would also think about changing Azumarill to an Assault Vest version, as Greninja still gives your team massive problems, and Azumarill has no trouble taking it on, especially when Celebi is keeping chip damage done by Keldeo off of it. If you decide to stick to Belly Drum I would remove Superpower for Waterfall though, as Superpower really has no use with Gothitelle trapping Ferrothorn for you.


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Hippowdon (M) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Slack Off
- Earthquake
- Rock Slide

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Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest nature (+SAtk, -Atk)
- Hidden Power [Fire]
- Trick
- Thunderbolt
- Psychic

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Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

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Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 168 HP / 144 Atk / 196 Spe
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 Def / 36 Spe
Bold Nature (+Def, -Atk)
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance

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Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
 
Hey, thanks for the feedback. I've certainly incorporated some of those suggestions, like Waterfall on Azumarill because Gothitelle already deals with Ferro, and Trick over Energy Ball on Goth itself.

But I worry that Hippowdon and Excadrill working together for a faster, non-locked Rapid Spin is too situational. What if Hippowdon is gone and I need to spin? Or what if other weather is in effect and I lose Sand Rush?

Also, why do I need those specific EVs on Zard, and will I still be able to outrun and KO what I need to as effectively as I could before?
 
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