The Life of Every day (peaked #9)

Introduction

Hi guys ! Since this round is going to have an end, i've decided that is time to post my most successful team ! This team was made in about 10 minutes throwing in things that i want to test and it reveals to be very effective and it ladders to the top10 when PS becomes the official simulator ! My main purpose was to create a sort of stall with a bit of offensive presence and i think that i've achived this. So, long story short, here is my team, hope you enjoy !

Team View

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A closer look

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Probopass (N) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature (+SpD, -Atk)

  • Stealth Rock
  • Flash Cannon
  • Earth Power
  • Volt Switch

Probopass is my SR setter and my special wall. He has useful resistances thanks to his Steel/Rock typing and can even tank some hits from Cinccino, one of the most hardest sweeper to face. Stealth Rock is the obbligatory moves on probopass since they damages everything. Flash Cannon is the STAB move of choice since it hits neutrally a lot of mons and 2HKO Armaldo, the premier spinner in the tier. Earth Power is for coverage and kills things that resist Flash Cannon. Volt Switch is very useful on Probopass since is slow and can tank a hit and switch out letting another mon to enter in the battle without taking damage. Maybe some of you have notice that i don't run Thunder Wave, that's because i really don't need paralysis most of the times and because paralysis should be a problem to toxic opponents with Toxic-Spikes provided my next team mate.​

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Garbodor (M) @ Black Sludge
Trait: Aftermath
EVs: 248 HP / 244 Def / 12 Spd
Impish Nature (+Def, -SAtk)
  • Toxic Spikes
  • Spikes
  • Rock Blast
  • Clear Smog

Garbodor is my hazards setter, Toxic Spikes absorber and useful Physical Wall. Garbodor is one of the few mons in NU that can sets both spikes and i think he's the most useful. Toxic Spikes are the first hazards i set if i see no landed poison type in the team preview since they do passive damages every turn and only heal bell users and Steel type can survive this pain. Spikes are the second hazards i use to set and is useful too providing less defence capabilities on opposing walls and crippling many offensive mons, principally that mons with a timer like Zangoose, Ursaring or Life Orb users. Rock Blast servers to hit flying and ice type and is useful for substitute users, but i think that can be replaced with something more useful. Clear Smog is very usefull since renders setup sweeper like Gurdurr useless. Is so fun setting hazards while the opponent boosts and resets him with Clear Smog :D Aftermath is choosen when i have to sacrifice Garbodor and kill or cripple a physical mon. Stench can be useful too with Rock Blast, but is happen lesser than not.​

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Alomomola (F) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature (+Def, -SAtk)
  • Wish
  • Protect
  • Knock Off
  • Waterfall

Sexy, chubby...FISH !? oh...! Well, Alomomola is obviusly the physical wall of choice of this team and one of the mons that i really wish to test with her new ability Regenerator. With this new ability Alomomola can Wish and swith out to heal herself and the mon that comes in (since Alomo don't take a lot of damages thanks to her huge bulk). In case i need Alomomola heal herself via Wish, Protect is here for this purpose and to obtain free turn of poison on the opponent thanks to Toxic Spikes or simply scout the opponent's moves. Knock Off is choosen over Toxic since Toxic is provided by Garbodor via Toxic Spikes, so i have a gimmick move here that cripple many eviolite users like Tangela (a common switch in for Alomomola)or remove Leftovers/Black Slude from Amoonguss reducing his heal capabilities. All in all if i can remove an healing item from an opponent's pokemon i always have an advantage on him and since Alomomola cause a lot of switches, she can remove more then one item. Waterfall is simply for preventing to be Taunt bait and to damage Golurk or Emboar.​

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Gurdurr (F) @ Eviolite
Trait: Guts
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
  • Bulk Up
  • Mach Punch
  • Drain Punch
  • Payback

Standard set here ! Gurdurr is bulky with Eviolite and provides an invaluable and unique offensive presence. Bulk Up is the setup move of choice for Gurdurr since it boosts his ATK and DEF. Mach Punch is a sort of signature move for Gurdurr in NU since is the only that can abuse of this priority STAB attack so well. A lot of top-tier mons are weak to fight, so things like Cinccino and Zangoose are crippled very hard or directly 1HKO thanks to the supports of entry hazards. Drain Punch is Gurdurr's powerful move and healing move all in one, if Gurdurr is slower then the opponent and if you think he can tank the hit, then go for Drain punch to seriously cripple the opponent and regain healt. Payback gives the Fight/Dark unresisted coverage but i seriously think that it can be replaced maybe by Ice Punch for killing the annoying Amoonguss. Guts is the obbligatory ability since makes Gurdurr a pseudo status absorber since only sleep totally incapacitate Gurdurr, Toxic and Burn only helps Gurdurr to be more threating.​

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Drifblim @ Flying Gem
Trait: Unburden
EVs: 252 Atk / 52 Def / 200 Spd
Adamant Nature (+Atk, -SAtk)
  • Acrobatics
  • Substitute
  • Disable
  • Destiny Bond
Drifblim is a one-use physical sweeper and my spin blocker. He's designed to comes in on an attack that he's immune of and start threating the opponent's team. Acrobatics is the obbligatory move since it activates the Flying Gem and the Unburden boost, it causes a lot of damages when first used but it must be used wisely. Sometimes i was too greedy and i've wasted it. In any case once Unburden is activated Drifblim doubles his speed and became more fast then a lot of Scarf users. Substitute can be used before or after the Unburden boost, it all depends on your predicting skills. Here is where this set became gimmick. Since i see that the standard Acroblim has Will-o Wisp in this slot and since i'm pretty unlucky with it, i'll decided to try a mix of sets and use Disable in this slot..and god...it works wonderfully causing a lot of switches and crippling things with my hazards. Substite and Disable are partners in crime since many mons have only one move wich Drifblim is not immune. Destiny Bond is when i spent all the health for substitute and i predict an attacking move from the opponent. This set can bring up from 1 to 3 mons per match in to hell.​

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Rotom-Frost (N) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
  • Trick
  • Blizzard
  • Thunderbolt
  • Volt Switch
Here comes my revenge killer. Rotom-Frost was choosen over Rotom-Fan bacause Blizzard is more useful (even if less accurate) then Air Slash and Eletric/Ice has more useful resistances for my team. Trick is for crippling walls, setup sweepers or eviolite users. Blizzard is the STAB ice move and saves me in a lot of situations. Strangely it fails very few times, but in any case i sometimes think that HP Ice would be a nice replace, but i don't do the calc of the misses KO that Blizzard achieve and HP Ice does not.Thunderbolt is the STAB powerful attack only used if the opponent has no resistor. Volt Switch is the move that you can spam freerly except in the case your opponent has a pokemon immune to electric and in this round was very common since the rises of Golurk.​

Threats

Sub Gardevoir Coming Soon

Amoonguss Coming Soon

Others ? Let me know if you notice any other weakness.

Conclusion

This team powers up my trainer skills and prediction ability and makes many opponents cry. I'm so proud about it and i hope you guys can improve more then now.

Thanks for reading and sorry for some grammar errors :P
 
Interesting variation on a Hazard Stacking team (you say its supposed to be offensive stall/semi stall, but I see more offense than stall). There are a bunch of small things that you can do to improve it though.

First off, you have a weakness to special Emboar. Both Expert Belt and Specs variants will trouble you, since Rotom-F needs a good chunk of prior damage to KO with Thunderbolt. Meanwhile, Fire Blast will devastate your team, with only Alomomola and Probopass being able to avoid the 2HKO. Of course, EB versions will then Superpower Probopass to death and Grass Knot Alomomola. Rain and Sun teams will also be difficult to handle with this team, since their offensive power is massive and your defensive power is not. The main problem of this team isn't a specific Pokemon however. Hazards in general are going to be a massive pain or your team to deal with. 2 of your Pokes are weak to Rocks, and Spikes hits the rest of your team. Since most of your Pokemon are slow and tankish, they will be gradually worn down over time. Your team is definitely not stall in the fact that stall teams tend to handle hazards with either a spinner or Wish, of which you have neither. Your team isn't totally offensive either, meaning you don't hit hard enough right off the bat to generate the offensive pressure needed to prevent yourself from being worn down. I'll try and help alleviate this somewhat.

If you are going to use 3 offensive moves on Probopass, then it may be more efficient if you simply used the Offensive Air Balloon set. It'll still have its massive defenses, but now its offensive ability actually makes it more threatening. Air Balloon also prevents it from being worn down by hazards so quickly. Otherwise, you would be better off removing Flash Cannon for a status move like Thunder Wave or Toxic (preferably Toxic to wear down opponents even more).

Next, I highly recommend Ice Punch over Payback. Ice Punch does more to Flying-types, while Psychic types still beat you regardless. It also does plenty to Haunter and Golurk (though they both outspeed you so it really only helps for switch ins). Also, it gives you a better way to hurt a common hazard setter in Torterra (you'd have to revenge kill otherwise). Finally, I don't really think Toxic Spikes is that useful anymore, especially in this metagame. While not all of them do, most teams carry a Poison type or two to absorb Toxic Spikes. Amoonguss is the most used Pokemon of July, so that goes a long way to rendering Toxic Spikes ineffective. Of course, there are a few options for the slot, though none of them are truly amazing. Out of all of them, Drain Punch gives you both some decent coverage and recovery to offset some hazard damage taken (plus it is a better move to use on Cacturne than Clear Smog).

Normally I would tell you that Rotom-S is more reliable, but Rotom-F actually gives you an answer to opposing Rotom-S (ironic huh?) as well as Electric-types in general. It is also your best chance against Amoonguss, though Blizzard is rather unreliable. You also have Drifblim, which is rather effective as well, especially if your opponent ends up using a Specially Defensive spread.

Now, I can't really give you a good answer to special Emboar without changing and member of your team. It's rare enough that you really don't have to worry about it much though. Just try and put up as many hazards as possible before it switches in, and you should be able to wear it down. Weather teams are even rarer so it isn't really worth it to prepare for them (if you really want to, let me know and I'll expand on this rate). The changes I gave you so far will partially reduce the damage hazards will do to you. If you have a team member that you feel isn't working out, I can recommend something more helpful then. Good luck with this team and I hoped I helped! :)

Changes:
Garbodor: Drain Punch>Toxic Spikes
Gurdurr: Ice Punch>Payback
Probopass: @Air Balloon 252 HP/252 SpAtk/4SpDef Modest Nature OR Toxic>Flash Cannon

PS: Please change Steal Rock to Stealth Rock in your Probopass description. It's been bothering me... ;)
 
Hiya there, sir.

Also, in addition to what WhiteDMist said, Emboar only poses a problem to you if you play a lackluster prediction-based approach to this team. You have a variety of ways to deal with it, as simply it being able to come in safely does not mean it's a threat, especially considering that Alomomola is light, meaning that I'm not sure if Grass Knot would be able to 2HKO or so, with the other addition being of that you can also revenge kill it quite easily with Driftblim (however, you will be forced to use Acrobatics, unless the Emboar is Choiced, then you can just SubDisable, of course). As long as you don't develop the wrong mentality when facing it, you should be fine for the most part.

What I'm more concerned about it how you're going to go by dealing about with Substitute boosting users, such as Gardevoir (as you mentioned), Klang, Driftblim, ect., who can easily set up on a large portion of your team and there is a scarce amount of options of handling them in this team. Also, I would like to point out that Musharna and Duosion are also huge threats, because of the same reasoning, minus Substitute. as a good player can often play around your SubDisable tactics, while the two also being able to tank Acrobatics, allowing them to simply Recover/Moonlight.

Picking up Cacturne for the replacement of Garbodor helps deal with Musharna and Duosion, as they generally only carry a Psychic move on their set, and if they stay in, you can just Encore them. This also gives Cacturne free opportunities to set up layers of Spikes.


Cacturne (M) @ Leftovers Trait: Sand Veil
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Spikes
- Bullet Seed
- Sucker Punch
- Encore
With Bullet Seed, you can get the usual OHKO on Golem before it can set up Stealth Rock. You also have Sucker Punch as a valuable form of priority, which can help a lot against non-Substitute boosting powerhouses, such as Gorebyss, Braviary, Cincinno, etc.
 
First of all, I agree with WhiteDMist's changes; they help this team fit in the current metagame better. If you don't want to use Air Balloon on Probopass, Leftovers is always a choice since Golem is no longer as popular.

I'm not sure if Alomomola would be the best choice for this team since it's so fast paced. A lot of Pokemon such as Sawsbuck, Fraxure, or Klang can set up a Substitute on it and proceed to set-up or hit your switch-in hard. I would suggest replacing it with Taunt Samurott, which can keep up offensive momentum, lure in Amoonguss, and prevent Stealth Rocks, which plague your team. It can also outrun most variants of Gardevoir and either hit it hard or break its Substitutes.

Summary of changes:

Alomomola —> Taunt Samurott


Samurott @ Life Orb
Trait: Torrent
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
- Hydro Pump
- Grass Knot
- Ice Beam
- Taunt

Good luck with the team!
 
Hey guys ! I start testing some of your suggestions and for now they works wonderfully. I'll let you know if i see some other problem.
I've decided to use the Probopass set with Leftovers and adopt the other changes. For now i prefer to try out Garbodor with Dmist's suggestion to running Drain Punch, since i try Samurott too i prefer not to running (for now) the Cacturne set, but sounds sexy having two priority, on the other hand i'm better suited in to a more defensive team or balanced one.

For the rain/sun teams as a threats i didn't see them so much and the few that i battles are all noobs :/ Hope that some of you doesn't start to running them lol

Klang is not a threat at all since Gurdurr kills him if i maintain him in health.

Thanks for your suggestions guys, i return with more comments to the new sets :D

P.S. "Steal Rock" corrected :P
 
BUMP !

With good news: I've placed #9 on PS thanks to you, guys ! :)

Here's the proof:
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and here's my thoughts:

i've tested all the suggestion and the only thing that i'm a bit insecure is Samurott. Maybe i should have more training with him since, most of the times i really don't need his help, but the times when he comes in he is extremely usefull or extremely useless/too frail.

So i think that the water type place can be replaceble, but for now i'll continue testing Samurott.

Actually i continue having problem with bulky Psychic Type like Musharna & Gardevoir, the first is maybe more manageble tricking a Scarf or taunting, but the second is still a threat.
 
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