ORAS UU UU RMT - Pangoro Bulky Offense

Hi everyone. This is my first RMT, and I decided to do it on a UU bulky offense team I built a little while back using Pangoro. I mainly decided to make this team because I wanted to test Pangoro out, and see how well it could perform in the format. As I found out, if I played it well and had a good, supportive team, it could be pretty decent. So enough talking, I'm gonna dive into the team


Pangoro @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Drain Punch
- Gunk Shot
- Ice Punch

This mon is, well obviously, the star of the team and the mon that I decided to build around, being choice banded Pangoro. Some people prefer Life Orb, as it gives you the option to switch moves, but I went with band because there were a few kills that it could accomplish that life orb didn't, and I wanted those kills. For starters, with a life orb Pangoro does 98% max to a max defense, bold Florges, but with band Gunk Shot kills. For another example, after rocks + leftovers Knock off has a minimal chance of 2HKOing physically defensive Zapdos with life orb knock off, but band gets the 2 shot. Those are some examples, there are more calcs that could be done. But onto the set.

Knock Off is there as a solid, hard hitting stab that is very hard not to click. In general, there is rarely a bid downside just to go for the knock off. With stab and a choice band, it lets Pangoro do some massive wallbreaking. Drain Punch serves as the other stab, a reliable move boosted by Iron Fist. It can recover HP, giving Pangoro more longevity, and is more spamable then Superpower or Hammer Arm. Gunk Shot destroys fairies that might try to switch in to Pangoro's STAB, and Ice Punch can hit dragons like Salamence and ground types like Nidoqueen much harder. The set runs max attack (of course), and max speed with a jolly nature. Being jolly is actually very important, as it hits 236 exactly, speed tieing with uninvested base 100s like Tentacruel, Shaymin, and Zapdos.


Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Thunder Wave
- Stealth Rock
- Heavy Slam
- Earthquake

The next mon I decided to go with is Mega Aggron. I really wanted to have a mon that could support Pangoro and help maximize its effectiveness, and I found a great fit right here. It resists Flying and Fairy, two of Pangoro's weaknesses, and it can beat mons like Slurpuff, Florges, and Mega Aerodactyl which could be problems for Pangoro otherwise. It can also take on psychic types that might pack Dazzling Gleam like Espeon and Azelf. As for the moves, Thunder Wave is very useful, because it can slow down opposing mons, making it easier for Pangoro to start tearing stuff apart. Stealth Rocks are great for support, weakening fire and flying types, as well as chipping away at the opponent. Heavy Slam is for stab to hit Fairies, and EQ can hit electric types like Heliolisk and even Fire types if caught on the switch in.


Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Wish
- Protect

At this point, I am noticing that my team is becoming very weak to fighting types, so I decided I wanted to use a mon that could work well with Aggron, support the team, and take care of some fighting types. So I turned to a mon that I use quite a bit and love, Florges. It forms a great core with Aggron, and provides Aromatherapy support to get rid of potential burns or other status that might be aflicted on the team. Wish can keep the team healthy, and Florges can use Moonblast to take down various dragons like Hydreigon or Haxorus, as well as the aforementioned fighting types. Protect is for scouting purposes, as well as giving Florges a safe wish.


Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Fire Blast
- Shadow Ball
- Energy Ball

Next, I decided that I needed some more offense, especially some speed, so I could revenge some faster mons that might be problematic for the rest of the team, like Cobalion, Lucario, or Roserade, for example. I wanted a mon that could revenge faster Steel/Fighting types like Cobalion and Lucario that Pangoro couldn't take on. So I decided to go with a choice scarfer, and I wanted a special attacker to complement Pangoro's physical strength. I knew I wanted to use Chandelure, I like using it and it seemed to fulfill the "requirements." I went with a very standard set, using Fire Blast to hit many things like Steels and Grass types, and Shadow Ball smacks mons that resist Fire Blast, like Darmanitan and Salamence. Energy Ball can hit water types, Swampert in particular. Lastly, Trick is there to potentially disable some bulky walls on my opponent's team if I feel that the scarf is no longer needed.


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic Spikes
- Acid Spray

At this point, with two mons to go, I wanted a spinner so I couldn't be pressured by Hazards, and I wanted a solid special wall bar Florges that could help check things like Chandelure and Mega Blastoise. Tentacruel immediately came to mind. Liquid Ooze gives me a "switch-in" to leech seeds or giga drains, I have physical defense investment to take on physical hitters a bit better, and give me more of a mixed wall perspective. Acid Spray can be spammed at the opponent, particularly helpful against Suicune, who is unable to really stay in and set up because of the pressure of Acid Spray. Rapid Spin of course gets rid of Hazards, and Scald is a very easy move to click on almost anything and hopefully snag burns. Toxic Spikes can be very useful in wittling down the opponent should I see fit, helping Pangoro be even better in the late game.


Shaymin @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Hidden Power [Ice]
- Synthesis
- Seed Flare
- Toxic

Down to the last mon. At this point, I was looking at my team, and I noticed that I was very weak to bulky waters as well as Heliolisk. So I decided to use this mon, the first using a bit of an unusual set, but I feel it does its purpose. This mon is, of course, specially defensive Shaymin. This thing walls Helio like a boss. Hyper Voice is a 4HKO after leftovers recovery, and it helps absorb volt switches better. Natural Cure makes this a solid status absorber, able to switch into Toxic or Thunder Wave, and then switch out. It has seed flare to check bulky waters, Suicune being the reason Seed Flare is run, for the sp def drops. Synthesis recovers HP, giving this more longevity, and Toxic is great for spreading status across the opponent's team. HP Ice seems like a weird move, but I found originally (when leech seed was run) this set became set up foder for dragons, Mence in particular, and so HP Ice fixed that.



Well, that about wraps up the team. I hope it isn't too bad, it proved to be decent for me, although it does have its weaknesses. Mamo is an issue for this team, as are the Nido's, so hopefully I can figure out some changes to help with that. Although not overly threatening, Rotom-Heat can be a nuisance for this team.

Thanks everyone for checking out the team! I hope my descriptions weren't too long, if they were I'm sorry about that. I know my visuals are limited, I'm still new to the whole Smogon posting/chatting, so bear with me, hopefully I will be able to have better quality in the future.

Thanks again!
 
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Personally not too big of a Pangoro fan due to its abysmal Speed tier and subpar bulk, allowing to only really shine with a lot of Speed control support / against extremely slow opposing builds but nevertheless I felt this team could have definitely used a few changes to make it overall more effective.
  • While your reasoning for having Choice Scarf Chandelure was to be able to revenge kill the likes of Lucario and Cobalion among others, Tentacruel already does very well against them anyhow and Chandelure's not helping the immense Ground-weakness this team has. Therefore, I highly suggest having Dragon Dance Salamence > Chandelure, as this allows you to have a Ground-immunity, a solid wincon (something you were lacking) while also retaining your secondary solution for Fire-types, as well as your tertiary option for Fighting-types switch-in wise.
  • Choice Scarf Rotom-C > Shaymin also seems like a good option, as it allows you to retain your Grass-type while also being able to fit in a VoltTurn user to bring in Pangoro a lot more easily, as well as making up for the loss of Scarf Chandelure Speed-wise, checking the likes of Gyarados and Feraligatr which are both pretty threatening to your team. I also felt having a defensively inclined Shaymin was a waste anyhow. Rotom-C also provides another Ground-immunity so you can alternate what you want to switch-in. Trick also helps your matchup against the likes of stall.
Salamence @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Iron Tail
- Outrage / Dragon Claw
- Earthquake

I prefer Outrage generally on all my Salamence since the power difference is very noticeable but if you hate having to mess with being locked in and confusion then by all means, use Dragon Claw. Nevertheless though I do feel Yache Berry is a necessity on this thing so the team doesn't just get completely ravaged by Mamoswine which you can smack if it tries to revenge you when you're relatively healthy.

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Trick
- Leaf Storm

Pretty standard stuff here, nothing really interchangeable.
 
Hello BouffalantIsPro. I like that you're using Pangoro. I've tried to use him in the past and I couldn't quite work him out. Your set looks pretty good and well thought out but I might suggest that instead of Gunk Shot or Ice Punch, you try Parting Shot which gives you momentum especially if they were to switch out and then it allows another Pokemon on the team to set up since Parting Shot lowers their Attack and Special Attack. Like, if you had a Salamence as Kreme suggested you could start setting up in relative safety.

As has been said before by Kreme, you have a huge 3 weaknesses to Ground without a single immunity and only one resistance. Mamoswine really does do well against this team because of this and the fact that your only Ground resistance is weak to Ice and is specially defensive. To help fix this problem you might want to find a levitate user such as Rotom-Mow to replace Shaymin as Kreme has suggested and a flying type.

And also reiterating what Kreme said again, you don't seem to have much of a win condition. Pangoro is predominately a wall-breaker. Something that can set up once Pangoro as let off a Parting Shot would be great.

Now, I think I play similar to you in that I play with Pokemon I like and not much else. So, I think I can relate if you don't want to replace these Pokemon. Nice team mate. Hope this helped (probs not :P).
 
oh i havent done one of these in a while. anyway hi.

  • change the pangoro set to swords dance so you can beat up stall.

  • like kreme said speed control is pretty important when it comes to pangoro so i'd drop florges for stun spore whimsicott. it deters dangerous set up sweepers like salamence from setting up giving you slightly more room to play around them.

  • i'd give the aggron a touch more physical defence to handle stuff like dd mence and dd gyara a bit better. something along the lines of 252 hp / 16 def / 240 spdef with an impish nature.

  • like you said, mamoswine is an issue, so instead of a defensive tentacruel you could try an offensive set to try and lure it. you already have a check to both cobalion and lucario in chandelure so that should make this change acceptable. hp electric might be an option as well too. hear me out, gyara needs to be given as few opportunties as possible to set up against your team so being able to lure this seems invaluable.
252 SpA Life Orb Tentacruel Hidden Power Electric vs. 0 HP / 0 SpD Gyarados: 250-296 (75.5 - 89.4%) -- guaranteed OHKO after Stealth Rock

(credits to user: hogg for the set)

  • lastly, i'd replace shaymin with zapdos. as of rn there's a bit of a role clash and typing clash between whimsicott and shaymin seeing as they both check dragons and bulky waters. zapdos gives you a soft check to dragon dance gyarados and another check to fighting types (chandelure and tenta arent exactly reliable in this regard). you still retain a solid answer to bulky waters.
Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake

Pangoro @ Lum Berry / Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Gunk Shot
- Knock Off

Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Stun Spore
- Moonblast
- Giga Drain
- Encore

Tentacruel @ Life Orb / Black Sludge
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Electric] / Ice Beam
- Sludge Wave
- Hydro Pump
- Rapid Spin

**if ice beam adjust ivs accordingly

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Energy Ball
- Shadow Ball
- Trick

Zapdos @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Thunderbolt
- Hidden Power [Grass]
- Heat Wave

hope this helps.
 
Seconding Kreme's suggestions of replacing Shaymin with Rotom-C and Chandelure with a wincon. That said, Dragon Dance Gyarados might be worth a try instead of Salamence, since it gives you most of the same benefits and lets you check Mamoswine more effectively. Either a SubDD set or a fully offensive Life Orb + 3 attacks set works, depending on the tempo you want to set.

Gyarados @ Leftovers
Ability: Intimidate
EVs: 24 HP / 232 Atk / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce / Stone Edge / Earthquake
The HP EVs let you hit a Leftovers + Stealth Rock number. The rest are invested in Speed and Attack to maximize offensive power, though the spread can be tweaked to hit whatever offensive/defensive benchmarks you want.
Gyarados @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Dragon Dance
- Waterfall
- Bounce / Stone Edge
- Earthquake / Stone Edge
For both sets, select your coverage of choice from among Bounce, Stone Edge, and Waterfall. Whether you choose to use Salamence or Gyarados depends on whether you value the ability to lure Mamoswine or simply the ability to check it. Either way, this won't solve your Mamoswine weakness entirely, but it will provide you with a bit of cushioning against the threat.

I tried to keep my changes fairly simple and avoid replacing too many Pokemon, but, if you're willing to make more drastic alterations, Cyndequil.'s recommendations are a good way to go. Whatever you do, I'd like to support the suggestion that you change Aggron's spread to 252 HP / 16 Def / 240 SpD with an Impish nature to get more out of its incredible base Defense.

I hope this helped, and good luck with the team!
 
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