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!
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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