When you start RU, but you only played VGC (1°RMT)

^spectacular, give it a try! I used it while building ^^
(Trickywi - "Hurricane")

Hello guys, Dusky here and welcome to the first Rate-Mah-Team I've ever made here on Smogon!
I'd like to precise that I started playing RU a little ago, so my team can have many crucial errors and/or mistakes: these happen because of inexperience, sorry, I'll try to improve myself in the tier ^^'

As the title says, I come from VGC: that means that I have a pretty brick-like hard mind when I build a team, and my usual structure is as follows:

  • The Mega, central core of my team;
  • The One-Who-Comes-With-The-Mega, basically it's a Pokémon who covers it fairly well;
  • Some sort of support (in VGC, Speed and Atk control; in RU, a cleric and some walls)
  • uhm, well, usually random stuff that complements well with the Mega
This time, I found just 4 Megas: Glalie, Camerupt, Audino, and Banette. And the winner has been...

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Banette won hands down for a couple of motivations: firstly, it's the only Mega avaiable in RU that I tested in VGC too, with some degrees of success (like 4-3 at a Premier Challenge); secondly, it can put Mega Audino and (to a lesser extent) Mega Glalie out of service with Taunt and Will-O-Wisp respectively. Its amazing 165 Atk is a thing no one should underestimate, since even a Knock Off can send a bulkier Mega Banette to 10% HP or less, and actually damage big mons like Jellicent.

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Ok but what is the only thing who can stop a Ghost with 165 Atk?
Dark-types! So, the main helper of MBanette is Hitmonlee: Life Orb Reckless HJK is a foot-like truck in the face of any Dark-type, even the sturdiest or bulkiest like Drapion. It also has Rapid Spin to remove hazards and make Banette's life better.

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Speaking of life's quality: I decided to use two bulky Pokémon who can nicely enter into the other one's weaknesses. These two are Aromatisse and Registeel: Aromatisse is physically bulky, to take Fighting-type moves better, and serves as a Aromatherapy+Wish passer; Registeel, on the other hand, basically enters without worrying too much on Steel/poison moves, and a myriad of other moves, and starts setting rocks and spreading Toxics.

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Actually these two are a bit controversial: Rhyperior serves as help when it comes down to take Fire-type moves that may swipe Registeel away, but I think that the bulky SR + 3 Attacks set is not the right one for Rhyperior.
On the other hand, Exploud is superb, and won me some matches, not to say that since it's Scarfed can basically bring 2-3 or even 4 Pokémon down with Rocks up and some prior damage.


Team in details
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Banette @ Banettite
Ability: Insomnia -> Prankster
EVs: 252 Atk / 56 Def / 200 Spe
Adamant Nature
- Will-O-Wisp
- Knock Off
- Taunt
- Destiny Bond

Banette is a very good momentum-creating Pokémon, like: why is Taunt MegaBanette so uncommon? Whenever I face a slower Hazard setter, I usually go with Taunt (with Rhyperior, also WoW) and litterally no one can set Rocks. Same applies when a Defog user tries to use Defog and remove hazards: they just stay there, looking at nothing and failing the status move.
Oh well, whatever..
Will-O-Wisp is a crucial tool against strong Knock Off users, because even thought Banette technically is "item-free", it takes a ton of damage from Knock Off: by using WoW, Banette can soften the damage taken.
I opted for a personal Knock Off on it since ok Shadow Claw is STAB and yadda yadda, but firstly with SClaw it can't touch Meloetta and other Normal-type Pokémon, and although KOff base power is slightly lower than a SClaw, KOff has no immunities and can decimate Meloetta and other Psychic-types.
Destiny Bond is the last card I play whenever an opponent is undesidered or can harm my team badly, or Banette is low on HP and can't afford to switch on and in because of hazards: Destiny Bond can force switches, so I use it as momentum grabber to burn/KOff the Pokémon that is entering.
The EVs maximize Atk, and allow me to outspeed Emboar and base 65 post-Mega, while hitting the one point over base neutral 60s pre-Mega.


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Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Mach Punch
- Knock Off
- Rapid Spin

Hitmonlee complements Banette pretty well by removing pesky Dark-types and by spinning away Rocks, Spikes, and other "schifezze" ( = "shitty things").
HJK + LO + Reckless packs a ton of power, usually KOing or severely denting anything neutral to Fighting; Mach Punch is a cool tool that I use against weakened Pokémon in general, as even thought it has 40 BP, it packs a solid amount of power when STAB and LO are taken into account. Knock Off is for the Ghost-types switch-in that think "oh well, let's enter on an HJK and make Lee crush", while Rapid Spin provides good utility removing hazards.
Simple EVs spread that allows Hitmonlee to hit fast and hard, with a Jolly nature to win the mirror VS Adamant Hitmonlee.


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Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 248 HP / 252 Def / 4 SpA / 4 SpD
Bold Nature
- Aromatherapy
- Wish
- Moonblast
- Protect

Aromatisse is one of the supportive Pokémon I have, and it's my main physical wall, thrown in whenever a Fighting/Dark/Dragon type is on stage.
Aromatherapy heals any status ailment my team can have (being susceptible to burn in particular), and Wish lenghtens the lifespan of my attackers significantly. Protect is a staple on this set, as it helps with Wish and works nicely with Leftovers. Moonblast, the only attacking move it has, has a nice 30% chance of dropping opponent's SpA, making Aromatisse take special hits better.
248 HP hit an odd number that helps with Stealth Rock; maximum Def investment is used to better take physical hits, while the left EVs are used to raise SpA and SpD.


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(what it needs to be perfect)
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Iron Head
- Protect

Registeel is the other half of my defensive core, sponging special hits like a champion (bar Camerupt, but c'mon the camel is atomic).
Stealth Rock is used whenever I lead with it, as it helps cutting Fire-types' HP drastically. Toxic is used to put a timer on setup sweepers, on defensive Pokémon, and suprisingly even under Trick Room since it pressures opposing slow Pokémon out in order not to take heavy poison damage. Iron Head is here to help against Diancie, while Protect est toujours Protect, working well with Leftovers, Toxic damage, and as Trick room turns burner.
Maximum investment in HP and SpD helps Registeel taking special hits relatively well, and it's also not that bad physically, taking a EQ from Rhyperior and some other nasty stuff.


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Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 28 Atk / 220 SpD
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Roar

Rhyperior is here to set rocks and punch big holes onto opposing team, especially the low-ladderish based on a Trick Room mode.
Roar works well in conjuction with Stealth Rock, as it constantly shuffles opposing team generating some disadvanteges for the opponent.
Rock Blast is here to break Subs and Sash/Sturdy, while EQ does general damage (almost 60-70% to Escavalier).
Rhyperior has immense HP when max invested, and this, in tandem with 135 Def, a near-to-full invested SpD, and Solid Rock, amkes it quite bulky, often living weak Scalds or Grass-type coverage moves. 28 Atk and Adamant nature grant the OHKO to Offensive Drapion, and the 2HKO on Escavalier (taking just around 40% from non-CB Iron Head).
Leftovers make Rhyperior rely less on Wishes from Aromatisse.


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I GO FAST, I GO FUCKIN' FAST! SERIOUSLY, STOP ME!
Exploud @ Choice Scarf
Ability: Scrappy (testing Soundproof)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Fire Blast
- Ice Beam
- Surf

Before we go on, be ware: it outsped a Modest Accelgor.
After that, all my fix points about Exploud being slow and Accelgor being hyper fast slipped away.
I saw this set on an Italian Youtuber (Alfred Kamon) while he was climbing the RU Top10 a while ago, and it worked surprisingly well!
Scarf Timid Exploud is a ground-air missile, usually taking down 2 or even 3 opponents before going down itself.
Scrappy Boomburst is the call, just spam it always and anywhere: its rude power is usually stronger than a 2x coverage move, only losing to 2x FIre Blast.
Fire Blast is a risky move, I know, but it can take some KOs on Fire-weak Pokémon like Escavalier and Registeel; Ice Beam takes surprise KOs on Flygon, 2HKOs Druddigon on the switch, and does damage to Ground-types in general. Surf is interesting as it allows me to kill MegaCamerupt, to heavily damage Rhyperior, and to take out some weakened Fire-type Pokémon, beside Choice Scarf variants of Delphox.
Choice Scarf, Timid nature and 252 EVs give Exploud an insane Speed stat of 387, which is just seven points away from the fastest offensive thing of RU, Jolteon. Max SpA investment makes up for the lack of power of the LO/Specs sets.
(Actually it seems weird, but when I did my first battle, it ended 1-1 with Scarf-not yet locked Exploud vs Scarf-locked Meloetta: I won because I picked Exploud's wrong ability, Soundproof. I know Scrappy is by far the superior ability, but Soundproof can guarantee a safe switch in on locked Meloetta)

So guys, the team is this. Sorry if I spent way too much words on it, but I need to say everything in order to receive the best advices possible.
Thank you for the time you spent reading all of it, and thanks in advance for the hits you may give to me :)

See ya!

Der_Dusky ツ
 
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oo

I've been using a lot of MegaNette recently so its pretty cool to see other people going out of trying new stuff. Just a reminder that in RU you don't need a mega evolutions like you would in VGC since its not like our choice of megas provide so much utility or what not. Well anyways here is the rate.

I honestly feel you're cramming way to much utility on MegaNette and Taunt is almost useless in most situations unless you are Spike stacking (which you aren't) so I think that is the one thing you should absolutely remove if you decide to change anything here. Since you are running Knock Off I think the better move to compliment you're set would be Shadow Sneak which helps with Hoopa and killing off weakened Dugtrio and Sigilyph and whatever. You also have the option of Shadow Claw + Sucker Punch which is more of something that you should test since this is really up to personal preference. But having priority offensive moves is needed imo so you don't resort to using DBond when you don't have to. Also you should probably drop the speed to 28 IMO since outpacing Exploud isn't important, the only Abomasnow you'll ever see is on my sample team, and Emboar is more than likely going to run Choice Scarf.

Exploud with a Choice Scarf is bad and I hate to break it to you, Modest Accelgor is also bad. I feel that maybe Choice Scarf Braviary could be better in this spot since it clicks Brave Bird and kills Virizion which this team also struggles against. You also have U-turn to gain momentum. It ALSO outspeeds Modest Accelgor.
Braviary @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Superpower
- U-turn

Also you don't have a win condition which I feel is a necessity on every team (even stall) so you should add an Offensive Trick Room Diancie over Rhyperior since it can still sponge some hits you want it to while also cleaning teams late game. It also appreciates the support from Hitmonlee and your Wish Passer.
Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpA
IVs: 0 Spe
Quiet Nature
- Trick Room
- Moonblast
- Earth Power
- Psychic / Diamond Storm

Finally I think running Alomomola > Aromatisse would be more efficient since it does all the same things you wanted it to do except check like Gurdurr better which Diancie, Bravairy, and MegaNette could do. It also overlaps a huge Steel weakness on the team which is bad. It also has a better insurance policy thanks to Regenerator.
Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Bold Nature
- Wish
- Protect
- Scald
- Toxic

Hope I helped
 
Altough now I'm super tired and going to sleep, I'll definitely try your tips tomorrow.
Scarf Braviary is cool, and yes Virizion is a bit problematic to deal with, so I'm trying it :)

I'll see what I can do with Offensive TR Diancie, since I've never tried it and I'm actually a bit TR-allergic (I can't properly manage well the 4 turns I have), but that is known as making experience, so yeah I'll add it to the team

Finally, MegaBanette: altough I'm a bit reluctant to give up Taunt, I'll surely test the combination of SSneak and KOff; I like this pokémon too much, and I have some good memories about it in VGC15, so being able to use it at its best is something I want to achieve.
Sure, Taunt is very uncommon and I like it because it stops Defoggers, setuppers, and hazard setters once MegaEvolved; at the same time, however, people can actually work around it once it has been revealed, or just go straight for an attack. So yeah, if it works, I'll surely use SSneak.

Thank you for the advices, and FORZA BANETTE! :D
 
Take Azelfie I tried your mods, and I can say this:

-I'm bad at using Scarf Brav, but when it hits it kills

-Offensive TR Diancie is a lil gem (no pun intended), escpecially when the opponent is left with 2 fast Pokémon which are frail/weak to Rock-Fairy-Ground combo/can't actually damage Diancie that much. Probably a super cool and useful addition to my team, thanks!

-How bulky is this Alomomola? It's ridiculously bulky with Lefties-Wish-Regenerator, it can calmly withstand EQs from CB Flygon (kinda had to switch it in on it to preserve Registeel), or neutral but powerful attacks from physical attackers.
However, I think I'll somehow tweak the moveset by adding Heal Bell, as I found myself quite worn down by statuses in a good amount of matches, especially burns since my 3 main attackers and Registeel rely on Atk more than SpA.

Things I have to improve (beside skills):
  1. More Special Attackers instead of Physical Attackers: I have 4 purely offensive Pokémon, 3 of which are physically oriented. Are there any changes I can make in order to be more balanced?
  2. Strategy: I often find myself locked in a very bad situation because I lost X, which was my only answer against Y: if possible, are there some solution to make a more stable team that can face virtually "any" opposing team? I know there's not a Fantastic-Team-that-sweeps-away-any-opponent-six-o', but most of the time I face pretty hard situations.. a more "standardish" and balanced framework may help (I think)
Thanks for the patience, I'm bad I know ahah
 
I see your team and I think you got nothing to rip on Ebola (alomola) which decimates most teams with its bulk... But it's not bulky in special defense... Best shot is I'd try specs exploud over scarf
 
I see your team and I think you got nothing to rip on Ebola (alomola) which decimates most teams with its bulk... But it's not bulky in special defense... Best shot is I'd try specs exploud over scarf

Actually Specs Exploud sounded (no pun) unappealing to my mind, since it lacks some sort of Speed to profit from its 140 Base Power STAB move that goes through Substitutes and Ghosts without drawbacks: while the Scarf variant I tried lacks power and has to rely on opposing frailty/low HP, it actually killed some unboosted threats that could give me problems, like Ambipom (who can outspeed my entire team and had a field day when Regi was out), Cinccino, Delphox, even Dugtrio and a weakened Life Orb Medicham.
So yeah, I like Exploud but I think I need a fast attacker who acts as a Defog deterrent like Scarf Braviary can be a bit better than Specs Exploud: thanks for the advice, however :)
 
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