RMT Multi Build

Started by ThatSlickNick September 3rd, 2014 7:24 PM
  • 682 views
  • 5 replies
Seen September 3rd, 2014
Posted September 3rd, 2014
9 posts
8.7 Years
Ninjask @ Air Balloon
Ability: Speed Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Baton Pass
- U-turn
- Swords Dance
- Aerial Ace

Blaziken (M) @ Blazikenite
Ability: Speed Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Uppercut
- Swords Dance
- Fire Punch
- Earthquake

Sigilyph @ Leftovers
Ability: Magic Guard
Level: 50
EVs: 252 HP / 4 SpA / 252 Spe
Calm Nature
- Whirlwind
- Hypnosis
- Toxic
- Air Slash

Greninja (M) @ Life Orb
Ability: Protean
Level: 50
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Ice Beam
- Hidden Power [Fire]

Jolteon @ Wise Glasses
Ability: Volt Absorb
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Volt Switch
- Shadow Ball
- Hidden Power [Grass]

Gliscor @ Toxic Orb
Ability: Poison Heal
Level: 50
EVs: 252 HP / 4 Def / 72 Spe
Impish Nature
- Earthquake
- Poison Jab
- U-turn
- Toxic
Nintendo FC: 0576-3628-9506

PlatinumDude

Nyeh?

Age 29
Male
Canada
Seen July 31st, 2020
Posted May 30th, 2020
12,958 posts
12.7 Years
Okay, why would you even give Air Balloon to a Pokemon who's already immune to Ground in the first place? Not only that, but Ninjask is highly outclassed by Scolipede as a quick-passer because Scolipede is bulkier and its Stealth Rock weakness isn't as crippling:
-Substitute
-Protect
-Baton Pass
-Swords Dance/Iron Defense/Megahorn
Nature: Timid/Jolly
EVs: 248 HP/20 Def/240 Spe
Item: Mental Herb (prevents Taunt once)
Ability: Speed Boost

Blaziken is an Uber Pokemon, but if this is for online battles only, Sky Uppercut and Fire Punch are highly inferior to High Jump Kick and Flare Blitz, respectively. Sure, the recoil from both moves sting, but Blaziken is all about power, nothing else. Also, Earthquake + a Fighting move is a bad idea in the post-Aegislash metagame:
-Flare Blitz
-High Jump Kick
-Swords Dance/Protect
-Knock Off/Stone Edge/Protect
Nature: Adamant/Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Blazikenite/Life Orb
Ability: Speed Boost

Again, Sigilyph is utter Taunt bait. This is the defensive Sigilyph set to turn to, as it is capable of spreading status with Psycho Shift, while steadily boosting up with Cosmic Power/Calm Mind, then sweeping with Stored Power or Air Slash:
-Cosmic Power/Calm Mind
-Stored Power/Air Slash
-Psycho Shift
-Roost
Nature: Timid
EVs: 252 HP/4 SAtk/252 Spe
Item: Flame Orb
Ability: Magic Guard (the ability to use in every Sigilyph set for its ability to block passive damage entirely; Wonder Skin and Tinted Lens pale in comparison)

Even then, Skarmory and Mandibuzz do the defensive Flying Pokemon role better than Sigilyph, as they possess more overall bulk than it; 72/80/80 defenses isn't that bulky:

Skarmory:
-Stealth Rock/Spikes
-Whirlwind
-Roost
-Taunt/Brave Bird
Nature: Bold/Impish
EVs: 252 HP/252 Def/4 SDef
Item: Leftovers/Rocky Helmet
Ability: Sturdy

or
-Roost
-Defog
-Whirlwind/Taunt/Brave Bird
-Toxic/Stealth Rock/Counter/Brave Bird
Nature: Bold/Impish
EVs: 252 HP/252 Def/4 SDef
Item: Leftovers/Rocky Helmet
Ability: Sturdy

Mandibuzz:
-Foul Play
-Roost
-Taunt/Whirlwind
-Toxic/Defog/Knock Off
Nature: Bold/Impish
EVs: 248 HP/136 Def/108 SDef/16 Spe
Item: Leftovers
Ability: Overcoat

Let's face it, Jolteon is outclassed by other Electric Pokemon because of its shallow move pool. While Mega Manectric suffers from that problem, it also has a more powerful coverage move in Overheat without having to sacrifice its Hidden Power type for Fire. Also, here are more Electric Pokemon that are more useful than Jolteon for better coverage, utility or power:

Magnzone:
-Thunderbolt
-Volt Switch
-Flash Cannon
-Hidden Power (Fire)
Nature: Modest/Timid
EVs: 172 HP/252 SAtk/84 Spe (Modest) or 4 HP/252 SAtk/252 Spe (Timid)
Item: Choice Specs (Modest)/Choice Scarf (Timid)
Ability: Magnet Pull

or
-Magnet Rise
-Thunderbolt
-Flash Cannon
-Hidden Power (Fire)
Nature: Modest
EVs: 128 HP/252 SAtk/128 Spe
Item: Air Balloon
Ability: Magnet Pull

Thundurus:
-Thunderbolt
-Hidden Power (Ice)
-Psychic/Focus Blast
-Thunder Wave
Nature: Timid
EVs: 4 Def/252 SAtk/252 Spe
Item: Life Orb/Leftovers
Ability: Prankster

or
-Nasty Plot
-Thunderbolt
-Hidden Power (Flying/Ice)
-Substitute/Focus Blast/Psychic
Nature: Timid
EVs: 4 Def/252 SAtk/252 Spe
Item: Leftovers/Life Orb
Ability: Prankster

or
-Thunderbolt
-Knock Off
-Superpower/Thunder Wave
-Hidden Power (Ice)
Nature: Hasty/Naive
EVs: 76 Atk/180 SAtk/252 Spe
Item: Life Orb

Therian Thundurus:
-Nasty Plot
-Thunderbolt
-Hidden Power (Flying)
-Focus Blast
Nature: Modest
EVs: 20 HP/252 SAtk/236 Spe
Item: Leftovers/Lum Berry

or
-Agility
-Thunderbolt
-Hidden Power (Flying/Ice)
-Focus Blast/Psychic
Nature: Modest
EVs: 4 Def/252 SAtk/252 Spe
Item: Life Orb

or
-Agility
-Nasty Plot
-Thunderbolt
-Hidden Power (Ice/Flying)
Nature: Modest
EVs: 156 HP/252 SAtk/100 Spe
Item: Life Orb/Leftovers

Wash Rotom:
-Volt Switch
-Hydro Pump
-Will-o-Wisp
-Pain Split/Rest
Nature: Bold/Calm
EVs: 248 HP/216 Def/44 Spe (Bold) or 248 HP/216 SDef/44 Spe (Calm)
Item: Leftovers/Chesto Berry

or
-Volt Switch
-Hydro Pump
-Hidden Power (Ice)/Will-o-Wisp
-Trick
Nature: Modest/Timid
EVs: 4 Def/252 SAtk/252 Spe
Item: Choice Scarf

Zapdos:
-Thunderbolt
-Defog
-Roost
-Heat Wave/Toxic/U-turn
Nature: Bold
EVs: 248 HP/168 Def/68 SAtk/20 Spe
Item: Leftovers

Poison Jab isn't a good option on Gliscor, as Earthquake already covers Fairy Pokemon. Knock Off has much better utility on it to remove opposing items. Better sets below:
-Earthquake
-Substitute/Knock Off
-Toxic
-Protect
Nature: Impish
EVs: 252 HP/160 Def/96 Spe
Item: Toxic Orb
Ability: Poison Heal

or
-Earthquake
-Roost
-Acrobatics/Taunt
-Toxic/U-turn
Nature: Impish
EVs: 252 HP/160 Def/96 Spe
Item: Toxic Orb
Ability: Poison Heal

or
-Earthquake/Knock Off
-Toxic/Knock Off
-Taunt
-Roost
Nature: Careful
EVs: 252 HP/184 SDef/72 Spe
Item: Toxic Orb
Ability: Poison Heal

Nah

Age 30
she/her, they/them
Seen 11 Hours Ago
Posted 19 Hours Ago
15,643 posts
9.5 Years
ThatSlickNick, I think it'd be helpful if you told us what format and such this team is for. Are you playing on Showdown or on X/Y? Is the team for Singles or Doubles? Those things make a difference, and we can help you and your team better if we know those things. Just posting "Multi Team" and the team itself doesn't tell us those things.
Nah ンン
“No, I... I have to be strong. Everyone expects me to."

Polar Spectrum

I'm still here; watching. Waiting.

Non-binary
[Birthplace banned for centralizing childhood]
Seen May 29th, 2017
Posted March 21st, 2017
1,663 posts
8.9 Years
Hah, Platinum - I'm sorry mate but you seem a bit unfamiliar with how multis play out - those sets seem very efficient for singles, or maybe even standard doubles - but multis just do not go the way those movesets seem to indicate you think they do. First off, stealth rocks (or any entry hazard) is so much less prevalent in multi battles, trying to base builds around them is inane. If opponents pick up that your mon is there to set hazards, or that your poke that's out isn't going to be attacking, either you or your teammate is about to get double teamed. It's not a bad idea, but being as there's 4 players making decisions each turn, with the capability to focus on one to eliminate them, leaving only one opponent against 2 for the remainder of their team to deal with, protect and threat level becomes a lot more important than waging an entry hazard war. Especcccially since these battles don't involve nearly as much switching, as they do protecting and double teaming. (And in case you weren't certain, I mean double teaming as in targeting one pokemon with both of your team's, not using the actual move double team.)

That being said, SlickNick - protect needs to go on a lot more of those sets. Anything you plan on coming in and instantly being a threat, needs protect. Or a guaranteed situation where it outspeeds whatever you plan to use it against, or focus sash or something. In multis the most important thing I can suggest you keep in mind, is balancing the threat level of you and your teammate. If one or the other is not a threat on any turn, count on two attacks on the opposite pokemon.

That being said; one point suggestions on all those.

Ninjask - give it a sash not a balloon. Lolwhy
Blaziken - give it protect. And Platinum's move suggestions, unless your teammate is packing something with Sky Drop you plan to sky uppercut for massive damage.
Sigilyph- not bad, but it might do better with magic guard, burn orb, and psycho shift if you're willing to bother breeding that on.
Greninja - you neeeeeed mat block, protect, or focus sash on there if you want that to last more than 1 turn.
Jolteon - why not give your air balloon to this guy :U Volt Switch isn't bad, but again protect maaaay be better.
Gliscor - might wanna again, put protect on this, since it's very unlikely both opponents won't have a special attacker with a water or ice coverage move on it to deal with this handily on any given turn.
The Prism League is BACK BABY - we're operating in Sun / Moon now - come join up!

We're looking for Gym Leaders and Elite 4 members!

Paired with SkyBerries; the berries in the sky.

PlatinumDude

Nyeh?

Age 29
Male
Canada
Seen July 31st, 2020
Posted May 30th, 2020
12,958 posts
12.7 Years
Hah, Platinum - I'm sorry mate but you seem a bit unfamiliar with how multis play out - those sets seem very efficient for singles, or maybe even standard doubles - but multis just do not go the way those movesets seem to indicate you think they do. First off, stealth rocks (or any entry hazard) is so much less prevalent in multi battles, trying to base builds around them is inane. If opponents pick up that your mon is there to set hazards, or that your poke that's out isn't going to be attacking, either you or your teammate is about to get double teamed. It's not a bad idea, but being as there's 4 players making decisions each turn, with the capability to focus on one to eliminate them, leaving only one opponent against 2 for the remainder of their team to deal with, protect and threat level becomes a lot more important than waging an entry hazard war. Especcccially since these battles don't involve nearly as much switching, as they do protecting and double teaming. (And in case you weren't certain, I mean double teaming as in targeting one pokemon with both of your team's, not using the actual move double team.)
I'm familiar with multi-battle formats. I rated the team assuming it was a single one because I wasn't sure if he intended to use it in multi formats.

Polar Spectrum

I'm still here; watching. Waiting.

Non-binary
[Birthplace banned for centralizing childhood]
Seen May 29th, 2017
Posted March 21st, 2017
1,663 posts
8.9 Years
Okay, that's fair, guess we gotta wait for him to respond, eh -?
The Prism League is BACK BABY - we're operating in Sun / Moon now - come join up!

We're looking for Gym Leaders and Elite 4 members!

Paired with SkyBerries; the berries in the sky.