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- Seen Jun 24, 2014
Hello guys and I would like to thank you for reading my RMT on my first Gen 6 Team.
This is also my 1st RMT on this website so please bear with me.
Back in Gen 5 I have made about 4 teams 2 being rain and the other 2 being balanced non-weather teams.
Although the weather nerf struck weathers hard I believe it is still viable by no means does that mean its better or worse than other teams.
So lets get to it
Tyranitar-
As the weather inducer, lead, and physical attacker I feel Tyranitar holds a special niche in this team. Tyranitar has some great synergy with Excadrill as Tyranitar brings out sandstorm while Excadrill passively increases speed in sandstorm.
Although have monstrous attack power Tyranitar is hindered by the whopping amount of weaknesses it has notably fighting.
This is where Skarmory and Tyranitar have synergy Skarmory walls most fighting types while Tyranitar beats fire types (exceptions being Infernape, Blaziken, and etc)
Moves-
Crunch provides some good damage with a STAB and a bit of coverage.
Dragon Dance is a great setup move if able to provides the necessary speed for Tyranitar to sweep while also adding more attack power to an already Godzilla large attack
Ice Punch is a great coverage move to check the rampaging mega Venusaurs
Stone Edge Even though I always miss with this attack whenever you hit with this they are gonna regret staying in.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly nature
- Crunch
- Dragon Dance
- Ice Punch
- Stone Edge
Magnezone-
Not only being the special sweeper on my team Magnezone provides some useful utility trapping other steel types such as skarmory (Magnezone wrecks completely) Ferrothorn, and Aegislash. Magnezone also with its choice specs can deal great damage and in combination with Rotom-W it can dual volt switch. Magnezone's biggest downfall in most games is the weakness to fighting and ground types which both are very powerful. I feel that with Magnezone on my team and the prevalance of steel types I will make those Skarmorys think twice about laying spikes on my turf.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SAtk / 88 Spe
IVs: 30 Atk / 30 SAtk / 30 Spe
Modest nature
- Hidden Power
- Volt Switch
- Thunderbolt
- Flash Cannon
Moves
Hidden Power (Fire) Provides the super-effectiveness to defeat trapped steel types.
Volt Switch allows Magnezone to deal STAB damage and to get out of a bad situation and to also keep up the damage momentum.
Thunderbolt provides a strong STAB attack allowing Magnezone to potentially sweep unprepared teams.
Flash cannon provides a strong STAB that destroys fairies (which shouldn't have been added as a type)
Heatran
This special wall is just amazing Heatran provides so much utility to my team in the form of stealth rocks and toxic. Although most people run air balloon on Heatran to provide immunity to his terrible 4x ground weakness I decided to use leftovers on Heatran to give him some sustain in battle. I also added protect to not only help predict what the enemy would use but to scout the enemy out and see if they have earthquake or earth power.
Question about his ability
Does flash fire protect Heatran against fusion flare?
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm nature
- Lava Plume
- Stealth Rock
- Protect
- Toxic
Moves
Lava Plume adds a good bit of STAB damage to Heatran
Stealth Rocks in my opinion is still such a great move to have knocking Charizard-Y, Talonflame, and volcarona down to half health just by them switching in.
Protect was explained in the Heatran's explanation
Toxic amazing move on a wall that provides most of its damage when combined with protect
Skarmory
Amazing wall. Is my only counter to physical fighting types. Skarmory provides lots of support to the team with defog and whirlwind. Skarmory also has access to roost to not only have great sustain but also be able to brave bird someone to death but also recover his missing health.
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SDef
Impish nature
- Brave Bird
- Defog
- Whirlwind
- Roost
Moves
Brave Bird Only attack move brave bird does decent damage to enemies and has a bonus STAB damage
Defog utility trap remover
Whirlwind basically removes the enemy poke to add up some trap damage in my opinion not as useful as it was in gen 5
Roost awesome sustain although MAY give the enemy a free kill when timed incorrectly.
Rotom-W
Rotom-W in my opinion wasn't really hurt from the weather nerf although being highly popular on rain teams.
Rotom-W provides so much utility and support to my team especially with will-o-wisp giving a free burn (except with my luck missed 5 moves in a row)
The EV Spread on this particular Rotom-W is a physically defensive Rotom-W that has a small bit of sustain through pain split and leftovers but also has a decent special attack stat regardless of being uninvested.
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 248 Def / 8 Spe
Bold nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Moves
Volt switch is such a great move on Rotom-W being a special attack and allowing Rotom-W to switch out to a better matchup
Will-O-Wisp is an amazing status move that can be used to cripple physical attackers (except like I said before it always misses for me)
Hydro Pump is a Core move on Rotom-W that provides a large damage + STAB amount of damage but can be used to attack weaker targets with lower defenses
Pain Split use it when the enemy has more health and profit. Provides some small inconsistent sustain.
Excadrill
Excadrill has provided the team with so much raw damage and when Excadrill is setup he can easily defeat an entire enemy team. Excadrill however isn't without a downfall he suffers from the same problem most of the other Pokemon in team suffer lack of fighting resistance.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant nature
- Earthquake
- Rock Slide
- Iron Head
- Swords Dance
Anyway here is my team and I would love to hear responses from you guys and thoughts/ideas about how to make this team work better
This is also my 1st RMT on this website so please bear with me.
Back in Gen 5 I have made about 4 teams 2 being rain and the other 2 being balanced non-weather teams.
Although the weather nerf struck weathers hard I believe it is still viable by no means does that mean its better or worse than other teams.
So lets get to it
Tyranitar-
As the weather inducer, lead, and physical attacker I feel Tyranitar holds a special niche in this team. Tyranitar has some great synergy with Excadrill as Tyranitar brings out sandstorm while Excadrill passively increases speed in sandstorm.
Although have monstrous attack power Tyranitar is hindered by the whopping amount of weaknesses it has notably fighting.
This is where Skarmory and Tyranitar have synergy Skarmory walls most fighting types while Tyranitar beats fire types (exceptions being Infernape, Blaziken, and etc)
Moves-
Crunch provides some good damage with a STAB and a bit of coverage.
Dragon Dance is a great setup move if able to provides the necessary speed for Tyranitar to sweep while also adding more attack power to an already Godzilla large attack
Ice Punch is a great coverage move to check the rampaging mega Venusaurs
Stone Edge Even though I always miss with this attack whenever you hit with this they are gonna regret staying in.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly nature
- Crunch
- Dragon Dance
- Ice Punch
- Stone Edge
Magnezone-
Not only being the special sweeper on my team Magnezone provides some useful utility trapping other steel types such as skarmory (Magnezone wrecks completely) Ferrothorn, and Aegislash. Magnezone also with its choice specs can deal great damage and in combination with Rotom-W it can dual volt switch. Magnezone's biggest downfall in most games is the weakness to fighting and ground types which both are very powerful. I feel that with Magnezone on my team and the prevalance of steel types I will make those Skarmorys think twice about laying spikes on my turf.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SAtk / 88 Spe
IVs: 30 Atk / 30 SAtk / 30 Spe
Modest nature
- Hidden Power
- Volt Switch
- Thunderbolt
- Flash Cannon
Moves
Hidden Power (Fire) Provides the super-effectiveness to defeat trapped steel types.
Volt Switch allows Magnezone to deal STAB damage and to get out of a bad situation and to also keep up the damage momentum.
Thunderbolt provides a strong STAB attack allowing Magnezone to potentially sweep unprepared teams.
Flash cannon provides a strong STAB that destroys fairies (which shouldn't have been added as a type)
Heatran
This special wall is just amazing Heatran provides so much utility to my team in the form of stealth rocks and toxic. Although most people run air balloon on Heatran to provide immunity to his terrible 4x ground weakness I decided to use leftovers on Heatran to give him some sustain in battle. I also added protect to not only help predict what the enemy would use but to scout the enemy out and see if they have earthquake or earth power.
Question about his ability
Does flash fire protect Heatran against fusion flare?
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
Calm nature
- Lava Plume
- Stealth Rock
- Protect
- Toxic
Moves
Lava Plume adds a good bit of STAB damage to Heatran
Stealth Rocks in my opinion is still such a great move to have knocking Charizard-Y, Talonflame, and volcarona down to half health just by them switching in.
Protect was explained in the Heatran's explanation
Toxic amazing move on a wall that provides most of its damage when combined with protect
Skarmory
Amazing wall. Is my only counter to physical fighting types. Skarmory provides lots of support to the team with defog and whirlwind. Skarmory also has access to roost to not only have great sustain but also be able to brave bird someone to death but also recover his missing health.
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SDef
Impish nature
- Brave Bird
- Defog
- Whirlwind
- Roost
Moves
Brave Bird Only attack move brave bird does decent damage to enemies and has a bonus STAB damage
Defog utility trap remover
Whirlwind basically removes the enemy poke to add up some trap damage in my opinion not as useful as it was in gen 5
Roost awesome sustain although MAY give the enemy a free kill when timed incorrectly.
Rotom-W
Rotom-W in my opinion wasn't really hurt from the weather nerf although being highly popular on rain teams.
Rotom-W provides so much utility and support to my team especially with will-o-wisp giving a free burn (except with my luck missed 5 moves in a row)
The EV Spread on this particular Rotom-W is a physically defensive Rotom-W that has a small bit of sustain through pain split and leftovers but also has a decent special attack stat regardless of being uninvested.
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 248 Def / 8 Spe
Bold nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Moves
Volt switch is such a great move on Rotom-W being a special attack and allowing Rotom-W to switch out to a better matchup
Will-O-Wisp is an amazing status move that can be used to cripple physical attackers (except like I said before it always misses for me)
Hydro Pump is a Core move on Rotom-W that provides a large damage + STAB amount of damage but can be used to attack weaker targets with lower defenses
Pain Split use it when the enemy has more health and profit. Provides some small inconsistent sustain.
Excadrill
Excadrill has provided the team with so much raw damage and when Excadrill is setup he can easily defeat an entire enemy team. Excadrill however isn't without a downfall he suffers from the same problem most of the other Pokemon in team suffer lack of fighting resistance.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant nature
- Earthquake
- Rock Slide
- Iron Head
- Swords Dance
Anyway here is my team and I would love to hear responses from you guys and thoughts/ideas about how to make this team work better