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- Mesprit @ Life Orb
- Ability: Levitate
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Psychic
- - Stealth Rock
- - Ice Beam
- - Healing Wish
- Flareon @ Choice Band
- Ability: Flash Fire
- EVs: 252 Atk / 4 SpD / 252 Spe
- Adamant Nature
- - Flare Blitz
- - Superpower
- - Quick Attack
- - Baton Pass
- Kricketune @ Focus Sash
- Ability: Swarm
- EVs: 252 Atk / 4 Def / 252 Spe
- Jolly Nature
- - X-Scissor
- - Knock Off
- - Taunt
- - Sticky Web
- Kabutops @ Lum Berry
- Ability: Swift Swim
- EVs: 252 Atk / 4 Def / 252 Spe
- Adamant Nature
- - Stone Edge
- - Rapid Spin
- - Waterfall
- - Aqua Jet
- Lilligant (F) @ Life Orb
- Ability: Chlorophyll
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- - Giga Drain
- - Hidden Power [Fire]
- - Sleep Powder
- - Quiver Dance
- Rotom @ Choice Scarf
- Ability: Levitate
- EVs: 4 Def / 252 SpA / 252 Spe
- Timid Nature
- - Volt Switch
- - Thunderbolt
- - Shadow Ball
- - Trick
- This is a variation of my first RMT that was built in Spiritomb meta and had Spiritomb > Rotom and Sandslash > Kabutops. With the recent tier changes, the team got much better, and I made some more tweaks to it to make it more friendly for this metagame. Basically, the team utilizes Sticky Web alongside Choice Band Flareon to plow through the opposing team. Mesprit offers Stealth Rock and Healing Wish support for the team, and I'm running Ice Beam for coverage. The choice of Ice Beam over Energy Ball or HP Fire was a metagame decision. Xatu has become ridiculously common on the ladder lately, and having Ice Beam to hit it is really important, especially for a Sticky Web team. Meanwhile, common checks to Flareon (physically defensive Seismitoad, Rhydon, etc.) still don't appreciate Psychic or Ice Beam. Flareon is standard Choice Band with Baton Pass to make handling its checks much easier. Kricketune is standard and is used over Leavanny because it is a much better Pokemon. Kabutops offers Spin support for Flareon, priority, and a soft check to Kangaskhan. Timid Life Orb Lilligant is fast and strong enough to dish out some immediate damage when it needs to (which is pretty often because it is my primary check to bulky Water- and Rock-types). HP Fire hits Ferroseed because my only great answer to it is Flareon, and that's not a reliable answer because it can just switch out of Flareon. Scarf Rotom is standard catch-all revenge killer, and it's my primary answer for fast Flying-types that would kind of shit on my team without Rotom here.
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