alteredegoX
Sophi so silleh~
So I basically wanted to make a team with Assault Vest Mamoswine, which actually has worked quite well so far. I can already see a few changes that might be needed, although some unexpected things seem to have worked for me. So, this is the current team I'm running on Showdown and will be using in-game once I've got the team down to a T and bred them up.
Mamoswine @ Assault Vest
Adamant Nature
Ability: Thick Fat (seriously, this thing took 2 Flamethrowers [forget what did it sadly] before a burn took it down)
Earthquake
Ice Shard
Knock Off
Rockslide
248 HP, 240 Att, 20 SDef
This is generally my lead, from experience I've found people expect a Stealth Rock from it leading, in which case I generally just attack something. In some cases it's been enough that I've KO'd something because they might have expected SR. The Ice Shard priority has helped incredibly too, taking down some horribly buffed up guys I've sacked Ferrothorn to just to bring them into the red. I also chose Rock Slide over Stone Edge here just because I preferred the higher chance to hit, and in the chance it goes first there's the flinch chance. Knock Off, that's obvious as well to help against walls and generally being a pretty powerful move.
Mandibuzz @ Leftovers
Impish Nature
Ability: Overcoat
Air Slash
Substitute
Knock Off
Roost
248 HP, 252 Def, 8 Att
One of my two walls, the only of which can actually restore their own health I'll admit, but it's pretty basic really.I liked Bone Rush at first because it was unexpected, and it could do some pretty good damage against the right foe, but it was exceptionally situational and needs to go in favour of something more reliable. I have also now changed this to Air Slash, see if this does any better for me, which I'm hoping it will. Knock Off is the main source of attack really, and like Mamoswine it's good for countering other walls, or sweepers trying to get rid of my Sub.
Ferrothorn @ Rocky Helmet
Relaxed Nature
Ability: Iron Barbs
Curse
Protect
Stealth Rock
Gyro Ball
252 HP, 252 Def, 4 Att
0 speed IV
My set-up sweeper, generally the only other choice for a lead if the opponent can take Mamoswine regardless. Stealth Rock choice is obvious, and Protect is there to test for what's coming up and check for the item. Gyro Ball does some pretty serious damage even before the Curses, and with the lower speed after, it doesn't make it worse, as well as taking hits better from the physical side.
Aerodactyl @ Aerodactylite
Jolly Nature (tried with Adamant, but Jolly just seemed to win out more)
Ability: Rock Head -> Tough Claws
Stone Edge
Crunch
Dragon Claw
Sky Drop (this has worked hilariously)
252 Att, 252 Spd, 4 HP
A basic sweeper really, there's no point in not-mega evolving him as soon as I can as neither ability is really too good for the set. Stone Edge is the basic STAB obviously, and I did prefer this over Rock Slide unlike Mamoswine simply because of that higher attack, Mamo has bulk to not mind the lower damage but Aero isn't so lucky. Crunch and Dragonclaw are there for a bit of coverage as Dragons were a bit of a pain at first. Sky Drop is the unexpected other STAB, every match on Showdown I've always seen them having to look up it's ability and such, and does some pretty good damage too, as well as having proved useful against Toxic and Flame Orb holders just for that extra turn of damage.
Conkeldurr @ Flame Orb
Adamant Nature
Ability: Guts
Drain Punch
Earthquake/Stone Edge
Knock Off
Superpower
252 HP, 252 Att, 4 SDef
Pretty basic Conk as far as I'm aware, Flame+Guts got higher attack, Drain Punch for STAB and recovery, EQ and Stone Edge I can't decide between really, as both offer different coverages. Knock Off here is decent for coverage in itself I've found, and obviously removing items helps, as it's taken down Reuniclus and slow walls solo. Superpower is just there for when I need something really powerful to hit with.
Greninja @ Life Orb
Timid Nature
Ability: Protean
Extrasensory
Dark Pulse
Grass Knot Scald
Hidden Power Fire
252 SAtt, 252 Spd, 4 HP
This always seems a staple Greninja set too, if a little hesitant because I've seen so many varieties. Every move is STAB with the Protean, and I've tried to balance them in terms of thinking what I could be against, and what the moves can do. I don't really know what to say about this set, it's maybe the most adaptable as would change fairly often.
I will also say, I'm not 100% knowledgable on OU Tier which is where this would have to fit in, so I'm not completely sure what the main threats I would come across are. The only ones I've seen consistantly are Blissey and Ferrothorn, with my Conk and Greninja to cover them respectively.
Still, assistance would always be appreciated.
Mamoswine @ Assault Vest
Adamant Nature
Ability: Thick Fat (seriously, this thing took 2 Flamethrowers [forget what did it sadly] before a burn took it down)
Earthquake
Ice Shard
Knock Off
Rockslide
248 HP, 240 Att, 20 SDef
This is generally my lead, from experience I've found people expect a Stealth Rock from it leading, in which case I generally just attack something. In some cases it's been enough that I've KO'd something because they might have expected SR. The Ice Shard priority has helped incredibly too, taking down some horribly buffed up guys I've sacked Ferrothorn to just to bring them into the red. I also chose Rock Slide over Stone Edge here just because I preferred the higher chance to hit, and in the chance it goes first there's the flinch chance. Knock Off, that's obvious as well to help against walls and generally being a pretty powerful move.
Mandibuzz @ Leftovers
Impish Nature
Ability: Overcoat
Air Slash
Substitute
Knock Off
Roost
248 HP, 252 Def, 8 Att
One of my two walls, the only of which can actually restore their own health I'll admit, but it's pretty basic really.
Ferrothorn @ Rocky Helmet
Relaxed Nature
Ability: Iron Barbs
Curse
Protect
Stealth Rock
Gyro Ball
252 HP, 252 Def, 4 Att
0 speed IV
My set-up sweeper, generally the only other choice for a lead if the opponent can take Mamoswine regardless. Stealth Rock choice is obvious, and Protect is there to test for what's coming up and check for the item. Gyro Ball does some pretty serious damage even before the Curses, and with the lower speed after, it doesn't make it worse, as well as taking hits better from the physical side.
Aerodactyl @ Aerodactylite
Jolly Nature (tried with Adamant, but Jolly just seemed to win out more)
Ability: Rock Head -> Tough Claws
Stone Edge
Crunch
Dragon Claw
Sky Drop (this has worked hilariously)
252 Att, 252 Spd, 4 HP
A basic sweeper really, there's no point in not-mega evolving him as soon as I can as neither ability is really too good for the set. Stone Edge is the basic STAB obviously, and I did prefer this over Rock Slide unlike Mamoswine simply because of that higher attack, Mamo has bulk to not mind the lower damage but Aero isn't so lucky. Crunch and Dragonclaw are there for a bit of coverage as Dragons were a bit of a pain at first. Sky Drop is the unexpected other STAB, every match on Showdown I've always seen them having to look up it's ability and such, and does some pretty good damage too, as well as having proved useful against Toxic and Flame Orb holders just for that extra turn of damage.
Conkeldurr @ Flame Orb
Adamant Nature
Ability: Guts
Drain Punch
Earthquake/Stone Edge
Knock Off
Superpower
252 HP, 252 Att, 4 SDef
Pretty basic Conk as far as I'm aware, Flame+Guts got higher attack, Drain Punch for STAB and recovery, EQ and Stone Edge I can't decide between really, as both offer different coverages. Knock Off here is decent for coverage in itself I've found, and obviously removing items helps, as it's taken down Reuniclus and slow walls solo. Superpower is just there for when I need something really powerful to hit with.
Greninja @ Life Orb
Timid Nature
Ability: Protean
Extrasensory
Dark Pulse
Hidden Power Fire
252 SAtt, 252 Spd, 4 HP
This always seems a staple Greninja set too, if a little hesitant because I've seen so many varieties. Every move is STAB with the Protean, and I've tried to balance them in terms of thinking what I could be against, and what the moves can do. I don't really know what to say about this set, it's maybe the most adaptable as would change fairly often.
I will also say, I'm not 100% knowledgable on OU Tier which is where this would have to fit in, so I'm not completely sure what the main threats I would come across are. The only ones I've seen consistantly are Blissey and Ferrothorn, with my Conk and Greninja to cover them respectively.
Still, assistance would always be appreciated.
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