The Imposter
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~ Introduction ~
After having success in the OU frontier, I decided to move to RU. Here, I have discovered, is a very nifty environment. I still need to improve a great deal, so bear with me here.
~ At a Glance ~
~ Looking Closer ~
(M) @ Life Orb
Trait: Speed Boost
EVs: 212 Atk/212 SpA/84 Spe
Rash Nature (+SpA, -SpD)
~ Protect
~ Hydro Pump
~ Crunch
~ Earthquake
Sharpedo is a part of this team's offensive backbone. Protect guarantees me a Speed Boost. Hydro Pump is the main STAB attack, crushing things such as Steelix. Crunch is auxiliary STAB, hitting those Grasses such as Lilligant that Hydro Pump just can't hurt. Earthquake handles some of the more specially bulky Steels.
(M) @ Choice Scarf
Trait: Lightningrod
EVs: 4 HP/252 SpA/252 Spe
Modest Nature (+SpA, -Atk)
IVs: 30 Atk/30 Def
~ Thunderbolt
~ Volt Switch
~ Overheat
~ Hidden Power [Ice]
This thing is so anti-metagame it's not even funny. Galvantula ruining your day? Overheat. Gligar walling you to hell? HP Ice. Seriously, this thing can check almost all of RU with ease. Thunderbolt is a powerful STAB. Volt Switch allows me to get the **** out. Overheat allows me to not be outclassed by Rotom-C, while HP Ice is coverage and makes a pseudo-BoltBeam.
(M) @ Leftovers
Trait: Natural Cure
EVs: 140 HP/220 Atk/148 Spe
Lonely Nature (+Atk, -Def)
~ Dragon Dance
~ Dragon Claw
~ Fire Blast
~ Roost
This guy is essentially the Dragonite of RU, without Multiscale. After one DD and the given EVs, I can outspeed every non-Scarfed Durant and OHKO Sharpedo with Dragon Claw. Fire Blast hits Steels, such as Ferroseed, Steelix, and the aforementioned Durant, while Roost allows me to keep on going.
(M) @ Life Orb
Trait: Reckless
EVs: 4 HP/252 Atk/252 Spe
Jolly Nature (+Spe, -SpA)
~ Hi Jump Kick
~ Double-Edge
~ Sucker Punch
~ Stone Edge/Rapid Spin
This thing can even hurt devoted physical walls. Hi Jump Kick, when combined with STAB, Life Orb, and Reckless, annihilates stuff. Double-Edge handles Psychics. Sucker Punch is a priority attack,while Stone Edge is a filler. I'm considering using Rapid Spin to clear Spikes from the field.
@ Choice Scarf
Trait: Moxie
EVs: 4 HP/252 Atk/252 Spe
Jolly Nature (+Spe, -SpA)
~ Earthquake
~ Crunch
~ Stone Edge
~ Pursuit
This guy hasn't done much for me. Earthquake and Crunch are STAB, the former hitting things like Entei while the latter hits Claydol and co. Stone Edge is coverage, and Pursuit is a filler.
@ Eviolite
Trait: Iron Barbs
EVs: 252 HP/4 Def/252 SpD
Sassy Nature (+SpD, -Spe)
IVs: 0 Spe
~ Gyro Ball
~ Spikes
~ Leech Seed
~ Protect
God, this thing is bulky. Gyro Ball is a STAB attack, and prevents me from becoming Taunt bait. Spikes is for hazards. Leech Seed is a form of healing and offense at the same time, especially effective against Munchlax. Protect allows more Leech Seed healing.
That's my team. I'm new to RU, so I'd like some advice.
After having success in the OU frontier, I decided to move to RU. Here, I have discovered, is a very nifty environment. I still need to improve a great deal, so bear with me here.
~ At a Glance ~
~ Looking Closer ~
Trait: Speed Boost
EVs: 212 Atk/212 SpA/84 Spe
Rash Nature (+SpA, -SpD)
~ Protect
~ Hydro Pump
~ Crunch
~ Earthquake
Sharpedo is a part of this team's offensive backbone. Protect guarantees me a Speed Boost. Hydro Pump is the main STAB attack, crushing things such as Steelix. Crunch is auxiliary STAB, hitting those Grasses such as Lilligant that Hydro Pump just can't hurt. Earthquake handles some of the more specially bulky Steels.
Trait: Lightningrod
EVs: 4 HP/252 SpA/252 Spe
Modest Nature (+SpA, -Atk)
IVs: 30 Atk/30 Def
~ Thunderbolt
~ Volt Switch
~ Overheat
~ Hidden Power [Ice]
This thing is so anti-metagame it's not even funny. Galvantula ruining your day? Overheat. Gligar walling you to hell? HP Ice. Seriously, this thing can check almost all of RU with ease. Thunderbolt is a powerful STAB. Volt Switch allows me to get the **** out. Overheat allows me to not be outclassed by Rotom-C, while HP Ice is coverage and makes a pseudo-BoltBeam.
Trait: Natural Cure
EVs: 140 HP/220 Atk/148 Spe
Lonely Nature (+Atk, -Def)
~ Dragon Dance
~ Dragon Claw
~ Fire Blast
~ Roost
This guy is essentially the Dragonite of RU, without Multiscale. After one DD and the given EVs, I can outspeed every non-Scarfed Durant and OHKO Sharpedo with Dragon Claw. Fire Blast hits Steels, such as Ferroseed, Steelix, and the aforementioned Durant, while Roost allows me to keep on going.
Trait: Reckless
EVs: 4 HP/252 Atk/252 Spe
Jolly Nature (+Spe, -SpA)
~ Hi Jump Kick
~ Double-Edge
~ Sucker Punch
~ Stone Edge/Rapid Spin
This thing can even hurt devoted physical walls. Hi Jump Kick, when combined with STAB, Life Orb, and Reckless, annihilates stuff. Double-Edge handles Psychics. Sucker Punch is a priority attack,while Stone Edge is a filler. I'm considering using Rapid Spin to clear Spikes from the field.
Trait: Moxie
EVs: 4 HP/252 Atk/252 Spe
Jolly Nature (+Spe, -SpA)
~ Earthquake
~ Crunch
~ Stone Edge
~ Pursuit
This guy hasn't done much for me. Earthquake and Crunch are STAB, the former hitting things like Entei while the latter hits Claydol and co. Stone Edge is coverage, and Pursuit is a filler.
Trait: Iron Barbs
EVs: 252 HP/4 Def/252 SpD
Sassy Nature (+SpD, -Spe)
IVs: 0 Spe
~ Gyro Ball
~ Spikes
~ Leech Seed
~ Protect
God, this thing is bulky. Gyro Ball is a STAB attack, and prevents me from becoming Taunt bait. Spikes is for hazards. Leech Seed is a form of healing and offense at the same time, especially effective against Munchlax. Protect allows more Leech Seed healing.
That's my team. I'm new to RU, so I'd like some advice.