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Redemption League RMT


Bazaro

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If you have any concerns over your newest League team, (or if you just want to show off) feel free to post it here for public analysis!

NOTE: This is not the Team Registration thread, which is currently in development. Nothing posted here is official towards the Redemption League.

Hype thread: http://www.pokemonreborn.com/forum/index.php?showtopic=17625

Edited by Bazaro
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Wait, should we also put Items, EVs, Abilities, etc, since we can change them?

You can put the standard/most common EVs and stuff you will use here, but you can of course change them to fit the Leader you will fight...

And this thread was of course not created by the leaders to plan your demise in advance

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You can put the standard/most common EVs and stuff you will use here, but you can of course change them to fit the Leader you will fight...

And this thread was of course not created by the leaders to plan your demise in advance

Well, I mean, even if it was, they see your team in advance anyway so it doesn't make a huge difference.

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Well, alright then... Here's what I have now, I probably will change a couple lot more things to it, but I dunno.

also link the actual thread talking about the league in op

Garchomp

- Stealth Rock

- Earthquake

- Rock Slide

- Iron Head

Talonflame

- Flare Blitz

- Brave Bird

- Roost

- Tailwind

Slowking

- Trick Room

- Scald

- Ice Beam

- Psyshock

Clefable

- Cosmic Power

- Wish

- Heal Bell

- Moonblast

Eelektross

- Discharge

- Knock Off

- Drain Punch

- U-Turn

Snorlax

- Curse

- Return

- Ice Punch

- Heavy Slam

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Oh this thread is gonna be fun lol, Also Chubb why dont you throw Protect on Clef? And why no dragon stab on Chomp?

I was thinking about adding Protect on Clefable, although I dunno which move to replace. Calm Mind? As for Garchomp, I wasn't sure if I really wanted Dragon Claw, since Dragon is only super effective against Dragon, and Iron Head is super effective on Fairy and Ice, two of the types Garchomp is weak to. I might replace it if Garchomp can't survive too many super effective hits, specifically Fairy since I know Garchomp will probably be a goner from an Ice move.

EDIT: I'm changing Calm Mind to Cosmic Power.

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Right well here's mine. I'll take whatever critiques I can get.

Jolteon

- Discharge

- Hidden Power [ice]

- Volt Switch

- Shadow Ball

Feraligatr

- Dragon Dance

- Waterfall

- Ice Punch

- Crunch

Roserade

- Hidden Power [Rock]

- Giga Drain

- Sludge Bomb

- Extrasensory

Hawlucha

- Substitute

- Swords Dance

- Brick Break

- Acrobatics

Donphan

- Earthquake

- Rapid Spin

- Stealth Rock

- Knock Off

Porygon2

- Tri Attack

- Ice Beam

- Thunder Wave

- Recover

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I was thinking about adding Protect on Clefable, although I dunno which move to replace. Calm Mind? As for Garchomp, I wasn't sure if I really wanted Dragon Claw, since Dragon is only super effective against Dragon, and Iron Head is super effective on Fairy and Ice, two of the types Garchomp is weak to. I might replace it if Garchomp can't survive too many super effective hits, specifically Fairy since I know Garchomp will probably be a goner from an Ice move.

Unless you plan on running berry resist chomp vs Ice and fairy type leaders, Iron head is gonna be pretty useless. When you're facing the ice type leader, there's gonna be a pretty high chance of Mamo being on the team since its so good, and Ice shard will just blow garchomp away lol. Dragon stab is really good since not too many types resist it. And it'll help vs the dragon gym. Also i'd drop Heal bell on Clef for Protect. And maybe replace elecktross/snorlax with something good vs fairy types.

Also Tailwind Talon pretty much contradicts Trick room on Slowking, so try maybe going for an SD talon set, since it has great sweeping potential

Edited by Milotic
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aegislash.gif

Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- King's Shield
- Shadow Ball
- Flash Cannon
- Wide Guard
stardard aegis moveset with wide guard tossed in to help with triples
dragonite.gif
Dragonite @ Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
- Fire Punch
- Rock Slide
- Outrage
- Extreme Speed
moveset made mostly for choice items, fire punch over the regular EQ so i'm not locked into it in triples
magnezone.gif
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
standard mag moveset also more oriented for choice items
garchomp.gif
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Dragon Claw
- Stealth Rock
garchomp for my SR setter, with a strong aoe EQ for triples
scizor.gif
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Knock Off
standard CB scizor moveset, useful to give me some singles tempo
hydreigon.gif
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Heat Wave
- Dark Pulse
- Draco Meteor
- Tailwind
needed more special attackers so i went for hydre, who adds heat wave to my team with having access to tailwind
went for a drag mag core since it's strong in every style of battle, singles could still be a problem though, i'm only expecting to have trouble against the ground and dark leaders

Well, alright then... Here's what I have now, I probably will change a couple more things to it, but I dunno.

also link the actual thread talking about the league in op

Garchomp

- Stealth Rock

- Earthquake

- Rock Slide

- Iron Head

Talonflame

- Flare Blitz

- Brave Bird

- Roost

- Tailwind

Slowking

- Trick Room

- Scald

- Ice Beam

- Psyshock

Clefable

- Cosmic Power

- Wish

- Heal Bell

- Moonblast

Eelektross

- Discharge

- Knock Off

- Drain Punch

- U-Turn

Snorlax

- Curse

- Return

- Ice Punch

- Heavy Slam

your team isn't very well adapt vs doubles or triples, plus you don't have very many damage sources: snorlax needs curse to be useful, mixed eelektross won't be doing much and discharge hurts your team in triples, clefable won't be doing much in triples and isn't very useful without CM in singles

my advice would be to either rework their movesets or take them out, and since you're running TR, you might want to run more TR centric mons that don't need boosting moves, like bouffalant/conkeldurr/escavalier

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Here is my team.. It sucks in my opinion.

Galvantula @ Focus Sash

Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Energy Ball
Dragonite @ Life Orb
Ability: Multiscale
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Outrage
- Fire Punch
- Earthquake
- Extreme Speed
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 76 Def / 4 SpA / 176 SpD
Bold Nature
- Scald
- Shadow Ball
- Substitute
- Psyshock
Serperior @ Assault Vest
Ability: Contrary
EVs: 12 HP / 4 Atk / 240 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Substitute
- Knock Off
- Dragon Pulse
Volcarona @ Expert Belt
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Fiery Dance
- Protect
- Quiver Dance
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Wild Charge
- Earthquake

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697.gif

Tyrantrum @ Lum Berry

Ability: Rock Head

EVs: 252 HP / 4 Atk / 252 Spe

Adamant Nature

- Head Smash

- Outrage

- Earthquake

- Dragon Dance


My DD Set-Up, a becomes a monster if after 1-2 Dragon dances and 1-2HKO's tanks that don't resist it.


530.gif

Excadrill @ Life Orb

Ability: Sand Rush

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Swords Dance

- Earthquake

- Iron Head

- Rock Slide


Standard Exca Set up, Might replace swords dance with rapid spin unless I switch clawitzer for Starmie


450.gif

Hippowdon @ Smooth Rock

Ability: Sand Stream

EVs: 248 HP / 8 Atk / 252 Def

Impish Nature

- Stealth Rock

- Slack Off

- Earthquake

- Toxic


My 2nd Fav Ground type, tanks hits for days and poisons other tanks


462.gif

Magnezone @ Choice Specs

Ability: Analytic

EVs: 248 HP / 252 SpA / 8 SpD

Modest Nature

- Thunderbolt

- Flash Cannon

- Hidden Power [Fire]

- Volt Switch


Deals with the Water types it's other team mates deal with, tanks good hits and hits like a truck thanks to Choice Specs+Analytic

663.gif

Talonflame @ Choice Band

Ability: Gale Wings

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Brave Bird

- Flare Blitz

- U-turn

- Facade


Banded Talonflame to check the Fighting/Grass/Ice weakneses of the others, good for scouting as well


121.gif


Starmie @ Life Orb

Ability: Natural Cure

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Rapid Spin

- Ice Beam

- Psychic

- Hydro Pump


Our spinner and checks things Talonflame and Tyrantrum can't deal with



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serperior.pngSerperior @ Leftovers

Ability: Contrary

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Leaf Storm

- Dragon Pulse

- Reflect

- Light Screen


crawdaunt.pngCrawdaunt @ Life Orb

Ability: Adaptability

EVs: 252 Atk / 4 Def / 252 SpD

Adamant Nature

- Swords Dance

- Aqua Jet

- Knock Off

- Rock Slide


chandelure.pngChandelure @ Choice Scarf

Ability: Infiltrator

EVs: 252 SpA / 8 SpD / 248 Spe

Modest Nature

- Heat Wave

- Shadow Ball

- Energy Ball

- Hidden Power [Fighting]


aerodactyl.pngAerodactyl @ Leftovers

Ability: Pressure

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Taunt

- Rock Slide

- Earthquake

- Defog


scizor-female.pngScizor @ Occa Berry

Ability: Technician

EVs: 252 Atk / 4 Def / 252 SpD

Adamant Nature

- Bullet Punch

- Acrobatics

- Knock Off

- Swords Dance


garchomp-female.pngGarchomp @ Rocky Helmet

Ability: Rough Skin

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Earthquake

- Rock Slide

- Dragon Claw

- Endure


The motto of this team is "throw stuff together and never make improvements". It currently sits at a respectable 1401 in the Doubles OU ladder. I'm kinda... too lazy to start tinkering it, so I'll leave that to you guys!
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Hydreigon @ Life Orb

Ability: Levitate

EVs: 252 SpA / 4 SpD / 252 Spe

Modest Nature

- Draco Meteor

- Dark Pulse

- Heat Wave

- Tailwind


Serperior @ Assault Vest

Ability: Contrary

EVs: 8 HP / 248 SpA / 252 Spe

Timid Nature

- Leaf Storm

- Hidden Power [Fire]

- Dragon Pulse

- Giga Drain


Aegislash @ Weakness Policy

Ability: Stance Change

EVs: 252 HP / 252 SpA / 4 SpD

Quiet Nature

- Shadow Ball

- Flash Cannon

- Wide Guard

- King's Shield


Excadrill @ Air Balloon

Ability: Mold Breaker

EVs: 4 HP / 252 Atk / 252 Spe

Adamant Nature

- Earthquake

- Iron Head

- Rock Slide

- Swords Dance


Azumarill @ Assault Vest

Ability: Sap Sipper

EVs: 240 HP / 252 Atk / 16 SpD

Adamant Nature

- Play Rough

- Waterfall

- Aqua Jet

- Knock Off


Hippowdon @ Leftovers

Ability: Sand Stream

EVs: 252 HP / 144 Def / 112 SpD

Impish Nature

- Earthquake

- Stealth Rock

- Slack Off

- Rock Slide


Here's the team I made. As for Odybld I think endure isn't the best move for chomp in league format. If you ever have to use that in doubles or triples it becomes useless. Usually that would be a fine trade for how it is in singles but I think you could easily replace it with some sort of coverage.


I think might team might have a fair bit of troubles in singles but I think the balance turned out okay.

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Chubb, you have a decent Trick Room base, but Garchomp is more or less worthless in doubles and triples in that Scenario due to its speed. Slowking isn't that strong offensively so perhaps replace Ice Beam with Nasty Plot to do more damage (and to get around Sucker Punches). Power vs versatility is always something that has to be considered. Snorlax is also not as tanky as it may seem (though it can take hits for sure) so running it without rest-talk is a risk.

AuthorReborn, your biggest risk is in doubles as Donphan will put a lot of hurt on your team there. Also, Rapid Spin and Stealth Rock are more or less worthless on monotypes unless you have a stall team. Heck, I don't bother with them half the time because they aren't useful except against Flying and Fire.

DD, there isn't anything wrong with your team, but it's a high risk type of deal with one false move costing the match. Beware of will-o-wisp. It is your teams worst nightmare. Dragonite could also be turned into a special attacker if you really wanted to.

Grizzly, half of your Pokemon will be destroyed by your own earthquakes in doubles and triples (and trust me a lot of leaders like to use either of those). You may want to rethink your team a bit and also hazards aren't a threat to your team other than Talonflame, but Talon isn't an almighty god so only a handful of leaders would try stealth rock supposedly. It'd be a decent singles core, but that's it. (Aka your team is a bigger threat to yourself than the leader in doubles or triples).

Obdyld (or however you say it), I can't say much about your team as it has a lot of versatility. The only thing I can say is about Earthquake, but most of your Pokemon can take one. Just hammer out your tactics and you should be able to get through quite a number of leaders. Endure might be a little too risky of a play, but Garchomp has what it needs to do what it does.

Sir Bagel, I'm going to be honest and say I really can't judge this one. If you go Sap Sipper Azu, go for special based as Azu's attack is horrendous without huge power (it almost needs it to be good). Since you're going Mold Breaker Excadrill, I don't see the need for the Hippo. I'd probably just replace it with something else.

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The mold breaker was just an error in choosing abilities lol. For regular teams I would say that azu needs huge power but here it could end up working out if played right. I might change it up however depending on how well it does when I get around to testing it.

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Well, alright then... Here's what I have now, I probably will change a couple more things to it, but I dunno.

your team isn't very well adapt vs doubles or triples, plus you don't have very many damage sources: snorlax needs curse to be useful, mixed eelektross won't be doing much and discharge hurts your team in triples, clefable won't be doing much in triples and isn't very useful without CM in singles

Basically agree with all of the above. I'd get rid of Ice Punch on Snorlax at least and run Fire Punch or EQ instead. You'll be using it for Thick Fat most likely and Fire Punch hits the Ice types, whilst EQ hits the Fires (and they both hit Steel-types too so that's great). Tailwind + TR on the same team looks counterintuitive tbh. If you're adamant on running this team of pokes then I'd recommend TR; Tailwind only really benefits Garchomp and maybe Clefable (but like DD said, Clefable won't do much of anything in Triples). If it was me, I'd replace Clefable with Sylveon, either replace Tailwind with Taunt or SD, and get rid of Eelektross. I'm not sure what I'd stick in instead, but it looks kinda deadweight right now if it's just going to be what I presume is AV.

Right well here's mine. I'll take whatever critiques I can get.

I'm not a fan of Discharge Jolteon hurting both of your set-up sweepers. I can appreciate the Para chance, but I don't think it's worth it when you're running T-wave on Pory2. I'd possibly say replace it with a Rotom-H for the Fire coverage and it doesn't get hit by your Donphan's EQ either. Another thing that stands out to me is the lack of priority too, not sure how much importance you want to place on that but Tailwind or TR could definitely ruin your day though.

went for a drag mag core since it's strong in every style of battle, singles could still be a problem though, i'm only expecting to have trouble against the ground and dark leaders

I think you could have trouble vs Fighting Triples too, I'm not sure how you'd deal with them outside of the usual dragspam, but then you're also kinda slow, Mach Punch ruins Hydreigon's Tailwind, Fake Out ruins Dragonite's Multiscale and Fighting have all the coverage they need to deal with you. Maybe run all them damage-reducing berries for that match.

@Grizzlybrand

I think you might have a bit of difficulty in Doubles/Triples, but team looks fine tbh. Water is definitely going to be trouble if they go Triples on you and maybe Fighting Triples too. Careful of that EQ on Magnezone is all I can say really. Not sure why you'd run Facade on your Talonflame though.

@Odybld

Looks hella strong. I think Endure could work, but I think I'd probably run something else there. Stealth Rocks or Fire Blast or Aqua Tail or Poison Jab/Iron Head, something along those lines. Crawdaunt could be Azumarill if you want to go that route, but it's whatever.

DD, there isn't anything wrong with your team, but it's a high risk type of deal with one false move costing the match. Beware of will-o-wisp. It is your teams worst nightmare. Dragonite could also be turned into a special attacker if you really wanted to.

Lum Berry is a thing, the only place you'll find Willo spam would likely be Singles Ghost/Fire. I doubt Fire would play Singles, Ghost Singles I think he can manage with his team.

If you go Sap Sipper Azu, go for special based as Azu's attack is horrendous without huge power (it almost needs it to be good). Since you're going Mold Breaker Excadrill, I don't see the need for the Hippo. I'd probably just replace it with something else.

You should probably ignore the abilities on this, he's played enough to know he can change them up. Sap Sipper'll probably only be used for Grass and I'm guessing he's only ever going to be Mold Breaker for annoying Rotom. Edited by Fezzdog
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Here's mine.

Chaos Emerald (Starmie) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Hydro Pump
- Ice Beam
- Psychic

Blade Runner (Scizor) (M) @ Focus Sash
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- X-Scissor
- Aerial Ace

Solaris (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Rush
- Earthquake
- Fire Fang
- Poison Jab

Toad's Revenge (Breloom) (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Mach Punch
- Power-Up Punch
- Spore
- Seed Bomb

Hot Stuff (Rotom-Heat) @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Overheat
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]

Hal O' Ween (Gengar) (M) @ Assault Vest
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Dazzling Gleam
- Shadow Ball
- Sludge Bomb

I probably put more effort into the nicknames than the team but nevertheless.

Edited by Jacobliterator
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Here's mine.

Chaos Emerald (Starmie) @ Life Orb

Ability: Natural Cure

Shiny: Yes

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Dazzling Gleam

- Hydro Pump

- Ice Beam

- Psychic

Blade Runner (Scizor) (M) @ Focus Sash

Ability: Technician

EVs: 248 HP / 252 Atk / 8 SpD

Adamant Nature

- Swords Dance

- Bullet Punch

- X-Scissor

- Aerial Ace

Solaris (Garchomp) (M) @ Garchompite

Ability: Rough Skin

Shiny: Yes

EVs: 252 Atk / 4 Def / 252 Spe

Jolly Nature

- Dragon Rush

- Earthquake

- Fire Fang

- Poison Jab

Toad's Revenge (Breloom) (M) @ Toxic Orb

Ability: Poison Heal

Shiny: Yes

EVs: 252 Atk / 4 SpA / 252 Spe

Jolly Nature

- Mach Punch

- Power-Up Punch

- Spore

- Seed Bomb

Hot Stuff (Rotom-Heat) @ Assault Vest

Ability: Levitate

EVs: 248 HP / 252 SpA / 8 SpD

Modest Nature

- Overheat

- Volt Switch

- Thunderbolt

- Hidden Power [Grass]

Hal O' Ween (Gengar) (M) @ Assault Vest

Ability: Levitate

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Dark Pulse

- Dazzling Gleam

- Shadow Ball

- Sludge Bomb

I probably put more effort into the nicknames than the team but nevertheless.

Whoa whoa whoa, I see Mega Chomp here

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I just did a facepalm there when I realized Sap Sipper raised attack instead of special attack. Still think Huge Power is the better option, but I suppose Sap Sipper could work as a gimmick. As for Mold Breaker, That'll put a hurt on Hydreigon, but it'd otherwise be fine.

And Jacob, to start off NO MEGAS! I also kind of noticed more of your moves are attack moves. I mean hyper offensive can work, but it's best to have priority moves to keep pressure on.

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I just did a facepalm there when I realized Sap Sipper raised attack instead of special attack. Still think Huge Power is the better option, but I suppose Sap Sipper could work as a gimmick. As for Mold Breaker, That'll put a hurt on Hydreigon, but it'd otherwise be fine.

abilities are changeable so that's a thing, i recommended azu to bagel to help coverage his water weakness while also being useful against grass types

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^ What dd said. And usually I won't be running mold breaker but that's another one interchangeable only when I know the opponent might be using a lot pokemon with levitate. Either way I appreciate the suggestions since all teams could use some work even though it might seem like I'm just defending myself XD

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