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Poe's Smash-Pass Team [OU]


Poetic

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Hello, one and all, and welcome to another one of Poe's RMTs. I know you were all waiting eagerly for one. So here is my take on a rather common theme, the Smash Pass.

The Teambuilding Process

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The team started with me looking up common defensive cores, and one of the ones that I rather liked was this one of Slowbro and Amoonguss. Not only are they able to easily take hits for one another, they can inflict a number of statuses on the opposing team, making the rest of the team's job a lot easier.

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I didn't really know what I wanted to do with the rest of the team, so I started looking at common themes and wondering what I could do. Smash Pass, being something I had never tried before, interested me, so I picked Gorebyss to fill that role aswell as be a Special Attacker if I really need it or if what she passes to has already been defeated.

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Metagross was my original choice for a physical powerhouse. With the Attack and Speed boosts from Shell Smash, he did decent work. Nidoking is my mixed attacker to handle typically bothersome walls. And Houndoom works rather amazingly as my special attacker. However, as I'm sure you noticed, all three of my Sweepers are weak to Ground. Not exactly something one would want in a team.

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Metagross being the one of my team that did the least amount of work with the Smash Pass, I replaced him with Salamence to reduce that Ground weakness. And now onto the actual team.

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Gorebyss.jpg @ White Herb
Trait: Swift Swim
EVs: 252 HP / 24 SDef / 232 Spd
Calm Nature (+SDef, -Atk)
- Shell Smash
- Baton Pass
- Surf
- Ice Beam
A rather typical set as far as I'm aware. Max HP and some investment in Special Defense to give her a chance at being able to take a hit and the rest in Speed in hopes she can get the Shell Smash off first. Surf and Ice Beam are just solid attacks to use that +2 Special Attack after a Smash should she have to fight and Baton Pass is just self explanatory.
images?q=tbn:ANd9GcQEdfO-iZu_IJkdkhv10pT21ND6lpiivDwJTO8GIfIuvkjlHoO7 @ Black Sludge
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Spore
- Giga Drain
- Toxic
- Hidden Power [ice]
Amoonguss, as stated above, is part of my Defensive Core to take hits for Gorebyss so she can set up safely later. Spore and Toxic are just some general status moves I thought would help her and Slowbro slowly remove major threats. Giga Drain for just a smidge bit healing if I'm up against something that doesn't resist and HP Ice is just a placeholder and there because I don't much like Flying or Dragon types who try to ruin my day.
houndoom.jpg @ Leftovers
Trait: Flash Fire
EVs: 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Dark Pulse
- Flamethrower
- Hidden Power [ice]
- Will-O-Wisp
What is there to say about this amazing hellhound? Even without the Shell Smash boost, he is capable of doing some work, but with it he tears through anything without a priority move. Dark Pulse and Flamethrower for powerful stab. HP Ice because, again, I just flat out want insurance that Dragon type isn't going to try and set up on me and ruin my sweep. W-o-W is really a placeholder because I didn't see anything else that'd help much. Leftovers for a bit of healing because he is going to take damage on the switch in.
adv_salamence.jpg @ Focus Sash
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fire Fang
- Crunch
- Dragon Claw
- Earthquake
The Dragon Dance sweeper no longer needs to Dance. With Focus Sash, he can take whatever tries to hit him on the switch and then he just proceeds to wreck. Fire Fang for things like Scizor or Genesect, Dclaw for a STAB attack that won't cause confusion. I'm not about to risk hitting myself on a Moxiemence starting at +2. Crunch and EQ are just general coverage moves that just get stronger and stronger as Moxie powers him up.
images?q=tbn:ANd9GcRbADq0Zw-a_v7LIGuJS3xHLZI_KFTcPOqnKW6Hh95noSGMqqTMgQ @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Psychic
- Thunder Wave
- Slack Off
The other half of my Defensive Core. Whereas Amoonguss deals Poison and Sleep, Slowbro here uses more hindering statuses. Those being, paralysis or burn. With his statuses handled, like the mushroom, Slowbro needs healing while he's on the field. For that purpose, I gave him Leftovers and Slack Off. Psychic rounds out the moveset for a powerful STAB.
images?q=tbn:ANd9GcROixKKZpSxfjfWMhWK-YAAevl633fdCj5C1E397sykLidLMX55Eg @ Expert Belt
Trait: Sheer Force
EVs: 252 Atk / 56 SAtk / 100 SDef / 100 Spd
Lonely Nature (+Atk, -Def)
- Drill Run
- Ice Beam
- Thunderbolt
- Megahorn
Nidoking probably gets the most use out of the Smash Pass as he's a mixed attacker. Looking at his movepool, it was the only way to go and it can throw people off guard. I know Lonely nature may seem odd, but I couldn't really let anything else take the reduction. Drill Run and Megahorn are his Physical attacks and Boltbeam rounds off his moveset to deal with those Ground and Water types who would try to take out the king.
So, that's the team. I've been testing it quite a lot and, while there are a couple minor problems here and there, it works rather well. As per usual, there's an importable below if you'd like to try the team out yourself and please, be sure to tell me what you think about the team and if there's any ways you see on how I could improve it.

Madame (Gorebyss) (F) @ White Herb

Trait: Swift Swim
EVs: 252 HP / 24 SDef / 232 Spd
Calm Nature (+SDef, -Atk)
- Shell Smash
- Baton Pass
- Surf
- Ice Beam
Zoeya (Amoonguss) (F) @ Black Sludge
Trait: Regenerator
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Spore
- Giga Drain
- Toxic
- Hidden Power [ice]
Anarchy (Houndoom) (M) @ Leftovers
Trait: Flash Fire
EVs: 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Dark Pulse
- Flamethrower
- Hidden Power [ice]
- Will-O-Wisp
Tyrant (Salamence) (M) @ Focus Sash
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fire Fang
- Crunch
- Dragon Claw
- Earthquake
Shelldon (Slowbro) (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Psychic
- Thunder Wave
- Slack Off
Nidoemperor (Nidoking) (M) @ Expert Belt
Trait: Sheer Force
EVs: 252 Atk / 56 SAtk / 100 SDef / 100 Spd
Lonely Nature (+Atk, -Def)
- Drill Run
- Ice Beam
- Thunderbolt
- Megahorn

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Really, really nice here, except one tiny thing.

WilloWisp on Houndoom. You could do.much better--Why not try a coverage move, like Thunder Fang? Houndoom's respectable 95-Base Attack can do quite well with a +2 Boost--and Thunder Fang is a godly option to combat any Gyarados who tries to fuck with the hellhound.

Overall though, really nice, 9.5/10.

Edited by Silver~
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I'm about to run, sorry for the small comments!

First off, love smash pass, fun style!

On Nido - wouldn't a sp def reducing nature be more profitable because you're looking at most priority to be physical, except Vacuum Wave which is resisted? Also; why Drill Run over Earthquake?

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I finished the comments as promised

- regarding Silver's comment: Will-O-Wisp on Houndoom is legit. Its Defense is terrible, so that helps a lot.

- regarding Houndoom: Also, you're gonna want Ground instead of Ice for Hidden Power. You have plenty of ways for your other Pokemon to take out Dragonite, Gliscor and that gang; thus you want to focus on taking out things like Heatran, the odd Empoleon, I guess Blaziken as well since you'll outspeed the bastard at first, and a few others that I probably haven't thought of mentioning. You don't wanna get walled by Heatran, and the Air Balloon varieties are outsped and grounded with a strong Dark Pulse - there, problem solved, as Heatran can't do too much to you in return. Don't worry about Gliscor - pass the Special Attack to Houndoom, and it OHKO's most Gliscor with Flamethrower in sand. The switch in HP type brings the number of things that can wall you from 6 or 7 down to one (Dragonite, and the rest of your team easily takes it out). Gyarados is no more or less a problem through this change.

- regarding Nidoking: Drill Run's high crit-hit is not turned into more power by Sheer Force - thus, you're better off using either Earthquake for that physical aspect, or Earth Power, which does have something for Sheer Force to work with.

- regarding Salamence: Thinking it should go mixed, perhaps with Flamethrower or Hydro Pump in the place of Crunch.

- regarding Slowbro: Your team is fairly specially focused, so it isn't too bad an idea to swap Psychic for Psyshock on Slowbro.

8.5/10 is my rate.

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hey as someone with an extremely successful smshpass team I have a couple suggestions. gorbyss would work extremely well in rain. he would start off with the speed boost from SS and could get the baton pass of quicker. Plus, rain would work perfectly with your core of slowbro and amoonguss. also, I would reccomend running subsititue > ice beam. subsitute lets you come in on a pokemon weak to water and let you set up a sub on them. then you can potentially pass both a sub and smash. finally, Jirachi would be better at mix attacking. with this set I'm giving you he has near perfect coverage. thats about it, I'll leave the set below

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 200 Atk / 200 SAtk / 108 Spd
Naive Nature (+Spd, -SDef)
- Iron Head
- Drain Punch
- Thunder
- Energy Ball

-credits to slant for the set.

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