Tournament Monotype Team Rating Competition - Round 3 [Semi-Finals]

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maroon

free palestine
is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader

Approved by the RMT Leaders

Hosts: maroon | Eien
Welcome to the latest edition of the Team Rater Competition! The tier this time around will be USM Monotype. For each round we'll post a team, and participants will have one week to complete a rate of said team. When the round is over, the participants who submitted the best rates will move onto the next round. If you are eliminated and want to receive feedback on your rate, the hosts will be more than happy to provide that upon request. Each round will last one week. Failure to rate the team within the one week time period will result in disqualification unless you're able to give us a valid reason. Please only sign up if you can commit to rating one team every week for the next month. If you're currently involved in or are looking to start rating Monotype teams, I highly encourage you to participate as this promises to be a great learning experience. Here's to a fun and competitive tournament!

Important notes:
  • The top two rates from each round in addition to the rates in the final round will count towards the Team Rater badge
  • Each round will last one week. Failure to rate the team within the one week time period will result in disqualification unless you're able to give us a valid reason. Please only sign up if you can commit to rating one team every week for the next month.
  • Please submit your rates to the hosts via Smogon conversation.​
  • If you are eliminated and would like some feedback on your rate and how you can improve going forward, feel free to ask us.​
  • At the end of each round, we will announce the best rate from that round and a quick overview of what we liked in the rates submitted.​

Submit your rate via Smogon Conversation to me and Eien
The deadline is September 21st @ 10:00 pm EDT

Good luck to everyone!​
 

maroon

free palestine
is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader
As we move onto Round 3, we wanted to highlight our favorite rates from Round 2; congratulations to Decem & Clearly. They both had amazing rates pretty much hitting every mark that we wanted and put their own spins on the team. First of all lets talk about what they both did well in common. Both of them gave the team the much needed Alolan Golem and made it the trapper set, which gave them a way to check threats such as Choice Scarf Excadrill and provide Stealth Rock for the team. Both teams gave the team Dazzling Gleam Tapu Koko, which helps provide the team with a way to realistically take on Dragon-types which the team was weaker to especially without the presence of Magnezone on Clearly's rate. Lets talk about the rates seperately for a moment, we'll start with Decem's. He did get rid of Zapdos which seems like a bad move, taking awa the Ground immunity of the team, however he went onto explain that Alolan Golem could take care of the Ground-type that really gave Rotom-W trouble, which was Excadrill. Since he noticed a weakness to Ground teams and types in general after that he focused his Alolan Raichu set to better take on Ground-types in general making up for that loss. He also talked about how easily Alolan Raichu is lost in the Poison matchup because of Alolan Muk's ability to trap it, which justified the removal of Psychic. Now lets move onto Clearly's rate, he replaced Magnezone with Alolan Golem rather than Zapdos. This allowed him to switch the roles of Defogger from Rotom-W to Zapdos, which made the team less vulnerable to being broken down by Steel teams as well as making Rotom-W a Pain Split+Will-O-Wisp set which allows it to check physical attackers such as Mega Swampert and Garchomp. Then cleverly Clearly noticed that the team had a problem with Psychic teams so he changed Zeraora's Choice Band set which allowed the team to better take on this matchup. This also freed up his z slot, which he used to make Alolan Raichu a setup sweeper.
Hi maroon, cool team you have there. I have a few suggestions to make it better though.

Dazzling Gleam > Grass Knot
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Dazzling Gleam
- Volt Switch

Though Grass coverage is important for Electric teams to hit Ground-type Pokemon such as Swampert, Gastrodon, and Seismitoad that would otherwise be hard to break past, Dazzling Gleam gives Tapu Koko the ability to take on the Dragon teams that Electric struggles with quite effectively. Since Dragon teams really suck at switching into super effective coverage, Choice Specs boosted Dazzling Gleam is a huge threat to face especially when paired with Stealth Rock and pivoting support - just try to play carefully with Tapu Koko and not let it take huge amounts of damage unnecessarily as it is your main win condition in the matchup. Moving the 4 SpD into Def is also noteworthy, as it allows Tapu Koko to always live Gliscor's uninvested and unboosted Earthquake.


Grass Knot > Psychic
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]
- Focus Blast

Honestly with Z-Bounce Zeraora and Choice Specs Magnezone this Electric team has enough to get past Poison teams already. As for Alolan Raichu, you're always getting Pursuit trapped by Alolan Muk, so you're never putting in any work unless its knocked out or severely weakened, and Alolan Raichu really likes its other coverage moves. Grass Knot over Psychic makes sense here, as Grass Knot allows Alolan Raichu to hit Pokemon such as Gastrodon, Swampert, and Seismitoad that would otherwise be hard to get past. Grass Knot + Hidden Power Ice + Focus Blast also allows Alolan Raichu to deal with Ground teams using its super effective coverage. a normally hard matchup for Electric to overcome.

>

Golem-Alola @ Air Balloon
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Fire Punch

Stealth Rock is very good in competitive Pokemon as it can punish switches by chipping down the opposing team, which is especially valuable for the offensive nature of Electric teams. Because of this, I would recommend putting Alolan Golem over Zapdos, as it can set Stealth Rock while doubling as a Magnet Pull user to trap Steel-type Pokemon like Choice Scarf Excadrill. Although playing without Zapdos may be less comfortable because of the lack of additional defensive support, I think its worth it here as Electric's offensive Pokemon such as Z-Bounce Zeraora, Alolan Raichu, and Tapu Koko all appreciate Stealth Rock to chip down the opposition, while Magnet Pull makes up for the fact that we're using Analytic Magnezone to increase damage output, meaning it can't trap Steel-type Pokemon with its own Magnet Pull.


>

Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Defog

Not much to say here, Wiki Berry can punish Mega Scizor’s Bug Bite by inducing it with confusion while Iapapa Berry doesn’t have any addictional benefits in addition to restoring HP.


That's all of my suggestions, feel free to pm me on Discord, Smogon, or PS! if you have any questions!

:tapu-koko::raichu-alola::zeraora::rotom-wash::golem-alola::magnezone:

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Dazzling Gleam
- Volt Switch

Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]
- Focus Blast

Zeraora @ Flyinium Z
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Bounce
- Close Combat
- Bulk Up

Rotom-Wash @ Wiki Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Defog

Golem-Alola @ Air Balloon
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Fire Punch
- Earthquake

Magnezone @ Choice Specs
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]
It is true that Choice Specs Analytic Magnezone can be hard for Dragon to find a switch-in to but it has difficulties in finding an opportunity to switch into common Dragon-types in the first place. Most Dragon-type Pokemon run coverage for Steel-type teams and as a result can usually exploit the 4x Ground-type weakness Magnezone has or KO it with a Fire- or Fighting-type move like Kyurem-B's Earth Power for the former or Hydreigon's Fire Blast for the latter. On top of this the most popular choice locked user on Dragon, Dragonite, can 2HKO Magnezone with a Choice Band making it a poor switch-in to any Dragon-type barring Latios, Latias, and Non-Earthquake Altaria.

:sm/tapu-koko:
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Dazzling Gleam
- Thunderbolt
- Volt Switch

The first change is a minor one, Choice Specs Tapu Koko is a great set and with Dazzling Gleam over Grass Knot it can handle Dragon-type teams really well on top of pressuring Dark-type teams. The choice between Grass Knot and Hidden Power Ice comes down more to preference as I believe Grass Knot hits most common Ground-type Pokemon harder only missing out on Gliscor, Landorus, and Garchomp with the latter being OHKOd by Dazzling Gleam and the former two being 2HKOd by Dazzling Gleam with Stealth Rock on the opposing side.

:sm/magnezone: -> :sm/golem-alola:
Golem-Alola @ Air Balloon
Ability: Magnet Pull
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Fire Punch
- Stone Edge

Alolan Golem is a solid choice for Electric-type teams as it is the type's most reliable Stealth Rock setter and with Tapu Koko being used to handle and threaten Dragon-type teams the previous Magnezone set isn't needed. On top of being a hazard setter Alolan Golem can also trap Excadrill, Heatran, Ferrothorn and Mega Scizor if the latter isn't running Superpower and it will need its Air Balloon intact to trap the former two. EQ + Fire Punch are used primarily for the Pokemon Alolan Golem aims to trap and Stone Edge is good STAB to round out the set.

:sm/zapdos:
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 Def / 80 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Roost
- Discharge
- Defog

With the current changes the team still has a problem with switching into Tapu Bulu and Mold Breaker Excadrill if it isn't Choice Scarf. I recommend changing Zapdos to a more physically defensive spread to help remedy these problems as this spread along with Heat Wave allows it to check Tapu Bulu without any set-up as well as being a reliable switch-in to Excadrill. Defog along with Pressure helps Zapdos keep entry hazards off the field and can also be useful in stalling Stone Edge PP from Pokemon like Landorus-T if they try to switch into Zapdos.

:sm/rotom-wash:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

With Zapdos running a physically defensive spread and Defog, Rotom-W becomes more useful running a specially defensive spread and handling the assorted Ice-type moves aimed at it. Pain Split keeps it healthy throughout the match and makes it a solid check to Landorus without Gravity, Mega Swampert and Greninja. Will-O-Wisp cripples physical attackers that Rotom can still handle and helps Zapdos handle the harder hitting ones better.

:sm/zeraora:
Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Plasma Fists
- Iron Tail
- Knock Off

While Grass-type teams have been getting some usage recently, they still aren't as abundant as Psychic-type teams and currently the team does very poorly vs those types of teams. That along with the fact that Bulk Up Zeraora needs to get to +2 to guarantee an OHKO against Mega Venusaur has me recommend that you run this set instead. Choice Band Zeraora is a lot harder to switch into for Psychic-, Dark-, and Normal-type teams as the power it gets from Choice Band guarantees that something on the opposing team usually has to risk being KOd or heavily damaged if Zeraora uses the right move. Knock Off beats Psychic-type teams and Iron Tail threatens most Fairy-types besides Klefki which can be trapped by Alolan Golem for Zeraora.

:sm/raichu-alola:
Raichu-Alola (M) @ Aloraichium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Nasty Plot

With Zeraora no longer running the Z-Move for the team Alolan Raichu is able to use its signature Z-Crystal and be utilized as a wallbreaker or late game cleaner. Nasty Plot and Stoked Sparksurfer in Electric Terrain deals heavy damage even to Pokemon that resist Electric-type attacks and guarantees paralysis if they do manage to take the attack. Psychic lets Alolan Raichu threaten out Mega Venusaur and with Focus Blast can be useful in defeating Grass-type teams as well as Poison-type ones.

Raichu-Alola @ Aloraichium Z
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Nasty Plot

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Thunderbolt
- Dazzling Gleam
- Volt Switch

Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Knock Off
- Close Combat
- Iron Tail

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 Def / 80 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Defog
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Hydro Pump
- Will-O-Wisp

Golem-Alola @ Air Balloon
Ability: Magnet Pull
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Fire Punch
And now, below is the team for Round 3:
:sm/tyranitar-mega:
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Earthquake
- Fire Punch

Mega Tyranitar is a powerful setup sweeper that is really hard to stop after a Dragon Dance so I wanted to build this team around it. Stone Edge + Earthquake are powerful coverage together as Stone Edge is a strong STAB attack but also hits Flying-types for supereffective damage and Earthquake hits Steel-types for supereffective damage. However Pokemon such as Mega Scizor and Ferrothorn could easily stomach these attacks so Fire Punch was added.

:sm/krookodile:
Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt

Krookodile is an obligatory Pokemon to pair with Mega Tyranitar as the teams Stealth Rock setter. It also provides the team with an Electric immunity and can Taunt slower Defog users allowing Mega Tyranitar to more easily sweep. Knock Off allows Krookodile to remove items such as Chansey's Eviolite or Dragonite's Choice Band.

:sm/mandibuzz:
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Mandibuzz is pretty much a staple on all Dark teams because of the defensive utility is provides. Being able to provide a Ground-type immunity, a resistance to Fighting-type attacks and its ability to stay healthy with Roost makes it an invaluable resource. Defog allows Mandibuzz to clear hazards for its teammates such as Toxic Spikes, which severely limits Mega Tyranitars ability to sweep. Finally, U-turn allows it to safely bring in Pokemon such as Hydreigon and Mega Tyranitar.

:sm/greninja:
Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Hydro Pump
- U-turn

Greninja is a fantastic Choice Scarf user pretty much being the fastest Pokemon in the metagame. A few things it does is it can check Fairy-types such as Tapu Koko with Gunk Shot, and formes a U-turn core with Mandibuzz, allowing them to easily bring in the teams wallbreakers. Ice Beam allows it to hit Dragon-, Ground-, and Flying-types such as Garchomp, Landorus, and Dragonite. Hydro Pump allows it to hit threatening Pokemon such as Mega Diancie and Mega Steelix.

:sm/hydreigon:
Hydreigon @ Dragonium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Roost
- Taunt

Stallbreaker Hydreigon is a cool Pokemon as it allows me to easily break down walls such as Toxapex for the team. Roost + Taunt are what allows it to effectively stallbreak allowing to prevent walls from recovering off damage and allowing it to stay healthy through the match. Dragonium Z allows Hydreigon to use a one-time nuke in Devastating Drake, which can take down walls such as Toxapex and Mega Venusaur with little bit of prior chip.

:sm/muk-alola:
Muk-Alola @ Iapapa Berry
Ability: Gluttony
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Curse
- Poison Fang
- Knock Off
- Recycle

Curse Alolan Muk has pretty much been a staple on Dark teams since early USM, being able to take on Fairy teams and that is no different here. I chose Poison Fang over Poison Jab because of the fact it can badly poison Pokemon, clearing an easier path for Mega Tyranitar and Greninja. The EVs allow it to tank Victini's V-Create and then revenge kill it with Knock Off.

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Fire Punch
- Earthquake

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Foul Play
- Roost
- Defog
- U-turn

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Gunk Shot
- Ice Beam
- Hydro Pump
- U-turn

Hydreigon @ Dragonium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Roost
- Taunt

Muk-Alola @ Iapapa Berry
Ability: Gluttony
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Curse
- Poison Fang
- Knock Off
- Recycle
 
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