Battle Stadium Reg F RMT

:Frosmoth:
Frosmoth @ Assault Vest
Ability: Ice Scales
Level: 50
Tera Type: Ground
EVs: 60 HP / 4 Def / 252 SpA / 140 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Giga Drain
- Tera Blast
- Bug Buzz

Still my favorite. Can do wild things on the special side, naturally. Av is better than Quiver Dance here imo, hard to set up w// the spe, but also it impedes coverage. EVs outspeed 4 Spe 70s I think(so like SInistcha, idk,) and mostly take special hits really well, w/ max power. Bit of HP takes a hit from unboosted pao, though unboosted ones are usually sash. Ground tera is crucial to this mon imo, granting coverage on fire and steel, and even flipping the sr weakness. This is good off and on like the team at large.

:Iron Hands:
Iron Hands @ Booster Energy
Ability: Quark Drive
Level: 50
Tera Type: Electric
EVs: 60 HP / 220 Atk / 196 Def / 4 SpD / 28 Spe
Adamant Nature
- Supercell Slam
- Play Rough
- Drain Punch
- Charge

This mon is crazy, very much bulk and power, and the Spe is for 4 Spe BM beast. Electric tera deals a lot, after charge, defensive Gholdengo is still ohkod. I put Charge for stuff like that and Zapdos, also it mattered a ton vs. pex, a supercell would've been a loss on the obvious baneful bunker. Lot of physical bulk here, since AV is very much taken. Takes like 2 EQs from DNite or something. Play Rough appealed to me for dragons more than ice punch, though I'm not very good vs. Thund t. Or maybe even Lando T but lol. Drain Punch is pretty much obligatory. I feel like this is probably the best performing mon normally.

:Mamoswine:
Mamoswine @ Leftovers
Ability: Thick Fat
Level: 50
Tera Type: Ghost
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Icicle Spear
- Fissure
- Curse
- Stealth Rock

I put this a long time ago, for stall. Fissure fishing is great, I'm fairly lucky anyway. Ghost Curse can be important, and the move can really help shore up Def and the lower Atk pre tera. Icicle Spear is needed for Gliscor(I suppose it'll just tera, but they are getting less common thankfully,) why I went w/ this for stall vs many other options. SR is just popular, I don't like it. I used to have Amnesia, or else could run Knock Off, Smack Down, or something else. EVs do soething w/ Flutter, and nature to the higher base stat(of defenses.) This is kinda good, it is maybe a tera hog and doesn't help me w/ Skeledirge at all, unless lucky(the ability only makes fire neutral, I can't tera to make it a resist cause Dirge has ghost.)

:Scream Tail:
Scream Tail @ Rocky Helmet
Ability: Protosynthesis
Level: 50
Tera Type: Water
EVs: 244 HP / 4 Atk / 252 Def / 4 SpD / 4 Spe
Impish Nature
- Thunder Wave
- Encore
- Play Rough
- Psychic Fangs

I'm trying this for Gouging Fire, it seems a lot better than Mandibuzz anyway(since Mandi can't take sun boosted attacks at all.) Water tera helps w/ this, and isn't weak to another coverage option of Gouging. EVs are just max/max w/ odd HP value for residual damage, and then 4 in each lesser used stat, rather than 12 in one. Thunder Wave is probably the most important move, Encore can disrupt things, esp. after t wave since they'll be much more likely to be slower then. Physical STABs are mainly for Roaring Moon(well Play Rough is, Dazzling fails to ohko, and it gets Urshifu dark really well,) while still 2hkoing Glimmora often. It's too soon to tell if this is good.

:Munkidori:
Munkidori (M) @ Choice Scarf
Ability: Toxic Chain
Level: 50
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Trick
- Psychic
- Focus Blast

I wanted a grounded poison, because of Glimmora, that still gets Archaludon. The 2nd requirement basically necessitated a special attacker, which also goes w/ the team. This also isn't another rock weakness like iron moth. STABs are normal, Trick is good w/ choice, I used to use that a lot. Focus Blast, w/ or w/o tera, is what actually gets base type Archaludon, w/ Trick being an option too. This doesn't seem very good, but at present can't explain why. Figting tera resists dark, and is chosen OVER dark for damage on one attack.

:Ogerpon-Hearthflame:
Ogerpon-Hearthflame @ Hearthflame Mask
Ability: Mold Breaker
Level: 50
Tera Type: Fire
EVs: 60 HP / 180 Atk / 12 Def / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Swords Dance
- Play Rough
- Horn Leech

I changed the EVs for Scarf Surging Strikes, at any rate ack of power is not a problem. The yucky coverage is, though I like SD and Encore, and use both often. It can kinda power through anything w/ those moves, if Encore provides a set up opportunity. This isn't bad by any stretch of the imagination, but I'm still considering replacing it cause of the Skeledirge match up. I tried Waterpon in the past, and was not nearly as impressed. Cornerstone makes Scizor worse.

This goes back and forth enough that I still think it's sorta viable, but there could be much improvement. I stay at about 10 more losses than wins, w/ over 150 games. So it isn't the worst at least.
 
:Frosmoth:
Frosmoth @ Assault Vest
Ability: Ice Scales
Level: 50
Tera Type: Ground
EVs: 60 HP / 4 Def / 252 SpA / 140 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Giga Drain
- Tera Blast
- Bug Buzz

Still my favorite. Can do wild things on the special side, naturally. Av is better than Quiver Dance here imo, hard to set up w// the spe, but also it impedes coverage. EVs outspeed 4 Spe 70s I think(so like SInistcha, idk,) and mostly take special hits really well, w/ max power. Bit of HP takes a hit from unboosted pao, though unboosted ones are usually sash. Ground tera is crucial to this mon imo, granting coverage on fire and steel, and even flipping the sr weakness. This is good off and on like the team at large.

:Iron Hands:
Iron Hands @ Booster Energy
Ability: Quark Drive
Level: 50
Tera Type: Electric
EVs: 60 HP / 220 Atk / 196 Def / 4 SpD / 28 Spe
Adamant Nature
- Supercell Slam
- Play Rough
- Drain Punch
- Charge

This mon is crazy, very much bulk and power, and the Spe is for 4 Spe BM beast. Electric tera deals a lot, after charge, defensive Gholdengo is still ohkod. I put Charge for stuff like that and Zapdos, also it mattered a ton vs. pex, a supercell would've been a loss on the obvious baneful bunker. Lot of physical bulk here, since AV is very much taken. Takes like 2 EQs from DNite or something. Play Rough appealed to me for dragons more than ice punch, though I'm not very good vs. Thund t. Or maybe even Lando T but lol. Drain Punch is pretty much obligatory. I feel like this is probably the best performing mon normally.

:Mamoswine:
Mamoswine @ Leftovers
Ability: Thick Fat
Level: 50
Tera Type: Ghost
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Icicle Spear
- Fissure
- Curse
- Stealth Rock

I put this a long time ago, for stall. Fissure fishing is great, I'm fairly lucky anyway. Ghost Curse can be important, and the move can really help shore up Def and the lower Atk pre tera. Icicle Spear is needed for Gliscor(I suppose it'll just tera, but they are getting less common thankfully,) why I went w/ this for stall vs many other options. SR is just popular, I don't like it. I used to have Amnesia, or else could run Knock Off, Smack Down, or something else. EVs do soething w/ Flutter, and nature to the higher base stat(of defenses.) This is kinda good, it is maybe a tera hog and doesn't help me w/ Skeledirge at all, unless lucky(the ability only makes fire neutral, I can't tera to make it a resist cause Dirge has ghost.)

:Scream Tail:
Scream Tail @ Rocky Helmet
Ability: Protosynthesis
Level: 50
Tera Type: Water
EVs: 244 HP / 4 Atk / 252 Def / 4 SpD / 4 Spe
Impish Nature
- Thunder Wave
- Encore
- Play Rough
- Psychic Fangs

I'm trying this for Gouging Fire, it seems a lot better than Mandibuzz anyway(since Mandi can't take sun boosted attacks at all.) Water tera helps w/ this, and isn't weak to another coverage option of Gouging. EVs are just max/max w/ odd HP value for residual damage, and then 4 in each lesser used stat, rather than 12 in one. Thunder Wave is probably the most important move, Encore can disrupt things, esp. after t wave since they'll be much more likely to be slower then. Physical STABs are mainly for Roaring Moon(well Play Rough is, Dazzling fails to ohko, and it gets Urshifu dark really well,) while still 2hkoing Glimmora often. It's too soon to tell if this is good.

:Munkidori:
Munkidori (M) @ Choice Scarf
Ability: Toxic Chain
Level: 50
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Trick
- Psychic
- Focus Blast

I wanted a grounded poison, because of Glimmora, that still gets Archaludon. The 2nd requirement basically necessitated a special attacker, which also goes w/ the team. This also isn't another rock weakness like iron moth. STABs are normal, Trick is good w/ choice, I used to use that a lot. Focus Blast, w/ or w/o tera, is what actually gets base type Archaludon, w/ Trick being an option too. This doesn't seem very good, but at present can't explain why. Figting tera resists dark, and is chosen OVER dark for damage on one attack.

:Ogerpon-Hearthflame:
Ogerpon-Hearthflame @ Hearthflame Mask
Ability: Mold Breaker
Level: 50
Tera Type: Fire
EVs: 60 HP / 180 Atk / 12 Def / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Swords Dance
- Play Rough
- Horn Leech

I changed the EVs for Scarf Surging Strikes, at any rate ack of power is not a problem. The yucky coverage is, though I like SD and Encore, and use both often. It can kinda power through anything w/ those moves, if Encore provides a set up opportunity. This isn't bad by any stretch of the imagination, but I'm still considering replacing it cause of the Skeledirge match up. I tried Waterpon in the past, and was not nearly as impressed. Cornerstone makes Scizor worse.

This goes back and forth enough that I still think it's sorta viable, but there could be much improvement. I stay at about 10 more losses than wins, w/ over 150 games. So it isn't the worst at least.
bro still has not found out that more than one half of his team is unviable. (add dragonite, ite s tier in the vr rankings come on...)
 

DerpySuX

TABLES FLIPPED NOW WE GOT ALL THE COCONUTS BITCH
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bro still has not found out that more than one half of his team is unviable. (add dragonite, ite s tier in the vr rankings come on...)
It would be nice if you gave actual criticism rather than just saying “lol team bad” and then pointing to the VR.

as part of the team who maintains the VR for BSS, I can tell you that just because Dragonite (or anything really) is in S tier does not mean it’s mandatory.

No I do not think this team is good, and I’ve given this user advice on how to improve said team before, if they don’t want to take it that’s up to them, but posting something dumb like this is A - not productive and B - not even accurate
 
:Frosmoth:
Frosmoth @ Assault Vest
Ability: Ice Scales
Level: 50
Tera Type: Ground
EVs: 60 HP / 4 Def / 252 SpA / 140 SpD / 52 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Giga Drain
- Tera Blast
- Bug Buzz

Still my favorite. Can do wild things on the special side, naturally. Av is better than Quiver Dance here imo, hard to set up w// the spe, but also it impedes coverage. EVs outspeed 4 Spe 70s I think(so like SInistcha, idk,) and mostly take special hits really well, w/ max power. Bit of HP takes a hit from unboosted pao, though unboosted ones are usually sash. Ground tera is crucial to this mon imo, granting coverage on fire and steel, and even flipping the sr weakness. This is good off and on like the team at large.

:Iron Hands:
Iron Hands @ Booster Energy
Ability: Quark Drive
Level: 50
Tera Type: Electric
EVs: 60 HP / 220 Atk / 196 Def / 4 SpD / 28 Spe
Adamant Nature
- Supercell Slam
- Play Rough
- Drain Punch
- Charge

This mon is crazy, very much bulk and power, and the Spe is for 4 Spe BM beast. Electric tera deals a lot, after charge, defensive Gholdengo is still ohkod. I put Charge for stuff like that and Zapdos, also it mattered a ton vs. pex, a supercell would've been a loss on the obvious baneful bunker. Lot of physical bulk here, since AV is very much taken. Takes like 2 EQs from DNite or something. Play Rough appealed to me for dragons more than ice punch, though I'm not very good vs. Thund t. Or maybe even Lando T but lol. Drain Punch is pretty much obligatory. I feel like this is probably the best performing mon normally.

:Mamoswine:
Mamoswine @ Leftovers
Ability: Thick Fat
Level: 50
Tera Type: Ghost
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Icicle Spear
- Fissure
- Curse
- Stealth Rock

I put this a long time ago, for stall. Fissure fishing is great, I'm fairly lucky anyway. Ghost Curse can be important, and the move can really help shore up Def and the lower Atk pre tera. Icicle Spear is needed for Gliscor(I suppose it'll just tera, but they are getting less common thankfully,) why I went w/ this for stall vs many other options. SR is just popular, I don't like it. I used to have Amnesia, or else could run Knock Off, Smack Down, or something else. EVs do soething w/ Flutter, and nature to the higher base stat(of defenses.) This is kinda good, it is maybe a tera hog and doesn't help me w/ Skeledirge at all, unless lucky(the ability only makes fire neutral, I can't tera to make it a resist cause Dirge has ghost.)

:Scream Tail:
Scream Tail @ Rocky Helmet
Ability: Protosynthesis
Level: 50
Tera Type: Water
EVs: 244 HP / 4 Atk / 252 Def / 4 SpD / 4 Spe
Impish Nature
- Thunder Wave
- Encore
- Play Rough
- Psychic Fangs

I'm trying this for Gouging Fire, it seems a lot better than Mandibuzz anyway(since Mandi can't take sun boosted attacks at all.) Water tera helps w/ this, and isn't weak to another coverage option of Gouging. EVs are just max/max w/ odd HP value for residual damage, and then 4 in each lesser used stat, rather than 12 in one. Thunder Wave is probably the most important move, Encore can disrupt things, esp. after t wave since they'll be much more likely to be slower then. Physical STABs are mainly for Roaring Moon(well Play Rough is, Dazzling fails to ohko, and it gets Urshifu dark really well,) while still 2hkoing Glimmora often. It's too soon to tell if this is good.

:Munkidori:
Munkidori (M) @ Choice Scarf
Ability: Toxic Chain
Level: 50
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Trick
- Psychic
- Focus Blast

I wanted a grounded poison, because of Glimmora, that still gets Archaludon. The 2nd requirement basically necessitated a special attacker, which also goes w/ the team. This also isn't another rock weakness like iron moth. STABs are normal, Trick is good w/ choice, I used to use that a lot. Focus Blast, w/ or w/o tera, is what actually gets base type Archaludon, w/ Trick being an option too. This doesn't seem very good, but at present can't explain why. Figting tera resists dark, and is chosen OVER dark for damage on one attack.

:Ogerpon-Hearthflame:
Ogerpon-Hearthflame @ Hearthflame Mask
Ability: Mold Breaker
Level: 50
Tera Type: Fire
EVs: 60 HP / 180 Atk / 12 Def / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Swords Dance
- Play Rough
- Horn Leech

I changed the EVs for Scarf Surging Strikes, at any rate ack of power is not a problem. The yucky coverage is, though I like SD and Encore, and use both often. It can kinda power through anything w/ those moves, if Encore provides a set up opportunity. This isn't bad by any stretch of the imagination, but I'm still considering replacing it cause of the Skeledirge match up. I tried Waterpon in the past, and was not nearly as impressed. Cornerstone makes Scizor worse.

This goes back and forth enough that I still think it's sorta viable, but there could be much improvement. I stay at about 10 more losses than wins, w/ over 150 games. So it isn't the worst at least.
Specific reasons: frosmoth is really frail and falls to many priority moves after some damage, like scizor bullet punch, dragonite espeed, etc. plus it is very weak to rocks so any rocks will destroy half of its hp. (no quiver dance? what?)

modest munkidori is def not fast enough for the meta, plus its wrecked by kingambit sucker punch after some chip and its tera type would be better if its something like fighting to deal with that. even if its not modest, i would still say munkidori is not very good...

charge on almost any pokemon is really bad, it takes one turn to set up and goes away on the next, mostly a waste of a turn if you ask me.

even you said that mamoswine is inconsistant, so maybe switch out for something like dragonite who can fit on many teams and fill many roles.
if you really want hazards i would say glimmora would be better as it has toxic debris and spikes.

if these pokemon you are using are not your favorites, the reasons to use them are very little, so id say check out the vr rankings or sample sets for the existing ones. this team also hates flutter mane, with the right moves flutter mane can rip through many members here with supereffective damage.
 
Specific reasons: frosmoth is really frail and falls to many priority moves after some damage, like scizor bullet punch, dragonite espeed, etc. plus it is very weak to rocks so any rocks will destroy half of its hp. (no quiver dance? what?)

modest munkidori is def not fast enough for the meta, plus its wrecked by kingambit sucker punch after some chip and its tera type would be better if its something like fighting to deal with that. even if its not modest, i would still say munkidori is not very good...

charge on almost any pokemon is really bad, it takes one turn to set up and goes away on the next, mostly a waste of a turn if you ask me.

even you said that mamoswine is inconsistant, so maybe switch out for something like dragonite who can fit on many teams and fill many roles.
if you really want hazards i would say glimmora would be better as it has toxic debris and spikes.

if these pokemon you are using are not your favorites, the reasons to use them are very little, so id say check out the vr rankings or sample sets for the existing ones. this team also hates flutter mane, with the right moves flutter mane can rip through many members here with supereffective damage.
Well yes I do hate rocks. I feel like frosmoth's pros kinda outweigh the cons, but that could change.

Munki is gone, it is bad you're right. Charge hm. Well I can try SD. The lack of defensive benefit seemed bad since it has enough attack, except sometimes on the main attack, for like defensive ghold.

I'm getting used to mamo and do like it now. It's not for hazards, I just had those as a small concession to normal^^ but I'm not sold on them.

Edit: kinda funny you didn't discuss scream tail, that's what I'm ACTUALLY replacing lol. For cresselia. I tried more normal stuff briefly, idk. Not so much for me. There's probably a more happy medium though.
 
Well yes I do hate rocks. I feel like frosmoth's pros kinda outweigh the cons, but that could change.

Munki is gone, it is bad you're right. Charge hm. Well I can try SD. The lack of defensive benefit seemed bad since it has enough attack, except sometimes on the main attack, for like defensive ghold.

I'm getting used to mamo and do like it now. It's not for hazards, I just had those as a small concession to normal^^ but I'm not sold on them.
just remember that flutter mane wrecks your team, and its def common on serious teams.
 
It's #1 um. Yeah flutter with rocks support is tough unless I lead moth and Tera asap. I am going to change more of the team, so I'll see if that fixes flutter for me.
 
It's #1 um. Yeah flutter with rocks support is tough unless I lead moth and Tera asap. I am going to change more of the team, so I'll see if that fixes flutter for me.
flutter can tera as well, it has calm mind and cm variants can easily beat tera frosmoth as well, so get something to beat flutter like kingambit or scizor or sth. psyshock can bypass av to hit your pathetic defense.
 
flutter can tera as well, it has calm mind and cm variants can easily beat tera frosmoth as well, so get something to beat flutter like kingambit or scizor or sth.
That's fair. Cm isn't actually bad to moth by itself without like previous set up OR mystical fire, BUT it sucks with pain split, which they have. Scizor is reasonable. It was the moth's #1 teammate, fire though. Idk how that happened. Kingambit is more interesting hopefully.

Thanks for the replies too, I get many or none(usually none lol,) so cool I got many now.

Edit: I'll probably re try my boring team as a control group, maybe next season.
 
That's fair. Cm isn't actually bad to moth by itself without like previous set up OR mystical fire, BUT it sucks with pain split, which they have. Scizor is reasonable. It was the moth's #1 teammate, fire though. Idk how that happened. Kingambit is more interesting hopefully.
psyshock and draining kiss all work, shadow ball and a fairy move creates an almost perfect combo so the other two slots are free, it could be draining kiss, cm, power gem, thunderbolt, psyshock, taunt, subsitute and the list goes on, btw you do not need two attacks on scream tail. play rough is enough. maybe wish would be better as recovery is needed for it to stay alive long enough to fend off the stuff you talked about.
 

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