[RMT] Steal

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How good is this team?

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Total Votes : 3

[RMT] Steal

Post by Life's Rainbow on Tue Mar 15, 2016 6:58 am

Scorched Steel (Heatran) @ Leftovers  
Ability: Flash Fire  
Shiny: Yes  
EVs: 252 HP / 176 SpD / 80 Spe  
Calm Nature  
- Lava Plume  
- Stealth Rock  
- Earth Power  
- Toxic  
Who doesn't use Heatran on a Steel team? It bears an immunity to one of Steel's weaknesses, Fire. With Fire being as common as it is, it's pretty hard to win a fight against anything with decent fire mons/moves without this. Lava Plume is there to take advantage of Flash Fire, Stealth Rock is to break sashes and Sturdy, and other things that could potentially disrupt sweeps, Earth Power is for coverage, and Toxic is to slowly wear down walls or sweepers.


Honorable Steel (Bisharp) @ Life Orb  
Ability: Defiant  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Knock Off  
- Swords Dance  
- Sucker Punch  
- Iron Head  
Bisharp is the physical attacker of the team, with his attack stat being really damn high. Why wouldn't you use him? Defiant is probably one of the greater abilities. If the opponent lays down Sticky Web, that's a free +2 attack. Knock Off is there to be a good STAB attack, Swords Dance if you predict the opponent is going to switch or do something else, Sucker Punch for priority, and Iron Head for coverage (and STAB)


Spiky Steel (Skarmory) @ Rocky Helmet  
Ability: Sturdy  
EVs: 252 HP / 252 Def / 4 SpD  
Impish Nature  
- Brave Bird  
- Spikes  
- Roost  
- Whirlwind  
Being blessed with the typing Steel/Flying, making it neutral to Fighting, another of Steel's weaknesses, Skarmory is pretty good. Able to soak up physical hits while setting up spikes and whirlwinding people that are trying to set up out of the fight. Roost is there to upgrade this thing's bulkyness levels, and Brave Bird is there to be able to attack (and be super effective against Fighting mons)

Ethereal Steel (Doublade) @ Eviolite  
Ability: No Guard  
Shiny: Yes  
EVs: 248 HP / 252 Atk / 8 SpD  
Adamant Nature  
- Swords Dance  
- Shadow Claw  
- Shadow Sneak  
- Sacred Sword  
If you've got something even Skarmory can't take, like a Mega Medicham with an attack boost, Doublade is immune to Fighting altogether. While it attack stat isn't as good as Bisharp or Excadrill, having access to Eviolite and being immune to Fighting makes up for it. Swords Dance is to try and boost it's still-decent attack stat up, Shadow Claw for stab, Shadow Sneak for priority, and Sacred Sword to deal with Fighting mons.

Digging Steel (Excadrill) @ Choice Scarf  
Ability: Mold Breaker  
Shiny: Yes  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Earthquake  
- Rock Slide  
- Rapid Spin  
- Iron Head  
Excadrill, while being much better in a sandstorm, is still really good without it. Possesing a great Attack and Speed stat, along with a Choice Scarf, it works in a hit-and-run fashion. Do the damage and switch. Got something that resists everything on the team? No problem, just use one of the above moves and get rid of it. Rapid Spin is there to get hazards off your side of the field, ( and for disrespect kills )

Robotic Steel (Magnezone) @ Choice Scarf  
Ability: Magnet Pull  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Volt Switch  
- Hidden Power [Ice]  
- Flash Cannon  
- Thunderbolt  
Once you get in the zone of Magnezone there's no getting out. Being able to outspeed lots of things with a Choice Scarf, it's able to deal good damage while still being bulky. Like a special Doublade, almost. Volt Switch is there if you want a free switch-out on a revenge kill. HP Ice is coverage. Flash Cannon is for pesky Rock and Fairy types. Thunderbolt is for STAB.
Wanna test this team?:
Scorched Steel (Heatran) @ Leftovers  
Ability: Flash Fire  
Shiny: Yes  
EVs: 252 HP / 176 SpD / 80 Spe  
Calm Nature  
- Lava Plume  
- Stealth Rock  
- Earth Power  
- Toxic  

Honorable Steel (Bisharp) @ Life Orb  
Ability: Defiant  
EVs: 252 Atk / 4 SpD / 252 Spe  
Adamant Nature  
- Knock Off  
- Swords Dance  
- Sucker Punch  
- Iron Head  

Spiky Steel (Skarmory) @ Rocky Helmet  
Ability: Sturdy  
EVs: 252 HP / 252 Def / 4 SpD  
Impish Nature  
- Brave Bird  
- Spikes  
- Roost  
- Whirlwind  

Ethereal Steel (Doublade) @ Eviolite  
Ability: No Guard  
Shiny: Yes  
EVs: 248 HP / 252 Atk / 8 SpD  
Adamant Nature  
- Swords Dance  
- Shadow Claw  
- Shadow Sneak  
- Sacred Sword  

Digging Steel (Excadrill) @ Choice Scarf  
Ability: Mold Breaker  
Shiny: Yes  
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Earthquake  
- Rock Slide  
- Rapid Spin  
- Iron Head  

Robotic Steel (Magnezone) @ Choice Scarf  
Ability: Magnet Pull  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
- Volt Switch  
- Hidden Power [Ice]  
- Flash Cannon  
- Thunderbolt  

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Re: [RMT] Steal

Post by Nebulous on Wed Mar 16, 2016 12:22 am

Looks pretty standard so I don't see much wrong with it, nice team.
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Re: [RMT] Steal

Post by Hydre(Hydreigon) on Wed Mar 16, 2016 2:10 am

Question.

Why magnet pull and hp ice over hp fire?

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Re: [RMT] Steal

Post by Nebulous on Wed Mar 16, 2016 3:39 am

it can check Skarmory I guess, but i don't see much else use for it, think sturdy might be better.
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Re: [RMT] Steal

Post by Fraction on Fri Mar 18, 2016 8:26 pm

I don't think HP Ice helps much here. There's no Lando's around. Most Ground teams run sand so your attempt to kill it with fire ice would be laughable.
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Re: [RMT] Steal

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