Author Topic: [WIP]Attack Rumia  (Read 1553 times)

Offline Voltex

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[WIP]Attack Rumia
« on: September 26, 2013, 01:30:14 AM »
WIP: No mention of specific counter and support Puppets, other moves and builds have yet to be explored.

Attack Rumia

Type: Dark/Miasma
Resistances: Dark, Dream, Illusion, Miasma, Nature
Weaknesses: Steel, Reason
Immunities: Earth

Base Stats:
HP: 70
Atk: 130
Def: 70
Spd: 95
Sp.Atk: 75
Sp.Def: 70

Someone has removed Rumia's amulet, and her most threatening form has been released. With full control over her power of darkness, and a wicked blade at her hands, now Attack Rumia shall punish those who sealed her, and everything that stands on her way.

Overview:
After looking at those Base Stats, it should be clear which is the best role for Attack Rumia: Physical Sweeper. And she does get the tools for that job, one of them being Thrash, a Dark-type move which after STAB reaches a threatening 150 Base Power.
She also has access to Superpower, a powerful Dream-Type move which conveniently covers the weakness of Dark-Types to Steel and Heart attacks; so any Puppet with those types shouldn't feel comfortable while facing Attack Rumia.

Why should you consider Attack Rumia in your team?
With Attack Remilia and Attack Flandre being able to learn Thrash and Superpower and having a similar stat spread but with more Speed and Attack respectively, Attack Rumia seems apparently outclassed by these two; so why bother with Attack Rumia, you may ask?
The answer is in Attack Rumia's typing, Ability and movepool.
Miasma-type provides her 2 resistances, compensates her weaknesses to Faith and Heart from her Dark Type, and turns her immune to Poison; while her Ability Levitate covers her Earth weakness from Miasma-type and turns her immune to Spikes damage. With Poison and Spikes immunity, Attack Rumia should be easier to switch in that the Scarlet Sisters.
Comparing Attack Rumia with the each sister:
vs. Attack Remilia: Attack Rumia has less Speed, but more resistances.
vs. Attack Flandre: Attack Rumia has less Attack, but more resistances and doesn't suffer from any sort of Accuracy loss.
Finally, Attack Rumia is able to learn a couple of moves that the Scarlet Sisters cannot, and compliment the combination of Thrash + Superpower quite well.
For instance, that menacing sword Attack Rumia carries is not only for show, because it gives her access to Braver, a dangerous Steel-Type move that compliments the Thrash + Superpower combo by hitting opposing Dark Puppets hard.
Then, while the Scarlet Sisters may have trouble handling Ghost-type Puppets who wall their main move Thrash, Attack Rumia has access to Crunch, which hit Ghost-types with virtually 160 Power after super-effective damage.

Ability:
Levitate: A great Ability by itself, but Attack Rumia further benefits from it because it removes her weakness to Earth.

Blooming Darkness (Choice)
Attack Rumia @ Special Bloomers
Nature: Jolly (+Spd; -Sp.Atk)
EVs: 252 Atk/252 Spd/4 HP
-Thrash
-Braver
-Superpower
-Poison Jab/Crunch/Fire Punch

Straightforward Special Bloomers set: Just give Attack Rumia four attacking moves and Special Bloomers and beat anything that faces her. Jolly Nature because with only 95 base Speed, she needs all the Speed she can get.
Poison Jab gains STAB for another 120 Base Power attack besides Braver, while Crunch damages with super effective damage those problematic Ghosts that might attempt to wall Thrash, and Fire Punch can allow Attack Rumia to deal with threatening Steel types who resist Superpower.

Bluffing Bloomers
Attack Rumia @ Lum Berry/Mistress Outfit
Nature: Jolly (+Spd; -Sp.Atk)
EVs: 252 Atk/252 Spd/4 HP
-Thrash
-Braver
-Superpower
-Poison Jab/Crunch/Fire Punch

Special Bloomers sets are somewhat common, so you could go for another item instead and throw a surprise attack if your opponent assumes Attack Rumia is locked with a move.

[As you might have noticed, these sets are pretty much the same ones you would expect in Attack Remilia and Attack Flandre. This should be no surprise as the three Puppets have similar stat spreads, differing only in their available moves.]

Other options:
Ice/Thunder Punch/Shadow Hit: You can resort to these moves if you want Attack Rumia to be able to handle specific Puppets that the rest of your Team would have trouble with.
Toxic/Will-o-Wisp/Confuse Ray: You are free to use a move slot for one of these Status moves and take advantage of the element of surprise, but I wouldn't recommend it as Attack Rumia is clearly not the best Puppet for spreading status.
Swords Dance: In the non-Bloomers set, you can run this move and try to use it when you get the chance, but keep in mind that it will be difficult to pull off, and it might require Dual Screens, Sleep or Baton Pass support from the team.

Slack Off: "While A Rumia has pretty terribad bulk her Semi Unique typing makes her far harder to straight up kill than you would imagine, combine that with a spikes immunity and you'd be surprised at how often she gets a chance to heal up." - josh
Memento: "95 base is an awkward speed tier however it notably outruns base 90 setup sweepers and bulky tailwinders allowing Rumia to freely drop a memento to turn an otherwise deadly sweeper into setup fodder. Memento gets the nod over Wilo cause...wilo friggin misses and stray lums are a near constant in touhoumons." - josh

Salac Berry: "95 Base is slightly over the magic 90 adamant where you outrun everything unboosted at +1 so Salac can be used if you just love betting on damage ranges." - josh


Support:
An above average Base Speed is Attack Rumia's biggest issue, so she will really appreciate Paralysis and Speed Baton Pass support.
If your team can reliably pass at least 1 stage of Speed to Attack Rumia, then you could go for an EV spread of:
[252 Atk/108 Spd/148 HP] with Jolly Nature
or, for a higher offense:
[252 Atk/208 Spd/48 HP] and Adamant Nature
With those spreads she is able to reach 417 Speed after +1 stage of Speed, out speeding even Puppets with 140 Base Speed and Positive-Speed Nature; with the first spread and without any boost on Speed, Attack Rumia is able to out speed from base 75's with full investment on Speed, to base 120's with Neutral-Speed Natures and 0 investment on Speed.
Needless to say, avoid using Special Bloomers when Baton Passing to Attack Rumia because there is the risk of being walled by a Puppet, forcing you to switch out and waste the stat boosts.

Attack Rumia dislikes Steel and fast Reason Puppets the most, so she will want Puppets who can deal with them as team partners.

Counters:
Blade Flash users and fast Puppets with STAB Steel and Reason attacks should be able to handle Attack Rumia with ease.
Ghosts can switch into Thrash with no problems and take the opportunity to use a move.
Much like with Attack Remilia, Yumeko and Rika are notable counters as both take Neutral damage from the 3 Attack Rumia's main attacks and retaliate with Steel attacks.
« Last Edit: October 16, 2013, 09:24:10 PM by Voltex »

Offline joshcja

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Re: [WIP]Attack Rumia
« Reply #1 on: October 16, 2013, 12:54:45 PM »
Late reply but 2 quick thingies that could be easily added to options.

Slack off and memento

While A Rumia has pretty terribad bulk her Semi Unique typing makes her far harder to straight up kill than you would imagine, combine that with a spikes immunity and you'd be surprised at how often she gets a chance to heal up.

95 base is an awkward speed tier however it notably outruns base 90 setup sweepers and bulky tailwinders allowing Rumia to freely drop a memento to turn an otherwise deadly sweeper into setup fodder. Memento gets the nod over Wilo cause...wilo friggin misses and stray lums are a near constant in touhoumons.

95 Base is slightly over the magic 90 adamant where you outrun everything unboosted at +1 so Salac can be used if you just love betting on damage ranges.

Offline Voltex

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Re: [WIP]Attack Rumia
« Reply #2 on: October 16, 2013, 09:14:50 PM »
I was not sure of Attack Rumia's endurance so I didn't think Slack Off or Salac would be good options. But if you say she should be able to take a few hits, then I will include them in the OP.