
An underused RMT by Pokemazter
Introduction
With having finally quit Serebii, I've decided to venture in a tier that I hadn't played in a while. After having had two teams test the waters of a metagame I haven't touched in roughly four months, and the arrival of a new threat in Gothitelle, I built this team. It has brought a fair deal of success, landing me an impressive ladder ranking of 1911, 3rd on the Pokemon Showdown! ladder. With having gained the experience and knowledge in the new underused metagame, I've gotten a total of 5 analyses written, and hope to continue my contributions to the only Smogon metagame close to perfection. With Gothitelle's stay in the tier under question, I felt that getting this team up now would do it best, as there are still kinks to be worked out.
This team relies heavily on Gothitelle's ability to remove checks to the two star Pokemon of the team, Raikou and Heracross. This includes, but is not limited to, Pokemon like Swampert, Rhyperior, Snorlax, Gligar, and Cofagrigus. With these threats removed, both Raikou and Heracross have free reign to spam their powerful STAB moves and clean out the opposing team. The rest of the team simply provides support to both Raikou and Heracross, with Golurk and Roserade providing hazards support turning many 2HKO's into OHKO's. Milotic is there to handle Pokemon like Kingdra and Darmanitan, as both would normally run rampant on the team due to their sheer power. Like many teams in any tier, there are still problems that this team faces. The biggest check to this team at the moment has to be entry hazards. However, they need to be at moderate levels to start causing trouble. Toxic Spikes is arguably the worst of the bunch, as they're the easiest to set up on my team and only one Pokemon resists them. It's not something that needs immediate solving, but they're incredibly annoying. I'm not sure if investing in a Spinner would be good for this team, simply because it sits at such a delicate point where there isn't a hell of a lot wrong with it. So, without further ado, let's take a glance at the team!
This team relies heavily on Gothitelle's ability to remove checks to the two star Pokemon of the team, Raikou and Heracross. This includes, but is not limited to, Pokemon like Swampert, Rhyperior, Snorlax, Gligar, and Cofagrigus. With these threats removed, both Raikou and Heracross have free reign to spam their powerful STAB moves and clean out the opposing team. The rest of the team simply provides support to both Raikou and Heracross, with Golurk and Roserade providing hazards support turning many 2HKO's into OHKO's. Milotic is there to handle Pokemon like Kingdra and Darmanitan, as both would normally run rampant on the team due to their sheer power. Like many teams in any tier, there are still problems that this team faces. The biggest check to this team at the moment has to be entry hazards. However, they need to be at moderate levels to start causing trouble. Toxic Spikes is arguably the worst of the bunch, as they're the easiest to set up on my team and only one Pokemon resists them. It's not something that needs immediate solving, but they're incredibly annoying. I'm not sure if investing in a Spinner would be good for this team, simply because it sits at such a delicate point where there isn't a hell of a lot wrong with it. So, without further ado, let's take a glance at the team!






Teambuilding Process
.::Original Foundations::.






- This was the original variant of the team, which functioned a lot different than the current version. This variant was based around a two-man Volt-Turn core in Mienshao and Raikou in order to quickly get Gothitelle, Gligar, or Snorlax out to shut down checks to Raikou and Mienshao. The first uses of Heracross were for strictly eliminating Sableye and providing backup offence, and was very rarely used. This team only managed to get me to around 1550 points that the Pokemon Showdown! ladder, which did not qualify for the top 100. It had a glaring weakness to Pokemon such as Kingdra, Darmanitan, and Flygon, as they could only be revenge-killed, meaning if any of those three were well-played, my team would most likely lose.
.::A Quick Fix with Mixed Results::.






- A single change, Suicune over Snorlax, made a lot of difference. Simply adding something to check Kingdra, Darmanitan, and Flygon made laddering a lot easier, pushing me to exactly 1700 points on the Pokemon Showdown! ladder. However, this version tended to falter after reaching 1700, and even though it didn't lose past 1700 points, I really had to rely on hax, RNG, and outpredicting the opponent in order to win. Toxic Spikes were a major problem for this team, as two layers quickly wore down my Pokemon.
.::Most Problems Solved::.






- Yeah, I'm bad for making single-Pokemon changes, but sometimes that's all it really takes to fix a team. Another bulky Water-type replaced Suicune, this time Qwilfish. Its Poison typing and Intimidate ability kept things like the three problem Pokemon mentioned above and new threats such as MoxieCross in line, and it also had access to Spikes, only supporting the team. However, after going over my team at #genvuu, the underused IRC channel, with a few of the tiering contributors and better ladder players, an entire revamp would land the team as it is now.
.::As you see, we Trap and Smash






- What was discussed mostly on #genvuu regarding my team, were three key facts: I was using Heracross wrong, I didn't need Mienshao as it could be a fairly unreliable revenge killer, and that Gligar isn't a great Pokemon. With those aspects mentioned, I changed Heracross from a Guts variant into a Scarf Moxie variant, and replaced Mienshao and Gligar with Roserade and Golurk to maintain hazards support. This left me fairly vulnerable to Psychic-type STAB, and even though it's a terrible STAB, I have nothing that resists it, and it still exists, so I dropped Qwilfish for Milotic, who in my opinion, did better against most, if not all physical threats because it could spread burn with Scald. I felt this version was the most solid variant of the team, but it still had its issues - entry hazards, Ground-type STAB, and Golruk being dead weight, and I needed these solved.
.::Returning to its Roots (Sorta)::.






- With the return of two familiar faces, RestTalk Snorlax and Gligar, the team really patched up its issues with a lacking Ground-type resist and Nidoking. Replacing Roserade was another Pokemon that really benefits from Gothitelle's ability to trap, Rain Dance Kingdra, as Gothitelle can trap any Empoleon it finds (sorta, they tend to carry Roar) and dish out some heavy damage with Thunderbolt. Thunderbolt is now being used over Shadow Ball as it does more for my sweepers, Claydol takes more from Grass Knot, and most other threats that Shadow Ball was used for doesn't like Gothitelle's new coverage options. Kingdra brings a lot to the team as well, decimating opposing Sableye and dismantling most teams with its untouchable Speed and great offensive STAB. This version of the team is still plagued by multiple layers of hazards, but is able to cover most every other threat available to UU. Currently, this version of the team is sitting at 1800 on the Pokemon Showdown! ladder, the highest peak I've gotten on Smogon's new simulator. Shout-out to all those who gave a rate to the previous version of the team, as its them that really helped the team improve.
In-Depth View

Gothitelle @ Choice Specs
Shadow Tag
4 HP / 252 SpA / 252 Spe
Modest Nature
- Psyshock
- Grass Knot
- Thunderbolt
- Hidden Power Ice
Shadow Tag
4 HP / 252 SpA / 252 Spe
Modest Nature
- Psyshock
- Grass Knot
- Thunderbolt
- Hidden Power Ice
The glue of my team, and a very key component of this team. This new addition to the metagame effectively removes the likes of Slowbro, Swampert, Rhyperior, Gligar, Cofagrigus, leaving two of the most effective Pokemon in the tier, Heracross and Raikou, to sweep at their own leisure. Gothitelle also excels at removing many hazards layers and basically every spinner available to UU, along with Xatu, which also helps maintain offensive pressure for my team, with the opponent having to worry about three layers of Spikes and a layer of Stealth Rock hurting their team every switch-in.
Psyshock is the STAB move of choice, beating Pokemon like Snorlax, and thus allowing for Raikou to have one less check during its sweep. Grass Knot also removes Raikou's two best checks, Swampert and Rhyperior, giving Raikou more than enough room to sweep. Thunderbolt is used to beat Flying- and Water-type Pokemon such as Togekiss and Empoleon, most of which delay or prevent a Kingdra or Heracross sweep. Hidden Power Ice beats Gligar, another Pokemon that beats a Heracross sweep. It can be handy for beating Flygon on the switch-in.
Synergy:
: Gligar, Heracross.
: Heracross.
: Snorlax.
Psyshock is the STAB move of choice, beating Pokemon like Snorlax, and thus allowing for Raikou to have one less check during its sweep. Grass Knot also removes Raikou's two best checks, Swampert and Rhyperior, giving Raikou more than enough room to sweep. Thunderbolt is used to beat Flying- and Water-type Pokemon such as Togekiss and Empoleon, most of which delay or prevent a Kingdra or Heracross sweep. Hidden Power Ice beats Gligar, another Pokemon that beats a Heracross sweep. It can be handy for beating Flygon on the switch-in.
Synergy:




Kingdra @ Life Orb
Swift Swim
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Hydro Pump
- Draco Meteor
- Dragon Pulse
Swift Swim
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Hydro Pump
- Draco Meteor
- Dragon Pulse
Because Gothitelle removes walls, the team really didn't need the Spikes that Roserade was supplying. The issue Sableye was providing the team with wasn't solving itself either. With this replacement, Kingdra adds even more emphasis on the "smash" this team is known for. It easily beats out Sableye and helps power through opposing teams once Gothitelle has removed Empoleon. Kingdra also functions as my Darmanitan counter, as its quad resist to Flare Blitz and Rain Dance really make the Fire-type useless. I'm rather satisfied with this change, as it allows me to completely decimate opposing teams with its Johto friends in Raikou and Heracross.
The goal of this set is to set rain up and outspeed any opposing Kingdra via a timid nature. With the rain in place, Kingdra's speed doubles. This provides a boost to its already powerful STAB, Hydro Pump, which is typically used for removing the likes of Bronzong, Cobalion, and other Steel-types that could take a Draco Meteor or Dragon Pulse. Draco Meteor is designed for muscling through the likes of Suicune and other bulky Water-types that could stomach a Hydro Pump. Dragon Pulse was chosen over Surf, as Kingdra is typically going to be spamming its Dragon-type STAB moves once Hydro Pump and the rest of the team has eliminated any stray Steel-types.
Synergy:
: Kingdra serves to check opposing Dragon-types on its own, as once Rain Dance is up, it outspeeds the standard Kingdra sets and Scarf Flygon.
The goal of this set is to set rain up and outspeed any opposing Kingdra via a timid nature. With the rain in place, Kingdra's speed doubles. This provides a boost to its already powerful STAB, Hydro Pump, which is typically used for removing the likes of Bronzong, Cobalion, and other Steel-types that could take a Draco Meteor or Dragon Pulse. Draco Meteor is designed for muscling through the likes of Suicune and other bulky Water-types that could stomach a Hydro Pump. Dragon Pulse was chosen over Surf, as Kingdra is typically going to be spamming its Dragon-type STAB moves once Hydro Pump and the rest of the team has eliminated any stray Steel-types.
Synergy:


Raikou @ Leftovers
Pressure
64 HP / 228 SpA / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power Ice
Pressure
64 HP / 228 SpA / 216 Spe
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power Ice
This variant of the team sports a new Raikou. Having been suggested both the Choice Specs and SubCM sets, I tested both, with SubCM coming out on top. This set wins matches, and with both Rain Dance Kingdra and Scarf MoxieCross, no team can really survive an onslaught from these 3 Pokemon. The Calm Mind boosted pseudo BoltBeam coverage from behind a Substitute can be really devastating, as setting up with Raikou once Rhyperior and Swampert have been removed is enough to win matches, most of which are ragequits. Raikou is a very powerful Pokemon that definitely has a niche on my team.
As mentioned, the goal of this set is to set it up to about +3 in both Special stats and maintain Raikou's substitute. After this, no special attack is really going to be breaking the Substitute, which keeps Raikou free from status thanks to its blistering 353 Speed stat. Calm Mind, as mentioned, brings both Special Attack and Special Defence to levels that turn Raikou into a nightmare for other teams. Thunderbolt is the main spamming move on this set, as there typically aren't any Ground-types around by the time I get to using Raikou. Swampert, Rhyperior, and Gligar are typically removed fairly early in the game, and both Flygon and Nidoking just die to a Hidden Power Ice while they manage to break Raikou's Substitute. Hidden Power Ice is typically just for Nidoking, Flygon, and opposing Raikou, as Zapdos and Rotom-H take more from a STAB Thunderbolt than either take from Hidden Power Ice. I love Raikou. It does this team so much good really.
Synergy:
: Gligar.
As mentioned, the goal of this set is to set it up to about +3 in both Special stats and maintain Raikou's substitute. After this, no special attack is really going to be breaking the Substitute, which keeps Raikou free from status thanks to its blistering 353 Speed stat. Calm Mind, as mentioned, brings both Special Attack and Special Defence to levels that turn Raikou into a nightmare for other teams. Thunderbolt is the main spamming move on this set, as there typically aren't any Ground-types around by the time I get to using Raikou. Swampert, Rhyperior, and Gligar are typically removed fairly early in the game, and both Flygon and Nidoking just die to a Hidden Power Ice while they manage to break Raikou's Substitute. Hidden Power Ice is typically just for Nidoking, Flygon, and opposing Raikou, as Zapdos and Rotom-H take more from a STAB Thunderbolt than either take from Hidden Power Ice. I love Raikou. It does this team so much good really.
Synergy:


Gligar @ Eviolite
Immunity
252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Immunity
252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Another one of those key Pokemon on the team, Gligar is here to take on the likes of Heracross, Flygon, and most other physical sweepers, all while setting up Stealth Rock. It provides more for the team than Golurk ever could, although Gligar lacks the punch that Golurk did. Although the role may seem small, it's extremely important to this team, as it prevents things like opposing Scarf MoxieCross from tearing this team a new asshole. It also acts as a pseudo status absorber, as if I know that a Thunder Wave or Toxic is headed my way, and whatever I have out can't prevent the status move from landing, whether it be via KO or Substitute, Gligar is there to take it, as neither effect it. I know I've called Gligar terrible in the past, but the way its performed on this variant of the team has really changed my perspective on that claim a bit.
Stealth Rock acts as a vital component to my team, causing various amounts of damage to the opposing Pokemon every switch in. It also turns many 2HKOs on the team into OHKOs, as the extra 12% damage can go a long way in pulling off an unboosted sweep. It also makes Fire- and Bug-type Pokemon much easier to deal with, as they tend to lose the most amounts of HP. U-Turn is here so that some momentum can be provided on glaringly obvious switches to Gligar's counters, allowing me to bring in things like Raikou on something like a Suicune. Roost keeps Gligar healthy, and is a major component of the team's durability, as it allows Gligar to tank most, if not every physical attack thrown at the team. Earthquake is there to pick off weakened and slower Steel- and Rock-type Pokemon that Gligar walls, making the lives of its teammates easier.
Stealth Rock acts as a vital component to my team, causing various amounts of damage to the opposing Pokemon every switch in. It also turns many 2HKOs on the team into OHKOs, as the extra 12% damage can go a long way in pulling off an unboosted sweep. It also makes Fire- and Bug-type Pokemon much easier to deal with, as they tend to lose the most amounts of HP. U-Turn is here so that some momentum can be provided on glaringly obvious switches to Gligar's counters, allowing me to bring in things like Raikou on something like a Suicune. Roost keeps Gligar healthy, and is a major component of the team's durability, as it allows Gligar to tank most, if not every physical attack thrown at the team. Earthquake is there to pick off weakened and slower Steel- and Rock-type Pokemon that Gligar walls, making the lives of its teammates easier.
Synergy:



Snorlax @ Leftovers
Thick Fat
208 HP / 124 Def / 176 SpD
Careful Nature
- Rest
- Sleep Talk
- Body Slam
- Crunch
Thick Fat
208 HP / 124 Def / 176 SpD
Careful Nature
- Rest
- Sleep Talk
- Body Slam
- Crunch
Returning with its partner-in-crime, Snorlax takes on basically every specially attacking threat in the tier, completing a pseudo "SkarmBliss" combo. With its ability, Snorlax also provides the team with an additional Fire-type resistance and serves as the Ice-type switch-in for the team (this is barring Weavile, as Heracross can take about anything it throws at is minus a +2 Ice Punch and threaten back with all of its moves). Snorlax has been a real handy Pokemon to have around, as it solves the Nidoking issue and helps bunches against special attackers that would normally have their way with my team.
The RestTalk strategy used on the previous team returns simply because it's Snorlax's best set. It cures and protects it from status, all while maintaining somewhat of an offensive presence. Body Slam is used over Return for its chance to paralyse, which helps against opposing Scarf Pokemon, rendering them next to useless. Crunch is here over Whirlwind for a few reasons. It beats Gothitelle, who can trap and beat Snorlax with Psyshock, and it allows Snorlax to beat the Ghost- and Psychic-types that it tends to commonly switch in on.
Synergy:
: Gligar, Gothitelle, Heracross.
The RestTalk strategy used on the previous team returns simply because it's Snorlax's best set. It cures and protects it from status, all while maintaining somewhat of an offensive presence. Body Slam is used over Return for its chance to paralyse, which helps against opposing Scarf Pokemon, rendering them next to useless. Crunch is here over Whirlwind for a few reasons. It beats Gothitelle, who can trap and beat Snorlax with Psyshock, and it allows Snorlax to beat the Ghost- and Psychic-types that it tends to commonly switch in on.
Synergy:


Heracross @ Choice Scarf
Moxie
4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake
Moxie
4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake
Initially, I was really against using this. I felt that Scarf MoxieCross was severely overhyped and wouldn't be as big of a threat as it had been predicted to be. Jesus Christ, was I wrong. This thing alone is capable of taking out half a team. Paired with Gothitelle, it wins matches. Typically, I use it as a late-game cleaner to just scrape the remaining shit off the walls and win me a match. Once it has nothing to fear, it strikes nothing but primal fear in an opponent, giving them one thought: "Fuck. I've lost.". Unlike Golurk, this is a Pokemon I will gladly advocate. However, this variant doesn't beat Sableye like my previous Guts variant did. Oh well. No sacrifice, no victory.
So here's how this badass unfolds. Gothitelle removes the Ghost-types, Gligar, the whole 9 yards. If it checks Heracross and can be beat by Gothitelle, it's gone. This typically leaves me room to just spam either Close Combat or Megahorn. After a few boosts, the initial choice of move tends not to matter, considering that chances are, nothing's left to really stop it. Stone Edge is there in case Zapdos is still around, which can be a bit of a pain. Earthquake is there because Pursuit is a terrible move to be locked into after removing a Psychic-type, and no viable Psychic-type will be outspeeding me anyways, and is probably already piss weak or dead.
Synergy:
: Kingdra, Snorlax.
: Gothitelle, Snorlax.
: Raikou.
So here's how this badass unfolds. Gothitelle removes the Ghost-types, Gligar, the whole 9 yards. If it checks Heracross and can be beat by Gothitelle, it's gone. This typically leaves me room to just spam either Close Combat or Megahorn. After a few boosts, the initial choice of move tends not to matter, considering that chances are, nothing's left to really stop it. Stone Edge is there in case Zapdos is still around, which can be a bit of a pain. Earthquake is there because Pursuit is a terrible move to be locked into after removing a Psychic-type, and no viable Psychic-type will be outspeeding me anyways, and is probably already piss weak or dead.
Synergy:



Conclusion
So that there, is the team I've been using as of late. I really like it and I have high expectations for it. My current goal is to hit roughly 1900 points on the UU ladder at Pokemon Showdown!, and hopefully, any changes suggested here will help bring that to light. As mentioned, I'm really looking for a Pokemon with an offensive presence to replace Golurk as my Stealth Rock user because it's piss weak and I just don't like it. I've enclosed a small threatlist below, and hopefully, any rates will help address them.






Threatlist


It's mostly just Spikes and Toxic Spikes giving my team hell whenever they can be set up, as I lack a way to remove them. Typically, this isn't an issue until 2 layers of each are up. This doesn't happen often, since Gothitelle tends to remove hazard layers relatively quickly. The additional damage adds up, and two-thirds of my team lacks viable recovery, which leaves them more vulnerable to weaker attacks. Arguably the most solid way to beat this team is to quickly get full hazards up, as it really limits early-game switching, leaving Gothitelle, Raikou, Kingdra, and Heracross much weaker. Pair that with a Pursuit user and a Phazer, and this team is beat. This isn't a "solve it now, I can't win with this happening" type of issue. This is because, as mentioned, Gothitelle really prevents this from ever happening, unless the opposing team is carrying 3 or 4 hazards layers (which never happens and if it did, smashing the team wouldn't be hard). This is one of those issues where fixing it is simply appreciated, but not exactly necessary.

The one single Pokemon that makes my butthole tighten when I see it in team preview, Suicune is a bit of a pain to get off the field. It would seem weird as I carry Raikou and Gothitelle, but many carry Roar, Calm Mind, or a combination of the two. After two or three boosts, I'm pretty much done for, as nothing on my team can phaze it or beat it. Suicune really forces me to play around the opposing team and whittle it down quickly, or enough that I can get Raikou out and mash it up. Because Suicune is relatively common, I'd appreciate having this dealt with rather quickly.
Gothitelle @ Choice Specs
Trait: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psyshock
- Grass Knot
- Thunderbolt
- Hidden Power [Ice]
Kingdra @ Life Orb
Trait: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Hydro Pump
- Draco Meteor
- Dragon Pulse
Raikou @ Leftovers
Trait: Pressure
EVs: 64 HP / 228 SpA / 216 Spe
Timid Nature
- Substitute
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]
Gligar @ Eviolite
Trait: Immunity
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Snorlax @ Leftovers
Trait: Thick Fat
EVs: 208 HP / 124 Def / 176 SpD
Careful Nature
- Rest
- Sleep Talk
- Body Slam
- Crunch
Heracross @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake
Trait: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psyshock
- Grass Knot
- Thunderbolt
- Hidden Power [Ice]
Kingdra @ Life Orb
Trait: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rain Dance
- Hydro Pump
- Draco Meteor
- Dragon Pulse
Raikou @ Leftovers
Trait: Pressure
EVs: 64 HP / 228 SpA / 216 Spe
Timid Nature
- Substitute
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]
Gligar @ Eviolite
Trait: Immunity
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- U-turn
- Roost
- Earthquake
Snorlax @ Leftovers
Trait: Thick Fat
EVs: 208 HP / 124 Def / 176 SpD
Careful Nature
- Rest
- Sleep Talk
- Body Slam
- Crunch
Heracross @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Earthquake