Blitzkrieg
As the name suggests this team hits hard and fast.
and wipes out most of Europe
Having gotten as far as i can with this team its time
I post it here for a little OU RMT help!
This is my 2nd RMT and my first OU RMT, i started in doubles,
spent some time in vgc and played around in all
theshit lower tiers for the past 2 years or so as brolatypus
If you click the link you'll see its quite.. well anyway without farther ado
Removal
Changes
Currently testing :
Addiction 's changes
TL:DR version <3
Lopunny (M) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration/Return
- Ice Punch/Quick Attack/Encore
Mega bunny set here is pretty standard, hit hard and fast. Jolly 252 spe to tie with m-mane. i went with ice punch as my 4th move as it 2/hkos most lando-t even after -1 and i didn't see the usefulness of QA or encore on something that's life is either fleeting or cleaning. i personally use frustration over return because even tho its known but most now, on the off chance there's a ditto it will most likely have max happiness. Lastly M-punnys ability to hit m-sab first with fake out and then with HJK for the KO was a huge selling point for me as that little shit gives me trouble generally.
Talonflame (F)
Ability: Gale Wings
EVs:72 HP / 252 Atk / 184 Spe
4 HP / 252 ATK / 252 SPE
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- U-turn/will-o-wisp
-Flare Blitz
I saw a similar set while lurking the other rtm's and decided to give it a shot, well worth it. I chose to drop will-o-miss for u-turn to add momentum. 184 spe evs out speed all base 100's unboosted. max Atk+ to get the best bang for my buck and i put the rest in Hp to help keep my bravest bird alive a little longer. no item acrobatics hit 110 bp just 10 shy of brave bird before stab and no recoil as well as weakened knock offs make the move swap well worth it. sword dance and roost fill the last two slots tho I'm willing to try bulk up if someone posts me the numbers proving its worth over sword dance and can keep talon's speed at 184.
Raikou @Assault Vest
Choice Scarf
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Discharge
-Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Signal Beam/shadow ball
Raikou is a beast, fast, hits hard and even has a little of that bulk HO doesn't see too much of. 252+ speed to beat as many mons as it can. I went with signal beam over shadow ball to hit dark type named weavile mainly. hp-ice for 4x chomp/lando's that aren't scarfed and dual stabs for the hax/ volt-turn core. not too much to say about the set, i avoided hp-fire because of the 30 spe ivs and thunder/bolt are options over discharge although the team enjoys the prz as its weak bulk means if its faster I'm dead.
Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 104 Def / 156 Spe
Lax Nature
- Stealth Rock
- Earthquake/Dragon Claw
- Fire Blast/toxic
- Roar/Dragon Tail
Rough, Rocky Chomp is a pretty decent addition to HO. it still hits hard but offers bulk and support in place of its normal scarf/mega. 156 spe out speeds all non scarf trans/base 70's. I went with lax as I wanted to most out of fire blast and most special attacks coming my way are ice and that means GG for chomp anyway. Roar over dragon tail as fairy switches that aren't m-dia get pushed right back out. Fire blast for steel/grass and EQ for stab. i /'d a few move as garchomp has a huge pool and different people want different coverage out of it.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 Def / 224 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald /Hydro pump
- Thunder Wave/ psyshock
- Recover/ reflect type
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
Starmie is my spinner, and one of the fastest. 224 spe evs allow it to hit 354 speed. Any higher is pretty useless because most people would switch from those threat anyway. I went scald over hydro pump to fish for burns and to maintain constancy as missing with it can mean the end to not only starmie but talonflame as well. thunder wave has proven its worth over the other two options I list because once i toss this little star out weavile comes rearing its ugly mug and a slow weavile is a dead weavile. recover to well, recover tho r-type can be used to last longer against dark types. 0 atk to counter act foul play. For its ability i went with natural cure to maintain its health and eat burns and poisons.
Gengar (F) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Destiny Bond
Gengar is my final slot. This monster hits Fairies hard and laughs at Hp-fire lati@s. classic 4th move syndrome, so much so that i wont even begin to / moves. i went with dual stabs and blast for steel. d-bond to take out key threats. 29 hp ivs for life orb recoil. max spe+/spA because gengar is no tank. No real notable mentions for this set.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
The team as a whole has done well, tho now with the shadow tag ban it seems a little funny i put this much into stopping goth and sab. I'm looking to better my spreads and maybe replace starmie and gengar as them seem to be the most dead weight.
As the name suggests this team hits hard and fast.






Having gotten as far as i can with this team its time
I post it here for a little OU RMT help!
This is my 2nd RMT and my first OU RMT, i started in doubles,
spent some time in vgc and played around in all
the
If you click the link you'll see its quite.. well anyway without farther ado
Changes
Currently testing :
Addiction 's changes
Wanting to make a team that could deal with m-sab and if need be kill goth. I started with Mega-Lopunny and a bulky-ish version of Talonflame that i saw off of another rmt and tweaked some.
This left me pretty weak to electrics, SpA mons and of course the bravest bird so I added vest raikou to cover birds as well as hit lati@s okay and pretty much any other special mon that wasn't using earth power or faster.
Next I needed some rocks because what kind of HO doesn't have rocks? I mean really? Not any good ones i've seen so I added garchomp. I tossed a helmet on him and gave him roar so he could phaze even fairy switch ins.
Now this next spot was a bitch to fill. I needed something to clear the field for talon and raikou's little volt-turn and keep chip damage to a minimum as HO isn't exactly known for it's bulk so I added starmie to clear the field as well as slow down some of the faster threats that might switch in on her, I'm looking at you weavile.
With one slot left and only one real special threat on my team I tossed on my favorite anti-fable gengar, who even if tricked a scarf could take out most goths and then use the scarf to revenge kill most of the tier.


This left me pretty weak to electrics, SpA mons and of course the bravest bird so I added vest raikou to cover birds as well as hit lati@s okay and pretty much any other special mon that wasn't using earth power or faster.

Next I needed some rocks because what kind of HO doesn't have rocks? I mean really? Not any good ones i've seen so I added garchomp. I tossed a helmet on him and gave him roar so he could phaze even fairy switch ins.

Now this next spot was a bitch to fill. I needed something to clear the field for talon and raikou's little volt-turn and keep chip damage to a minimum as HO isn't exactly known for it's bulk so I added starmie to clear the field as well as slow down some of the faster threats that might switch in on her, I'm looking at you weavile.

With one slot left and only one real special threat on my team I tossed on my favorite anti-fable gengar, who even if tricked a scarf could take out most goths and then use the scarf to revenge kill most of the tier.


Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration/Return
- Ice Punch/Quick Attack/Encore
Mega bunny set here is pretty standard, hit hard and fast. Jolly 252 spe to tie with m-mane. i went with ice punch as my 4th move as it 2/hkos most lando-t even after -1 and i didn't see the usefulness of QA or encore on something that's life is either fleeting or cleaning. i personally use frustration over return because even tho its known but most now, on the off chance there's a ditto it will most likely have max happiness. Lastly M-punnys ability to hit m-sab first with fake out and then with HJK for the KO was a huge selling point for me as that little shit gives me trouble generally.

Talonflame (F)
Ability: Gale Wings
EVs:
4 HP / 252 ATK / 252 SPE
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
-
I saw a similar set while lurking the other rtm's and decided to give it a shot, well worth it. I chose to drop will-o-miss for u-turn to add momentum. 184 spe evs out speed all base 100's unboosted. max Atk+ to get the best bang for my buck and i put the rest in Hp to help keep my bravest bird alive a little longer. no item acrobatics hit 110 bp just 10 shy of brave bird before stab and no recoil as well as weakened knock offs make the move swap well worth it. sword dance and roost fill the last two slots tho I'm willing to try bulk up if someone posts me the numbers proving its worth over sword dance and can keep talon's speed at 184.

Raikou @
Choice Scarf
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
-
- Hidden Power [Ice]
- Volt Switch
- Signal Beam/shadow ball
Raikou is a beast, fast, hits hard and even has a little of that bulk HO doesn't see too much of. 252+ speed to beat as many mons as it can. I went with signal beam over shadow ball to hit dark type named weavile mainly. hp-ice for 4x chomp/lando's that aren't scarfed and dual stabs for the hax/ volt-turn core. not too much to say about the set, i avoided hp-fire because of the 30 spe ivs and thunder/bolt are options over discharge although the team enjoys the prz as its weak bulk means if its faster I'm dead.

Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 104 Def / 156 Spe
Lax Nature
- Stealth Rock
- Earthquake/Dragon Claw
- Fire Blast/toxic
- Roar/Dragon Tail
Rough, Rocky Chomp is a pretty decent addition to HO. it still hits hard but offers bulk and support in place of its normal scarf/mega. 156 spe out speeds all non scarf trans/base 70's. I went with lax as I wanted to most out of fire blast and most special attacks coming my way are ice and that means GG for chomp anyway. Roar over dragon tail as fairy switches that aren't m-dia get pushed right back out. Fire blast for steel/grass and EQ for stab. i /'d a few move as garchomp has a huge pool and different people want different coverage out of it.

Ability: Natural Cure
EVs: 248 HP / 36 Def / 224 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald /Hydro pump
- Thunder Wave/ psyshock
- Recover/ reflect type
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam
Starmie is my spinner, and one of the fastest. 224 spe evs allow it to hit 354 speed. Any higher is pretty useless because most people would switch from those threat anyway. I went scald over hydro pump to fish for burns and to maintain constancy as missing with it can mean the end to not only starmie but talonflame as well. thunder wave has proven its worth over the other two options I list because once i toss this little star out weavile comes rearing its ugly mug and a slow weavile is a dead weavile. recover to well, recover tho r-type can be used to last longer against dark types. 0 atk to counter act foul play. For its ability i went with natural cure to maintain its health and eat burns and poisons.

Gengar (F) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Destiny Bond
Gengar is my final slot. This monster hits Fairies hard and laughs at Hp-fire lati@s. classic 4th move syndrome, so much so that i wont even begin to / moves. i went with dual stabs and blast for steel. d-bond to take out key threats. 29 hp ivs for life orb recoil. max spe+/spA because gengar is no tank. No real notable mentions for this set.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt
The team as a whole has done well, tho now with the shadow tag ban it seems a little funny i put this much into stopping goth and sab. I'm looking to better my spreads and maybe replace starmie and gengar as them seem to be the most dead weight.
mold breaker exa
m-alt at +1 wipes my team
other m-bunnys are also an issue
fat-mega-saur eats all but my bird
bird spam is a little scary
the list goes on with HO but needless to say 30-15 between my alts shows it can put in work
m-alt at +1 wipes my team
other m-bunnys are also an issue
fat-mega-saur eats all but my bird
bird spam is a little scary
the list goes on with HO but needless to say 30-15 between my alts shows it can put in work
Lopunny (M) @ Lopunnite
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Ice Punch
Talonflame (F)
Ability: Gale Wings
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- U-turn
Raikou @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Discharge
- Hidden Power [Ice]
- Volt Switch
- Signal Beam
Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 104 Def / 156 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Roar
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 Def / 224 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Thunder Wave
- Recover
Gengar (F) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Destiny Bond
Ability: Limber
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Ice Punch
Talonflame (F)
Ability: Gale Wings
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- U-turn
Raikou @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Discharge
- Hidden Power [Ice]
- Volt Switch
- Signal Beam
Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 104 Def / 156 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Roar
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 Def / 224 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Thunder Wave
- Recover
Gengar (F) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Bomb
- Focus Blast
- Destiny Bond
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