Hello all and welcome to my first 5th Gen. RMT. It's been awhile since I last posted my team here. Hopefully I can get some good review on my team. Anyways this being my first 5th Gen. team is probably going to be pretty bad. I am at my wit's end with this team. At first everything was alright, but as pokemon needed to be changed, the team was a little unstable. So I have decided to go to the RMT forum and ask for help. I've been reading up on some RMT's before making the team and I've learned what to expect in Gen. 5. So without further ado, on to the team! At a Glance: Team Building Process: First I started out with something that can counter the likes of Doryuzu. So Roobushin was a definite addition to the team especially after I saw its destructive force when it came smashing things. Roobushin is also the one of the two remaining members of the original team. Next I needed a stallbreaker and a revenge killer for those stupid Shandera's with Psychic. I decided to look at some of my old Gen. 4 teams for help on this one, after some digging here and there Starmie was the best pick overall because of its great speed and diverse movepool. Starmie is the other remaining member of my original team. I decided that I needed an Electric sponge, but I didn't want Hippowdon or Swampert because a.) Hippo makes SS which is not the best b.) Pert is more defensive and I wanted to get more offensive going. So I was on Serebii looking for a ground type then I saw Randorosu. It was pretty damn strong on both sides of the spectrum and it had a TROLLY base 101 Speed. I checked its movepool and I soon found myself loving it. It proved to be a great scout and it provides great coverage because it learned the QuakeEdge. Plus it could sorta check Doryuzu in a pinch. I will admit that I was paranoid of ghosts and dragons although I had starmie. I didn't want to put all the burden of revenge killing on starmie plus I lacked a poke that breathed fire, so I searched a bit on Serebii (again) and Sazando did the job perfectly getting STAB Drak Pulse and STAB Draco Meteor was great, plus it learned Fire blast. The only downside is that it cannot have dark pulse + earth power because it's illegal, so surf is just as awesome. With all this offense going on on my team, I decided that a sturdy wall was needed. Who better than good old Vappy? It can take some hits and Wish pass, does it get any better than this? Now I needed a lead at first it was Deo-S, but it didn't really give me the results I was looking for. Next I tried heatran, it was OK at first, but after awhile it just barely manages SR up before its KOed into next week. I came to the decision to use Skarmory since it can easily setup entry hazards and phaze + its so friggin bulky! Alright so the team was not doing too well, so changes were needed, I decided to use T-Tar as my weather killer and as a SR user which clears a spot up for Skarm. Also Sazandora was not the best scarfer ever, so instead I tried out the King of OU, no not Doryuzu, but SALAMENCE. In Depth: Changes in Bold Pawn (Skarmory) (M) @ Shed Shell Trait: Sturdy EVs: 252 HP / 4 Def / 252 SDef Careful Nature (+SDef, -SAtk) - Brave Bird - Spikes - Whirlwind - Roost Why Skarmory? To start Skarmory is a great lead, able to take hits very well. This thing is EVed so that it can take hits from both sides of the spectrum. Even with all this investment is Sp. Def Skarm still has a sky high 317 Def. which is complemented by a solid 262 Sp. Def and 334 Hp. Whirlwind lets it do tremendous phazing and I can always roost and recover hp. Since you are able to see the other team's pokes before a battle on PO I can easily keep Skarmory for use as my mid-game wall + phazer. Skarm sets up the ever so important SR and on most occasions Spikes, which greatly help my team sweep. Skarm makes a bunch of the OKHO's on certain pokes possible, if it wasn't for skarm, my team would be overrun by flying types. Skarmory gets the name Pawn because it supports the other pieces and without it the other pieces cannot thrive. Bishop (Tyranitar) (M) @ Leftovers Trait: Sand Stream EVs: 252 HP / 40 Atk / 216 SAtk Quiet Nature (+SAtk, -Spd) - Stealth Rock - Dark Pulse - Earthquake - Ice Beam Why Tyranitar? Ok so Randorosu was not working out so well so T-Tar replaced it. I actually like this ev spread for t-tar because it lets take hits fairly well from both sides of the spectrum. The surprise factor I like about this set is that it can easily eliminate physical walls like Toxic Orb Gliscor. SR provides a reliable entry hazard and keeps fliers like Borutorosu in check. Dark pulse hits Shandera and other ghosts or psychic types hard especially since most of them are physically bulky. EQ is a great coverage move and makes T-Tar a great check to heatran and if necessary Doryuzu. Ice beam is my ace in the hole allowing T-Tar to take care of fliers. T-Tar completely ruins weather team's strategy unless they are a SS team. I completely laugh at people who underestimate Tyranitar and try to break through its mighty defenses with a weak attack or with a pretty powerful attack like an EQ from Gliscor which I tank and then blast them with the appropriate attack. Also unlike most tyranitar's I can cope with a burn because I am specially based. The reason why Tyranitar is called the bishop is because I have no better names to give him. Rook (Roobushin) (M) @ Flame Orb Trait: Guts EVs: 120 HP / 204 Atk / 176 SDef / 8 Spd Adamant Nature (+Atk, -SAtk) - Bulk Up - Mach Punch - Drain Punch - Rock Slide Why Roobushin? Meet the thing that will make you sh*t yourself. Roobushin is by far one of the most useful members of the team. With flame orb activated and one bulk up this thing reaches a staggering 913 Atk. The EVs are standard except for the 8 Spe EVs I put in so my Roobushin doesn't have to rely on a speed tie with no spe evs or 4 spe evs Robbushins. Bulk up lets this thing become the powerhouse that it's designed to be. Mach Punch makes this thing different from its fellow Fighting types because both Machamp and Hariyama both lack a STAB priority. I just love mach punch because it can easily finish off weakened foes and fast, frail sweepers like Darkrai, not to mention it comes off of a base 140 Atk. Drain punch keeps this thing going for a long time and along with wish support from Vappy, this thing is sticking around for a long time. Rock Slide lets Roobushin take care of Fliers like Zapdos and it can hit ghosts hard as well. Roobushin is my main Doryuzu check this guy can make any Doryuzu shit themselves, I mean look at it, its so scary. Roobushin is called the Rook because of its castle-like defenses and immense power. Knight (Salamence) (M) @ Life Orb Trait: Intimidate EVs: 4 Atk / 252 SAtk / 252 Spd Naive Nature (+Spd, -SDef) - Draco Meteor - Earthquake - Fire Blast - Outrage - Earthquake Why Salamence? And here is out next memeber..... He's the king of OU, the one who shakes the earth and he completely smashes any wall its the one and only Salamence! Good old MixMence it gets the job done right and with flare. When it comes to wall breaking nothing is better at it then Mence. I can't express how much I love using Mence, I was sad it was banished to Ubers in Gen 4. but it seems God thought otherwise, giving it a chance at redemption in Gen 5. Draco Meteor is insanely powerful and with STAB and LO behind it leaves holes in the opponents team. Earthquake and Fire blast provide perfect coverage with D-Meteor letting me hit everything for at least neutral damage. Fire blast is really useful for making the oh so common Nattorei shit itself. Outrage is mainly for whacking switches who think I will switch because I'm at -2 and I don't have another Dragon STAB. Ha think again! Outrage has 120 base attack and with STAB and LO almost hits as hard as D-Meteor. Entry hazards, LO and SS can really wear it down, but Vappy can heal it back to nearly full health thanks to wish being slightly altered. Salamence is my knight because it is strong as hell and can easily force switches left and right. Queen (Starmie) @ Choice Scarf Trait: Natural Cure EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Hydro Pump - Thunderbolt - Ice Beam - Trick Why Starmie? Starmie is by far the MVP of the team. Starmie eats stall up with trick and bolt beam. It acts as a great check to everything. It has blistering 115 base speed and good 100 base sp. atk. Max spe. and sp.atk is necessary to hit as hard and as fast as possible. Hydro pump is insanely power with 120 base attack plus STAB it puts a dent into anything that isn't specially bulky or a water type. The infamous boltbeam combo makes starmie the perfect revenge killer for DD Gyara, DD Mence and Scarf Chomp. Also boltbeam hits everything bar Shedninja (i think) for neutral damage. Starmie is a great way to check weakened scarf Lati@s. Trick is a great way to cripple any walls I don't like plus it makes Evo stone porygon 2 useless. I cannot not count the multiple times Starmie has saved my but when I was down 3-5 or 3-6. Starmie along with Roobushin make great status absorbers. Some of you might want to suggest me to switch to Lati@s, but before you do give some good solid reasons, I don't want to hear things like: "Oh! Lati@s is stronger and more bulky use it!" I have already thought of that when choosing this position on the team. The reason why I didn't choose Lati@s is because neither of them get STAB on water attacks which help takeout T-Tar and Scizor, plus Lati@s will add another Dragon weakness to the team, besides Starmie is faster by 5 Speed, which helps revenge kill. The Queen is the most powerful chess piece because it can move as far as it wants and in any direction it wants, this applies to Starmie because it can check a wide variety of pokes and is the most powerful member of the team. King (Vaporeon) (M) @ Leftovers Trait: Water Absorb EVs: 252 HP / 252 Def / 4 SDef Bold Nature (+Def, -Atk) - Boil Over - Wish - Protect - Roar Why Vaporeon? Ahh! It seems we are at the end of the chessboard (well actually in the middle, but you get my point). The King of my team. Without Vappy here my team would not last too long in the cruel world known as competitive battling. EVs are max and max to get the most out of Vappy's defenses. Boil over is Vappy's only form of attack and it gets STAB and a 30% chance to burn which comes in handy when there are a bunch of physical attackers out there. Wish has been tweaked, so Vappy can pass the 3rd most hp replenishing wish in the game. Protect is obvious for scouting and protecting vappy from harm's way while I wish. Roar lets Vappy act as my second phazer if Skarm is taken down (AS IF jk). Vappy keeps everyone on the team nice and healthy. This may sound strange, but most battles Vappy is the last one of my pokes alive and most of the time its Vappy's great stalling abilities + entry hazards that help me win the battle. Vappy is the King of my team because it needs to stay alive for as long as possible, so my team can function properly. SHOUTOUTS: Faldaran: You've been rating teams left and right here in the RMT forum and helping players like me who are struggling with their teams. I would like to take the time to thank you for your hard work. Oh and keep on rating! :) Haunter: Head of the RMT team, you don't seemed to be recognized as an important person to the forum, but I think that you are probably one of the most important mods because without you where would we get such great team raters? Anyways thats the end of my RMT. Love it. Rate it. Hate it. Just don't steal it.