Decision
Introduction:





It's been a long time since I last posted an RMT (in fact I haven't posted a single one in all of ORAS lol), which is mostly because I haven't liked or enjoyed any of my teams enough to make a full RMT since then. I don't happen to be the most innovative teambuilder in the world, so needless to say that in a metagame like this, I'm especially low on creativity. This team however is one of the few that actually happen to use some pretty fun sets which you can see below, and since I do actually like writing RMTs, I figured I'd share it.
In-Depth:

Liepard @ Choice Band
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- U-turn
- Seed Bomb
Choice Band Liepard was the original basis of the team. It sounded like a cool idea ever since blarajan first brought it up in the SPL dump thread, and with Sneasel (hopefully) leaving soon, I wanted to see what this guy could do. I wasn't disappointed. CB Knock Off is spammable as shit, and backed by U-turn to get you out of the few times you don't want to spam it, it's pretty great. I barely even missed Prankster Encore just because it's a pretty risky move anyway, and the sheer power boost is so good. Seed Bomb is also a cute move that Liepard somehow gets access to, so if you can time it right Quagsire and Rhydon are straight gone.
There's actually a lot of options you could take with this set, and I've considered most of them, but I've been mostly satisfied with this set. The only moves on this particular team that I think are truly necessary are Knock Off and Seed Bomb, so you can use the last two slots to toy around with stuff like Gunk Shot, Prankster Trick, Pursuit, Play Rough, or whatever. Like I said though, I never really had any issues with this the way it is.

Hariyama @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 40 Def / 40 SpD / 176 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch
Choice Band Hariyama is actually strong as hell, and another one of the "hidden gems" I discovered when I was making this team. Basically, I ended up using it because I needed an Ice resist that could hit hard and not leave me weaker to Klinklang and Rock Polish Rhydon. Wasn't really sure what to expect out of it at first, but it really impressed me as I started using it. It's basically a slower Sawk that can actually switch into stuff, and though that does make it pretty niche, that niche definitely shouldn't be overlooked. It's also the only non-Assault Vest Hariyama I've seen among higher play in forever, which is reasoning in itself to use it.
If I'm being completely honest though, I'd actually totally prefer Guts if I didn't have to run Thick Fat on this, mostly to give an answer to Scald Lanturn, which is annoying as fuck for this team. You could do something like run Guts AV to still switch into Ice-types somewhat decently and run Guts, but even then non-Thick Fat Hariyama is still a really shaky switchin and without CB loses a ton of power as well, so I'm not a big fan of that. As for the moves, Ice Punch is pretty much specifically for Vileplume, but since I really don't have a whole lot for that I kind of need it. The EVs let me outspeed max Speed Adamant Rhydon and split bulk between defenses.

Fletchinder
Ability: Gale Wings
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
Fletchinder is one of my favorite Pokemon to use in NU. It's my main cleaner and catch-all revenge killer with priority Acrobatics, and fits strongly with Liepard and Hariyama as well: a double Choice Band core is obviously great at busting down walls in general, and Liepard's Seed Bomb is especially great support for luring Quagsire and bulky Rock-types, which Fletchinder can easily capitalize on. Fletch is also important because it checks Gurdurr, Grass-types, Mega Audino, and other stuff which could give me a pretty big headache otherwise.
The set is as standard as can be, but that's just because there's no real reason to deviate from it, at least on this team. The only thing you could possibly change is the Speed investment, running more to beat Kabutops or less to preserve a little bulk I guess, but I don't think it's necessary. I also never use anything but Will-O-Wisp on Fletchinder. Overheat or Fire Blast is unnecessary, I hate U-turn because it does absolutely 0 damage to anything (and it's not slow enough to make it a slow pivot either), and Taunt is decent but I didn't feel like I needed it.

Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
- Psychic
- Giga Drain
- Roost
- U-turn
Xatu is easily my go-to Pokemon when I need hazard control. I highly prefer it over any spinner or Defogger because I hate that with either of those two, hazards have to actually be up for you to remove them, which is especially bad if your opponent is running Toxic Spikes or something. With Xatu, you can prevent them from getting up hazards in the first place, which I like way better. And on this team, Xatu's typing happens to be pretty important anyway, since it serves as another check to similar Pokemon as Fletch (who is much frailer than Xatu is), as well as another Psychic resistance (and similarly, Liepard is super frail).
Xatu's a pretty customizable Pokemon in general, and this was the set I went with for this team. I'm running U-turn over Calm Mind because honestly I really don't like CM Xatu much as a whole, and momentum is quite nice for this more offensively oriented team. CM could probably work in theory, but I don't plan on running it. Giga Drain was used because I can't afford Rhydon or Carracosta setting up on me, and gives me a better matchup against most Stealth Rockers, which is important since I don't have any other hazard control. The EV spread outspeeds positive-natured base 80s because I was tired of Jolly Kabutops smashing my shit in (or me only winning because Stone Edge missed lol!)

Carracosta @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 152 Def / 108 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Rock Slide
- Aqua Jet
Defensive Carracosta provides a ton of utility on this team. First and foremost, it's an excellent Normal and Flying resist, which this team desperately needed. It also sets up Stealth Rock, offers some more priority (even if it's weak), and checks Sneasel (at least it did at time of writing). The reason I chose it over something like Regirock was because I needed a soft check to Klinklang and Kabutops, which Carracosta's Water-typing allows it to do. Aqua Jet is also a good way to revenge a weakened Rhydon, which I needed as well.
The set is mostly standard, though I'm running some more Special Defense than average because I wanted to be able to switch into Swellow's Boomburst, which I don't have much else for. The EV spread I have provides enough bulk to almost always survive three Boombursts and hits a jump point in Defense. I don't care much for Aqua Jet, but as I've said, it's pretty much necessary for Rhydon. I'd definitely much prefer something like Protect if I didn't have to run it though.

Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 68 Def / 252 SpA / 68 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Volt Switch
- Signal Beam
- Hidden Power [Grass]
Lastly, Choice Specs Lanturn was added because I needed an Electric immunity, a secondary Flying resist (specifically one that could check Rotom-S), a Water resist, and a strong special attacker. I was pretty interested to see how this set would fare, since I (along with everyone else who's played this tier in the last few months) have used the defensive set to death, so I thought it would be cool to see how the offensive set performed. I still do prefer bulkier sets after having used this, though Specs still got the job done on this team, so I'm not complaining.
The EV spread lets me outspeed max Speed Mawile with the rest in bulk (and similar to Hariyama, splitting between defenses gives more bulk than putting it all in HP). Hydro Pump and Volt Switch are obvious, though I decided to go with Signal Beam > Ice Beam because I needed a better check to Malamar. HP Grass also helps with gay as shit Lanturn vs Lanturn matchups, which I fucking hate, though HP Fire could still work if you hate Ferroseed (just remember to put 4 extra Speed EVs).
Threatlist:

Lanturn: I really don't have much for the Scald + Volt Switch combo, especially because I can't run Heal Bell on my own Lanturn or Guts on Hariyama. The main strategy against it is just pressure it as much as possible and hopefully get some luck with avoiding Scald burns. Ban Scald.



Offensive Rock-types: Kabutops is pretty threatening since Stone Edge still does quite a lot to Carracosta. Luckily though, people always seem to like to bring in Kabutops against Xatu, so free lures haha. Rhydon is also definitely something to watch out for, though I have a lot of ways of luring and pressuring it.

Ludicolo: This is pretty threatening because Water + Grass STAB coverage is godly, though I've actually found it's less threatening on rain teams because Fletch fucking destroys rain lol. It's actually at it's most threatening on balance where people have proper switchins to priority, but either way, watch out.

Klinklang: Although I have three soft checks to it, it's important to keep at least one of them healthy throughout the game, and try not to let this thing get a Sub up. Not a massive issue overall but just keep it in mind throughout the match.
Shoutouts:
Brawlfest iplaytennislol hollywood QueenOfLuvdiscs Kiyo Can-Eh-Dian Raseri Montsegur The Goomy Finchinator marilli Disjunction Shaneghoul Oshony PokeGod metaphysical Kingler12345 boltsandbombers innovamania scorpdestroyer love you all, I would definitely not still be playing NU without you guys. All are also great users other than Brawlfest of course!
soulgazer Lasagne WhiteDMist CanadianWifier Karane Teddeh Steve Angello I haven't talked to you guys in a while, but I liked you and remembered you and hopefully that feeling is mutual haha
Hopefully I didn't miss anyone!!! I want to maximize my like output
soulgazer Lasagne WhiteDMist CanadianWifier Karane Teddeh Steve Angello I haven't talked to you guys in a while, but I liked you and remembered you and hopefully that feeling is mutual haha
Hopefully I didn't miss anyone!!! I want to maximize my like output

I'm not really one for long conclusions, I just wanted to showcase with this team that creativity in teambuilding is still certainly doable even in a metagame as stagnant as this, even if it does require some more thought than before. Thanks for reading, and hopefully anyone using the team will have as much fun as I did.
Liepard @ Choice Band
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Gunk Shot
- Seed Bomb
Hariyama @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 40 Def / 40 SpD / 176 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch
Fletchinder
Ability: Gale Wings
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
- Psychic
- Giga Drain
- Roost
- U-turn
Carracosta @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 152 Def / 108 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Rock Slide
- Aqua Jet
Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 68 Def / 252 SpA / 68 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Volt Switch
- Signal Beam
- Hidden Power [Grass]
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Gunk Shot
- Seed Bomb
Hariyama @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 40 Def / 40 SpD / 176 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch
Fletchinder
Ability: Gale Wings
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Will-O-Wisp
- Roost
Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
- Psychic
- Giga Drain
- Roost
- U-turn
Carracosta @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 152 Def / 108 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Rock Slide
- Aqua Jet
Lanturn @ Choice Specs
Ability: Volt Absorb
EVs: 68 Def / 252 SpA / 68 SpD / 120 Spe
Modest Nature
- Hydro Pump
- Volt Switch
- Signal Beam
- Hidden Power [Grass]