Welcome to my 6th gen Pokebank OU RMT! I haven't really played competitively since 4th Gen/ the days of shoddy so here's my first relatively successful team. Any and all suggestions/ comments/ critiques are welcome so fire away!
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Above you'll see the Team Preview/ team at a glance. What might strike you right away is that I'm lacking a dedicated special wall/ sponge. I thought that would turn out to be a problem when building the team, but the type synergy between all the members (barring Alakazam, as I want to preserve his sash) lets me switch into special moves with relative ease unless your name is Greninja. You might not have noticed it from the preview, but the team is also lacking any form of priority. So far, this hasn't been much of an issue as I've only lost 3 games (granted, I've also only won 13) with the team, but I'd like to be able to fit some priority on the team if possible as it's always good to have. I want to make the team the best it can be while keeping my DragMag+ Charizard offensive core together. The team performs pretty well so far (even got a top 500 spot for the first time!). Like everyone seems to say in these RMT's, "Without further ado..." here's the team:
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Extreme Speed
Dragonite is incredible. If rocks are kept off the playing field he can virtually guarantee a late-game sweep. Weakness policy makes this doubly so. Countless times, people will sac something to +1 dragonite to get a free switch into their ice/fairy move users only to fail to KO thanks to multiscale and give me another +2 atk, sealing the game in my favor. I run EQ over the typical fire punch because my team already deals with Steel types very well, so it's very rare that I'd need fire punch lategame. Earthquake also deals with heatran who would otherwise wall me. Extreme Speed is for good neutral damage with great priority. Comes in handy the most vs Azumarill and Talonflame. My team lacks priority and this helps cover that up. Lum berry would be a good alternative, allowing me to set up on things that threaten me with status, but the extra punch packed with Weakness Policy is not uncommonly needed to guarantee a sweep with Dragonite. DD Moxiemence was run in this slot before being replaced by Dragonite, and the Moxie boosts were required to guarantee a game as well, so this emulates those attack boosts.
Charizard (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast
- Dragon Pulse
- Focus Blast
- Solar Beam
Charizard's always been one of my favorites and this Mega Evolution is one of the greatest Special attackers in the game right now, I'd say (barring obvious ubers). The moveset is pretty standard. The coverage offered by the set is just about perfect. Fire blast OHKO's/2HKOs almost anything that doesn't resist it (and even some that do) so long as they're not dedicated special walls, though the shaky accuracy has cost me a game so I'm considering running flamethrower instead. If you decide to leave a rate, please leave some input on Flamethrower vs Fire Blast for the team. Not much else to say. I run dragon pulse over many other viable alternatives because I would otherwise be setup bait for the likes of Dragonite, Salamence and even Talonflame.
Magnezone @ Leftovers
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SAtk / 216 Spd / 40 HP
Modest Nature
- Flash Cannon
- Substitute
- Charge Beam
- Hidden Power [Fire]
Magnezone's here mainly to switch in on attackers that it can resist hits from that would otherwise destroy Charizard and Salamence. Together, they hit most anything for super-effective damage. Additionally, Magnezone also eliminates common hazard setters and steel/fairy types that stop Salamence from sweeping (Skarmory, Scizor, Ferrothorn, Azumarill when it's locked into Aqua jet/Play Rough). I run a Substitute attacker set because Specs with volt switch only guarantees kills on slow steel types that it traps and the last thing I was is to be switched in on by a Gliscor or Landorus while locked into volt switch or thunderbolt (Those two can be serious trouble as is anyway). Bringing in Magnezone forces switches really, really often and this set takes advantage of that without getting locked into a move. I get at least one free attack and often get a KO and/ or serious damage on a target. The only thing the set can't touch is Water/Ground types, but the only relevant one at the moment I can think of is Gastrodon. This spread allows me to outspeed minimum investment Rotom-A and still gives a small amount of bulk. Charge beam lets me set up on slow, weak (usually wall) pokemon that can't really break my subs in one hit. The most notable of these pokemon being ferrothorn that carry no attack ev's.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Focus Blast
- Psyshock
- Shadow Ball
- Dazzling Gleam
Alakazam is the man when it comes to revenge killing. Should someone on the team get knocked out, say, by a threat who can tear through the other 3 attackers on the team and/or my walls, Alakazam comes out at full HP without fail (sash intact) and proceeds to OHKO/ 2HKO said threat. This is pretty much the band-aid for the team's lack of priority users. The moves are obviously for optimal coverage. Psyshock over Psychic to get around special walls. Dazzling gleam is for dragon types that have already set up on me. Considering changing to HP ice, but am not sure. I kind of threw Alakazam on the team after picking the other 5 because I noticed that I was open to set-up sweepers and talonflame. This is probably the most changeable spot on the team in my eyes.
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Recover
- Scald
- Toxic
- Ice Beam
Gastrodon is excellent for this team. Gastrodon gives me a much-needed immunity to water (that increases my damage!) and electric. This is my answer to Mega-Manectric and Landorus(-T) which has become an increasingly common sight on the ladder. Before I got desirable results with the team, I was having hole torn through me every time I'd play against a M-Manectric and/or Landorus-T to the point where most games would be unwinnable solely because of them. Gastro here also is a great check to Talonflame, which is extremely common and used to give me a lot of trouble as well. Many times, as soon as I see the opponent's team preview I'll almost instantly decide that I'm going to lead with Gastrodon. Especially when the opponent is packing a Genesect, Rotom-W, or the aforementioned Lando-nectric duo. Leading against any of these usually lets me get a free Scald off onto whatever the U-turn/ switch in to and the high burn chance's help cannot be overstated. Toxic lets me cripple walls, not allowing them to stay in for very long. Ice beam lets me counter/check Dragons and Lando/Gliscor, as Gastrodon can almost certainly take even +1 hits on the physical side from nearly anyone.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Defog
Rounding off the team is the second wall of the team- Skarmory. Before adding skarm, the team desperately lacked a way to remove hazards while also setting some up itself. To some it may seem odd to run defog and Stealth Rock on the same set, but in all honesty it's not rare at all to come across a situation where you can use defog and then proceed to set up your own hazards. It may seem odd to run two physical walls on the same team, but between the defensive typing across the team, switching into special attacks is usually a breeze. Skarmory and Gastrodon cover each other's weaknesses pretty well and if need be, I can invest some special bulk into either Skarmory or Gastrodon to make switches easier on them (though I'm not exactly sure how to go about doing just that). I run stealth rock over spikes because I'd otherwise have trouble dealing with Dragonites (Multiscale) and other fast flying types in general (Especially thundurus).
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Above you'll see the Team Preview/ team at a glance. What might strike you right away is that I'm lacking a dedicated special wall/ sponge. I thought that would turn out to be a problem when building the team, but the type synergy between all the members (barring Alakazam, as I want to preserve his sash) lets me switch into special moves with relative ease unless your name is Greninja. You might not have noticed it from the preview, but the team is also lacking any form of priority. So far, this hasn't been much of an issue as I've only lost 3 games (granted, I've also only won 13) with the team, but I'd like to be able to fit some priority on the team if possible as it's always good to have. I want to make the team the best it can be while keeping my DragMag+ Charizard offensive core together. The team performs pretty well so far (even got a top 500 spot for the first time!). Like everyone seems to say in these RMT's, "Without further ado..." here's the team:
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Extreme Speed
Dragonite is incredible. If rocks are kept off the playing field he can virtually guarantee a late-game sweep. Weakness policy makes this doubly so. Countless times, people will sac something to +1 dragonite to get a free switch into their ice/fairy move users only to fail to KO thanks to multiscale and give me another +2 atk, sealing the game in my favor. I run EQ over the typical fire punch because my team already deals with Steel types very well, so it's very rare that I'd need fire punch lategame. Earthquake also deals with heatran who would otherwise wall me. Extreme Speed is for good neutral damage with great priority. Comes in handy the most vs Azumarill and Talonflame. My team lacks priority and this helps cover that up. Lum berry would be a good alternative, allowing me to set up on things that threaten me with status, but the extra punch packed with Weakness Policy is not uncommonly needed to guarantee a sweep with Dragonite. DD Moxiemence was run in this slot before being replaced by Dragonite, and the Moxie boosts were required to guarantee a game as well, so this emulates those attack boosts.
Charizard (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast
- Dragon Pulse
- Focus Blast
- Solar Beam
Charizard's always been one of my favorites and this Mega Evolution is one of the greatest Special attackers in the game right now, I'd say (barring obvious ubers). The moveset is pretty standard. The coverage offered by the set is just about perfect. Fire blast OHKO's/2HKOs almost anything that doesn't resist it (and even some that do) so long as they're not dedicated special walls, though the shaky accuracy has cost me a game so I'm considering running flamethrower instead. If you decide to leave a rate, please leave some input on Flamethrower vs Fire Blast for the team. Not much else to say. I run dragon pulse over many other viable alternatives because I would otherwise be setup bait for the likes of Dragonite, Salamence and even Talonflame.
Magnezone @ Leftovers
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SAtk / 216 Spd / 40 HP
Modest Nature
- Flash Cannon
- Substitute
- Charge Beam
- Hidden Power [Fire]
Magnezone's here mainly to switch in on attackers that it can resist hits from that would otherwise destroy Charizard and Salamence. Together, they hit most anything for super-effective damage. Additionally, Magnezone also eliminates common hazard setters and steel/fairy types that stop Salamence from sweeping (Skarmory, Scizor, Ferrothorn, Azumarill when it's locked into Aqua jet/Play Rough). I run a Substitute attacker set because Specs with volt switch only guarantees kills on slow steel types that it traps and the last thing I was is to be switched in on by a Gliscor or Landorus while locked into volt switch or thunderbolt (Those two can be serious trouble as is anyway). Bringing in Magnezone forces switches really, really often and this set takes advantage of that without getting locked into a move. I get at least one free attack and often get a KO and/ or serious damage on a target. The only thing the set can't touch is Water/Ground types, but the only relevant one at the moment I can think of is Gastrodon. This spread allows me to outspeed minimum investment Rotom-A and still gives a small amount of bulk. Charge beam lets me set up on slow, weak (usually wall) pokemon that can't really break my subs in one hit. The most notable of these pokemon being ferrothorn that carry no attack ev's.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Focus Blast
- Psyshock
- Shadow Ball
- Dazzling Gleam
Alakazam is the man when it comes to revenge killing. Should someone on the team get knocked out, say, by a threat who can tear through the other 3 attackers on the team and/or my walls, Alakazam comes out at full HP without fail (sash intact) and proceeds to OHKO/ 2HKO said threat. This is pretty much the band-aid for the team's lack of priority users. The moves are obviously for optimal coverage. Psyshock over Psychic to get around special walls. Dazzling gleam is for dragon types that have already set up on me. Considering changing to HP ice, but am not sure. I kind of threw Alakazam on the team after picking the other 5 because I noticed that I was open to set-up sweepers and talonflame. This is probably the most changeable spot on the team in my eyes.
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Recover
- Scald
- Toxic
- Ice Beam
Gastrodon is excellent for this team. Gastrodon gives me a much-needed immunity to water (that increases my damage!) and electric. This is my answer to Mega-Manectric and Landorus(-T) which has become an increasingly common sight on the ladder. Before I got desirable results with the team, I was having hole torn through me every time I'd play against a M-Manectric and/or Landorus-T to the point where most games would be unwinnable solely because of them. Gastro here also is a great check to Talonflame, which is extremely common and used to give me a lot of trouble as well. Many times, as soon as I see the opponent's team preview I'll almost instantly decide that I'm going to lead with Gastrodon. Especially when the opponent is packing a Genesect, Rotom-W, or the aforementioned Lando-nectric duo. Leading against any of these usually lets me get a free Scald off onto whatever the U-turn/ switch in to and the high burn chance's help cannot be overstated. Toxic lets me cripple walls, not allowing them to stay in for very long. Ice beam lets me counter/check Dragons and Lando/Gliscor, as Gastrodon can almost certainly take even +1 hits on the physical side from nearly anyone.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Defog
Rounding off the team is the second wall of the team- Skarmory. Before adding skarm, the team desperately lacked a way to remove hazards while also setting some up itself. To some it may seem odd to run defog and Stealth Rock on the same set, but in all honesty it's not rare at all to come across a situation where you can use defog and then proceed to set up your own hazards. It may seem odd to run two physical walls on the same team, but between the defensive typing across the team, switching into special attacks is usually a breeze. Skarmory and Gastrodon cover each other's weaknesses pretty well and if need be, I can invest some special bulk into either Skarmory or Gastrodon to make switches easier on them (though I'm not exactly sure how to go about doing just that). I run stealth rock over spikes because I'd otherwise have trouble dealing with Dragonites (Multiscale) and other fast flying types in general (Especially thundurus).
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That's the team so far and I like the results but with the handful of games I lost, I feel that the team has some holes versus well-build and well-played stall and hyper-offense with multiple set-up sweepers.
I really appreciate anyone taking the time to say anything and I'll take any suggestions into consideration and test them myself. I plan to make the team in-game as well once I feel it's generally strong enough to be worth the effort (don't have access to gen 5 myself. didn't play it on DS.) of making (I do, however, have most of these in-game already). With that in mind, I ask that if possible, if you rate- to suggest changes that would be better objectively (for PS!) and changes that wouldn't be too difficult to make in-game (I can't really RNG legendaries and transfer them when PB is released without a cartridge and I doubt anyone would trade even clones for my standard bred stuff).
I'll post a threat detailed threat list if the team gets significant attention/ if I get a lot of time. Thanks for reading and have a great day!
I really appreciate anyone taking the time to say anything and I'll take any suggestions into consideration and test them myself. I plan to make the team in-game as well once I feel it's generally strong enough to be worth the effort (don't have access to gen 5 myself. didn't play it on DS.) of making (I do, however, have most of these in-game already). With that in mind, I ask that if possible, if you rate- to suggest changes that would be better objectively (for PS!) and changes that wouldn't be too difficult to make in-game (I can't really RNG legendaries and transfer them when PB is released without a cartridge and I doubt anyone would trade even clones for my standard bred stuff).
I'll post a threat detailed threat list if the team gets significant attention/ if I get a lot of time. Thanks for reading and have a great day!
Importable:
Magnezone @ Leftovers
Ability: Magnet Pull
Shiny: Yes
EVs: 252 SAtk / 216 Spd / 40 HP
Modest Nature
- Flash Cannon
- Substitute
- Thunderbolt
- Hidden Power [Fire]
Charizard (M) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast
- Dragon Pulse
- Focus Blast
- Solar Beam
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Extreme Speed
Gastrodon (F) @ Leftovers
Ability: Storm Drain
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Recover
- Scald
- Toxic
- Ice Beam
Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Stealth Rock
- Defog
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Focus Blast
- Psychic
- Shadow Ball
- Dazzling Gleam
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