Ok hey guys is me again nwt with my third (and best) Rmt. This is a team that I have been working on for quite some time now, testing each and every individual part inorder to make sure I know how to use each of my planned members. This team is one that I believe has no true weaknesses, and has an answer for everything. This teams goal is similar to a goal of a chess play known as the queens gambit, which is a series of moves that allows the queen to dominate the game and win it pretty much on her own. I built this team to be full of tanks, with an answer for everything that came my way, waiting for my opponent to make that one blunder that allows me to put my queen into play and achieve an endgame. Now that’s enough of the intro, let me explain my process.
The build
Round 1
I started this team with a dual defensive core, I wanted two pokes with good type synergy, and could take hits for each other. I came up with an amazing physical wall and an amazing special wall, who did not mind switching in and out, Meet my regenerator core, Tangrowth, and slowking.
Round 2
Upon choosing a regenerator core, I had began paving the route that this team was going. I have done a lot of work with regenerator pokemon because quite frankly I think it is one of the best abilities in the game. One thing I have learned about regenerator pokemon is that they highly appreciate having teammates that don’t mind switching in on an attack and because of that I knew that I had to build a team of tanks. That being said my next step was to round out my synergy and beings that I already had a grass and a water type, a fire type seemed fitting and what better fire tank is there than the mighty heatran
Round 3
With my fwg core complete it was time for me to cover my weaknesses, and it took me a really long time to find one. What I came to was that if I lost heatran I had a bug weakness that would leave me vulnerable to volt turn cores that are so common in today’s meta, so then I thought what can I do to fix this, and the simplest thing that came to mind was, don’t loose heatran. I already had tangrowth and slowking to tank the fighting types that would be gunning for tran, and they both seemed to cover the water weakness aswell, but with a 4x ground weakness, eq was my bane, so I decided to add some flying types who were tanky in their own right Enter gliscor and Skarmory
Round 4
At this point I took a step back and looked at my team in admiration. It was extremely difficult to decide what I should use in my final spot. I knew that I wanted an offensive presence, something that could take advantage of getting a free switch in, and with one boost could begin to wreak havoc on a previously damaged team. I came up with mega gyarados.
Round 5
After getting an amazing amount of response from the great people in the RMT section of forums I decided to drop gliscor and skarmory for zapdos and conkeldurr, Doing this gave the team more of an offensive presence.
Round 6
Zapdos just wasn’t doing it for me, the only thing that it really had going for it was the typing, without access to whirlwind I had no way to get rid of sweepers and it was a very annoying match against a sigilyph that ended up making me switch to mandibuzz, who is an amazing piece that can be plugged into almost any team nowadays and function well.
The team in depth
Tangrowth@leftovers
Nature: impish
Ability: regenerator
EV’s: 252 hp/ 252 def/ 4atk
-leech seed
-synthesis
-knock off
-power whip
Team role: physical wall, endgame when all special attackers are eliminated.
Bio: This is the pokemon on this team that lead me on to the others. This pokemon just amazes me. The amount of damage this thing can tank is unreal, I can pretty much guarantee that there is no physical move that will ohko this behemoth un boosted. This pokemon is used on my team whenever I predict a physical move that is not fire type, usually it will take no more than 20% damage, which is widdled down to a measly 12 after leftovers recovery. Upon seeing this most opponents will tend to switch into a special attacker, I take advantage of this predicted switch to either set up seeds or use knock off depending on what I predict. I will also bring this guy in late game if I have managed to get rid of all of the special attackers on my opponents team. One v. one there is no physical pokemon that I think can beat this set, and if in an endgame situation I find myself taking heavy damage, I can just switch to a better match up, and come right back in all healed up thanks to regenerator.
Pros: Great physical tank, usefull moves in knock off and leech seed, great ability in regenerator, High staying power
Cons: pretty slow, paper thin special defenses, can be predictable
Other options: I really do not want to drop this poke from t he team as it pretty much makes the team what it is, I have considered other moves in the spot that synthesis currently occupies, substitute was a thought if I predicted a switch I could use a sub to scout and choose more knowledgeably whether to use seeds or knock off or maybe even power whip, I also considered using sleep powder but found it’s inaccuracy disconcerting. Tankgrowth really doesn’t need the recovery but I suppose it is usefull in the endgame.
Slowking @ assault vest
Nature: calm
Ability: regenerator
EV’s: 252 hp/ 4 spatk/ 252 spdef
- Scald
- Ice beam
- Psyshock
- Fire blast
Team role: special tank/ special attacker
Bio: The second half of my regenerator core and the yin to tangrowth’s yang. The synergy of these two pokemon is simply amazing. Almost anything that could touch one is nothing more than a tickle to the other. The only shared weakness between the two would be bug type moves, but the two are maximized in def and spdef respectively so whereas a bug buzz may be fatal to tangrowth, slowking can shrug it off, and the converse is true for a U-turn. On its own slowking is also a very viable threat offensively, even without much investment it is still able to hit reasonably hard with it’s stabs and has great coverage in general able to hit a majority of the meta for super effective damage. Slowking plays a vital role on this team because it is my main answer to special threats and for that reason it must be kept healthy, which regenerator helps so much in doing.
Pros: great synergy with tangrowth, very specially tanky, great coverage
Cons: can be a bit underwhelming offensively
Other options: I really don’t think that there is much else I can do here outside of swaping the assault vest for perhaps leftovers allowing slowking to use slack off to recover hp, however I do not think that this is necessary due to the fact that it has regenerator and there are plenty of others on the team that will not mind taking a hit. I might want to switch up the ev’s inorder to hit a little harder but I would need someone to run some calcs for me on that (I do use the damage calc but not very well)
Heatran @ leftovers
Nature: calm
Ability: flash fire
EV’s: 252hp/ 4 spatk/ 252 spdef
- Stealth rock
- toxic
- Lava plume
- Ancient power
Team role: Rock setter and general type match up nightmare- secondary special tank
Bio: This fire spider is a type matchup nightmare. It is a poke that every team must prepare for because it will wall you to death. The fire/ steel typing is amazing, and outside of ground type moves, it is almost impossible to ohko unboosted. It has great overall synergy with tangrowth and slowking, completing the ever so crucial fwg core. It is a great status absorber which is the bane to most defensively based teams, as my team is not running a cleric I figured dual status catchers were a must so he and gliscor make up this slot. Heatran also covers gliscor’s huge ice weakness, and it is also an amazing talonflame check. Which is why I have it packing ancient power. In the late game this guy is a pain in the ass to deal with I’m sure because it just has so many resistances, allowing it to late game sweep even against physical attackers. Rocks are really helpful for this team as in theory my team forces a lot of switches due to the sheer synergy of the group.
Pros: amazing typing, great overall synergy with the team, type matchup nightmare
Cons: I really dislike the fact that it has a 3x weakness to ground moves, although I do counter that with 2 immunities and a resist, I still find tran to be prediction bait.
Other options: I have considered running an air balloon but the one time usage is a bit shaky in my book. I also thought of running protect over earth power to scout, as well as roar to phase, right now I am keeping 3 attacking moves because outside of gyarados this team lacks a real offensive threat.
Mandibuzz @ rocky helmet
Nature: impish
Ability: overcoat
EV’s: 252 hp/ 252def/ 4 spdef
- roost
- defog
- whirlwind
- foul play
Team role: Defogger, physical tank, phaser
Bio: Wow what an amazing poke. I have absolutely no idea what this guy was doing in NU last gen, Honestly the only thing that got buffed for it this gen was overcoat, which really isn’t all that huge for it, This thing is an amazing wall. It’s typing is really great aswell this is another possible endgame poke for me as it can tank hits, and phase through the opponents to rack up rocks damage, throwing in a roost here and there, and letting the rocky helmet do work. Foul play is a great move in it’s own right allowing mandibuzz to hit hard against anything that is threatening, without having to invest any ev’s into attack, allowing me to maximize bulk.
Pros: Puts. In. Work. Great typing, good bulk
Cons Makes this teams electric type weakness a lot more obvious
Other options Skarm, zapdos, lati@s
Conkeldurr@assault vest
Nature: adament
Ability: Guts
EV’s: 252 hp/ 252 atk/ 4 spdef
- drain punch
- mach punch
- knock off
- ice punch
Team role: Status absorber, offensive presence
Bio: This was a perfect add to this team, allowing me to take the status moves that my opponents try to use since thy can’t do much with their moves, and it just adds fuel to this gorilla on steroid’s fire. Drain punch allows it to recover most of the damage lost due to the status, mach punch gives the team some much needed priority, and ice punch is a great coverage move.
Pros: great ability, plenty tanky, has priority
Cons: Slowwww
Other options: mienshao is interesting, It has regenerator and U-turn and it is pretty fast that kind of momentum might be very usefull on this team
Gyarados@gyaradosite
Nature: adamant
Ability: moxie / mold breaker
EV’s: 4 hp/ 252 atk/ 252 speed
- Dragon Dance
- Ice fang
- Waterfall
- Earthquake
Team role: Sweeper, capitalizer, punisher, the endgame
Bio: And allow me at last to introduce you to the queen of my chess board, the cream of my crop, the jewel in my crown. I present to you dancing-dos. The entire team is built to allow this lovely lady to switch in and take control. I play this poke like I play my queen in chess. It all begins in the team preview, I analyze the team and try to think of what my opponent will intend to do. If I see that my opponent is un prepared I lead with gyarados. If I see a counter or more, I save gyara for the endgame sweep that this team was designed to deliver. My first move out of the gate for gyarados is a dragon dance, More for the speed boost than the attack boost as gyarados already packs quite the punch. After the dance I allow moxie to put in work making me stronger and stronger, I only mega evolve when I am confronted with opposing rotom wash, so that I can slam them with a mold breaker eq to rock their world. Personally I would prefer not mega evolving gyarados at all if I can avoid it because the dark typing makes it weak to common fighting type priority, and the mega evolution is only used when needed. All in all this poke is intended to come into the game one time, and one time only and bring about the endgame.
Pros: great abilities in moxie and mold breaker both have their uses, moxie works well because the team will usually weaken the opponent significantly allowing dos to pick off the opponents one by one with increasing ease.
Cons: Prior to mega evolution it is weak to rocks, and the only way to remove rocks is a defog from skarmory which removes rocks on my opponents field, which gyarados really appreciates due to moxie.
Other options: I considered quite a few pokemon for this role all meant to do the same thing, infact when I sat down to type this on day one I had charizard X on the team, but inbetween testing and typing I found out that the 50% rock weakness was a deal breaker and gyarados’s moxie breaker ability combo was far superior. I also thought of using a scizor beings that this team lacks priority, but that would result in 3 fire weaknesses and I really didn’t like that.
Team in a nutshell – playstyle- threats- and concerns
This team is built around a synergistic regenerator core and several bulky pivots designed to take hits from several different types from both sides of the spectrum. It is designed around weakening the opponent to the point where I can safely bring in gyarados and allow the moxie boosts to rack up the damage and bring about an endgame.
Threats to this team are few and far between, really there is nothing that I have come across that can take out multiple members of my team on its own outside of bellyjet azumarill which is a problem for pretty much any team. I answer this with either tangrowth or skarmory but usually I will end up having to sack something or another. While not a true threat, rotom wash does prove to be an annoyance to this team, usually slowking and tangrowth can tag team the little guy but it usually ends up in one or both of them getting burned, which while being a neusance isn’t really detrimental to the team due to their passive healing
The major concerns That I have for this team are 1. A lack of offensive presence outside of mega gyarados. And 2. A lack of priority moves making me vulnerable to sweeps (it is yet to happen but it is one of my biggest fears at the moment)
Threats
Jolteon – faster than whole team and stab t-bolt hits hard
Mega venusaur- Seriously how do you kill this thing
Mixed megachomp- If I can figure out the set early on it’s not to big of a problem but if it catches me by surprise it can wreck havoc.
Well that’s it for the rmt, I hope you enjoyed it and I highly appreciate any help or advice that can be given to me
The build
Round 1
I started this team with a dual defensive core, I wanted two pokes with good type synergy, and could take hits for each other. I came up with an amazing physical wall and an amazing special wall, who did not mind switching in and out, Meet my regenerator core, Tangrowth, and slowking.
Round 2
Upon choosing a regenerator core, I had began paving the route that this team was going. I have done a lot of work with regenerator pokemon because quite frankly I think it is one of the best abilities in the game. One thing I have learned about regenerator pokemon is that they highly appreciate having teammates that don’t mind switching in on an attack and because of that I knew that I had to build a team of tanks. That being said my next step was to round out my synergy and beings that I already had a grass and a water type, a fire type seemed fitting and what better fire tank is there than the mighty heatran
Round 3
With my fwg core complete it was time for me to cover my weaknesses, and it took me a really long time to find one. What I came to was that if I lost heatran I had a bug weakness that would leave me vulnerable to volt turn cores that are so common in today’s meta, so then I thought what can I do to fix this, and the simplest thing that came to mind was, don’t loose heatran. I already had tangrowth and slowking to tank the fighting types that would be gunning for tran, and they both seemed to cover the water weakness aswell, but with a 4x ground weakness, eq was my bane, so I decided to add some flying types who were tanky in their own right Enter gliscor and Skarmory
Round 4
At this point I took a step back and looked at my team in admiration. It was extremely difficult to decide what I should use in my final spot. I knew that I wanted an offensive presence, something that could take advantage of getting a free switch in, and with one boost could begin to wreak havoc on a previously damaged team. I came up with mega gyarados.
Round 5
After getting an amazing amount of response from the great people in the RMT section of forums I decided to drop gliscor and skarmory for zapdos and conkeldurr, Doing this gave the team more of an offensive presence.
Round 6
Zapdos just wasn’t doing it for me, the only thing that it really had going for it was the typing, without access to whirlwind I had no way to get rid of sweepers and it was a very annoying match against a sigilyph that ended up making me switch to mandibuzz, who is an amazing piece that can be plugged into almost any team nowadays and function well.
The team in depth
Tangrowth@leftovers
Nature: impish
Ability: regenerator
EV’s: 252 hp/ 252 def/ 4atk
-leech seed
-synthesis
-knock off
-power whip
Team role: physical wall, endgame when all special attackers are eliminated.
Bio: This is the pokemon on this team that lead me on to the others. This pokemon just amazes me. The amount of damage this thing can tank is unreal, I can pretty much guarantee that there is no physical move that will ohko this behemoth un boosted. This pokemon is used on my team whenever I predict a physical move that is not fire type, usually it will take no more than 20% damage, which is widdled down to a measly 12 after leftovers recovery. Upon seeing this most opponents will tend to switch into a special attacker, I take advantage of this predicted switch to either set up seeds or use knock off depending on what I predict. I will also bring this guy in late game if I have managed to get rid of all of the special attackers on my opponents team. One v. one there is no physical pokemon that I think can beat this set, and if in an endgame situation I find myself taking heavy damage, I can just switch to a better match up, and come right back in all healed up thanks to regenerator.
Pros: Great physical tank, usefull moves in knock off and leech seed, great ability in regenerator, High staying power
Cons: pretty slow, paper thin special defenses, can be predictable
Other options: I really do not want to drop this poke from t he team as it pretty much makes the team what it is, I have considered other moves in the spot that synthesis currently occupies, substitute was a thought if I predicted a switch I could use a sub to scout and choose more knowledgeably whether to use seeds or knock off or maybe even power whip, I also considered using sleep powder but found it’s inaccuracy disconcerting. Tankgrowth really doesn’t need the recovery but I suppose it is usefull in the endgame.
Slowking @ assault vest
Nature: calm
Ability: regenerator
EV’s: 252 hp/ 4 spatk/ 252 spdef
- Scald
- Ice beam
- Psyshock
- Fire blast
Team role: special tank/ special attacker
Bio: The second half of my regenerator core and the yin to tangrowth’s yang. The synergy of these two pokemon is simply amazing. Almost anything that could touch one is nothing more than a tickle to the other. The only shared weakness between the two would be bug type moves, but the two are maximized in def and spdef respectively so whereas a bug buzz may be fatal to tangrowth, slowking can shrug it off, and the converse is true for a U-turn. On its own slowking is also a very viable threat offensively, even without much investment it is still able to hit reasonably hard with it’s stabs and has great coverage in general able to hit a majority of the meta for super effective damage. Slowking plays a vital role on this team because it is my main answer to special threats and for that reason it must be kept healthy, which regenerator helps so much in doing.
Pros: great synergy with tangrowth, very specially tanky, great coverage
Cons: can be a bit underwhelming offensively
Other options: I really don’t think that there is much else I can do here outside of swaping the assault vest for perhaps leftovers allowing slowking to use slack off to recover hp, however I do not think that this is necessary due to the fact that it has regenerator and there are plenty of others on the team that will not mind taking a hit. I might want to switch up the ev’s inorder to hit a little harder but I would need someone to run some calcs for me on that (I do use the damage calc but not very well)
Heatran @ leftovers
Nature: calm
Ability: flash fire
EV’s: 252hp/ 4 spatk/ 252 spdef
- Stealth rock
- toxic
- Lava plume
- Ancient power
Team role: Rock setter and general type match up nightmare- secondary special tank
Bio: This fire spider is a type matchup nightmare. It is a poke that every team must prepare for because it will wall you to death. The fire/ steel typing is amazing, and outside of ground type moves, it is almost impossible to ohko unboosted. It has great overall synergy with tangrowth and slowking, completing the ever so crucial fwg core. It is a great status absorber which is the bane to most defensively based teams, as my team is not running a cleric I figured dual status catchers were a must so he and gliscor make up this slot. Heatran also covers gliscor’s huge ice weakness, and it is also an amazing talonflame check. Which is why I have it packing ancient power. In the late game this guy is a pain in the ass to deal with I’m sure because it just has so many resistances, allowing it to late game sweep even against physical attackers. Rocks are really helpful for this team as in theory my team forces a lot of switches due to the sheer synergy of the group.
Pros: amazing typing, great overall synergy with the team, type matchup nightmare
Cons: I really dislike the fact that it has a 3x weakness to ground moves, although I do counter that with 2 immunities and a resist, I still find tran to be prediction bait.
Other options: I have considered running an air balloon but the one time usage is a bit shaky in my book. I also thought of running protect over earth power to scout, as well as roar to phase, right now I am keeping 3 attacking moves because outside of gyarados this team lacks a real offensive threat.
Mandibuzz @ rocky helmet
Nature: impish
Ability: overcoat
EV’s: 252 hp/ 252def/ 4 spdef
- roost
- defog
- whirlwind
- foul play
Team role: Defogger, physical tank, phaser
Bio: Wow what an amazing poke. I have absolutely no idea what this guy was doing in NU last gen, Honestly the only thing that got buffed for it this gen was overcoat, which really isn’t all that huge for it, This thing is an amazing wall. It’s typing is really great aswell this is another possible endgame poke for me as it can tank hits, and phase through the opponents to rack up rocks damage, throwing in a roost here and there, and letting the rocky helmet do work. Foul play is a great move in it’s own right allowing mandibuzz to hit hard against anything that is threatening, without having to invest any ev’s into attack, allowing me to maximize bulk.
Pros: Puts. In. Work. Great typing, good bulk
Cons Makes this teams electric type weakness a lot more obvious
Other options Skarm, zapdos, lati@s
Conkeldurr@assault vest
Nature: adament
Ability: Guts
EV’s: 252 hp/ 252 atk/ 4 spdef
- drain punch
- mach punch
- knock off
- ice punch
Team role: Status absorber, offensive presence
Bio: This was a perfect add to this team, allowing me to take the status moves that my opponents try to use since thy can’t do much with their moves, and it just adds fuel to this gorilla on steroid’s fire. Drain punch allows it to recover most of the damage lost due to the status, mach punch gives the team some much needed priority, and ice punch is a great coverage move.
Pros: great ability, plenty tanky, has priority
Cons: Slowwww
Other options: mienshao is interesting, It has regenerator and U-turn and it is pretty fast that kind of momentum might be very usefull on this team
Gyarados@gyaradosite
Nature: adamant
Ability: moxie / mold breaker
EV’s: 4 hp/ 252 atk/ 252 speed
- Dragon Dance
- Ice fang
- Waterfall
- Earthquake
Team role: Sweeper, capitalizer, punisher, the endgame
Bio: And allow me at last to introduce you to the queen of my chess board, the cream of my crop, the jewel in my crown. I present to you dancing-dos. The entire team is built to allow this lovely lady to switch in and take control. I play this poke like I play my queen in chess. It all begins in the team preview, I analyze the team and try to think of what my opponent will intend to do. If I see that my opponent is un prepared I lead with gyarados. If I see a counter or more, I save gyara for the endgame sweep that this team was designed to deliver. My first move out of the gate for gyarados is a dragon dance, More for the speed boost than the attack boost as gyarados already packs quite the punch. After the dance I allow moxie to put in work making me stronger and stronger, I only mega evolve when I am confronted with opposing rotom wash, so that I can slam them with a mold breaker eq to rock their world. Personally I would prefer not mega evolving gyarados at all if I can avoid it because the dark typing makes it weak to common fighting type priority, and the mega evolution is only used when needed. All in all this poke is intended to come into the game one time, and one time only and bring about the endgame.
Pros: great abilities in moxie and mold breaker both have their uses, moxie works well because the team will usually weaken the opponent significantly allowing dos to pick off the opponents one by one with increasing ease.
Cons: Prior to mega evolution it is weak to rocks, and the only way to remove rocks is a defog from skarmory which removes rocks on my opponents field, which gyarados really appreciates due to moxie.
Other options: I considered quite a few pokemon for this role all meant to do the same thing, infact when I sat down to type this on day one I had charizard X on the team, but inbetween testing and typing I found out that the 50% rock weakness was a deal breaker and gyarados’s moxie breaker ability combo was far superior. I also thought of using a scizor beings that this team lacks priority, but that would result in 3 fire weaknesses and I really didn’t like that.
Team in a nutshell – playstyle- threats- and concerns
This team is built around a synergistic regenerator core and several bulky pivots designed to take hits from several different types from both sides of the spectrum. It is designed around weakening the opponent to the point where I can safely bring in gyarados and allow the moxie boosts to rack up the damage and bring about an endgame.
Threats to this team are few and far between, really there is nothing that I have come across that can take out multiple members of my team on its own outside of bellyjet azumarill which is a problem for pretty much any team. I answer this with either tangrowth or skarmory but usually I will end up having to sack something or another. While not a true threat, rotom wash does prove to be an annoyance to this team, usually slowking and tangrowth can tag team the little guy but it usually ends up in one or both of them getting burned, which while being a neusance isn’t really detrimental to the team due to their passive healing
The major concerns That I have for this team are 1. A lack of offensive presence outside of mega gyarados. And 2. A lack of priority moves making me vulnerable to sweeps (it is yet to happen but it is one of my biggest fears at the moment)
Threats
Jolteon – faster than whole team and stab t-bolt hits hard
Mega venusaur- Seriously how do you kill this thing
Mixed megachomp- If I can figure out the set early on it’s not to big of a problem but if it catches me by surprise it can wreck havoc.
Well that’s it for the rmt, I hope you enjoyed it and I highly appreciate any help or advice that can be given to me
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