Alright, what's up guys, my name is Sork, and for those of you that have been around a while, you might remember be from when i laddered pretty seriously in 5th gen (peaked #5, #6, and #7 3 different times back then), and I haven't really made an RMT since, even though I've been building competitive teams ever since 5th gen started. Well, as most of you probably don't know, I'm mostly a balance/semi stall player, but with this team, I wanted to do something different. I always try to build teams around an underrated threat/something unique, and this time I wanted to build around one of my all time favorite mons, Feraligatr. I wasn't expecting much out of this team, but oh my goodness this team does not disappoint. I went with Hyper Offense this time for the RMT, mostly because I was unfamiliar with building it and wanted to try something new, and I've found that gatr fits EXTREMELY well on Hyper Offense. a lot of teams can just get swept by it depending on the coverage moves gatr runs, but for this team, I went with the set I'm using for 1 main reason, so, I guess that about does it for the intro, let's get into the good juicy stuff.
Also, peak on ladder for proof
EDIT: New peak with the team, #7 on the ladder
*insert cool animated gif of Hoopa-unbound here* with hoopa-unbounds release, it has made such a significant impact on the oras ou metagame that it has shaken up teambuilding so much because of how many things it can do. I decided to put hoopa-unbound on here because i needed something to take some kind of hit vs special attackers, and hoopa has so many free opportunities to come in vs special attackers. I went with a fully offensive special set this time because most people at this point are expecting physical banded or mixed lo, but special LO has definitely shaken up some people I've met on the ladder. The coverage moves I chose gave me enough room to deal with a large majority of mons that I face often, and will be explained further down below.
And now we get to see the actual sets and go into why these mons have their particular sets
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Superpower
- Crunch
I went with this particular set on feraligatr because I needed something to be able to increase its speed and be able to hit almost everything with superb coverage. The only things that actually resist this thing's coverage are azumarill, Mega-Altaria, and whimsicott. And when I say this thing can sweep unprepared teams, I'm not joking. People usually have chomp, hippo, or lando-t for their physical walls, which this thing can blow right through them with just +1. Gatr is phenomenal at breaking through bulky grounds, which are most people's checks to talonflame. So the goal of gatr is very simple, come in on something it threatens out, set up a DD, and weaken their team for Talonflame to do work. I went with crunch over ice punch because I needed to hit the slow brothers, as well as starmie and having something to hit the lati's harder. You can replace it with ice punch if you would rather have the ability to ohko landorus-t and garchomp at +1, but personally, i like crunch.
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Next up, I needed something that could pretty much ensure rocks while also keeping up offensive momentum. I tried out Azelf over Garchomp for a bit, but found that garchomp just brought more offensive pressure than azelf did. SD Sash garchomp is a monster, since at +2 it weakens clefable enough to where mega diancie can easily revenge kill it and get off a free mega since with my spread, it outspeeds before mega evolving. Garchomp is basically meant to set up rocks, and try to get off any last ditch damage on stuff before it goes down to make my other hard hitters do work.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Next up, talonflame, the bird of prey. This thing and feraligatr make a phenominal offensive core, being able to take down or at least weaken each other's checks/counters. I went with an SD set because it makes it a lot easier to get off a lot of damage against a lot of mons, since this is usually my ground switch in. You can replace roost with natural gift and change sharp beak to a liechi berry since this team struggles a bit with breaking down rotom-wash, but I've found roost helpful since this team lacks hazard removal. Basically, come in, revenge kill something, and just get off some more damage on key threats before going down.
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Diamond Storm
- Moonblast
- Earth Power
- Rock Polish
next up, the star of the team, mega-diancie. I originally had mega-scizor over diancie, but saw that I had an overbearing talonflame weakness which m-diancie helps alleviate. This thing's main purpose is to rock polish on their switch from the predicted protect, and proceed to outspeed and kill their weakened team members. The ev's are pretty standard, 188 speed is enough to outspeed the entire unboosted metagame, while 36 hp is just for some bulk. The entire team's purpose is to weaken the things that diancie can't break through like rotom-w, ferrothorn, etc, and use it's excellent coverage to hit the other things super effectively.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Dark Pulse
- Psyshock
- Grass Knot
Next we have fully special Hoopa-unbound. This thing is such a monster it is ridiculous. This is usually my rotom-w switch in since they like to burn on the switch when they send in rotom against chomp, and then they get hit with a very powerful dark pulse. Grass knot is there so that i can ohko hippo, and also do really good damage to non-av azumarill. Energy ball can also be used to hit rotom-w and azumarill harder, but it fails to ohko hippowdon. I went with special because if you look at the rest of my team, it's entirely physical or mixed. Special hoopa also catches a lot of people off guard because most people at this point are expecting the popular choice banded variant, so they usually send in their tankchomps and lando-t's to deal with it which subsequently get blown back by a dark pulse.
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
lastly, we have SD regular scizor, since i needed a solid way to deal with clefables and a way to lure in heatran. Scizor is my emergency answer to a lot of things, it's also my main way of dealing with mega-venusaur, since at +2 it ohko's offensive varients and does a lot to defensive varients. I originally had latios in this position for hazard removal, but found that the extra priority from scizor was too good to pass up. the set is pretty standard, max attack and max speed to dent as many things as possible. I had thoughts about changing this to excadrill for hazard control, but after playing this team, you'll see that even with a t-flame, it's not all that weak to hazards because of how offensive it is.
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Superpower
- Crunch
I went with this particular set on feraligatr because I needed something to be able to increase its speed and be able to hit almost everything with superb coverage. The only things that actually resist this thing's coverage are azumarill, Mega-Altaria, and whimsicott. And when I say this thing can sweep unprepared teams, I'm not joking. People usually have chomp, hippo, or lando-t for their physical walls, which this thing can blow right through them with just +1. Gatr is phenomenal at breaking through bulky grounds, which are most people's checks to talonflame. So the goal of gatr is very simple, come in on something it threatens out, set up a DD, and weaken their team for Talonflame to do work. I went with crunch over ice punch because I needed to hit the slow brothers, as well as starmie and having something to hit the lati's harder. You can replace it with ice punch if you would rather have the ability to ohko landorus-t and garchomp at +1, but personally, i like crunch.
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Next up, I needed something that could pretty much ensure rocks while also keeping up offensive momentum. I tried out Azelf over Garchomp for a bit, but found that garchomp just brought more offensive pressure than azelf did. SD Sash garchomp is a monster, since at +2 it weakens clefable enough to where mega diancie can easily revenge kill it and get off a free mega since with my spread, it outspeeds before mega evolving. Garchomp is basically meant to set up rocks, and try to get off any last ditch damage on stuff before it goes down to make my other hard hitters do work.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Next up, talonflame, the bird of prey. This thing and feraligatr make a phenominal offensive core, being able to take down or at least weaken each other's checks/counters. I went with an SD set because it makes it a lot easier to get off a lot of damage against a lot of mons, since this is usually my ground switch in. You can replace roost with natural gift and change sharp beak to a liechi berry since this team struggles a bit with breaking down rotom-wash, but I've found roost helpful since this team lacks hazard removal. Basically, come in, revenge kill something, and just get off some more damage on key threats before going down.
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Diamond Storm
- Moonblast
- Earth Power
- Rock Polish
next up, the star of the team, mega-diancie. I originally had mega-scizor over diancie, but saw that I had an overbearing talonflame weakness which m-diancie helps alleviate. This thing's main purpose is to rock polish on their switch from the predicted protect, and proceed to outspeed and kill their weakened team members. The ev's are pretty standard, 188 speed is enough to outspeed the entire unboosted metagame, while 36 hp is just for some bulk. The entire team's purpose is to weaken the things that diancie can't break through like rotom-w, ferrothorn, etc, and use it's excellent coverage to hit the other things super effectively.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Dark Pulse
- Psyshock
- Grass Knot
Next we have fully special Hoopa-unbound. This thing is such a monster it is ridiculous. This is usually my rotom-w switch in since they like to burn on the switch when they send in rotom against chomp, and then they get hit with a very powerful dark pulse. Grass knot is there so that i can ohko hippo, and also do really good damage to non-av azumarill. Energy ball can also be used to hit rotom-w and azumarill harder, but it fails to ohko hippowdon. I went with special because if you look at the rest of my team, it's entirely physical or mixed. Special hoopa also catches a lot of people off guard because most people at this point are expecting the popular choice banded variant, so they usually send in their tankchomps and lando-t's to deal with it which subsequently get blown back by a dark pulse.
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
lastly, we have SD regular scizor, since i needed a solid way to deal with clefables and a way to lure in heatran. Scizor is my emergency answer to a lot of things, it's also my main way of dealing with mega-venusaur, since at +2 it ohko's offensive varients and does a lot to defensive varients. I originally had latios in this position for hazard removal, but found that the extra priority from scizor was too good to pass up. the set is pretty standard, max attack and max speed to dent as many things as possible. I had thoughts about changing this to excadrill for hazard control, but after playing this team, you'll see that even with a t-flame, it's not all that weak to hazards because of how offensive it is.
And finally, the importable, so you can spam this team all on the ladder to your hearts content.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Superpower
- Crunch
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Diamond Storm
- Moonblast
- Earth Power
- Rock Polish
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Dark Pulse
- Psyshock
- Grass Knot
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Superpower
- Crunch
Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Roost
Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Diamond Storm
- Moonblast
- Earth Power
- Rock Polish
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Dark Pulse
- Psyshock
- Grass Knot
Scizor @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Bug Bite
and now, time for the threatlist
Rain - very hard playstyle for me to play against, diancie doesn't get many opportunities for a free rock polish except against tornadus-t, which even then i need swampert weakaned. really only way i can win is to play around the rain turns and have gatr try to get free setup on politoed, or by having t-flame set up an SD against their ferro/scizor
voltturn - mega mane is a nightmare for this team as well. only way to win is to weaken their walls and have diancie rock polish against mega-mane, but if it gets a lucky para then i just lose.
voltturn - mega mane is a nightmare for this team as well. only way to win is to weaken their walls and have diancie rock polish against mega-mane, but if it gets a lucky para then i just lose.
So, that's my team, hope you guys enjoy it, if you have any ways to make it better, please let me know, I'm always looking for improvement on my teams.
Also, sorry if the rmt looks really bland, haven't done one of these since 5th gen, so I'm a bit rusty.
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