Hi all, this is my first RMT ever and I'm bringing you guys a RU team that I have a lot of success with recently. This may sounds strange, but I follow a strict teambuilding code of my own. Every team i build consist of a set-up pokemon with focus sash that I always lead with (set up move, hard-hitting stab, coverage move, priority), two tanks (1 for physical, 1 for special), and 3 other guys that sweep. @ Focus Sash Trait: Justified EVs: 252 Atk / 252 Spd / 4 Def Nature: Adamant - Swords Dance - Close Combat - Leaf Blade - Shadow Sneak This guy is often my lead. Gallade is so underrated, I don't know why people don't use this poke more considering its monstrous attack and large movepool. I just want to punch holes in my enemy's team with this poke starting at turn 1. A stab Close Combat coming off 383 attack is no joke. If I ever find a chance to Swords Dance (like when they set up SR at turn 1), pain would surely follow if my opponent doesn't have something 4x resistant to CC or Leaf Blade (screw all the scolipede and rare golbat). +2 CC and Leaf Blade 1hko 95% of everything in the tier if not resistant. Close Combat to hit everything not resistant. Leaf Blade to hit things like Slowking, qwilfish, and spiritomb. Shadow Sneak hits first and a lot of the times used as a last effort to do some damage before going down to faster target. @ Leftovers Trait: Pressure EVs: 252 HP / 252 Def / 4 SDef Nature: Impish - Seismic Toss - Will-O-Wisp - Pain Split - Shadow Sneak Want to be a boss at tanking hits? Name yourself Dusknoir jkjk. But serriously, this guy can take any physical or special hits (even my Gallade's +2 Leaf Blade fail to ko even after sr and spikes if any T_T) like nothing in this tier. Considering not many ppl use offensive ghost/dark -type here, there is not many things this guy cant wall. This is my go-to-guy if I see any fighting pokes no matter what, as it can wall them to oblivion. P.S dont stay in on absol, just burn it and gtfo pps dusknoir outspeeds spiritomb :) WoW gives some residual dmg and sometimes it might just be enough so that ur opponent cannot ko dusknoir, then it can use pain split to share the HP and live a few more turns. Seismic Toss and Shadow Sneak give me type coverage, allowing it to hit everything and not become setup fodder. Shadow Sneak is better than Shadow Punch as it gives me another priority (can do a bit more damage before going down to faster opponent). @ Leftovers Trait: Storm Drain EVs: 252 HP / 252 SDef / 4 SAtk Nature: Calm - Stealth Rock - Recover - Toxic - Hidden Power Rock This is the last guy I picked for my team and it is the poke that bring this team together and patch up many holes. Looking at my team, you can see that it is very physically based, so I needed a special attacker. I also needed a Stealth Rocker. And with Tornadus coming to this tier, there are a lot more rain teams than before. So i needed a pokemon that can stop rain team also. At first I chose Seismitoad because it can set up rocks, has water absorb and can deal special damage, it worked really well, BUT it cannot tank the infamous ludicolo, as 1 giga drain can cleanly take it out. So i picked Cradily and it sealed the deal. It is able to wall Ludicolo, Tornadus, and Kabutop (the main ones) easily and can stall out the turns using Recover. I want more coverage on my nidoqueen, so I gave this guy SR. Toxic + Recover to stall something to death, especially on those choiced pokes, very effective combo. As I mentioned earlier, I want more special attacker, grass is not a good attacking choice, so i opt for the other stab-- rock. Ancient Power has too few pp, so i picked hp rock instead. @ Life Orb Trait: Sheer Force EVs: 4 HP / 252 SAtk / 252 Spd Nature: Timid - Earth Power - Flamethrower - Ice Beam - Thunderbolt I swear Nidoqueen is going to move up to UU really really soon, this poke has insane coverage and power, i see like 80% of team have it. This pokemon on my team has several uses. First, it absorb toxic spikes since the rest of my poke can be affected by it. 2nd, takes volt switch. 3rd, kill. Simple. Flamethrower, ice beam, thunderbolt, the 3 basic elements for common type coverage. Hit almost everything for supereffective, barring fighting, ghost, psychic etc.... Flamethrower over Fire Blast because of perfect accuracy (i really dislike non-100 accuracy moves). I chose earth power as my main stab move rather than poison because poison is only super effective against grass, where ground just have more coverage. @ King's Rock Trait: Skill Link EVs: 252 Atk / 252 Spd / 4 Def Nature: Jolly - Bullet Seed - Rock Blast - Tail Slap - U-turn gotta embrace the hax, with king's rock, cincinno has about 50% of flinching a target, which saved me from many tough situations. cincinno outspeeds 99% of tier, except +Spd sceptile and the rare swellow/accelgor. with this guy's movepool, it is only wall by steel types, thats where u-turn comes in, get in some free damage b4 switching. the first 3 moves are standard on every cincinno. but y not get wake-up slap over u-turn? even tho wake-up slap can hit steel-types, it is still too weak to do any serious damage, and also, i have other pokes on my team to deal with them. U-turn is also very versatile, allowing me to scout and/or bluff a choice item. when i pick moves, i opt for utility > power @ Flame Plate/Charcoal Trait: Pressure EVs: 252 Atk / 252 Spd / 4 SAtk Nature: Adamant - Extremespeed - Flare Blitz - Stone Edge - Hidden Power Grass Entei is one of my offensive threats beside gallade and nidoqueen. The item choice is little bit weird, it is because I dont want to get locked into 1 move which most of the time can give my opponent an edge, and also with leftovers and life orb, it is either i dont feel i do enough damage or entei goes down after like 2 attacks. Flame Plate/charcoal is just the item, it gives entei the oomph it needs to 1hko max hp max def tangrowth (thats how bulky tangrowth is), with leftovers it cannot ko tangrowth. with LO, entei woulda died after 2 flare blitz recoil + SR. Extremespeed gives me another priority which i can use to revenge kill. Flare blitz + Flame plate do almost the same damage as cb and i'm not forced to lock into a move. Stone edge to hit the flyings and poke that resist flare blitz (stone edge does about 30+% to a max hp slowking). last but not least, HP grass allows me to OHKO those rock/water and ground/water poke that comes in and try to set up on me (kabutops/omastar). Threat List -base 100+ spd heavy hitters -entry hazzard, all my pokes take full spike damage, i cannot seem to find a place for a rapid spinner on my team -setup sweeper, my team has no phazer, so if somehow my opponent get +2 or +3, its gg for me -sleep fodder, every team member has a job in every match, i cannot let any of them get hit with sleep powder that concludes my team, please leave comment/criticism on my team, i would really appreciate if you can help me perfect this team, thank you.