Hey guys, this is my first shot at making an RMT and I hope you all have something to say about my team. My favourite Pokemon have always ended up being in the lower tiers mostly because I always seem to fall in love with pokes that have absolutely abysmal speed stats. As such, I decided to run a TR team, and here it is...
Xatu @ Light Clay
Ability: Magic Bounce
EVs: 252 HP/ 252 Def/ 4 SpDef
Impish Nature
- Trick Room
- Featherdance
- Light Screen
- Reflect
Xatu found his way onto this team after I originally created it with a Bronzong in this slot. After using that for a while I found that I was having difficulty dealing with hazards and status moves (mostly Will O' Wisp for my physical sweepers) and so I subbed in a Xatu for his magic bounce ability. Most of the hazard/status users in UU are pretty obvious so it's usually pretty easy to bait one out and kick it back at them with a switch to this guy. Switch him in, bounce a move, screens, TR, switch. He isn't perfect, I'm always thinking about subbing out the featherdance for night shade or some other attack so he can actually deal damage if necessary, and he isn't as good of a physical wall as Bronzong was, but I've learned to deal with his weaknesses for the most part and I think the team is better since I added him.
Marowak @ Thick Club
Ability: Rock Head
EVs: 52 HP/252 Atk/204 Def
IVs: 0 Spd
Brave Nature
- Bonemerang
- Double Edge
- Rock Slide
- Fire Punch
This guy is probably my all time favourite, and he's a monster under TR. His horrible speed makes it so only a handful of pokes have the ability to outspeed him when TR is up; and with the Thick Club giving him a free Swords Dance, he can drop some of the Tier's best walls in 1-2 turns. I took Bonemerang over EQ mostly because what's the point in running Marowak if you don't use his signature move? It also has the added bonuses of killing through Substitute and Focus Sash/Sturdy and 2 chances to score a crit. Double edge is a reliable hard hitting neutral move for when you don't have anything better or aren't sure what they'll switch to. I opted for Rock Slide over Thunder Punch because Bonemerang hits the water types just as hard due to STAB (harder in cases like Swampert or Lanturn) and Thunder Punch isn't super effective against Zapdos, the flying type that worries me the most. Fire Punch is just there for more coverage.
Escavalier @ Choice Band
Ability: Swarm
EVs: 252 HP/252 Atk/4 SpDef
IVs: 0 Spd
Brave Nature
- Megahorn
- Iron Head
- Pursuit
- Return
Escavalier is just about the slowest fully evolved Pokemon I know of, with a base Spd of 20. Coupled with his massive 135 base Atk stat, he is begging to be put on a TR team. On this team he has one job. Punch huge, gaping holes in the enemy team; and he is good at it. If you don't resist his Megahorn you will almost certainly be OHKOd, and the few exceptions to that usually get knocked to around 30-40% health remaining. And after Swarm is activated, you don't survive without resisting it (Or having a sash or Sturdy but you get the point).The other moves are really just there for coverage. Iron Head if you think they'll switch into a fighting or flying type, Pursuit is useful for chasing out Specs Chandelure after tanking a Shadow Ball, or Ambipom after taking his opening Fake Out. I don't really use Return very often. I suppose it could be used to hit fire type switches but I'm open to suggestions for changing it.
Octillery @ Choice Specs
Ability: Sniper
EVs: 252 HP/ 252 SpAtk/ 4 SpDef
IVs: 0 Spd
Quiet Nature
- Surf
- Water Spout
- Ice Beam
- Energy Ball
Rocking the same Spd as Marowak, a great movepool, and decent attacking stats, how could I not include him? Octillery functions as my main special sweeper, using his insanely powerful Water Spout to OHKO just about anyone who doesn't resist it (and even some who do). When he's at full HP, it drops even the likes of Snorlax and Umbreon to below 50% health. Surf seems a little redundant but it becomes more powerful than Spout after Octillery takes a hit or two. Ice Beam for those pesky grass and flying types, and Energy Ball for the other waters, especially Swampert. He could definitely be improved upon, I'm not convinced I'm taking full advantage of his movepool, and he could be pulled out altogether and replaced with someone a little tougher. He has saved the team on more than a few occasions, though, so I haven't dismissed him just yet.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP/4 SpAtk/252 SpDef
IVs: 0 Spd
Relaxed Nature
- Trick Room
- Scald
- Psyshock
- Nasty Plot
Slowking serves 3 purposes on this team. He is my special wall, my other TR setter, and my secondary special sweeper. Being much bulkier than Xatu gives him opportunities to set up TR more safely, as well as giving him the chance to get a a Nasty Plot and sweep in his own TR, making him the only sweeper on the team who can enjoy the full 4 turns of TR unless he or Xatu dies of a status effect immediately after setting TR. With full EVs in HP and SpDef he is capable of surviving even a Specs Shadow Ball from Chandelure and then either killing it with a Scald or switching out to heal. Psyshock is there to take out the special walls or water types who come in to counter him after a Nasty Plot. I really like having him around and I really don't think I'm open to swapping him out for anyone else.
and last but not least...
Arcanine @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature
- Flare Blitz
- Crunch
- Extremespeed
- Morning Sun
Arcanine on a TR team? I thought it was important to have someone who could function without TR in the event that both my setters got knocked out. Arcanine's main function on this team is working in conjunction with Escavalier to bait out fire type moves and strike back with a boosted Flare Blitz. I used to run Wild Charge as well but replaced it with Crunch because having the two recoil moves seemed a but dangerous, plus he gets a lot of boosts from Chandelure and Crunch is usually an OHKO there where Wild Charge is not. ESpeed is a great tool to have on any team for revenge kills, but I have found it particularly useful in UU for stopping things like Honchkrow from running around Sucker Punching my entire team to death.
Xatu @ Light Clay
Ability: Magic Bounce
EVs: 252 HP/ 252 Def/ 4 SpDef
Impish Nature
- Trick Room
- Featherdance
- Light Screen
- Reflect
Xatu found his way onto this team after I originally created it with a Bronzong in this slot. After using that for a while I found that I was having difficulty dealing with hazards and status moves (mostly Will O' Wisp for my physical sweepers) and so I subbed in a Xatu for his magic bounce ability. Most of the hazard/status users in UU are pretty obvious so it's usually pretty easy to bait one out and kick it back at them with a switch to this guy. Switch him in, bounce a move, screens, TR, switch. He isn't perfect, I'm always thinking about subbing out the featherdance for night shade or some other attack so he can actually deal damage if necessary, and he isn't as good of a physical wall as Bronzong was, but I've learned to deal with his weaknesses for the most part and I think the team is better since I added him.
Marowak @ Thick Club
Ability: Rock Head
EVs: 52 HP/252 Atk/204 Def
IVs: 0 Spd
Brave Nature
- Bonemerang
- Double Edge
- Rock Slide
- Fire Punch
This guy is probably my all time favourite, and he's a monster under TR. His horrible speed makes it so only a handful of pokes have the ability to outspeed him when TR is up; and with the Thick Club giving him a free Swords Dance, he can drop some of the Tier's best walls in 1-2 turns. I took Bonemerang over EQ mostly because what's the point in running Marowak if you don't use his signature move? It also has the added bonuses of killing through Substitute and Focus Sash/Sturdy and 2 chances to score a crit. Double edge is a reliable hard hitting neutral move for when you don't have anything better or aren't sure what they'll switch to. I opted for Rock Slide over Thunder Punch because Bonemerang hits the water types just as hard due to STAB (harder in cases like Swampert or Lanturn) and Thunder Punch isn't super effective against Zapdos, the flying type that worries me the most. Fire Punch is just there for more coverage.
Escavalier @ Choice Band
Ability: Swarm
EVs: 252 HP/252 Atk/4 SpDef
IVs: 0 Spd
Brave Nature
- Megahorn
- Iron Head
- Pursuit
- Return
Escavalier is just about the slowest fully evolved Pokemon I know of, with a base Spd of 20. Coupled with his massive 135 base Atk stat, he is begging to be put on a TR team. On this team he has one job. Punch huge, gaping holes in the enemy team; and he is good at it. If you don't resist his Megahorn you will almost certainly be OHKOd, and the few exceptions to that usually get knocked to around 30-40% health remaining. And after Swarm is activated, you don't survive without resisting it (Or having a sash or Sturdy but you get the point).The other moves are really just there for coverage. Iron Head if you think they'll switch into a fighting or flying type, Pursuit is useful for chasing out Specs Chandelure after tanking a Shadow Ball, or Ambipom after taking his opening Fake Out. I don't really use Return very often. I suppose it could be used to hit fire type switches but I'm open to suggestions for changing it.
Octillery @ Choice Specs
Ability: Sniper
EVs: 252 HP/ 252 SpAtk/ 4 SpDef
IVs: 0 Spd
Quiet Nature
- Surf
- Water Spout
- Ice Beam
- Energy Ball
Rocking the same Spd as Marowak, a great movepool, and decent attacking stats, how could I not include him? Octillery functions as my main special sweeper, using his insanely powerful Water Spout to OHKO just about anyone who doesn't resist it (and even some who do). When he's at full HP, it drops even the likes of Snorlax and Umbreon to below 50% health. Surf seems a little redundant but it becomes more powerful than Spout after Octillery takes a hit or two. Ice Beam for those pesky grass and flying types, and Energy Ball for the other waters, especially Swampert. He could definitely be improved upon, I'm not convinced I'm taking full advantage of his movepool, and he could be pulled out altogether and replaced with someone a little tougher. He has saved the team on more than a few occasions, though, so I haven't dismissed him just yet.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP/4 SpAtk/252 SpDef
IVs: 0 Spd
Relaxed Nature
- Trick Room
- Scald
- Psyshock
- Nasty Plot
Slowking serves 3 purposes on this team. He is my special wall, my other TR setter, and my secondary special sweeper. Being much bulkier than Xatu gives him opportunities to set up TR more safely, as well as giving him the chance to get a a Nasty Plot and sweep in his own TR, making him the only sweeper on the team who can enjoy the full 4 turns of TR unless he or Xatu dies of a status effect immediately after setting TR. With full EVs in HP and SpDef he is capable of surviving even a Specs Shadow Ball from Chandelure and then either killing it with a Scald or switching out to heal. Psyshock is there to take out the special walls or water types who come in to counter him after a Nasty Plot. I really like having him around and I really don't think I'm open to swapping him out for anyone else.
and last but not least...
Arcanine @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature
- Flare Blitz
- Crunch
- Extremespeed
- Morning Sun
Arcanine on a TR team? I thought it was important to have someone who could function without TR in the event that both my setters got knocked out. Arcanine's main function on this team is working in conjunction with Escavalier to bait out fire type moves and strike back with a boosted Flare Blitz. I used to run Wild Charge as well but replaced it with Crunch because having the two recoil moves seemed a but dangerous, plus he gets a lot of boosts from Chandelure and Crunch is usually an OHKO there where Wild Charge is not. ESpeed is a great tool to have on any team for revenge kills, but I have found it particularly useful in UU for stopping things like Honchkrow from running around Sucker Punching my entire team to death.
Last edited: