This team's stupid, but I want to write an RMT for the first time anyway, so here we go.
Teambuilding:
I had a gimmick Quagsire set, and I wanted to make it work.
I had a couple other gimmick sets, and I wanted to try and make those work too. Teambuilding was basic: I started with Quagsire and then paired it with Sap Sipper Miltank, which left most of the other team spots open. I put in Jumpluff to have an offensive answer to Grass-types while abusing its helpful Fighting resist.
...Then, I threw on an all-purpose revenge-killer to guard against setup threats. (Hi, Haunter!)
I then wanted a pokemon that would keep up offensive momentum, and I decided to use a Choiced Volt Switcher, since not all teams carry ground types (and most ground types can be easily worn down by quaggy).
The last pokemon was a tough choice, but at the same time it wasn't so difficult. All teams like SR, and this one is no exception, and even though I only had one SR weak pokemon on the team already (Jumpluff) Spin support was important to keep me from being destroyed by Toxic Spikes, so Armaldo got the nod for being an offensive spinner that could keep pressure up on the opponent.
Complete team:
Now, on to the sets!
Electrode @ Choice Specs
120 HP/252 SpAtk/136 Spe
Timid / Static
Thunderbolt
Volt Switch
Signal Beam
HP Grass
Electrode generally gets the match started at a fast pace, Volt Switching for a good chunk of damage. Normally, I'd use Hidden Power Ice here, but because of the prevalence of Golem, opposing Quagsire, and co, I switched to HP Grass and generally haven't looked back since. Signal Beam is Electrode's only other viable special move and it gets decent coverage with HP Grass. He gets the game going nicely most of the time, getting Armaldo in unscathed vs. Mesprit or crippling Golem/Gigalith/etc. With the HP EVs, he is actually moderately bulky and doesn't die to CB Absol's Sucker Punch while still being able to outspeed Swellow.
Armaldo @ Leftovers
252 Atk/252 Spe/4 SpDef
Adamant / Battle Armor
Stealth Rock
Stone Edge
Rapid Spin
X-Scissor
Standard Armaldo. Going for speed over bulk is a good philosophy in NU since a lot of things are piss slow and you can actually catch slower versions of pokemon by surprise with a full-power X-Scissor or Stone Edge. I've swapped between Rock Blast and Stone Edge simply because at times this team struggled with Ninjask passing to threats that could beat Quaggy with a physical grass move, but in general I stick to Stone Edge, as speed boosts alone generally aren't threatening enough to this team, and you can just hammer Ninjask to prevent it from setting up Swords Dance.
Haunter @ Choice Scarf
252 SpAtk/252 Spe/4 Def
Timid / Levitate
Sludge Bomb
Shadow Ball
Thunderbolt
Trick
Spookiest revenge killer in NU, with startling power even without a boosting item or nature. Sludge Bomb hits all kinds of things expecting a Shadow Ball and is his obvious strong STAB move. Shadow Ball is to cover Jynx, Missy, and opposing Haunter (though speed ties with opposing scarfers is a major gamble, it has to be taken). Thunderbolt lets it flawlessly revenge-kill Gorebyss and cocky birds that stay in while managing a neutral hit on things like Probopass. Trick lets it cripple annoying walls like the aforementioned probopass, who is otherwise a major pain in the ass for this team. He also fills the role of offensive spinblock, as he can come in and weaken opposing Wartortles/etc. enough for another teammate to KO them before they can get the spin off.
Jumpluff @ Flying Gem
252 Atk/252 Spe/4 Def
Jolly / Chlorophyll
Sleep Powder
Swords Dance
Acrobatics
Seed Bomb
First gimmick. This sweeper actually has a lot going for it, since it can not only set up on Sucker Punchers like Absol by putting them to sleep and then boosting, it has great initial power with gem-boosted acro, always 1hko'ing Magmortar after SR. It also can 2hko max HP Lickilicky at +2 without the gem...which is a lot more than you'd expect from this little guy. He loves switching in on HP Grass/Leaf Storms directed at Quagsire after Miltank's finished, and is an unusual offensive answer to bulky Grass-types who can all be taken out by a boosted Acrobatics. Seed Bomb is backup STAB that slams bulky waters that might try to wall Quaggy for good damage. As a bonus, he's a decent-ish Samurott check after Quagsire as it isn't 1hko'ed by a +2 Aqua Jet and can put it to sleep while 2hko'ing with Seed Bomb.
Miltank @ Leftovers
252 Atk/252 Spe/4 HP
Jolly / Sap Sipper
Earthquake
Body Slam
Heal Bell
Milk Drink
Miltank is the utility pokemon of the team. Earthquake is here because I got tired of being walled to hell and back by Probo+bulky grass cores, Body Slam is a nice STAB that paralyzes incoming Sawk/etc. far more often than it deserves to...but I'm certainly not complaining. :naughty: Heal Bell cures Quaggy of Toxic, which would easily cripple its sweep, and Milk Drink keeps it healthy. Sap Sipper really turns Miltank into a monster, since STAB Body Slam has nice power behind it and isn't resisted by very much that isn't covered by Earthquake, which also hurts a lot at +1. This set is wide open to the few ghosts of the tier, but those aren't very common...and they can generally be worn down by Electrode and Haunter battering them with special attacks. Miltank is here solely to support the star of the team...
Quagsire @ Leftovers
252 HP/252 SpDef/4 Def
Careful / Unaware
Curse
Amnesia
Recover
Waterfall
The stupidest set in the world, and yet it works in NU. Bring it in on an advantageous matchup, watch your opponent switch to their non-grass "counter" that they expect to beat Quaggy, and Amnesia/Curse on the switch depending on what you expect to be hit by next. Bam, Modest Specs Magmortar's HP Grass (the strongest non-STAB special Grass attack in the tier) now does 70% max of quaggy's health, letting you scout their moveset depending on their damage output. Amnesia twice in a row is safe vs. all special attacking counters, letting you alternate between Recover, Amnesia, and Curse to create an impenetrable tank. SubCM Mesprit with Energy Ball, Shell Smash Gorebyss with HP Grass, Kadabra with Grass Knot, etc. won't muscle through you unless they crit (as long as you boost on the switch)! If they crit, too bad for you. If they don't, taste their tears of frustration as they pray to the hax gods to end the monster they see growing in front of them. He doesn't fare so well vs. physical grass attackers, as the high BP of Wood Hammer isn't something that can be handled by Cursing up vs. it, and even with the Amnesia boosts he still can't defeat Grass-types. He also struggles to set up vs. banded STAB moves, but Jumpluff and Miltank provide enough defensive resistances that Quaggy can get a nice switch in and begin setting up, and Electrode lures out pokemon that Quaggy likes switching in on.
Rate/comment/etc. please. I'm new to RMTs, so this format is a bit plain, but plain and simple makes it easier to rate, right? :)
Teambuilding:

I had a gimmick Quagsire set, and I wanted to make it work.


I had a couple other gimmick sets, and I wanted to try and make those work too. Teambuilding was basic: I started with Quagsire and then paired it with Sap Sipper Miltank, which left most of the other team spots open. I put in Jumpluff to have an offensive answer to Grass-types while abusing its helpful Fighting resist.

...Then, I threw on an all-purpose revenge-killer to guard against setup threats. (Hi, Haunter!)

I then wanted a pokemon that would keep up offensive momentum, and I decided to use a Choiced Volt Switcher, since not all teams carry ground types (and most ground types can be easily worn down by quaggy).

The last pokemon was a tough choice, but at the same time it wasn't so difficult. All teams like SR, and this one is no exception, and even though I only had one SR weak pokemon on the team already (Jumpluff) Spin support was important to keep me from being destroyed by Toxic Spikes, so Armaldo got the nod for being an offensive spinner that could keep pressure up on the opponent.
Complete team:






Now, on to the sets!

Electrode @ Choice Specs
120 HP/252 SpAtk/136 Spe
Timid / Static
Thunderbolt
Volt Switch
Signal Beam
HP Grass
Electrode generally gets the match started at a fast pace, Volt Switching for a good chunk of damage. Normally, I'd use Hidden Power Ice here, but because of the prevalence of Golem, opposing Quagsire, and co, I switched to HP Grass and generally haven't looked back since. Signal Beam is Electrode's only other viable special move and it gets decent coverage with HP Grass. He gets the game going nicely most of the time, getting Armaldo in unscathed vs. Mesprit or crippling Golem/Gigalith/etc. With the HP EVs, he is actually moderately bulky and doesn't die to CB Absol's Sucker Punch while still being able to outspeed Swellow.

Armaldo @ Leftovers
252 Atk/252 Spe/4 SpDef
Adamant / Battle Armor
Stealth Rock
Stone Edge
Rapid Spin
X-Scissor
Standard Armaldo. Going for speed over bulk is a good philosophy in NU since a lot of things are piss slow and you can actually catch slower versions of pokemon by surprise with a full-power X-Scissor or Stone Edge. I've swapped between Rock Blast and Stone Edge simply because at times this team struggled with Ninjask passing to threats that could beat Quaggy with a physical grass move, but in general I stick to Stone Edge, as speed boosts alone generally aren't threatening enough to this team, and you can just hammer Ninjask to prevent it from setting up Swords Dance.

Haunter @ Choice Scarf
252 SpAtk/252 Spe/4 Def
Timid / Levitate
Sludge Bomb
Shadow Ball
Thunderbolt
Trick
Spookiest revenge killer in NU, with startling power even without a boosting item or nature. Sludge Bomb hits all kinds of things expecting a Shadow Ball and is his obvious strong STAB move. Shadow Ball is to cover Jynx, Missy, and opposing Haunter (though speed ties with opposing scarfers is a major gamble, it has to be taken). Thunderbolt lets it flawlessly revenge-kill Gorebyss and cocky birds that stay in while managing a neutral hit on things like Probopass. Trick lets it cripple annoying walls like the aforementioned probopass, who is otherwise a major pain in the ass for this team. He also fills the role of offensive spinblock, as he can come in and weaken opposing Wartortles/etc. enough for another teammate to KO them before they can get the spin off.

Jumpluff @ Flying Gem
252 Atk/252 Spe/4 Def
Jolly / Chlorophyll
Sleep Powder
Swords Dance
Acrobatics
Seed Bomb
First gimmick. This sweeper actually has a lot going for it, since it can not only set up on Sucker Punchers like Absol by putting them to sleep and then boosting, it has great initial power with gem-boosted acro, always 1hko'ing Magmortar after SR. It also can 2hko max HP Lickilicky at +2 without the gem...which is a lot more than you'd expect from this little guy. He loves switching in on HP Grass/Leaf Storms directed at Quagsire after Miltank's finished, and is an unusual offensive answer to bulky Grass-types who can all be taken out by a boosted Acrobatics. Seed Bomb is backup STAB that slams bulky waters that might try to wall Quaggy for good damage. As a bonus, he's a decent-ish Samurott check after Quagsire as it isn't 1hko'ed by a +2 Aqua Jet and can put it to sleep while 2hko'ing with Seed Bomb.

Miltank @ Leftovers
252 Atk/252 Spe/4 HP
Jolly / Sap Sipper
Earthquake
Body Slam
Heal Bell
Milk Drink
Miltank is the utility pokemon of the team. Earthquake is here because I got tired of being walled to hell and back by Probo+bulky grass cores, Body Slam is a nice STAB that paralyzes incoming Sawk/etc. far more often than it deserves to...but I'm certainly not complaining. :naughty: Heal Bell cures Quaggy of Toxic, which would easily cripple its sweep, and Milk Drink keeps it healthy. Sap Sipper really turns Miltank into a monster, since STAB Body Slam has nice power behind it and isn't resisted by very much that isn't covered by Earthquake, which also hurts a lot at +1. This set is wide open to the few ghosts of the tier, but those aren't very common...and they can generally be worn down by Electrode and Haunter battering them with special attacks. Miltank is here solely to support the star of the team...

Quagsire @ Leftovers
252 HP/252 SpDef/4 Def
Careful / Unaware
Curse
Amnesia
Recover
Waterfall
The stupidest set in the world, and yet it works in NU. Bring it in on an advantageous matchup, watch your opponent switch to their non-grass "counter" that they expect to beat Quaggy, and Amnesia/Curse on the switch depending on what you expect to be hit by next. Bam, Modest Specs Magmortar's HP Grass (the strongest non-STAB special Grass attack in the tier) now does 70% max of quaggy's health, letting you scout their moveset depending on their damage output. Amnesia twice in a row is safe vs. all special attacking counters, letting you alternate between Recover, Amnesia, and Curse to create an impenetrable tank. SubCM Mesprit with Energy Ball, Shell Smash Gorebyss with HP Grass, Kadabra with Grass Knot, etc. won't muscle through you unless they crit (as long as you boost on the switch)! If they crit, too bad for you. If they don't, taste their tears of frustration as they pray to the hax gods to end the monster they see growing in front of them. He doesn't fare so well vs. physical grass attackers, as the high BP of Wood Hammer isn't something that can be handled by Cursing up vs. it, and even with the Amnesia boosts he still can't defeat Grass-types. He also struggles to set up vs. banded STAB moves, but Jumpluff and Miltank provide enough defensive resistances that Quaggy can get a nice switch in and begin setting up, and Electrode lures out pokemon that Quaggy likes switching in on.
Rate/comment/etc. please. I'm new to RMTs, so this format is a bit plain, but plain and simple makes it easier to rate, right? :)