My First RMT

This is one of the first teams I made, and it has done well in the playtesting. There are a few holes in it, that I can't figure out how to plug up, but it still is effective. Here's the team:


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Hitmontop (M) @ Fighting Gem
Trait: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Close Combat
- Fake Out
- Mach Punch
- Rapid Spin

Hitmontop was put on this team to become my spinner, and that is a role it does well. He switches in whenever possible if I entry hazards on my side, get some cheap damage with Technician-powered Fakeout, and then, provided there isn't a ghost type, spin away the hazards.
However, his role isn't just limited to spinner. With Technician, the power of his priority Mach Punch is increased, making him a decent revenge killer, and just when I need some fighting types in. The Fighting Gem makes his first strike very powerful, with either Mach Punch or Close Combat. Mach Punch is his main offensive move, only using Close Combat when more power is needed.
His Adamant nature raises his attack stat, and lowers the Special Attack stat he doesn't even need. The 252 EV's in his attack are clear, they maximize his attack. Due to the fact Mach Punch is his main move, I decided to give him 252 EV's in HP, instead of speed. Those 4 EV's in Special Defense is to just give him a little more bulk.

In addition to serving as the team's Spinner and Revenge Killer, Hitmontop serves to lure out Psychic and Flying types, for Bisharp or even Honchkrow to set up on.


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Swampert @ Choice Band
Trait: Torrent
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Ice Punch
- Aqua Tail
- Hammer Arm

Swampert, my usual lead, is to just provide raw power, leaving a knock out for two behind, making the sweeping job easier for Bisharp and Honchkrow. This set is all about increasing Swampert's attack, Choice Banding, the Adamant nature, as well as those 252 EV's in his attack. Most often, if they didn't lead with a grass type and they have one in their team, Ice Punch is the move I chose, getting a OHKO on them. However, if a Grass type does lead, or they survive the Ice Punch, Swampert has to retreat, since he can't easily outspeed anything. With those 252 EV's in his already good HP, Swampert can also take a hit, and his moveset allows me to hit most things super-effectively, if I guess correctly.

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Chandelure @ Ghost Gem
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Energy Ball
- Calm Mind
- Fire Blast
- Shadow Ball

Chandelure serves as a good partner to Bisharp, the main sweeper of the team. Able to take the Fire and Fighting attacks that can easily OHKO Bisharp easily, Chandelure is a switch in, hopefully getting a Flash Fire boost. His move set is varied, using Fire Blast and Shadow Ball as his STAB moves, and Energy Ball allows him to hit all the things that can take him out easily super effectively with his huge Special Attack stat. However, he is slow, so he is usually limited to taking out Water types as they switch it, but when he does hit, he hits hard. Calm Mind is there because, in theory, I could try to Calm Mind him up, and make him a deadly sweeper, but his poor defenses and speed mean I usually don't even try, though I have done it to great effect in the past.
Due to him serving as a switch in to Bisharp, I decided to invest 252 EV's in his HP, to give him some bulk, instead of his speed. And the 252 in his Special Attack allow him to hit really hard.


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Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Seed Flare
- Substitute
- Leech Seed
- Air Slash


Shaymin is a Special Wall on this team, and my usual switch in for the ground types that Bisharp and Chandelure can't deal with. Generally, my plan with Shaymin is to get a Leech Seed, adding that to my recovery along with the Leftovers, hiding behind a sub, and then letting the Seed Flares go off. I have also, after the Leech Side, switch it with another Pokemon, one that can hit harder than Shaymin, or else start setting up. Air Slash is on her to help deal with other Grass types, who can't be seeded. With her EV spread, she can take pretty much any neutral special attack, and switch into it.


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Honchkrow @ Flying Gem
Trait: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Lonely Nature
- Brave Bird
- Roost
- Sucker Punch
- Superpower

Honchkrow is a secondary sweeper to Bisharp, but is often able to finish the job without Bisharp's help. Honchkrow comes in on ground moves, and then uses the Flying Gem boosted Brave Bird, pretty much KO'ing anything that doesn't resist it, giving him the needed Moxie bonus. Then, Sucker Punch can take over, and the KO's keep getting racked up, making Honchkrow very dangerous. Superpower is used very rarely, since Honchkrow really doesn't like his attack lowered, and Roost is there to heal off damage when needed.
I know this set usually uses Life Orb, but I decided to didn't like the recoil from the Life Orb, and decided to use the Flying Gem to help ensure the first KO, and then depend on Moxie Bonuses. With his Attack EV's, Honchkrow hits hard without the boosts as well, and the HP investment helps him to take a hit. The reason he doesn't have speed investment is because Sucker Punch is the move he usually uses.

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Bisharp @ Leftovers
Trait: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Brick Break
- Sucker Punch
- Swords Dance

Bisharp is the leader of the team, and the main sweeper. Switching into attacks he can take easily, he gets a Swords Dance up, and then begins the Sucker Punching, OHKO'ing or 2HKO'ing most everything. Many times before has this Pokemon turned a crushing defeat into a victory (I do have a replay saved for one example, but it is on another computer). Brick Break is there for some fighting type coverage (and, after a Swords Dance, this move can KO Snorlax easily), and Iron Head is also there for coverage, often when I think they will go in for a non-damaging move, and for when Sucker Punch runs out of PP. Most times, I am OK with just one Swords Dance, relying on Defiant to give me more attack boosts, but just one Swords Dance is usually enough for Bisharp to sweep. With his full attack and HP investment, Bisharp can hit hard, and type some hits, making him a potent sweeper. Leftovers is on him for recovery, since the only status condition he has to worry about is Burning, making the Lum Berry not as useful.


SOME THREATS:


Energy Ball Chandelure is pretty dangerous for this team, being able to hit all my members but Honchkrow and Hitmontop (but he can't hit it back) super effectively. Honchkrow is my main counter for it, and he can't switch into any of Chandelure's moves easily, which means I usually have to let it KO a Pokemon before Honchkrow can do anything. Bisharp is similiar, but it risks running a mind game with Chandelure if it uses Calm Mind, and Iron Head won't do much to it.

Blastoise can give me problems as well, much more so if used early in the match. If used early, it can attack before Bisharp sets up or Honchkrow gets his first Moxie, and try to burn them with Scald, which effectively cuts their usefulness in half. The same is true for Swampert and Hitmontop, and Chandelure can't take the move itselt. Shaymin is able to take the Scald, Leech Seed, and then switch out, healing the burn with Natural Cure. but if I can't use Shaymin, it is dangerous.


Those are the big two I noticed.

Hope that works for the RMT. This team has been really good in the playtesting, Bisharp and Honchkrow in particular.
 
It would seems like I'm kidding, but a poke that can do a great damage to your team is Dusclops and Sableye, and maybe Cofagrigus. Why? Simple: because since both Cof and Dusclops are defensive pokes (and do specially well in the physical department) they can survive a hit of both of your main offensive pokes, an burn they back, ruining your main offensive force, while Sabley can burn before being hit thanks to Prankster. And if they pack a fast swepper in the team you will be doomed.
Also, your team is extremely dependant to priority attacks, what isn't so bad as long as these priorities are Sucker Punch. Zapdos can easily survive all hits from Bisharp and Honchkrow, and a Substitute build can deal easily with Sucker Punch; and thanks to the UU metagame, Hidden Power Grass is more common than you can think, not making safe for Swampert to deal with Zapdos.
Actually, both of your Shaymin and Chandelure (especially the later) can be easily taken down by Chandelure or Darmanitan. Shaymin is an OK option for a bulky poke, but not Chande, and if you find a Life Orb Darmanitan you may get some problems.

I would do some changes here:
- Swampert:
Your team already pack a lot of physical power, so you could try a more defensive build. Thanks to its typing Swampert have a single weakness, which you can easily cover with his teammates. try this:
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Swampert @ Leftovers
Trait: Torrent
EVs: 16 Atk / 252 Def / 240 HP
Impish Nature
- Earthquake
- Ice Punch
- Waterfall
- Stealth Rock/Toxic

This way Swamp can take care of most physical pokes of the tier, and also hiting it back. With Ice Punch and some prediction you can also take down Roserades and Rotom-Cs.

-Hitmontop:
As a Technician Hitmontop is kinda meh. If you want to keep the offensive role, while keeping both Spin and a Fighting type, try Unburden Hitmonlee, even though I don't like wasting a move with Spin here. But, at least (for once), your speed issue will be done, since Unburden doubles his speed. Try something like this:
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Hitmonlee (M) @ Fighting/Normal Gem
Trait: Unburden
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Close Combat
- Fake Out
- Stone Edge
- Rapid Spin

With Normal Gem Unburden is easier to activate, but with Fighting Gem you can do a huge damage with Close Combat, but is is kinda tricky to use this way since it isn't secre that Hitmonlee will hit first, nor survive the hit. Also, with Fight Gem you may run a different move in place of Fake Out. Hi Jump Kick is an option, but I don't like it because of the ammount of Ghosts in the UU enviroment.

-Shaymin/Chandelure:
Both of them isn't with their best sets. One of them can carry a Choice Scarf or Specs, helping dealing with some pokes that can get around of your Sucker Punch'ers. A Specs Chandelure can deal with the ghosts that would ruin your main force.
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Chandelure @ Choice Specs
Trait: Flash Fire
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Energy Ball
- Hidden Power Fighting
- Fire Blast/Overheat
- Shadow Ball
Dusclops is easily 2HKO by both Shadow Ball or the fire STAB move; Cofagrigus can't hit first unless it runs Trick Room, and Sableye can't do a lot since it is 2HKO and don't have a lot to do against, since only builds with Confuse Ray instead of Will'o'Wisp can harm it. The doubt between Fire Blast and Overheat is simple: Chande isn't a sitting rock, so it can sweep against a few teams, especially after a Flash Fire boost. Believe it or not, Fire Blast can 2HKO some bulky waters after FF boost. But Overheat have a better accuracy, and most of the times Chand will be hitting and running, so it's up to you.
Shaymin must be fast to run a SubSeed build, so you can do one of these: change the EVs spread to 252 Spd instead of SDef or change to a defensive Rotom-C. Rotom-C can do what your Shaymin is doing, but a little better: it doesn't take ground hits, have a better coverage and can fake an offensive set better than Shaymin do. If Rotom is chosen try this:
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Rotom-C @ Leftovers
Trait: Levitate
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Leaf Storm
- Will-o-Wisp
- Discharge/Volt Switch
- Pain Split

Discharge may paralyze, helping the other members sweeping, while Volt Switch can create a chance to Bisharp get a safe switch. WoW helps against some physical sweepers, but beware of the even rarer Guts Heracross, that can take your team down by itself. Also, Blastoise will not have a good time as long as Rotom is alive.

-Swampert/Hitmontop:
Their role as defensive and Spinner can be taken by Blastoise instead easily, opening a spot in the team. Depending on how the team may end, this spot may be taken by a cleric or a hazard setuper. The Blastoise you could run is this:
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Blastoise @ Leftovers
Trait: Torrent
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Roar
- Toxic/Foresight
- Rapid Spin
- Scald
Quite simple here: spin away hazards, and status someone with Scald or Toxic. Roar is prefereble beucase it get past Substitute, while Foresight is an option to secure Spin will hit, since ghost is more common in this tier.


This is what I can say to you. Maybe there are other issues I couldn't notice, but maybe someone else will see. Good luck with your team.

EDIT: last thig I forgot: Honchkrow would do a better use of Life Orb or Leftovers. LO helps getting some KOs Honchkrow would't get without Moxie activated, while Leftovers give more durability to the crow pokemon.
 
It would seems like I'm kidding, but a poke that can do a great damage to your team is Dusclops and Sableye, and maybe Cofagrigus. Why? Simple: because since both Cof and Dusclops are defensive pokes (and do specially well in the physical department) they can survive a hit of both of your main offensive pokes, an burn they back, ruining your main offensive force, while Sabley can burn before being hit thanks to Prankster. And if they pack a fast swepper in the team you will be doomed.

I can't believe I missed that. Thanks. I haven't actually seen very many Dusclops or Cofagrigus in my battles, and I think I have seen about 3 Sableye, and those were taken care of by Swampert.

Also, your team is extremely dependant to priority attacks, what isn't so bad as long as these priorities are Sucker Punch. Zapdos can easily survive all hits from Bisharp and Honchkrow, and a Substitute build can deal easily with Sucker Punch; and thanks to the UU metagame, Hidden Power Grass is more common than you can think, not making safe for Swampert to deal with Zapdos.

Thanks again. And actually, if he used Swords Dance first Bisharp can at least 2HKO Zapdos, and probably OHKO (not sure, the main example I have lying around is that the Sucker Punch KO'ed a 85 % health Zapdos.)

Actually, both of your Shaymin and Chandelure (especially the later) can be easily taken down by Chandelure or Darmanitan. Shaymin is an OK option for a bulky poke, but not Chande, and if you find a Life Orb Darmanitan you may get some problems.

I believe I said that those two were weak to Chandelure, if I recall correctly..

But I agree about Dramanitan, Swampert is the closest counter I have.



I will try out these changes, thanks again! I still really think Flying Gem Honchkrow, at least better than Life Orb, but we will see what happens there.

EDIT: Hitmonlee can't learn Rapid Spin for some reason, either because of another move or an ability... back to Hitmontop
 
Thanks again. And actually, if he used Swords Dance first Bisharp can at least 2HKO Zapdos, and probably OHKO (not sure, the main example I have lying around is that the Sucker Punch KO'ed a 85 % health Zapdos.)
The Zapdos that can give problems to you is a Subs one, since if you try to Punch it, it will use Subs, and Iron Head 2HKO only after a SW, at the same time that Thunderbolt can also 2HKO it. This way the winner between these two will be the one that can predict better. Others Zapdos will be easily beaten by Sucker Punch.


I believe I said that those two were weak to Chandelure, if I recall correctly..

But I agree about Dramanitan, Swampert is the closest counter I have.
Actually, if it is an opposing Specs Chandelure there isn't many safe switches thanks to its incredible power, while a CM can setup with a switch as stated by you. You may try running Earth Power instead of Air Slash in Shaymin, this way it will be able to deal some major damage to Chandelure, and will outspeed any Chande, except for Scarf one, as long as it pack at least 180 Spd EVs. Also, another way to deal with Chandelure is running another Timid Chande, as long as its HP doesn't lower any Spd EV, since most of them carry HP figting so it isn't completed wall'ed by Porygon2. You could also try a Flygon instead of Chandelure, but I think you will problably miss Chande's immunities to fight, fire and normal, but Flygon can always be an option.

EDIT: Are you sure about Hitmonlee not learning Rapid Spin? It is an egg move, so all the Hitmons can learn it. take a look with it.
 
Ah, OK. Thanks for clarifying.

And I think Rotom-Mow is outclassing Shaymin right now, so she will be replaced.

And I am sticking with Chandelure, just the set you ran. I will probably change its Nature to Timid, though


EDIT:

I have looked everything through, and I am going with Shirani's Swampert (giving it Curse instead of Ice Punch) and Chandelure set. Shaymin has been replaced with Rotom-Mow. I have also made minor changes to Hitmontop's moveset, replacing Close COmbat with Sucker Punch (to hit those ghost types)
 
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