Cause Ah Riot - Last 5th Gen RMT

So with 6th Gen in sight I'd like to bring you guys my favorite team I've built in the entirety of 5th Gen. I haven't made a RMT in a very, very long time so I think this will be my last for 5th Gen. I made this team during BW and loved it so much that I had to adjust it for BW2. Some would call this a bulky offensive team, which personally is my favorite style of teams to play, but arguably I'd say this team falls between bulky offensive and hyper offense. One thing I should first point out is that this team is not designed to have one or two guys "waste" a moveslot with a boosting move, take out or dent a poke and die. No, this team likes to pivot around each other constantly throwing out hits and keeping the opponent on edge while whittling them down with sand. The fact that this team relies on it's strong coverage, bold predictions, and failsafes makes it a very tough team to face unless you have 6 walls with perfect synergy. The greatest feeling in competitive pokemon is when you know your team so well inside and out that you don't ever second guess yourself, and that's why I still use this team. So let's check it out:



Teambuilding:
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I decided I wanted to use Specs Heatran to abuse the sun from the sun teams that were cropping up in BW1. I did, however, want Tyranitar to prevent sun sweepers from overcoming me if something happened to Heatran. Tyranitar also got rid of rain which was nice but I kept him offensive to match the bulky offense style I like to play.

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I added Forretress for entry hazards b/c of ScarfTar not being able to set up rocks as well as spin. Celebi was added as well to help against rain teams and TechniLoom. I figured they would also draw in fire type attacks that would fit with what I wanted to accomplish with Heatran.

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Terrakion came in to pair up with Tyranitar for my physical threats. I needed something to outpace other Scarfers since I knew that Tyranitar wouldn't be able to. I don't like the Rock Polish/Swords Dance sets as I see too many of them just getting forced out easily and not getting in many hits.

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Meh this was only a phase. The idea was that Reuniclus would be able to abuse Magic Guard in sand and bust through pokes but his lack of speed was too off-putting. I didn't feel safe using Trick Room seeing as this team focuses on speed.

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I ran with this team for a very long time but I couldn't shake Scizor and wasn't about to use HP Fire on my Alakazam and potentially lose speed ties with (hopefully non-sashed) opposing Zams and Dugtrio. I switched to Air Balloon Heatran so I could change moves if Scizor came in while also countering Dragons which helped too. I experimented a lot with Forretress to make it work but it stopped the momentum and was just set-up bait.

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The finished product. Love this team to death, they work very well around each other. Definitely my go-to team if I'm in the mood for some serious battling.




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Tyranitar (F) @ Choice Scarf
Trait: Sand Stream​
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
Crunch
Pursuit
Superpower
Rock Slide​

So ScarfTar is a pretty cool guy. He really has 3 main roles on this team: 1. Sand 2. Trap the plentiful offensive Psychic type threats & Smeargle 3. Punch. Holes. Everywhere. Tyranitar is one of those pokes that can run many scary sets, although this one is obviously choiced to the experienced battler (Donphan means this guy doesn't have SR and who runs MixTar?). So that leaves Banded or Scarfed which is a great mindf*ck especially when I've trapped their Lati@s, Starmie, or Celebi. If I've shown my Terrakion is Scarfed before I've utilized Tyranitar's speed they usually think that I'm Banded which nets me a lot of KO's on the aforementioned pokemon that stay in thinking they can score a hit before I Pursuit them. As for the coverage moves, Superpower is needed to throw out a hard hitting super effective move on the pink blobs and cocky non-scarfed Terrakions. As for the last move, Rock Slide, I am definitely sticking to it. Stone Edge is not worth it on a scarfer imo. If I'm sure that I'm faster, I want to make sure that I get damage on them. Such key cases are Volcarona/Dragonite/Salamence/Gyarados without any boosts as well as Ninetails(!), Thundurus-T, Tornadus, Kyurem, and Xatu.



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Donphan (F) @ Leftovers
Trait: Sturdy​
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
Stealth Rock
Rapid Spin
Earthquake
Ice Shard​

Getting into the only "wall" on the team, here's Donphan. In the past I've heavily tested Lum Berry over Leftovers with this guy for a few reasons. First and foremost is to counter Ninetails. Against sun teams I will always lead off with Donphan because it will tank any hit with Sturdy and KO any non-Air Balloon Ninetails. In theory, Lum Berry would heal me of Wil-O-Wisp or Hypnosis and KO back with Earthquake. The second reason for a Lum Berry was to heal off any Toxic Spikes and Rapid Spin them away. However, after lots and lots of testing I decided that having the recovery from Leftovers would be more beneficial b/c of the lack of sun teams in today's metagame and the fact that not many people run Toxic Spikes anymore. I used to have a Forretress in this spot but it was basically set-up bait for Scizor and couldn't really handle dragons well with incoming Fire Blasts. Donphan was a very good replacement for Forretress because it can still set up SR, spin, provide a good defensive pivot, and has Ice Shard in his arsenal. I'll let you know right here one of the reasons I love this team: Dragons are a joke. Between Donphan's Ice Shard, sand to break Multiscale, ScarfTar, Scarf Terrakion, Air Balloon Heatran, and Alakazam with HP Ice and a Focus Sash, not a single dragon scares me in the slightest. EQ is significantly stronger than anything Forretress could do to touch Scizor or the grounded dragons. Overall Donphan does fit this team nicely especially with it's surprising power.




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Celebi @ Leftovers
Trait: Natural Cure​
EVs: 48 HP / 252 SAtk / 4 SDef / 204 Spd
Modest Nature (+SAtk, -Atk)
Giga Drain
Recover
Psychic​
Hidden Power [Fire]​

Celebi is a fantastic choice for an offensive team. What it lacks for in raw power it returns the favor with fantastic coverage, resistances, and access to Recover. The main EV's to look at are the SpAtk and Speed. I max out SpAtk with Modest 252 to get as much power as I can from it. The Speed is to ensure that I'm faster than Haxorus even after the -1 IV from HP Fire. There's not really anything worth outspeeding after that. The rest of the EV's go into HP for a Leftover's number and the final 4 in SpDef as that's the defensive side Celebi gets hit with most when it switches in. As a sand team, Celebi is here to provide a bit of bulk while heavily threatening rain teams. Between Giga Drain for the water types, Psychic for Tentacruel/Toxicroak, and HP Fire a 2HKO on Banded Scizor in the rain (easy as pie to see a switch in coming when it's Politoed vs Celebi on the first turn of the game), Celebi handles rain teams quite easily. Speaking of HP Fire, it should be noted that it 2HKO's one of the most common switch-ins to Celebi, Ferrothorn. Ferrothorn is most commonly found on rain teams so if I see one I need to be sure that I get Tyranitar's sand up ASAP. If it's not on a rain team then it's just easy pickings for Celebi. It should be mentioned that you have to be very cautious with Celebi vs rain b/c it will be the MVP of the match. On the defensive side, Celebi can take on any Rotom-W in the game (Trick Scarf? ok bro I'm offensive anyways) and most of the set-up fighting types such as Breloom, Conkeldurr, and Toxicroak. I have tested Psyshock to counter CM Keldeo but it usually means that I can't reliably take care of Conkeldurr and might have to waste Alakazam's sash on it. Recover is on the set along with Leftovers just because although it would be nice to have Earth Power it's crucial that Celebi stays at a good amount of health to take on the rain teams.



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Heatran (M) @ Air Balloon
Trait: Flash Fire​
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
Fire Blast​
Dragon Pulse
Earth Power​
Hidden Power [Ice]​

With Celebi as my rain counter, I've got Heatran here for my sun counter. With an air balloon I'm sure to stay clear of the #1 threat (imo) in the sun: Growth EQ Venusaur. To be honest I was quite against Air Balloon Heatran during BW b/c I would never be caught off guard by it. Turns out it was because most people didn't use it effectively. The reason why I have Dragon Pulse and HP Ice is b/c of the common sun sweeper, Lati@s. The only common sun threat that Heatran can't take 1v1 is Volcarona, but it's a good thing that Terrakion can come in on any attack and retaliate with a faster Rock Slide even if it Quiver Dances. I'd describe Air Balloon Heatran as the glue to this team. I usually save Heatran until mid to late game where the Air Balloon really puts in work (and escapes Dugtrios). When I've whittled down their team and disposed of the scary sweepers Heatran can come in and destroy everything in sight. Usually if they still saved a sweeper or it's a hyper offensive team they've got a dragon in their back pocket. Like I said earlier with my array of dragon-sweep failsafes, including Heatran's balloon, dragons aren't a problem (Superpower? =O!!!). The main thing that I use Heatran for is cleaning up the mess at the end of the fight. It tears through any bulky steel you can think of and is powerful enough to put a good dent in Scarf or Specs Politoed with Earth Power as it switches in. Before I switched to Air Balloon I used Choice Specs Heatran with the same moveset. The idea was to abuse sun and throw out double boosted Fire Blasts but the lack of sun teams eventually put me off. I do, however, enjoy the free boost from Sableye :]



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Terrakion @ Choice Scarf
Trait: Justified​
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
Close Combat
Rock Slide
Earthquake
X-Scissor​

Okay, here's the big threat. What can I say? Terrakion just fits so nicely with this team and threatens a good portion of the metagame. This Terrakion focuses more on it's blistering speed than it's ability to boost up and break physical walls that try to stop it. Out of all the pokes on this team I'd say Terrakion gets the most face-time. The only moves to really discuss are Earthquake and X-Scissor since I already had my mini-rant about Stone Edge. Earthquake is just there to hit Tentacruel and Jirachi, that's about it. Silly, yes, but what else am I gonna use? Quick Attack? To be really cheeky I used to run HP Ice with SpAtk investment that would be a 2HKO after Gliscor switches in to take a Close Combat but the lol's weren't worth getting walled by Tentacruel. I've had some people say that X-Scissor isn't really necessary b/c it only really helps against pokes that Tyranitar traps anyways but I don't think that I should be letting Lati@s, Starmie, or Celebi ruin my day.



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Alakazam (M) @ Focus Sash
Trait: Magic Guard​
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
Psychic​
Hidden Power [Ice]
Focus Blast
Shadow Ball​

Alakazam functions as 2 very key roles almost every match. The first and main role is a failsafe. The magnificent ability Magic Guard allows Alakazam to not care about any burn, poison, or entry hazards to ruin its sash. If you're using a Life Orb Alakazam on your offensive team, stop it. Stop it right now. Focus Sash >>>>>> Life Orb. With a Focus Sash, Alakazam can tank any hit and fire back a powerful attack. The result is usually a kill on whatever was setting up as they will never switch out seeing as they've already boosted up. Here's a good point to mention that I use Psychic, not Psyshock strictly because Conkeldurr is more of a threat than any pink blob. Not too much to say here, that's Alakazam's main purpose and it's the only poke that can reliably do it. The second role it plays is as a sweeper. If Heatran was described as a late-game sweeper then Alakazam is the end-game sweeper. Alakazam is usually the nail in the coffin for the opposing team, mostly coming in to finish the job when they have 1, maybe 2 pokes left. I cannot stress the how important Alakazam is to this team even if it's used the least out of everyone.



So there you go guys. I hope you guys can appreciate this team as much as I do but don't be shy to leave some constructive criticism. I don't think I'll be using this team as much anymore. I'll probably focus more on the fun side of pokemon with the wacky teams I love to play with until 6th Gen. Thanks for reading and happy battling!


Threatlist:

Rain + Scizor (Need to make a bold play with Celebi at some point in the match. Alakazam as last resort.)

Sharpedo (Insta-lose, no joke unless Alakazam hits a Focus blast or they stay in against Donphan with Sturdy.)

Infernape (Only early-game. Once I've weeded out the other team I can get it fairly easily.)

Gengar (Behind a substitute. Usually I keep attacking straight away to force it to kill me, then ScarfTar traps it.)






Importable:

Tyranitar (F) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Superpower
- Rock Slide

Donphan (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard

Celebi @ Leftovers
Trait: Natural Cure
EVs: 48 HP / 252 SAtk / 4 SDef / 204 Spd
Modest Nature (+SAtk, -Atk)
- Giga Drain
- Recover
- Psychic
- Hidden Power [Fire]

Heatran (M) @ Air Balloon
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Dragon Pulse
- Earth Power
- Hidden Power [Ice]

Terrakion @ Choice Scarf
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Rock Slide
- Earthquake
- X-Scissor

Alakazam (M) @ Focus Sash
Trait: Magic Guard
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Hidden Power [Ice]
- Focus Blast
- Shadow Ball
 
Hi there!Solid team you got there,and may I ask you,how far did you get on the ladder using this team?(If you are comfortable answering that).

First of all,Donphan is only OU due to it's niche role in sun teams,checking stuff like Terrak and Lando-t while providing Rapid Spin.For sand,spinning is much less important,and you are running a max attack Donphan so it cannot even check those things reliably.Ice shard from Donphan is probably the weakest priority in OU despite the attack investment,and cannot OHKO Dragonite,Salamence,Garchomp,Gliscor,Lando-t etc.In exchange,these things can do A LOT of damage to your offensive Donphan and possible 2HKO.

So,I know Donphan provides RS and all,but I don't think rocks are as threatening to your team as it is to sun teams.

If you agree with me,you may want to consider changing Donphan with Hippowdon,as it has exactly the same typing,enough physical bulk to even outmatch Skarmory,SR,much better ability to give you a second chance against other weather,and most important of all,reliable recovery.It is a much more reliable counter to Scizor,Garchomp,Dragonite,Mence,Lando-t,and even avoids the 2HKO with leftovers Gengar's Shadow Ball with no Sp.Def EVs and Alakazam's HP Ice with just 56 Sp.Def EVs,and even the OHKO from a Rain,STAB,Life Orb Waterfall from Sharpedo!Hippo does not care much about Infernape,especially lead sets.And to prove my point,here are some random calcs:

+2 252 Atk Flying Gem Scizor Acrobatics (110 BP) vs. 252 HP / 252+ Def Hippowdon: 231-272 (55 - 64.76%) -- guaranteed 2HKO (AcroZor always runs jolly to outspeed Tentacruels)
+2 252+ Atk Life Orb Landorus-T Earthquake vs. 252 HP / 252+ Def Hippowdon: 324-382 (77.14 - 90.95%) -- guaranteed 2HKO
+1 252+ Atk Dragonite Outrage vs. 252 HP / 252+ Def Hippowdon: 211-250 (50.23 - 59.52%) -- 80.86% chance to 2HKO
252 Atk Water Gem Garchomp Aqua Tail vs. 252 HP / 252+ Def Hippowdon: 190-224 (45.23 - 53.33%) -- guaranteed 3HKO after Water Gem has been used up

As you can see,the amount of bulk that Hippo has is epic,and to make up for Ice Shard,it can run Ice Fang.

If I could give a score to how much I recommend this change,I would give it an 8.5/10.Definitely test and out and let me know what you think.

Next,I want to make a nitpick with Celebi.Change the set to :

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Celebi @ Life Orb/Expert Belt
Trait: Natural Cure
EVs: 140 HP / 252 SAtk /116 Spd
Modest Nature (+SAtk, -Atk)
-Leaf Storm
-Earth Power/Baton Pass
-Hidden Power [Fire]/Baton Pass
-Recover

Now,first of all,your previous set lacks any way of hitting Rachi and Heatran for meaningful damage.With Epower,you can retain coverage on Tenta and Croak,while hitting these threats,and with Life Orb,you get a Guranteed OHKO on Lando-t and Band Tyranitar in sand after Stealth Rock,and do very high damage to Conkeldurr and +1 CM Keldeo,which means you no longer need Psychic.116 Speed EVs allow you to outrun 88 Speed Naive Lando-t,Jolly Breloom,Timid Politoed,Jolly Cloyster,Double Dance Thundy-T and other things hitting 263 Speed and 262 Speed.You can't do much to Haxorus and Kyurem-B anyway.

If Life orb+sand damage puts you off,you can trade it for Expert Belt,and the only thing you lose is that OHKO on Lando-t and 2HKO on Conk.Baton Pass can be used over any of you coverage moves to escape from Scizor's and Tyranitar's pursuits,and other random things like Pursuit Bisharp and Metagross,though your coverage moves hit these things very hard anyway.

For my reccomendation for this change,I give it a 7/10.

And finally,if you still have problems with Gengar and Alakazam(which outspeeds your Scarf Ttar) and Reuniclus,you can change Tyranitar to Specially Defensive Jirachi.The Psychics that Tyranitar traps (i.e.,Celebi,Latis)are handled very well by Jirachi and while providing wish support and that ParaFlinch shenanigans.It can switch in on a Specs Draco Meteor not taking as much damage as Tyranitar and does not have to start that Pursuit/Crunch Mindgames.It can avoid the OHKO from rain Sharpedo and paralyze it.It also provides more assurance with Thundy-T.Such a huge change to Jirachi is not recommended as much as you lose much speed and offensive pressure.Be sure that you MUST have Hippo if you pick Jirachi to keep up the sand.

I give it a 3.5/10.

Good Luck and bye!
 
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Having two weather inducers on a team? And also getting rid of the spinner... :o really now? Btw where's the teemos? I agree with a few points with him though. Just not all of them.
 
Having two weather inducers on a team? And also getting rid of the spinner... :eek: really now? Btw where's the teemos? I agree with a few points with him though. Just not all of them.

Now,what you are implying is that 2 weather inducers in the same team are redundant?You know,the reason why I recommended Hippo was because of it's walling capabilities,not as a weather starter.There is nothing redundant about Tyranitar and Hippo in the same team because Tyranitar is a fast,powerful pokemon with great Special Defense while Hippo is a slow,bulky pokemon with great Defense.Tyranitar can get rid of Starmie,Celebi and Latis for Hippowdon while in return,Hippowdon checks Terrakions,Garchomps and Landorus-Ts.They are a pretty good match.

You don't use Hippo mainly for it's weather,you use Hippo for it's support.In fact,I have seen a guy in the high 2100s use a SunStall team with Sand Force Hippo in it.Needless to say,I lost.If you think Hippowdon kills too much offensive pressure and momentum,or you think Celebi is a huge threat,you can opt for Landorus-T instead,but its not as bulky and does not have reliable recovery.

What I suggested is that you test it out first and see it's effectiveness.If you miss your spinner too much and your team just cannot function with hazards on the field,you can keep Donphan instead.

And whats a teemos?
 
magic123
Thanks for the rate. Man, I can't even remember what I had on the ladder (there was only PO when I first made it). But when Showdown relatively young i believe I might have broke 2000 if I remember correctly (I don't play so much anymore).

Hippowdon seems to be a great fit to the team, but the only thing I'm worried about is the layers of spikes and occasional t-spikes more so than SR that plague offensive teams like this.
Take this very common scenario: Forretress lead. Predict it with my Celebi lead. HP Fire, Spikes and Sturdy. Custap for another layer. Opposing SpDef Heatran comes in to my Celebi. Even with Earth Power it'll still manage to get up SR. They might even have a shuffler somewhere on the team as well. 2 layers of spikes and SR in the first 3 turns of the game and I can't do anything about it. :[
Maybe switch to a defensive spread on Donphan? The fact that Hippowdon can take Infernape on is pretty nice though and would be very helpful. Sharpedo is a very, very rare sight at 0.81075% usage and even max SpDef Hippowdon can't take a special attacking Sharpedo's Hydro Pump even in sandstorm.

Just some calcs to throw out on Donphan's Ice Shard:
252+ Atk Donphan Ice Shard vs. 0 HP / 0 Def Salamence: 220-260 (66.46 - 78.54%) -- 25% chance to OHKO after Stealth Rock
252+ Atk Donphan Ice Shard vs. 4 HP / 0 Def Dragonite: 192-228 (59.25 - 70.37%) -- guaranteed 2HKO after Stealth Rock and weather
252+ Atk Donphan Ice Shard vs. 248 HP / 172 Def Landorus-T: 168-200 (44.09 - 52.49%) -- 83.98% chance to 2HKO after Stealth Rock
I'm fully aware that there's a possibility that Donphan can get 2HKO'd by these guys with high damage rolls but after SR it puts in work. Donphan can take Lando-T 1v1 if it comes in as Lando-T SR's or if Lando-T has taken a few SR switch-ins + a resisted hit or two. Honestly I'm just playing the devil's advocate here, I do love the idea of Hippowdon and I'll definitely be using it. :]

The reason for outspeeding Haxorus and Kyurem-B with Celebi is because I can easily 2HKO them with Psychic after SR and Sand. Both of them are usually cocky and try to set up thinking I'm defensive seeing Leftovers. Not really fearing Heatran so much seeing as I have ScarfTar and my own Heatran with a Balloon on defensive and Zam and Terrakion on offense so idk how much Earth Power is worth it seeing as I'd have to switch to Leaf Storm (which can miss and lowers my stats) to take care of the pokes you mentioned. Conkeldurr is a pretty big threat to this team if it gets set up, Mach Punching Heatan, T-Tar, Terrakion, and breaking Zam's sash. I kinda like having Leftovers as it can bluff that I'm not offensive, but Expert Belt could be cool to give the impression that I'm choiced. Just means I have to fit a Recover in there a few turns earlier that I'd have to before. I will test out the set though for a more definitive answer.

About the Rachi thing. Yeah I can totally see that working out great with the Hippowdon testing. Thanks for the tip! :]
 
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Sorry,I am completely dumb.I thought this is Cellgoondude's RMT! XD

Yes,I see that you have brought up some very good points,but without an attack-boosting item on Celebi,you do miss out on some crucial KOs,such as Heatran with Earth Power.I highly,highly recommend Leaf Storm over Giga Drain though,but Leftovers over attack-boosting item is very understandable because rain is so dominant and you need to keep Celebi alive for most of the match when facing a rain team.

For Custap forry,just Epower first and then just HP fire or lead off with Heatran and do the same thing.
 
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Oh wow lol. It's not my name in the op :P
Custap leads are strong of the opponent does not expect it, but fortress is almost never OHKOed anyways (burn) but people still try to do it...
Leaf Storm over Giga Drain for sure
 
Yeah I agree with putting a boosting item on Celebi. I'm liking Expert Belt over Life Orb tbh. With Recover on the set I'm still getting my health back, just slightly more annoying b/c of sand but that's not too big of a deal. Earth Power is working pretty well although I miss out on a strong STAB move against flying type switch-ins. I'll be putting on Leaf Storm next time I go to test. Hippo + Jirachi is working out well I just need to test out a few more sets for 'em.
 
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