Other 350 Cup RMT

Since OMotMs don't get much love on the RMT forum, I'm going to do a 350 Cup RMT.
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Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP/84 Def/4 Sp. Atk/168 Sp. Def
Nature: Bold
-Will-O-Wisp
-Calm Mind
-Defog
-Shadow Ball

Giratina is here so it can switch in on Fighting types that threaten Purrloin, then Defog away any hazards on the field. Although Rocks can be annoying, Defog is primarily here for Sticky Web, as it cancels out Bellsprout's Chlororphyll boost, making it susceptible to pokemon like Meditite and Rufflet. I've had considerable difficulty with banded Rufflet before, so having tthe speed of Bellspout is a must. I gave it Calm Mind so it can put in work if my main sweepers have been KO'd, possibly winning the game if any Normal/Fighting types have been KO'd previously in the match. Will-O-Wisp is to deal with the Sucker Punchers like Cacnea who could OHKO my sweepers.

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Meditite @ Assault Vest
Ability: Pure Power
EVs: 252 Atk/252 Spe/4 Sp. Def
Nature: Adamant
-Bullet Punch
-Drain Punch
-Psycho Cut
-Fire punch

Meditite is my backup sweeper, in case Bellsprout has been KO'd or is too weak to fight, and the mon on the field is a major threat to Clefairy. Drain Punch, Psycho Cut and Fire Punch can make quick work of walls like Foongus, where both Ice Punch and Psycho Cut are guaranteed 2HKO's, and Shroomish, where Fire Punch has a 25% chance to OHKO in the sun. Bullet Punch is for priority on faster mons if it is weakened or Meditite would be KO'd that turn. It is also there for Swirlix, who can set up Calm Minds and KO Giratina, my main wall, and Purrloin.
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Purrloin @ Choice Scarf
Ability: Prankster
EVs: 252 Atk/252 Spe/4 Sp. Def
Nature: Jolly
-Taunt
-Knock Off
-Trick
-Thunder Wave

With Smeargle actually having decent bulk and speed in this tier, a reliable Taunter is needed. The plan with Purrloin is to trick the Smeargle (or any other hazard setter or b-passer) into their move. Then proceed to taunt them, forcing them to struggle if they choose not to switch. The trick/taunt combo is also great for Shroomish, stopping it from Subseeding and walling my team. Knock Off is to get rid of choice or similar items to prevent sweeps. T-Wave is there for pokemon like Staravia so Medicham can come in and dispose of it. It can also be of considerable threat if it b-passes Calm Minds to pokemon like Munna, who can sweep my team with Stored Power.

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Clefairy @ Leftovers
Ability: Magic Guard
EVs: 252 HP/252 Sp. Def/4 Sp. Atk
Nature: Calm
-Calm Mind
-Aromatherapy
-Moonblast
-Wish

Clefairy is here for Wishpassing to my two walls, Giratina and Groudon, to keep them in shape in case a potential threat is still around. But Clefairy is here mainly to Wishpass and unstatus the two most important pokemon on my team, Groudon and Bellsprout, so they can keep the synergy going and aid me in my victory. Calm Mind is there, like Giratina, to provide a way for it to do decent damage in the absence of my two main sweepers.

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Groudon @ Heat Rock
Ability: Drought
EVs: 252 HP/252 Def/4 Atk
Nature: Impish
-Stealth Rock
-Earthquake
-Roar
-Toxic

Groudon is here purely to support Bellsprout for the Chlorophyll boost, although it does very well in walling physical threats and setting up on them, as Clefairy can Wishpass to it. Rocks + Roar is a good combo to wear down the opponents team, or to drag in a pokemon Bellsprout or Meditite can easily switch into. Toxic is great for dealing with walls, although Poison Heal Shroomish can pose a problem to Groudon's plans.

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Oddish @ Life Orb
Ability: Chlorophyll
EV's: 252 Atk/252 Spe/4 HP
Nature: Adamant
-Power Whip
-Knock Off
-Growth
-Weather Ball
Bellsprout is my main sweeper. 438 Attack and 510 Speed in the sun, plus a Life Orb, makes its power unrivalled. Power Whip is its main move, providing STAB and having 120 BP, allowing it to do a maximum of 52.4% to a max defence Impish Arceus-Dragon. Knock off is to KO any Psychic types, like Munna, that would make quick work of Bellsprout. Although it does get access to the more reliable SD, Growth confuses the opponent, as Bellsprout has equally high Sp. Attack, and gets more moves on the special side. This might tempt my opponent into a special wall, or a weaker mixed wall, giving Bellsprout the chance to KO potential threats to my other mons. Since, unfortunately, Bellsprout gets no Poison STAB on the physical side, I opted to go for Weather Ball, because growth ups Sp. Atk as well, and it can OHKO a defensive Shroomish easily in the sun.
 
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a few things you might want another sun mon in case groudon fail and you can lower the speed a bit on bellsprout to outspeed abra and have abetter bulk. Also I see no need for facade if yyou're using it in case of a burn then you should use a special move instead and if it's in case of t-wave then it's sweeping potential has gone due to it's frailty. Also hjk>ice punch on meditite because hjk has 195 after stab and ice punch has 150 after se.(unless you're afraid of a ghost type like gastly or giri switching in or protect(which no one uses)).
 
Nice start for a sun team, I'm going to suggest some changes.

First for Meditite, HJK>Bullet Punch, HJK let you hit harder than any other move and you don't need the bullet punch on Meditite, since it's power is made to break walls, you can also remove replace Drain punch by HJK. Switching AV for Life Orb makes Meditite hit harder. Also since this is a sun team, you may also want to replace ice punch by fire punch to get sun boost.
Final Meditite set I recommend:

Meditite Life Orb
Ability: Pure Power
EVs: 252 Atk/252 Spe/4 Sp. Def
Nature: Adamant
-High Jump Kick
-Drain Punch/Bullet Punch
-Psycho Cut
-Fire punch

Also if you don't like Life Orb Recoil and wants more power you may want to try Mega Mewtwo X with bulk up and Sub if you wish against Stall Pokemon

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Bulk Up
- Psycho Cut
- Substitute/Poison Jab

--
If you are scared of burns on Bellsprout, you may want to add Weather Ball instead of Facade. Special Attack+Double Power under the sun and fire type.
And Like grurk said you need another weather setter, in case Groudon dies.

Goodluck!
 
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Nice start for a sun team, I'm going to suggest some changes.

First for Meditite, HJK>Bullet Punch, HJK let you hit harder than any other move and you don't need the bullet punch on Meditite, since it's power is made to break walls, you can also remove replace Drain punch by HJK. Switching AV for Life Orb makes Meditite hit harder. Also since this is a sun team, you may also want to replace ice punch by fire punch to get sun boost.
Final Meditite set I recommend:

Meditite Life Orb
Ability: Pure Power
EVs: 252 Atk/252 Spe/4 Sp. Def
Nature: Adamant
-High Jump Kick
-Drain Punch/Bullet Punch
-Psycho Cut
-Fire punch

Also if you don't like Life Orb Recoil and wants more power you may want to try Mega Mewtwo X with bulk up and Sub if you wish against Stall Pokemon

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Bulk Up
- Psycho Cut
- Substitute/Poison Jab

--
If you are scared of burns on Bellsprout, you may want to add Weather Ball instead of Facade. Special Attack+Double Power under the sun and fire type.
And Like grurk said you need another weather setter, in case Groudon dies.

Goodluck!
Thanks for the feedback! I dislike HJK purely because of the recoil, since Giratina or other ghost types can switch in and wall me. Ice Punch was for Dragon types that can threaten Giratina, but sure, Fire Punch can come in handy against Ice types. AV lets Meditite survive some moves that would otherwise OHKO it, which is nice. Also, weather ball is a great idea. I can't believe I forgot Bellsprout got it xD
 
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