Hello everyone, this is going to be my second RMT and this time I kinda built a fun squad that actually works surprisingly well. I'm currently using this team for Dark Horse in UU.  I messed around and won a few room tours with it and I'm doing decently well with it on the ladder currently so I thought I'd put up an RMT on it.
	
		
	
Analyses:
		
		
	
	
		
	
Dukes @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Play Rough
- Thunder Wave
- Heal Bell
- Overheat
So the dark horse for the month of June was indeed granbull. It actually walls a good chunk of physical threats that would eat my team otherwise like mienshao, heracross, salamence, and feraligatr. It doesn't necessarily counter some of those mons like mence and gatr, but it scares them into staying in because if they do I will proceed to just cripple them with a T-Wave making them not a threat to the rest of my Team. It also acts as a decent cleric with heal bell as well because the team kinda hates status. I have Overheat on it as well just to pop forretress with a surprise and bring it down to hits sturdy to really put it out for the rest of the battle. The other thing I've been hitting with overheat is doublade on occasion as well which is kinda nice if its weakened enough. Granbull has just been really reliable for me and I think it performs well as a defensive mon in this tier.
		
	
Wobble Baby @ Leftovers
Ability: Torrent
EVs: 248 HP / 56 Def / 204 SpD
Calm Nature
- Scald
- Defog
- Roar
- Stealth Rock
I decided on empoleon to be my hazard control mon. I could not squeeze ice beam in there because I needed it to get em up and get em away. Not having beam has not been too big of a deal so I'm not that worried. Emp checks common special threats that would run through me otherwise like hydreigon and pidgeot(lol screw this shithed) just to name a couple. Combined with Bull's T-Wave they provide a decent status spreading core that can check a good chunk of threats and Roar is just nice to have as a way to get free rocks on bulky set up sweepers like cune and lax and then roar them out and not be worried. I slapped some physD on it just to help take some non stab EQ's which is cool.
		
	
Ashaury @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Spikes
- Sludge Bomb
- Giga Drain
- Synthesis
I really wanted to put a spike stacker on this team because I was looking at my wallbreakers and I thought that they would really benefit from having the spike help so they can really put a beating on opposing cores. I made Rose a bulky variant so I could spike more reliably on walls. Unfortunately since I made this a bulky variant I couldn't find a slot to put sleep powder on because I have synthesis for recovery to reliable get up hazards and get my hp back. Rose acts as a secondary check to certain threats like hydreigon and fighting types even thought it's not extremely bulky. I've noticed I can kinda of lure some people into thinking im offensive and have speed which allows me to force out mons like ice beam blastoise and feraligatr and pop em with a spike. All in all rose is a solid poke and a reliable spiker.
		
	
Jurd @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- U-turn
- Roost
Mega Burd is the first wallbreaker that came to mind when I was thinking of which mons would benefit from spike stacking. With the combination of SR and spikes, Pidgeot can devastate opposing cores. I am running heat wave for the first time since It just acts as a reliable way to hit steels like aggron and doublade who are annoying to deal with for me and heliolisk who can volt switch on a good chunch of my mons and be a pest. It's mainly for doublade because it is just really annoying to deal with. None the less Pidgeot is extremely good right now with the amount of pressure it puts on teams and with the hazard stacking core it provides that pressure and then some. Part of me wanted to use it as much as I can as well because it could be looking at a potential suspect.
		
	
Kseeya @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Earthquake
The next wallbreaker thar I thought would really benefit from the hazard stacking is infernape. Paired with a life orb it can really smack a lot of cores and with the stacking pressure it just smacks them even harder. I was lacking some priority on the team so I thought a life orb iron fist mach punch would act as a decent form of it. The reasoning behind EQ was that chandelure and nidoqueen really rip this team a new one and eq is a good lure for both of those mon especially on a life orb variant because you really only see EQ on choiced sets. I've been debating on taking out flare blitz for fire blast just to hit different stuff harder, but im not sure yet. And the blitz recoil kinda sucks. Nape has been a solid mon for me with its good speed, power, and coverage.
		
	
		
	
What am I @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Shell Smash
- Earthquake
- Stone Edge
Last but not least, the legend himself, Barbaracle. Since Dark horse requires a B rank and either a C rank or unranked mon, I needed a C or unranked mon that I thought could work somewhat well for me. I chose Barb because I did not really have a sweeper and I thought it could act as a fun shell smasher paired with the hazards to maybe get an occasional sweep in there. I avoided using cloyster on my team because I was extremely weak to entei and I wanted something that could potentially use it as Shell smash bait and threaten it out. The sash in general has just been really nice to have as well on the occasion I get boned by a mon that I'm not really prepared for and I can live on my sash and hit it super effectively. The most recent threat that I can remember was NP lucario. It screws on me otherwise without the sash. The sash provides a more reliable way to set up so I'm not always setting up on walls. Barb has been pretty fun to use and can rack up kills on occasion provided I hit my stone edges.
Threatlist:
	
	
		
			
	
	
	
I'll most likely add some more once I ladder more.
	
	
		
			
	
	
	
		
			
	
				
			Analyses:
Dukes @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Play Rough
- Thunder Wave
- Heal Bell
- Overheat
So the dark horse for the month of June was indeed granbull. It actually walls a good chunk of physical threats that would eat my team otherwise like mienshao, heracross, salamence, and feraligatr. It doesn't necessarily counter some of those mons like mence and gatr, but it scares them into staying in because if they do I will proceed to just cripple them with a T-Wave making them not a threat to the rest of my Team. It also acts as a decent cleric with heal bell as well because the team kinda hates status. I have Overheat on it as well just to pop forretress with a surprise and bring it down to hits sturdy to really put it out for the rest of the battle. The other thing I've been hitting with overheat is doublade on occasion as well which is kinda nice if its weakened enough. Granbull has just been really reliable for me and I think it performs well as a defensive mon in this tier.
Wobble Baby @ Leftovers
Ability: Torrent
EVs: 248 HP / 56 Def / 204 SpD
Calm Nature
- Scald
- Defog
- Roar
- Stealth Rock
I decided on empoleon to be my hazard control mon. I could not squeeze ice beam in there because I needed it to get em up and get em away. Not having beam has not been too big of a deal so I'm not that worried. Emp checks common special threats that would run through me otherwise like hydreigon and pidgeot(lol screw this shithed) just to name a couple. Combined with Bull's T-Wave they provide a decent status spreading core that can check a good chunk of threats and Roar is just nice to have as a way to get free rocks on bulky set up sweepers like cune and lax and then roar them out and not be worried. I slapped some physD on it just to help take some non stab EQ's which is cool.
Ashaury @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Spikes
- Sludge Bomb
- Giga Drain
- Synthesis
I really wanted to put a spike stacker on this team because I was looking at my wallbreakers and I thought that they would really benefit from having the spike help so they can really put a beating on opposing cores. I made Rose a bulky variant so I could spike more reliably on walls. Unfortunately since I made this a bulky variant I couldn't find a slot to put sleep powder on because I have synthesis for recovery to reliable get up hazards and get my hp back. Rose acts as a secondary check to certain threats like hydreigon and fighting types even thought it's not extremely bulky. I've noticed I can kinda of lure some people into thinking im offensive and have speed which allows me to force out mons like ice beam blastoise and feraligatr and pop em with a spike. All in all rose is a solid poke and a reliable spiker.
Jurd @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- U-turn
- Roost
Mega Burd is the first wallbreaker that came to mind when I was thinking of which mons would benefit from spike stacking. With the combination of SR and spikes, Pidgeot can devastate opposing cores. I am running heat wave for the first time since It just acts as a reliable way to hit steels like aggron and doublade who are annoying to deal with for me and heliolisk who can volt switch on a good chunch of my mons and be a pest. It's mainly for doublade because it is just really annoying to deal with. None the less Pidgeot is extremely good right now with the amount of pressure it puts on teams and with the hazard stacking core it provides that pressure and then some. Part of me wanted to use it as much as I can as well because it could be looking at a potential suspect.
Kseeya @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Earthquake
The next wallbreaker thar I thought would really benefit from the hazard stacking is infernape. Paired with a life orb it can really smack a lot of cores and with the stacking pressure it just smacks them even harder. I was lacking some priority on the team so I thought a life orb iron fist mach punch would act as a decent form of it. The reasoning behind EQ was that chandelure and nidoqueen really rip this team a new one and eq is a good lure for both of those mon especially on a life orb variant because you really only see EQ on choiced sets. I've been debating on taking out flare blitz for fire blast just to hit different stuff harder, but im not sure yet. And the blitz recoil kinda sucks. Nape has been a solid mon for me with its good speed, power, and coverage.
What am I @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Shell Smash
- Earthquake
- Stone Edge
Last but not least, the legend himself, Barbaracle. Since Dark horse requires a B rank and either a C rank or unranked mon, I needed a C or unranked mon that I thought could work somewhat well for me. I chose Barb because I did not really have a sweeper and I thought it could act as a fun shell smasher paired with the hazards to maybe get an occasional sweep in there. I avoided using cloyster on my team because I was extremely weak to entei and I wanted something that could potentially use it as Shell smash bait and threaten it out. The sash in general has just been really nice to have as well on the occasion I get boned by a mon that I'm not really prepared for and I can live on my sash and hit it super effectively. The most recent threat that I can remember was NP lucario. It screws on me otherwise without the sash. The sash provides a more reliable way to set up so I'm not always setting up on walls. Barb has been pretty fun to use and can rack up kills on occasion provided I hit my stone edges.
Threatlist:
Entei: hits everything hard and barbaracle cant directly come in on a potentual burn.
Mixmence: mixed eq variants are threatening as fire blast can do a good amount to granbull if I let it get too low.
heliolisk: volt switches on everything. I have to get in in heat wave range or pop it with a mach. It can only come in safely on empoleon thought which helps.
		Mixmence: mixed eq variants are threatening as fire blast can do a good amount to granbull if I let it get too low.
heliolisk: volt switches on everything. I have to get in in heat wave range or pop it with a mach. It can only come in safely on empoleon thought which helps.
I'll most likely add some more once I ladder more.
First an foremost want to give the main shoutouts to the skype squad.  YABO, Thisbemyalt, R0ady , Volbeatdown (rip), Slate., Patwinking (donphantastic), and LessThanThreeMan.  We have kinda disbanded a tad but I've had some great memories with you nerds.  Also a special thanks to YABO for always telling me when I am being a dick and helping me not be as much of an idiot on here.  Shoutouts to frens from the AM league, Ashaury, My man xbooty, Kaiser, Cnorth26, and Arifeen for accepting me in AM and making some great memories.  Other shoutouts to UU frens as well, NV, xShiba, DrReuniclus, waivv, Pakmasta, King UU, kyla-kylls, and watfor.  Probably missed some people but w/e
		Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Play Rough
- Thunder Wave
- Heal Bell
- Overheat
Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Shell Smash
- Earthquake
- Stone Edge
Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- U-turn
- Roost
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 56 Def / 204 SpD
Calm Nature
- Scald
- Defog
- Roar
- Stealth Rock
Roserade @ Black Sludge
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Spikes
- Sludge Bomb
- Giga Drain
- Synthesis
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Earthquake
		Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Play Rough
- Thunder Wave
- Heal Bell
- Overheat
Barbaracle @ Focus Sash
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Shell Smash
- Earthquake
- Stone Edge
Pidgeot @ Pidgeotite
Ability: Tangled Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- U-turn
- Roost
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 56 Def / 204 SpD
Calm Nature
- Scald
- Defog
- Roar
- Stealth Rock
Roserade @ Black Sludge
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Spikes
- Sludge Bomb
- Giga Drain
- Synthesis
Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Earthquake
			
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