This is my second RMT, and I am submitting an Iron Hands and Latios Balance team.
Here is the Pokepaste:
https://pokepast.es/4b62055b306f57fe
Iron Hands @ Life Orb
Ability: Quark Drive
Tera Type: Fire
EVs: 252 Atk / 172 SpD / 84 Spe
Adamant Nature
- Wild Charge
- Drain Punch
- Ice Punch
- Stomping Tantrum
Iron Hands is the Pokemon I have decided to build around. Oftentimes, you see Booster Energy Swords Dance, or Assault Vest, but I have decided to do something different, by going for Life Orb. With Wild Charge, Drain Punch, Ice Punch, and Stomping Tantrum, in conjunction with a massive Attack stat, Iron Hands can be a powerful wallbreaker. Gliscor is one-shot by Ice Punch, Corviknight and Dondozo get two-shot by Wild Charge, Clefable hates taking a Wild Charge, Garganacl can't take a Drain Punch, and the special walls, Blissey and Clodsire get easily one-shot. The only way to stop it is by Tera on Dondozo. Even Tera Fighting is good enough.
Alomomola (F) @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Ghost
EVs: 4 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Body Slam
- Protect
The classic Wish pivot set. I am doing something different here by running Body Slam over stuff like Scald or Tickle. Running Body Slam not only gives me a way to actually hit Ogerpon-Wellspring, but also, the 30% chance to paralyse can certainly cripple many Pokemon on switch-in, facilitating the teammates. Using Wish and Flip Turn, Alomomola can heal up Iron Hands, which is useful given that Iron Hands' longevity is slashed completely by Life Orb and Wild Charge.
Latios @ Soul Dew
Ability: Levitate
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic Noise
- Flip Turn
- Recover
With Psychic Noise, Latios and Iron Hands form a nice "Tera Forcing" breaking core. Iron Hands often force Pokemon on stall teams to Tera. It can force Tera Water on Gliscor or Garganacl. It can force Tera Grass or Tera Fighting on Dondozo. Once a Pokemon terastalizes, Latios can now solo a stall team. Draco Meteor can do massive damage to many of stall Pokemon like Gliscor, Dondozo, Garganacl, and even Clodsire. Psychic Noise prevents the Pokemon from healing. In a 1v1 situation between Latios and a special wall like Blissey or Clodsire, even Toxapex, Latios wins every time because of Psychic Noise, unless Blissey or Clodsire Tera Dark. With Blissey and Clodsire Tera'd, Iron Hands can win. Plus, Latios gives another pivoting Pokemon. Latios also handles Pokemon on balance teams like Great Tusk and Galarian Slowking. Hatterene can't even switch in to Latios, as Latios could just switch to Iron Hands. Iron Hands, Latios, and Alomomola form a nice breaking core that can shatter even stall teams.
Rillaboom (M) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom provides another pivot, but it also provides priority, one of the most important teambuilding requirements, as it makes the hyper offense matchup at least winnable. It works perfectly well with my breaking core. First, that Grassy Terrain helps Iron Hands in two ways. It helps with the Life Orb chip and Wild Charge recoil, boosting Iron Hands' longevity further. Grassy Terrain also halves Earthquake, which is great for a Ground-weak Pokemon like Iron Hands. On top of that, Alomomola's biggest nightmare, Ogerpon-Wellspring, Rillaboom can switch into, and threaten with a Grassy Glide. U-turn would be a problem, but Rillaboom is a solid Wellspring answer. It also provides immediate power, and a Knock Off user as well.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Ice Spinner
- Rapid Spin
Great Tusk is Great Tusk. It sets Stealth Rock, it removes hazards, it provides an immunity to Volt Switch, and it can switch in to Knock Off. There is not much to say here. It is almost inevitable that you would end up adding in a Great Tusk on any balance team you make.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Roar
- U-turn
- Roost
Moltres can switch in to multiple threats. It can switch into Great Tusk, Kingambit, Zamazenta, Iron Valiant, some sets of Landorus-Therian and Iron Treads. Using Roar provides an extra insurance against Zamazenta, and other hyper offense mons, like Dragonite. This also provides a fourth pivot Pokemon which is fantastic.
This team seems to have all the tools needed to make a good team. It has a way of beating stall, it has priority, hazards, removal, pivots, a bit of immediate power, a Knock Off user, Ground immunity, Electric immunity, answer to threats, etc. I feel there might not be any issues I've had with this team. Let me know what I can do to improve this team.
Here is the Pokepaste:
https://pokepast.es/4b62055b306f57fe
Iron Hands @ Life Orb
Ability: Quark Drive
Tera Type: Fire
EVs: 252 Atk / 172 SpD / 84 Spe
Adamant Nature
- Wild Charge
- Drain Punch
- Ice Punch
- Stomping Tantrum
Iron Hands is the Pokemon I have decided to build around. Oftentimes, you see Booster Energy Swords Dance, or Assault Vest, but I have decided to do something different, by going for Life Orb. With Wild Charge, Drain Punch, Ice Punch, and Stomping Tantrum, in conjunction with a massive Attack stat, Iron Hands can be a powerful wallbreaker. Gliscor is one-shot by Ice Punch, Corviknight and Dondozo get two-shot by Wild Charge, Clefable hates taking a Wild Charge, Garganacl can't take a Drain Punch, and the special walls, Blissey and Clodsire get easily one-shot. The only way to stop it is by Tera on Dondozo. Even Tera Fighting is good enough.
Alomomola (F) @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Ghost
EVs: 4 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Wish
- Flip Turn
- Body Slam
- Protect
The classic Wish pivot set. I am doing something different here by running Body Slam over stuff like Scald or Tickle. Running Body Slam not only gives me a way to actually hit Ogerpon-Wellspring, but also, the 30% chance to paralyse can certainly cripple many Pokemon on switch-in, facilitating the teammates. Using Wish and Flip Turn, Alomomola can heal up Iron Hands, which is useful given that Iron Hands' longevity is slashed completely by Life Orb and Wild Charge.
Latios @ Soul Dew
Ability: Levitate
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic Noise
- Flip Turn
- Recover
With Psychic Noise, Latios and Iron Hands form a nice "Tera Forcing" breaking core. Iron Hands often force Pokemon on stall teams to Tera. It can force Tera Water on Gliscor or Garganacl. It can force Tera Grass or Tera Fighting on Dondozo. Once a Pokemon terastalizes, Latios can now solo a stall team. Draco Meteor can do massive damage to many of stall Pokemon like Gliscor, Dondozo, Garganacl, and even Clodsire. Psychic Noise prevents the Pokemon from healing. In a 1v1 situation between Latios and a special wall like Blissey or Clodsire, even Toxapex, Latios wins every time because of Psychic Noise, unless Blissey or Clodsire Tera Dark. With Blissey and Clodsire Tera'd, Iron Hands can win. Plus, Latios gives another pivoting Pokemon. Latios also handles Pokemon on balance teams like Great Tusk and Galarian Slowking. Hatterene can't even switch in to Latios, as Latios could just switch to Iron Hands. Iron Hands, Latios, and Alomomola form a nice breaking core that can shatter even stall teams.
Rillaboom (M) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom provides another pivot, but it also provides priority, one of the most important teambuilding requirements, as it makes the hyper offense matchup at least winnable. It works perfectly well with my breaking core. First, that Grassy Terrain helps Iron Hands in two ways. It helps with the Life Orb chip and Wild Charge recoil, boosting Iron Hands' longevity further. Grassy Terrain also halves Earthquake, which is great for a Ground-weak Pokemon like Iron Hands. On top of that, Alomomola's biggest nightmare, Ogerpon-Wellspring, Rillaboom can switch into, and threaten with a Grassy Glide. U-turn would be a problem, but Rillaboom is a solid Wellspring answer. It also provides immediate power, and a Knock Off user as well.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Headlong Rush
- Ice Spinner
- Rapid Spin
Great Tusk is Great Tusk. It sets Stealth Rock, it removes hazards, it provides an immunity to Volt Switch, and it can switch in to Knock Off. There is not much to say here. It is almost inevitable that you would end up adding in a Great Tusk on any balance team you make.
Moltres @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Flamethrower
- Roar
- U-turn
- Roost
Moltres can switch in to multiple threats. It can switch into Great Tusk, Kingambit, Zamazenta, Iron Valiant, some sets of Landorus-Therian and Iron Treads. Using Roar provides an extra insurance against Zamazenta, and other hyper offense mons, like Dragonite. This also provides a fourth pivot Pokemon which is fantastic.
This team seems to have all the tools needed to make a good team. It has a way of beating stall, it has priority, hazards, removal, pivots, a bit of immediate power, a Knock Off user, Ground immunity, Electric immunity, answer to threats, etc. I feel there might not be any issues I've had with this team. Let me know what I can do to improve this team.