RMT Fairy Offense Core


fudge jelly
I've been steadily tweaking this team and using variations of it to devastating effect against a lot of very knowledgeable CAP players. Considering the ladder is pretty much dead these days that doesn't count for all that much, but I do think it's a shame that we don't have any modern RMT's other than nyttan's amazing creation. If you're totally unfamiliar with the tier and just looking for an assortment of Pokemon that will let you demolish other newbies I don't think this is a good place to start (try a team with Cawmodore for that), but I can guarantee that with decent prediction and metagame knowledge you will have a strong chance of beating pretty much any CAP or OU team in existence. In a metagame littered with overwhelming threats like Camodore, Aurumoth, and Syclant in addition to everything we have in OU, this isn't exactly an easy feat.

The team:

Diancie-Mega @ Diancite

Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Protect
- Calm Mind

Fairy types are notoriously powerful in the CAP tier, and Diancie can easily clean up most teams lacking a hard hitting Steel type after a single Calm Mind boost. Moonblast is your main move here, tearing through Tomo/Clohm and a number of major CAP threats weak to it such as Colossoil. Generally you want to be setting up mid-game when Stealth Rock is up and most of the opposing team is slightly weakened, at which point a lot of the big anti-CAP threats like Landorus and Gothitelle are in range for a boosted hit to score the KO. There are a lot more Pokemon commonly used in CAP that you can set up Calm Mind on compared to OU, so aim to come in on Tomohawk or Cyclohm if possible. I know not having Diamond Storm seems like blasphemy, but outside of hitting Talonflame and Mega Pinsir harder it doesn't have much practical use. Earth Power stops the inevitable Mollux/Heatran switchins and helps force out fire types.

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Return
- Earthquake

Altaria has some advantages in the form of useful Fighting/Water type resistances, reliable recovery, and the ability to OHKO the majority of anti-CAP threats after a single turn of setup. Unfortunately using it makes the team significantly weaker to Mega Pinsir and the lower initial speed can make it an easy target for attacks Diancie can avoid like Colossoil's Earthquake, but that extra power is often more than worth it. Max speed is used to guarantee outspeeding Scarf Mollux/Heatran, who would otherwise easily stop this set.

Cyclohm @ Leftovers
Ability: Static
EVs: 252 HP / 116 Def / 132 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Slack Off
- Fire Blast
- Discharge

Cyclohm eats up hits from the vast majority of common counters to Fairy sweepers, including every common Steel type in the tier (even Mega Metagross!). Discharge is your main attack move, hitting decently hard off of Cyclohm's base 112 Special Attack and having a high chance of paralysis. Cyclohm serves as the team's mandatory Talonflame/Cawmodore counter, using Fire Blast to make it significantly more likely to KO the latter. Cyclohm's extra special bulk helps it make the most of its typing and tank a number of very powerful attacks that would give other teams trouble:

252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 132 SpD Cyclohm in Sun: 177-209 (42.1 - 49.7%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 132 SpD Cyclohm: 151-178 (35.9 - 42.3%) -- 93.1% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 116+ Def Cyclohm: 148-175 (35.2 - 41.6%) -- 80% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 132 SpD Cyclohm: 190-224 (45.2 - 53.3%) -- 0.4% chance to 2HKO after Leftovers recovery
0 SpA Heatran Earth Power vs. 252 HP / 132 SpD Cyclohm: 184-218 (43.8 - 51.9%) -- guaranteed 3HKO after Leftovers recovery

Since your fairy sweeper is your team's main offensive threat, you need to be using Cyclohm to tank incoming Bullet Punches and Flash Cannons as much as possible. Toxic is an excellent move for crippling predicted switchins such as Sylveon and Clefable, though Colossoil switchins will likely bounce it right back.

Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 248 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Knock Off
- Defog

A fantastic utility attacker for teams lacking Mega Metagross or Kitsunoh, Scizor is a hard stop to opposing Fairies and can deal significant damage to practically any sweeper with Bullet Punch. This Pokemon is your team's primary answer to threats like Syclant and Kyurem-B, and can stop random bulky Psychics like Reuniclus and Cresselia from attempting to wall the team. Knock Off support is useful for crippling walls like Chansey and U-turn helps build momentum. Defog seems like an odd choice on Scizor, but since it will be bringing in opposing Cyclohm/Tomohawk switches over and over it fits the Pokemon's hit and run playstyle just fine.

Snorlax @ Leftovers

Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Crunch
- Body Slam
- Curse
- Rest

Snorlax seems like a oddball choice in CAP but is actually surprisingly strong against the bulky offense teams that still are very common in the meta. Most CAP teams are simply not equipped to handle it, and allowing it to slip in one or two Curses can quickly result in a sweep. Not only is it a powerful end-game threat against stall teams and an alternative sweeper if your Fairy goes down, it can act as a very effective pivot for hard hitting special attacks that you don't want to risk predicting into. The Fighting Type attacks that usually force Snorlax out in OU are very easily handled by Snorlax's teammates, making the giant lug quite difficult for the opponent to get rid of. Try to use it to cripple major threats like Latios and Landorus whenever possible, even if you don't think Snorlax will survive the outcome.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Defog

What's that? Snorlax isn't high enough on the viability rankings for your highbrow OU sensibilities? Well, standard Latios is a pretty good choice as an alternative utility Pokemon, giving you a decent amount of wallbreaking power and allowing you to give Scizor a move like Pursuit instead of Defog. Latios simply isn't bulky enough to overwhelm entire teams the way Snorlax can, but it does offer an immediate source of power and another way to stop Mega Pinsir. This definitely also helps to force out Landorus more easily and can serve as a very nasty trap if you Illusion it with Aurumoth and massively damage any Colossoil/Tyranitar or even Scizor that try to switch in.

Tomohawk @ Shed Shell
Ability: Prankster
EVs: 252 HP / 176 Def / 72 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Haze
- Stealth Rock
- Air Slash
- Roost

Tomohawk is still the most versatile Pokemon in the tier, serving as a fantastic emergency check to practically every set-up sweeper in the game thanks to Prankster Haze and with enough bulk to easily stop physical threats like Excadrill and Mega Charizard X that Cyclohm would have difficulty with. Even certain mixed sweepers like Draco Meteor Salamence can't break through Tomohawk because of its ability to get in that priority Roost and excellent overall bulk. Shed Shell is used as a defense against the extremely common Gothitelle trappers, if one gets sent in you should immediately switch to Scizor and then U-turn to build some momentum. Stealth Rock is necessary to punish switches and help your Fairy type sweep, and you should plan on getting it out as soon as possible.

Aurumoth @ Choice Scarf
Ability: Illusion
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Bug Buzz
- Ice Beam
- Final Gambit

This tragically underused set is either gamebreaking or a total crapshoot depending on your prediction skills, but making the most out of 5v5 scenarios is something this team is very effective at. Because Aurumoth has an amazing base 110 HP, you don't really need to invest any EVs in it to smash walls like Skarmory or Clefable (or at least to the point where they're not going to be walling anything in the future). Its biggest use, however, is baiting out major anti-CAP threats like Landorus or Azumarill and picking them off before they have a chance to do any real damage to your team core. Modest nature is used here to try to guarantee more OHKOs on Pokemon like bulky Landorus-T and Latios. Teams rarely have more than one of these "anti meta" threats since they tend to be quite vulnerable to fast OU sweepers and get wiped out by Cawmodore, but if they do you should try to bait out whatever seems to be the biggest offensive threat. Don't always send it out immediately against smart players, as they will probably attempt to lead with a fast U-turn or Sucker Punch from something that can wear it down easily, but do plan on keeping Stealth Rock off your side of the field before using it as the 25% damage upon entry will reveal its identity immediately.

Aurumoth @ Life Orb
Ability: Illusion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Psyshock
- Bug Buzz
- Hydro Pump

You lose out on a powerful revenge killer with this set, but get access to what is arguably the most devastating stallbreaker in the game. Because of this I recommend using it with the Latios alternate, as you generally keep the same balance of revenge killers and sweeping power. Against a stall team it is very easy to bait out a switch to something like Skarmory and then go to town with your immensely powerful +3 attacks. Psyshock is an obvious choice to 2HKO threats like Chansey that could otherwise try to stall it out, Bug Buzz acts as the main special offensive move which rips through walls like Cyclohm, and Hydro Pump rounds out the coverage to hit Steel types like Skarmory or Heatran that would otherwise stand a chance against it. Since it's practically impossible to stop Tail Glow Aurumoth through anything but revenge killing, you should try to first eliminate threats like Colossoil or Talonflame if your opponent has one.

Noteworthy threats:
Azumarill- Not very common in CAP due to the prevalence of Mollux (and Plasmanta, to a lesser extent), but still is difficult to deal with if you predict badly. A Choice Banded Play Rough is very devastating here. Generally if you predict a Belly Drum or Waterfall you want to go into Cyclohm, if you predict a Play Rough you should go into Scizor. Snorlax can Curse up on the bulky sets and Scizor can beat just about any set 1v1 with Bullet Punch. Cyclohm can revenge kill anything but the Assault Vest set and Tomohawk of course can Haze to stop the Belly Drum set but will take a lot of damage in the process. It's definitely worth trying to take out or at least dent this bugger with Aurumoth, who conveniently can survive a +6 Aqua Jet 75% of the time.

Thundurus- Another uncommon anti-meta threat that can be incredibly frustrating to deal with. You must play very conservatively with Tomohawk as it is practically a free setup opportunity for Thundurus. Thunderbolt/HP Ice gets walled easily enough by Cyclohm or Snorlax, but the Nasty Plot/Life Orb set can cause some serious trouble if it gets running late game. Mixed sets are less of a problem but you will almost certainly lose something to it, so focus on damaging it as quickly as possible so it has very few chances to come out. Most of the Pokemon on the team should be able to dent it enough that even if it takes a Pokemon down, Scizor can finish the job with Bullet Punch. Worst comes to worst, you will have to sack Tomohawk to get off a Haze, or depend on Aurumoth to revenge kill it. If you're not using Scarf Aurumoth, or are just paranoid about Thundurus in general, put significantly more special bulk on Cyclohm so you can guarantee surviving a +2 HP Ice and can land a Toxic.

Lati@s- Again, not very common in the tier (in this case because of Colossoil), but Snorlax can pivot into just about any move and try to at least do some significant damage back with Crunch. Mega Diancie will beat it 1v1, Aurumoth outspeeds and OHKOs (usually) with Bug Buzz, and Scizor can usually revenge kill it.

Landorus- Hurts Tomo badly with Psychic and blows up Diancie and Cyclohm with Earth Power. Your best bet is to catch it off guard and make it eat an Ice Beam from Aurumoth. Snorlax can tank anything this guy throws out other than a fighting type move, so try to pivot into Aurumoth if you suspect one is coming. Scizor can revenge kill it, and Tomohawk can at least survive a Psychic and dent it with Air Slash if you need to put it in +1 Moonblast range (about 80% health).

Clefable- Switches into a lot of this team and can be very difficult to threaten once it begins to set up. Scizor will always beat it, but you may want to switch in Snorlax first just to scout for Flamethrower. Magic Guard sets will pretty much always lose to Snorlax, and Unaware sets will hate eating a Toxic from Cyclohm.

Kyurem B- Sits on that nasty speed tier that is just above a lot of the best CAP threats and can hit Tomo/Cyclohm extremely hard. Plan on the Choice Band set because it's generally the most dangerous. You can actually stall out Fusion Bolt, though, just by spamming Roost on Tomohawk. Scizor is obviously the best switchin when it's sitting at high health, but if they are trapped in Outrage it's an excellent opportunity to set up with Diancie.

Cloyster- Ice moves hit Tomo/Clohm hard and this Pokemon is difficult to revenge kill. Handle it poorly and you can easily end up getting swept. Tomo is surprisingly a good initial switchin because it can Haze off Shell Smash boosts and can tank even an unboosted Icicle Spear before healing it off with Roost. Every Pokemon on the team other than Tomohawk can beat a freshly sent out Cloyster if Stealth Rock is up, so focus an getting it up early and keeping a few of your tanky Pokemon at high health.

Gothitelle- If it manages to trap either Tomohawk or Cyclohm they are definitely going down. This can severely cripple the team, though Cyclohm can potentially stall out non-Choice Specs sets. Try to bait it in with Aurumoth and smash it with Bug Buzz whenever you get the chance. Shed Shell acts as an insurance policy for Tomohawk, but if you see an opposing Bisharp or Colossoil as well you need to be a little more careful about constantly sending it in.

Aurumoth- Not having Sucker Punch makes stopping this guy a little more difficult. Since Illusion means you're probably not going to see it coming, you should focus on getting Stealth Rock up early and keep Tomohawk at high health for an emergency Haze. The Quiver Dance set should lose to Scizor and takes heavy damage from Snorlax, the Dragon Dance set gets beaten by Cyclohm, and the Tail Glow set can either get Hazed or OHKOd by your faster Bug Buzz. Banded Bullet Punch only does about 50% health to Aurumoth thanks to its high physical bulk, so don't count on priority to stop it. If by some incredibly bad luck you are put against an opposing Scarf/Gambit set, there isn't much you can do to stop it other than try to quickly lower its HP with Bullet Punch or eat the hit with Snorlax (and Rest it off if possible).

I was honestly considering switching Scizor to Scarf Kitsunoh because I feel like I could use more immediate power against the likes of Thundurus or Azumarill, but as long as we keep getting shitty damage calcs like this-
252 Atk Scizor Meteor Mash vs. 64 HP / 0 Def Mega Altaria: 234-276 (76.2 - 89.9%) -- guaranteed 2HKO
it's hard for me to take the Pokemon seriously. I guess Scarf Heatran is an option, but that just leaves me even even more weak to Azumarill and Quiver Dance Aurumoth. As far as I can tell there's just no Pokemon right now that can replace Scizor's role, so I have to leave it be.

Honestly I feel like Snorlax is the most easily removed member of this team right now, and even that comes at a serious cost. If I stick with the Tail Glow Aurumoth set for stallbreaking, I think switching Snorlax to another revenge killer is a way I could help seriously damage these threats. Something like Scarf Keldeo would probably help significantly, hitting hard enough to at least threaten everything on the above threat list other than Azumarill. Even with Scizor picking up the slack, however, this will make with switching into special attackers much more difficult.
Very nice team! One thing to note is to be mindful of Volkraken when it comes up. Snorlax and Cyclohm are the only members of the team that can come in on it safely, and sometimes Cyclohm takes a nasty hit from Hidden Power. Once it's choiced into Fire moves, Diancie can come in on it, but otherwise you have to be wary about it. Just something to note now that Volkraken is on the rise.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)