Alright, this is my first RMT. I'm going to present my team which has the prime focus of getting Hawlucha, or Kyurem-Black, set up for a sweep late or early game. Let's get into it.
[My First RMT, so I didn't bother looking for sprites. Help would be appreciated.]
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Switcheroo
- Draco Meteor
- Dark Pulse
Alright Noivern is my lead. Noivern's main priority is to give Choice Specs to offensive mons that may end up being a threat later on in the game. Being the fastest non-scarfed dragon type, Draco Meteor hits hard on every Dragon Type (Including Dragonite with Multi-Scale) and is good for preventing sweeps in general. It speed creeps Max Speed Greninja by two points, and knocks it out, seeing as Greninja is a big threat. It can also switch in on grass types when Azumarill needs the back-up. Hurricane is unreliable, but it's my answer for a lot of pokemon I can't hit well with Draco Meteor. Dark Pulse is my guaranteed hit for when I need to revenge kill or take out Ghosts and Psychic mons. Infiltrator also breaks Stalls like Gliscor, and Switcheroo can cripple tanks like the Blissey Family, and things of the sort.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Azumarill is this teams answer to Fire, Ground, and Rock types, and speedy Special attackers. Firstly Jolly Nature allows Azumarill to slip past Venusaur with no speed investments. AV is good for eating a electric and grass moves that other pokemon will have trouble turning into. Once Azumarill swallows a hit, he can knock off an item, or potentially kill with Waterfall or Play Rough. This is also my best answer to fighting types and TTar, who won't take a Play Rough very well. Aqua Jet is mainly for Priority, when the hard hitting moves can't quite finish the job or send a Pokemon down to it's Sash or Sturdy. This set is also Admirable, because I can easily bluff Choice Band and lure another pokemon in to kill.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Fire Blast/Flamethrower/Overheat
- Earth Power
- Ancient Power
- Stealth Rock
Heatran keeps Fire and flying types in check. Steel types like Aggron and Excadrill don't go anywhete when Heatran is on the scene. Fire Blast's main purpose is a hard hitting fire move that destroys mons that take neutral and super effective damage. Though, I constantly change it because of Hax, and it's known to miss frequently. So instead I'll place Overheat or Flamethrower in it's place. Earth power is for Rock Types mostly, putting a number into TTar and other mons of the same typing. Ancient Power is for Charizard and it's Megas, Talonflame, and Bulkarona. Zard and TFlame are OHKO'd, while Volcorona is 2HKO'd. Ancient power also is always good for Flying types that can potentially destroy half my team, and getting the rare +1 boost on everything is a huge help. Finally when Heatran is at it's end, I can always Stealth Rock to get damags on anything that moves in. One problem about the death of Heatran, is that +2 Scizor bodies my team in it's entirety.
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Synthesis
The Mega, and such an annoying bulky thing this monster is. Water types that aren't Vaporeon or Tentacool are effected by Giga drain, and Fairies can't deal with his poison typing and Sludge Bomb either. 92 Speed Investments allow Speed Creep of Azumarill and Conkeldurr while remaining Modest Nature. 164 HP is for extra bulk, and if he has to take a Brave Bird from Talonflame more damage is dealt out as it faints. Sleep Powder is for forcing a Switch on many pokemon, or allowing a free switch on my side to a Sweeper. Synthesis is for Stall tactics, and I've been able to out-stall Gliscor on numerous accounts. The only fear this mon has is Psychic and Flying moves, because Thick-Fat pretty much negates Ice and Fire Weaknesses.
Hawlucha @ Red Card
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Flying Press
- Rock Tomb
Hyper Offensive at it's Finest. Once the Team eliminates hard hitters that might blow past Red Card, One Swords Dance usually ends up in a Full Sweep Taking place. Acrobatics abuse would follow, with Base damage nearly as devastating as Brave bird (Including STAB) after Red Card disappears. Flying Press being both Fighting and Flying is also a unique and useful move, which could let Acrobatics be switched out for move type coverage. Rock Tomb is for Zard and TFlame, and other mons that'll simply eat both Flying Press and Acrobatics. Scizor, once again, is a main threat to the team's purpose.
Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 240 Atk / 44 SpA / 224 Spe
Lonely Nature
- Dragon Claw
- Ice Beam
- Fusion Bolt
- Substitute
This mixed Kyurem-B is an excellent sweeper. The ability to hide behind Sub to escape impending status is wonderful, and like Azumarill, a Choice Band can be bluffed. Ice Beam is a huge surprise to Ground types and Dragons, and Expert belt gives Ice Beam the Boost it needs to kill. Dragon Claw is the main physical move to eliminate anything in it's path, but flying types and Water mons are easily destroyed by Fusion Bolt. Sub is excellent for Avoiding Scizor's Steel type moves, but this sweeper is also stopped dead by Scizor. Expert Belt can be switched for Leftovers, to allow some residue health gain after Sub steals some HP, but with Expert Belt, Kyurem may have problems finishing the job.
[My First RMT, so I didn't bother looking for sprites. Help would be appreciated.]
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Switcheroo
- Draco Meteor
- Dark Pulse
Alright Noivern is my lead. Noivern's main priority is to give Choice Specs to offensive mons that may end up being a threat later on in the game. Being the fastest non-scarfed dragon type, Draco Meteor hits hard on every Dragon Type (Including Dragonite with Multi-Scale) and is good for preventing sweeps in general. It speed creeps Max Speed Greninja by two points, and knocks it out, seeing as Greninja is a big threat. It can also switch in on grass types when Azumarill needs the back-up. Hurricane is unreliable, but it's my answer for a lot of pokemon I can't hit well with Draco Meteor. Dark Pulse is my guaranteed hit for when I need to revenge kill or take out Ghosts and Psychic mons. Infiltrator also breaks Stalls like Gliscor, and Switcheroo can cripple tanks like the Blissey Family, and things of the sort.
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Azumarill is this teams answer to Fire, Ground, and Rock types, and speedy Special attackers. Firstly Jolly Nature allows Azumarill to slip past Venusaur with no speed investments. AV is good for eating a electric and grass moves that other pokemon will have trouble turning into. Once Azumarill swallows a hit, he can knock off an item, or potentially kill with Waterfall or Play Rough. This is also my best answer to fighting types and TTar, who won't take a Play Rough very well. Aqua Jet is mainly for Priority, when the hard hitting moves can't quite finish the job or send a Pokemon down to it's Sash or Sturdy. This set is also Admirable, because I can easily bluff Choice Band and lure another pokemon in to kill.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Fire Blast/Flamethrower/Overheat
- Earth Power
- Ancient Power
- Stealth Rock
Heatran keeps Fire and flying types in check. Steel types like Aggron and Excadrill don't go anywhete when Heatran is on the scene. Fire Blast's main purpose is a hard hitting fire move that destroys mons that take neutral and super effective damage. Though, I constantly change it because of Hax, and it's known to miss frequently. So instead I'll place Overheat or Flamethrower in it's place. Earth power is for Rock Types mostly, putting a number into TTar and other mons of the same typing. Ancient Power is for Charizard and it's Megas, Talonflame, and Bulkarona. Zard and TFlame are OHKO'd, while Volcorona is 2HKO'd. Ancient power also is always good for Flying types that can potentially destroy half my team, and getting the rare +1 boost on everything is a huge help. Finally when Heatran is at it's end, I can always Stealth Rock to get damags on anything that moves in. One problem about the death of Heatran, is that +2 Scizor bodies my team in it's entirety.
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Sludge Bomb
- Giga Drain
- Sleep Powder
- Synthesis
The Mega, and such an annoying bulky thing this monster is. Water types that aren't Vaporeon or Tentacool are effected by Giga drain, and Fairies can't deal with his poison typing and Sludge Bomb either. 92 Speed Investments allow Speed Creep of Azumarill and Conkeldurr while remaining Modest Nature. 164 HP is for extra bulk, and if he has to take a Brave Bird from Talonflame more damage is dealt out as it faints. Sleep Powder is for forcing a Switch on many pokemon, or allowing a free switch on my side to a Sweeper. Synthesis is for Stall tactics, and I've been able to out-stall Gliscor on numerous accounts. The only fear this mon has is Psychic and Flying moves, because Thick-Fat pretty much negates Ice and Fire Weaknesses.
Hawlucha @ Red Card
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Flying Press
- Rock Tomb
Hyper Offensive at it's Finest. Once the Team eliminates hard hitters that might blow past Red Card, One Swords Dance usually ends up in a Full Sweep Taking place. Acrobatics abuse would follow, with Base damage nearly as devastating as Brave bird (Including STAB) after Red Card disappears. Flying Press being both Fighting and Flying is also a unique and useful move, which could let Acrobatics be switched out for move type coverage. Rock Tomb is for Zard and TFlame, and other mons that'll simply eat both Flying Press and Acrobatics. Scizor, once again, is a main threat to the team's purpose.
Kyurem-Black @ Expert Belt
Ability: Teravolt
EVs: 240 Atk / 44 SpA / 224 Spe
Lonely Nature
- Dragon Claw
- Ice Beam
- Fusion Bolt
- Substitute
This mixed Kyurem-B is an excellent sweeper. The ability to hide behind Sub to escape impending status is wonderful, and like Azumarill, a Choice Band can be bluffed. Ice Beam is a huge surprise to Ground types and Dragons, and Expert belt gives Ice Beam the Boost it needs to kill. Dragon Claw is the main physical move to eliminate anything in it's path, but flying types and Water mons are easily destroyed by Fusion Bolt. Sub is excellent for Avoiding Scizor's Steel type moves, but this sweeper is also stopped dead by Scizor. Expert Belt can be switched for Leftovers, to allow some residue health gain after Sub steals some HP, but with Expert Belt, Kyurem may have problems finishing the job.