Heres my RMT and this time I tackle what is probably my favorite tier right now
NU
This is a more defensive team and I have used it 4 battles. where it won 2 of them and nearly won 2.
Scolipede@focus sash
Ability: Poison point
Nature: Jolly, 252atk, 252spe, 4hp
Moves:
Rock Slide
Megahorn
Spikes
Swords dance
Quite possibly the most viable lead from the NU, Scolipede is a very fast and can set up spikes or either swords dance at the very least. A focus sash would prove useful against something that would potentially ohko it. Megahorn is a reliable stab and Rock Slide is to help cover against Scolipede two weaknesses and even give a flinch chance. Spikes are great but considering Scolipede pitiful defenses it would be luck to even set up 3 but it is almost guaranteedtoset up at least 2 unless it goes up against priority users. But Scolipede isn't meat to go up against them.
Meganium@lightclay
Ability: Overgrow
Nature: Bold, 252hp, 80def, 176spd, 4spe
Moves:
Light Screens
Reflect
Toxic
Energy Ball
The teams dual screener and an effective one at that, By spreading the evs in a more balanced way meganium is capable of switching in safely against any non super effective hit and set up screens, in many ways Meganium is sort of like the alternate lead of the team, depending on way play style im going for, and this works for my offensive team members who are normally very frail. Toxic is there as the standard stalling move which saps the opponents hp to zero slowly and energy ball as reliable stab. The extra 4 evs in speed are to outspeed pokes of the same base speed who did not put investements on to it.
Throh@leftovers
Ability: Guts
Nature: Brave, 252hp, 252atk, 4spd
Moves:
Bulk Up
Stone Edge
Payback
Brick break
The offensive tank of the team, which works as the Conkeldurr of NU. If you know how Conkeldurr works than Throh functions very similarly in this team.
Bulk up is used to boost up his already impressive attack stat and increase his passable physical defense. The investements in hp help Conkeldurr.. Err I mean Throh survival. Stone edge and payback are useful coverage moves to handle flying and psychic types, the brave nature was chosen to make sure throh almost always hits second to maximize paybacks power. Unfortunately, Throh does not have access to drain punch so I had to make due with brick break since its the most reliable fighting move in throhs movepool.
Magmortar@ChoiceScarf
Ability: Flame Body
Nature: Modest, 252satk, 252spe, 4hp
Moves:
Hp Grass
Fire blast
Psychic
Thunderbolt
The sweeper of the team, magmortar is a beast with choice scarf capable of 2hko even ohkoing everything thats not resisted. the modest nature is used to maximize his special attack with choice scarf increasing his meh speed. Choice Scarf is rather uncommon now a days with peopleusing either choice specs or choice band instead but the scarfed set for me has helped greatly in dealing with opposing teams frail sweepers. Fire blast is the reliable stab move, with t-bolt and hp grass for coverage. I've never seen anyone use psychic with Magmortar so I decided to slap it on him to suprise poison and fighting types.
Slowking@leftovers
Ability: Oblivious
Nature: Bold, 252hp, 252def, 4spd
Moves:
Scald
Slack off
Psychic
Calm mind
An effective offensive and defensive set. By puting all the investements onto physical defense I let calm mind boost up slowkings superior special defense. Not only is slowking get a boost in special defense but hes also getting a boost into his special attack. I picked scald over surf and hydro pump since the burn chance on scald is so appealing and it helps to indirectly boost slowkings physical defense. Slack off is a useful recovery psychic is a alternative stab which covers different things. I been thinking of replacing slack off for ice beam but so far this has been working for me.
Miltank@leftovers
Ability: Thick Fat
Nature: Impish, 252hp, 252def, 4spe
Moves:
Seismic Toss
Protect
Milk Drink
Toxic
The final team member is none other than miltank who specializes as my teams physical wall. If anything this miltank is sort of the reverse Blissey, being physically bulky how ever Miltanks special defense isn't completely unguarded for its ability thick fat makes miltank resist ice and fire moves which are common special attacking moves. Seismic toss grants miltank a way of bringing down the foes hp quicker due to the fix damage it grants toxic in combination with protect does wonders and milk drink is for recovery when leftovers just don't cut it.
So theres my team please give your thoughts and don't be so mean spirited. Some tweaks were made before I made this thread as well.
NU
This is a more defensive team and I have used it 4 battles. where it won 2 of them and nearly won 2.
Scolipede@focus sash
Ability: Poison point
Nature: Jolly, 252atk, 252spe, 4hp
Moves:
Rock Slide
Megahorn
Spikes
Swords dance
Quite possibly the most viable lead from the NU, Scolipede is a very fast and can set up spikes or either swords dance at the very least. A focus sash would prove useful against something that would potentially ohko it. Megahorn is a reliable stab and Rock Slide is to help cover against Scolipede two weaknesses and even give a flinch chance. Spikes are great but considering Scolipede pitiful defenses it would be luck to even set up 3 but it is almost guaranteedtoset up at least 2 unless it goes up against priority users. But Scolipede isn't meat to go up against them.
Meganium@lightclay
Ability: Overgrow
Nature: Bold, 252hp, 80def, 176spd, 4spe
Moves:
Light Screens
Reflect
Toxic
Energy Ball
The teams dual screener and an effective one at that, By spreading the evs in a more balanced way meganium is capable of switching in safely against any non super effective hit and set up screens, in many ways Meganium is sort of like the alternate lead of the team, depending on way play style im going for, and this works for my offensive team members who are normally very frail. Toxic is there as the standard stalling move which saps the opponents hp to zero slowly and energy ball as reliable stab. The extra 4 evs in speed are to outspeed pokes of the same base speed who did not put investements on to it.
Throh@leftovers
Ability: Guts
Nature: Brave, 252hp, 252atk, 4spd
Moves:
Bulk Up
Stone Edge
Payback
Brick break
The offensive tank of the team, which works as the Conkeldurr of NU. If you know how Conkeldurr works than Throh functions very similarly in this team.
Bulk up is used to boost up his already impressive attack stat and increase his passable physical defense. The investements in hp help Conkeldurr.. Err I mean Throh survival. Stone edge and payback are useful coverage moves to handle flying and psychic types, the brave nature was chosen to make sure throh almost always hits second to maximize paybacks power. Unfortunately, Throh does not have access to drain punch so I had to make due with brick break since its the most reliable fighting move in throhs movepool.
Magmortar@ChoiceScarf
Ability: Flame Body
Nature: Modest, 252satk, 252spe, 4hp
Moves:
Hp Grass
Fire blast
Psychic
Thunderbolt
The sweeper of the team, magmortar is a beast with choice scarf capable of 2hko even ohkoing everything thats not resisted. the modest nature is used to maximize his special attack with choice scarf increasing his meh speed. Choice Scarf is rather uncommon now a days with peopleusing either choice specs or choice band instead but the scarfed set for me has helped greatly in dealing with opposing teams frail sweepers. Fire blast is the reliable stab move, with t-bolt and hp grass for coverage. I've never seen anyone use psychic with Magmortar so I decided to slap it on him to suprise poison and fighting types.
Slowking@leftovers
Ability: Oblivious
Nature: Bold, 252hp, 252def, 4spd
Moves:
Scald
Slack off
Psychic
Calm mind
An effective offensive and defensive set. By puting all the investements onto physical defense I let calm mind boost up slowkings superior special defense. Not only is slowking get a boost in special defense but hes also getting a boost into his special attack. I picked scald over surf and hydro pump since the burn chance on scald is so appealing and it helps to indirectly boost slowkings physical defense. Slack off is a useful recovery psychic is a alternative stab which covers different things. I been thinking of replacing slack off for ice beam but so far this has been working for me.
Miltank@leftovers
Ability: Thick Fat
Nature: Impish, 252hp, 252def, 4spe
Moves:
Seismic Toss
Protect
Milk Drink
Toxic
The final team member is none other than miltank who specializes as my teams physical wall. If anything this miltank is sort of the reverse Blissey, being physically bulky how ever Miltanks special defense isn't completely unguarded for its ability thick fat makes miltank resist ice and fire moves which are common special attacking moves. Seismic toss grants miltank a way of bringing down the foes hp quicker due to the fix damage it grants toxic in combination with protect does wonders and milk drink is for recovery when leftovers just don't cut it.
So theres my team please give your thoughts and don't be so mean spirited. Some tweaks were made before I made this thread as well.