This is my first RMT, and I wanted to be a little different. This team mainly focuses around ground moves like earthquake being able to hit everyone in gravity. This allows me to send out Dugtrio and sweep an opponent's team with choice banded Earthquake.
The Lead
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 244 HP/252 Spd/12 SDef
Naive nature (+Spd, -SDef)
- Gravity
- Iron Head
- Trick
- Thunder
---
Lead Jirachi. The main idea of Jirachi is to trick a choice scarf onto the opponent, usually forcing them to switch. Then I set up gravity on the switch and switch out myself. Iron head is for the flinch chance and thunder is for paralysis, which can cause a nuisance, especially since Jirachi has serene grace.
Burn Support
Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef
Careful nature (+SDef, -SAtk)
- Gravity
- Dynamicpunch
- Will-o-wisp
- Shadow Sneak
---
Dusknoir is able to set up gravity when I need it and also take full advantage of it. Dynamicpunch will get about 80+ accuracy in gravity, which also means a 80+ percent chance of confusion. Will-o-wisp gets perfect accuracy in gravity and will threaten to cripple physical sweepers. Shadow sneak is there to hit the ghosts trying to switch in on dynamicpunch.
The Special Wall
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/216 SAtk/40 SDef
Calm nature (+SDef, -Atk)
- Gravity
- Wish
- Grass Knot
- Blizzard
---
I used to have Blissey here, but then someone pointed out that gravity and S-Toss are illegal together. So here's Clefable. Wish is there for healing because gravity and softboiled are illegal together. Grass knot is for dealing with certain pokemon that I have problems with (read: grass knot gets rid of bulky waters) and blizzard is there to take care of dragons.
Stealth Rock Support
Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Roar
- Earth Power
- Stealth Rock
---
I really wasn't sure who to put here. I chose Heatran because he gets great typing and a ton of resistances. He has a Shuca Berry so he can take an earthquake or earth power and still live. Stealth Rock is self-explanatory and Roar is to scout an opponent's team and cause entry damage. Fire blast gets perfect accuracy in gravity and earth power can hit all pokemon.
The Sleep Talker
Heracross (M) @ Leftovers
Ability: Guts
EVs: 204 HP/152 Atk/152 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Stone Edge
- Sleep Talk
- Rest
---
Heracross is resistant to Earthquake, can take statuses and can damage a lot of the other pokemon who resist Earthquake. Megahorn hits grass types and stone edge hits bug types. Rest heals Heracross and triggers guts and both of his attacks will get perfect accuracy in gravity.
The Revenge Killer
Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
---
Dugtrio, the ultimate revenge killer. Arena trap prevents the opponents from running and Earthquake is for the kill. Stone edge and aerial ace is for those who may resist earthquake and sucker punch is just there. There's really not much to say here.
Threat List:
I only listed the ones that I can't really think of a counter for or gives me a big problem. If you see more weaknesses, please do tell me.
Tyranitar: TyranniBoah gives me the most problems. They can switch in to Clefable and threaten focus punch. If I switch to Dusknoir to wall it, I get crunched or dark pulsed. Dragon dancing ones can give me some problems too, but Dusknoir can stop those with a burn.
Gyarados: Dusknoir can burn it if it doesn't have taunt, and Dugtrio can revenge kill, but it may be trouble if it gets off too many dragon dances.
Latias: I really don't have many answers for psychics. I can't switch in Heracross, but at least they can't switch into Heracross either.
Azelf, Uxie, Mesprit: See above and below.
And many stalling and bulky pokemon like Cresselia, Hippowdon and Suicune.






The Lead

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 244 HP/252 Spd/12 SDef
Naive nature (+Spd, -SDef)
- Gravity
- Iron Head
- Trick
- Thunder
---
Lead Jirachi. The main idea of Jirachi is to trick a choice scarf onto the opponent, usually forcing them to switch. Then I set up gravity on the switch and switch out myself. Iron head is for the flinch chance and thunder is for paralysis, which can cause a nuisance, especially since Jirachi has serene grace.
Burn Support

Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef
Careful nature (+SDef, -SAtk)
- Gravity
- Dynamicpunch
- Will-o-wisp
- Shadow Sneak
---
Dusknoir is able to set up gravity when I need it and also take full advantage of it. Dynamicpunch will get about 80+ accuracy in gravity, which also means a 80+ percent chance of confusion. Will-o-wisp gets perfect accuracy in gravity and will threaten to cripple physical sweepers. Shadow sneak is there to hit the ghosts trying to switch in on dynamicpunch.
The Special Wall

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/216 SAtk/40 SDef
Calm nature (+SDef, -Atk)
- Gravity
- Wish
- Grass Knot
- Blizzard
---
I used to have Blissey here, but then someone pointed out that gravity and S-Toss are illegal together. So here's Clefable. Wish is there for healing because gravity and softboiled are illegal together. Grass knot is for dealing with certain pokemon that I have problems with (read: grass knot gets rid of bulky waters) and blizzard is there to take care of dragons.
Stealth Rock Support

Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Roar
- Earth Power
- Stealth Rock
---
I really wasn't sure who to put here. I chose Heatran because he gets great typing and a ton of resistances. He has a Shuca Berry so he can take an earthquake or earth power and still live. Stealth Rock is self-explanatory and Roar is to scout an opponent's team and cause entry damage. Fire blast gets perfect accuracy in gravity and earth power can hit all pokemon.
The Sleep Talker

Heracross (M) @ Leftovers
Ability: Guts
EVs: 204 HP/152 Atk/152 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Stone Edge
- Sleep Talk
- Rest
---
Heracross is resistant to Earthquake, can take statuses and can damage a lot of the other pokemon who resist Earthquake. Megahorn hits grass types and stone edge hits bug types. Rest heals Heracross and triggers guts and both of his attacks will get perfect accuracy in gravity.
The Revenge Killer

Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
---
Dugtrio, the ultimate revenge killer. Arena trap prevents the opponents from running and Earthquake is for the kill. Stone edge and aerial ace is for those who may resist earthquake and sucker punch is just there. There's really not much to say here.
Threat List:
I only listed the ones that I can't really think of a counter for or gives me a big problem. If you see more weaknesses, please do tell me.
Tyranitar: TyranniBoah gives me the most problems. They can switch in to Clefable and threaten focus punch. If I switch to Dusknoir to wall it, I get crunched or dark pulsed. Dragon dancing ones can give me some problems too, but Dusknoir can stop those with a burn.
Gyarados: Dusknoir can burn it if it doesn't have taunt, and Dugtrio can revenge kill, but it may be trouble if it gets off too many dragon dances.
Latias: I really don't have many answers for psychics. I can't switch in Heracross, but at least they can't switch into Heracross either.
Azelf, Uxie, Mesprit: See above and below.
And many stalling and bulky pokemon like Cresselia, Hippowdon and Suicune.