Here's my first RMT ever, be kind, I think it's a pretty solid team, I've done quite well with it on the ladder, but teams can always be improved or optimized.
Essentially, the idea of the team is to wall most threats, while providing hazard support and chip damage with Mega Kangaskhan. It has worked very well thus far.
Here's the team:
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Spikes
Standard GeoXern checking Klefki. Not much to say here, really. Thunder Wave is incredibly useful to stop GeoXern from doing its thing, and can also cripple other scarfers like Kyogre in a pinch. Priority Toxic is invaluable for things like Lugia that may give me slight problems otherwise. Play Rough breaks through standard GeoXern's Substitute, and Spikes allow me to stack hazards when I force something out.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Lando-T is one of my physical walls, and primary check to things like Mega Blaziken and Mega Lucario. Stealth Rock is key on any team, and Lando-T finds tons of opportunities to get them up. Earthquake and Stone Edge are standard coverage, and U-Turn allows me to predict opposing switches and maintain momentum, which can be extremely valuable. Though the lack of recovery hurts here, it usually has enough bulk to get in and do its jobs fairly well.
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
SpDef Kyogre is a monster. It serves as a secondary GeoXern check, but more importantly, it walls tons of special threats in this game. Many people use Palkia to check Kyogre, but if there are hazards down, this Kyogre set can generally beat Palkia. Additionally, Scald burns can be very annoying for opponents. Roar, in addition to checking some set up sweepers like CM Arceus, allows me to take advantage of hazard damage, which keeps racking up. Kyogre also can absorb status moves, which can be useful, because most of my team does not appreciate a burn. This thing is hard to take out, and is an extremely important mon on this team.
Yveltal @ Dread Plate
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Taunt
- Sucker Punch
- Roost
This is my primary EKiller check, which every team should have at least one of. It laughs at +2 Extremespeed. I opted for Dread Plate over Leftovers or Rocky Helmet to not only guarantee the OHKO on standard EKiller at +2, but also to increase the power of Sucker Punch dramatically. Often times, weakened scarfers like Kyogre try to come in on this and revenge kill it, but Sucker Punch stops those attempts in their tracks. Roost provides necessary recovery, since I have no passive recovery I often need to play slightly more carefully with this than normal.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Frustration
- Crunch
- Low Kick
Mega Kangaskhan is the star of the show. If this thing dies, I'm usually in trouble, as it is more often than not my primary win condition. EVs maximize attack, and Adamant is run to make sure I absolutely destroy things. Combined with Klefki's Thunder Wave, Adamant Mega Kangaskhan can absolutely ruin teams. The moveset is relatively standard for Ubers, Fake Out is incredibly useful, Frustration is STAB (and anti-Ditto, though most would opt for Low Kick anyway), Crunch hits Ghosts, and Low Kick can kill EKiller if it tries to set up, in addition to ruining most Steel types. I often use this thing as a pivot, getting Fake Out damage before switching out to one of the walls that can take on whatever is threatening me. The chip damage provided by Fake Out, combined with hazard damage, can be extremely hard to deal with.
Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic Spikes
- Protect
Tentacruel is a bit of an odd choice in Ubers, I understand. Initially I had used the much more viable Scolipede in this slot, with Protect/Toxic Spikes/Pin Missile/Endeavor (or Baton Pass). However, I found that in most matches, Scolipede was essentially just a suicide lead that would occasionally be death foddered off later, and that didn't really seem to fit with the mold of the rest of the team. In many matches, Scolipede ended up simply being deadweight, so I wanted to replace it with something without losing the roles it filled. Its main roles were to check Deo-A/Deo-S/Darkrai leads, set up Toxic Spikes, and occasionally troll the other team by Baton Passing speed. However, I can deal with Deo-A/Deo-S reasonably well with Mega Kangaskhan as it is, and I have SpDef Kyogre for Darkrai, so I figured Tentacruel might make more sense here, because in addition to setting up Toxic Spikes, it provides Rapid Spin support. I don't like using Defog on Klefki teams. Though my team is not particularly weak to opposing hazards, it is still nice to be able to remove them without destroying the hazards that I've accumulated. Not to mention, with Rain Dish, Tentacruel synergizes well with Kyogre, and is relatively bulky on its own.
This team does have a hard time dealing with some stall teams, primarily those with Gira-A, which is definitely a weakness. Additionally, I really wish I had room for a cleric, because sometimes burns can beat me pretty easily. There are probably numerous other threats that I'm overlooking, I wrote this RMT up very quickly.
I'm also still very unsure about Tentacruel's spot. There has to be a mon that fits there perfectly with the rest of the team, Tentacruel seems decent, but I'd love any suggestions to better that sixth mon.
That's my first RMT, please let me know your suggestions. I think the team is solid, but I'm always looking to improve. Thanks!
Essentially, the idea of the team is to wall most threats, while providing hazard support and chip damage with Mega Kangaskhan. It has worked very well thus far.
Here's the team:
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Toxic
- Play Rough
- Spikes
Standard GeoXern checking Klefki. Not much to say here, really. Thunder Wave is incredibly useful to stop GeoXern from doing its thing, and can also cripple other scarfers like Kyogre in a pinch. Priority Toxic is invaluable for things like Lugia that may give me slight problems otherwise. Play Rough breaks through standard GeoXern's Substitute, and Spikes allow me to stack hazards when I force something out.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 208 HP / 252 Def / 48 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Lando-T is one of my physical walls, and primary check to things like Mega Blaziken and Mega Lucario. Stealth Rock is key on any team, and Lando-T finds tons of opportunities to get them up. Earthquake and Stone Edge are standard coverage, and U-Turn allows me to predict opposing switches and maintain momentum, which can be extremely valuable. Though the lack of recovery hurts here, it usually has enough bulk to get in and do its jobs fairly well.
Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
SpDef Kyogre is a monster. It serves as a secondary GeoXern check, but more importantly, it walls tons of special threats in this game. Many people use Palkia to check Kyogre, but if there are hazards down, this Kyogre set can generally beat Palkia. Additionally, Scald burns can be very annoying for opponents. Roar, in addition to checking some set up sweepers like CM Arceus, allows me to take advantage of hazard damage, which keeps racking up. Kyogre also can absorb status moves, which can be useful, because most of my team does not appreciate a burn. This thing is hard to take out, and is an extremely important mon on this team.
Yveltal @ Dread Plate
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Taunt
- Sucker Punch
- Roost
This is my primary EKiller check, which every team should have at least one of. It laughs at +2 Extremespeed. I opted for Dread Plate over Leftovers or Rocky Helmet to not only guarantee the OHKO on standard EKiller at +2, but also to increase the power of Sucker Punch dramatically. Often times, weakened scarfers like Kyogre try to come in on this and revenge kill it, but Sucker Punch stops those attempts in their tracks. Roost provides necessary recovery, since I have no passive recovery I often need to play slightly more carefully with this than normal.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Frustration
- Crunch
- Low Kick
Mega Kangaskhan is the star of the show. If this thing dies, I'm usually in trouble, as it is more often than not my primary win condition. EVs maximize attack, and Adamant is run to make sure I absolutely destroy things. Combined with Klefki's Thunder Wave, Adamant Mega Kangaskhan can absolutely ruin teams. The moveset is relatively standard for Ubers, Fake Out is incredibly useful, Frustration is STAB (and anti-Ditto, though most would opt for Low Kick anyway), Crunch hits Ghosts, and Low Kick can kill EKiller if it tries to set up, in addition to ruining most Steel types. I often use this thing as a pivot, getting Fake Out damage before switching out to one of the walls that can take on whatever is threatening me. The chip damage provided by Fake Out, combined with hazard damage, can be extremely hard to deal with.
Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 236 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic Spikes
- Protect
Tentacruel is a bit of an odd choice in Ubers, I understand. Initially I had used the much more viable Scolipede in this slot, with Protect/Toxic Spikes/Pin Missile/Endeavor (or Baton Pass). However, I found that in most matches, Scolipede was essentially just a suicide lead that would occasionally be death foddered off later, and that didn't really seem to fit with the mold of the rest of the team. In many matches, Scolipede ended up simply being deadweight, so I wanted to replace it with something without losing the roles it filled. Its main roles were to check Deo-A/Deo-S/Darkrai leads, set up Toxic Spikes, and occasionally troll the other team by Baton Passing speed. However, I can deal with Deo-A/Deo-S reasonably well with Mega Kangaskhan as it is, and I have SpDef Kyogre for Darkrai, so I figured Tentacruel might make more sense here, because in addition to setting up Toxic Spikes, it provides Rapid Spin support. I don't like using Defog on Klefki teams. Though my team is not particularly weak to opposing hazards, it is still nice to be able to remove them without destroying the hazards that I've accumulated. Not to mention, with Rain Dish, Tentacruel synergizes well with Kyogre, and is relatively bulky on its own.
This team does have a hard time dealing with some stall teams, primarily those with Gira-A, which is definitely a weakness. Additionally, I really wish I had room for a cleric, because sometimes burns can beat me pretty easily. There are probably numerous other threats that I'm overlooking, I wrote this RMT up very quickly.
I'm also still very unsure about Tentacruel's spot. There has to be a mon that fits there perfectly with the rest of the team, Tentacruel seems decent, but I'd love any suggestions to better that sixth mon.
That's my first RMT, please let me know your suggestions. I think the team is solid, but I'm always looking to improve. Thanks!