Here's my second RMT. I've found a decent amount of success with this team, but feel there are still some smaller issues that I need to fix, as well as a few counters that really hurt.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
- Power Whip
- Spikes
- Thunder Wave
- Leech Seed
This is a somewhat straightforward set for one of the better defensive steels in the tier. I elect Spikes here with rocks on Lando, and Spikes chip is huge to get opposing Mons into Medicham damage range. Ferro also serves as one of my two Gren counters and brings T-Wave for switching in Heatrans. The full paralysis plus Leech Seed is my team's only reaction to Celesteela, assuming Knocked Off Leftovers from Torn.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Rocky Helmet really does wonders against M-Scizor. EVed to outspeed defensive Landos and U-Turn to potentially get Cham, Lele, or Torn in to do bigger damage. Would be open for different builds, as I'm not positive this is what I want to stick with...or even an alternate ground type all together.
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Zen Headbutt
- Ice Punch
- High Jump Kick
Extremely straightforward set for Cham, there's not a ton of variance that can be had here. The Zen Headbutt has the chance for a bit of ultra power in psychic terrain. Also, Ice Punch is needed considering my only other Zygarde countering mons are Lando and Ferro, both of which do poorly against Coil set. Cham has a better chance to strike through.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Hidden Power [Fire]
- Psychic
- Moonblast
My attempt on speed control, I love how Lele plays. With two U-Turners on the team to get Lele in, psychic terrain-boosted Psyshock and Psychic do a ton of damage, even to neutral targets. HP Fire exists for Ferrothorn and Scizor and also does okay damage to the other defensive steels in the tier. Moonblast is the best fourth attack to discourage Zygarde, Garchomp, T-Tar and Gren switches.
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog
In my opinon, Torn-T is a massively underrated mon in the tier. With an incredibly high speed tier and a Supersonic Skystrike that hits like a truck, nothing likes switching into it. Knock Off is definitely there to take off recovery from opposing Pex, Ferro, Celesteela and Eviolite from Chansey. U-Turn allows switch into Lele after doing damage to Mew, and Defog support helps clear T-Spikes to keep Cham moving, and the extra accuracy for Hurricane doesn't hurt.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Recover
- Toxic Spikes
- Scald
This is just a standard Pex set. I chose the SpD variant over Def due to the general physical bulkiness from Lando and Ferro, he didn't need all the defense. I elect T-Spikes over Toxic so that there's still a status penalty on switching in Heatrans and forces a defog. Also, I find one layer of T-Spikes is really great chip to help Cham and Lele sweep late game.
Counters
Zapdos counters my entire team...hard. It's really close to being considered a teambuilding flaw. However, with correct predictions and momentum control, I am able to get out to Medicham who can get a OHKO on non-defensive variants after rocks damage. But seriously, any tips you have to dealing with this thing would be greatly appreciated.
As talked about earlier, Celesteela and Skarmory are really good at countering the team. I nearly need to rely on 1. Knock Off from Torn to kill leftovers and 2. Leech-Seed and full paralysis from Ferrothorn. But even then, Ferrothorn only likely has two turns assuming it was at 100% going in. That chip is enough for Medicham to be able to do something to it with a High Jump Kick.
Rain-Lucha is really tough to beat. With a somewhat slow team, having the option of two Pokemon (M-Swampert and Hawlucha) that outspeed the entire team is tough. Also, Koko that holds HP-Ice and hits Lando without my respondent Earthquake. Some maneuvering and nuking with the Z-Hurricane from Torn can get me out of the Swampert situation and creative preservation of Lele can help against Koko.
Zard-X can 2HKO every single mon on my team except Lando, but can 2HKO after 1 DD (assuming Intimidate). It's a really tough mon to switch into, something is going to take a lot of damage, and I'm so reliant on Lando that he takes quite a bit of damage.
Zapdos counters my entire team...hard. It's really close to being considered a teambuilding flaw. However, with correct predictions and momentum control, I am able to get out to Medicham who can get a OHKO on non-defensive variants after rocks damage. But seriously, any tips you have to dealing with this thing would be greatly appreciated.
As talked about earlier, Celesteela and Skarmory are really good at countering the team. I nearly need to rely on 1. Knock Off from Torn to kill leftovers and 2. Leech-Seed and full paralysis from Ferrothorn. But even then, Ferrothorn only likely has two turns assuming it was at 100% going in. That chip is enough for Medicham to be able to do something to it with a High Jump Kick.
Rain-Lucha is really tough to beat. With a somewhat slow team, having the option of two Pokemon (M-Swampert and Hawlucha) that outspeed the entire team is tough. Also, Koko that holds HP-Ice and hits Lando without my respondent Earthquake. Some maneuvering and nuking with the Z-Hurricane from Torn can get me out of the Swampert situation and creative preservation of Lele can help against Koko.
Zard-X can 2HKO every single mon on my team except Lando, but can 2HKO after 1 DD (assuming Intimidate). It's a really tough mon to switch into, something is going to take a lot of damage, and I'm so reliant on Lando that he takes quite a bit of damage.