Hiya Smogon! Welcome to my VERY first RMT! {HYPE} Mom's Spaghetti
THE SQUAD
I have chosen to build a Balance squad. The team focuses on applying Hazard pressure and momentum Turn 1 and crippling the opponent’s team apart with status to allow late game sweepers to win. Regaining momentum when lost is tricky but the ability to predict switch ins regains this momentum [especially with MScizor’s U-turn]. It rarely loses to HO, Beats most balance teams with ease but does struggle with ABR stall unless I'm lucky or just straight outplay the opponent. after htting 1650 on the OU Ladder I believe that it is worthy of an RMT :]
IN-DEPTH ANALYSIS:
Ded YT Channel (Skarmory) (M) @ Red Card
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Defog
- Stealth Rock
- Spikes
- Counter
The first member of the team is the ‘Lead’ 99% of the time. Its use is simple really; click rocks/spikes while the opponents mon attacks you and is forced out. Most match ups with lead Lando-T and Garchomp [Tank Chomp] involves a trade in rock but the necessary prediction to defog Turn1 threatens these lead to attack Turn2 forcing them out while you get free hazards. As of now Skarmory is a premier hazard stacker/defogger (completely imo) and is commonly seen outclassed by Defensive Lando-T and Tank Chomp. However Skarmory’s infamy allows the red card to become affective as the opponents knows the Skarm will produce hazards and will switch in/attack to counter this. The red card gives you added momentum while also potential free hazards or if on a physically attacking mon respectable counter damage on a random pokemon. Counter also allows my team to handle MScizor which can be an issue to this team. It also stops most scarf physical attackers. Roost may be placed over spikes as the loss of recovery can be an issue [especially if Skarm is around late game] but I have flourished with spikes and rocks.
Note: I've tested custap Forretress for a few games but found an issue with dual dance Lando-T. Skarm tanks +2 stone edge and kills with counter. Red Card Skarmory also helps me stop Talonflame from destroying the team whereas Forro couldn’t.
Transvestnite (Dragonite) (F) @ Choice Band
Ability: Multiscale
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Earthquake
Nite is the 2nd member of the team. Banded dnite not only hits like a truck but ohkos Heatran, defensive mega scizor, and 2HKOs defensive slowbro with outrage. Raikou also takes approx 60% from espeed. Basically if you predict the correct switch in Dnite will either 2HKO or plain OHKO 90% of mons in OU right now. Late game it can destroy/clean up most balance teams and HO teams [due to espeeds priority being =2 allowing to outspeed ice shards and bullet punches ect.] it also gives the team a chance against stall as MSableye cannot switch in after 1 spike/stealth rocks [252+ Atk Choice Band Dragonite Outrage vs. 252 HP / 112 Def Mega Sableye: 247-292 (81.2 - 96%) -- 56.3% chance to OHKO after 1 layer of Spikes]
Chansey also gets 2HKO by Outrage and so do most variants of amoongus after 1 layer of spikes or SR. Quagsire gets 2HKO by Outrage too, 67-80%.
Fire punch hits Ferrothorn for max damage and has the chance to OHKO [252+ Atk Choice Band Dragonite Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 372-440 (105.6 - 125%) -- guaranteed OHKO]
Also helps me against my Talonflame weakness with access to an out prioritizing move and the ability to 2HKO spdef Talon and OHKO after SR.
Earthquake hits Tran and Diancie.
Espeed allows for late game clean up and is incredibly strong at base 80
Outrage is for STAB and complements the CB.
Mom's Spaghetti (Tangrowth) (F) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 176 Def / 80 SpD
Relaxed Nature
- Sleep Powder
- Knock Off
- Giga Drain
- Hidden Power [Fire]
Tangrowth is really the MVP of this team. It checks Keldeo variants, it stops Slowbro [Mega or not] and almost every bulky water type. It gives me a safe counter to DD MGyara and MLopunny [252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 176+ Def Tangrowth: 144-169 (35.6 - 41.8%) -- 84.8% chance to 3HKO after Leftovers recovery]
Also MMedicham risks attacking Tangrowth as it tanks a fake out + HJK but takes two rocky helmets and approx. 40% from giga drain [33% + 40% = 73% not including hazards…]
HP Fire allows Tang to hit Ferro and MSci super effectively and any other bulky steel types. Sleep powder allows added pressure on HO teams and can simply eliminate a threat via sleep. Knock off stops scarf Lando-T and is a safe enough to click 90% of the time [as it removes any lefties from Clef, Choice items and LO from the 3 Genies and takes away any AV from Torn.]
AK-47 Fist (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 216 Def / 28 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance
The combination of a strong Priority STAB, recovery, insane defensive capabilities and momentum allows MScizor to be a valuable asset to this team. Physically defensive MSci has freely run rampart lately in ORAS and for GOOD reason. It can beat Lando-T 1v1, it can beat Azu 1v1 (If it’s not BD) and can beat MDiancie, Garchomp (tank without FB) and completely check weavile (which this team can struggle against) it beats all versions of non HP Fire BKyurem and most ice types. It can live a -2 HP Fire from the Lati twins and kill with U-turn. It is an incredible late game sweeper that can turn matches around in the matter of a single turn. It also helps me check MMetagross and Excadrill and scarf TTar {sand} better.
Blunder's Horse (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Scarf Keldeo really solidifies this team. I was in desperate need for some speed/scarfer and something to check Heatran with. What better than the fast water horse?!? Scarf Keldeo outspeeds all Base 105+ scarfers and notably outspeeding Mega Lopunny, Mega Metagross, Choice Scarf Landorus-T, and Latios [which this team doesn’t like if the 6th mon on this team is killed]. It has the access to scald [one of the greatest moves in the game] and secret sword which hits dark type mons [which this team can struggle against]. Hydro pump gives Keldeo the added power it desires and can add pressure onto an opponent switching into it. Icy wind allows keldeo to hit dragons better [which this team can struggle against] but hidden power bug can be replaced for psychic and grass mons such as Celebi, and Slowbro.
CBB's Neck (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind
Clefable is the last member of this team and for good reason. It is arguably the best mon in ORAS OU at the moment. It has access to recovery, a strong STAB, an incredible ability to complement its defensive capabilities [immunity to toxic, hazards and burn] and the greatest move in the game> Thunder Wave. Clefable was really placed here to stop dragons and help me stop Talonflame: 252 Atk Sharp Beak Talonflame Brave Bird vs. 252 HP / 252+ Def Clefable: 151-178 (38.3 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
Tank BB then press Twave, automatic useless talon :]
Calm Mind boosts Clefable’s Special Attack and Special Defense stat, making it both powerful and bulky and can act as another late game sweeper. Moonblast is Clefable's obligatory STAB move and hits extremely hard after just a few Calm Mind boosts. Soft-Boiled gives Clefable much-needed recovery, enabling it to prevent threats beating it with much more ease. Thunder Wave is a great utility move in general that can cripple many of Clefable's checks, including Heatran, Talonflame >:[, Mega Venusaur, and Mega Metagross.
In conclusion this is a solid team that [With OLT running around] can beat Bird spam if played correctly {TIP: If facing BS NEVER LEAD SKARM!}. it wins the majority of match ups against HO and beats near all Balance 1v1. Stall is difficult but dealable if played smart with DNite and MScizor.
Threats:
MManetric / Raikou
[little resist to electric and its coverage can destroy everything on the team hazards, Dnite Espeed and keldeo can kill but rarely get a safe switch in]
Talonflame
[ Little resist to the SmogonBird and can easily sweep if the team is played incorrectly. SR are def needed to stop the pain train]
Mega Zard Y
[Only thing that can switch into it is Dnite. If clef is in it can Twave it and tank 1 FB, Keldeo can Outspeed and Kill after SR]
Thanks for reading my rmt and I hope you enjoy the SQWAAD :]]]]]]]
Importable:
Ded YT Channel (Skarmory) (M) @ Red Card
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Defog
- Stealth Rock
- Spikes
- Counter
Transvestnite (Dragonite) (F) @ Choice Band
Ability: Multiscale
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Earthquake
Mom's Spaghetti (Tangrowth) (F) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 176 Def / 80 SpD
Relaxed Nature
- Sleep Powder
- Knock Off
- Giga Drain
- Hidden Power [Fire]
AK-47 Fist (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 216 Def / 28 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance
Blunder's Horse (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
CBB's Neck (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind

THE SQUAD






I have chosen to build a Balance squad. The team focuses on applying Hazard pressure and momentum Turn 1 and crippling the opponent’s team apart with status to allow late game sweepers to win. Regaining momentum when lost is tricky but the ability to predict switch ins regains this momentum [especially with MScizor’s U-turn]. It rarely loses to HO, Beats most balance teams with ease but does struggle with ABR stall unless I'm lucky or just straight outplay the opponent. after htting 1650 on the OU Ladder I believe that it is worthy of an RMT :]
IN-DEPTH ANALYSIS:

Ded YT Channel (Skarmory) (M) @ Red Card
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Defog
- Stealth Rock
- Spikes
- Counter
The first member of the team is the ‘Lead’ 99% of the time. Its use is simple really; click rocks/spikes while the opponents mon attacks you and is forced out. Most match ups with lead Lando-T and Garchomp [Tank Chomp] involves a trade in rock but the necessary prediction to defog Turn1 threatens these lead to attack Turn2 forcing them out while you get free hazards. As of now Skarmory is a premier hazard stacker/defogger (completely imo) and is commonly seen outclassed by Defensive Lando-T and Tank Chomp. However Skarmory’s infamy allows the red card to become affective as the opponents knows the Skarm will produce hazards and will switch in/attack to counter this. The red card gives you added momentum while also potential free hazards or if on a physically attacking mon respectable counter damage on a random pokemon. Counter also allows my team to handle MScizor which can be an issue to this team. It also stops most scarf physical attackers. Roost may be placed over spikes as the loss of recovery can be an issue [especially if Skarm is around late game] but I have flourished with spikes and rocks.
Note: I've tested custap Forretress for a few games but found an issue with dual dance Lando-T. Skarm tanks +2 stone edge and kills with counter. Red Card Skarmory also helps me stop Talonflame from destroying the team whereas Forro couldn’t.

Transvestnite (Dragonite) (F) @ Choice Band
Ability: Multiscale
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Earthquake
Nite is the 2nd member of the team. Banded dnite not only hits like a truck but ohkos Heatran, defensive mega scizor, and 2HKOs defensive slowbro with outrage. Raikou also takes approx 60% from espeed. Basically if you predict the correct switch in Dnite will either 2HKO or plain OHKO 90% of mons in OU right now. Late game it can destroy/clean up most balance teams and HO teams [due to espeeds priority being =2 allowing to outspeed ice shards and bullet punches ect.] it also gives the team a chance against stall as MSableye cannot switch in after 1 spike/stealth rocks [252+ Atk Choice Band Dragonite Outrage vs. 252 HP / 112 Def Mega Sableye: 247-292 (81.2 - 96%) -- 56.3% chance to OHKO after 1 layer of Spikes]
Chansey also gets 2HKO by Outrage and so do most variants of amoongus after 1 layer of spikes or SR. Quagsire gets 2HKO by Outrage too, 67-80%.
Fire punch hits Ferrothorn for max damage and has the chance to OHKO [252+ Atk Choice Band Dragonite Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 372-440 (105.6 - 125%) -- guaranteed OHKO]
Also helps me against my Talonflame weakness with access to an out prioritizing move and the ability to 2HKO spdef Talon and OHKO after SR.
Earthquake hits Tran and Diancie.
Espeed allows for late game clean up and is incredibly strong at base 80
Outrage is for STAB and complements the CB.

Mom's Spaghetti (Tangrowth) (F) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 176 Def / 80 SpD
Relaxed Nature
- Sleep Powder
- Knock Off
- Giga Drain
- Hidden Power [Fire]
Tangrowth is really the MVP of this team. It checks Keldeo variants, it stops Slowbro [Mega or not] and almost every bulky water type. It gives me a safe counter to DD MGyara and MLopunny [252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 176+ Def Tangrowth: 144-169 (35.6 - 41.8%) -- 84.8% chance to 3HKO after Leftovers recovery]
Also MMedicham risks attacking Tangrowth as it tanks a fake out + HJK but takes two rocky helmets and approx. 40% from giga drain [33% + 40% = 73% not including hazards…]
HP Fire allows Tang to hit Ferro and MSci super effectively and any other bulky steel types. Sleep powder allows added pressure on HO teams and can simply eliminate a threat via sleep. Knock off stops scarf Lando-T and is a safe enough to click 90% of the time [as it removes any lefties from Clef, Choice items and LO from the 3 Genies and takes away any AV from Torn.]

AK-47 Fist (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 216 Def / 28 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance
The combination of a strong Priority STAB, recovery, insane defensive capabilities and momentum allows MScizor to be a valuable asset to this team. Physically defensive MSci has freely run rampart lately in ORAS and for GOOD reason. It can beat Lando-T 1v1, it can beat Azu 1v1 (If it’s not BD) and can beat MDiancie, Garchomp (tank without FB) and completely check weavile (which this team can struggle against) it beats all versions of non HP Fire BKyurem and most ice types. It can live a -2 HP Fire from the Lati twins and kill with U-turn. It is an incredible late game sweeper that can turn matches around in the matter of a single turn. It also helps me check MMetagross and Excadrill and scarf TTar {sand} better.

Blunder's Horse (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Scarf Keldeo really solidifies this team. I was in desperate need for some speed/scarfer and something to check Heatran with. What better than the fast water horse?!? Scarf Keldeo outspeeds all Base 105+ scarfers and notably outspeeding Mega Lopunny, Mega Metagross, Choice Scarf Landorus-T, and Latios [which this team doesn’t like if the 6th mon on this team is killed]. It has the access to scald [one of the greatest moves in the game] and secret sword which hits dark type mons [which this team can struggle against]. Hydro pump gives Keldeo the added power it desires and can add pressure onto an opponent switching into it. Icy wind allows keldeo to hit dragons better [which this team can struggle against] but hidden power bug can be replaced for psychic and grass mons such as Celebi, and Slowbro.

CBB's Neck (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind
Clefable is the last member of this team and for good reason. It is arguably the best mon in ORAS OU at the moment. It has access to recovery, a strong STAB, an incredible ability to complement its defensive capabilities [immunity to toxic, hazards and burn] and the greatest move in the game> Thunder Wave. Clefable was really placed here to stop dragons and help me stop Talonflame: 252 Atk Sharp Beak Talonflame Brave Bird vs. 252 HP / 252+ Def Clefable: 151-178 (38.3 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
Tank BB then press Twave, automatic useless talon :]
Calm Mind boosts Clefable’s Special Attack and Special Defense stat, making it both powerful and bulky and can act as another late game sweeper. Moonblast is Clefable's obligatory STAB move and hits extremely hard after just a few Calm Mind boosts. Soft-Boiled gives Clefable much-needed recovery, enabling it to prevent threats beating it with much more ease. Thunder Wave is a great utility move in general that can cripple many of Clefable's checks, including Heatran, Talonflame >:[, Mega Venusaur, and Mega Metagross.
In conclusion this is a solid team that [With OLT running around] can beat Bird spam if played correctly {TIP: If facing BS NEVER LEAD SKARM!}. it wins the majority of match ups against HO and beats near all Balance 1v1. Stall is difficult but dealable if played smart with DNite and MScizor.
Threats:
MManetric / Raikou
[little resist to electric and its coverage can destroy everything on the team hazards, Dnite Espeed and keldeo can kill but rarely get a safe switch in]
Talonflame
[ Little resist to the SmogonBird and can easily sweep if the team is played incorrectly. SR are def needed to stop the pain train]
Mega Zard Y
[Only thing that can switch into it is Dnite. If clef is in it can Twave it and tank 1 FB, Keldeo can Outspeed and Kill after SR]
Thanks for reading my rmt and I hope you enjoy the SQWAAD :]]]]]]]
Importable:
Ded YT Channel (Skarmory) (M) @ Red Card
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Defog
- Stealth Rock
- Spikes
- Counter
Transvestnite (Dragonite) (F) @ Choice Band
Ability: Multiscale
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Fire Punch
- Earthquake
Mom's Spaghetti (Tangrowth) (F) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 176 Def / 80 SpD
Relaxed Nature
- Sleep Powder
- Knock Off
- Giga Drain
- Hidden Power [Fire]
AK-47 Fist (Scizor-Mega) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 216 Def / 28 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance
Blunder's Horse (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
CBB's Neck (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind
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