Morning Glory
With school about to start, and the probable release of Garchomp into the OU tier, I thought it'd be a good idea to release this team. Sun has been a weather which I wanted to try for some time, but I shied away from it, thinking it would be really tough trying to maintain the weather against Politoed and Tyranitar, both of which could pose a threat to Ninetales. With the discovery of Magma Storm Heatran (don't worry mine's a little different) and Dugtrio, Sun's dominance rose in the metagame, and although Heatran / Dugtrio weren't the end-all solution to the opposing weathers because of opposing trappers, they are pretty damn good at their job and can get you to keep up your weather if played right. With this in mind, I wanted to differentiate from the same repetitive Ninetales / Volcarona / Venusaur / Dugtrio or Heatran / Forretress or Donphan / x teams that were cropping up and decided to take a look at the smogon pokedex for some underrated sets which would shine under the sun. Moltres was the one which caught my attention. With a healthy Special Attack stat, 90 / 90 / 85 Defenses, and the blazing speed after an Agility, Moltres could destroy teams. Scarf Terrakion and Band Scizor are like the two common "checks" (outside of the weather inducers) to the dominant Sun Sweepers, Venusaur and Volcarona, and both will fall victim to Fire Blast and Solar Beam. There was a problem though... Stealth Rock and the immense dependence on the sun. The Sun is what Moltres would use to even burn the Dragons into smithereens, and without it, it would lose a lot of power and of course the traditional fat sisters which plague every specially based sweeper. This is were Heatran came in, and the rest of the team soon after. (i.e. I'm too lazy to make the team building process :P) Outside of being based around Moltres, I also wanted to limit the opportunities given to my opponent to set-up, and this is true most of the time with the right predictions. I don't have any ladder record with this team, because even though I'm an ok team builder, I suck at battling (my highest with the team was 1800). I'll also give the in-depth descriptions of the members starting from Moltres and going on from there, since that's the order the team was built and would be like a moveset / team building process all in one.
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Moltres @ Life Orb
Trait: Pressure
EVs: 68 HP / 252 SAtk / 188 Spd
Modest Nature
- Fire Blast
- Agility
- Hidden Power [Ground]
- SolarBeam
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When I was looking for something to build a sun team around I was looking for an unconventional yet powerful weapon to riddle the common threats in the metagame with. Moltres was this weapon. Under the sun and the given EVs, Scarf Terrakion is outsped and destroyed by Solar Beam, same goes for Rotom-W and Gastrodon. Hidden Power Ground is for Heatran, who seems to be a very common switch-in to Moltres from the puzzled and confused opponent when he sees an Agility Moltres. Fire Blast is for the impeccable STAB, beefed up by the sun. At first glance it might seem that Dragons wall this set and can set-up on it or whatever, but this is not the case,
Fire Blast vs. Salamence 4 HP/0 SDef neutral nature : 73.7% - 87%
Fire Blast vs. Latios 4 HP/0 SDef neutral nature : 61.9% - 73.2%
Fire Blast vs. Haxorus 0 HP/0 SDef neutral nature : 93.2% - 109.6%
Fire Blast vs. Dragonite 0 HP/0 SDef neutral nature : 62.8% - 74% (w/o Multiscale)
Fire Blast vs. Hydreigon 0 HP/0 SDef neutral nature : 68.3% - 80.3%
Fire Blast vs. Latias 252 HP/0 SDef neutral nature : 44.5% - 52.7%
As shown, after a little prior damage and Stealth Rock, all those Dragons risk getting KOed (except for Latias -_-). What I'm referring to by saying a little prior damage is when these guys try to switch-in to Lilligant and stop it from sweeping there team after a boost, or attempt to take on Heatran's Magma Storm, they fall into range, and can get KOed by Fire Blast. The thing is, it doesn't necessarily have to be Moltres who sweeps the team, it can also work as Moltres weakening the opposing Dragons and either KOing (or severely weakening specially defensive variants) Heatran for Liligant to sweep. It might seem like Moltres doesn't get many set-up opportunities, but things like Scarf Terrakion choice-locked into Close Combat, Landorus locked into Earthquake Scizor locked into Bullet Punch or Superpower, and the ability to force out threats like Breloom and Ferrothorn (unless they're really ballsy), as well as a few more that I might've missed are pretty common in order for Moltres to set-up and wreck teams (it can also take a hit to set-up if needed, 90 / 90 / 85 is not bad by any means).
If I've somehow inspired to use this set, please, PLEASE, use it in the sun only, and do whatever it takes to keep Stealth Rock off the field. But more of the former, Moltres feeds on the sun, so if you don't have Drought, don't use it. Seriously. Don't do it.
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Heatran (F) @ Passho Berry
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Magma Storm
- Taunt
- Toxic
- Earth Power
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Heatran was the second member added to the team, and for good reason. While it's not good as TobesTran with Sunny Day / Solar Beam to trap and outright KO Tyranitar and Politoed, it does cripple them, and makes it easier for me to win the weather war. The reason why I didn't go with the Sunny Day / SolarBeam variant was because of the two major roadblocks to Moltres's sweep, Chansey and Blissey. With Magma Storm + Taunt + Toxic, I rack up quite a lot of damage (especially with sun, since MS does up to 40%) on those two, that when they decide to switch out and then come back in, they won't be at high enough health to actually tank anymore hits. It lures both of them out most of the time, since they expect the rising TobesTran set if they saw Magma Storm (although I try my best to keep it hidden until the right moment), which doesn't really carry a move to deter the two blobs, and they can just cripple it with T-wave, and chip off with Seismic Toss, but they can't do it against this variant. Heatran is also a crucial member due to it being the only Dragon- type resist, and although they don't get a chance to set-up on anything (except for Lilligant, but I keep Sleep Powder for reserve against a Dragonite), Heatran can still switch-in and cripple them with Toxic (or do a good amount with sun boosted Magma Storm). The EVs are for maximum attack output, and the ability to outspeed opposing Heatran, since they can be a bitch to the team. Passho Berry is there because I don't carry Sunny Day, and it helps when I Toxic to cripple opposing Politoed as they Scald.
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Tentacruel (F) @ Black Sludge
Trait: Liquid Ooze
EVs: 252 HP / 236 Def / 20 Spd
Bold Nature
- Toxic / Haze
- Rapid Spin
- Hidden Power [Fire]
- Ice Beam
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The team was quickly racking up a common weakness to Water- type moves (God forbid, if the sun isn't up), and also the pointed stones which pierce at Moltres's wings every time it steps in the battle field so hard, that it can only switch-in twice. Tentacruel can solve both of these issues while also lure out Jellicent who want to Spin-block, and instead get cripple by Toxic. Not only this, but Tentacruel also KOes, or severely hurts the common hazard users, Ferrothorn, Skarmory, and Forretress with Hidden Power Fire so they can leave my team alone for good, because nothing likes hazards on this team. I didn't want to put Scald anywhere because it already doesn't do a ton to opposing Heatran, and with the Sun, it will only do less. Toxic is a good way to check Volcarona, who can't really hurt Tentacruel badly, and get crippled in return. I have used Haze as well, as Reuniclus likes to set-up on Tentacruel and Tentacruel is forced to man up and erase its boosts with Haze. I tend to switch between them a lot, but mostly stick with Toxic, because crippling Jellicent is appreciated by Moltres. Liquid Ooze is on this thing, because Ferrothorn loves to Leech Seed this poor jellyfish, and try to escape its death by a second Hidden Power Fire, only to have its own HP leeched (bringing it on Conkeldurr's Drain Punch is also nice). Ice Beam is for Dragons mainly, since the last thing I need is a Dragonite rampaging through this team, and I always want the members in my team to limit the opportunities they give to the foe to do their thing. The Speed EVs are to outspeed neutral nature Politoed and Adamant Breloom, while the rest in dumped into Physical bulk, because it's defense is meager, and it can take Special Attacks fine even without the investment.
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Lilligant (F) @ Leftovers
Trait: Chlorophyll
EVs: 72 Def / 252 SAtk / 184 Spd
Modest Nature
- Quiver Dance
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
---
I realized that even know Moltres was the centerpiece of the team, there may be a time where I have to rely on something else to win if I can't get the sun up, and that something, was Lilligant. Unlike other Cholorphyll sweepers, Lilligant isn't enitrely dependent on the sun, as after a Quiver Dance it can put a dent in Sand / Rain / Hail teams alike. I used to have a utility set with more bulk and Healing Wish over Quiver Dance, to work as a failsafe for Moltres if I wasn't able to spin, but I like this set more, because the previous couldn't really do much against opposing weather teams if Sun wasn't up without any boosting move. I really hate VoltTurn (not because it's ineffective, but because it's so annoying -_-), and the set allows you to break the chain, by hitting the two primary components Scizor or Genesect and Rotom-W hard, and if the former decides to use Bullet Punch, you survive thanks to the EV Spread (credit to Stone_Cold for it, since I stole this set from his team) and KO back with HP Fire. Sleep Powder has also come in handy numerous times, stopping a sweep from the dreaded Reuniclus, getting up a few boosts and finishing the game with Giga Drain or tucking away the blood-thirsty Dragonite. Like I said, I sometimes have to play Moltres recklessly to open holes for Lilligant instead by weakening Dragons and Heatran, and Lilligant takes full advantage of it. Oh and, another Water- type resist is very much appreciated, since I have more than half of my team weak to it. Fuk Venusaur
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Terrakion @ Life Orb
Trait: Justified
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stone Edge
- Close Combat
- Stealth Rock
- Swords Dance
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Blissey was going to be a whore to the team because even though Heatran can take it out, I need back-up because it might not always work, and I need Stealth Rock for obvious reasons, and a big threat to defensive teams would be nice, and of course, a switch-in to CB Tyranitar's / Terrakion's Stone Edge. Terrakion was that Pokemon all rolled into one. Much like Lilligant, it's not weather reliant and can pose a significant threat regardless of weather. I knew I was limited in choice, because I only had 1 free slot, the other was automatically filled by Ninetales, and Terrakion is the only Pokemon which could fulfill all these roles. It gets a ton of opportunities to set-up Stealth Rock due to the amount of switches he causes, and unlike a few other Stealth Rock users he is not prone to set-up, posing a threat with his dual STAB, and taking down walls early after a Swords Dance boost. Stealth Rock does not hamper his position as an offensive threat either, because its excellent dual STAB provide the perfect coverage to hurt teams after a boost.
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Ninetales (F) @ Leftovers
Trait: Drought
EVs: 136 HP / 252 SAtk / 120 Spd
Modest Nature
- Roar
- Flamethrower
- Hidden Power [Fighting]
- Will-O-Wisp
---
I don't know why Game Freak didn't give Drought to a better Pokemon. Man Heatran would've raped with this ability.. Anyway, Ninetales is here for one reason, and one reason only, to provide the eternal sun. The EVs are originally for Sunny Day Ninetales, back when I thought Fire Spin traps the opponent even when the user switches out, so I had a strategy of Ninetales trapping Politoed and Tyranitar, outpacing them with the Speed EVs, setting up Sunny Day, then switching to Lilligant or Terrakion to care of the two, but these thoughts were shattered because Fire Spin / Magma Storm wear off when the user switches :(. I never really changed the EVs after that discovery, because I didn't really know what to invest in.
Roar is there to pHaze Volcarona or Reuniclus thinking they're cute and try to set-up, Will-O-Wisp is to prevent Gyarados from setting-up, which would be a nightmare for this team. Flamethrower is a safer option, and Ninetales really does need the reliability to stay safe for the entirety of the match for the weather (unless I'm against a weatherless team, in that case, fuck Ninetales lol), as a miss can be crucial. Leftovers is the primary option due to the lack of a recovery move, but I ran Fighting Gem a few times for fun, as it can do like 70% after two hits to Tyranitar in the Sandstorm (and you can also throw Will-O-Wisp into the mix), but yeah Leftovers is compulsory.
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So yeah that's pretty much the team, I had fun using it and I really wish I could've come up with it sooner to try it out in one of the BW Tournaments. I made this team for fun but at the same time be able to handle the majority of the threats in the metagame. I will use this team again when I get time to once school starts so the rates will definitely be of help. Reuniclus is something which is a pain to deal with if it sets-up. It only really gets a chance on Tentacruel, and that's why I even considered Haze in the first place, to erase its boosts. Everything else hits it hard (or Ninetales can pHaze). I'm pretty happy with the team mostly because of the unconventional Moltres set, since it's always good to throw a curve ball or two in the team to throw the opponent off. I hope you all enjoyed the RMT, thanks for reading :)
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Moltres @ Life Orb
Trait: Pressure
EVs: 68 HP / 252 SAtk / 188 Spd
Modest Nature
- Fire Blast
- Agility
- Hidden Power [Ground]
- SolarBeam
---
When I was looking for something to build a sun team around I was looking for an unconventional yet powerful weapon to riddle the common threats in the metagame with. Moltres was this weapon. Under the sun and the given EVs, Scarf Terrakion is outsped and destroyed by Solar Beam, same goes for Rotom-W and Gastrodon. Hidden Power Ground is for Heatran, who seems to be a very common switch-in to Moltres from the puzzled and confused opponent when he sees an Agility Moltres. Fire Blast is for the impeccable STAB, beefed up by the sun. At first glance it might seem that Dragons wall this set and can set-up on it or whatever, but this is not the case,
Fire Blast vs. Salamence 4 HP/0 SDef neutral nature : 73.7% - 87%
Fire Blast vs. Latios 4 HP/0 SDef neutral nature : 61.9% - 73.2%
Fire Blast vs. Haxorus 0 HP/0 SDef neutral nature : 93.2% - 109.6%
Fire Blast vs. Dragonite 0 HP/0 SDef neutral nature : 62.8% - 74% (w/o Multiscale)
Fire Blast vs. Hydreigon 0 HP/0 SDef neutral nature : 68.3% - 80.3%
Fire Blast vs. Latias 252 HP/0 SDef neutral nature : 44.5% - 52.7%
As shown, after a little prior damage and Stealth Rock, all those Dragons risk getting KOed (except for Latias -_-). What I'm referring to by saying a little prior damage is when these guys try to switch-in to Lilligant and stop it from sweeping there team after a boost, or attempt to take on Heatran's Magma Storm, they fall into range, and can get KOed by Fire Blast. The thing is, it doesn't necessarily have to be Moltres who sweeps the team, it can also work as Moltres weakening the opposing Dragons and either KOing (or severely weakening specially defensive variants) Heatran for Liligant to sweep. It might seem like Moltres doesn't get many set-up opportunities, but things like Scarf Terrakion choice-locked into Close Combat, Landorus locked into Earthquake Scizor locked into Bullet Punch or Superpower, and the ability to force out threats like Breloom and Ferrothorn (unless they're really ballsy), as well as a few more that I might've missed are pretty common in order for Moltres to set-up and wreck teams (it can also take a hit to set-up if needed, 90 / 90 / 85 is not bad by any means).
If I've somehow inspired to use this set, please, PLEASE, use it in the sun only, and do whatever it takes to keep Stealth Rock off the field. But more of the former, Moltres feeds on the sun, so if you don't have Drought, don't use it. Seriously. Don't do it.
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Heatran (F) @ Passho Berry
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Magma Storm
- Taunt
- Toxic
- Earth Power
---
Heatran was the second member added to the team, and for good reason. While it's not good as TobesTran with Sunny Day / Solar Beam to trap and outright KO Tyranitar and Politoed, it does cripple them, and makes it easier for me to win the weather war. The reason why I didn't go with the Sunny Day / SolarBeam variant was because of the two major roadblocks to Moltres's sweep, Chansey and Blissey. With Magma Storm + Taunt + Toxic, I rack up quite a lot of damage (especially with sun, since MS does up to 40%) on those two, that when they decide to switch out and then come back in, they won't be at high enough health to actually tank anymore hits. It lures both of them out most of the time, since they expect the rising TobesTran set if they saw Magma Storm (although I try my best to keep it hidden until the right moment), which doesn't really carry a move to deter the two blobs, and they can just cripple it with T-wave, and chip off with Seismic Toss, but they can't do it against this variant. Heatran is also a crucial member due to it being the only Dragon- type resist, and although they don't get a chance to set-up on anything (except for Lilligant, but I keep Sleep Powder for reserve against a Dragonite), Heatran can still switch-in and cripple them with Toxic (or do a good amount with sun boosted Magma Storm). The EVs are for maximum attack output, and the ability to outspeed opposing Heatran, since they can be a bitch to the team. Passho Berry is there because I don't carry Sunny Day, and it helps when I Toxic to cripple opposing Politoed as they Scald.
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Tentacruel (F) @ Black Sludge
Trait: Liquid Ooze
EVs: 252 HP / 236 Def / 20 Spd
Bold Nature
- Toxic / Haze
- Rapid Spin
- Hidden Power [Fire]
- Ice Beam
---
The team was quickly racking up a common weakness to Water- type moves (God forbid, if the sun isn't up), and also the pointed stones which pierce at Moltres's wings every time it steps in the battle field so hard, that it can only switch-in twice. Tentacruel can solve both of these issues while also lure out Jellicent who want to Spin-block, and instead get cripple by Toxic. Not only this, but Tentacruel also KOes, or severely hurts the common hazard users, Ferrothorn, Skarmory, and Forretress with Hidden Power Fire so they can leave my team alone for good, because nothing likes hazards on this team. I didn't want to put Scald anywhere because it already doesn't do a ton to opposing Heatran, and with the Sun, it will only do less. Toxic is a good way to check Volcarona, who can't really hurt Tentacruel badly, and get crippled in return. I have used Haze as well, as Reuniclus likes to set-up on Tentacruel and Tentacruel is forced to man up and erase its boosts with Haze. I tend to switch between them a lot, but mostly stick with Toxic, because crippling Jellicent is appreciated by Moltres. Liquid Ooze is on this thing, because Ferrothorn loves to Leech Seed this poor jellyfish, and try to escape its death by a second Hidden Power Fire, only to have its own HP leeched (bringing it on Conkeldurr's Drain Punch is also nice). Ice Beam is for Dragons mainly, since the last thing I need is a Dragonite rampaging through this team, and I always want the members in my team to limit the opportunities they give to the foe to do their thing. The Speed EVs are to outspeed neutral nature Politoed and Adamant Breloom, while the rest in dumped into Physical bulk, because it's defense is meager, and it can take Special Attacks fine even without the investment.
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Lilligant (F) @ Leftovers
Trait: Chlorophyll
EVs: 72 Def / 252 SAtk / 184 Spd
Modest Nature
- Quiver Dance
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
---
I realized that even know Moltres was the centerpiece of the team, there may be a time where I have to rely on something else to win if I can't get the sun up, and that something, was Lilligant. Unlike other Cholorphyll sweepers, Lilligant isn't enitrely dependent on the sun, as after a Quiver Dance it can put a dent in Sand / Rain / Hail teams alike. I used to have a utility set with more bulk and Healing Wish over Quiver Dance, to work as a failsafe for Moltres if I wasn't able to spin, but I like this set more, because the previous couldn't really do much against opposing weather teams if Sun wasn't up without any boosting move. I really hate VoltTurn (not because it's ineffective, but because it's so annoying -_-), and the set allows you to break the chain, by hitting the two primary components Scizor or Genesect and Rotom-W hard, and if the former decides to use Bullet Punch, you survive thanks to the EV Spread (credit to Stone_Cold for it, since I stole this set from his team) and KO back with HP Fire. Sleep Powder has also come in handy numerous times, stopping a sweep from the dreaded Reuniclus, getting up a few boosts and finishing the game with Giga Drain or tucking away the blood-thirsty Dragonite. Like I said, I sometimes have to play Moltres recklessly to open holes for Lilligant instead by weakening Dragons and Heatran, and Lilligant takes full advantage of it. Oh and, another Water- type resist is very much appreciated, since I have more than half of my team weak to it. Fuk Venusaur
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Terrakion @ Life Orb
Trait: Justified
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stone Edge
- Close Combat
- Stealth Rock
- Swords Dance
---
Blissey was going to be a whore to the team because even though Heatran can take it out, I need back-up because it might not always work, and I need Stealth Rock for obvious reasons, and a big threat to defensive teams would be nice, and of course, a switch-in to CB Tyranitar's / Terrakion's Stone Edge. Terrakion was that Pokemon all rolled into one. Much like Lilligant, it's not weather reliant and can pose a significant threat regardless of weather. I knew I was limited in choice, because I only had 1 free slot, the other was automatically filled by Ninetales, and Terrakion is the only Pokemon which could fulfill all these roles. It gets a ton of opportunities to set-up Stealth Rock due to the amount of switches he causes, and unlike a few other Stealth Rock users he is not prone to set-up, posing a threat with his dual STAB, and taking down walls early after a Swords Dance boost. Stealth Rock does not hamper his position as an offensive threat either, because its excellent dual STAB provide the perfect coverage to hurt teams after a boost.
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Ninetales (F) @ Leftovers
Trait: Drought
EVs: 136 HP / 252 SAtk / 120 Spd
Modest Nature
- Roar
- Flamethrower
- Hidden Power [Fighting]
- Will-O-Wisp
---
I don't know why Game Freak didn't give Drought to a better Pokemon. Man Heatran would've raped with this ability.. Anyway, Ninetales is here for one reason, and one reason only, to provide the eternal sun. The EVs are originally for Sunny Day Ninetales, back when I thought Fire Spin traps the opponent even when the user switches out, so I had a strategy of Ninetales trapping Politoed and Tyranitar, outpacing them with the Speed EVs, setting up Sunny Day, then switching to Lilligant or Terrakion to care of the two, but these thoughts were shattered because Fire Spin / Magma Storm wear off when the user switches :(. I never really changed the EVs after that discovery, because I didn't really know what to invest in.
Roar is there to pHaze Volcarona or Reuniclus thinking they're cute and try to set-up, Will-O-Wisp is to prevent Gyarados from setting-up, which would be a nightmare for this team. Flamethrower is a safer option, and Ninetales really does need the reliability to stay safe for the entirety of the match for the weather (unless I'm against a weatherless team, in that case, fuck Ninetales lol), as a miss can be crucial. Leftovers is the primary option due to the lack of a recovery move, but I ran Fighting Gem a few times for fun, as it can do like 70% after two hits to Tyranitar in the Sandstorm (and you can also throw Will-O-Wisp into the mix), but yeah Leftovers is compulsory.
-----
So yeah that's pretty much the team, I had fun using it and I really wish I could've come up with it sooner to try it out in one of the BW Tournaments. I made this team for fun but at the same time be able to handle the majority of the threats in the metagame. I will use this team again when I get time to once school starts so the rates will definitely be of help. Reuniclus is something which is a pain to deal with if it sets-up. It only really gets a chance on Tentacruel, and that's why I even considered Haze in the first place, to erase its boosts. Everything else hits it hard (or Ninetales can pHaze). I'm pretty happy with the team mostly because of the unconventional Moltres set, since it's always good to throw a curve ball or two in the team to throw the opponent off. I hope you all enjoyed the RMT, thanks for reading :)
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