Hey, my last RMT was locked since I was stupid and put my in-game team instead of an actual competitive team. Note: I've worked hard with this team and I've removed some pokemon that didn't make the cut (Goodra and Vaporeon, specifically) and I'm fairly satisfied with my results. Please tell me if they're good enough to win? (They're all shinies, because I've never had one and it makes them look cooler. /shot)
Forretress @ Custap Berry
Relaxed/Sturdy
252 SpD / 252 Def / 4 HP
0 Spe IVs
- Toxic Spikes
- Gyro Ball
- Stealth Rock
- Rapid Spin
My dear lead/entry hazard man/spinner. Forretress is actually a fairly dangerous pokemon with Gyro Ball. He's already extremely slow, he has 0 Spe IVs, and if that wasn't enough, his nature lowers Speed, and this isn't even counting STAB! This guy OHKOes Dragonite after just one Dragon Dance. His Relaxed nature boosts up his already high Defense and lowers his Speed, since he doesn't really require it and he wont be outspeeding anyone in the OU tier anytime soon; not to mention it even further powers up Gyro Ball. Sturdy allows him to at least set of 1 layer of entry hazards. I only use him if I see no potential spinners on the other team, however, since his hard work goes to waste otherwise.
(couldn't find a shiny picture)
Rotom-Mow @ Leftovers
Calm/Levitate
188 SpD / 68 Def / 252 HP
- Volt Switch
- Leaf Storm
- Will-O-Wisp
- Thunderbolt
Rotom-Mow is a mixed attacker, carrying Will-O-Wisp to cut Attack and hurt the target. When things start looking bad he can Volt Switch out of there. He carries two strong STAB attacks, Leaf Storm and Thunderbolt. I send him out to absorb Earthquakes. His Calm nature boosts his Special Defense, and since he has no physical moves (other than volt switch, which is for getting out fast) the lowered Attack doesn't really matter. Levitate patches up his Ground weakness.
Blissey @ Leftovers
Calm/Natural Cure
252 SpD / 252 Def / 4 HP
- Healing Wish
- Flamethrower
- Thunder Wave
- Aromatherapy
Ahh, Blissey, my special wall. Blissey used to be about dealing damage, but now she's just a healing tank to take care of her teammates. I send her out and Thunder Wave the foe, and when she's in a pinch she can just Wish her way out of there. Aromatherapy supports her "Nurse Joy" role and Flamethrower is there so she isn't completely useless to Taunt users. Her nature is like Rotom-Mow's: It boosts her already high Special Defense and takes away from her pointless attack.
Tyranitar @ Assault Vest
Jolly/Sand Stream
252 Spe / 252 Atk / 4 HP
- Pursuit
- Stone Edge
- Ice Fang
- Earthquake
Tyranitar can't boost up when his Assault Vest is in play, so I filled up his moveset with offensive moves. Pursuit chases cowards who can't face him, Ice Fang gets rid of Grass and Dragon types, Stone Edge is a powerful STAB move, and Earthquake is simply for taking care of what my other team members cannot. His Jolly nature buffs up his below-average speed, which lowers his Special Attack, not like his moveset cares.
Garchomp @ Garchompite
Adamant/Rough Skin
252 Spe / 252 Atk / 4 HP
- Swords Dance
- Outrage
- Earthquake
- Subsitute
First, let us have a moment of silence for Haxorus who was cut from this team to make room for this absolute monster. Garchomp cannot be stopped. It may be a good idea to use a Salac Berry, but just picture this: When Garchomp mega-evolves, he has a-get this-Base 170 Attack, which threatens even Deoxys-A, combined with STAB Outrage with a BP of 120...plus 252 Atk EVs and, if that wasn't enough, a nature that boosts it?! Don't even get me started on Swords Dance. I can't even begin to imagine.
Sableye @ Leftovers
Careful/Prankster
252 HP / 252 SpD / 4 Def
- Night Shade
- Will-O-Wisp
- Confuse Ray
- Recover
Another moment of silence, please, for Breloom who was cut to make room for this staller. This infuriating Sableye abuses his Prankster abilities to Burnfuse the target, halving their Attack, hurting them every turn, and having a 50% chance to hurt themselves. Is his HP low? Better spam Recover. Taunted? No worries, we have Night Shade equipped.
Overall my team is based around Special Defense/Special Attack/HP/Speed. I don't pay too much attention to Attack or Defense unless the pokemon is built for it.

Forretress @ Custap Berry
Relaxed/Sturdy
252 SpD / 252 Def / 4 HP
0 Spe IVs
- Toxic Spikes
- Gyro Ball
- Stealth Rock
- Rapid Spin
My dear lead/entry hazard man/spinner. Forretress is actually a fairly dangerous pokemon with Gyro Ball. He's already extremely slow, he has 0 Spe IVs, and if that wasn't enough, his nature lowers Speed, and this isn't even counting STAB! This guy OHKOes Dragonite after just one Dragon Dance. His Relaxed nature boosts up his already high Defense and lowers his Speed, since he doesn't really require it and he wont be outspeeding anyone in the OU tier anytime soon; not to mention it even further powers up Gyro Ball. Sturdy allows him to at least set of 1 layer of entry hazards. I only use him if I see no potential spinners on the other team, however, since his hard work goes to waste otherwise.

Rotom-Mow @ Leftovers
Calm/Levitate
188 SpD / 68 Def / 252 HP
- Volt Switch
- Leaf Storm
- Will-O-Wisp
- Thunderbolt
Rotom-Mow is a mixed attacker, carrying Will-O-Wisp to cut Attack and hurt the target. When things start looking bad he can Volt Switch out of there. He carries two strong STAB attacks, Leaf Storm and Thunderbolt. I send him out to absorb Earthquakes. His Calm nature boosts his Special Defense, and since he has no physical moves (other than volt switch, which is for getting out fast) the lowered Attack doesn't really matter. Levitate patches up his Ground weakness.

Blissey @ Leftovers
Calm/Natural Cure
252 SpD / 252 Def / 4 HP
- Healing Wish
- Flamethrower
- Thunder Wave
- Aromatherapy
Ahh, Blissey, my special wall. Blissey used to be about dealing damage, but now she's just a healing tank to take care of her teammates. I send her out and Thunder Wave the foe, and when she's in a pinch she can just Wish her way out of there. Aromatherapy supports her "Nurse Joy" role and Flamethrower is there so she isn't completely useless to Taunt users. Her nature is like Rotom-Mow's: It boosts her already high Special Defense and takes away from her pointless attack.

Tyranitar @ Assault Vest
Jolly/Sand Stream
252 Spe / 252 Atk / 4 HP
- Pursuit
- Stone Edge
- Ice Fang
- Earthquake
Tyranitar can't boost up when his Assault Vest is in play, so I filled up his moveset with offensive moves. Pursuit chases cowards who can't face him, Ice Fang gets rid of Grass and Dragon types, Stone Edge is a powerful STAB move, and Earthquake is simply for taking care of what my other team members cannot. His Jolly nature buffs up his below-average speed, which lowers his Special Attack, not like his moveset cares.

Garchomp @ Garchompite
Adamant/Rough Skin
252 Spe / 252 Atk / 4 HP
- Swords Dance
- Outrage
- Earthquake
- Subsitute
First, let us have a moment of silence for Haxorus who was cut from this team to make room for this absolute monster. Garchomp cannot be stopped. It may be a good idea to use a Salac Berry, but just picture this: When Garchomp mega-evolves, he has a-get this-Base 170 Attack, which threatens even Deoxys-A, combined with STAB Outrage with a BP of 120...plus 252 Atk EVs and, if that wasn't enough, a nature that boosts it?! Don't even get me started on Swords Dance. I can't even begin to imagine.

Sableye @ Leftovers
Careful/Prankster
252 HP / 252 SpD / 4 Def
- Night Shade
- Will-O-Wisp
- Confuse Ray
- Recover
Another moment of silence, please, for Breloom who was cut to make room for this staller. This infuriating Sableye abuses his Prankster abilities to Burnfuse the target, halving their Attack, hurting them every turn, and having a 50% chance to hurt themselves. Is his HP low? Better spam Recover. Taunted? No worries, we have Night Shade equipped.
Overall my team is based around Special Defense/Special Attack/HP/Speed. I don't pay too much attention to Attack or Defense unless the pokemon is built for it.
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