This is one of the first teams I made, and it has done well in the playtesting. There are a few holes in it, that I can't figure out how to plug up, but it still is effective. Here's the team:
Hitmontop (M) @ Fighting Gem
Trait: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Close Combat
- Fake Out
- Mach Punch
- Rapid Spin
Hitmontop was put on this team to become my spinner, and that is a role it does well. He switches in whenever possible if I entry hazards on my side, get some cheap damage with Technician-powered Fakeout, and then, provided there isn't a ghost type, spin away the hazards.
However, his role isn't just limited to spinner. With Technician, the power of his priority Mach Punch is increased, making him a decent revenge killer, and just when I need some fighting types in. The Fighting Gem makes his first strike very powerful, with either Mach Punch or Close Combat. Mach Punch is his main offensive move, only using Close Combat when more power is needed.
His Adamant nature raises his attack stat, and lowers the Special Attack stat he doesn't even need. The 252 EV's in his attack are clear, they maximize his attack. Due to the fact Mach Punch is his main move, I decided to give him 252 EV's in HP, instead of speed. Those 4 EV's in Special Defense is to just give him a little more bulk.
In addition to serving as the team's Spinner and Revenge Killer, Hitmontop serves to lure out Psychic and Flying types, for Bisharp or even Honchkrow to set up on.
Swampert @ Choice Band
Trait: Torrent
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Ice Punch
- Aqua Tail
- Hammer Arm
Swampert, my usual lead, is to just provide raw power, leaving a knock out for two behind, making the sweeping job easier for Bisharp and Honchkrow. This set is all about increasing Swampert's attack, Choice Banding, the Adamant nature, as well as those 252 EV's in his attack. Most often, if they didn't lead with a grass type and they have one in their team, Ice Punch is the move I chose, getting a OHKO on them. However, if a Grass type does lead, or they survive the Ice Punch, Swampert has to retreat, since he can't easily outspeed anything. With those 252 EV's in his already good HP, Swampert can also take a hit, and his moveset allows me to hit most things super-effectively, if I guess correctly.
Chandelure @ Ghost Gem
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Energy Ball
- Calm Mind
- Fire Blast
- Shadow Ball
Chandelure serves as a good partner to Bisharp, the main sweeper of the team. Able to take the Fire and Fighting attacks that can easily OHKO Bisharp easily, Chandelure is a switch in, hopefully getting a Flash Fire boost. His move set is varied, using Fire Blast and Shadow Ball as his STAB moves, and Energy Ball allows him to hit all the things that can take him out easily super effectively with his huge Special Attack stat. However, he is slow, so he is usually limited to taking out Water types as they switch it, but when he does hit, he hits hard. Calm Mind is there because, in theory, I could try to Calm Mind him up, and make him a deadly sweeper, but his poor defenses and speed mean I usually don't even try, though I have done it to great effect in the past.
Due to him serving as a switch in to Bisharp, I decided to invest 252 EV's in his HP, to give him some bulk, instead of his speed. And the 252 in his Special Attack allow him to hit really hard.
Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Seed Flare
- Substitute
- Leech Seed
- Air Slash
Shaymin is a Special Wall on this team, and my usual switch in for the ground types that Bisharp and Chandelure can't deal with. Generally, my plan with Shaymin is to get a Leech Seed, adding that to my recovery along with the Leftovers, hiding behind a sub, and then letting the Seed Flares go off. I have also, after the Leech Side, switch it with another Pokemon, one that can hit harder than Shaymin, or else start setting up. Air Slash is on her to help deal with other Grass types, who can't be seeded. With her EV spread, she can take pretty much any neutral special attack, and switch into it.
Honchkrow @ Flying Gem
Trait: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Lonely Nature
- Brave Bird
- Roost
- Sucker Punch
- Superpower
Honchkrow is a secondary sweeper to Bisharp, but is often able to finish the job without Bisharp's help. Honchkrow comes in on ground moves, and then uses the Flying Gem boosted Brave Bird, pretty much KO'ing anything that doesn't resist it, giving him the needed Moxie bonus. Then, Sucker Punch can take over, and the KO's keep getting racked up, making Honchkrow very dangerous. Superpower is used very rarely, since Honchkrow really doesn't like his attack lowered, and Roost is there to heal off damage when needed.
I know this set usually uses Life Orb, but I decided to didn't like the recoil from the Life Orb, and decided to use the Flying Gem to help ensure the first KO, and then depend on Moxie Bonuses. With his Attack EV's, Honchkrow hits hard without the boosts as well, and the HP investment helps him to take a hit. The reason he doesn't have speed investment is because Sucker Punch is the move he usually uses.
Bisharp @ Leftovers
Trait: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Brick Break
- Sucker Punch
- Swords Dance
Bisharp is the leader of the team, and the main sweeper. Switching into attacks he can take easily, he gets a Swords Dance up, and then begins the Sucker Punching, OHKO'ing or 2HKO'ing most everything. Many times before has this Pokemon turned a crushing defeat into a victory (I do have a replay saved for one example, but it is on another computer). Brick Break is there for some fighting type coverage (and, after a Swords Dance, this move can KO Snorlax easily), and Iron Head is also there for coverage, often when I think they will go in for a non-damaging move, and for when Sucker Punch runs out of PP. Most times, I am OK with just one Swords Dance, relying on Defiant to give me more attack boosts, but just one Swords Dance is usually enough for Bisharp to sweep. With his full attack and HP investment, Bisharp can hit hard, and type some hits, making him a potent sweeper. Leftovers is on him for recovery, since the only status condition he has to worry about is Burning, making the Lum Berry not as useful.
SOME THREATS:
Energy Ball Chandelure is pretty dangerous for this team, being able to hit all my members but Honchkrow and Hitmontop (but he can't hit it back) super effectively. Honchkrow is my main counter for it, and he can't switch into any of Chandelure's moves easily, which means I usually have to let it KO a Pokemon before Honchkrow can do anything. Bisharp is similiar, but it risks running a mind game with Chandelure if it uses Calm Mind, and Iron Head won't do much to it.
Blastoise can give me problems as well, much more so if used early in the match. If used early, it can attack before Bisharp sets up or Honchkrow gets his first Moxie, and try to burn them with Scald, which effectively cuts their usefulness in half. The same is true for Swampert and Hitmontop, and Chandelure can't take the move itselt. Shaymin is able to take the Scald, Leech Seed, and then switch out, healing the burn with Natural Cure. but if I can't use Shaymin, it is dangerous.
Those are the big two I noticed.
Hope that works for the RMT. This team has been really good in the playtesting, Bisharp and Honchkrow in particular.

Hitmontop (M) @ Fighting Gem
Trait: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Close Combat
- Fake Out
- Mach Punch
- Rapid Spin
Hitmontop was put on this team to become my spinner, and that is a role it does well. He switches in whenever possible if I entry hazards on my side, get some cheap damage with Technician-powered Fakeout, and then, provided there isn't a ghost type, spin away the hazards.
However, his role isn't just limited to spinner. With Technician, the power of his priority Mach Punch is increased, making him a decent revenge killer, and just when I need some fighting types in. The Fighting Gem makes his first strike very powerful, with either Mach Punch or Close Combat. Mach Punch is his main offensive move, only using Close Combat when more power is needed.
His Adamant nature raises his attack stat, and lowers the Special Attack stat he doesn't even need. The 252 EV's in his attack are clear, they maximize his attack. Due to the fact Mach Punch is his main move, I decided to give him 252 EV's in HP, instead of speed. Those 4 EV's in Special Defense is to just give him a little more bulk.
In addition to serving as the team's Spinner and Revenge Killer, Hitmontop serves to lure out Psychic and Flying types, for Bisharp or even Honchkrow to set up on.

Swampert @ Choice Band
Trait: Torrent
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Ice Punch
- Aqua Tail
- Hammer Arm
Swampert, my usual lead, is to just provide raw power, leaving a knock out for two behind, making the sweeping job easier for Bisharp and Honchkrow. This set is all about increasing Swampert's attack, Choice Banding, the Adamant nature, as well as those 252 EV's in his attack. Most often, if they didn't lead with a grass type and they have one in their team, Ice Punch is the move I chose, getting a OHKO on them. However, if a Grass type does lead, or they survive the Ice Punch, Swampert has to retreat, since he can't easily outspeed anything. With those 252 EV's in his already good HP, Swampert can also take a hit, and his moveset allows me to hit most things super-effectively, if I guess correctly.

Chandelure @ Ghost Gem
Trait: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Energy Ball
- Calm Mind
- Fire Blast
- Shadow Ball
Chandelure serves as a good partner to Bisharp, the main sweeper of the team. Able to take the Fire and Fighting attacks that can easily OHKO Bisharp easily, Chandelure is a switch in, hopefully getting a Flash Fire boost. His move set is varied, using Fire Blast and Shadow Ball as his STAB moves, and Energy Ball allows him to hit all the things that can take him out easily super effectively with his huge Special Attack stat. However, he is slow, so he is usually limited to taking out Water types as they switch it, but when he does hit, he hits hard. Calm Mind is there because, in theory, I could try to Calm Mind him up, and make him a deadly sweeper, but his poor defenses and speed mean I usually don't even try, though I have done it to great effect in the past.
Due to him serving as a switch in to Bisharp, I decided to invest 252 EV's in his HP, to give him some bulk, instead of his speed. And the 252 in his Special Attack allow him to hit really hard.

Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Seed Flare
- Substitute
- Leech Seed
- Air Slash
Shaymin is a Special Wall on this team, and my usual switch in for the ground types that Bisharp and Chandelure can't deal with. Generally, my plan with Shaymin is to get a Leech Seed, adding that to my recovery along with the Leftovers, hiding behind a sub, and then letting the Seed Flares go off. I have also, after the Leech Side, switch it with another Pokemon, one that can hit harder than Shaymin, or else start setting up. Air Slash is on her to help deal with other Grass types, who can't be seeded. With her EV spread, she can take pretty much any neutral special attack, and switch into it.

Honchkrow @ Flying Gem
Trait: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Lonely Nature
- Brave Bird
- Roost
- Sucker Punch
- Superpower
Honchkrow is a secondary sweeper to Bisharp, but is often able to finish the job without Bisharp's help. Honchkrow comes in on ground moves, and then uses the Flying Gem boosted Brave Bird, pretty much KO'ing anything that doesn't resist it, giving him the needed Moxie bonus. Then, Sucker Punch can take over, and the KO's keep getting racked up, making Honchkrow very dangerous. Superpower is used very rarely, since Honchkrow really doesn't like his attack lowered, and Roost is there to heal off damage when needed.
I know this set usually uses Life Orb, but I decided to didn't like the recoil from the Life Orb, and decided to use the Flying Gem to help ensure the first KO, and then depend on Moxie Bonuses. With his Attack EV's, Honchkrow hits hard without the boosts as well, and the HP investment helps him to take a hit. The reason he doesn't have speed investment is because Sucker Punch is the move he usually uses.

Bisharp @ Leftovers
Trait: Defiant
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Iron Head
- Brick Break
- Sucker Punch
- Swords Dance
Bisharp is the leader of the team, and the main sweeper. Switching into attacks he can take easily, he gets a Swords Dance up, and then begins the Sucker Punching, OHKO'ing or 2HKO'ing most everything. Many times before has this Pokemon turned a crushing defeat into a victory (I do have a replay saved for one example, but it is on another computer). Brick Break is there for some fighting type coverage (and, after a Swords Dance, this move can KO Snorlax easily), and Iron Head is also there for coverage, often when I think they will go in for a non-damaging move, and for when Sucker Punch runs out of PP. Most times, I am OK with just one Swords Dance, relying on Defiant to give me more attack boosts, but just one Swords Dance is usually enough for Bisharp to sweep. With his full attack and HP investment, Bisharp can hit hard, and type some hits, making him a potent sweeper. Leftovers is on him for recovery, since the only status condition he has to worry about is Burning, making the Lum Berry not as useful.
SOME THREATS:
Energy Ball Chandelure is pretty dangerous for this team, being able to hit all my members but Honchkrow and Hitmontop (but he can't hit it back) super effectively. Honchkrow is my main counter for it, and he can't switch into any of Chandelure's moves easily, which means I usually have to let it KO a Pokemon before Honchkrow can do anything. Bisharp is similiar, but it risks running a mind game with Chandelure if it uses Calm Mind, and Iron Head won't do much to it.
Blastoise can give me problems as well, much more so if used early in the match. If used early, it can attack before Bisharp sets up or Honchkrow gets his first Moxie, and try to burn them with Scald, which effectively cuts their usefulness in half. The same is true for Swampert and Hitmontop, and Chandelure can't take the move itselt. Shaymin is able to take the Scald, Leech Seed, and then switch out, healing the burn with Natural Cure. but if I can't use Shaymin, it is dangerous.
Those are the big two I noticed.
Hope that works for the RMT. This team has been really good in the playtesting, Bisharp and Honchkrow in particular.