Keep in mind that this team may suck terribly. This is, after all, my first RMT and I still don't understand a few of the mechanics.
"Tainted Steel"
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 236 Atk / 12 Def / 8 Spe
Nature: Adamant
- Stealth Rock
- Earthquake
- Bullet Punch
- Explosion
Metagross is my lead. It breaks many Focus Sash leads with Bullet Punch while setting up Stealth Rock itself. Later in the game, it comes back in to Explode, or in dire situations, it explodes right there.
This particular Metagross lead has huge trouble with Forretress leads as Forretress does not take much damage from Earthquake, does not run Focus Sash, sets up Spikes and Stealth Rock on Metagross easily, and if paired with Starmie, will eliminate Stealth Rock from their side.
"Dragonwings"
Flygon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Earthquake
- Outrage
- Fire Blast
- U-Turn
Flygon is my revenge killer. It usually comes in after a teammate is defeated or switches into Ground attacks. Once it is on the field, it will destroy the weakened attacker preemptively with one of the above moves. Earthquake and Outrage get STAB and destroy things that don't resist it. Fire Blast is for the pesky Steel-types whose Defense are too high to hit with Earthquake. U-Turn is to scout the opponent's switch if they decide to switch.
Flygon has problems with Pokemon that use Ice Shard as it ignores the Choice Scarf and it goes right into attacking. If my Flygon is locked into Outrage, a Skarmory or Scizor could step in, set up, and start to kill.
"MegatonBee"
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 6 Def / 252 SpA / 252 Spe
Nature: Modest
- Protect
- Bug Buzz
- Air Slash
- Shadow Ball
Yanmega comes in usually in the late-game to pick off any remaining opponents that still stand. It Protects to obtain a free Speed Boost and starts to wreak havoc.
This Yanmega hates Steel-types because they resist all of Yanmega's attacks and force it to switch out; this will result in free set-up. Additionally, if my Rapid Spinner dies, Yanmega will lose a huge chunk of its health every time it switches in. Since Yanmega is frail, many priority attacks, mainly used by revenge killers, will defeat it.
"Danger Squid"
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 120 Def / 136 SpD
Nature: Calm
- Toxic Spikes
- Rapid Spin
- Sludge Bomb
- Surf
Tentacruel is my Rapid Spinner. It won't take a lot of damage if only Stealth Rock is in play, as it will recover in 3 turns, and Spins away any entry hazard. It does not have Starmie's Natural Cure, but it doesn't risk being poisoned by Toxic Spikes while being able to set it up itself. Surf and Sludge Bomb are attacks to whittle down the enemy if they try to set up entry hazards again.
Tentacruel will get destroyed by bulky Ghost-types like Rotom and Dusknoir that block its Rapid Spin and threaten it with Electric-type moves like Thunderbolt and Thunderpunch, respectively. Pokemon that are faster than Tentacruel will be able to KO it without Tentacruel being able to pull off a single attack.
"Da Wall"
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Nature: Impish
- Roost
- Spikes
- Brave Bird
- Whirlwind
This is the Specially Defensive Skarmory from Smogon. It is excruciatingly annoying that Skarmory dies so easily to special attacks; this is where the Specially Defensive Set comes in. It can't take too many Special hits but it will survive long enough to lay down Spikes (or multiple layers of it) and start shuffling with Whirlwind.
Starmie is still a counter to Skarmory as the priority of Whirlwind will allow Starmie to always Spin away the entry hazards. If Skarmory does not use Whirlwind, Starmie threatens to strike with Thunderbolt (although this will not OHKO). Heatran can switch in, considering not too many Spikes are laid down, and KO with Fire Blast or force a switch. Physically Defensive Skarmory will also force this Skarmory to switch out.
"Myth"
Salamence @ Life Orb
Ability: Intimidate
EVs: 16 Atk / 240 SpA / 252 Spe
Nature: Naive
- Draco Meteor
- Dragon Claw
- Fire Blast
- Earthquake
This is the wall-breaking "New MixMence" from Smogon. Nothing can switch in (except Blissey on Fire Blast) without taking a huge chunk of damage. The Special Attack drop after Draco Meteor is ignored if the opponent decides this is a Specs or Special Attacking variant and decides to switch to a physical wall that is not named Skarmory. This is used as a very potent mid-game sweeper that wipes out almost anything in its path.
Salamence will still fall to Ice-type moves and if the opponent switches in a Skarmory after a Draco Meteor drop, Salamence cannot do much with Fire Blast (and its low accuracy) and is either forced to switch, set up on, or blown away by Whirlwind.
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Feel free to give any criticism.
"Tainted Steel"
Metagross @ Occa Berry
Ability: Clear Body
EVs: 252 HP / 236 Atk / 12 Def / 8 Spe
Nature: Adamant
- Stealth Rock
- Earthquake
- Bullet Punch
- Explosion
Metagross is my lead. It breaks many Focus Sash leads with Bullet Punch while setting up Stealth Rock itself. Later in the game, it comes back in to Explode, or in dire situations, it explodes right there.
This particular Metagross lead has huge trouble with Forretress leads as Forretress does not take much damage from Earthquake, does not run Focus Sash, sets up Spikes and Stealth Rock on Metagross easily, and if paired with Starmie, will eliminate Stealth Rock from their side.
"Dragonwings"
Flygon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Earthquake
- Outrage
- Fire Blast
- U-Turn
Flygon is my revenge killer. It usually comes in after a teammate is defeated or switches into Ground attacks. Once it is on the field, it will destroy the weakened attacker preemptively with one of the above moves. Earthquake and Outrage get STAB and destroy things that don't resist it. Fire Blast is for the pesky Steel-types whose Defense are too high to hit with Earthquake. U-Turn is to scout the opponent's switch if they decide to switch.
Flygon has problems with Pokemon that use Ice Shard as it ignores the Choice Scarf and it goes right into attacking. If my Flygon is locked into Outrage, a Skarmory or Scizor could step in, set up, and start to kill.
"MegatonBee"
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 6 Def / 252 SpA / 252 Spe
Nature: Modest
- Protect
- Bug Buzz
- Air Slash
- Shadow Ball
Yanmega comes in usually in the late-game to pick off any remaining opponents that still stand. It Protects to obtain a free Speed Boost and starts to wreak havoc.
This Yanmega hates Steel-types because they resist all of Yanmega's attacks and force it to switch out; this will result in free set-up. Additionally, if my Rapid Spinner dies, Yanmega will lose a huge chunk of its health every time it switches in. Since Yanmega is frail, many priority attacks, mainly used by revenge killers, will defeat it.
"Danger Squid"
Tentacruel @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP / 120 Def / 136 SpD
Nature: Calm
- Toxic Spikes
- Rapid Spin
- Sludge Bomb
- Surf
Tentacruel is my Rapid Spinner. It won't take a lot of damage if only Stealth Rock is in play, as it will recover in 3 turns, and Spins away any entry hazard. It does not have Starmie's Natural Cure, but it doesn't risk being poisoned by Toxic Spikes while being able to set it up itself. Surf and Sludge Bomb are attacks to whittle down the enemy if they try to set up entry hazards again.
Tentacruel will get destroyed by bulky Ghost-types like Rotom and Dusknoir that block its Rapid Spin and threaten it with Electric-type moves like Thunderbolt and Thunderpunch, respectively. Pokemon that are faster than Tentacruel will be able to KO it without Tentacruel being able to pull off a single attack.
"Da Wall"
Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Nature: Impish
- Roost
- Spikes
- Brave Bird
- Whirlwind
This is the Specially Defensive Skarmory from Smogon. It is excruciatingly annoying that Skarmory dies so easily to special attacks; this is where the Specially Defensive Set comes in. It can't take too many Special hits but it will survive long enough to lay down Spikes (or multiple layers of it) and start shuffling with Whirlwind.
Starmie is still a counter to Skarmory as the priority of Whirlwind will allow Starmie to always Spin away the entry hazards. If Skarmory does not use Whirlwind, Starmie threatens to strike with Thunderbolt (although this will not OHKO). Heatran can switch in, considering not too many Spikes are laid down, and KO with Fire Blast or force a switch. Physically Defensive Skarmory will also force this Skarmory to switch out.
"Myth"
Salamence @ Life Orb
Ability: Intimidate
EVs: 16 Atk / 240 SpA / 252 Spe
Nature: Naive
- Draco Meteor
- Dragon Claw
- Fire Blast
- Earthquake
This is the wall-breaking "New MixMence" from Smogon. Nothing can switch in (except Blissey on Fire Blast) without taking a huge chunk of damage. The Special Attack drop after Draco Meteor is ignored if the opponent decides this is a Specs or Special Attacking variant and decides to switch to a physical wall that is not named Skarmory. This is used as a very potent mid-game sweeper that wipes out almost anything in its path.
Salamence will still fall to Ice-type moves and if the opponent switches in a Skarmory after a Draco Meteor drop, Salamence cannot do much with Fire Blast (and its low accuracy) and is either forced to switch, set up on, or blown away by Whirlwind.
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Feel free to give any criticism.