Okay, let me preface this with the fact that, since I have terrible luck with breeding, I've kept a lot of pokemon with less-than spectacular Natures and IVs. Despite that, I've currently got a 10-4 record on Battle Spot. That might not be the optimal litmus test for a team, though, which is why I've come here.
Without further ado, here is my very first team submitted to RMT:
Lead: Klefki (Relaxed, 252 HP, 125 Def, 125 Sp. Def, 6 Atk)
Item: Damp Rock
Ability: Prankster
Moveset:
-Rain Dance
-Thunder Wave
-Spikes
-Foul Play
I think this is a pretty standard Klefki, all things considered. I take advantage of his ability to immediately set up rain, which is a useful counter to Mega Charizard-Y and Mega Tyranitar, given the fact that it'll set up rain after their abilities set up their respective weather conditions. After that, I can choose to paralyze anything I see as an immediate threat, or set up a layer or two of Spikes before I either go down or am forced to retreat. Foul Play is just sort of a placeholder move so I don't get immediately boned if Klefki winds up being my last pokemon.
Kingdra (Serious, 252 Atk, 252 Spd, 4 Sp. Atk)
Item: Weakness Policy
Ability: Swift Swim
Moveset:
-Dragon Dance
-Waterfall
-Dragon Pulse
-Protect
Once again, fairly standard set. I put protect in the moveset to preserve my Kingdra, just in case I run into a situation where I'd rather scout out my opponent's move rather than outright switch (in case I've started my set up) or continue my set up/havoc-wreaking, and I have not yet had a turn where using it when I did was a bad play. I have Weakness Policy on it over a Life Orb, because I enjoy getting the +2 Special Attack boost, just in case they can wall waterfall (I usually run into this problem with Heliolisk). As long as I get at least 3 DDs off, I can always sweep with this, which is why I like it.
Jolteon (Modest, 252 Sp. Atk, 252 Spd, 4HP)
Item: Choice Specs
Ability: Volt Absorb
Moveset:
-Thunderbolt
-Rain Dance
-Volt Switch
-Shadow Ball
Yet again, I assume this is SOP for Jolteon, because it works so well. I always bring Jolteon because it's fast enough to outspeed everything that's un-scarfed (that I've come across), and it's a dependable rain-refresher. I know, that's kind of a stupid thing to put Choice Specs on, but it's yet to bite me back, so I'll keep running with it. If it winds up being a problem in future tests, I'll probably replace it with a Life Orb. But so far it's been a better Electric type for this team than Heliolisk was.
Scizor (Docile, 252 Atk, 252 Spd, 4 Sp. Def)
Item: Scizorite
Ability: (both when and when not Mega) Technician
Moveset:
-Bullet Punch
-U-Turn
-Roost
-Protect
I opted out of Swords Dance on this because the power buff from Mega Evolving generally is enough to get things done. That doesn't mean I don't occasionally wish I had it, but far more often than not, I find this set to be really fun to use. Yeah, it's simple and predictable, but for a reason. As they've been for so long, and especially now that there's no Flying Gem/Acrobatics option, Bullet Punch and U-Turn are Scizor's bread and butter. Protect is there for the exact same reason that it is on my Kingdra, with about the same payoff, and Roost is still Scizor's most reliable form of recovery, so I will continue to keep it in the set.
Tentacruel (Calm, 252 HP, 252 Sp. Def, 4 Spd)
Item: Black Sludge
Ability: Rain Dish
Moveset:
-Toxic Spikes
-Knock Off
-Scald
-Sludge Bomb
Getting a bit unorthodox here, but for good reason. Tentacruel is my alternate lead in place of Kingdra or Scizor when I don't feel like complimenting Klefki's ability with immediate offense. I generally use Tentacruel to mess with my opponent's pokemon. For instance, I can knock off say, a Choice Item to either slow my opponent down or weaken his attacks. The rest has a fairly self-explanatory purpose, considering they were all on Tentacruel's most popular sets last gen.
Rotom-C (Bashful, 252 HP, 252 Spd, 4Sp. Atk)
Item: Sitrus Berry
Ability: Levitate
Moveset:
-Leaf Storm
-Will-O-Wisp
-Volt Switch
-Protect
This is really what trips people up. Everyone expects Wash Rotom on a rain team, which is exactly the reason I put Mow Rotom on mine. This thing is really fun. I get to counter so many Wash Rotoms that it's almost not even funny. And after that, it's not even as though I'm stuck in there, or wasting a turn switching out, since I can use Volt Switch to get the heck out of there & into a better pokemon when I need to. When he's not busy doing those two things, he also enjoys burning every physical attacker he lays eyes on (except Machamp. Ohh, did I learn that the hard way). I gave him the Sitrus Berry because, like Scizor, it's the most reliable recovery I can get a hold of. I would run Leftovers, but it doesn't usually benefit me as much since it's not a bulky set anyway.
Also, I wasn't really sure if I should ask this here, but I'm going to: Should I, instead of say, Tentacruel, run a Dragon Dance Lapras set? It'd offer me a third rain refresher, and an unexpected sweeper. Or should I just turn one of my existing pokemon into another rain refresher? If so, who then? I'd really like some feedback, if you'd be willing to give it.
Without further ado, here is my very first team submitted to RMT:

Lead: Klefki (Relaxed, 252 HP, 125 Def, 125 Sp. Def, 6 Atk)
Item: Damp Rock
Ability: Prankster
Moveset:
-Rain Dance
-Thunder Wave
-Spikes
-Foul Play
I think this is a pretty standard Klefki, all things considered. I take advantage of his ability to immediately set up rain, which is a useful counter to Mega Charizard-Y and Mega Tyranitar, given the fact that it'll set up rain after their abilities set up their respective weather conditions. After that, I can choose to paralyze anything I see as an immediate threat, or set up a layer or two of Spikes before I either go down or am forced to retreat. Foul Play is just sort of a placeholder move so I don't get immediately boned if Klefki winds up being my last pokemon.

Kingdra (Serious, 252 Atk, 252 Spd, 4 Sp. Atk)
Item: Weakness Policy
Ability: Swift Swim
Moveset:
-Dragon Dance
-Waterfall
-Dragon Pulse
-Protect
Once again, fairly standard set. I put protect in the moveset to preserve my Kingdra, just in case I run into a situation where I'd rather scout out my opponent's move rather than outright switch (in case I've started my set up) or continue my set up/havoc-wreaking, and I have not yet had a turn where using it when I did was a bad play. I have Weakness Policy on it over a Life Orb, because I enjoy getting the +2 Special Attack boost, just in case they can wall waterfall (I usually run into this problem with Heliolisk). As long as I get at least 3 DDs off, I can always sweep with this, which is why I like it.

Jolteon (Modest, 252 Sp. Atk, 252 Spd, 4HP)
Item: Choice Specs
Ability: Volt Absorb
Moveset:
-Thunderbolt
-Rain Dance
-Volt Switch
-Shadow Ball
Yet again, I assume this is SOP for Jolteon, because it works so well. I always bring Jolteon because it's fast enough to outspeed everything that's un-scarfed (that I've come across), and it's a dependable rain-refresher. I know, that's kind of a stupid thing to put Choice Specs on, but it's yet to bite me back, so I'll keep running with it. If it winds up being a problem in future tests, I'll probably replace it with a Life Orb. But so far it's been a better Electric type for this team than Heliolisk was.


Scizor (Docile, 252 Atk, 252 Spd, 4 Sp. Def)
Item: Scizorite
Ability: (both when and when not Mega) Technician
Moveset:
-Bullet Punch
-U-Turn
-Roost
-Protect
I opted out of Swords Dance on this because the power buff from Mega Evolving generally is enough to get things done. That doesn't mean I don't occasionally wish I had it, but far more often than not, I find this set to be really fun to use. Yeah, it's simple and predictable, but for a reason. As they've been for so long, and especially now that there's no Flying Gem/Acrobatics option, Bullet Punch and U-Turn are Scizor's bread and butter. Protect is there for the exact same reason that it is on my Kingdra, with about the same payoff, and Roost is still Scizor's most reliable form of recovery, so I will continue to keep it in the set.

Tentacruel (Calm, 252 HP, 252 Sp. Def, 4 Spd)
Item: Black Sludge
Ability: Rain Dish
Moveset:
-Toxic Spikes
-Knock Off
-Scald
-Sludge Bomb
Getting a bit unorthodox here, but for good reason. Tentacruel is my alternate lead in place of Kingdra or Scizor when I don't feel like complimenting Klefki's ability with immediate offense. I generally use Tentacruel to mess with my opponent's pokemon. For instance, I can knock off say, a Choice Item to either slow my opponent down or weaken his attacks. The rest has a fairly self-explanatory purpose, considering they were all on Tentacruel's most popular sets last gen.

Rotom-C (Bashful, 252 HP, 252 Spd, 4Sp. Atk)
Item: Sitrus Berry
Ability: Levitate
Moveset:
-Leaf Storm
-Will-O-Wisp
-Volt Switch
-Protect
This is really what trips people up. Everyone expects Wash Rotom on a rain team, which is exactly the reason I put Mow Rotom on mine. This thing is really fun. I get to counter so many Wash Rotoms that it's almost not even funny. And after that, it's not even as though I'm stuck in there, or wasting a turn switching out, since I can use Volt Switch to get the heck out of there & into a better pokemon when I need to. When he's not busy doing those two things, he also enjoys burning every physical attacker he lays eyes on (except Machamp. Ohh, did I learn that the hard way). I gave him the Sitrus Berry because, like Scizor, it's the most reliable recovery I can get a hold of. I would run Leftovers, but it doesn't usually benefit me as much since it's not a bulky set anyway.
Also, I wasn't really sure if I should ask this here, but I'm going to: Should I, instead of say, Tentacruel, run a Dragon Dance Lapras set? It'd offer me a third rain refresher, and an unexpected sweeper. Or should I just turn one of my existing pokemon into another rain refresher? If so, who then? I'd really like some feedback, if you'd be willing to give it.
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