





Hello, I'm making an RMT to one of the most underrated mons in USM Ubers, Gothitelle. Gothitelle has a lot of competition to the other Shadow Tag user, Mega Gengar, but Mr.Goth is not outclassed by it completely, Gothitelle has his own upsides
Teambuilding Process


I read the dex entry about Gothitelle, it says it forms an excellent core with Marshadow. Its strong priority and coverage give it a strong matchup against offensive teams, largely making up for Gothitelle's lack of utility in that matchup. In return, Gothitelle can dispose of switch-ins to Marshadow such as support Arceus formes.




Secondly, I need a pivot, so looking at the viability rankings I found Magearna. Magearna helps the team a lot with a check to Xerneas and a pivot. Next I chose Magearna's own partner, Zygarde. Zygarde is a good switch in to Primal Groudon and most physical attackers, while Magearna gives Heal Bell utility.





Every team NEEDS Stealth Rocks, Stealth Rocks are a need in every team. I also need a check to Primal Kyogre so I decided to use one of the best mons ever, Primal Groudon. It Provides Stealth while bringing a lot of damage for the team and giving some defensive utility.






Next I needed a defogger. Webs and Hazard Stack Teams (even Stealth Rock by itself) are hard to deal with. So I think the best option of a defoger is Mega Salemence. It can setup on some mons and bring a potential sweep, or just help Marshadow clean up the rest.
The Team

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 64 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Charm
- Taunt
- Rest
An uncommon mon seen in Ubers. Support Arceus forms are always a pain to deal with but Gothitelle fixes that. It faces a lot of competition with Mega Gengar, but Gothitelle gives you an opportunity to use a Mega stone. I use the PP Stall set from the dex. It can be a good status absorber too. Gothitelle can be a good matchup against stall too except some mons with Shed Shell. Gothitelle can act as a sack once it's done it's job removing walls.

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Hidden Power [Ice]
Goth's main partner in crime. Without Toxapex and Support Arceus forms it sweep a lot easier. HP Ice is a luring tool for Zygarde and Salamence and give them a suprise KO. Also a check to the annoying Ekiller Arceus. Marshadow is an offensive powerhouse that is capable of revenge killing with ease, cleaning up weakened teams, and breaking through walls.

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
Magearna's typing, Fairy and Steel helps it wall Xerneas, Yveltal and some Dragons. Volt Switch helps the team to not double switch all the time. It forces Primal Groudon in, which it can take advantage of with chip damage to Pdon with Stealth Rocks. Its access to of Heal Bell also allows it to provide cleric support to the team.

Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Coil
- Thousand Arrows
- Glare
Zygarde in complete form is probably the best physical wall in Pokemon. The ability to wall Dual Dance Primal Groudon is greatly appreciated. Can be a second status absorber. It also helps Magearna's physical weaknesses. Paralysis is a useful status that helps marshadow use it's stronger STABs instead of Shadow Sneak.

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 84 Def / 172 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Toxic
Classic Uber mon. At first I was thinking about Ferrothorn but it increases a weakness to Mega Gengar. Primal Groudon can act as a bait to Arceus forms for Gothitelle. Toxic helps against Zygarde, forcing it to Rest or prevent it from sweeping. Stealth Rock support is needed for every team. 168 Spdef with a Sassy natures gurantees a 4HKO from Modest Primal Kyogre with Rocks.

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Defog
- Return
- Roost
- Dragon Dance
Offensive Defog Salamence helps the team with Defog support and brings some kind of offense. I think Salamence is more worth using than other defoggers is because I'm not taking advantage of Gothitelle's ability to free up a Mega stone. Dragon Dance helps breaking walls that Gothitelle cannot trap. Return over Double-Edge because I don't like the recoil. Salamence can chip Primal Groudon into Marshadow's KO range. It can also be a lure to support Arceus forms and defensive Zygarde.
Threatlist

Marshadow is not a big threat for this team, but if it has HP Ice it is a whole new story. It outspeeds Mega Salamence, takes downs Zygarde and Magearna with a bit of chip, and hits my Marshadow and Gothitelle super effectively.

Modest Primal Kyogre with Stealth Rocks on the field wears down Primal Groudon and destroys the team if Marshadow fainted.
Thanks for reading my RMT! If possible I'll also ask for some tips in the design of the RMT so that I can improve my team and my designing skills.


I read the dex entry about Gothitelle, it says it forms an excellent core with Marshadow. Its strong priority and coverage give it a strong matchup against offensive teams, largely making up for Gothitelle's lack of utility in that matchup. In return, Gothitelle can dispose of switch-ins to Marshadow such as support Arceus formes.




Secondly, I need a pivot, so looking at the viability rankings I found Magearna. Magearna helps the team a lot with a check to Xerneas and a pivot. Next I chose Magearna's own partner, Zygarde. Zygarde is a good switch in to Primal Groudon and most physical attackers, while Magearna gives Heal Bell utility.





Every team NEEDS Stealth Rocks, Stealth Rocks are a need in every team. I also need a check to Primal Kyogre so I decided to use one of the best mons ever, Primal Groudon. It Provides Stealth while bringing a lot of damage for the team and giving some defensive utility.






Next I needed a defogger. Webs and Hazard Stack Teams (even Stealth Rock by itself) are hard to deal with. So I think the best option of a defoger is Mega Salemence. It can setup on some mons and bring a potential sweep, or just help Marshadow clean up the rest.
The Team

Gothitelle @ Leftovers

Ability: Shadow Tag
EVs: 244 HP / 64 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Charm
- Taunt
- Rest
An uncommon mon seen in Ubers. Support Arceus forms are always a pain to deal with but Gothitelle fixes that. It faces a lot of competition with Mega Gengar, but Gothitelle gives you an opportunity to use a Mega stone. I use the PP Stall set from the dex. It can be a good status absorber too. Gothitelle can be a good matchup against stall too except some mons with Shed Shell. Gothitelle can act as a sack once it's done it's job removing walls.

Marshadow @ Life Orb

Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Hidden Power [Ice]
Goth's main partner in crime. Without Toxapex and Support Arceus forms it sweep a lot easier. HP Ice is a luring tool for Zygarde and Salamence and give them a suprise KO. Also a check to the annoying Ekiller Arceus. Marshadow is an offensive powerhouse that is capable of revenge killing with ease, cleaning up weakened teams, and breaking through walls.

Magearna @ Leftovers

Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
Magearna's typing, Fairy and Steel helps it wall Xerneas, Yveltal and some Dragons. Volt Switch helps the team to not double switch all the time. It forces Primal Groudon in, which it can take advantage of with chip damage to Pdon with Stealth Rocks. Its access to of Heal Bell also allows it to provide cleric support to the team.

Zygarde @ Leftovers

Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Coil
- Thousand Arrows
- Glare
Zygarde in complete form is probably the best physical wall in Pokemon. The ability to wall Dual Dance Primal Groudon is greatly appreciated. Can be a second status absorber. It also helps Magearna's physical weaknesses. Paralysis is a useful status that helps marshadow use it's stronger STABs instead of Shadow Sneak.

Groudon-Primal @ Red Orb

Ability: Desolate Land
EVs: 252 HP / 84 Def / 172 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Toxic
Classic Uber mon. At first I was thinking about Ferrothorn but it increases a weakness to Mega Gengar. Primal Groudon can act as a bait to Arceus forms for Gothitelle. Toxic helps against Zygarde, forcing it to Rest or prevent it from sweeping. Stealth Rock support is needed for every team. 168 Spdef with a Sassy natures gurantees a 4HKO from Modest Primal Kyogre with Rocks.

Salamence-Mega @ Salamencite

Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Defog
- Return
- Roost
- Dragon Dance
Offensive Defog Salamence helps the team with Defog support and brings some kind of offense. I think Salamence is more worth using than other defoggers is because I'm not taking advantage of Gothitelle's ability to free up a Mega stone. Dragon Dance helps breaking walls that Gothitelle cannot trap. Return over Double-Edge because I don't like the recoil. Salamence can chip Primal Groudon into Marshadow's KO range. It can also be a lure to support Arceus forms and defensive Zygarde.
Threatlist

Marshadow is not a big threat for this team, but if it has HP Ice it is a whole new story. It outspeeds Mega Salamence, takes downs Zygarde and Magearna with a bit of chip, and hits my Marshadow and Gothitelle super effectively.

Modest Primal Kyogre with Stealth Rocks on the field wears down Primal Groudon and destroys the team if Marshadow fainted.
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 64 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Charm
- Taunt
- Rest
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Hidden Power [Ice]
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 84 Def / 172 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Toxic
Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Coil
- Thousand Arrows
- Glare
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Defog
- Return
- Roost
- Dragon Dance
Ability: Shadow Tag
EVs: 244 HP / 64 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Charm
- Taunt
- Rest
Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Hidden Power [Ice]
Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 84 Def / 172 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Toxic
Zygarde @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Rest
- Coil
- Thousand Arrows
- Glare
Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Defog
- Return
- Roost
- Dragon Dance
Thanks for reading my RMT! If possible I'll also ask for some tips in the design of the RMT so that I can improve my team and my designing skills.