Yo, what's going on guys, it's your boy Blackraven here, bringing you another RMT. It's been awhile, but life got very busy, School started back up, I started a youtube channel (which you should check out btw :), and Smash came out. So, I made this team a while ago, and I'm glad i stumbled opon it. This team has some very unique sets, and I think I created a new form of volturn. But enough rambling onto the show.

Teambulding:
I started with Pangoro, a very overlooked poke in the NU meta IMO
Right here is something very intresting. Pangoro + Lanturn = What I like to call the Volt-Shot.

Ferroseed and Lanturn create a formidable core that is very difucult to break through

Lilligant gives me a win condition plus a potent stallbraker.

Lilligant+ Magmortar formes a great fire/grass offensive core. Magmortar also serves as a great wallbraker

Zangoose is a wallbraker, stallbraker, priorty user, and win condition, all in one.
The Squad:
Pangoro (Panda King) (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spe, 252 Atk
Jolly Nature
- Parting Shot
- Storm Throw
- Crunch
- Earthquake
Here is my unorthodox set of the day. Scarfed Pangoro is not that bad as it seems. Getting the surprise jump on up to Unboosted Positive Base 110s. Parting Shot is an amazing signature move and allows many comphy switch ins to my other mons with the oppositions lowered Offensive Presense. Storm Throw and Crunch provide excellent STAB coverage. Mold Breaker EQ is another good option, 2HKOing Physically defensive Weezing after SR.
Lanturn (Light Brite) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
- Volt Switch
- Scald
- Heal Bell
- Thunder Wave
Lanturn is my specially defensive wall, and a good one at that. Gifted with an amazing Defensive typing, many offensive mons have lots of trouble breaking through this thing. Volt switch is one of the best moves in the game, and forms the Volt-Shot combo with my Pangoro. Scald a very trollish move is very useful in fishing for burns,a nd has taht nice STAB boost. Heal Bell is there to get Lanturn and the rest of mons cleared from crippling status. Finally, Thunder Wave is there to prevent Lanturn from being Set-Up bait (pardon the puns)
Ferroseed (Ouch) @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Stealth Rock
Ferroseed forms a nigh uncrackable defensive core with Lanturn. Leech Seed is the main reason to use this thing. Leech Seed provides much needed recovery for it, and chips away at the opistions health. Protect is used for scouting purposes and to get at least two turn of Leech Seed recovery. Gyro Ball is Ferroseed's most powerful attacking option, as it is dirt slow. Finally Stealth Rock rouns out the set nciely. I'm pretty sure everyone knows what SR does, so I won't go in depth.
Lilligant (Flower Queen) (F) @ Life Orb
Ability: Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Substitute
- Quiver Dance
- Giga Drain
- Hidden Power [Fire]
This thing might be favorite Pokemon in the NU tier. Lilligant laughs at stall, setting up all over it as it sweeps the weakend team. Substitute is a great move on Lilligant. Why? It's a great move because the best way to deal with Lilligant is use something as sleep fodduer. As your opponent switchs, set up a sub, and start running all over your oppenent's team. Quiver Dance allows Lilligant to boost it's already high Sp.Atk to astronomical levels. QD also makes up for Lilligant's mediocre speed. Giga Drain is a good STAB option, and provides recovery. HP fire is used as coverage.
Magmortar (Magswag) @ Life Orb
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Earthquake
- Thunderbolt
- Hidden Power [Grass]
Magmortar is an amzaing wallbraker in the NU tier. Snapping cancerous Vileplume + Seismotoad cores. Fire Blast is a great STAB option with great power. Earthquake is used to get past counters like Lanturn. HP Grass is used to kill Seismotaod's with a little prior damage. Finally Thunderbolt is used to get a harder hit Water types & Flying types such as Gatr and Chops.
X-Man (Zangoose) @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Close Combat
- Knock Off
Zangoose is the most disposable member of this team TBH. However, that dosen't mean it isn't good. After a Toxic Boost, Facade hits out of this world strong. Hitting a staggering 210 power after factoring in STAB. That's gonna put a sizable dent in any thing that dosen't resist it. Quick Attack is used to pick off faster threats. Close Combat hits Normal resists very hard. Knock Off is used to hit Ghost types.
Threatlist:
Magmortar: Mixed Magmortar can nearly always pick up a kill when it comes in vs. Something Slower. The only real threat to my Defensive Backbone. Defenitly looking for suggest on how to stop this thing.
Liepard: Liepard isn't that big of a threat, it's just very annoying. Lanturn can switch in, but losing it's Leftovers is not good,a s that's Lanturn only method of recovery.
At A Glance:






Teambulding:

I started with Pangoro, a very overlooked poke in the NU meta IMO


Right here is something very intresting. Pangoro + Lanturn = What I like to call the Volt-Shot.



Ferroseed and Lanturn create a formidable core that is very difucult to break through




Lilligant gives me a win condition plus a potent stallbraker.





Lilligant+ Magmortar formes a great fire/grass offensive core. Magmortar also serves as a great wallbraker






Zangoose is a wallbraker, stallbraker, priorty user, and win condition, all in one.
The Squad:

Pangoro (Panda King) (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spe, 252 Atk
Jolly Nature
- Parting Shot
- Storm Throw
- Crunch
- Earthquake
Here is my unorthodox set of the day. Scarfed Pangoro is not that bad as it seems. Getting the surprise jump on up to Unboosted Positive Base 110s. Parting Shot is an amazing signature move and allows many comphy switch ins to my other mons with the oppositions lowered Offensive Presense. Storm Throw and Crunch provide excellent STAB coverage. Mold Breaker EQ is another good option, 2HKOing Physically defensive Weezing after SR.

Lanturn (Light Brite) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
- Volt Switch
- Scald
- Heal Bell
- Thunder Wave
Lanturn is my specially defensive wall, and a good one at that. Gifted with an amazing Defensive typing, many offensive mons have lots of trouble breaking through this thing. Volt switch is one of the best moves in the game, and forms the Volt-Shot combo with my Pangoro. Scald a very trollish move is very useful in fishing for burns,a nd has taht nice STAB boost. Heal Bell is there to get Lanturn and the rest of mons cleared from crippling status. Finally, Thunder Wave is there to prevent Lanturn from being Set-Up bait (pardon the puns)

Ferroseed (Ouch) @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Gyro Ball
- Stealth Rock
Ferroseed forms a nigh uncrackable defensive core with Lanturn. Leech Seed is the main reason to use this thing. Leech Seed provides much needed recovery for it, and chips away at the opistions health. Protect is used for scouting purposes and to get at least two turn of Leech Seed recovery. Gyro Ball is Ferroseed's most powerful attacking option, as it is dirt slow. Finally Stealth Rock rouns out the set nciely. I'm pretty sure everyone knows what SR does, so I won't go in depth.

Lilligant (Flower Queen) (F) @ Life Orb
Ability: Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Substitute
- Quiver Dance
- Giga Drain
- Hidden Power [Fire]
This thing might be favorite Pokemon in the NU tier. Lilligant laughs at stall, setting up all over it as it sweeps the weakend team. Substitute is a great move on Lilligant. Why? It's a great move because the best way to deal with Lilligant is use something as sleep fodduer. As your opponent switchs, set up a sub, and start running all over your oppenent's team. Quiver Dance allows Lilligant to boost it's already high Sp.Atk to astronomical levels. QD also makes up for Lilligant's mediocre speed. Giga Drain is a good STAB option, and provides recovery. HP fire is used as coverage.

Magmortar (Magswag) @ Life Orb
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Earthquake
- Thunderbolt
- Hidden Power [Grass]
Magmortar is an amzaing wallbraker in the NU tier. Snapping cancerous Vileplume + Seismotoad cores. Fire Blast is a great STAB option with great power. Earthquake is used to get past counters like Lanturn. HP Grass is used to kill Seismotaod's with a little prior damage. Finally Thunderbolt is used to get a harder hit Water types & Flying types such as Gatr and Chops.

X-Man (Zangoose) @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Close Combat
- Knock Off
Zangoose is the most disposable member of this team TBH. However, that dosen't mean it isn't good. After a Toxic Boost, Facade hits out of this world strong. Hitting a staggering 210 power after factoring in STAB. That's gonna put a sizable dent in any thing that dosen't resist it. Quick Attack is used to pick off faster threats. Close Combat hits Normal resists very hard. Knock Off is used to hit Ghost types.
Threatlist:

Magmortar: Mixed Magmortar can nearly always pick up a kill when it comes in vs. Something Slower. The only real threat to my Defensive Backbone. Defenitly looking for suggest on how to stop this thing.

Conclusion:
Thank you for reading my RMT. I had a lot of fun working on it. :)
Shoutouts: Big shoutout to Emberhuddle who taught me how to format RMTs, and also you, the reader, for reading this.
Import: http://pastebin.com/hX5k1cYa
Until next time, this is your boy Blackraven, signing out. Peace.
Shoutouts: Big shoutout to Emberhuddle who taught me how to format RMTs, and also you, the reader, for reading this.
Import: http://pastebin.com/hX5k1cYa
Until next time, this is your boy Blackraven, signing out. Peace.