heya it's claimingrobin here for a rmt in a tier i'm garbage at. this'll be fun~
The Team
a quickdumpster fire squad i built around aggron
Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch
aggron here is the star of the team. when i decided to do another rmt before sun and moon came along and removed all of my metagame knowledge i scrolled through the vr for a while and found this gem. the feeling you get from doing 90% to a magneton that thinks it resists banded head smash is second to none (aside from tyrantrum of course ;-;). heavy slam is a nice stab for when you actually need to hit your attack, other two are mostly filler that let it break past steels if you feel like predicting.
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Heat Wave
- Energy Ball
- Roost
sigilyph is here mainly as a way to break through mons like registeel, seismitoad, alomomola, etc. as well as absorbing burns that aggron doesn't like dealing with. set is standard but something like dazzling gleam could probably be used over roost to help vs flygon which the team doesn't have a direct answer to per se.
Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Dazzling Gleam
- Switcheroo
one thing i've learned in playing ru is that you can never have too many fighting checks. delphox is here to provide a more direct answer to steels and revenging faster mons like jolteon and accelgor that can threaten me with scarf. if you're saying it's redundant with sigilyph you're probably right, but i feel like delphox is different enough to warrant a spot. something like houndoom or banded/expert belt emboar could probably work here as well (haven't tried them though).
Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge
virizion is here mostly as a switch in to scalds and a soft ghost check that can break down a lot of slower balance oriented teams that aggron could struggle to click head smash vs due to its low speed. lum berry is used here to not worry about scald/willowisp as much which is appreciated. i opted for stone edge since fires are annoying and +2 se still puts venusaur in revengeable range from most of my mons.
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
magneton is the 5th mon mostly to check birds and ice-types that otherwise threaten the team. mag also functions as a general pivot to get aggron and the others in safely. set is standard as it comes, hp water is an option i suppose if you want a camerupt lure but it's not overly necessary on the team.
Samurott @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
samurott here closes the fire-water-grass core with virizion and delphox. this is a secondary check to grounds, specifically things like ice punch rhyperior/offensive rhyp in general. samurott also functions as a secondary way to revenge fast mons like jolteon and delphox after a few rock switch ins/lo hits. ghosts threaten the team a bit so lum berry+knock off is an option over megahorn to help improve the matchup, but it also worsens the matchup vs colbur psychics.
Threatlist
as mentioned above i have no direct answer to ghosts, but lum knock samurott can help
jolteon's annoying as always vs offensive teams but delphox can revenge, as well as samurott if lo has worn it down
knock off fighters are fairly troublesome, but they're typically choice locked and lo hitmonlee can get worn down
and a few other misc. things that can be played around
Conclusion
the team's not awful by my standards but i realized about halfway through typing that i had no rocks so if that and other matchup things can be fixed it'd be appreciated
The Team






a quick

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch
aggron here is the star of the team. when i decided to do another rmt before sun and moon came along and removed all of my metagame knowledge i scrolled through the vr for a while and found this gem. the feeling you get from doing 90% to a magneton that thinks it resists banded head smash is second to none (aside from tyrantrum of course ;-;). heavy slam is a nice stab for when you actually need to hit your attack, other two are mostly filler that let it break past steels if you feel like predicting.

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Heat Wave
- Energy Ball
- Roost
sigilyph is here mainly as a way to break through mons like registeel, seismitoad, alomomola, etc. as well as absorbing burns that aggron doesn't like dealing with. set is standard but something like dazzling gleam could probably be used over roost to help vs flygon which the team doesn't have a direct answer to per se.

Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Dazzling Gleam
- Switcheroo
one thing i've learned in playing ru is that you can never have too many fighting checks. delphox is here to provide a more direct answer to steels and revenging faster mons like jolteon and accelgor that can threaten me with scarf. if you're saying it's redundant with sigilyph you're probably right, but i feel like delphox is different enough to warrant a spot. something like houndoom or banded/expert belt emboar could probably work here as well (haven't tried them though).

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge
virizion is here mostly as a switch in to scalds and a soft ghost check that can break down a lot of slower balance oriented teams that aggron could struggle to click head smash vs due to its low speed. lum berry is used here to not worry about scald/willowisp as much which is appreciated. i opted for stone edge since fires are annoying and +2 se still puts venusaur in revengeable range from most of my mons.

Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
magneton is the 5th mon mostly to check birds and ice-types that otherwise threaten the team. mag also functions as a general pivot to get aggron and the others in safely. set is standard as it comes, hp water is an option i suppose if you want a camerupt lure but it's not overly necessary on the team.

Samurott @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
samurott here closes the fire-water-grass core with virizion and delphox. this is a secondary check to grounds, specifically things like ice punch rhyperior/offensive rhyp in general. samurott also functions as a secondary way to revenge fast mons like jolteon and delphox after a few rock switch ins/lo hits. ghosts threaten the team a bit so lum berry+knock off is an option over megahorn to help improve the matchup, but it also worsens the matchup vs colbur psychics.
Threatlist







and a few other misc. things that can be played around
Conclusion
the team's not awful by my standards but i realized about halfway through typing that i had no rocks so if that and other matchup things can be fixed it'd be appreciated
Matame there's the rmt
GradeAGarchomp ah how time flies~ even with your fancy badge and + you'll still be a loser
Mishimono loser
aaand that's about it ;-;
GradeAGarchomp ah how time flies~ even with your fancy badge and + you'll still be a loser
Mishimono loser
aaand that's about it ;-;
Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Heat Wave
- Energy Ball
- Roost
Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Dazzling Gleam
- Switcheroo
Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Samurott @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Heat Wave
- Energy Ball
- Roost
Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psyshock
- Dazzling Gleam
- Switcheroo
Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Samurott @ Life Orb
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
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