Hey everybody, how's it going? My name is mrseacoore (youtube channel name) and today I am giving you guys an RMT for the RU tier. It's been a while since I did an RMT for this tier. Right now I'm still working on getting into the top 100. Right now my rank is 1460 on the account: Complicating. I will also admit that this team is a continuation of my previous RMT for the RU tier where I used Steelix, Diancie, Tyrantrum, Meloetta, Scrafty, and Blastoise together to test out a theory that went pretty well. That was before the glorious day Durant was banned. I did eventually modify that previous RMT, taking the suggestions and trying them out. But I just wasn't satisfied enough with the results. The main problem hit me every single time I saw it: Virizion.
Virizion is really making a name for itself as the star of the RU Tier currently. It's always been good, and that's only become more pronounced with Durant finally going bye-bye. The first suggestions for my RMT included using Tangrowth and changing Meloetta to run enough speed to outdo Jolly Absol and Timid Hoopa. At first I did not agree with the extra speed investment because the only time I was going to beat either of those mons was behind a sub. I was correct about my thoughts on the matter; however, it does pay to run the extra speed investment because it allows Meloetta to have a better chance against Venusaur, another big threat to my team. Of course, that was the previous team. This is that team in its more perfected form. The person of the account name Evangelism also recommended using choice scarf Emboar on my team, which I took him up on and used in a replicated team. (Though I have not used that team just yet... I'm doing stuff in the other metagames right now as well, such as going forward with my competition in UU: UnderUsed Fighting Champions, where the goal is to build teams featuring 1 of 12 viable fighting types in the tier and then compare them to each other in an effort to find the best champion.)
Anyway, I will say that the primary point of my team is to wear down the opposition with good offense and defense respectively while possessing a strong quintuple core. I will explain that in a moment. My team uses two sweepers with two tanks, hazard controller, and cleaner/revenge killer. The overall roles go much deeper than that face value, but you should get the overall idea. What I mean by quintuple core is that there is a main trio core followed by two different sub cores of two and or three depending on how you view it. Steel/Fairy/Dragon with a subcore of Fighting and Psychic or Psychic and Dark. Water/Steel/Dragon + Diancie is another way to view it as well. It all depends. But overall, the core does consist of 5 mons into a single core, even though the main core only uses 3 members. I'm just Complicating things I suppose. ^.^
That's my team above. ^ I think that this team is incredibly promising and that's why it gets an RMT.
Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 72 SpD / 88 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Rest
- Sleep Talk
Steelix is by far one of the best pokemon in the RU metagame right now. With great bulk and absurd offensive prowess, Steelix-Mega makes its way into the team as the cornerstone and central unit the team was based on. 252 HP maximizes fatness. 96 Atk with an Adamant nature hits 341, a great offensive jump number. 72 SpD is ran as opposed to 76 like the smogon set because the difference is minimal and those 4 EVs were placed into speed. The purpose of this flip is to simply outspeed opposing standard Mega-Steelix's. Earthquake and Heavy Slam are pretty much mandatory STAB. I'm using a rest+talk variant because it allows me to use it as sleep fodder and can heal itself while still posing an offensive presence, which is invaluable for Steelix in RU, even if it isn't perfect. Of course, that leaves me with a stealth rock vacancy.
Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power
Diancie is an amazing pokemon, no questions asked. Besides being really pretty, Diancie is a serious tank both offensively and defensively. I am running a bulky offensive set because I want Diancie to hit hard and still be useful as a counter to certain things. I have thought about the specially defensive rock setter variant, but I'm not really sold on the idea. Stealth Rocks provide hazard support. Moonblast and Diamond Storm are good, powerful STAB moves. Earth Power is a very useful coverage move, capable of downing Mega-Steelix after some prior damage. 4 Spe investment allows me to outspeed uninvested base 50, such as Eelektross. 252 SpA with a Modest Nature maximize special damage output. Max HP adds to Diancie's overall natural bulk. Diamond Storm still hits decently hard even with the negative attack nature. It really doesn't hit anything in the tier for neutral damage harder than Moonblast does, and it still does the right amount of damage to whatever it's super effective to, such as Fletchinder and Mega Glalie. A Quiet Nature is valid if the attack drop from the nature is unpreferred. Diancie does a great job for the team by providing much needed move coverage and hazard support.
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Scald
- Rapid Spin
- Roar
- Refresh
This set took me a little while to conclude was more than good. This Blastoise set is heavenly. Scald is STAB with that 100,000,000% Burn chance (30% in reality), so why not? Rapid Spin is virtually mandatory for Blastoise, as being able to function as a rapid spinner is greatly appreciated in general. Roar is very specific, yet incredibly useful outside of the main purpose I had for placing it on the moveset. Quite literally, I was having problems with the defensive Sub+CM Meloetta during the Durant Suspect Test and before. In fact, after one calm mind boost, Meloetta proceeded to set up a sub and go to +6 before sweeping, because there wasn't much my team could do after that.
252+ SpA Blastoise Dark Pulse vs. +1 252 HP / 0 SpD Meloetta: 78-94 (19.3 - 23.2%) -- possible 6HKO after Leftovers recovery
Dragon Tail doesn't work on a substitute... So Roar was the primary defense. The move also allows me to scout for various counters and checks and even gives me a way to determine what sets something could be running by letting it hard switch into Blastoise. More often than not, this is Virizion or Venusaur. But whatever. They will mind the hazard damage, while I profit from that slightly. Roar is a phasing move after all. Refresh is the main move in my selection; though, I will note right here that Toxic is 100% viable as well in this moveslot for obvious reasons. Refresh does what it is supposed to. It should be self explanatory. It just gives Blastoise a way to counteract being worn down so much from status, especially Toxic. 308 is the defensive jump number chosen to have; although hitting 317 or maxing out defense with 328 is valid too. I just wanted to have a slight boost to special defense in all honesty. It helps when dealing with an Eelektross lacking T-bolt. Eelektross doesn't kill everything, it's just annoying to deal with imo. That's not saying I want to try a 1v1 against Eelektross with Blastoise. I'm just trying to point out that my switch ins to it are a bit limited since, to its credit, Eelektross has a very good movepool and good bulk, as it can cover the whole tier minus its F.M.S effect.
Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball
- Hyper Voice
My Lord, I love Meloetta. I've used so many different sets on Meloetta, all of which worked, but this set by far is the most powerful I can think of. As I explained earlier, the reason for running 136 Speed with a Timid Nature was to outpace Absol and Hoopa, which essentially allows me to keep a pre-existing substitute up against them. I don't really care much for this aspect of the set, as it is pretty situationally dependent and doesn't really do a lot for me outside of those situations. They were suggestions made in the previous team's RMT though. As for the moveset, Sub+CM are the moves that make the set exist. Hyper Voice is very good STAB that hits a majority of the tier for neutral damage. Shadow Ball, being chosen after a long staring contest with my computer screen, is there to hit ghost types and give nearly perfect neutral move coverage to Meloetta at the cost of being able to KO Steelix with Focus Blast. Dazzling Gleam was another option of course, to lure in Spiritomb, the only pokemon in the RU meta capable of completely walling and checking all Meloetta without the move. I just really liked Shadow Ball over Dazzling Gleam for overall superiority in move coverage. This also guarantees an OHKO on Hoopa.
Scrafty @ Life Orb
Ability: Shed Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Iron Head
Swag Master at your service. Swaggy, I mean, Scrafty is still a really great pokemon in RU despite facing competition from all the other fighting types in the tier now. I run this set with a Jolly Nature because it allows Scrafty to outspeed Virizion at +1. Drain Punch allows Scrafty to recover health, which gives it a great way to beat most Steelix-Mega while at the same time not being completely worn out by Life Orb. Scrafty excels at breaking apart defensively oriented teams and thanks to Shed Skin, several key defensive mons in the tier, particularly Alomomola, are fodder for Scrafty. Iron Head with the Life Orb boost at +1 will OHKO almost any Diancie from full HP. Poison Jab is usable, but Iron Head is meant solely for Diancie, which is a nuisance otherwise. Knock Off is great and powerful STAB Utility. Low Kick and High Jump Kick are alternatives to Drain Punch from what I've researched, with Low Kick being viable because of the weight of the mons it's going to be primarily targeting will give it a consistent base 100-120 base power, and still OHKOs dark types everywhere (Damn you Spiritomb). Scrafty has really good synergy with Meloetta too, as everything that Scrafty beats, Meloetta has trouble beating. Whereas everything that Scrafty has trouble beating, Meloetta enjoys thrashing into a wall. A really nifty part of this Duo is the fact that they both lure in each others' generic fodder. Scrafty can easily set up on Spiritomb. Meloetta can set up on Virizion before it has revealed its moveset. They both work really well together. It enriches the team because they synergize offensively with the rest of the team.
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Fire Punch
The final member of my team: Flygon. I'm going to be honest with you, this team slot has been changed at least 8 times before Flygon came into effect. Even when Flygon was welcomed to the team, the moveset never stuck. I'm pretty sure the order of the changes went along the lines of... Tyrantrum, Tyrantrum edited, Tangrowth, Tangrowth edited, Venusaur, Fletchinder, Emboar, Houndoom, Delphox, Sneasel, Rotom-C, Eelektross, Flygon, Flygon edited, Flygon edited again, and finally Flygon edited a 3rd time. I don't remember why so many changes were made. I feel like it has something to do with me trying desperately to pin down Virizion and Venusaur effectively. Right now though, we have Flygon here, and it honestly doesn't look like Flygon is leaving any time soon. I needed this to outspeed Virizion because my team has such a poor time dealing with it. I very much like this set though because it adds a much appreciated offensive pivot as well as a way to revenge kill a majority of the current meta with enough prior damage thanks to the advantageous movepool and good, strong move coverage. This can stop Virizion after enough prior damage. It must be wary of lures running HP Ice though, which may not be common, but is a thing that happens occasionally.
And... That's my team. Hope you all enjoy it.
THREAT LIST:
Virizion, powerful and has STAB able to deal with my whole team.
Venusaur, very difficult to switch into. Usually causes me to sack something for a 1 for 1 trade.
CM Spiritomb, this little bugger is toxic for my team. If Scrafty is not alive, I have few ways outside of roar that help against it.
Antileads, any common anti-lead in the RU meta can severely alter the beginning of the battle, especially when I've read the wrock lead.
Suggestions are much appreciated and will be considered. Please take your time to do the poll. I hope you all enjoy the team. Below is a replay with this team and a drop-box of the team info.
http://replay.pokemonshowdown.com/ru- (Against one of the top 50 in RU) I removed the link to the replay through the request of my opponent in that battle. Sorry about that everyone.
Yes, I will eventually make an RMT for the top 5 highest votes in the poll, including ties. MULTIPLE VOTES ARE ALLOWED.
Virizion is really making a name for itself as the star of the RU Tier currently. It's always been good, and that's only become more pronounced with Durant finally going bye-bye. The first suggestions for my RMT included using Tangrowth and changing Meloetta to run enough speed to outdo Jolly Absol and Timid Hoopa. At first I did not agree with the extra speed investment because the only time I was going to beat either of those mons was behind a sub. I was correct about my thoughts on the matter; however, it does pay to run the extra speed investment because it allows Meloetta to have a better chance against Venusaur, another big threat to my team. Of course, that was the previous team. This is that team in its more perfected form. The person of the account name Evangelism also recommended using choice scarf Emboar on my team, which I took him up on and used in a replicated team. (Though I have not used that team just yet... I'm doing stuff in the other metagames right now as well, such as going forward with my competition in UU: UnderUsed Fighting Champions, where the goal is to build teams featuring 1 of 12 viable fighting types in the tier and then compare them to each other in an effort to find the best champion.)
Anyway, I will say that the primary point of my team is to wear down the opposition with good offense and defense respectively while possessing a strong quintuple core. I will explain that in a moment. My team uses two sweepers with two tanks, hazard controller, and cleaner/revenge killer. The overall roles go much deeper than that face value, but you should get the overall idea. What I mean by quintuple core is that there is a main trio core followed by two different sub cores of two and or three depending on how you view it. Steel/Fairy/Dragon with a subcore of Fighting and Psychic or Psychic and Dark. Water/Steel/Dragon + Diancie is another way to view it as well. It all depends. But overall, the core does consist of 5 mons into a single core, even though the main core only uses 3 members. I'm just Complicating things I suppose. ^.^






That's my team above. ^ I think that this team is incredibly promising and that's why it gets an RMT.

Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 72 SpD / 88 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Rest
- Sleep Talk
Steelix is by far one of the best pokemon in the RU metagame right now. With great bulk and absurd offensive prowess, Steelix-Mega makes its way into the team as the cornerstone and central unit the team was based on. 252 HP maximizes fatness. 96 Atk with an Adamant nature hits 341, a great offensive jump number. 72 SpD is ran as opposed to 76 like the smogon set because the difference is minimal and those 4 EVs were placed into speed. The purpose of this flip is to simply outspeed opposing standard Mega-Steelix's. Earthquake and Heavy Slam are pretty much mandatory STAB. I'm using a rest+talk variant because it allows me to use it as sleep fodder and can heal itself while still posing an offensive presence, which is invaluable for Steelix in RU, even if it isn't perfect. Of course, that leaves me with a stealth rock vacancy.

Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power
Diancie is an amazing pokemon, no questions asked. Besides being really pretty, Diancie is a serious tank both offensively and defensively. I am running a bulky offensive set because I want Diancie to hit hard and still be useful as a counter to certain things. I have thought about the specially defensive rock setter variant, but I'm not really sold on the idea. Stealth Rocks provide hazard support. Moonblast and Diamond Storm are good, powerful STAB moves. Earth Power is a very useful coverage move, capable of downing Mega-Steelix after some prior damage. 4 Spe investment allows me to outspeed uninvested base 50, such as Eelektross. 252 SpA with a Modest Nature maximize special damage output. Max HP adds to Diancie's overall natural bulk. Diamond Storm still hits decently hard even with the negative attack nature. It really doesn't hit anything in the tier for neutral damage harder than Moonblast does, and it still does the right amount of damage to whatever it's super effective to, such as Fletchinder and Mega Glalie. A Quiet Nature is valid if the attack drop from the nature is unpreferred. Diancie does a great job for the team by providing much needed move coverage and hazard support.

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Scald
- Rapid Spin
- Roar
- Refresh
This set took me a little while to conclude was more than good. This Blastoise set is heavenly. Scald is STAB with that 100,000,000% Burn chance (30% in reality), so why not? Rapid Spin is virtually mandatory for Blastoise, as being able to function as a rapid spinner is greatly appreciated in general. Roar is very specific, yet incredibly useful outside of the main purpose I had for placing it on the moveset. Quite literally, I was having problems with the defensive Sub+CM Meloetta during the Durant Suspect Test and before. In fact, after one calm mind boost, Meloetta proceeded to set up a sub and go to +6 before sweeping, because there wasn't much my team could do after that.
252+ SpA Blastoise Dark Pulse vs. +1 252 HP / 0 SpD Meloetta: 78-94 (19.3 - 23.2%) -- possible 6HKO after Leftovers recovery
Dragon Tail doesn't work on a substitute... So Roar was the primary defense. The move also allows me to scout for various counters and checks and even gives me a way to determine what sets something could be running by letting it hard switch into Blastoise. More often than not, this is Virizion or Venusaur. But whatever. They will mind the hazard damage, while I profit from that slightly. Roar is a phasing move after all. Refresh is the main move in my selection; though, I will note right here that Toxic is 100% viable as well in this moveslot for obvious reasons. Refresh does what it is supposed to. It should be self explanatory. It just gives Blastoise a way to counteract being worn down so much from status, especially Toxic. 308 is the defensive jump number chosen to have; although hitting 317 or maxing out defense with 328 is valid too. I just wanted to have a slight boost to special defense in all honesty. It helps when dealing with an Eelektross lacking T-bolt. Eelektross doesn't kill everything, it's just annoying to deal with imo. That's not saying I want to try a 1v1 against Eelektross with Blastoise. I'm just trying to point out that my switch ins to it are a bit limited since, to its credit, Eelektross has a very good movepool and good bulk, as it can cover the whole tier minus its F.M.S effect.

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball
- Hyper Voice
My Lord, I love Meloetta. I've used so many different sets on Meloetta, all of which worked, but this set by far is the most powerful I can think of. As I explained earlier, the reason for running 136 Speed with a Timid Nature was to outpace Absol and Hoopa, which essentially allows me to keep a pre-existing substitute up against them. I don't really care much for this aspect of the set, as it is pretty situationally dependent and doesn't really do a lot for me outside of those situations. They were suggestions made in the previous team's RMT though. As for the moveset, Sub+CM are the moves that make the set exist. Hyper Voice is very good STAB that hits a majority of the tier for neutral damage. Shadow Ball, being chosen after a long staring contest with my computer screen, is there to hit ghost types and give nearly perfect neutral move coverage to Meloetta at the cost of being able to KO Steelix with Focus Blast. Dazzling Gleam was another option of course, to lure in Spiritomb, the only pokemon in the RU meta capable of completely walling and checking all Meloetta without the move. I just really liked Shadow Ball over Dazzling Gleam for overall superiority in move coverage. This also guarantees an OHKO on Hoopa.

Scrafty @ Life Orb
Ability: Shed Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Iron Head
Swag Master at your service. Swaggy, I mean, Scrafty is still a really great pokemon in RU despite facing competition from all the other fighting types in the tier now. I run this set with a Jolly Nature because it allows Scrafty to outspeed Virizion at +1. Drain Punch allows Scrafty to recover health, which gives it a great way to beat most Steelix-Mega while at the same time not being completely worn out by Life Orb. Scrafty excels at breaking apart defensively oriented teams and thanks to Shed Skin, several key defensive mons in the tier, particularly Alomomola, are fodder for Scrafty. Iron Head with the Life Orb boost at +1 will OHKO almost any Diancie from full HP. Poison Jab is usable, but Iron Head is meant solely for Diancie, which is a nuisance otherwise. Knock Off is great and powerful STAB Utility. Low Kick and High Jump Kick are alternatives to Drain Punch from what I've researched, with Low Kick being viable because of the weight of the mons it's going to be primarily targeting will give it a consistent base 100-120 base power, and still OHKOs dark types everywhere (Damn you Spiritomb). Scrafty has really good synergy with Meloetta too, as everything that Scrafty beats, Meloetta has trouble beating. Whereas everything that Scrafty has trouble beating, Meloetta enjoys thrashing into a wall. A really nifty part of this Duo is the fact that they both lure in each others' generic fodder. Scrafty can easily set up on Spiritomb. Meloetta can set up on Virizion before it has revealed its moveset. They both work really well together. It enriches the team because they synergize offensively with the rest of the team.

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Fire Punch
The final member of my team: Flygon. I'm going to be honest with you, this team slot has been changed at least 8 times before Flygon came into effect. Even when Flygon was welcomed to the team, the moveset never stuck. I'm pretty sure the order of the changes went along the lines of... Tyrantrum, Tyrantrum edited, Tangrowth, Tangrowth edited, Venusaur, Fletchinder, Emboar, Houndoom, Delphox, Sneasel, Rotom-C, Eelektross, Flygon, Flygon edited, Flygon edited again, and finally Flygon edited a 3rd time. I don't remember why so many changes were made. I feel like it has something to do with me trying desperately to pin down Virizion and Venusaur effectively. Right now though, we have Flygon here, and it honestly doesn't look like Flygon is leaving any time soon. I needed this to outspeed Virizion because my team has such a poor time dealing with it. I very much like this set though because it adds a much appreciated offensive pivot as well as a way to revenge kill a majority of the current meta with enough prior damage thanks to the advantageous movepool and good, strong move coverage. This can stop Virizion after enough prior damage. It must be wary of lures running HP Ice though, which may not be common, but is a thing that happens occasionally.
And... That's my team. Hope you all enjoy it.
THREAT LIST:
Virizion, powerful and has STAB able to deal with my whole team.
Venusaur, very difficult to switch into. Usually causes me to sack something for a 1 for 1 trade.
CM Spiritomb, this little bugger is toxic for my team. If Scrafty is not alive, I have few ways outside of roar that help against it.
Antileads, any common anti-lead in the RU meta can severely alter the beginning of the battle, especially when I've read the wrock lead.
Suggestions are much appreciated and will be considered. Please take your time to do the poll. I hope you all enjoy the team. Below is a replay with this team and a drop-box of the team info.
Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 72 SpD / 88 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Rest
- Sleep Talk
Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Scald
- Rapid Spin
- Roar
- Refresh
Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball
- Hyper Voice
Scrafty @ Life Orb
Ability: Shed Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Iron Head
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Fire Punch
Ability: Sturdy
EVs: 252 HP / 96 Atk / 72 SpD / 88 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Rest
- Sleep Talk
Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Scald
- Rapid Spin
- Roar
- Refresh
Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 120 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball
- Hyper Voice
Scrafty @ Life Orb
Ability: Shed Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Drain Punch
- Knock Off
- Iron Head
Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Fire Punch
Yes, I will eventually make an RMT for the top 5 highest votes in the poll, including ties. MULTIPLE VOTES ARE ALLOWED.
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