RMT Offensive Team - What do I need to cover?

I've been using this team on wi-fi battles and am ~15-20 and 1 Loss with this team. So the main 3 pokemon this team revolves around are Garchomp, Mega Tyranitar, Rotom-W, and the use of sand. Klefki and Talonflame work as my support pokemon, although talonflame rarely sees use over klefki. This team is built mostly around the idea of keeping pressure on the enemy team by punishing them for making switches or trying to set up.



This is probably one of my favorite teams and most comfortable I've ever been with a team. Only thing I am trying to work on is which move for Talonflame's 4th slot?



Garchomp @ Lum Berry

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Ability: Sand Veil
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Rock Slide
- Protect

Garchomp is the star of this team, often winning games single handily. The sand from ttar activates Garchomp's sand veil which allows him to dodge attacks sometimes that would faint him. I usually try to pair garchomp with ttar, rotom, or klefki depending on what I am up against. Rotom works well because it allows Garchomp to freely use EQ. Kleki can help me KO opponents by swaggering my own Garchomp for 2x attack and healing with lum berry, or if safeguard is up by klefki the lum berry will be saved. I not only chose lum berry to heal swagger confusion, but more importantly to allow Garchomp to continue fighting if a burn attempt has happened. Sand veil helps here because they will theoretically have to will-o-wisp me twice, which is difficult in sand.


Tyranitar-Mega @ Tyranitarite

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Ability: Sand Stream
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Rock Slide
- Ice Fang
- Crunch
- Protect

Tyranitar is Garchomp's main supporter. Usually with ttar I protect often, because he weak to so many things. This allows him to stay in long and also allow me to reset sand many times. If the other team has no direct counter to my dino duo I can double up on Rock Slide and get some flinches, especially if ttar isn't the slowest on the feild. The protect also is used to dodge my own EQs. I chose to mega ttar because with the boosted attack he will be able to OHKO opposing Garchomps while mine protects. Another important reason is I often find ttar and garchomp to be my remaining two pokemon, when this happens the other team can induce sun and take away my sandstor. (particularly ZardY) But once the sun is out I can just mega with ttar and get my sand back. At that point charizard will not have any good moves to answer or even compare to the damage rock slide is about to do. Also in sand he can beat Rotom-W in a 1-on-1 death dual
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Rotom-Wash @ Choice Scarf

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Ability: Levitate
EVs: 60 Spd / 236 SAtk / 212 HP
Timid Nature
- Hydro Pump
- Volt Switch
- Thunderbolt
- Trick

Rotom-W is my way of either dealing a little damage and switching out, or dealing a lot of damage and dying. Hydro Pump can hit most pokemon for neutral damage, and can 2KHO almost anything. Trick can be use to cripple set up pokemon or make pranksters worthless. I'm not worried about hidden power ice/fire on this rotom because volt switch and thunderbolt have two separate motives. Volt switch allows me to keep the opponent guessing. If they prepare to power whip/giga drain/solarbeam me, I can simply volt switch into Noivern for the 1/4x resist. Thunderbolt is there when I need electric coverage, as thunderbolt on this rotom will OHKO a talonflame and wont require me to chance it with hydro pump. It also allows me to stay in if the current pokemon on the field are threats to the ones I have in my party. Trick is my favorite move, and I have always used it on my choice rotom. It really messes with pranksters/smeargle and allows me to loose speed against trick room teams while also speeding up their pokemon. 60 spd EVs allows me to outspeed garchomp, tailwind ttar, and anything neutral at base 100 (kang). If I trick my scarf Rotom will still outspeed a neutral Roserade and can volt switch out. 236+ SAtk will OHKO Zard Y will Hpump and has a 87.5% to survive a solar beam. (In these situations I will try to start a sandstorm after the turn started so charizard gets locked into a turn of solar beam charging.

Well thats enough about rotom.


Klefki @ Mental Herb

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Ability: Prankster
EVs: 220 Def / 252 HP / 12 Spd / 22 SDef
Bold Nature
- Swagger
- Thunder Wave
- Foul Play
- Safeguard

Klefki has been an awesome pokemon to have in this team. Safeguard prevents prankster Twaves and dark void smeargle (When people have the nerve to use it.) Swagger can stall special attackers and then can be hit by foul play to finish them off. Adding thunder wave to swagger will really hinder a pokemon from attacking and can by me some time. Swagger work really great with garchomp too because it is like a permanent more powerful helping hand. If I am against an opposing dragon, a swagger dragon claw will take it out. My EV spread is a little odd. This kelfki has 220 def because it will allow it to take EQ from garchomp. The 14 spe is just to outspeed other klefki's so I can get my safeguard up before a twave. I threw the rest into Sdef. I'm pretty sure I can take a manectric flamethrower no problem.

Edit: also kelfki is a perfect switch in for garchomp. It is immune to dragon, 0.25 weak to fairy, and 0.5x weak to ice. On the other side, Garchomp is .25x weak to fire.

Talonflame @ Focus Sash

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Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Taunt
- Quick Guard
- Acrobatics
-will-o-wisp/u-turn/tailwind?


This Talonflame is a little different than most. I don't use it often and it is kinda my anti metagame pokemon. Taunt stops pranksters and trickroom setters, and quick guard prevents from fakeout. (to prevent from Kang+Smeargle I can quickguard and safeguard with klefki. It takes up 2 of my spots but it really hinders their team.) Talonflame's stats don't really scream 'support' but his moveset does, and since it is unexpected I can often take setup teams by surprise. Although I'm not sure if I should use will-o-wisp or u-turn. Will-o-wisp can be useful but u-turn allows talonflame to dodge OHKOs and let the tankier pokemon absorb them. And also, tailwind will allow ttar to outspeed some threats and at least give its rock slide a chance for flinch.


Noivern @ Life Orb

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Ability: Infiltraitor
EVs: 252 SAtk / 44 HP / 212 Spd
Modest Nature
- Protect
- Flamethrower
- dragon Pulse
- Air Slash

Noivern was a good replacement for Gardevoir. It nicely fills in the holes my team has but doesn't require me to use him every round. He can OHKO Ferrothorn with flamethrower, a pokemon that gives all my physical attackers and rotom trouble. It can ohko and outspeed garchomp (212 spd EV) with dragon pulse. I also found that Garchomp is now commonly running substitute so Infiltraitor works perfectly. Air Slash is there because people actually use Heracross who with skill link can OHKO ttar, rotom, and talonflame. His 4x weakness can't take an Air Slash. This set allows me to dodge intimidate by having a second special attacker. He isn't really part of my normal play but just there when I need him to KO a pokemon or two that always give me trouble. Another aspect Noivern adds is having two 4x weak ice types on my team. It allows me to predict who they are bringing because they will likely try to throw in the 1 or 2 mons that give them ice coverage.


That's my team, let me know if you have any questions. Most of my matches are Garchomp, Tyranitar, Rotom-W, and klefki; but Talonflame is a good setup counter I've found and Noivern gives me extra coverage that can easily OHKO many common threats.
 
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