I'm back again with my second RMT and have been wanting to abuse the increasingly popular Pokémon Salazzle. This team focuses more on the overarching weaknesses of Salazzle and building support around it, while effectively making a good team. Anyway, let's get down to business.
The Team:

Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Nasty Plot
- Toxic
Effectively the main star of the show, I wanted to abuse its great ability in corrosion in crippling common walls like Toxapex and Seismitoad, while still applying threatening stabs against Clefable, Ferrothorn, and Corviknight (the latter two not wanting to be toxicated either). With plenty of steel and fairy types like Hatterene, Grimmsnarl, Togekiss, Aegislash, Jirachi, and Bisharp around, there are plenty of targets that would happily switch out, allowing Salazzle to get a nasty plot off.

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport/Aromatherapy
- Wish
- Protect
Everyone knows this absolutely terrifying monster found all over the ladder. Bringing handy resistances to some of the most common offensive typings in the game, as well as great bulk, a large support movepool, and great abilities, this Pokémon basically fits on any team. Pairing well with Salazzle, giving wish support, and countering common wallbreakers like Dragapult, Hydreigon, and Kyurem, Clefable works wonderfully as the team's main support and defensive backbone. Not to mention a slow pivot in the form of teleport allowing Salazzle to have safe entries while threatening Clefable counters like Corviknight.

Hippowdon (F) @ Rocky Helmet/Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind/Toxic
- Slack Off
Working as the physically defensive wall for the team, Hippowdon gives useful hazard spreading in the form of stealth rock. Hippowdon also counters Clefazzle checks like Excadrill, Cinderace, Bisharp, and Scarf Jirachi extremely well. Sand Support breaks random sashes while chipping away at black sludge recovery from Toxapex. He pairs nicely with Clefable, relieving much of the need to bring her in, due to a solid recovery move, as well as its ability to toss aside common set up mons like dragon dance Dragapult with whirlwind without feeling threatened by boosted stabs. Toxic can be used over whirlwind but is mainly niche for Hippowdon dittos.

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin/Rock Slide
- Swords Dance
The fourth mon in the team is none other than your well-known friend sand rush Excadrill. With access to rapid spin, spammable stabs, and swords dance, Excadrill becomes terrifying when put in sand. Common walls to Excadrill like Corviknight and Ferrothorn don't enjoy Salazzle, and running air balloon removes the need for a Hippowdon counter. Although the lack of rockslide's coverage is apparent, I felt the need to run rapid spin to help relieve some pressure from Hippowdon. You can run either, as this team isn't extremely weak to hazards, but rapid spin helps keep momentum after sand wears off.

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Heavy Slam
The necessity for a Rotom-heat counter pushed me to find a mon that could do this, as well as pressure Rotom in turn. Seismitoad seemed the obvious choice at first, although with Hippowdon on the team, it would serve no real purpose other than a Dracovish and Rotom-heat counter. I thought about it a lot and came to the conclusion that Tyranitar would be best suited to fulfill this job. Tyranitar, countering Rotom-heat, non focus blast Gengar, and pressuring Dragapult, while also setting up sand, Tyranitar seemed to be the best choice. Although crippled by burns, Tyranitar still can threaten Rotom-heat variants with an OHKO, while completely OHKO'ing scarf variants.

Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald/Knock Off
- Toxic/Toxic Spikes
- Baneful Bunker/Haze
- Recover
Another extremely common defensive staple on most teams, Toxapex lives well up to its namesake. Being one of the best current Dracovish counter, while not caring about strong wallbreakers like Cinderace, guts Conkeldurr, and Keldeo, while sustaining itself with recover, black sludge, and regenerator, it fits perfectly on the team as a strong defensive pivot. While not enjoying strong stabs from Excadrill, or Earthquake on guts Conkeldurr, this pokemon can still pressure them in turn with either scald or knock off.
Threats:

Being the biggest threat to the peace, we have Togekiss. I have seen this Pokémon on many a team's watch list, however, I didn't truly find out why until recently why this thing was so scary. With a 60 percent flinch rate (feels like 100), with access to nasty plot, ancient power, flamethrower, dazzling gleam, thunderwave, etc. This monster is incredibly tough to deal with. Most variants of nasty plot include either substitute or roost, which works perfectly well in Tyranitar's favor, allowing you to spam heavy slam (over stone edge's miss rate), and easily eating up its resisted stabs. Excadrill in sand also does a nice job with revenge killing Togekiss, but it is still a threat not to be reckoned with.

Although not terribly hard to deal with, Dracovish is still not a target you want in all of the time. While Toxapex does a great job with walling it, Excadrill and Salazzle struggle to break through its naturally decent defenses. If Toxapex goes down, trying to revenge kill this scientific mistake is extremely tough, if using the right support.

Honestly, Zeraora can effectively take down most teams if not played around correctly. With a great offensive movepool for coverage, amazing speed, and relatively good attack, Zeraora is terrifying to behold in the right trainer's hands. Unfortunately, this holds true for this team as well. Bulk up variants luckily are easier to handle, due to the lack of grass knot, but A-O-A sets running grass knot are extremely hard to deal with. To remove this pest, you either have to wear it down with sand and LO damage, or be willing to sacrifice a mon to bring in Hippowdon, or Excadrill (if sand's up). However, non grass knot variants don't pose much of a threat to Hippowdon.
The Team:

Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Nasty Plot
- Toxic
Effectively the main star of the show, I wanted to abuse its great ability in corrosion in crippling common walls like Toxapex and Seismitoad, while still applying threatening stabs against Clefable, Ferrothorn, and Corviknight (the latter two not wanting to be toxicated either). With plenty of steel and fairy types like Hatterene, Grimmsnarl, Togekiss, Aegislash, Jirachi, and Bisharp around, there are plenty of targets that would happily switch out, allowing Salazzle to get a nasty plot off.

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport/Aromatherapy
- Wish
- Protect
Everyone knows this absolutely terrifying monster found all over the ladder. Bringing handy resistances to some of the most common offensive typings in the game, as well as great bulk, a large support movepool, and great abilities, this Pokémon basically fits on any team. Pairing well with Salazzle, giving wish support, and countering common wallbreakers like Dragapult, Hydreigon, and Kyurem, Clefable works wonderfully as the team's main support and defensive backbone. Not to mention a slow pivot in the form of teleport allowing Salazzle to have safe entries while threatening Clefable counters like Corviknight.

Hippowdon (F) @ Rocky Helmet/Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind/Toxic
- Slack Off
Working as the physically defensive wall for the team, Hippowdon gives useful hazard spreading in the form of stealth rock. Hippowdon also counters Clefazzle checks like Excadrill, Cinderace, Bisharp, and Scarf Jirachi extremely well. Sand Support breaks random sashes while chipping away at black sludge recovery from Toxapex. He pairs nicely with Clefable, relieving much of the need to bring her in, due to a solid recovery move, as well as its ability to toss aside common set up mons like dragon dance Dragapult with whirlwind without feeling threatened by boosted stabs. Toxic can be used over whirlwind but is mainly niche for Hippowdon dittos.

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin/Rock Slide
- Swords Dance
The fourth mon in the team is none other than your well-known friend sand rush Excadrill. With access to rapid spin, spammable stabs, and swords dance, Excadrill becomes terrifying when put in sand. Common walls to Excadrill like Corviknight and Ferrothorn don't enjoy Salazzle, and running air balloon removes the need for a Hippowdon counter. Although the lack of rockslide's coverage is apparent, I felt the need to run rapid spin to help relieve some pressure from Hippowdon. You can run either, as this team isn't extremely weak to hazards, but rapid spin helps keep momentum after sand wears off.

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Punch
- Heavy Slam
The necessity for a Rotom-heat counter pushed me to find a mon that could do this, as well as pressure Rotom in turn. Seismitoad seemed the obvious choice at first, although with Hippowdon on the team, it would serve no real purpose other than a Dracovish and Rotom-heat counter. I thought about it a lot and came to the conclusion that Tyranitar would be best suited to fulfill this job. Tyranitar, countering Rotom-heat, non focus blast Gengar, and pressuring Dragapult, while also setting up sand, Tyranitar seemed to be the best choice. Although crippled by burns, Tyranitar still can threaten Rotom-heat variants with an OHKO, while completely OHKO'ing scarf variants.

Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald/Knock Off
- Toxic/Toxic Spikes
- Baneful Bunker/Haze
- Recover
Another extremely common defensive staple on most teams, Toxapex lives well up to its namesake. Being one of the best current Dracovish counter, while not caring about strong wallbreakers like Cinderace, guts Conkeldurr, and Keldeo, while sustaining itself with recover, black sludge, and regenerator, it fits perfectly on the team as a strong defensive pivot. While not enjoying strong stabs from Excadrill, or Earthquake on guts Conkeldurr, this pokemon can still pressure them in turn with either scald or knock off.
Salazzle (F) @ Heavy-Duty Boots
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Nasty Plot
- Toxic
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect
Hippowdon (F) @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off
Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Fang
- Heavy Slam
Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Baneful Bunker
- Recover
Ability: Corrosion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Sludge Wave
- Nasty Plot
- Toxic
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect
Hippowdon (F) @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off
Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Fire Fang
- Heavy Slam
Toxapex (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Baneful Bunker
- Recover
Threats:

Being the biggest threat to the peace, we have Togekiss. I have seen this Pokémon on many a team's watch list, however, I didn't truly find out why until recently why this thing was so scary. With a 60 percent flinch rate (feels like 100), with access to nasty plot, ancient power, flamethrower, dazzling gleam, thunderwave, etc. This monster is incredibly tough to deal with. Most variants of nasty plot include either substitute or roost, which works perfectly well in Tyranitar's favor, allowing you to spam heavy slam (over stone edge's miss rate), and easily eating up its resisted stabs. Excadrill in sand also does a nice job with revenge killing Togekiss, but it is still a threat not to be reckoned with.

Although not terribly hard to deal with, Dracovish is still not a target you want in all of the time. While Toxapex does a great job with walling it, Excadrill and Salazzle struggle to break through its naturally decent defenses. If Toxapex goes down, trying to revenge kill this scientific mistake is extremely tough, if using the right support.

Honestly, Zeraora can effectively take down most teams if not played around correctly. With a great offensive movepool for coverage, amazing speed, and relatively good attack, Zeraora is terrifying to behold in the right trainer's hands. Unfortunately, this holds true for this team as well. Bulk up variants luckily are easier to handle, due to the lack of grass knot, but A-O-A sets running grass knot are extremely hard to deal with. To remove this pest, you either have to wear it down with sand and LO damage, or be willing to sacrifice a mon to bring in Hippowdon, or Excadrill (if sand's up). However, non grass knot variants don't pose much of a threat to Hippowdon.
Last edited: