Team Preview
About Me
Hello, i am StarDasher. Pokemon has always been part of my life since i was about 4, i watched the anime as kid alot, and started collecting pokemon cards when i was 7. However, first time i actually played actual pokemon game i was 14. I started playing competitive pokemon at early 2013 when i discovered pokemon showdown, that means i have played competitive pokemon for 3 years now. And finally after those years i decided to make this RMT.
Teambuilding Process
I had this small core between Mega Ampharos and Skarmory on my mind, which is the reason i started building this team, they cover pretty well each others weaknesses and are good mons in general
I felt like i needed ice resist, so i chose Azumarill, instead of other water mons i chose Azu because it has great offensive typing and it hits like truck
I needed something for steel types so i thought Volcarona was good idea since it has access to good stabs and quiver dance
I have been wanting to try hoopa-u since it was released, i needed something to use as revenge killer and hoopa-u's movepool was interesting so i picked it
And last but not least, i added Garchomp since i needed something fast that can get rocks and block volt switches
The Team
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker (static begore mega)
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk
This set is kinda standard defensive Mega-Ampharos. I run 0 attack IV's to not take as much damage from foul play or if Mega-Ampharos is confused it wont hurt itself as much. Dragon pulse and volt switch are STAB moves. Originally i had discharge over volt switch but i changed it to volt switch for pivotting.
I run rest because Ampharos's has no acces to recovery move, and sleep talk so i can do something while sleeping. With resttalk Mega Ampharos can catch status effects without big problems.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Brave Bird
- Roost
- Defog
- Whirlwind
This Skarmory set helps me to catch some special moves better than normal defensive Skarmory would, like draco meteors and psyshocks from Latios and Latias as well as non STAB super effective physical moves from physical attackers. Also that extra 4 speed helps me to outspeed base 70 speed pokemon with 0 speed evs.
Brave bird is good STAB move because of its high base power. Roost helps me recover HP so i dont have to rely on leftovers, defog helps me to get rid of hazards and whirlwind is for setup mons so i dont get sweeped, if Skarmory is at full HP it can take any hit and whirlwind potential sweeper out. Also whirlwind can be used to force opponents pokemon out with stealth rocks on the field to deal extra damage.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
While assault vest would be good to take hits on special side, i prefer choice band to boost Azumarills already high attack stat to even bigger numbers (654 to be exact) allowing Azumarill to spam moves wthout worrying about doing no damage. 88 speed is to outspeed base 60 pokemon like Clefable, even though 84 speed is enough, i run 88 so i can outspeed those other Azumarills running 84 speed. Waterfall is strong and reliable STAB (stupid aqua tail and its 90% accuracy) and can flinch. Aqua jet is STAB priority which is probably most common move on Azumarill. Play rough is STAB move that helps with dark, fighting and mainly dragons, since Azumarill cant hurt them as much with waterfall. I run superpower over knock off to catch potential Ferrothorns on switch in.
Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Bug Buzz
- Fire Blast
- Hidden Power [Ice]
- Quiver Dance
Standard quiver dance Volcarona with leftovers instead of life orb (not sure if life orb is common but i have seen it more than leftovers on non bulky Volcarona)
Volcarona has 0 attack iv's to not take as much damage from foul play and hitting itself on confusion, 30 defense iv's are because i need that for hidden power ice.
Bug buzz and fire blast are STAB moves that hits wide variety on pokemon in OU tier. I have hidden power ice for coverage. Quiver dance is there so i can potentially setup and clean the game after opponents team has been weakened bit.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Gunk Shot
Choice scarf Hoopa-U is great revenge killer because of its hight attack and special attack stats. It can also switch in to some special moves. I run scarf so i can outspeed the pokemon i want to revenge kill and to catch offguard people who dont know this is running scarf.
Hyperspace Fury is strong and spammable STAB move. Fire punch is mainly for Ferrothorn and Scizor switch ins. Drain punch is for bulky normal types like Chansey, or steel and rock types on certain situations to damage them and recover some HP. Gunk shot is for fairies like Azumarill, Togekiss and Clefable.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Combination of rough skin and rocky helmet makes many pokemon with contact moves not wanting to hit Garchomp. Reason im not running defensive Garchomp is because Mega Ampharos and Skarmory can handle taking hits from most pokemon.
Earthquake and dragon claw are good STAB moves, only completely walled by togekiss. I dont run outrage because i dont want to be locked on it if opponent has steel or fairy pokemon. Stealth rock is best entry hazard on the game so i have it. Swords dance is for possible late game sweeps with Garchomp after opponent has no checks for left for Garchomp
Importable
http://pastebin.com/rB7iZTvP
So what do you think about this team?
Is there anything you would change?
Since this is my first RMT there may be mistakes, let me know if you spot any.
All feedback is appreciated.






About Me
Hello, i am StarDasher. Pokemon has always been part of my life since i was about 4, i watched the anime as kid alot, and started collecting pokemon cards when i was 7. However, first time i actually played actual pokemon game i was 14. I started playing competitive pokemon at early 2013 when i discovered pokemon showdown, that means i have played competitive pokemon for 3 years now. And finally after those years i decided to make this RMT.
Teambuilding Process


I had this small core between Mega Ampharos and Skarmory on my mind, which is the reason i started building this team, they cover pretty well each others weaknesses and are good mons in general



I felt like i needed ice resist, so i chose Azumarill, instead of other water mons i chose Azu because it has great offensive typing and it hits like truck




I needed something for steel types so i thought Volcarona was good idea since it has access to good stabs and quiver dance





I have been wanting to try hoopa-u since it was released, i needed something to use as revenge killer and hoopa-u's movepool was interesting so i picked it






And last but not least, i added Garchomp since i needed something fast that can get rocks and block volt switches
The Team

Ampharos-Mega @ Ampharosite
Ability: Mold Breaker (static begore mega)
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk
This set is kinda standard defensive Mega-Ampharos. I run 0 attack IV's to not take as much damage from foul play or if Mega-Ampharos is confused it wont hurt itself as much. Dragon pulse and volt switch are STAB moves. Originally i had discharge over volt switch but i changed it to volt switch for pivotting.
I run rest because Ampharos's has no acces to recovery move, and sleep talk so i can do something while sleeping. With resttalk Mega Ampharos can catch status effects without big problems.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Brave Bird
- Roost
- Defog
- Whirlwind
This Skarmory set helps me to catch some special moves better than normal defensive Skarmory would, like draco meteors and psyshocks from Latios and Latias as well as non STAB super effective physical moves from physical attackers. Also that extra 4 speed helps me to outspeed base 70 speed pokemon with 0 speed evs.
Brave bird is good STAB move because of its high base power. Roost helps me recover HP so i dont have to rely on leftovers, defog helps me to get rid of hazards and whirlwind is for setup mons so i dont get sweeped, if Skarmory is at full HP it can take any hit and whirlwind potential sweeper out. Also whirlwind can be used to force opponents pokemon out with stealth rocks on the field to deal extra damage.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
While assault vest would be good to take hits on special side, i prefer choice band to boost Azumarills already high attack stat to even bigger numbers (654 to be exact) allowing Azumarill to spam moves wthout worrying about doing no damage. 88 speed is to outspeed base 60 pokemon like Clefable, even though 84 speed is enough, i run 88 so i can outspeed those other Azumarills running 84 speed. Waterfall is strong and reliable STAB (stupid aqua tail and its 90% accuracy) and can flinch. Aqua jet is STAB priority which is probably most common move on Azumarill. Play rough is STAB move that helps with dark, fighting and mainly dragons, since Azumarill cant hurt them as much with waterfall. I run superpower over knock off to catch potential Ferrothorns on switch in.

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Bug Buzz
- Fire Blast
- Hidden Power [Ice]
- Quiver Dance
Standard quiver dance Volcarona with leftovers instead of life orb (not sure if life orb is common but i have seen it more than leftovers on non bulky Volcarona)
Volcarona has 0 attack iv's to not take as much damage from foul play and hitting itself on confusion, 30 defense iv's are because i need that for hidden power ice.
Bug buzz and fire blast are STAB moves that hits wide variety on pokemon in OU tier. I have hidden power ice for coverage. Quiver dance is there so i can potentially setup and clean the game after opponents team has been weakened bit.

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Gunk Shot
Choice scarf Hoopa-U is great revenge killer because of its hight attack and special attack stats. It can also switch in to some special moves. I run scarf so i can outspeed the pokemon i want to revenge kill and to catch offguard people who dont know this is running scarf.
Hyperspace Fury is strong and spammable STAB move. Fire punch is mainly for Ferrothorn and Scizor switch ins. Drain punch is for bulky normal types like Chansey, or steel and rock types on certain situations to damage them and recover some HP. Gunk shot is for fairies like Azumarill, Togekiss and Clefable.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Swords Dance
Combination of rough skin and rocky helmet makes many pokemon with contact moves not wanting to hit Garchomp. Reason im not running defensive Garchomp is because Mega Ampharos and Skarmory can handle taking hits from most pokemon.
Earthquake and dragon claw are good STAB moves, only completely walled by togekiss. I dont run outrage because i dont want to be locked on it if opponent has steel or fairy pokemon. Stealth rock is best entry hazard on the game so i have it. Swords dance is for possible late game sweeps with Garchomp after opponent has no checks for left for Garchomp
Importable
http://pastebin.com/rB7iZTvP
So what do you think about this team?
Is there anything you would change?
Since this is my first RMT there may be mistakes, let me know if you spot any.
All feedback is appreciated.
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