Hey BW! its been quite a long time since I made an RMT lately, and I thought it would be time to bless the masses with one more. I tried experimenting with the idea back in April/May, but didn't achieve any success in building it. I have gained a lot more knowledge from then, as well as being given amazing opportunities by this community too, such as playing in ROA Team Trials, playing in a bunch of side tours on discord (I'm playing in UCL as well, if you want to watch my magic happen ) , and also getting drafted in BWPL by my goat Feaniix
(giving him a tornadus-therian, enjoy) and Fantos13
(giving him a growlithe, enjoy) , and playing with a bunch of cool BWers like Jaajgko and Nalorium, and even learning some UU with Dingbat. anyways, I finally perfected my idea in week 4 of BWPL, where I played vs Hockey. enough about me though, time to showcase the team.

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 88 Atk / 40 Def / 132 SpD
Adamant Nature
- Crunch
- Pursuit
- Ice Beam
- Superpower/Fire Blast

was the first thing i went to when building the team, as its sand is super valuable. its utility here is mainly to be a trapper for

and

, and be a Hard hitting suprise mixed attacker. I calced it to always live a +1

Outrage from full, so it can hit with Ice beam to knock it out in a pinch. Ice beam also punishes

and

, who both set rocks, which is why it can be nice to pick up a kill to deny hazards. Superpower is for Excadrill and Ferrothorn, as well as hitting pretty hard against Keldeo. I chose to forego Fire blast on this team, but it can be nice for

if you want to deny spikes from it.
(look at my boy)

Hello! (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 140 Atk / 116 Def / 252 Spe
Naive Nature
- Earthquake
- U-turn
- Punishment/Stone Edge
- Hidden Power [Ice]

is here to provide momentum and intimidate support, which can give my team a better match up vs things like Mold breaker Scarf

and CB

. I chose to include scarf for the speed control, and also because it lets me get the jump on things like

and

, as well as forming a Voltturn core with

. U-Turn is for pivoting against the strong attackers in the tier, and hp ice lets me destroy the angry

. Now Punishment might sound like a weird move here, but hear me out.

is one of the scariest threats in the tier, and this team can trap it with

, and do good damage with

and

, but all of those checks can be chipped down over the course of the game, which is why i let the

punish the

with Punishment:, OHKOing once

has set up 2 Calm minds.

Ke!deo (Terrakion) @ Choice Band
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Quick Attack

is the start of my breakers, with Choice Band Close Combats being able to rip through

and many more. CC + Stone Edge is a wonderful Stab Combo, as you can hit

,

, and

with it, and you can hit

,

. anything else that doesnt resist it will likely be OHKOed or 2HKOed by it. Rock Slide provides a more accurate moveslot if you dont need the power of stone edge, hitting

and

as well. Quick Attack helps snipe weakened

and set up sweepers like

and scarfers like

.

ShaZam (Alakazam) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Psyshock
- Focus Blast
- Hidden Power [Ice]
- Signal Beam

is the second of the breakers, and its moveset helps with just that. Psyshock is for Blissey and can bypass special Defense boosts from

and CM

. Focus blast is for

,

, and

, as well as hitting

to its chople berry. HP Ice is for

and

, as well as hitting

and

. Signal beam is for the aforementioned

and also hits

you can also use Signal into F blast to do more chip against

on the switch if you dont want to risk 2 Focus blast misses.

Coin Flip (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 248 HP / 48 Def / 212 SpD
Impish Nature
- Stealth Rock
- Spikes
- Thunder Wave
- Power Whip

is the Steel glue of the team, stacking hazards and providing utility is the goal. Rocks plus Spikes are fantastic for

, and it can comfortably set these up vs

and

. Thunder Wave is a tech for

and

and can punish Offensive attackers that want to switch into it. Power Whip is for the Rain MU, as it can threaten out

and

, as well as being the best check to

in the tier. its EVs are to live 4 Scarf Draco Meteors from

. Power Whip also helps vs

and

.

"Washed" (Rotom-Wash) @ Leftovers/Chesto Berry
Ability: Levitate
EVs: 248 HP / 200 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split/Rest

is nice as another glue mon, pairing with

for Volt switch + U-turn to allow for

and

to get on the field easier. Will-O-Wisp is to burn Physical attackers which makes it easier for it and

to provide support and utility. Hydro Pump is the second stab move, being able to punish

and Mold breaker

that would otherwise want to switch into a Volt switch. Pain split is for recovery and can break multiscale on

and chip other attackers. Rest is an option to absorb burns, but I found it very inconsistent, because it has to dodge knock off from Ferrothorn and Gliscor, and being chipped without lefties, it can be super hard to pull a rest off.
Would like to give a special thank you to Dababy2, Feaniix, Jaajgko, Nalorium, QWILY, Nigel, and Monai, Brine, and the rest of BWcord for helping me make it here. Also would like thank myself for the opportunity (im joking ) but really, thank you to the BW community for helping me out, you guys are awesome!