Hello everyone :)
My name is Saywhaat and this is my first RMT. I have been trying out various Teams like Sticky Web, but I didn't feel comfortable with them. Right now i am using a team which is (in my opinion) rather powerful, but i still don't feel truly comfortable with it. It has won pretty often and feels close to being complete, but i still can't help feeling like it's not the absolute team for me. Don't worry, this won't be a classic "WHAT SHOULD I USE IN MY TEAM????"-thread but still a complete and normal RMT. I will just add to each pokémon what exactly makes me feel uncomfortable about it (and i am open for each change you suggest). Also I feel like having a 5-Pokémon-core which wipes out most problems with ease, but i just can't find out what to play on slot 6... so if you can help me while leaving my core or at least alter it but leave it's functionality i would be incredibly grateful (as those 5 Pokémon together just seem to fit my playstyle pretty well).
Before getting on with the team (Get on with it!), a few words about the team in general and its (and my) way of playing: The main goal of this team is to have my opponent do exactly what I need and allowing me to react to this (basically like a giant wobuffet). Thus i can create tons of switch-in and setup-opportunities and force my enemies into mindgames where a correct prediction will get them absolutely nothing but failing might ruin their entire game. (I know I'm sounding like a sadistic megalomaniac but that's actually how the team works... well maybe I should see a doctor... or quit pokémon and start politics) So now without much further ado... the team:
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 116 HP / 252 SAtk / 140 Spd
Timid Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick
The classic Rotom-Wash. The EV-Spread allows him to outspeed positive natured base-130's and +1-Dragonite and Gyarados as long as it still has its scarf. The rest of the EV are put into HP, as with Rotoms stats, each point into HP improves its bulk pretty nicely. Trick cripples every counter to Rotom bar Excadrill, Latios and M-Venusaur, but none of them enjoys a burn and the first can't switch into Hydro Pump. Will-O-Wisp on a scarf-set might seam confusing at first, but the burn can hit normally faster opponents like +2 Atk M-Pinsir or Garchomp when they least expect it. After tricking away the Scarf (hopefully for leftovers), Will-O-Wisp provides pretty neat utility.
My biggest concern with Rotom-Wash is that it deals is basically just chip-damage. Even though it can brutally wreck some of the most common Pokémon (most of them even without its scarf) and possibly Volt-Switch out before taking too much damage afterwards, most time it will just deal rather low damage while scouting and trying to provide switch-ins, which isn't bad at all, but leaves Rotom struggling when it has to do things on its own. So in the end we have:
Pros:
- Insane utility
- Able to give good Mementum
- Fast but somewhat bulky
- Can eliminate one of its counters once per game
- Typing allows to take on many of the tiers prominent Pokémon and it counters some Pokémon to an extreme extend
Cons:
- No Recovery
- Not actually powerful when not fighting a water/electro-weak Pokémon (running modest would force me to switch too much EV from Hp to Speed)
In the end, i am very happy with Rotom-Wash, but i could imagine switching it for Zapdos or Thundurus if i manage to get in another trick-user.
Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- U-turn
- Knock Off
I really don't think there is any need to explain Scizor. The typing provides my team with awesome resistances and bullet punch is nice because of its increased priority but after all it's very much like a physical Rotom-W, which is why i don't copy the pros and cons again. Together they build an incredibly powerful VoltTurn-Core that often forces opponents to sacrifice one of their Pokémon if they don't want their entire Team to die from chip-damage.
Even though i am also somewhat uncomfortable with the chip-damage-nature of Scizor (even though banded U-Turns do chip a LOT health), i still like playing it and substituting it would require another steel-type with lots of offensive presence, another U-turn-user and maybe even more priority.
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Defog
- Foul Play
- Taunt
I found this beautiful thing when I was looking for defog-Users and just tried it out for fun and... it was magnificent. The sheer amount of physical bulk coupled with a nice speed-stat and awesome moves allow this thing to stop almost any puny physical sweeper in his tracks while most walls are slowly worn down with taunt + foul play or even just pp-stalled with taunt + roost.
Pros:
- Bulk
- Bulk
- even more bulk
- BULK!!!
- Awesome typing gives much needed resistance to dark and ghost
- Almost limitless utility
- Foul Play wipes out physical Setup-Sweepers bar M-Mawile
- Can stall out any opposing staller
Cons:
- Has to take 25% of its maximum hp in damage when coming in to use defog
- Even though the opponents staller become completely helpless when facing Mandibuzz, it is unable to damage them so severely that they are weakened for the rest of the mach.
- Makes it hard for me to use Stealth Rocks myself, which is somewhat stupid as it forces more switches than perish song.
I wouldn't like to switch out Mandibuzz, as i am very happy with it, but i can imagine replacing it and Rotom-W with Zapdos and Sableye.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Thunder Wave
Same as with Scizor. I chose Thunder Wave over Toxic as it can disrupt pretty effectively and i am not running protect. Also it complements Mandibuzz, creating a combined wall that makes SkarmBliss look like a FeebKarp-Core. Together they stop anything special absolutely cold in its tracks, make physical attackers struggle and lock down any staller. Those two can basically wall an entire Team to death together. Also Chansey can take on physical threads somewhat good but struggles against opposing stallers, forcing Mandibuzz to come in on a possibly unwanted status move.
I wouldn't switch out Chansey for anything as it is truly irreplacable.
As far as things go, this is the defensive part of my team. I still want to be able to use all those loads of free switch-ins and turns this core provides me. As such, my next Pokémon is
Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Quick Attack
- Return
- Swords Dance
- Earthquake
Another Pokémon i don't really have to explain. Mold-Breaker-EQ dents Rotom-Wash if it's switching in to block a flying-type-Move. Once set up, this thing is truly scary while it can provide nice priority while it waits for its opportunity.
Pros:
- Even when not set up, Return deals insane damage
- Powerful physical bulk
- Awesome coverage
- Powerful Priority that gets completely insane after a boost
- Pinsir can onehit M-Pinsirs biggest problem
Cons:
- Typing
- Bug/Flying
- Double SR-Weakness
- Its types
- Being a Bug-Type
- Somewhat has to justify its place over Talonflame which doesn't consume the mega-slot and has stronger priority (it does so by not being walled that easily with its powerful returns).
In this slot, I'm a lot less sure which Pokémon i want to use in the Slot of my teams premier physical Attacker. Talonflame seems equally powerful but somewhat lacks bulk... much bulk. A more classical Setup-Sweeper such as Cloyster seems fitting too, given the sheer amoung of switch-ins my team provides. In one try i had Garchomp in this slot, which deals equally high damage and has a beautiful bulk while also being immune to electric attacks, but lacks the speed to take on more than one revenge killer, after which it is painfully low on health most time, turning setup-turns into wasted turns, while it might sometimes struggle to do anything meaningful in the game without boosts. As such, it would have to change its moveset depending on the opponent and can let my team down sometimes when it should fulfill its role as main physical damage-source. Lucario follows the same principle as Pinsir, but the difference in power and bulk is ridiculous. Thus, if the Mega-Spot isn't needed for any other Pokémon, I'm happy with M-Pinsir.
And the last slot which keeps troubling and troubling me:
Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Earth Power
- Focus Blast
- Hidden Power [Ice]
- U-Turn
This is actually just the Pokémon I'm testing in this slot right now. I need a powerful special Attacker as more than one physicaly bulky pokémon (or even one when trick misfires) can make this team struggle. The Pokémon i have been the most comfortable with as my special Attacker was actually Vivillon, as it can utilitize its high speed tier to fire accurate sleep powders and then proceed to set up substitutes and quiver dances. Normally you have 1-2 boosts for sure and a +2-Hurricane HURTS. My main problems with Vivillon just were how its typing and mono-attacking-move were overlaying with M-Pinsir, amplifying my weaknesses and making stealth rocks shut me down almost completely when i lost Mandibuzz. Other Pokémon i was using or thinking about: Gengar, Starmie, Noivern, Porygon-Z, Aegislash, Mega-Charizard Y, Togekiss
So, to sum up all my Problems:
- The team moves in a constant mediocre Speed-Tier, which also ruined an attempt to replace the last two pokémon with garchomp and mega-charizard-y
- Stone-Weakness
- I don't want a special-attacker that is too easily walled by chansey
- chansey
- electric pokémon using hidden power ice
oh and the team is item-claused and i can't use latios :/
and well... thats about it... have fun rating :)
PS.: I'm german so don't worry about the random upper-case-nouns (and the bad grammar).
My name is Saywhaat and this is my first RMT. I have been trying out various Teams like Sticky Web, but I didn't feel comfortable with them. Right now i am using a team which is (in my opinion) rather powerful, but i still don't feel truly comfortable with it. It has won pretty often and feels close to being complete, but i still can't help feeling like it's not the absolute team for me. Don't worry, this won't be a classic "WHAT SHOULD I USE IN MY TEAM????"-thread but still a complete and normal RMT. I will just add to each pokémon what exactly makes me feel uncomfortable about it (and i am open for each change you suggest). Also I feel like having a 5-Pokémon-core which wipes out most problems with ease, but i just can't find out what to play on slot 6... so if you can help me while leaving my core or at least alter it but leave it's functionality i would be incredibly grateful (as those 5 Pokémon together just seem to fit my playstyle pretty well).
Before getting on with the team (Get on with it!), a few words about the team in general and its (and my) way of playing: The main goal of this team is to have my opponent do exactly what I need and allowing me to react to this (basically like a giant wobuffet). Thus i can create tons of switch-in and setup-opportunities and force my enemies into mindgames where a correct prediction will get them absolutely nothing but failing might ruin their entire game. (I know I'm sounding like a sadistic megalomaniac but that's actually how the team works... well maybe I should see a doctor... or quit pokémon and start politics) So now without much further ado... the team:

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 116 HP / 252 SAtk / 140 Spd
Timid Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick
The classic Rotom-Wash. The EV-Spread allows him to outspeed positive natured base-130's and +1-Dragonite and Gyarados as long as it still has its scarf. The rest of the EV are put into HP, as with Rotoms stats, each point into HP improves its bulk pretty nicely. Trick cripples every counter to Rotom bar Excadrill, Latios and M-Venusaur, but none of them enjoys a burn and the first can't switch into Hydro Pump. Will-O-Wisp on a scarf-set might seam confusing at first, but the burn can hit normally faster opponents like +2 Atk M-Pinsir or Garchomp when they least expect it. After tricking away the Scarf (hopefully for leftovers), Will-O-Wisp provides pretty neat utility.
My biggest concern with Rotom-Wash is that it deals is basically just chip-damage. Even though it can brutally wreck some of the most common Pokémon (most of them even without its scarf) and possibly Volt-Switch out before taking too much damage afterwards, most time it will just deal rather low damage while scouting and trying to provide switch-ins, which isn't bad at all, but leaves Rotom struggling when it has to do things on its own. So in the end we have:
Pros:
- Insane utility
- Able to give good Mementum
- Fast but somewhat bulky
- Can eliminate one of its counters once per game
- Typing allows to take on many of the tiers prominent Pokémon and it counters some Pokémon to an extreme extend
Cons:
- No Recovery
- Not actually powerful when not fighting a water/electro-weak Pokémon (running modest would force me to switch too much EV from Hp to Speed)
In the end, i am very happy with Rotom-Wash, but i could imagine switching it for Zapdos or Thundurus if i manage to get in another trick-user.

Scizor @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- U-turn
- Knock Off
I really don't think there is any need to explain Scizor. The typing provides my team with awesome resistances and bullet punch is nice because of its increased priority but after all it's very much like a physical Rotom-W, which is why i don't copy the pros and cons again. Together they build an incredibly powerful VoltTurn-Core that often forces opponents to sacrifice one of their Pokémon if they don't want their entire Team to die from chip-damage.
Even though i am also somewhat uncomfortable with the chip-damage-nature of Scizor (even though banded U-Turns do chip a LOT health), i still like playing it and substituting it would require another steel-type with lots of offensive presence, another U-turn-user and maybe even more priority.

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Roost
- Defog
- Foul Play
- Taunt
I found this beautiful thing when I was looking for defog-Users and just tried it out for fun and... it was magnificent. The sheer amount of physical bulk coupled with a nice speed-stat and awesome moves allow this thing to stop almost any puny physical sweeper in his tracks while most walls are slowly worn down with taunt + foul play or even just pp-stalled with taunt + roost.
Pros:
- Bulk
- Bulk
- even more bulk
- BULK!!!
- Awesome typing gives much needed resistance to dark and ghost
- Almost limitless utility
- Foul Play wipes out physical Setup-Sweepers bar M-Mawile
- Can stall out any opposing staller
Cons:
- Has to take 25% of its maximum hp in damage when coming in to use defog
- Even though the opponents staller become completely helpless when facing Mandibuzz, it is unable to damage them so severely that they are weakened for the rest of the mach.
- Makes it hard for me to use Stealth Rocks myself, which is somewhat stupid as it forces more switches than perish song.
I wouldn't like to switch out Mandibuzz, as i am very happy with it, but i can imagine replacing it and Rotom-W with Zapdos and Sableye.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Thunder Wave
Same as with Scizor. I chose Thunder Wave over Toxic as it can disrupt pretty effectively and i am not running protect. Also it complements Mandibuzz, creating a combined wall that makes SkarmBliss look like a FeebKarp-Core. Together they stop anything special absolutely cold in its tracks, make physical attackers struggle and lock down any staller. Those two can basically wall an entire Team to death together. Also Chansey can take on physical threads somewhat good but struggles against opposing stallers, forcing Mandibuzz to come in on a possibly unwanted status move.
I wouldn't switch out Chansey for anything as it is truly irreplacable.
As far as things go, this is the defensive part of my team. I still want to be able to use all those loads of free switch-ins and turns this core provides me. As such, my next Pokémon is

Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Quick Attack
- Return
- Swords Dance
- Earthquake
Another Pokémon i don't really have to explain. Mold-Breaker-EQ dents Rotom-Wash if it's switching in to block a flying-type-Move. Once set up, this thing is truly scary while it can provide nice priority while it waits for its opportunity.
Pros:
- Even when not set up, Return deals insane damage
- Powerful physical bulk
- Awesome coverage
- Powerful Priority that gets completely insane after a boost
- Pinsir can onehit M-Pinsirs biggest problem
Cons:
- Typing
- Bug/Flying
- Double SR-Weakness
- Its types
- Being a Bug-Type
- Somewhat has to justify its place over Talonflame which doesn't consume the mega-slot and has stronger priority (it does so by not being walled that easily with its powerful returns).
In this slot, I'm a lot less sure which Pokémon i want to use in the Slot of my teams premier physical Attacker. Talonflame seems equally powerful but somewhat lacks bulk... much bulk. A more classical Setup-Sweeper such as Cloyster seems fitting too, given the sheer amoung of switch-ins my team provides. In one try i had Garchomp in this slot, which deals equally high damage and has a beautiful bulk while also being immune to electric attacks, but lacks the speed to take on more than one revenge killer, after which it is painfully low on health most time, turning setup-turns into wasted turns, while it might sometimes struggle to do anything meaningful in the game without boosts. As such, it would have to change its moveset depending on the opponent and can let my team down sometimes when it should fulfill its role as main physical damage-source. Lucario follows the same principle as Pinsir, but the difference in power and bulk is ridiculous. Thus, if the Mega-Spot isn't needed for any other Pokémon, I'm happy with M-Pinsir.
And the last slot which keeps troubling and troubling me:

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Earth Power
- Focus Blast
- Hidden Power [Ice]
- U-Turn
This is actually just the Pokémon I'm testing in this slot right now. I need a powerful special Attacker as more than one physicaly bulky pokémon (or even one when trick misfires) can make this team struggle. The Pokémon i have been the most comfortable with as my special Attacker was actually Vivillon, as it can utilitize its high speed tier to fire accurate sleep powders and then proceed to set up substitutes and quiver dances. Normally you have 1-2 boosts for sure and a +2-Hurricane HURTS. My main problems with Vivillon just were how its typing and mono-attacking-move were overlaying with M-Pinsir, amplifying my weaknesses and making stealth rocks shut me down almost completely when i lost Mandibuzz. Other Pokémon i was using or thinking about: Gengar, Starmie, Noivern, Porygon-Z, Aegislash, Mega-Charizard Y, Togekiss
So, to sum up all my Problems:
- The team moves in a constant mediocre Speed-Tier, which also ruined an attempt to replace the last two pokémon with garchomp and mega-charizard-y
- Stone-Weakness
- I don't want a special-attacker that is too easily walled by chansey
- chansey
- electric pokémon using hidden power ice
oh and the team is item-claused and i can't use latios :/
and well... thats about it... have fun rating :)
PS.: I'm german so don't worry about the random upper-case-nouns (and the bad grammar).
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