Basically, I really haven't played in a while. The last time I played was...like...a year ago. So, I had to do a lot of trial and error. So far, the current version is running about a 65-70% Win Rate and is testing well. It's big problem are pokemon who set up on the Special Spectrum(NOT Chocie Specers, but rather Life Orbers leaning to Special/CMers).
Without further adieu...
The Team - At a Glance(In order;Flygon being the first slot/Lead and Claydol being the last slot):
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The Team:
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
- Draco Meteor
- Earthquake
- Outrage
- U-turn
Pretty standard Scarfgon, put into the lead postition. A lot of people don't seem to know how to react to this guy as a lead. Draco Meteor can hurt some of the more physical walls(Except Skarmory) and revenge-kills Salamence, Outrage is a strong, physical Dragon attack, Earthquake is standard fare and U-Turn is great with Scarf to scout and do some damage, in addition to usually allowing me to escape bad lead-off situations.
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Celebitch (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/38 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Calm Mind
- Grass Knot
- Recover
Calm Mind + Leech Seed Celebi(tch). I noticed I had some Gyarados troubles, and this has been able to at least cripple a 'Dos switching into a D-Dance. The only grasses I find used are Sceptile and Breloom, with the occassional Roserade. Celebi can take on Breloom if sleep is taken by someone else, Sceptile needs Celebi to switch into a HP Ice/Fire and I've yet to test against a Roserade. Despite only having Grass Knot as an attack, with enough Calm Minds I can usually take on anything that resists it anyway. Recover is god w/ Leech Seed. Overall, very annoying.
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Vaporeon Ranger (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/52 Spd/18 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- Ice Beam
By far my most valuable member alongside Claydol. Bulky and passes wishes. Surf and Ice Beam provide good attacks and the minor Sp. ATK investment has proven worth it. Reflect from Claydol combined with this allows massive stalling.
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Jolteon Ranger (Jolteon) (F) @ Choice Specs
Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Discharge
- Shadow Ball
- Hidden Power [Ice]
- Yawn
Choice Specs Jolteon. Standard fare, except for Discharge over T-Bolt to spread some status around, since I lack a true statuser. Yawn over B-Pass because it can spread sleep or force switches, and because I really don't like dry passing here. I like her as my Choice Specer for speed and the Electric/Ghost coverage.
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Excalibur (Azelf) @ Life Orb
Ability: Levitate
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Taunt
- Flamethrower
- Psychic
Life Orb, Taunt Azelf. It doesn't have the U-Turn power of Infernape, but Flamethrower + Psychic provides some nice power-backing and Azelf has very good attacking stats and speed. In addition, I can always at least blow up something. Taunt can hurt things like incoming Dusknoirs(I see a lot of those for some reason) and walls. Always a nice chick to have around.
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Alice (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP/138 Def/120 SDef
Bold nature (+Def, -Atk)
- Reflect
- Rapid Spin
- Shadow Ball
- Stealth Rock
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The Stealth Rocker and screener of the team. I originally had a lot of different pokes on the team(Only Vaporeon and Lucario were on the original team, along with this guy) and I had a lot of SR weaks, so I added a Rapid Spinner. Even though my team has worked away from SR weak, having a Rapid Spinner has proven to be valuable, especially when combined with Reflect(Which means that Claydol has been able to take some Pursuits) for more support and Shadow Ball for errant ghosts. The MVP of the team, for resisting SR and blowing them away, setting up my SR and for helpful resists against Ground, Electric and Fighting.
The basic strategy of the team is a slow grinding of my opponent, with a few fastbreak attacks provided from Jolteon and Infernape. Vaporeon can heal itself and my team, Flygon can force switches by making mis-matches with U-Turn and do damage, Claydol helps me win the SR war and Jolteon brings in high damage with Choice Specs, along with PAR. Infernape can U-Turn around my opponent and Taunt their support, while Lucario is designed for late game, when my opponent is worn down and I can Calm Mind up once to OHKO a lot of their weakened fellows.
Please tell me if I screwed up anywhere in the fundamentals of RMT making(I.E. I missed something that I needed to put) so I can fix it.
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Updates:
v. 1.1: Removed Calm Mind Lucario for CM/Leech Seed Celebi. Removed Taunt/Slack Off Infernape for Taunt/LO Azelf.
Without further adieu...
The Team - At a Glance(In order;Flygon being the first slot/Lead and Claydol being the last slot):






---
The Team:

Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
- Draco Meteor
- Earthquake
- Outrage
- U-turn
Pretty standard Scarfgon, put into the lead postition. A lot of people don't seem to know how to react to this guy as a lead. Draco Meteor can hurt some of the more physical walls(Except Skarmory) and revenge-kills Salamence, Outrage is a strong, physical Dragon attack, Earthquake is standard fare and U-Turn is great with Scarf to scout and do some damage, in addition to usually allowing me to escape bad lead-off situations.
---

Celebitch (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/38 Spd
Bold nature (+Def, -Atk)
- Leech Seed
- Calm Mind
- Grass Knot
- Recover
Calm Mind + Leech Seed Celebi(tch). I noticed I had some Gyarados troubles, and this has been able to at least cripple a 'Dos switching into a D-Dance. The only grasses I find used are Sceptile and Breloom, with the occassional Roserade. Celebi can take on Breloom if sleep is taken by someone else, Sceptile needs Celebi to switch into a HP Ice/Fire and I've yet to test against a Roserade. Despite only having Grass Knot as an attack, with enough Calm Minds I can usually take on anything that resists it anyway. Recover is god w/ Leech Seed. Overall, very annoying.
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Vaporeon Ranger (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/52 Spd/18 SAtk
Bold nature (+Def, -Atk)
- Wish
- Protect
- Surf
- Ice Beam
By far my most valuable member alongside Claydol. Bulky and passes wishes. Surf and Ice Beam provide good attacks and the minor Sp. ATK investment has proven worth it. Reflect from Claydol combined with this allows massive stalling.
---

Jolteon Ranger (Jolteon) (F) @ Choice Specs
Ability: Volt Absorb
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Discharge
- Shadow Ball
- Hidden Power [Ice]
- Yawn
Choice Specs Jolteon. Standard fare, except for Discharge over T-Bolt to spread some status around, since I lack a true statuser. Yawn over B-Pass because it can spread sleep or force switches, and because I really don't like dry passing here. I like her as my Choice Specer for speed and the Electric/Ghost coverage.
---

Excalibur (Azelf) @ Life Orb
Ability: Levitate
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Taunt
- Flamethrower
- Psychic
Life Orb, Taunt Azelf. It doesn't have the U-Turn power of Infernape, but Flamethrower + Psychic provides some nice power-backing and Azelf has very good attacking stats and speed. In addition, I can always at least blow up something. Taunt can hurt things like incoming Dusknoirs(I see a lot of those for some reason) and walls. Always a nice chick to have around.
---

Alice (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP/138 Def/120 SDef
Bold nature (+Def, -Atk)
- Reflect
- Rapid Spin
- Shadow Ball
- Stealth Rock
---
The Stealth Rocker and screener of the team. I originally had a lot of different pokes on the team(Only Vaporeon and Lucario were on the original team, along with this guy) and I had a lot of SR weaks, so I added a Rapid Spinner. Even though my team has worked away from SR weak, having a Rapid Spinner has proven to be valuable, especially when combined with Reflect(Which means that Claydol has been able to take some Pursuits) for more support and Shadow Ball for errant ghosts. The MVP of the team, for resisting SR and blowing them away, setting up my SR and for helpful resists against Ground, Electric and Fighting.
The basic strategy of the team is a slow grinding of my opponent, with a few fastbreak attacks provided from Jolteon and Infernape. Vaporeon can heal itself and my team, Flygon can force switches by making mis-matches with U-Turn and do damage, Claydol helps me win the SR war and Jolteon brings in high damage with Choice Specs, along with PAR. Infernape can U-Turn around my opponent and Taunt their support, while Lucario is designed for late game, when my opponent is worn down and I can Calm Mind up once to OHKO a lot of their weakened fellows.
Please tell me if I screwed up anywhere in the fundamentals of RMT making(I.E. I missed something that I needed to put) so I can fix it.
---
Updates:
v. 1.1: Removed Calm Mind Lucario for CM/Leech Seed Celebi. Removed Taunt/Slack Off Infernape for Taunt/LO Azelf.