Welcome to my latest Rate My Team! It's the start of the month, so I've got some New Month Resolutions I'm keeping to not breaking for a few hours. They are:
1. Not to name my team "The Super Six". I think "The Super Five Plus One" has a ring to it (note to self: may need to change name to SuperFivePlusOneFighters).
2. To use some new Pokemon I haven't used before in a meta I haven't played to death.
3. Not reference Mantine in a whole RMT.
At least one of them is relevant.
Onto the Man-team (it isn't a reference, it's a bad pun).
BTW Here's a preview cause Wynaut (not a Mantine pun).
Drifloon @ Berry Juice
Ability: Unburden
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Naive Nature
- Acrobatics
- Shadow Ball
- Will-O-Wisp
- Destiny Bond
Well, I can't use Mantyke, soo this is my flier of choice. On this set, the Berry Juice isn't just the tasty snack slash healing item of choice-it's an immense burden, which, when lifted (it's about Man-time as well), allows everyone's favourite evil but cute balloon to sweep with its new immense speed stat. The mixed STABs could show people's mixed opinions on this Mon (or simply help it attack, of course), while Will-o-Wisp is for burning stuff which prey on Mr Drifty's, as I've called him, mediocre defence. Destiny Bond is Mr Drifty's last-ditch attempt to get some love as he bonds with the opposition (I immensely like you anyway my cute balloon), taking them down effectively with its immense speed. Drifty's only problem is its reliance on its burden being lifted as it needs the boost to its speed and to Acrobatics.
Inkay @ Choice Scarf
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 12 Def / 236 Spe
Adamant Nature
- Superpower
- Knock Off
- Psycho Cut
- Switcheroo
Inkay then, this is the next Mon. His Superpower is Contrary Superpower, which is fast, due to the slick scarf he wears, and gets stronger and stronger and stronger (and stronger) as he continues to attack. Don't forget it's STABs, though, as they can easily STAB you in the back (Knock Off really cripples the opposition and Psycho cut is there if you're psycho enough to switch in something it KOs). Finally, if it's too hot for a scarf, you can dump it on the opposition and save yourself the air conditioning with Switcheroo. All in a day's work for our not-water-type squid.
Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Wave
- Hydro Pump
- Scald
- Hidden Power [Fire]
The powerhouse weed of the year, this gooey plant is strong due to its Adaptability. Sludge Wave and Hydro Pump are the most powerful STABs, whilst Scald is consistent and great for those who like it hot. If you feel even hotter, HP Fire burns through pesky metal which can't be poisoned (Maannn-tine, that's good!). If you end up seeing this Skrelp, its ability-boosted STABs will make you cry for help! Lots of special attack plus strong skill plus strong attacks equals death, especially from a bulky Mon like this.
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell
Proving Fairy types can actually be cute, Snubbull is an ace attacker, status spreader and cleric. On top of that, it's majesty has the additional effect of lowering the opposition's attack. If you don't want to play nice, its STAB Play Rough is devastating. If seeing such an amazing Pokemon makes you want to quake, rattle and roll, everyone's favourite coverage option can soon see to that, stopping those pesky Steel, Fire and Poison types in their tracks. Heal Bell's there for if the team is statused too! Finally, Thunder Wave is a great option before Snubbull attacks or waves goodbye. Not bad for a cute, fragile fairy.
Anorith @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Rock Blast
- Knock Off
The hazard setter, remover, fighting-type lure and everything in between, Anorith is one cool bug-thing. People think it looks Demanta-d, but who cares when it can set, spin and blast (or maybe Knock off if a pesky ghost arrives). This Mon's Stealth Rocks really rock-they're cool hazards which weaken annoying mons like Fletchling and force many teams with creatures like Volcarona to waste a turn removing hazards-potentially removing mine too with Defog and sparing me a Rapid Spin. Assorted coverage lets me damage or de-item the opposition too!
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Recycle
The final Mon, Maggy here is a great sticky-glue-thing that holds the team together. No more Fletching problems and stuff like that! Sturdy-Juice is great, as Magnemite will almost always have to take three or more hits to kill-and even more once you factor in Recycle! The STABs play off its massive special attack and make it a dangerous foe to face. Despite this team having no U-turners, this Magnemite's Volt Switch is still really dangerous and allows it to act as a slow pivot for the team. The final stuff, in this case the others STABs Thunderbolt and Flash Cannon, are extremely powerful but struggle against resisted mons like Chinchou. A Modest nature amplifies its damage output, however, and it is still a force to be reckoned with. (Yay!!!)
Thanks for reading! I don't know how to end this so I'll do it with a poem ;).
Budews are red/purple (at the top),
And Mantykes are Blue,
But I won't let pop,
My white-haired Drifloon.
(Encore! Encore! Yay!!! Poetry genius!!!)
The End (of the RMT).
1. Not to name my team "The Super Six". I think "The Super Five Plus One" has a ring to it (note to self: may need to change name to SuperFivePlusOneFighters).
2. To use some new Pokemon I haven't used before in a meta I haven't played to death.
3. Not reference Mantine in a whole RMT.
At least one of them is relevant.
Onto the Man-team (it isn't a reference, it's a bad pun).
BTW Here's a preview cause Wynaut (not a Mantine pun).







Drifloon @ Berry Juice
Ability: Unburden
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Naive Nature
- Acrobatics
- Shadow Ball
- Will-O-Wisp
- Destiny Bond
Well, I can't use Mantyke, soo this is my flier of choice. On this set, the Berry Juice isn't just the tasty snack slash healing item of choice-it's an immense burden, which, when lifted (it's about Man-time as well), allows everyone's favourite evil but cute balloon to sweep with its new immense speed stat. The mixed STABs could show people's mixed opinions on this Mon (or simply help it attack, of course), while Will-o-Wisp is for burning stuff which prey on Mr Drifty's, as I've called him, mediocre defence. Destiny Bond is Mr Drifty's last-ditch attempt to get some love as he bonds with the opposition (I immensely like you anyway my cute balloon), taking them down effectively with its immense speed. Drifty's only problem is its reliance on its burden being lifted as it needs the boost to its speed and to Acrobatics.

Inkay @ Choice Scarf
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 12 Def / 236 Spe
Adamant Nature
- Superpower
- Knock Off
- Psycho Cut
- Switcheroo
Inkay then, this is the next Mon. His Superpower is Contrary Superpower, which is fast, due to the slick scarf he wears, and gets stronger and stronger and stronger (and stronger) as he continues to attack. Don't forget it's STABs, though, as they can easily STAB you in the back (Knock Off really cripples the opposition and Psycho cut is there if you're psycho enough to switch in something it KOs). Finally, if it's too hot for a scarf, you can dump it on the opposition and save yourself the air conditioning with Switcheroo. All in a day's work for our not-water-type squid.

Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Wave
- Hydro Pump
- Scald
- Hidden Power [Fire]
The powerhouse weed of the year, this gooey plant is strong due to its Adaptability. Sludge Wave and Hydro Pump are the most powerful STABs, whilst Scald is consistent and great for those who like it hot. If you feel even hotter, HP Fire burns through pesky metal which can't be poisoned (Maannn-tine, that's good!). If you end up seeing this Skrelp, its ability-boosted STABs will make you cry for help! Lots of special attack plus strong skill plus strong attacks equals death, especially from a bulky Mon like this.

Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell
Proving Fairy types can actually be cute, Snubbull is an ace attacker, status spreader and cleric. On top of that, it's majesty has the additional effect of lowering the opposition's attack. If you don't want to play nice, its STAB Play Rough is devastating. If seeing such an amazing Pokemon makes you want to quake, rattle and roll, everyone's favourite coverage option can soon see to that, stopping those pesky Steel, Fire and Poison types in their tracks. Heal Bell's there for if the team is statused too! Finally, Thunder Wave is a great option before Snubbull attacks or waves goodbye. Not bad for a cute, fragile fairy.

Anorith @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Rock Blast
- Knock Off
The hazard setter, remover, fighting-type lure and everything in between, Anorith is one cool bug-thing. People think it looks Demanta-d, but who cares when it can set, spin and blast (or maybe Knock off if a pesky ghost arrives). This Mon's Stealth Rocks really rock-they're cool hazards which weaken annoying mons like Fletchling and force many teams with creatures like Volcarona to waste a turn removing hazards-potentially removing mine too with Defog and sparing me a Rapid Spin. Assorted coverage lets me damage or de-item the opposition too!

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Recycle
The final Mon, Maggy here is a great sticky-glue-thing that holds the team together. No more Fletching problems and stuff like that! Sturdy-Juice is great, as Magnemite will almost always have to take three or more hits to kill-and even more once you factor in Recycle! The STABs play off its massive special attack and make it a dangerous foe to face. Despite this team having no U-turners, this Magnemite's Volt Switch is still really dangerous and allows it to act as a slow pivot for the team. The final stuff, in this case the others STABs Thunderbolt and Flash Cannon, are extremely powerful but struggle against resisted mons like Chinchou. A Modest nature amplifies its damage output, however, and it is still a force to be reckoned with. (Yay!!!)
Drifloon @ Berry Juice
Ability: Unburden
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Naive Nature
- Acrobatics
- Shadow Ball
- Will-O-Wisp
- Destiny Bond
Inkay @ Choice Scarf
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 12 Def / 236 Spe
Adamant Nature
- Superpower
- Knock Off
- Psycho Cut
- Switcheroo
Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Wave
- Hydro Pump
- Scald
- Hidden Power [Fire]
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell
Anorith @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Rock Blast
- Knock Off
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Recycle
Ability: Unburden
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Naive Nature
- Acrobatics
- Shadow Ball
- Will-O-Wisp
- Destiny Bond
Inkay @ Choice Scarf
Ability: Contrary
Level: 5
EVs: 12 HP / 244 Atk / 12 Def / 236 Spe
Adamant Nature
- Superpower
- Knock Off
- Psycho Cut
- Switcheroo
Skrelp @ Eviolite
Ability: Adaptability
Level: 5
EVs: 36 HP / 116 Def / 200 SpA / 116 SpD / 40 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Wave
- Hydro Pump
- Scald
- Hidden Power [Fire]
Snubbull @ Eviolite
Ability: Intimidate
Level: 5
EVs: 36 HP / 196 Atk / 36 Def / 116 SpD / 116 Spe
Adamant Nature
- Play Rough
- Earthquake
- Thunder Wave
- Heal Bell
Anorith @ Eviolite
Ability: Battle Armor
Level: 5
EVs: 236 Atk / 36 Def / 236 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Rock Blast
- Knock Off
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Recycle
I don't have a clue. Setup sweepers tend to be a pain if they set up, but I haven't really met much that destroys my team yet (or I've forgotten ;) ).
Thanks for reading! I don't know how to end this so I'll do it with a poem ;).
Budews are red/purple (at the top),
And Mantykes are Blue,
But I won't let pop,
My white-haired Drifloon.
(Encore! Encore! Yay!!! Poetry genius!!!)
The End (of the RMT).
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