Background
Hi Smogonites, mastermind here and today I am presenting my second and final RMT. I started playing competitively back in Gen V and, as some of you may know, I specialize in stall, specifically regencore, with my two stars: Slowbro and Amoongus. My team has seen many iterations, three of which peaked #1. I believe my last iteration though (and the one I will be presenting today) is the most dominant yet. Something to emphasize about the team is that none of the members can set hazards. That’s right – a hazardless stall team peaked number one multiple times. Below is evidence of my recent peak.
Introducing the Team






Slowbro and amoongus are the backbone of this team. Both are excellent for pivot switching, and when combined, counter or check much of the ou metagame by themselves. All other pokes on the team are meant to cover the amoongbro core. Mega-sableye is crucial for preventing and deflecting hazards. Zapdos is key for removing any hazards that get past mega-sableye as well as for checking or countering major offensive threats such as bisharp, mega-pinsir, mega-scizor, bd azumarill, and special attacking mega-altaria. Tyranitar is crucial for stopping and trapping hard hitting special attackers such as latios as well as providing a physical attacker that can hit special walls hard. Finally, clefable provides an important immunity to dragon attacks as well as provides a check against stat boosting mons such as tg manaphy or opposing cm clefable that could otherwise 6-0 my team.
Member Analysis

Bill (Slowbro) (M) @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Slack Off
- Thunder Wave
Slowbro is the first member of the team that composes the regencore. Besides his prodigious ability to counter or check most unboosted physical attackers, he also has a diverse movepool. Some of you may remember I used to run assault vest slowbro. I have since found though that Thunder Wave is more useful as it can cripple major threats such as zard-x and kyurem-b, so I swapped assault vest for leftovers. The EV set is dedicated to max out slowbro’s bulk as a physical wall, something that can prove important when I need to take an eq from a +2 life orb excadrill. Scald is just a great stab move that needs no further explanation. Calm mind is used to more easily deal with special defense invested talonflame as an unboosted scald deals roughly 45% damage against it. Slack off provides an important recovery option outside of regenerator.

Larry (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Roost
- Defog
- Heat Wave
Zapdos is so good in ou I really don’t understand why more players don’t use him. Countering common threats like tornadus-therian, mega-pinsir, azumarill, and bisharp, zapdos is also an effective defogger. Coupled with the useful ability for a stall team in pressure, zapdos presents a great option for wearing down the opposition’s pp in prolonged battles. Thunderbolt is used over discharge for a guaranteed ohko on standard mega-pinsir. Defog is self-explanatory. Roost provides important recovery in addition to lefties, and heat wave is great against steel types like bisharp.

Sam (Tyranitar) (F) @ Assault Vest
Ability: Sand Stream
EVs: 252 Atk / 252 SpD / 4 Spe
Careful Nature
- Crunch
- Pursuit
- Superpower
- Rock Slide
Tyranitar is a staple on all my teams. Removing sun and, in particular, rain is crucial in taking away momentum from opposing sun and rain based teams. Running assault vest with maxed out special defense turns this behemoth into a ridiculously bulky special tank. For example, this tyranitar is guaranteed to live a focus blast from modest mega-alakazam! The 252 attack EV’s are very useful in wearing down special tanks that otherwise could prove troublesome with all my special attack based pokemon. Crunch is the obligatory stab move. Pursuit is great for trapping and eliminating opposing psychic and ghost types like latios and gengar that could otherwise wear down my team fairly easily. Rock slide is used over stone edge as I prefer reliability over power. Superpower is used to hit opposing normal and steel types hard like chansey and excadrill on the switch.

Jacob (Sableye) (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Will-O-Wisp
- Recover
- Fake Out
My lead, mega, and hazard deterrent, mega-sableye is pivotal to the survivability of the rest of the team by keeping hazards off my side of the field. Knock off is useful for removing items from bulky pokes like chansey’s eviolite or heatran’s leftovers. Recover provides a critical recovery option while will-o-wisp cripples physical attackers like weavile and mega-gyarados that otherwise bother my team. Because mega-sableye’s main purpose on the team is to keep hazards off the field, I elected to run fake out over foul play which safely allows me to activate his ever crucial mega ability, magic bounce.

Penelope (Amoonguss) (F) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 136 Def / 116 SpD / 4 Spe
Bold Nature
- Spore
- Giga Drain
- Clear Smog
- Sludge Bomb
Amoongus is the other star of the team that comprises the regencore. Possessing a great defensive typing for my team in grass-poison, amoongus resists both electric and fairy attacks that otherwise would prove to be a major problem for my team. Spore is great for temporarily neutralizing one of my opponent’s pokes. Giga drain and sludge bomb are both great stab moves. Clear smog is an effective option for shutting down boosting pokes.

Jessica (Clefable) (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Protect
- Wish
Clefable serves as my replacement for the gothitelle I had on my past team. While clefable does not handle stall generally as well as gothitelle did, I feel clefable rounds out the team better as I no longer have a massive weakness to dragon. Being able to also deal with boosted pokes better, like bd azumarill should zapdos go down, is another reason why clefable is a better edition to the team in my opinion. Calm mind is here to finish boosting pokes like tg manaphy and magic guard clefable that can heal off damage. Moonblast is my obligatory stab move. I like to run wish over moonlight as I find wish to be more reliable. Protect is used to scout, get extra lefties recovery, and, of course, allow clefable to more easily heal itself.
Offensive Threats – lando, bisharp, both mega-charizards, hoopa-unbound, weavile, mega-gardevior, mega-heracross, victini, mega-garchomp, dugtrio, tyranitar and mega-tyranitar
Defensive Threats – mega-venusaur, rotom-w, heatran, seismitoad, gliscor, garchomp
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http://replay.pokemonshowdown.com/ou-342315444
http://replay.pokemonshowdown.com/ou-344174734
Conclusion
So there you have it. This is the culmination of the team that I have been perfecting over the years. I am finally pleased with what it has accomplished, so I decided to do this RMT. Even though this is my last team, I don’t want it to die in my absence. I consider it my contribution to the community, so please rate and play with it.
Mastermind signing off!






