I know most RMTs have fancy intros, including mine, but I honestly don't have a lot to say about this team. I made this team basically as soon Yanmega and Crobat were implemented, and its done really good, but I know it can get better.
Team at a Glance
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Yanmega@Focus Sash
Speed Boost
Modest
4 Def/252 Sp. Atk/252 Spe
~Protect: Fairly basic here, especially useful against Ambipom leads to get the upper hand on them as they Fake Out. I have yet to see one with Double Hit, so that may be a problem.
~Bug Buzz: Primary stab move here, hurts anything that doesn't resist it off of Yanmega's massive(for UU) Special Attack.
~Air Slash: Secondary stab move, basically used on anything that resists bug but not flying which is basically fighters. Flinch rate and Speed Boost is a rather nasty combination as well.
~Hp. Ground: Really here because I hate how unreliable Hypnosis is. Can be useful against Fires, and is the only move that can even touch Registeel.
Purpose: Yanmega's main job is to create an early lead for me. Yanmega's pure destructive power is easily able to weaken teams, and put one of my hard hitters in a position to sweep.
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Houndoom@Choice Scarf
Flash Fire
Modest
4 Hp/252 Sp. Atk/252 Spe
~Overheat: Extremely powerful stab move that allows me to revenge kill things like Shaymin, Venusaur, neutral natured scarf Roserades (not banking on that happening) regular Roserades, Adamant Rock Polish Torterras, etc. Chosen over Flamethrower or Fire Blast because he is meant for hit and run.
~Dark Pulse: Secondary stab, allows me to revenge kill the likes of Mismagius, hurts Slowbro.
~Hp. Elec: This is basically filler, but can help to revenge things that aren't worth an overheat, but may not die to Dark Pulse, ie. Honchkrow. Replacements for this are welcome.
~Will-o-Wisp: I mainly use this to surprise incoming fighters, and can also make the opponent believe I am not scarfed.
Purpose: Houndoom is here to basically keep certain threats in check, as shown above. This is used over Blaziken for Flash Fire and the ability to kill Missy, who is annoying.
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Registeel@Leftovers
Clear Body
Careful
252 Hp/24 Def/232 Sp. Def
~Stealth Rock: An obvious choice on something sturdy like Registeel, the Rocks are essentially a staple on every team. They keep things like Yanmega from being too good.
~Iron Head: This is here as the attack, because registeel really needs stab to do any significant damage.
~Thunder Wave: Again, an obvious status move to cripple the sweepers Registeel just loves to stop.
~Explosion: This is such a good move. Once Registeel's job is done, Rocks are set, Sweepers have been killed or crippled, he goes out with a bang, doing massive damage, considering Registeels rather pitiful attack.
Purpose: Registeel's here to keep a lot of threats in check, including Swellow , Ambipom, and a plethora of Choice users. Registeel is like a glue, making sure nothing is too fast, too strong, or too healthy for the rest of my team to handle.
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Hariyama@Leftovers
Thick Fat
Impish
80 Hp/176 Atk/252 Def
~Substitute: Forming the "Sub" in the term SubPunch, this guys Subs are ridiculous, taking two shots to break from the standard Steelix and Registeel. From there extremely powerful focus punches are fired off, destroying everything in its path.
~Focus Punch: The "Punch" in SubPunch, and this packs one hell of a "punch" (sorry... i couldn't resist). His Focus Punches hurt everything that doesn't resist it, which generally can't take his other moves.
~Payback: This nails those rotoms and Missys that think they're cool for coming in on a Focus Punch, and can even help Hari serve as a counter to the ghosts at a moments notice.
~Ice Punch: Hits flyers trying to get cute, as well as grasses. Used over Stone Edge so I have something to hurt other fighters.
Purpose: SubPunch Hariyama is used on all of my teams basically, due to the surprise factor, and the the huge impact on the opponents team one he sets up a Sub.
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Rotom@Leftovers
Bold
Levitate
252 Hp/252 Def/6 Sp. Def
~Thunderbolt: Basic STAB move, hits pretty hard for something without any investment.
~Will-o-Wisp: A more reliable way of burn than Houndooms Will-o-Wisp, due to the fact that Rotom can actually take a hit. However, I am considering replacing this with Shadow Ball
~Resttalk: Grouped together because they're here for the same reason: so he doesn't die. This team really needs the unique set of resistances he provides. Therefore, i decided it would be best to be able to keep him alive
Purpose: As stated earlier, Rotoms nice resistances to Electric, Flying, Bug, Fighting, and Normal make him invaluable. He can come in on dangerous sweepers such as Swellow, Yanmega, etc. and completely stop them.
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Crobat@Life Orb
Inner Focus
Timid
6 Def/252 Sp. Atk/252 Spe
~Nasty Plot: Combined with amazing speed and an amazing typing, Nasty Plot turns this little guy into a devastating late-game sweeper. Pretty self explanatory, makes it so the 'Bat's special attack doesn't suck, and sweeps from there.
~Sludge Bomb: Basic stab, can deal massive damage with the help of Life Orb and NP. This can also be used early/mid game to revenge Shaymin, and other none poison grasses.
~Heat Wave: Coverage here, also stops me from being walled by steel types. Less than perfect accuracy can be annoying, but the burn rate can make up for it.
~Roost: I decided to use roost over another attacking move for a couple reasons. First, taking 25% every switch is less than desirable. Second, Life Orb recoil can rack up after a while.
Purpose: Late game sweeper, obviously. Nasty Bat is a lot deadlier than I initially expected, being capable of outrunning basically all of the UU metagame. In addition, he had really nice resistances, self-recovery, and pretty decent bulk, making finding a time to slip him in pretty easy. Altogether a solid sweeper.
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Problems:
Clefable/Chansey*: Smart viewers will notice that this team is primarily special, meaning Chansey and Clefable have a field day. I basically need a sub on Hariyama to take them out with intense stalling, a Clefables with Facade can break my sub in one shot.
Rock weakness: Having three rock weaks is not good, especially considering one is a choice user and one is 4x weak. Hariyama and Registeel are great at taking rock moves, but they can be easily worned down and they can't fix Stealth Rock. My best bet us to kill their Stealth Rockers early with Yanmega
Obviously there are more, but these are the ones that stick out the most. Any help is appreciated.








Yanmega@Focus Sash
Speed Boost
Modest
4 Def/252 Sp. Atk/252 Spe
~Protect: Fairly basic here, especially useful against Ambipom leads to get the upper hand on them as they Fake Out. I have yet to see one with Double Hit, so that may be a problem.
~Bug Buzz: Primary stab move here, hurts anything that doesn't resist it off of Yanmega's massive(for UU) Special Attack.
~Air Slash: Secondary stab move, basically used on anything that resists bug but not flying which is basically fighters. Flinch rate and Speed Boost is a rather nasty combination as well.
~Hp. Ground: Really here because I hate how unreliable Hypnosis is. Can be useful against Fires, and is the only move that can even touch Registeel.
Purpose: Yanmega's main job is to create an early lead for me. Yanmega's pure destructive power is easily able to weaken teams, and put one of my hard hitters in a position to sweep.


Houndoom@Choice Scarf
Flash Fire
Modest
4 Hp/252 Sp. Atk/252 Spe
~Overheat: Extremely powerful stab move that allows me to revenge kill things like Shaymin, Venusaur, neutral natured scarf Roserades (not banking on that happening) regular Roserades, Adamant Rock Polish Torterras, etc. Chosen over Flamethrower or Fire Blast because he is meant for hit and run.
~Dark Pulse: Secondary stab, allows me to revenge kill the likes of Mismagius, hurts Slowbro.
~Hp. Elec: This is basically filler, but can help to revenge things that aren't worth an overheat, but may not die to Dark Pulse, ie. Honchkrow. Replacements for this are welcome.
~Will-o-Wisp: I mainly use this to surprise incoming fighters, and can also make the opponent believe I am not scarfed.
Purpose: Houndoom is here to basically keep certain threats in check, as shown above. This is used over Blaziken for Flash Fire and the ability to kill Missy, who is annoying.


Registeel@Leftovers
Clear Body
Careful
252 Hp/24 Def/232 Sp. Def
~Stealth Rock: An obvious choice on something sturdy like Registeel, the Rocks are essentially a staple on every team. They keep things like Yanmega from being too good.
~Iron Head: This is here as the attack, because registeel really needs stab to do any significant damage.
~Thunder Wave: Again, an obvious status move to cripple the sweepers Registeel just loves to stop.
~Explosion: This is such a good move. Once Registeel's job is done, Rocks are set, Sweepers have been killed or crippled, he goes out with a bang, doing massive damage, considering Registeels rather pitiful attack.
Purpose: Registeel's here to keep a lot of threats in check, including Swellow , Ambipom, and a plethora of Choice users. Registeel is like a glue, making sure nothing is too fast, too strong, or too healthy for the rest of my team to handle.


Hariyama@Leftovers
Thick Fat
Impish
80 Hp/176 Atk/252 Def
~Substitute: Forming the "Sub" in the term SubPunch, this guys Subs are ridiculous, taking two shots to break from the standard Steelix and Registeel. From there extremely powerful focus punches are fired off, destroying everything in its path.
~Focus Punch: The "Punch" in SubPunch, and this packs one hell of a "punch" (sorry... i couldn't resist). His Focus Punches hurt everything that doesn't resist it, which generally can't take his other moves.
~Payback: This nails those rotoms and Missys that think they're cool for coming in on a Focus Punch, and can even help Hari serve as a counter to the ghosts at a moments notice.
~Ice Punch: Hits flyers trying to get cute, as well as grasses. Used over Stone Edge so I have something to hurt other fighters.
Purpose: SubPunch Hariyama is used on all of my teams basically, due to the surprise factor, and the the huge impact on the opponents team one he sets up a Sub.


Rotom@Leftovers
Bold
Levitate
252 Hp/252 Def/6 Sp. Def
~Thunderbolt: Basic STAB move, hits pretty hard for something without any investment.
~Will-o-Wisp: A more reliable way of burn than Houndooms Will-o-Wisp, due to the fact that Rotom can actually take a hit. However, I am considering replacing this with Shadow Ball
~Resttalk: Grouped together because they're here for the same reason: so he doesn't die. This team really needs the unique set of resistances he provides. Therefore, i decided it would be best to be able to keep him alive
Purpose: As stated earlier, Rotoms nice resistances to Electric, Flying, Bug, Fighting, and Normal make him invaluable. He can come in on dangerous sweepers such as Swellow, Yanmega, etc. and completely stop them.


Crobat@Life Orb
Inner Focus
Timid
6 Def/252 Sp. Atk/252 Spe
~Nasty Plot: Combined with amazing speed and an amazing typing, Nasty Plot turns this little guy into a devastating late-game sweeper. Pretty self explanatory, makes it so the 'Bat's special attack doesn't suck, and sweeps from there.
~Sludge Bomb: Basic stab, can deal massive damage with the help of Life Orb and NP. This can also be used early/mid game to revenge Shaymin, and other none poison grasses.
~Heat Wave: Coverage here, also stops me from being walled by steel types. Less than perfect accuracy can be annoying, but the burn rate can make up for it.
~Roost: I decided to use roost over another attacking move for a couple reasons. First, taking 25% every switch is less than desirable. Second, Life Orb recoil can rack up after a while.
Purpose: Late game sweeper, obviously. Nasty Bat is a lot deadlier than I initially expected, being capable of outrunning basically all of the UU metagame. In addition, he had really nice resistances, self-recovery, and pretty decent bulk, making finding a time to slip him in pretty easy. Altogether a solid sweeper.
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Problems:
Clefable/Chansey*: Smart viewers will notice that this team is primarily special, meaning Chansey and Clefable have a field day. I basically need a sub on Hariyama to take them out with intense stalling, a Clefables with Facade can break my sub in one shot.
Rock weakness: Having three rock weaks is not good, especially considering one is a choice user and one is 4x weak. Hariyama and Registeel are great at taking rock moves, but they can be easily worned down and they can't fix Stealth Rock. My best bet us to kill their Stealth Rockers early with Yanmega
Obviously there are more, but these are the ones that stick out the most. Any help is appreciated.