Hi people, first RU RMT. When I started playing RU for the first time 4 weeks ago or so, I absolutely fell in love with this meta. I tried playing UU but the Regenerator domination gave me nerves, and I was pretty tired of OU. RU environment has that thing I can't describe that makes it better than every other meta I played. Now that I'm done with the blabbering let's get to the Team.
Braviary (M) @ Choice Scarf
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- U-turn
- Superpower
- Brave Bird
- Return
The U-turning Element. Given that Braviary has a wonderful bulk and Great Attack stat, the only thing hindering him from destroying anything is his speed. Giving it choice scarf makes it able to become a great Revenge Killer, which has proven vital to my team. U-Turning is for the momentum grab, which is crucial to the VolTurn strategy. Superpower and Brave Bird give superb coverage, Brave Bird beeing STAB and hitting damn hard and Superpower SE hitting anything resisted by Brave Bird. Return Is basically just for STAB, hitting Electric harder than every other thing. Also Defiant is the metagame shaping ability this gen, and scaring defoggers is just great, given how important racking up hazard damage is to this team.
Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Volt Switch
- Leaf Storm
- Hidden Power [Fire]
- Trick
The Volt Switcher. Saying he's my only special attacker sounds pretty lame, but it works niceky with the great coverage he has. Volt swich is of course crucial, and coming off stab and max sp.attack makes it deal a good chunk to anything that does not resist, opening the way to a Revenge Killer. Leaf storm hits like a Truck, and OHKO basically every time it's SE, no need to say that. It's the attack I had the few time using ironically. Hp fire which I choose over Ice since hitting Escavalier Hard and Durant on the switch is of utmost priority rather than having perfect coverage. Trick severely cripples pranksters and walls. Another plus of Rotom is that people often switches their physical attacker fearing the wow, and they either make me grab momentum or are utterly Koed or crippled.
Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Toxic
- Stealth Rock
- Sacred Sword
- Iron Head
My SRocker. Also full defense investment, plus Impish, plus great steel fighting typing, plus Justified hindering knock offs make it the ultimate physical wall. Setting up stealth rocks is almost guaranteed unless the opponent leads up with a fast strong fire type special attacker. Therefore Coby is my main lead. Toxic cripples wall lacking Aromatherapy/Heal bell support and Sacred sword makes it so Coby doesn't just sit and watch. Sacred sword bypasses defense boost which actually makes the difference sometime in a meta in which Bulk can actually be seen and Iron Head flinch chance + high speed is a nice bonus.
Claydol @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Rapid Spin
- Toxic
- Earthquake
- Protect
Having a Volt-turning core means switching, and switching means hazard damage, thus making spin-defog support mandatory. I choose rapid spin since I like having my hazard on the field. Toxic-Protect for stall, and earthquake not to be Taunt Bait. Full sp.def. investment means it takes ihits like a champ with 120 base sp.def. and 100 base def. isn't half bad.
Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Megahorn
- Knock Off
- Drill Run
- Iron Head
The best thing in RU. You can litterally just slap him on a team and it works. Assault vest means laughing at special attacks even eating weak hp fire. Megahorn and Iron Head are mighty STAB to hit hard with and do major damage to everything. Knock off is the primary spam move, getting rid of crucial eviolites and lefties. Drill Run works as a Pseudo EQ which is just fine and rounds the coverage.
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Belly Drum
- Return
- Play Rough
- Facade
My cleaner. And often match winner. After the volt turn magic has gone for a few turns mons are weakened and when you safely switch this on a wall who can't cripple it or against an attacker that can't do 75% at least is pretty much GG after removing all priority. Belly drum doesn't need any explaination. Return and play rough are the only usable physical move Slurpuff gets. The fourth move is a bit original in the fact of beeing Facade. Facade goes through burn attack drop and under any status is my best attack with 140 BP and 100% accuracy.
So that's it. If you find some threats I should pay attention to or some changes I should make, please feel free to say that :D .
Braviary (M) @ Choice Scarf
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- U-turn
- Superpower
- Brave Bird
- Return
The U-turning Element. Given that Braviary has a wonderful bulk and Great Attack stat, the only thing hindering him from destroying anything is his speed. Giving it choice scarf makes it able to become a great Revenge Killer, which has proven vital to my team. U-Turning is for the momentum grab, which is crucial to the VolTurn strategy. Superpower and Brave Bird give superb coverage, Brave Bird beeing STAB and hitting damn hard and Superpower SE hitting anything resisted by Brave Bird. Return Is basically just for STAB, hitting Electric harder than every other thing. Also Defiant is the metagame shaping ability this gen, and scaring defoggers is just great, given how important racking up hazard damage is to this team.
Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Volt Switch
- Leaf Storm
- Hidden Power [Fire]
- Trick
The Volt Switcher. Saying he's my only special attacker sounds pretty lame, but it works niceky with the great coverage he has. Volt swich is of course crucial, and coming off stab and max sp.attack makes it deal a good chunk to anything that does not resist, opening the way to a Revenge Killer. Leaf storm hits like a Truck, and OHKO basically every time it's SE, no need to say that. It's the attack I had the few time using ironically. Hp fire which I choose over Ice since hitting Escavalier Hard and Durant on the switch is of utmost priority rather than having perfect coverage. Trick severely cripples pranksters and walls. Another plus of Rotom is that people often switches their physical attacker fearing the wow, and they either make me grab momentum or are utterly Koed or crippled.
Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature
- Toxic
- Stealth Rock
- Sacred Sword
- Iron Head
My SRocker. Also full defense investment, plus Impish, plus great steel fighting typing, plus Justified hindering knock offs make it the ultimate physical wall. Setting up stealth rocks is almost guaranteed unless the opponent leads up with a fast strong fire type special attacker. Therefore Coby is my main lead. Toxic cripples wall lacking Aromatherapy/Heal bell support and Sacred sword makes it so Coby doesn't just sit and watch. Sacred sword bypasses defense boost which actually makes the difference sometime in a meta in which Bulk can actually be seen and Iron Head flinch chance + high speed is a nice bonus.
Claydol @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Rapid Spin
- Toxic
- Earthquake
- Protect
Having a Volt-turning core means switching, and switching means hazard damage, thus making spin-defog support mandatory. I choose rapid spin since I like having my hazard on the field. Toxic-Protect for stall, and earthquake not to be Taunt Bait. Full sp.def. investment means it takes ihits like a champ with 120 base sp.def. and 100 base def. isn't half bad.
Escavalier @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Megahorn
- Knock Off
- Drill Run
- Iron Head
The best thing in RU. You can litterally just slap him on a team and it works. Assault vest means laughing at special attacks even eating weak hp fire. Megahorn and Iron Head are mighty STAB to hit hard with and do major damage to everything. Knock off is the primary spam move, getting rid of crucial eviolites and lefties. Drill Run works as a Pseudo EQ which is just fine and rounds the coverage.
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Belly Drum
- Return
- Play Rough
- Facade
My cleaner. And often match winner. After the volt turn magic has gone for a few turns mons are weakened and when you safely switch this on a wall who can't cripple it or against an attacker that can't do 75% at least is pretty much GG after removing all priority. Belly drum doesn't need any explaination. Return and play rough are the only usable physical move Slurpuff gets. The fourth move is a bit original in the fact of beeing Facade. Facade goes through burn attack drop and under any status is my best attack with 140 BP and 100% accuracy.
So that's it. If you find some threats I should pay attention to or some changes I should make, please feel free to say that :D .













