So apparently this is a thing! Woohoo!
(If I make a mistake sorry, it's my first time doing one of these things)
So I made a team for nat dex, and I've been struggling to find weaknesses in my team so I've been struggling to push as a result. (I'm also kinda bullshit at this game, so if anything I write doesn't make sense, feel free to call me out.) (Also, I suck at EVs, so any help with that would be a godsend.) So without further ado here's my RMT for nat dex OU
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Ah yes, Magnezone. With the sheer amount of steel-type pokemon in OU to wreak havoc / set up an obscene amount of hazards (looks at Skarmory), I figured that this was the best place to start. The moves are pretty much self-explanatory, with HP fire to destroy grass and steel pokemon like Ferrothorn, and
Rillaboom. Thunderbolt is to mainly hit flying pokemon without actually switching out, and flash cannon for STAB plus the added benefit of destroying fairy types. Volt Switch is mainly for predicted switches, and getting the heck out of bad matchups, like Venusaur. Specs are for the damage output, as scarf IMO is pretty useless considering its base 60 speed.
Diancie @ Diancite
Ability: Clear Body
EVs: 124 Atk / 132 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Mystical Fire
- Stealth Rock
I thought of pokemon that Magnezone paired up pretty well with, and after thinking for a while, I thought about Diancie (mega). Diancie comes with magic bounce, which is a great way to deflect hazards, and status conditions. SR is for hazards, (was debating encore, to abuse the other side's hazards, but there's no guarantee that they are dumb enough to use hazards against you when they see Diancie in team preview.) Moonblast is for STAB and Mystical Fire is for annihilating steel pokemon on predicted switches, but I'm debating switching this out for Earth power.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Without Earth power on Diancie, and my team mainly comprising of special attackers, I chose Garchomp as my next pokemon, to Sweep after Mag assassinates opposing Fairy and Steel pokemon. Earthquake is for other steel pokemon that they might be left, and fire fang is for grass pokemon like Serperior that resist Earthquake and can live through a Scale Shot, Swords dance and Scaleshot is basically dragon dance in two turns. Jolly nature is chosen to capitalize on that sweet 102 speed, which outspeeds anything at a base 100.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast
After thinking for a bit, I realized that all of my pokemon suffered from priority, (Diancie from bullet punch, and water shuriken, and Garchomp from anything like grassy glide after a few scale shots) So I chose Tapu Lele to set up terrain, as well as revenge kill things that hurt my team, mainly key targets like Ash-Greninja after transformation, and Heatran, cuz lets face it, Heatran is CRACKED in nat dex rn. Psyshock for STAB, as well as hitting more specially defensive Pokemon, such as Rillaboom. Shadow ball is for the ghost coverage because my team has absolutely nothing for ghost right now. (Also only hitting one thing NVE is always good). Focus Blast is for predicted steel type switch-ins, such as Heatran, and Kartana. Moonblast is for Fairy type STAB because without the specs, or a z crystal, Tapu is kinda weak. (and I figured that STAB is the equivalent of specs.)
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Defog
After thinking for a long while, I realized that Rotom would be perfect for my team, as it gives coverage for some of the things that my team is kinda bad against. Hydro Pump hits ground-type pokemon well, which is a good thing, considering that my team basically gets countered by scarfed Lando T and other common Ground pokemon like Excadrill. (Excadrill is a very big problem for my team because STAB iron head fucks both Diancie and Lele, Earthquake is basically a nuke against Magnezone, and the occasional toxic variant will basically neuter Garchomp) another plus is that it can handle Toxapex well, with its STAB volt turn, and the ability to take scald burns well. Defog is for hazard control, as levitate makes it immune to spikes, and the rare toxic spikes team. Pain split is for recovery, albeit a little flawed.
Because my Rotom is acting as a defogger, I figured that the passive leftovers recovery would be great on it, and the HP EVs are to take hits better, I put max EVs in speed because I figured any speed is good.
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Outrage
Even with Rotom, my team still suffers from Excadrill (especially rare Mold Breaker variants), and other ground pokemon like Lando T and it lacks physical attackers. Since I used my mega slot on Diancie, I used the Moxie set, which is because I needed 1. an end game sweeper, and 2. because I didn't have a good Z-crystal user. (also hitting grass pokemon for SE damage isn't bad.) The rest is then basic, Bounce to abuse the Flyinium Z and waterfall for STAB and the ability to hit ground types. Outrage is for the surprise factor, as well as dealing an obscene amount of damage.
So yeah, that's it, and thanks for reading. Any help is appreciated, and I respect anyone who took like 10 minutes out of their day to read this.
(If I make a mistake sorry, it's my first time doing one of these things)
So I made a team for nat dex, and I've been struggling to find weaknesses in my team so I've been struggling to push as a result. (I'm also kinda bullshit at this game, so if anything I write doesn't make sense, feel free to call me out.) (Also, I suck at EVs, so any help with that would be a godsend.) So without further ado here's my RMT for nat dex OU
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
Ah yes, Magnezone. With the sheer amount of steel-type pokemon in OU to wreak havoc / set up an obscene amount of hazards (looks at Skarmory), I figured that this was the best place to start. The moves are pretty much self-explanatory, with HP fire to destroy grass and steel pokemon like Ferrothorn, and
Rillaboom. Thunderbolt is to mainly hit flying pokemon without actually switching out, and flash cannon for STAB plus the added benefit of destroying fairy types. Volt Switch is mainly for predicted switches, and getting the heck out of bad matchups, like Venusaur. Specs are for the damage output, as scarf IMO is pretty useless considering its base 60 speed.
Diancie @ Diancite
Ability: Clear Body
EVs: 124 Atk / 132 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Mystical Fire
- Stealth Rock
I thought of pokemon that Magnezone paired up pretty well with, and after thinking for a while, I thought about Diancie (mega). Diancie comes with magic bounce, which is a great way to deflect hazards, and status conditions. SR is for hazards, (was debating encore, to abuse the other side's hazards, but there's no guarantee that they are dumb enough to use hazards against you when they see Diancie in team preview.) Moonblast is for STAB and Mystical Fire is for annihilating steel pokemon on predicted switches, but I'm debating switching this out for Earth power.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Fire Fang
- Scale Shot
Without Earth power on Diancie, and my team mainly comprising of special attackers, I chose Garchomp as my next pokemon, to Sweep after Mag assassinates opposing Fairy and Steel pokemon. Earthquake is for other steel pokemon that they might be left, and fire fang is for grass pokemon like Serperior that resist Earthquake and can live through a Scale Shot, Swords dance and Scaleshot is basically dragon dance in two turns. Jolly nature is chosen to capitalize on that sweet 102 speed, which outspeeds anything at a base 100.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Shadow Ball
- Focus Blast
After thinking for a bit, I realized that all of my pokemon suffered from priority, (Diancie from bullet punch, and water shuriken, and Garchomp from anything like grassy glide after a few scale shots) So I chose Tapu Lele to set up terrain, as well as revenge kill things that hurt my team, mainly key targets like Ash-Greninja after transformation, and Heatran, cuz lets face it, Heatran is CRACKED in nat dex rn. Psyshock for STAB, as well as hitting more specially defensive Pokemon, such as Rillaboom. Shadow ball is for the ghost coverage because my team has absolutely nothing for ghost right now. (Also only hitting one thing NVE is always good). Focus Blast is for predicted steel type switch-ins, such as Heatran, and Kartana. Moonblast is for Fairy type STAB because without the specs, or a z crystal, Tapu is kinda weak. (and I figured that STAB is the equivalent of specs.)
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Defog
After thinking for a long while, I realized that Rotom would be perfect for my team, as it gives coverage for some of the things that my team is kinda bad against. Hydro Pump hits ground-type pokemon well, which is a good thing, considering that my team basically gets countered by scarfed Lando T and other common Ground pokemon like Excadrill. (Excadrill is a very big problem for my team because STAB iron head fucks both Diancie and Lele, Earthquake is basically a nuke against Magnezone, and the occasional toxic variant will basically neuter Garchomp) another plus is that it can handle Toxapex well, with its STAB volt turn, and the ability to take scald burns well. Defog is for hazard control, as levitate makes it immune to spikes, and the rare toxic spikes team. Pain split is for recovery, albeit a little flawed.
Because my Rotom is acting as a defogger, I figured that the passive leftovers recovery would be great on it, and the HP EVs are to take hits better, I put max EVs in speed because I figured any speed is good.
Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Outrage
Even with Rotom, my team still suffers from Excadrill (especially rare Mold Breaker variants), and other ground pokemon like Lando T and it lacks physical attackers. Since I used my mega slot on Diancie, I used the Moxie set, which is because I needed 1. an end game sweeper, and 2. because I didn't have a good Z-crystal user. (also hitting grass pokemon for SE damage isn't bad.) The rest is then basic, Bounce to abuse the Flyinium Z and waterfall for STAB and the ability to hit ground types. Outrage is for the surprise factor, as well as dealing an obscene amount of damage.
So yeah, that's it, and thanks for reading. Any help is appreciated, and I respect anyone who took like 10 minutes out of their day to read this.