Hi all, this is only my second RMT. I wanted to share a team I made about a year ago and still tears through some teams on the ladder at around 1500 rating. I have some wins against pretty respected UU players and it's a ton of fun to play, hopefully some others can get some use out of it.
https://pokepast.es/f866e42150e4d95e
Pincurchin @ Terrain Extender
Ability: Electric Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rising Voltage
- Spikes
- Recover
- Scald
Pincurchin kind of speaks for itself. Ground types switch into it pretty often, so scald is a great way to punish that with some reasonable damage or a burn. Spikes are the only hazards on the team; against more passive teams it doesn't have a problem using Spikes and Recover to get all three layers up. I actually rarely click rising coltage, but it does do a good job of deterring Skarm from trying to defog, and it hits neutral targets harder than you might think.
Toxtricity @ Choice Scarf
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Volt Switch
- Boomburst
- Sludge Wave
Toxtricitys typing is great in some situations, and the first of three scarfers on the team. Boomburst is great to punish ground type switch ins, and rising voltage for most other things. Volt switch for momentum and sludge wave mainly for tang. With a scarf its speed is pretty good, and the two hard hitting moves plus volt switch means scouting it's set can be punished pretty well. The number of scarfers on the team can surprise an opponent, getting some advantage from an opponent who's decided "there's no way they're running this many scarfers".
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Grass Knot
- Psyshock
- Surf
The main feature of the team. Grass knot doesn't OHKO most swampert which is good to keep in mind, but it does with spikes up. Rising voltage is brutal, psyshock is great to counter venasaur in the sun, surf and grass knot is great coverage. Taking out ground types is a win con for this team as rising voltage from Raichu, Tox and Pincurchin rip through everything else. I switched between specs and LO for Raichu, but I think a well played LO is a great win con.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Hydro Pump
- Volt Switch
Trick cripples stall, hydro helps get rid of grounds, defog helps keep Raichu alive. Volt switch gains momentum. Rotom always puts in work, and this is no exception.
Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flip Turn
- Secret Sword
- Icy Wind
- Surf
Keldeo is brutal in general. It's role here is to help take out grounds, and/or keep momentum with flip turn. Icy wind can punish a salamence or tang, or get a vital suicide speed drop on a barreskewda or venasaur in their respective weather.
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Moonblast
- Psyshock
- Mystical Fire
To be honest, gardevoir was originally here because I think it's super underrated and I like the fun interactions trace can bring. It's turned out to be one of the unsung heroes of the team. Trick again cripples stall, psyshock hits Chansey nicely, moonblast is a fantastic nuke and mystical fire can win matchups against special attackers. Almost no-one expects a third scarfer, so it's late game cleaning potential is surprisingly strong. Even when you see it coming, trace + scarf + spatk is tough to deal with.
The team is played by getting electric terrain + spikes up as early as possible, then punishing the inevitable ground switch ins with coverage. Once the grounds are gone, Raichu + Gardevoir can win.
The team is fairly weak to barreskewda in rain, and struggles to break some balance teams. I've never had a problem with stall, trick scarf + the pure power breaks fairly easily. If offence doesn't have a way to outspeed Raichu, it tends to fall apart too.
Hope someone who isn't me has fun with this one :)
https://pokepast.es/f866e42150e4d95e
Pincurchin @ Terrain Extender
Ability: Electric Surge
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Rising Voltage
- Spikes
- Recover
- Scald
Pincurchin kind of speaks for itself. Ground types switch into it pretty often, so scald is a great way to punish that with some reasonable damage or a burn. Spikes are the only hazards on the team; against more passive teams it doesn't have a problem using Spikes and Recover to get all three layers up. I actually rarely click rising coltage, but it does do a good job of deterring Skarm from trying to defog, and it hits neutral targets harder than you might think.
Toxtricity @ Choice Scarf
Ability: Punk Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Volt Switch
- Boomburst
- Sludge Wave
Toxtricitys typing is great in some situations, and the first of three scarfers on the team. Boomburst is great to punish ground type switch ins, and rising voltage for most other things. Volt switch for momentum and sludge wave mainly for tang. With a scarf its speed is pretty good, and the two hard hitting moves plus volt switch means scouting it's set can be punished pretty well. The number of scarfers on the team can surprise an opponent, getting some advantage from an opponent who's decided "there's no way they're running this many scarfers".
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Grass Knot
- Psyshock
- Surf
The main feature of the team. Grass knot doesn't OHKO most swampert which is good to keep in mind, but it does with spikes up. Rising voltage is brutal, psyshock is great to counter venasaur in the sun, surf and grass knot is great coverage. Taking out ground types is a win con for this team as rising voltage from Raichu, Tox and Pincurchin rip through everything else. I switched between specs and LO for Raichu, but I think a well played LO is a great win con.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Hydro Pump
- Volt Switch
Trick cripples stall, hydro helps get rid of grounds, defog helps keep Raichu alive. Volt switch gains momentum. Rotom always puts in work, and this is no exception.
Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flip Turn
- Secret Sword
- Icy Wind
- Surf
Keldeo is brutal in general. It's role here is to help take out grounds, and/or keep momentum with flip turn. Icy wind can punish a salamence or tang, or get a vital suicide speed drop on a barreskewda or venasaur in their respective weather.
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Moonblast
- Psyshock
- Mystical Fire
To be honest, gardevoir was originally here because I think it's super underrated and I like the fun interactions trace can bring. It's turned out to be one of the unsung heroes of the team. Trick again cripples stall, psyshock hits Chansey nicely, moonblast is a fantastic nuke and mystical fire can win matchups against special attackers. Almost no-one expects a third scarfer, so it's late game cleaning potential is surprisingly strong. Even when you see it coming, trace + scarf + spatk is tough to deal with.
The team is played by getting electric terrain + spikes up as early as possible, then punishing the inevitable ground switch ins with coverage. Once the grounds are gone, Raichu + Gardevoir can win.
The team is fairly weak to barreskewda in rain, and struggles to break some balance teams. I've never had a problem with stall, trick scarf + the pure power breaks fairly easily. If offence doesn't have a way to outspeed Raichu, it tends to fall apart too.
Hope someone who isn't me has fun with this one :)