It's been a while since I wanted to post a RMT, and with the recent opening of the Past Gen section in this subforum, I have the perfect occasion to post one. This team may not be the best I have made, but it is without a single doubt one of the most enjoyable to play. I built it moreover one year ago, when CrashinBoomBang had to face BKC in Smogon Tour semifinal. I was using Bulky Starmie a lot back then, and I found it to be a solid Pokemon in ADV OU. Now, CBB is a very offensive player and wasn't gonna use anything remotly close to a bulky Starmie, but he really liked the idea of using an Offensive one, and so did I. He ultimatly didn't use the team, but I certainly did for myself after that Smogon Tour.
Even if it's not one my most recent work or the most solid looking team you will see, it put in some work for me when I decided to use it. I easily peaked #1 on the PO ladder with it, which doesn't mean anything really, but at least, it's a proof that it functions against all kind of playstyles and (combined) threats. It also didn't fail me when I resorted to it in the Derdomme Cup, the All Generation Tournament 2 or some POCL games, which just shows that it works in all kind of circumstances if you play it well enough.
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- Teambuilding Process
As explained in the introduction, the team would revolve around Offensive Starmie, a set I had not used 'till then. It outspeeds pretty much all the tier and hits hard enough to pose a threat right off the bat to Offensive Teams with its amazing coverage. I considered using 3 Atks + Rapid Spin, 4 Atks (Psychic) and 3 Atks + Recover. I went with the later because Psychic was only needed to net an OHKO on bulky Gengar and Heracross, and I found Recover pretty useful against "balanced" teams.

Now that I knew what was the basis of my build, I wanted to support it. While Starmie has a blistering speed, its Special Attack isn't as good, and it'd appreciate coming when the opposing team is weakened. To top it off, Special Walls with direct recovery such as Blissey, Regice or Snorlax would turn it into a liability. To help against these issues, I added a Gengar. With the access to Explosion, it would easily get rid of the opponent's Special Wall, and if he doesn't have one, it will weaken his Special Attackers checks well enough for Starmie (think Metagross or Heracross).


Something else I noticed about Starmie is that it really wants Leftovers recovery negated to net some 2KO and 3KO, which automatically led me into adding Tyranitar to the team. Tyranitar can also switch into all these Special walls that Starmie and Gengar attract like magnets. I also wanted some great firepower to wallbreak, which is something a Choice Band Tyranitar would bring to the team.



Even if I knew I would play a heavily offensive oriented team, I still needed some kind of defensive glue to switch into strong attackers early game or avoid a DD Sweep late-game. I didn't look around too much and added the good old Swampert to give the team some defensive security.




The problem with Swampert is that it's a huge Spikes bait for Skarmory, Forretress and the underused Cloyster. I needed to add a Spinner or Magneton. The team also needed a good Gengar switch-in, which is something else Magneton could do for me. To top it off, it has an excellent set of resistances and a respectable physical bulk to let me play around the many Choice Banders of the tier.





I was almost done and I just needed something to fill all the team's holes. I considered myself a bit weak to CM Spam, I wanted an HP Grass Raikou check and a secondary DD Ttar check. When I need a CM Spam check and a DD Ttar answer, I go with CB Jolly Mence, when I need a solution for DD Tar and HP Raikou, I usually use Flygon. Since I needed something for all of them, I added a mix of the aforementionned Pokemons: Jolly CB Flygon. It was perfect because it would also bring some firepower (even if it's a still a weak ass Flygon) and appreciate the removal of Skarmory by Magneton.






And that's the final result! I experimented with Blissey over Flygon to check CM Teams and Gengar better, but Flygon fits the team much better with its offensive presence. I considered playing a Spiker for Starmie, but I was more than satisfied with the results brought by the current version of the team (and let's be honest, Spikes War are sometimes really annoying to play in ADV).
- In Depth

Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Slide
- Earthquake
- Focus Punch
- Hidden Power [Bug]
I decided to lead my games with Tyranitar as getting sand up as early as possible is helpful to rack up damages against any Pokemons affected by it. As I explained in the teambuilding process, I went with CB Ttar because the direct firepower is appreciated to heavily damage or break bulkier kind of teams (especially since Starmie is a lot more dangerous to Offense).
The EV spread is pretty standard, it has enough speed for pretty much every Ttar lead, except the even faster CB one, most Metagross lead and a bunch of Suicune. Tyranitar and Suicune speedcreep a lot so you're never sure with those, but it's an nice option to have at your disposition.
The moveset is as common as it gets, I considered running Double-Edge over HP Bug, but Celebi can be pretty troublesome for this team, and the ability to OHKO every variants of it is appreciated here.
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Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Recover
I always liked using Starmie in ADV, despite the claims of many players about the starfish. It's such an interesting Pokemon, be it because it's the best Spinner of the tier or for this set. Offensive Starmie is a nuke, much like Gengar except it's faster and stronger. Its speed and versatility are nightmares to face for offensive teams, especially the Physical one. Starmie will usually come late-game and if you have one Pokemon to hide, it's him. It is often unexpected and will be a really strong late game finisher once you've taken care of weakening the opposing team.
The EV spread is straight forward, there is no reason to run less speed as it lets Starmie outspeeds Adamant Aerodactyl and get the tie against Raikou and the other Offensive Starmie.
Regarding the moveset, I decided to go with Recover for the last move because it's pretty good to get some health back if you took a hit or two in the early/mid-game (think some Spikes or a Seismic Toss). Everything else is a given, you really need the power of Hydro Pump with Starmie, I'd strongly advice not to run Surf, even if the accuracy is tempting. Psychic is an interesting option for bulky Gengar, but I think Recover is better (a full hearth Starmie can take a Double Edge from Aerodactyl and KO it back for example). Rapid Spin is also an option, but you have Magneton for the Spikers and Cloyster typically fits really offensive team, which shouldn't be a concern for you if you play well.
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Gengar (F) @ Leftovers
Trait: Levitate
EVs: 124 Atk / 200 SAtk / 184 Spd
Hasty Nature (+Spd, -Def)
- Thunderbolt
- Explosion
- Ice Punch
- Giga Drain
Goold old Gengar, arguably the second best, if not the best Pokemon of ADV. The main purpose of Gengar in this team is checking what's your opponent's Special Attacker sponge and weaken it (Metagross, Offensive Lax, Zapdos) or explode on it (Blissey, Regice, Defensive Lax, etc). Considering the structure of the team, it's pretty hard to see Explosion Gengar coming, which is really good for Stamie later in the game.
The EV Spread aims to kill even Bold Blissey after Tbolt + Explosion (and sometimes sand damages) without any prior damages. It will also put Snorlax or Regice in Starmie's range. There is enough speed for the 100 Base Stats with a positive nature (Zapdos, Salamence, Jirachi, etc and their speedcreepers. All the remaining EVs go in Special Attack as getting as much damages as possible with Thunderbolt/Ice Punch on the like of Metagross, Zapdos or Celebi is highly valued in this team.
I decided to go with Giga Drain for the last move because I don't want Swampert and Tyranitar to completly wall me, and I can't let this happen if I want to boom on the needed targets.
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Swampert (F) @ Leftovers
Trait: Torrent
EVs: 252 HP / 224 Def / 32 Spd
Relaxed Nature (+Def, -Spd)
- Rest
- Protect
- Ice Beam
- Earthquake
Swampert is the classic go-to glue for offensive teams which don't want to get wrecked by Mence or Tyranitar from the get-go, and it is the case here. It also checks HP Ice Jolteon and Raikou, the former being a huge threat for the team if your Swampert dies.
EV spread maximizes physical bulk and give it enough speed to outspeed Blissey, which is always useful if you need to pick it off when it's at 30% or lower.
Onto the set now, which has been a favorite of mine since I "discovered" it. Rest Protect Swampert is absolutly amazing at what you want it to do: checking physical attacker early and late game. I came up with it when I realized I didn't need Hydro Pump because I had Flygon to check DDtar on top of Swampert and I had Magneton to take care of Skarmory/Forretress. What could I use in the last slot? After a bit of thinking, I decided to try Rest because Swampert is typically too worn down late game to tank Aerodactyl or a Salamence, but you can play around this situation now thanks to Rest! It's also really useful if your opponent caught you with a random Toxic earlier in the game.
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Magneton @ Leftovers
Trait: Magnet Pull
EVs: 112 HP / 252 SAtk / 44 SDef / 100 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Sleep Talk
- Rest
Magneton is there to prevent your opponent to set-up too much Spikes with their Skarmory or Forretress (Smeargle and Cloyster usually being in Offensive Teams, which are a lot easier to play around than bulkier one). It's also your Gengar check in vertue of its typing and your access to Rest. To top it off, its naturally good physical bulk and its resistances makes it an interesting option when you need to play around some Choice Bander, as well as pressuring EQ-less Snorlax.
You need Max Special Attacker to have as much chances as possible to OHKO SpDef Forretress. There is enough speed here for Milotic (which isn't 2KO'd by Starmie Thunderbolt for the record) and just enough HP to not be 3KO'd by Jolly Aerodactyl Rock Slide. It also avoids the 3KO from any kind of Seismic Toss. The rest goes into Special Defense to check Gengar as best as possible, especially if there is one Spike down.
Regarding the moveset, while Toxic or Thunder Wave would be appreciated here, I really need HP Fire for Forretress and RestTalk for Gengar. It gives Magneton some utility outside of trapping Steels.
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Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Rock Slide
- Hidden Power [Flying]
- Toxic
Flygon is the duct tape of this team. While it doesn't truely counter anything because of its poor bulk and lack of Leftovers, it's the quick fix to everything that gives this team troubles. To name them: HP Grass Electrics, DD Ttar (always have two checks to DD Tar) and Calm Minders. The last one being the reason I decided to run Choice Band as the extra power is needed to Revenge Kill one if it got one or two Calm Minds under its belt.
I decided to run Jolly Max Speed because I needed to outspeed or tie at worst the like of Offensive Celebi, Jirachi or a +1 Tyranitar. That being said, don't forget to make sure your Speed IV is at 31 when you use this team. Everything else goes into Attack as Flygon is already weak enough as it is.
When I had to decide which attacks I'd run on Flygon, I immediatly went with the obvious EQ and Rock Slide. I scratched out Fire Blast because I run Magneton. I was left with basically: HP Bug, Double-Edge, Quick Attack (lol) and Toxic. I liked the last one because Swampert and Milotic can be pretty annoying for this team and they like switching on Flygon a bit too much, especially after they discovered it's CB. I came up with the idea of HP Flying when CBB noticed a weakness to Heracross in the team, HP Flying would still hit Celebi for a good amount anyway. I haven't really looked back since then, but you can run HP Bug if you want the extra insurance against Offensive Celebi.
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- Conclusion
Also, I'd like to adress a big thank you again to Andrew for making this wonderful piece of art I had the chance to use in my RMT, you're the man!
Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Slide
- Earthquake
- Focus Punch
- Hidden Power [Bug]
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Recover
Gengar (F) @ Leftovers
Trait: Levitate
EVs: 124 Atk / 200 SAtk / 184 Spd
Hasty Nature (+Spd, -Def)
- Thunderbolt
- Explosion
- Ice Punch
- Giga Drain
Swampert (F) @ Leftovers
Trait: Torrent
EVs: 252 HP / 224 Def / 32 Spd
Relaxed Nature (+Def, -Spd)
- Rest
- Protect
- Ice Beam
- Earthquake
Magneton @ Leftovers
Trait: Magnet Pull
EVs: 112 HP / 252 SAtk / 44 SDef / 100 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Sleep Talk
- Rest
Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Rock Slide
- Hidden Power [Flying]
- Toxic
Trait: Sand Stream
EVs: 48 HP / 252 Atk / 208 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Slide
- Earthquake
- Focus Punch
- Hidden Power [Bug]
Starmie @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Recover
Gengar (F) @ Leftovers
Trait: Levitate
EVs: 124 Atk / 200 SAtk / 184 Spd
Hasty Nature (+Spd, -Def)
- Thunderbolt
- Explosion
- Ice Punch
- Giga Drain
Swampert (F) @ Leftovers
Trait: Torrent
EVs: 252 HP / 224 Def / 32 Spd
Relaxed Nature (+Def, -Spd)
- Rest
- Protect
- Ice Beam
- Earthquake
Magneton @ Leftovers
Trait: Magnet Pull
EVs: 112 HP / 252 SAtk / 44 SDef / 100 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Hidden Power [Fire]
- Sleep Talk
- Rest
Flygon (M) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Rock Slide
- Hidden Power [Flying]
- Toxic