Intro:
Built this team and have been using this and an assault vest T-tar variant to climb up to 1400ish. I love T-tar and how much he brings to the table so I decided to build a team around him. Import link at the bottom
Team Building Process:
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Punch
Standard stealth rocks mega T-tar set. I love him mainly for his role compression. He's mainly a special wall that packs a punch, pursuit traps, and is a rocks setter. His main problem is his bad defensive typing being 4x weak to fighting and 2x to ground, bug, steel, water, grass and fairy. I liked av T-tar for a while because he eats those coverage moves like a champ but mega T-tar does a good enough job of it with the proper support. I send in T-tar to cover most flying types like zapdos and torn, as well as many psychic types like mega zam, the laties, and lele.
Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
Next up is Drill to deal with those fairy types, no flying steal types, and some bugs. On his own he's a decent breaker with SD and his Z-move, able to get off quite a bit of chip damage on whatever switches into him so that you can set up for a sweep. If you have worn down all the bulky mon that threaten him he can switch gears and become a sweeper under a sand storm.
Alright now with these two we currently have a major problem with fighting types, and fighting type coverage. Additionally, we are still worried about Water types and grass types, but not nearly as much so as fighting.
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Roost
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
I'm going to do the next two together as they work so well as a pair. Together they make my fighting type problem much better as both of them can switch in and force the opponent to switch out. Don't be afraid to send out lucha early either. Even without boosting he can do some massive damage to his checks and then switch out into tyranitar to avoid being punished by one of his checks. Koko meanwhile takes care of those pesky flying steel types that excadrille is unable to while also pressuring bulky water types. Additionally it serves as fast breaker, and a volt turn user to build momentum. If the opponent switches in a ground type to block the switch you can always shoot off an HP ice and survive the retaliatory hit thanks to shuka then ko with the second hp ice. The only time this isn't going to work is against scarf lando as he is faster and survives the first hp ice. That said, getting a good chunk of life off of lando really helps set up the lucha or drill sweep.
Alright, now we have fighting solidly taken care of but water and grass can be a problem as koko doesn't switch in well to either and lucha isn't that safe to switch in to many grass types as they could try to predict and go for an hp ice or stone edge.
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Synthesis
Enter Tapu Bulu who is very safe to switch into these water and grass types and can even eat a coverage move. I've been using spdef bulu to better tank the incoming grass or water move but i'm wondering if going back to banded bulu might be better as it is a fearsome breaker and better punishes letting him come in on a mon that he's not threatened by. There is also the side benefit that your opponent wont know which terrain will pop your luchas seed. Additionally he's also another fighting resist.
Okay so now we have all our weaknesses cross covered. Now all we really worry about is getting worn down so this team could really benefit from a medic. There were a couple options that I was considering. first was cleff but she seemed a little too easy to wear down and kill and she was hard to get in. Next was chansey but have 3 mon weak to fighting types was pretty sketchy. Next up was alolamola but again that one had trouble coming in and getting an effective wish off. Then I found my guy.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn
Jirachi, although being a steal type didn't make my fighting weakness any greater as it had psychic to balance it out. His amazing defensive typing allows for him to switch in easier and throw off a more reliable wish. Also he baits in dark, fire, and ghost types which lets me get the wish successful over to tyranitar, and keep him healthy.
Anyway, that's the team, let me know your thoughts and suggestions for improvements. This is my first RMT btw.
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Punch
Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Synthesis
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn
Ability: Sand Stream
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Punch
Excadrill @ Steelium Z
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Synthesis
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 188 SpD / 72 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn