Hey guys! So, I am here with my 3rd RMT of this generation. I am very much a balance player and this RMT is going to be no different. I am currently sitting around the 1700's with this team and will be laddering up even more to see how far I can take it. When first thinking of what I wanted to build the team around, future sight + CB
immediately came to mind.

I originally started off with
and
and then added a
and
to round out my "defensive" core.

For speed control and wall breaking, I added a specs
and booster
. Now as some may have noticed, the team had no hazard removal (which I was perfectly fine with, crazy ik) and an earthquake weakness between my Spdef mons.

To mitigate both those things, I decided to replace
with
and
for
.
is just as good as its regional brother and
offered me more speed and greater utility with willow + court change. To my delight, the team performed perfectly fine, and in some cases, even better than the original.





I originally started off with










For speed control and wall breaking, I added a specs








To mitigate both those things, I decided to replace






The Team:
https://pokepast.es/d1b33b9e8394c382
w/ Mentioned Tweaks:
https://pokepast.es/413d8bbc48302f46
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Surf
- Chilly Reception
- Slack Off
is still a really great SpDef mon that can eat hits, set up a future sight, and then pivot out into whatever threat is appropriate. Something I will say is that thunder wave over slack off can be a very viable option to run, since I rarely find myself actually clicking the recovery move. It allows
to be even more annoying and also doesn't allow free switch ins. It very much is personal preference, but overall, this mon is very simple in what it does, and incredible consistent at being a special wall.
Zamazenta @ Choice Band
Ability: Dauntless Shield
Tera Type: Dark
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Ice Fang
- Heavy Slam
is a very funny mon, being a cover legendary stuck in OU. Its premier set is sub, iron defense, BP, but choice banded is a very underrated set and not many teams can handle the combination of future sight + close combat. Aside from CC and crunch, its last two coverage moves are pretty flexible. I decided to go with ice fang to hit
,
, and
decently hard, and heavy slam to hit the fairies that like to come in on this mon. With future sight support, it really mitigates the risk of clicking CC as even if your opponent switches into an immunity, good chip is still going to happen. It often leaves players in a very frustrating bind and easily creates lose-lose situations.
Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Flying
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- Will-O-Wisp
- Court Change
- U-turn
was the last addition to the team, but offers really great support between its moves, speed tier, and typing. Court change gives the team hazard control while also making hazard stacking a liability for as long as
is still alive, will-o-wisp threatens to cripple the plethora of physical attackers in the meta, and the speed tier allows ace to use both its support move effectively and pivot out with u-turn. Because of good fairies are,
can also act a nice check/pivot into them while being threatening with a wisp or pyro ball.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Water
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- U-turn
- Discharge
- Hurricane
- Roost
I have been really loving the presence of
within this metagame, its just so good. Its bulk in the physical department is very much serviceable. Its ability in static and reliable recovery in roost make this thing a pain to deal with and forces a lot of swap outs because no one is trying to have their physical sweeper crippled by a para. At first, I was using volt switch + heat wave over discharge + u turn, but as iron treads usage became less and less (in my experience) i felt no need in carrying heatwave as its was a move very rarely clicked. The added power + secondary effect from discharge also outweighed the forced pivot and lower power from volt switch, which makes
that more annoying to deal with. And then u-turn gives us a good pivot move that isn't blocked by ground types.
Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Flamethrower
- U-turn
is here for another layer of speed control and to spam its stab moves. There really can't be much more to say about this thing that hasn't already been said. Its a fantastic mon with a large amount of versatility to it. i will say that a case for hex pult can definitely be made seeing as we have support ace and para zap (and even t-wave king if you decide to make that change). It is something that i will definitely be experimenting with, but for now, i like the consistency of specs pult.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Spirit Break
- Close Combat
- Knock Off
And lastly, we have the most dangerous sweeper in the tier,
. Valiant is the best and most customizable mon i've ever had the pleasure of working with. Its swords dance, encore, sub CM, destiny bond, special, physical, and differing teras all have merit and can easily be used on this team. After receiving feedback and actually facing a garg, I have decided to go with SD, encore, and 2 attack as it can catch the garg on a recover or or curse. Iron valiant is going to be your late game sweeper, so be very mindful of when and how you switch this thing in. The status from the mons we have + plus the power of CB zamazenta and specs dragapult should all be enough to soften any team and successfully position
for the easy endgame.
Huge thanks to AndViet for the suggestions and feedback on the team!
https://pokepast.es/d1b33b9e8394c382
w/ Mentioned Tweaks:
https://pokepast.es/413d8bbc48302f46
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Surf
- Chilly Reception
- Slack Off


Zamazenta @ Choice Band
Ability: Dauntless Shield
Tera Type: Dark
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Ice Fang
- Heavy Slam




Cinderace @ Heavy-Duty Boots
Ability: Blaze
Tera Type: Flying
EVs: 224 HP / 32 Atk / 252 Spe
Jolly Nature
- Pyro Ball
- Will-O-Wisp
- Court Change
- U-turn



Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Water
EVs: 248 HP / 108 Def / 152 Spe
Timid Nature
- U-turn
- Discharge
- Hurricane
- Roost
I have been really loving the presence of


Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Draco Meteor
- Flamethrower
- U-turn

Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Spirit Break
- Close Combat
- Knock Off
And lastly, we have the most dangerous sweeper in the tier,


Huge thanks to AndViet for the suggestions and feedback on the team!
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