Hello all, this will be my second RMT. Thanks to the helpful advice i received from the first one, I was able to take that team to number 1 on the showdown gen 3 ladder. I'm hoping i will achieve similar results with this RMT. Anyway, the team is a fairly standard physical offense team, it functions by removing skarm forre and bulky waters, then pummeling my opponent with strong physical attacks.
At a Glance
Metagross
Metagross @ Leftovers
Trait: Clear Body
EVs: 252 HP / 228 Atk / 16 Def / 8 SAtk / 4 Spd
Brave Nature (+Atk, -Spd)
- Meteor Mash
- Earthquake
- Explosion
- Hidden Power [Grass]
Metagross is this team's lead. It scares out a lot of common leads such as aerodactyl, tyranitar, and sometimes gengar unless they're ballsy. It mainly acts as a wall breaker, luring in bulky waters and exploding. HP grass is to prevent protect pert from killing me for free, and also allows me to save explosion for a later target. Metagross is kind of the mvp of this team, while it doesn't really sweep a whole lot, it is usually the reason another poke is able to sweep. The evs allow me to live adamant duggy earthquakes, and kill opposing dugtrio with my own earthquake. Special attack is for a comfortable 2hko on pert.
Snorlax
Snorlax (F) @ Leftovers
Ability: Immunity
EVs: 124 HP / 192 Atk / 36 SpA / 156 SpD
Brave Nature
- Return
- Fire Blast
- Earthquake
- Self-Destruct
Snorlax acts as a temporary buffer to special attackers until i can kill them with my offense. with prediction it can usually hit one of its switch ins pretty hard with eq, and then blow a hole through something that was giving me problems with self destruct. Fire Blast is nice to surprise skarmory and forretress that manage to sneak past magneton. As far as evs go, im going to be honest I don't really know how to EV lax. Special attack evs help with skarm according to smogon, and I put in a bit of attack and special defense to do what lax does best, but some suggestions here would be nice.
Salamence
Salamence (M) @ Leftovers
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Flying]
- Earthquake
- Dragon Dance
- Rock Slide
Salamence has become the team's primary win condition. Once bulky water types and skarmory are out of the way it has an easy time sweeping after a dragon dance. I like to save it for later on in the game, however there are a few pokemon I have a hard time checking without it, namely celebi, heracross and some other fighting types.
Celebi
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 160 Def / 60 SpD / 36 Spe
Bold Nature
- Hidden Power [Grass]
- Psychic
- Leech Seed
- Recover
Celebi helps me deal with opposing curselax, gengar and swampert. Leech seed is for lax, psychic is for gengar, and hp grass makes me less vulnerable to dugtrio. Celebi also takes the load off from snorlax a bit against zapdos and suicune. The evs prevent me from being 2hko'd by gengar, while outspeeding jolly tar, and providing some physical bulk.
Magneton
Magneton @ Leftovers
Trait: Magnet Pull
EVs: 204 HP / 252 SAtk / 52 Spd
Modest Nature (+SAtk, -Atk)
- Rest
- Sleep Talk
- Thunderbolt
- Hidden Power [Fire]
Magneton serves two distinct roles on this team. The first is to rid me of skarm and forre, as well as metagross to an extent, and the second is to give me something to absorb status from gengar. The bulkier spread allows me to take a few more attacks from gengar, while still performing magneton's main role.
Swampert
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 196 Def / 56 SpA / 4 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Roar
- Protect
Swampert is the team's bulky water. A defensive pivot to fall back on should I lose tempo. I chose Swampert for this role because of its ability to sponge rock attacks more effectively. Roar allows me to phaze out attackers that are too boosted for swampert to deal with, while simultaneously giving me some greater assurance against curselax, and baton pass teams. The evs help me to take out salamence, while also putting a large emphasis on physical bulk.
Threats to Keep in Mind
Dugtrio can be a bit of a problem, especially if it manages to trap magneton. Metagross and celebi are also somewhat weak to it, but are significantly harder to trap than mag. Gengar can be difficult at times, with only celebi and magenton as real answers, however the addition of celebi has made it much more manageable. Curselax can be difficult, even with leech seed, but i don't really want to give up one of my attacking moves on celebi for calm mind or reflect, as it leaves me more vulnerable to gengar or dugtrio depending on which i go for.
Importable
At a Glance






Metagross

Metagross @ Leftovers
Trait: Clear Body
EVs: 252 HP / 228 Atk / 16 Def / 8 SAtk / 4 Spd
Brave Nature (+Atk, -Spd)
- Meteor Mash
- Earthquake
- Explosion
- Hidden Power [Grass]
Metagross is this team's lead. It scares out a lot of common leads such as aerodactyl, tyranitar, and sometimes gengar unless they're ballsy. It mainly acts as a wall breaker, luring in bulky waters and exploding. HP grass is to prevent protect pert from killing me for free, and also allows me to save explosion for a later target. Metagross is kind of the mvp of this team, while it doesn't really sweep a whole lot, it is usually the reason another poke is able to sweep. The evs allow me to live adamant duggy earthquakes, and kill opposing dugtrio with my own earthquake. Special attack is for a comfortable 2hko on pert.
Snorlax

Snorlax (F) @ Leftovers
Ability: Immunity
EVs: 124 HP / 192 Atk / 36 SpA / 156 SpD
Brave Nature
- Return
- Fire Blast
- Earthquake
- Self-Destruct
Snorlax acts as a temporary buffer to special attackers until i can kill them with my offense. with prediction it can usually hit one of its switch ins pretty hard with eq, and then blow a hole through something that was giving me problems with self destruct. Fire Blast is nice to surprise skarmory and forretress that manage to sneak past magneton. As far as evs go, im going to be honest I don't really know how to EV lax. Special attack evs help with skarm according to smogon, and I put in a bit of attack and special defense to do what lax does best, but some suggestions here would be nice.
Salamence

Salamence (M) @ Leftovers
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Flying]
- Earthquake
- Dragon Dance
- Rock Slide
Salamence has become the team's primary win condition. Once bulky water types and skarmory are out of the way it has an easy time sweeping after a dragon dance. I like to save it for later on in the game, however there are a few pokemon I have a hard time checking without it, namely celebi, heracross and some other fighting types.
Celebi

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 160 Def / 60 SpD / 36 Spe
Bold Nature
- Hidden Power [Grass]
- Psychic
- Leech Seed
- Recover
Celebi helps me deal with opposing curselax, gengar and swampert. Leech seed is for lax, psychic is for gengar, and hp grass makes me less vulnerable to dugtrio. Celebi also takes the load off from snorlax a bit against zapdos and suicune. The evs prevent me from being 2hko'd by gengar, while outspeeding jolly tar, and providing some physical bulk.
Magneton

Magneton @ Leftovers
Trait: Magnet Pull
EVs: 204 HP / 252 SAtk / 52 Spd
Modest Nature (+SAtk, -Atk)
- Rest
- Sleep Talk
- Thunderbolt
- Hidden Power [Fire]
Magneton serves two distinct roles on this team. The first is to rid me of skarm and forre, as well as metagross to an extent, and the second is to give me something to absorb status from gengar. The bulkier spread allows me to take a few more attacks from gengar, while still performing magneton's main role.
Swampert

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 196 Def / 56 SpA / 4 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Roar
- Protect
Swampert is the team's bulky water. A defensive pivot to fall back on should I lose tempo. I chose Swampert for this role because of its ability to sponge rock attacks more effectively. Roar allows me to phaze out attackers that are too boosted for swampert to deal with, while simultaneously giving me some greater assurance against curselax, and baton pass teams. The evs help me to take out salamence, while also putting a large emphasis on physical bulk.
Threats to Keep in Mind
Dugtrio can be a bit of a problem, especially if it manages to trap magneton. Metagross and celebi are also somewhat weak to it, but are significantly harder to trap than mag. Gengar can be difficult at times, with only celebi and magenton as real answers, however the addition of celebi has made it much more manageable. Curselax can be difficult, even with leech seed, but i don't really want to give up one of my attacking moves on celebi for calm mind or reflect, as it leaves me more vulnerable to gengar or dugtrio depending on which i go for.
Importable
Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 228 Atk / 16 Def / 8 SpA / 4 Spe
Brave Nature
- Meteor Mash
- Earthquake
- Explosion
- Hidden Power [Grass]
Salamence (M) @ Leftovers
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
IVs: 30 SpA / 30 SpD / 30 Spe
- Hidden Power [Flying]
- Earthquake
- Dragon Dance
- Rock Slide
Magneton @ Leftovers
Ability: Magnet Pull
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
- Rest
- Sleep Talk
- Thunderbolt
- Hidden Power [Fire]
Snorlax (F) @ Leftovers
Ability: Immunity
EVs: 124 HP / 192 Atk / 36 SpA / 156 SpD
Brave Nature
- Return
- Fire Blast
- Earthquake
- Self-Destruct
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 160 Def / 60 SpD / 36 Spe
Bold Nature
- Hidden Power [Grass]
- Psychic
- Leech Seed
- Recover
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 196 Def / 56 SpA / 4 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Roar
- Protect
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