Hello all.
I recently broke 1600 and hit the top of the ADV ladder, and wanted an excuse to brag about that, so here's an RMT of a team that I used along the way.
This team is inspired by Linear's new team dump, where he says Starmie Balance is his new favorite teamstyle. I set out to make my own take on it.

This is the starting point for teams of this type. Defensive Starmie and Metagross, together, cover just about every physical attacker in the tier, aside from Heracross. This type of team, which aims to have a lot of staying power, almost mandates Blissey. Celebi can work, but in that case Starmie might be overloaded against opposing physical attackers+a fire type. In order to patch up the Heracross weakness, apply offensive pressure, and complete BKC's favorite defensive synergy, choice banded Salamence is added here as well.

At this point, the team is already very solid defensively, but could potentially be weak to DD Tyranitar if it gets set up. To get rid of this weakness, I opted for a fighting type. My first thought was Breloom, who can sleep something and mach punch to revenge a set-up Ttar, but I decided that Hariyama, between knock off and its greatly increased bulk, would be a better fit for the slow pace of this team. At this time, I had no way of cleaning up weakened teams, and also no sand to take advantage of Hariyama's knock off. However, Starmie, Salamence, Blissey, and sometimes even Hariyama himself dislike sand. I decided, against my normal teambuilding sense, to add a Dragon Dance Tyranitar as the last pokemon.

So, that's the set of six mons. I'll go over their individual sets now:
@ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break
Salamence is the lead of choice for this team. Immediately threatening to opposing Tyranitar, lead Mence is very good at baiting in opposing Skarmory early. Knowing that my opponent will be setting spikes allows me to play my Starmie more intelligently, as with sand up it is very important not to let too many spikes get set up. CB Mence, with its intimidate and flying typing, is also an excellent switchin to the fighting types in the tier, which are very scary to bulky teams like these. It's also really, really hard to consistently switch in to without a Skarmory, and Skarm will very frequently be knocked off by Hariyama, neutering its longevity.
@ Leftovers
Ability: Natural Cure
EVs: 248 HP / 172 Def / 40 SpA / 32 SpD / 16 Spe
Bold Nature
- Surf
- Rapid Spin
- Recover
- Thunder Wave
The star of the show, pun intended. I had never used Boldmie before this point, seeing it as a complete waste of its insane speed stat, but the stuff that this thing needs to take hits from are either slower than this anyway (Metagross, Tyranitar) or faster than fast Starmie (Aerodactyl). Salamence is scared out by the prospect of Ice Beam, but even if it stays in it gets ruined by Twave. Starmie is practically unkillable for a lot of teams, similar to Milotic, except it can also remove spikes. Unfortunately, Toxic Skarmory can generally get at least one spike up on Starmie, but one layer is usually manageable. This EV spread is Linear's, and if he didn't make it then I don't know who did, but I sure didn't. I don't know what the Spatk EV's are for but it seems to work so far.
@ Leftovers
Ability: Clear Body
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion
Impish Metagross is nuts. This spread survives two CB Aerodactyl Earthquakes from full, with a protect in the middle, and can still dish out some pretty heavy damage with Meteor Mash, even with such a small amount of attack investment (and with a higher attack stat than Jolly Flygon has, even without investing at all). Earthquake is here to damage opposing Metagross and other steel resists, Protect massively extends this thing's longevity, and explosion is invaluable as you can force another KO out of a weakened Metagross, or deny setup from an opposing sweeper, or any number of utilities.
(F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SpA / 4 Spe
Bold Nature
- Soft-Boiled
- Ice Beam
- Seismic Toss
- Wish
Completely indomitable against special attackers, Blissey is all the insurance needed against opposing Zapdos, Starmie, Moltres, and more. Starmie can help out against opposing fire types as well, and helps keep away the spikes that are one of the few ways special attackers can force damage onto Blissey. Wish is massive at keeping Salamence, Metagross, and Hariyama's health up, especially because I am running an offensive Hariyama rather than a bulky one with rest. Modest nature could be better than bold in this case, however, most Dugtrio are either invested enough in Spdef to tank a modest Ice Beam or don't attempt to trap Blissey anyway.
@ Leftovers
Ability: Guts
EVs: 224 Atk / 252 Def / 32 Spe
Adamant Nature
- Knock Off
- Focus Punch / Whirlwind
- Brick Break
- Rock Slide / Whirlwind
Offensive Yama is a recent innovation of somebody else's that I have been very happy to pick up on. I know that Vapicuno likes HP Bug over Knock Off on here, but over the course of a long game Knock provides a very large amount of utility that I would be unhappy to lose out on. Knocking off certain threats, especially Skarmory and Suicune, is massive for this team. Removing opposing Salamence's choice band means Starmie can switch in on it easily, and taking Mixmence's leftovers away means it will eventually be worn down over the course of the game. This is another of Linear's EV spreads which I do not understand the reasoning behind, aside from that the speed is for 0- Swampert. This is also the only phazer on the team, and on ladder I swap Rock Slide for Whirlwind, just to deal with stupid Ninjask stuff, but that's not necessary in tournament.
@ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Hidden Power [Bug]
I don't like DD Tyranitar at all. However, it seems to fit on this team quite well. I normally don't bring it out at all until it's ready to sweep, unless I need sand and my opponent has not provided it. An example would be against a resting Suicune, which I also attempt to knock off, which is one of the few ways that this team can get past rest Suicune sets. However, in many matchups, I'd rather sand not be there if possible (not enough to run weather reset, of course), so Tyranitar stays in the back. Jolly nature because the speed is far more valuable than the extra power, I don't need to break things with this, it's meant to clean weakened teams.
Threats:
Suicune
Offensive cune is not hard to deal with it, as Blissey can generally eat it up quickly. Until I know what set it is, though, it can be very tough. Non-Ice Beam sets generally get busted down by Salamence, and non-Sleep Talk sets can be crippled by sand and Knock Off without being given a chance to attack a vulnerable target
Baton Pass
It's possible to play around Baton Pass without Whirlwind on Yama, but it is pretty tough. It is hard to give up an attack on Yama though, so maybe DD Roar Ttar or CB Roar Mence is in order.
EDIT: forgot the import here y'all go https://pokepast.es/b2cfbd8379effb9e
This is not the team I used to break 1600, but I did get to around 1560 with it before losing to Baton Pass shenanigans and raging. I unfortunately did not save those replays. However, I do have a few replays with it, as I used it one week for a team tour in Mushi Musha's discord server.
https://replay.pokemonshowdown.com/gen3ou-1186338437-6r8fc9j6jywgngpn4p58v3l4wb5yaljpw <-- vs mixed offense, a fairly good matchup
https://replay.pokemonshowdown.com/gen3ou-1186346451 <-- very interesting game vs Forretress balance, shows how Hariyama can put in work limiting spikers. I lose this one, but it's my fault rather than the team's
https://replay.pokemonshowdown.com/gen3ou-1186329098 <-- cool game against a wacky offense that shows how Blissey helps play cleric for the team
And also a fun meme for anyone who made it this far through my mediocre writing:
I recently broke 1600 and hit the top of the ADV ladder, and wanted an excuse to brag about that, so here's an RMT of a team that I used along the way.
This team is inspired by Linear's new team dump, where he says Starmie Balance is his new favorite teamstyle. I set out to make my own take on it.


This is the starting point for teams of this type. Defensive Starmie and Metagross, together, cover just about every physical attacker in the tier, aside from Heracross. This type of team, which aims to have a lot of staying power, almost mandates Blissey. Celebi can work, but in that case Starmie might be overloaded against opposing physical attackers+a fire type. In order to patch up the Heracross weakness, apply offensive pressure, and complete BKC's favorite defensive synergy, choice banded Salamence is added here as well.




At this point, the team is already very solid defensively, but could potentially be weak to DD Tyranitar if it gets set up. To get rid of this weakness, I opted for a fighting type. My first thought was Breloom, who can sleep something and mach punch to revenge a set-up Ttar, but I decided that Hariyama, between knock off and its greatly increased bulk, would be a better fit for the slow pace of this team. At this time, I had no way of cleaning up weakened teams, and also no sand to take advantage of Hariyama's knock off. However, Starmie, Salamence, Blissey, and sometimes even Hariyama himself dislike sand. I decided, against my normal teambuilding sense, to add a Dragon Dance Tyranitar as the last pokemon.






So, that's the set of six mons. I'll go over their individual sets now:

Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Hidden Power [Flying]
- Earthquake
- Rock Slide
- Brick Break
Salamence is the lead of choice for this team. Immediately threatening to opposing Tyranitar, lead Mence is very good at baiting in opposing Skarmory early. Knowing that my opponent will be setting spikes allows me to play my Starmie more intelligently, as with sand up it is very important not to let too many spikes get set up. CB Mence, with its intimidate and flying typing, is also an excellent switchin to the fighting types in the tier, which are very scary to bulky teams like these. It's also really, really hard to consistently switch in to without a Skarmory, and Skarm will very frequently be knocked off by Hariyama, neutering its longevity.

Ability: Natural Cure
EVs: 248 HP / 172 Def / 40 SpA / 32 SpD / 16 Spe
Bold Nature
- Surf
- Rapid Spin
- Recover
- Thunder Wave
The star of the show, pun intended. I had never used Boldmie before this point, seeing it as a complete waste of its insane speed stat, but the stuff that this thing needs to take hits from are either slower than this anyway (Metagross, Tyranitar) or faster than fast Starmie (Aerodactyl). Salamence is scared out by the prospect of Ice Beam, but even if it stays in it gets ruined by Twave. Starmie is practically unkillable for a lot of teams, similar to Milotic, except it can also remove spikes. Unfortunately, Toxic Skarmory can generally get at least one spike up on Starmie, but one layer is usually manageable. This EV spread is Linear's, and if he didn't make it then I don't know who did, but I sure didn't. I don't know what the Spatk EV's are for but it seems to work so far.

Ability: Clear Body
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion
Impish Metagross is nuts. This spread survives two CB Aerodactyl Earthquakes from full, with a protect in the middle, and can still dish out some pretty heavy damage with Meteor Mash, even with such a small amount of attack investment (and with a higher attack stat than Jolly Flygon has, even without investing at all). Earthquake is here to damage opposing Metagross and other steel resists, Protect massively extends this thing's longevity, and explosion is invaluable as you can force another KO out of a weakened Metagross, or deny setup from an opposing sweeper, or any number of utilities.

Ability: Natural Cure
EVs: 252 Def / 252 SpA / 4 Spe
Bold Nature
- Soft-Boiled
- Ice Beam
- Seismic Toss
- Wish
Completely indomitable against special attackers, Blissey is all the insurance needed against opposing Zapdos, Starmie, Moltres, and more. Starmie can help out against opposing fire types as well, and helps keep away the spikes that are one of the few ways special attackers can force damage onto Blissey. Wish is massive at keeping Salamence, Metagross, and Hariyama's health up, especially because I am running an offensive Hariyama rather than a bulky one with rest. Modest nature could be better than bold in this case, however, most Dugtrio are either invested enough in Spdef to tank a modest Ice Beam or don't attempt to trap Blissey anyway.

Ability: Guts
EVs: 224 Atk / 252 Def / 32 Spe
Adamant Nature
- Knock Off
- Focus Punch / Whirlwind
- Brick Break
- Rock Slide / Whirlwind
Offensive Yama is a recent innovation of somebody else's that I have been very happy to pick up on. I know that Vapicuno likes HP Bug over Knock Off on here, but over the course of a long game Knock provides a very large amount of utility that I would be unhappy to lose out on. Knocking off certain threats, especially Skarmory and Suicune, is massive for this team. Removing opposing Salamence's choice band means Starmie can switch in on it easily, and taking Mixmence's leftovers away means it will eventually be worn down over the course of the game. This is another of Linear's EV spreads which I do not understand the reasoning behind, aside from that the speed is for 0- Swampert. This is also the only phazer on the team, and on ladder I swap Rock Slide for Whirlwind, just to deal with stupid Ninjask stuff, but that's not necessary in tournament.

Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Hidden Power [Bug]
I don't like DD Tyranitar at all. However, it seems to fit on this team quite well. I normally don't bring it out at all until it's ready to sweep, unless I need sand and my opponent has not provided it. An example would be against a resting Suicune, which I also attempt to knock off, which is one of the few ways that this team can get past rest Suicune sets. However, in many matchups, I'd rather sand not be there if possible (not enough to run weather reset, of course), so Tyranitar stays in the back. Jolly nature because the speed is far more valuable than the extra power, I don't need to break things with this, it's meant to clean weakened teams.
Threats:
Suicune
Offensive cune is not hard to deal with it, as Blissey can generally eat it up quickly. Until I know what set it is, though, it can be very tough. Non-Ice Beam sets generally get busted down by Salamence, and non-Sleep Talk sets can be crippled by sand and Knock Off without being given a chance to attack a vulnerable target
Baton Pass
It's possible to play around Baton Pass without Whirlwind on Yama, but it is pretty tough. It is hard to give up an attack on Yama though, so maybe DD Roar Ttar or CB Roar Mence is in order.
EDIT: forgot the import here y'all go https://pokepast.es/b2cfbd8379effb9e
This is not the team I used to break 1600, but I did get to around 1560 with it before losing to Baton Pass shenanigans and raging. I unfortunately did not save those replays. However, I do have a few replays with it, as I used it one week for a team tour in Mushi Musha's discord server.
https://replay.pokemonshowdown.com/gen3ou-1186338437-6r8fc9j6jywgngpn4p58v3l4wb5yaljpw <-- vs mixed offense, a fairly good matchup
https://replay.pokemonshowdown.com/gen3ou-1186346451 <-- very interesting game vs Forretress balance, shows how Hariyama can put in work limiting spikers. I lose this one, but it's my fault rather than the team's
https://replay.pokemonshowdown.com/gen3ou-1186329098 <-- cool game against a wacky offense that shows how Blissey helps play cleric for the team
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