Come one, come all to a repost of my old RMT which got no traction whatsoever and has since been outdated by updates to the team, more experience when using the team, and more experience in general.
The previous RMT thread will be deleted by the time this one goes live, as there's no reason for it to stay up- this one should hopefully be superior in all ways.
Like last time, this is my first real attempt at making a team by myself, and so far it's seeming to work. Without further ado...
Build Summary
I don't think it takes much to realize this is a hyper offense team. Five powerhouses and one goober as a suicide lead.
The core is composed of Koraidon, Chi-Yu, and Slither Wing- a sample core graciously provided by Fc, with one minor change made to it that would make fit better with the remainder and Sticky Webs. The goal of the team is to have Koraidon and Slither Wing pivot between each other and any appropriate threat to keep pressure up on the opponent and give them as few turns free to set up, remove webs, or attack. Once sufficient threats against a specific member of my team are gone, as expected I pivot into that and clean up. Sun is only expected to be present for about half the game, as not every member needs it to function properly, and only occasionally require it to be present to hit a specific damage threshold.
The Team
Winged King (Koraidon) @ Choice Scarf
Ability: Orichalcum Pulse
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Dragon Claw
- U-turn
The first and most important core member of the team with the purpose of threatening and forcing terastallization on opposing non-scarf Koraidon and Miraidon and pivoting out as quickly as possible with U-Turn once it sets up sun. Flare Blitz and Close Combat are there for when it needs to deal damage, but ultimately are not as strong as Chi-Yu or Slither Wing’s STAB, yet can still threaten important OHKOs on Pokemon like Iron Bundle, Iron Treads, and Flutter Mane in the rare situations it can catch them off-guard, or to act in the endgame and beat down worn teams.
Chi-Yu @ Choice Specs
Ability: Beads of Ruin
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Flamethrower
- Tera Blast
Chi-Yu is the second of my core and exists as the primary wallbreaker of the team, infamously capable of 2HKO’ing max SPDEF Garganacl and Blissey in sun, but more relevantly here is able to OHKO threats like Iron Treads, Great Tusk, (a previously worn) Clodsire with sun-boosted Fire Blasts, Pelipper with Dark Pulse, and really anything else not fit for bulk. The sample team uses Timid for the additional speed, but since it can still outspeed Dragapult and anything slower after webs, Modest is chosen here for additional damage. Flamethrower and Tera Blast exist for additional reliability when Fire Blast is too overkill and coverage with tera Fighting, also enabling it to break through Ting-Lu if it chooses to Terastallize.
Slither Wing @ Choice Band
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- U-turn
- First Impression
- Wild Charge
Slither Wing is the final member of the core and is my second pivot. As a much stronger user of U-Turn, it’s able to not only pivot out of situations, it’s able to leave a significant bruise on targets and leave them vulnerable to OHKOs in the future while bringing in something faster. If webs are up, it’s able to outspeed everything with a base speed lower than 130, enabling it to become a more traditional sweeper with Close Combat. Wild Charge enables it to have an additional coverage move to remain threatening in situations its other moves may remain unsuitable, as well as potentially exploiting electric terrain on top of sun.
Iron Serpent (Miraidon) @ Leftovers
Ability: Hadron Engine
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Calm Mind
- Agility
- Parabolic Charge
- Dazzling Gleam
A little birdie told me that Miraidon was good, so it only made sense to include. After some floundering around cluelessly, this set stood out as most effective. Modest for the obligatory extra damage as once its used Agility it outspeeds scarf Koraidon and Protosynthesis boosted Flutter Mane, making Timid unnecessary. 248 HP maximizes bulk and leftovers recovery while minimizing hazard damage, and 8 SPD allows it to outspeed other double dance Miraidons. Tera Fairy enables it to remove its Ground and Dragon weakness while simultaneously boosting the damage of Dazzling Gleam- both of which improve the interaction against Ting-Lu. It benefits greatly from webs enabling it to skimp out on Agilities more often.
Flutter Mane @ Life Orb
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Moonblast
- Calm Mind
- Taunt
When posting this core, Fc stated that it’s a defensive liability, losing hard to Flutter Mane. So, I figured the best way to deal with it is one of my own. Speed tying other Flutter Manes and threatening OHKOs with Shadow Ball makes an aggressive approach with it easier, and can even guarantee a win with webs present since the drop takes place before Protosynthesis activated, making it boost SPATK instead of SPD. Additionally, if Tailwind is active it can set up on them as even Specs sets are just barely shy (98% max) of an OHKO. Taunt helps it break through more defensive opponents and block Defog or setup from the likes of Corviknight and Cyclizar, and Calm Mind helps it set up whenever it forces something out.
Masquerain @ Focus Sash
Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- U-turn
- Whirlwind
- Tailwind
Masquerain is the team’s suicide lead, ideally using Tailwind, then Sticky Web, then dying. Whirlwind enables it to phase out opponents keen on setting up against it (Such as non-Taunt Cyclizar, Miraidon, some Koraidons) and U-Turn allows it to pivot out of an unfavorable start or one where it will be Taunted. If it does manage to get out alive after setting up webs, then it can be brought back in to pivot on Ground-type attacks, make use of its Focus Sash to Whirlwind out set up opponents, set up Tailwind again, or Intimidate things to make future interactions safer, such as enabling a healthy Flutter Mane to switch into a Headlong Rush from Jolly Heavy-Duty Boots Great Tusk. Tera Dark enables it to do nothing more than be impossible to Taunt or Parting Shot by Grimmsnarl.
Import
Questions I Need Answered
As mentioned before, this is my first foray into teambuilding, so naturally I have a few questions that need answered, some more for actual good reasons and some just for personal satisfaction and to further customize the team to my liking. Please answer as many of them as possible in as much detail as you can get into; I'd appreciate any input. They are as follows:
What should I do if I believe my opponent will start with Glimmora? Grimmsnarl? Iron Treads or Great Tusk?
Is there something I could replace Flutter Mane with? (I personally dislike it)
What general tips exist for the team, whether it be teambuilding or gameplay?
Does the team need webs or can it benefit more from rocks and spikes?
How was the quality of this RMT thread? How could I improve the format in the future?
The previous RMT thread will be deleted by the time this one goes live, as there's no reason for it to stay up- this one should hopefully be superior in all ways.
Like last time, this is my first real attempt at making a team by myself, and so far it's seeming to work. Without further ado...
Build Summary
I don't think it takes much to realize this is a hyper offense team. Five powerhouses and one goober as a suicide lead.
The core is composed of Koraidon, Chi-Yu, and Slither Wing- a sample core graciously provided by Fc, with one minor change made to it that would make fit better with the remainder and Sticky Webs. The goal of the team is to have Koraidon and Slither Wing pivot between each other and any appropriate threat to keep pressure up on the opponent and give them as few turns free to set up, remove webs, or attack. Once sufficient threats against a specific member of my team are gone, as expected I pivot into that and clean up. Sun is only expected to be present for about half the game, as not every member needs it to function properly, and only occasionally require it to be present to hit a specific damage threshold.
The Team
Winged King (Koraidon) @ Choice Scarf
Ability: Orichalcum Pulse
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Dragon Claw
- U-turn
The first and most important core member of the team with the purpose of threatening and forcing terastallization on opposing non-scarf Koraidon and Miraidon and pivoting out as quickly as possible with U-Turn once it sets up sun. Flare Blitz and Close Combat are there for when it needs to deal damage, but ultimately are not as strong as Chi-Yu or Slither Wing’s STAB, yet can still threaten important OHKOs on Pokemon like Iron Bundle, Iron Treads, and Flutter Mane in the rare situations it can catch them off-guard, or to act in the endgame and beat down worn teams.
Chi-Yu @ Choice Specs
Ability: Beads of Ruin
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Dark Pulse
- Flamethrower
- Tera Blast
Chi-Yu is the second of my core and exists as the primary wallbreaker of the team, infamously capable of 2HKO’ing max SPDEF Garganacl and Blissey in sun, but more relevantly here is able to OHKO threats like Iron Treads, Great Tusk, (a previously worn) Clodsire with sun-boosted Fire Blasts, Pelipper with Dark Pulse, and really anything else not fit for bulk. The sample team uses Timid for the additional speed, but since it can still outspeed Dragapult and anything slower after webs, Modest is chosen here for additional damage. Flamethrower and Tera Blast exist for additional reliability when Fire Blast is too overkill and coverage with tera Fighting, also enabling it to break through Ting-Lu if it chooses to Terastallize.
Slither Wing @ Choice Band
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- U-turn
- First Impression
- Wild Charge
Slither Wing is the final member of the core and is my second pivot. As a much stronger user of U-Turn, it’s able to not only pivot out of situations, it’s able to leave a significant bruise on targets and leave them vulnerable to OHKOs in the future while bringing in something faster. If webs are up, it’s able to outspeed everything with a base speed lower than 130, enabling it to become a more traditional sweeper with Close Combat. Wild Charge enables it to have an additional coverage move to remain threatening in situations its other moves may remain unsuitable, as well as potentially exploiting electric terrain on top of sun.
Iron Serpent (Miraidon) @ Leftovers
Ability: Hadron Engine
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Calm Mind
- Agility
- Parabolic Charge
- Dazzling Gleam
A little birdie told me that Miraidon was good, so it only made sense to include. After some floundering around cluelessly, this set stood out as most effective. Modest for the obligatory extra damage as once its used Agility it outspeeds scarf Koraidon and Protosynthesis boosted Flutter Mane, making Timid unnecessary. 248 HP maximizes bulk and leftovers recovery while minimizing hazard damage, and 8 SPD allows it to outspeed other double dance Miraidons. Tera Fairy enables it to remove its Ground and Dragon weakness while simultaneously boosting the damage of Dazzling Gleam- both of which improve the interaction against Ting-Lu. It benefits greatly from webs enabling it to skimp out on Agilities more often.
Flutter Mane @ Life Orb
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Moonblast
- Calm Mind
- Taunt
When posting this core, Fc stated that it’s a defensive liability, losing hard to Flutter Mane. So, I figured the best way to deal with it is one of my own. Speed tying other Flutter Manes and threatening OHKOs with Shadow Ball makes an aggressive approach with it easier, and can even guarantee a win with webs present since the drop takes place before Protosynthesis activated, making it boost SPATK instead of SPD. Additionally, if Tailwind is active it can set up on them as even Specs sets are just barely shy (98% max) of an OHKO. Taunt helps it break through more defensive opponents and block Defog or setup from the likes of Corviknight and Cyclizar, and Calm Mind helps it set up whenever it forces something out.
Masquerain @ Focus Sash
Ability: Intimidate
Tera Type: Dark
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- U-turn
- Whirlwind
- Tailwind
Masquerain is the team’s suicide lead, ideally using Tailwind, then Sticky Web, then dying. Whirlwind enables it to phase out opponents keen on setting up against it (Such as non-Taunt Cyclizar, Miraidon, some Koraidons) and U-Turn allows it to pivot out of an unfavorable start or one where it will be Taunted. If it does manage to get out alive after setting up webs, then it can be brought back in to pivot on Ground-type attacks, make use of its Focus Sash to Whirlwind out set up opponents, set up Tailwind again, or Intimidate things to make future interactions safer, such as enabling a healthy Flutter Mane to switch into a Headlong Rush from Jolly Heavy-Duty Boots Great Tusk. Tera Dark enables it to do nothing more than be impossible to Taunt or Parting Shot by Grimmsnarl.
Import
Questions I Need Answered
As mentioned before, this is my first foray into teambuilding, so naturally I have a few questions that need answered, some more for actual good reasons and some just for personal satisfaction and to further customize the team to my liking. Please answer as many of them as possible in as much detail as you can get into; I'd appreciate any input. They are as follows:
What should I do if I believe my opponent will start with Glimmora? Grimmsnarl? Iron Treads or Great Tusk?
Is there something I could replace Flutter Mane with? (I personally dislike it)
What general tips exist for the team, whether it be teambuilding or gameplay?
Does the team need webs or can it benefit more from rocks and spikes?
How was the quality of this RMT thread? How could I improve the format in the future?
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