Hey, this is my first RMT and one of my first experiences with team building as a whole, therefore the team isn't great and needs some changes. The concept of the team is a balance-ish team centered around Mega-Altaria with some pivoting to be able to get it in safely.
The team has been doing moderately well after a few games of testing, but I've seen quite a few flaws that I would like your help in coming up with a way of patching.
-The team-

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 48 Def / 4 SpD / 204 Spe
Jolly Nature
- Return
- Earthquake
- Dragon Dance
- Roost
So, this is the main member of the team, i decided to build around it due to it's decent bulk and pretty good coverage overall, dealing at least neutral damage to most of the tier except things like
, allowing it to be a pretty good wincon in most matches. The speed EVs are just enough to outspeed
and
after a dragon dance. I invested max attack EVs to deal as much damage as possible and the rest was dumped into defense so that it can stick around in the field for just a little bit longer.

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
The second member of the team was a pretty obvious choice, as it could trap and ohko most of the threats that can stop
's sweep. The set and EVs are pretty standart for national dex, max special attack with choice specs to be able to deal with pokemon like
,
and
, with volt switch allowing it to pivot around, HP Fire killing steel types that resist electric, and flash canon as a secondary stab for fairy types, which were giving me a lot of trouble. This is a great partner for
, allowing them to hit decently strong on both sides of the spectrum.

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
I've been testing many pokemon in this slot, with all of them having its strengths and weaknesses, but in the end i settled with
, as it could set up the grassy terrain to weaken earthquakes on my
and
, had priority, which I find really useful, and could form a volt-turn core with my
, baiting in
's checks so that
could trap them. The set is overall pretty standard, with choice band for more imeddiate power, grassy glide for priority, wood hammer for stronger stab, knock off to cripple enemies and u-turn for pivoting.

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Haze
- Toxic
Well, it's a toxapex, nothing interesting to see here. I find it to be really useful as a defensive check to fairies, which were giving me a lot of trouble when switching in as
had no recovery. The set is, yet again, standard, with scald to cripple physical attackers, haze to stop setup, recover for... recovery and toxic to put a timer on things. I chose the shed shell as an item because
could support it with chip recovery and I was having a few problems with
, although I don't think it's necessary.

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- Brave Bird
- U-turn
- Roost
Next up is
, just your standard OU defogger. The set I'm using is the physically defensive one, as
could give this team a lot of trouble, it also has min speed in order to slow u-turn out and bring in
or some other pokemon. This forms a really good defensive core with
and my next pokemon, allowing them to switch into attacks really easily while not having a common weakness among all three of them.

Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 192 SpD / 68 Spe
Careful Nature
- Drain Punch
- Rock Slide
- Stealth Rock
- Toxic
This is the last pokemon on my team, specially defensive
. I added it as a more reliable switch-in to
, as well as completely walling non air-slash
and non ice beam
, all of which could easily eat my team for breakfast if not for this guy. I don't really remember where I got the EV spread, but it was from someone else's team I found online. As far as the moves go, drain punch is used as some extra recovery while also allowing it to kill
and
, rock slide is used for
and
, stealth rocks so that someone can set them up and toxic to cripple things that want to switch-in.
This is the end of my RMT, as it is my first team, it has many flaws, for example the
matchup as well as
, but this is what I could come up with. I'd very much appreciate if you could leave a suggestion about how to make this team better. So thank you for reading and sorry for any english mistakes I might've left on the way. Have a good day/night and thank you for your help. :)
The team has been doing moderately well after a few games of testing, but I've seen quite a few flaws that I would like your help in coming up with a way of patching.
-The team-

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 48 Def / 4 SpD / 204 Spe
Jolly Nature
- Return
- Earthquake
- Dragon Dance
- Roost
So, this is the main member of the team, i decided to build around it due to it's decent bulk and pretty good coverage overall, dealing at least neutral damage to most of the tier except things like




Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]
The second member of the team was a pretty obvious choice, as it could trap and ohko most of the threats that can stop






Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn
I've been testing many pokemon in this slot, with all of them having its strengths and weaknesses, but in the end i settled with







Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Haze
- Toxic
Well, it's a toxapex, nothing interesting to see here. I find it to be really useful as a defensive check to fairies, which were giving me a lot of trouble when switching in as




Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Defog
- Brave Bird
- U-turn
- Roost
Next up is





Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 192 SpD / 68 Spe
Careful Nature
- Drain Punch
- Rock Slide
- Stealth Rock
- Toxic
This is the last pokemon on my team, specially defensive








This is the end of my RMT, as it is my first team, it has many flaws, for example the

