Hello! And welcome to my latest RMT. So after the ban of Mence, I decided I needed a new team. The idea of this team was to form a bulky offensive fire/water/grass core which has begun to rise in popularity. Anyways without further ado, here is the team:
Team Building:
Ok so the fire/water/grass core was needed, I decided it also needed to be bulky enough to take some hits. So I went with heatran for my fire type, Suicune for my water type, and Shaymin for my grass type.
Since I got my core done, I needed a tank to setup SR and act as a physical wall, at first I tried gliscor, but it just didn't fit on my team, so I tried Metagross and the results were much better.
Next I needed a special wall and a ghost check, Blissey was way to whore like so instead I chose Snorlax.
Finally, I needed a lead that could double as a revenge killer and general annoyer, so I chose togekiss
Despotar, suggested a tentacruel and torment tran instead of suicune and rest talk tran, so after testing, it did much better than when I had suicune and rest talk tran, so they joined the team.
In Depth:
Changes in Blue
@ Choice Scarf
EV's: 4 Def 252 Spe 252 Sp.Atk
Ability: Serene Grace
Nature: Timid
Moves:
Air Slash
Aura Sphere
Thunder Wave
Trick
Why Togekiss? First off Togekiss is a rather underrated scarf lead, so most people usually expect the standard lead set, which gives me the edge at the beginning of the battle. The reason I chose Togekiss instead of Jirachi because Jirachi adds another -ground and -fire weakness to my team. Togekiss's purpose is to prevent rocks from going up on the field as well as taking out the opposing lead with the its two attacks. Aura Sphere provides a reliable way to rid myself of steel and rock types. Air Slash is obvious for STAB and flinch hacking. T-Wave is really useful for when I trick an opponent's wall and they switch in an agility sweeper or something and I get to cripple them as well, so as far as I'm concerned, t-wave + trick= dual crippling. Trick as mentioned is used to cripple walls and stat uppers. Togekiss also provides the only ground resist on the team.
The Ev's were taken from the choice scarf set and the moves were thought of by myself to maximize its usage and annoyance to my opponent. So if you are still questioning Togekiss's usefullness, then I will show you the lead comparisons.
:Air Slash for flinch and 2HKO
: Aura Sphere for a 2HKO
:A little tricky, but I usually Air Slash until it dies.
:Air Slash = GG
:Trick it and then spam t-wave.
:Go to Heatran or Metagross and scare it away
: Take the fake out and then air slash for a 2HKO (sash)
: Go to Shaymin and set up a sub and spam leech seed
: Air Slash and either hope flinch works or powder misses.
: Trick it and render it useless.
Changes: Maybe
@ Leftovers
EV's: 252 Hp 252 Atk 4 Def
Ability: Clear Body
Nature: Adamant
Moves:
Stealth Rock
Meteor Mash
Earthquake
Thunder Punch
Why Metagross? Metagross is rarely seen outside of the sweeping position or lead position. Instead I use metagross as a physical wall thanks to its superb defense and good hp stats. Metagross helps set up the ever so important SR which helps my team greatly. Meteor Mash is a general STAB move and gives atk boosts from time to time, which is always appreciated. Earthquake provides a check to other steel types. Thunder punch is my surprise move which helps me tackle threats like DD Gyara and allow me to deal with Skarmory and other fliers. A lot of people are surprised when they see a metagross that isn't being used as an offensive powerhouse.
The ev's maximize hp and atk and the rest in def to take on physical attacks. This set gives as much bulk as possible. Metagross is also 1/2 of my wall pokes which consists on Metagross and Snorlax.
Changes: Possibly, if you can come up with a good reason.
@ Leftovers
Ev's: 252 Hp 220 Spe 56 Sp. Atk
Ability: Natural Cure
Nature: Timid
Moves:
Substitute
Seed Flare
Leech Seed
Earth Power/Hidden Power Fire/Hidden Power Ice
Why Shaymin? Shaymin starts off my fire/water/grass core. The subseed set is PURE EVIL, it completely stalls out even the great blissey with a combination of leech seed and substitute. Seed flare provides a reliable STAB move and with 40% chance of lowering special defense, which is great considering the defenses of blissey. Earth power lets me deal with fire types as well as steel types who resist seed flare. I am considering hp fire for scizor steel types, and other shaymin's and celebi's. Hp ice gives me coverage against fliers and grass types, but lose against steel and fire types, I'm not sure about the last slot, choices on the last slot would be greatly appreciated. Sub helps ease prediction and blocks status. Leech seed is for sucking hp and regaining it back to prolong its evil reign.
Ev's are taken from the smogon set.
Changes: Most likely no
@ Leftovers
Ev's: 252 Hp 56 Def 200 Sp. Def
Ability: Liquid Ooze @ Leftovers
Ev's: 252 Hp 56 Def 200 Sp. Def
Ability: Liquid Ooze
Nature: Bold
Moves:
Surf
Toxic Spikes
Rest
Sleep Talk
Why Tentacruel? Rest talk toxic spiker tentacruel is here to replace suicune because toxic spikes allow shaymin and snorlax to cause even more trouble for my opponent. Surf is here for a reliable STAB move and water is a good offensive type, the only thing that is immune to water is vaporeon, so surf is very useful, especially against taunt mons. T-spikes is for an additional entry hazard alongside SR to hinder my opponent's pokes further. Rest+Sleep Talk lets Tentacruel double as my status absorber and when its asleep recovery hp, sleep talk lets me hope fully set up t-spikes or surf a random poke. Tenta also is the new water type in my fire/water/grass core. Its defensive with a more special defense spread because of its higher sp. def. Tenta has had more uses than suicune did although suicune was a lot more offensive.
The ev's were suggested by Desptar.
Changes: No
@ Leftovers
EV's: 244 Hp 220 Spe 32 Sp. Atk 12 Sp. Def
Ability: Flash Fire
Nature: Calm
Moves:
Torment
Substitute
Protect
Lava Plume
Why Heatran? Heatran completes the fire/water/grass core. Torment tran was once again suggested by Despotar, it ties in perfectly with tenta and shaymin. Torment tran helps stall out the likes of blissey. Torment is the crux of this set forcing pokes to switch moves. Sub lets heatran block SE attacks and status. Protect works in tandem with sub by predicting a SE attack while the opposing poke is tormented and blocks it forcing the poke to use a different move. Lava plume is here for STAB and because of its high PP works great at chipping away at the opponent's poke's hp as well as burning from time to time, which makes atacks even weaker and takes off a chunk of their hp. Tran has no form of recovery in this set, so a leech seed from shaymin makes him even more annoying, as well as the t-spikes tenta has laid down, this tran is a force to be reckoned with.
Ev's are from smogon.
Changes: No.
@ Leftovers
Ev's: 4 hp 252 Atk 252 Sp. Def
Ability: Thick Fat
Nature: Adamant
Moves:
Crunch
Earthquake
Body Slam
Self Destruct
Why Snorlax? Snorlax completes my wall pokes and acts as my special wall. Snorlax fits into my team perfectly because it has something blissey does not: Good attack and a way to destroy ghosts. Crunch is here for ghost types who think they can switch in on a body slam. EQ takes care of steel and rock types who want to come in body slam. Body slam is for STAB and the paralysis rate is always nice for some para hax. Self destruct is a last ditch solution bascially KOing everything. Snorlax, along with shaymin are probably my MVP because they always get a kill per game and helps keep threats in check.
Ev's are from smogon.
Changes: No
@ Leftovers
Ev's: 40 Hp 216 Spe 252 Sp.Atk
Ability: Pressure
Nature: Bold
Moves:
Calm Mind
Hydro Pump
Ice Beam
Hidden Power [Electric]
Why Suicune? Offensive CM suicune is a complete monster. It also is my water type for my fire/water/grass core. Offensive CM suicune helps tackle threats late game. Cm is used to boost suicune's sp. atk and sp. def to higher levels. Hydro pump is used for STAB and with its awesome 120 base attack backed up by STAB and maybe by CM it does huge chunks of damage to anything that doesn't resist it. Ice beam is for fliers like dragonite and flygon who expect only a surf because of the leftover recovery. Hp electric completes the psuedo boltbeam combination and allows suicune to check the likes of Gyara, other water types and Skarmory (although skarm will take quite a beating for hydro pump).
The ev's are not the standard on smogon because I thought that max speed was not needed so I shifted some of it into Hp for added bulk.
Final Glance:
Team Building:
Ok so the fire/water/grass core was needed, I decided it also needed to be bulky enough to take some hits. So I went with heatran for my fire type, Suicune for my water type, and Shaymin for my grass type.



Since I got my core done, I needed a tank to setup SR and act as a physical wall, at first I tried gliscor, but it just didn't fit on my team, so I tried Metagross and the results were much better.




Next I needed a special wall and a ghost check, Blissey was way to whore like so instead I chose Snorlax.





Finally, I needed a lead that could double as a revenge killer and general annoyer, so I chose togekiss






Despotar, suggested a tentacruel and torment tran instead of suicune and rest talk tran, so after testing, it did much better than when I had suicune and rest talk tran, so they joined the team.






In Depth:
Changes in Blue

EV's: 4 Def 252 Spe 252 Sp.Atk
Ability: Serene Grace
Nature: Timid
Moves:
Air Slash
Aura Sphere
Thunder Wave
Trick
Why Togekiss? First off Togekiss is a rather underrated scarf lead, so most people usually expect the standard lead set, which gives me the edge at the beginning of the battle. The reason I chose Togekiss instead of Jirachi because Jirachi adds another -ground and -fire weakness to my team. Togekiss's purpose is to prevent rocks from going up on the field as well as taking out the opposing lead with the its two attacks. Aura Sphere provides a reliable way to rid myself of steel and rock types. Air Slash is obvious for STAB and flinch hacking. T-Wave is really useful for when I trick an opponent's wall and they switch in an agility sweeper or something and I get to cripple them as well, so as far as I'm concerned, t-wave + trick= dual crippling. Trick as mentioned is used to cripple walls and stat uppers. Togekiss also provides the only ground resist on the team.
The Ev's were taken from the choice scarf set and the moves were thought of by myself to maximize its usage and annoyance to my opponent. So if you are still questioning Togekiss's usefullness, then I will show you the lead comparisons.










Changes: Maybe

EV's: 252 Hp 252 Atk 4 Def
Ability: Clear Body
Nature: Adamant
Moves:
Stealth Rock
Meteor Mash
Earthquake
Thunder Punch
Why Metagross? Metagross is rarely seen outside of the sweeping position or lead position. Instead I use metagross as a physical wall thanks to its superb defense and good hp stats. Metagross helps set up the ever so important SR which helps my team greatly. Meteor Mash is a general STAB move and gives atk boosts from time to time, which is always appreciated. Earthquake provides a check to other steel types. Thunder punch is my surprise move which helps me tackle threats like DD Gyara and allow me to deal with Skarmory and other fliers. A lot of people are surprised when they see a metagross that isn't being used as an offensive powerhouse.
The ev's maximize hp and atk and the rest in def to take on physical attacks. This set gives as much bulk as possible. Metagross is also 1/2 of my wall pokes which consists on Metagross and Snorlax.
Changes: Possibly, if you can come up with a good reason.

Ev's: 252 Hp 220 Spe 56 Sp. Atk
Ability: Natural Cure
Nature: Timid
Moves:
Substitute
Seed Flare
Leech Seed
Earth Power/Hidden Power Fire/Hidden Power Ice
Why Shaymin? Shaymin starts off my fire/water/grass core. The subseed set is PURE EVIL, it completely stalls out even the great blissey with a combination of leech seed and substitute. Seed flare provides a reliable STAB move and with 40% chance of lowering special defense, which is great considering the defenses of blissey. Earth power lets me deal with fire types as well as steel types who resist seed flare. I am considering hp fire for scizor steel types, and other shaymin's and celebi's. Hp ice gives me coverage against fliers and grass types, but lose against steel and fire types, I'm not sure about the last slot, choices on the last slot would be greatly appreciated. Sub helps ease prediction and blocks status. Leech seed is for sucking hp and regaining it back to prolong its evil reign.
Ev's are taken from the smogon set.
Changes: Most likely no

Ev's: 252 Hp 56 Def 200 Sp. Def
Ability: Liquid Ooze @ Leftovers
Ev's: 252 Hp 56 Def 200 Sp. Def
Ability: Liquid Ooze
Nature: Bold
Moves:
Surf
Toxic Spikes
Rest
Sleep Talk
Why Tentacruel? Rest talk toxic spiker tentacruel is here to replace suicune because toxic spikes allow shaymin and snorlax to cause even more trouble for my opponent. Surf is here for a reliable STAB move and water is a good offensive type, the only thing that is immune to water is vaporeon, so surf is very useful, especially against taunt mons. T-spikes is for an additional entry hazard alongside SR to hinder my opponent's pokes further. Rest+Sleep Talk lets Tentacruel double as my status absorber and when its asleep recovery hp, sleep talk lets me hope fully set up t-spikes or surf a random poke. Tenta also is the new water type in my fire/water/grass core. Its defensive with a more special defense spread because of its higher sp. def. Tenta has had more uses than suicune did although suicune was a lot more offensive.
The ev's were suggested by Desptar.
Changes: No

EV's: 244 Hp 220 Spe 32 Sp. Atk 12 Sp. Def
Ability: Flash Fire
Nature: Calm
Moves:
Torment
Substitute
Protect
Lava Plume
Why Heatran? Heatran completes the fire/water/grass core. Torment tran was once again suggested by Despotar, it ties in perfectly with tenta and shaymin. Torment tran helps stall out the likes of blissey. Torment is the crux of this set forcing pokes to switch moves. Sub lets heatran block SE attacks and status. Protect works in tandem with sub by predicting a SE attack while the opposing poke is tormented and blocks it forcing the poke to use a different move. Lava plume is here for STAB and because of its high PP works great at chipping away at the opponent's poke's hp as well as burning from time to time, which makes atacks even weaker and takes off a chunk of their hp. Tran has no form of recovery in this set, so a leech seed from shaymin makes him even more annoying, as well as the t-spikes tenta has laid down, this tran is a force to be reckoned with.
Ev's are from smogon.
Changes: No.

Ev's: 4 hp 252 Atk 252 Sp. Def
Ability: Thick Fat
Nature: Adamant
Moves:
Crunch
Earthquake
Body Slam
Self Destruct
Why Snorlax? Snorlax completes my wall pokes and acts as my special wall. Snorlax fits into my team perfectly because it has something blissey does not: Good attack and a way to destroy ghosts. Crunch is here for ghost types who think they can switch in on a body slam. EQ takes care of steel and rock types who want to come in body slam. Body slam is for STAB and the paralysis rate is always nice for some para hax. Self destruct is a last ditch solution bascially KOing everything. Snorlax, along with shaymin are probably my MVP because they always get a kill per game and helps keep threats in check.
Ev's are from smogon.
Changes: No

Ev's: 40 Hp 216 Spe 252 Sp.Atk
Ability: Pressure
Nature: Bold
Moves:
Calm Mind
Hydro Pump
Ice Beam
Hidden Power [Electric]
Why Suicune? Offensive CM suicune is a complete monster. It also is my water type for my fire/water/grass core. Offensive CM suicune helps tackle threats late game. Cm is used to boost suicune's sp. atk and sp. def to higher levels. Hydro pump is used for STAB and with its awesome 120 base attack backed up by STAB and maybe by CM it does huge chunks of damage to anything that doesn't resist it. Ice beam is for fliers like dragonite and flygon who expect only a surf because of the leftover recovery. Hp electric completes the psuedo boltbeam combination and allows suicune to check the likes of Gyara, other water types and Skarmory (although skarm will take quite a beating for hydro pump).
The ev's are not the standard on smogon because I thought that max speed was not needed so I shifted some of it into Hp for added bulk.
Despotar: He has helped me out with my team so far, suggesting changes for heatran and suicune which overall has helped this team progress further, thanks for the help!
Final Glance:





