Because Putting Random Stuff Together is the Best Idea Ever [Peak 23rd w/Dark Horse]

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AccidentalGreed

Sweet and bitter as chocolate.
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Because Putting Random Stuff Together is the Best Idea Ever [Peaked 23rd, w/ a former dark horse]

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Um. Hi. I’m sorry I don’t have a fancy title.

Holy crap, this is going to be awkward, since this is my first time making an RMT. Like ever.

“But AG, you’re an OU QC member! You had to have posted an RMT! Why are you making yourself look lame like this?! D:”


Because everybody has to start somewhere.

And previously, I didn’t want people totally predicting me just because I posted this. Long story short, thanks to several people who teased me about it, I was all “screw it, I’ll make another team,” and thus this RMT was born in my free time.

Without further ado, here’s the team! I honestly have no idea what kind of strategy it employs, but it focuses more on disruption (aka anti-metagame) than setting up for a sweep. At the same time, it’s pretty offensive and straightforward the way I play it, which has always suited me since I’m too impatient to use things like Blissey or Ferrothorn. It's also a modified variant of my Dark Horse team, so take that as you will.

The Team-Building Process
(
Which I’m totally horrible at but okay):

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Please say hello to what may be the most peculiar creations in the fourth generation, and the first set that got me in Togekiss-mode. I chose this thing mostly because it’s able to tank hits, heal teammates, and when conditions are great (which most of the time they are), sweep freely on its own. What I like most about this thing is that it destroys many defensively-oriented teams, so this is pretty much a given.
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The Dynamic Duo, complete with overall synergy in terms of strategy, typing, and cuteness. Scratch that last thing. Anyways, I knew that Togekiss had a tendency to be taken down by random Stone Edges, Bullet Punches, and physical Ice-type attacks, so Jirachi is pretty much the ideal switch-in to these things. Also, it provides paralysis support, which is pretty nice, but not totally necessary for Togekiss.
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If there’s anything that I hate about the duo, it’s being cornered/worn own by a Terrakion, Heatran, or Tyranitar waiting in the wings for them. Dugtrio wasn’t my first choice (replacements shown below), but its Focus Sash set allows me to lure in and trap these threats. The only thing remotely threatening to it is Choice Scarf Terrakion.
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Heatran provided valuable resistances, and really packed a punch against some important threats that the last three have trouble with. Messing with weather teams didn’t hurt either, and Dugtrio’s always there to trap other Heatran, so there it goes.
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Forgive me for using a completely exploitable Pokemon, but Azelf is essential to my team’s success by providing fast offensive support. Reasons for its particular use will be covered below.
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I found that I was easily foiled by speed-boosting sweepers, and by itself, Salamence makes a great snowball sweeper/revenge killer with its Choice Scarf set. Really, once it gets going, it’s pretty hard to stop it, which is why I chose it over other revenge killers.

The Team
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Surt (Heatran) (M) @ Air Balloon
Trait: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Sunny Day
- Fire Blast
- SolarBeam
- Hidden Power Ice

Named after the Norse God of fiery realms. This is a Heatran set that successfully fitted itself into the analysis, and for good reason. It’s my recipe for ruining weather and ruining bulky Water-types expecting to take a weak Life Orb Hidden Power Grass or Fire Blast. Sunny Day is pretty essential, weakening Water-type attacks and hitting Grass-weak Pokemon harder than Life Orb Hidden Power Grass ever could (unboosted SolarBeam hits harder than LO HP Grass, so don’t recommend that), giving me a means of luring Rotom-W and using Hidden Power Ice for Dragon-types.
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Isis (Togekiss) (F) @ Leftovers
Trait: Serene Grace
EVs: 236 HP / 20 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Roost
- Heal Bell
- Air Slash

Named after the Egyptian Goddess of salvation and solidarity. Also my Dark Horse, making #3 in the Dark Horse Project’s Hall of Fame. Now, the set itself probably requires explanation. I don’t really know where to start, but tl;dr, it’s a wonderful jewel that I probably will never replace anytime soon. Reaasons why I think Togekiss is pretty nice is that whilst it sets up or heals, it won’t mind status at all due to Heal Bell. I mean, dang. This, combined with a stinging Air Slash, makes Togekiss almost hard to stop with defensive Pokemon. Even Chansey and Blissey have no way to stop it, while being forced to status over and over again and getting flinched. Think of it like Calm Mind Suicune or Latias; like these two, Togekiss requires multiple boosts, but it can get them easily, and it works rather well as a defensive sweeper. If the tides are too high for Togekiss, it uses Heal Bell to patch up teammates, keeping itself healthy with Roost all the while.

So you may be wondering why I’m using a Timid nature and maximized Speed, since Togekiss isn’t all that fast. All that Speed could’ve gone into bulk or SpA, right? While both are tempting, the prospect of outrunning Lucario, unboosted Dragonite, Heatran, and Toxicroak are more of a priority than anything else. Additionally, many threats aim to outspeed maximum Speed Adamant Dragonite, which would put me at a disadvantage if Togekiss were Taunted. 236 HP suffices enough to sponge off Volt Switches from Rotom-W, and offers overall bulk.
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Pixie (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spd
Jolly Nature (+Spe, -SAtk)
- Substitute
- Body Slam
- Iron Head
- Fire Punch

Named after a species of common creatures in literature/media, especially those concerning Shakespearean plays. Since Dugtrio already provides Stealth Rock support, and I didn’t want to use wish support, or Specially Defensive Jirachi (seriously, so many things are prepared for it, and it’s too slow for any offensive momentum), this set became relevant to my interests. This is also Togekiss’s partner in crime for obvious reasons, but it can provide parahax in desperate situations. Even if I had the option of using SpD Jirachi, I’d always use this set because it’s not as easily taken advantage of (courtesy of Substitute), and hits harder against things that normally take advantage of it, such as Magnezone, Scizor, and Ferrothorn. Resistances against Bullet Punch, Ice Shard, Dragon-types moves, and other typing-based benefits don’t hurt either, and this especially works well against various types of teams.
The EVs ensure that Jirachi will always outrun Mamoswine, with the exception of the Choice Scarf set, and lure + hammer it to death with Iron Head. I used to use an Adamant nature, but damn, Mamoswine became annoying for half the Pokemon on my team.
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Ardha (Azelf) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spe, -SAtk)
- Explosion
- Trick
- U-turn
- Zen Headbutt

Named after a Hindu deity of perfection and balance. As I mentioned above, Azelf performs well on this team for a few reasons. It’s essentially my lead/glue Pokemon in every match, and most of the time, many will be under the impression that this Azelf is just a standard Stealth Rock lead. This Azelf’s true role, however, is to blow up or switch (ala U-turn) against things that I don’t like. Even though Explosion doesn’t halve the opponent’s defense this generation, it’s still has a base power of 250, which hits pretty damn hard. Choice Band was chosen over Life Orb mainly because it gave Azelf a chance of KOing defensive Politoed, whereas Life Orb didn’t achieve the same results. A banded U-turn also hits surprisingly hard against Tyranitar and many Psychic-types (comes close to a KO against Latios, and puts Celebi users in a tight spot), and also provides me a means of scouting switch-ins (Got a Balloon Heatran or Tyranitar? I’ll just break it with U-turn and send in Dugtrio). Additionally, the Choice item + Trick combo is pretty handy against cocky defensive threats, and after all’s been said and done, boom.

Replaced: Choice Band Dragonite (because being outsped and burned by Ninetails was totally lame)
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Asura (Dugtrio) (M) @ Focus Sash
Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Reversal
- Stone Edge
- Stealth Rock

Named after a Hindu deity representing sin, violence, and the imminent desire for enlightenment. Some of my Pokemon have trouble with certain threats, especially Tyranitar and Heatran. Since I would prefer to get rid of them as soon as possible, Dugtrio became a natural choice. Additional benefits include a free switch-in to Electric-type attacks, revenge killing, and Stealth Rock support. The only move worth changing is Stone Edge, which ensures I’m not entirely helpless by SubDisable Gengar and Trick Latios. Pretty simple.
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Hacate (Salamence) (F) @ Choice Scarf
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast

Named after the female leader of the Weird Sisters (aka the three witches of fate) in Shakespeare’s MacBeth. Choice Scarf Salamence is a pretty mean Pokemon, and, as said before, my primary revenge killer / offensive late-game Pokemon. To be honest, though, it’s only here because I wanted to use it, and I had trouble with a few fast Pokemon, so the choice was hasty at best. It doesn’t help that Salamence takes Stealth Rock damage, and it easily vulnerable to common revenge killers, so this is essentially the most disposable Pokemon on the team. When it gets going, though, it does it REALLY well.

Threat List
(aka stuff that convinces me there's no hope in the world, but I get over that feeling in a few minutes)


1. Terrakion

I hate this thing. Seriously. It gets super effective coverage against three of my Pokemon, and it can easily dent the rest with a STAB move alone. Every time I meet a team with it, I constantly have to worry about what kind is it: Choice Band, SubSD, or Choice Scarf (most dangerously of all). With luck, I can get it down with Dugtrio, Azelf, or Jirachi, but that's it. Tough stuff.

2. Landorus


"So...is it scarved or is it holding an Expert Belt? Augh. Gotta lead with Azelf." Either way, this thing gets pretty annoying thanks to its ability to throw out Stone Edge, Earthquake, and U-turn, which would put its team at an advantage against mine. With Scarf, it outruns Salamence, KOes Togekiss, and messes up Azelf and Dugtrio. I usually rely on paralyzing it, but it's still a threat discounting that.

3. Tyranitar

Damn. I really don't know whether this thing has Stone Edge or not, but regardless of that, this is a threat to the success of Heatran and Togekiss. I usually assume that these things are leads, which is why I would wear it down with a Banded U-turn from Azelf, then trap it with Dugtrio. Actually, if it's used as a lead, it's going to die no matter what, but nevertheless, a preserved Tyranitar is a bad Tyranitar. A Specially Defensive mixed Tyranitar is completely manageable.

Minor Threats that can usually be handled (still still annoying though)

-Politoed (Explosion, Sunny Day Heatran, Togekiss)
-Rotom-W (Salamence, Roost, Sub Jirachi)
-Jolteon (Dugtrio, Salamence)
-SmashPass (Sub Jirachi and a little luck)

Final Stuff
(after reading that obnoxious block of sprites and text)


As a note, I dislike using the standards unless they’re relevant to my playstyle, which is fast and free. This sorta explains the absence of staples such as Ferrothorn (everybody’s prepared for it), Gliscor (wtf am I supposed to do with something that’s so exploitable?), and Latias (lol Magnezone/Fighting-type support).

...and that’s my team. It’s not exactly organized with an orthodox strategy in mind, but I think that knowing your own team, your own mentality, and working around the team’s flaws will get you sky-high. As you can see, this team is based around handling various types of teams, but as most of us are aware of, being a jack of all trades makes you a master of none. I want the battle to be at my side at all times, which is why my Pokemon are so varied and there’s no specific strategy. As for entry hazards, three are crippled by it, but it’s really no bother since I can easily heal it off, and Salamence generally doesn’t give a damn (sometimes it does though!). In the end, it's all about me stopping whatever my opponent has planned.

Surt (Heatran) (M) @ Air Balloon Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Sunny Day
- Fire Blast
- SolarBeam
- Hidden Power [Ice]

Hacate (Salamence) (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast

Isis (Togekiss) (M) @ Leftovers
Trait: Serene Grace
EVs: 236 HP / 20 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Roost
- Heal Bell
- Air Slash

Asura (Dugtrio) (M) @ Focus Sash
Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Reversal
- Stealth Rock
- Stone Edge

Ardha (Azelf) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Trick
- U-turn
- Zen Headbutt

Pixie (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Body Slam
- Iron Head
- Fire Punch
Also, I'm so sorry you readers had to read all that text.
 
This sounds like my kind of team. Adapting my strategy to foiling what I think my opponent has planned sounds sexy, but that would require me to be insightful in the team preview stage. I'm generally more about RAWR KILL YOU than actually stopping long enough to think about the right move, and I'm currently working on making a Darmanitan+Haxorus core work. Seeing as teambuilding requires many of the same skills as making a good TCG deck, none of which I possess, this is a practically herculean task.

Add to this the fact that <1200 is full of randoms combined with people who have half an idea of what they're doing (there should be a special circle of hell reserved for youtubers that don't ask you first before uploading) and it's that much harder to break that glass ceiling.

Add an importable version for easier stealing and I'd be pretty much sold.
 
Sure thing.

Surt (Heatran) (M) @ Air Balloon Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Sunny Day
- Fire Blast
- SolarBeam
- Hidden Power [Ice]

Hacate (Salamence) (M) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 4 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Outrage
- Dragon Claw
- Earthquake
- Fire Blast
Isis (Togekiss) (M) @ Leftovers

Trait: Serene Grace
EVs: 236 HP / 20 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Roost
- Heal Bell
- Air Slash

Asura (Dugtrio) (M) @ Focus Sash
Trait: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Reversal
- Stealth Rock
- Stone Edge

Ardha (Azelf) @ Choice Band
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Trick
- U-turn
- Zen Headbutt

Pixie (Jirachi) @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 160 Atk / 96 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Body Slam
- Iron Head
- Fire Punch

Also available in the OP.
 
Hey Greed,

Offensive teams have never been my specialty, but I'll do what I can to improve your team.

First of all, I really enjoyed the creativity of this team, especially Azelf. The team itself is very solid and can play around most threats, my goal is to make playing around these Pokes a little easier.

You mentioned Tyranitar as one of these threats, however Jirachi contains it pretty well. It's the Pokemon who benefit from Tyranitar's Sand that give your team trouble. With that said, why don't you try CM Virizion > Dugtrio? Yeah, you lose the cool U-Turn + Trap combo, but you gain another offensive presence that single-handedly counters all of the Pokemon on your threat lists (Terrakion, Landorus, Politoed, Jolteon, Rotom-W.) This switch also takes a lot of pressure off Azelf when it comes to dealing with Politoed and now gives it the flexibility to run Life Orb > Choice Band and Stealth Rock > Trick. Unfortunately, the Virizion switch still doesn't fill hole against Fire types such as Heatran and Volcarona, which leads me to my next recommendation.

Salamence seems to be your answer to Fire types at the moment, but I believe a Water-Mon like Azumarill could work better. CB Azumarill > Salamence is a great option since the Powerful Water Mouse maintains Salamence's Fire and Water resistance and Speed (Aqua Jet) while still keeping your team's Semi-UU theme. As a matter of fact, Azumarill actually does a better job of revenging Volcarona and Heatran than Salamence. Volcarona after a Quiver Dance out speeds your current Mence Set and OHKO's it with HP Rock while Heatran resist all of Mence's attacks if it's carrying an Air Balloon. The Azumarill switch doesn't have too much of a downside (other than Heatran's Sunny Day nurfing its STAB attacks), since your team already has Air Balloon Heatran to contain opposing DD Dragons, instead of relying on Scarf Mence to revenge kill them.

Hope I helped. GL.
 
Dude you're a bro. That's all.

Anyways, the only thing I can see really messing this team up is Scarf Landorus - he doesn't give two shits about Jirachi if it doesn't have a Sub up, can U-turn on Azelf, etc. etc. hitting your entire team super effectively. You already mentioned it in your threatlist, but if Jirachi gets taken down earlier by something like Heatran or Dragonite you're pretty much toast. You've already outlined this and a bunch of other things as well. I do think that there is one solution that can effectively patch up your weaknesses - Donphan, who can smash most variants of Terrakion (bar Swords Dance who is owned by Duggy) before it is KO'd, especially Scarf Terrakion, since you're only 3HKOed by Close Combat while a Max Attack EQ is definitely KOing. Donphan also comes in on Landorus if you can lure it into using EQ, 2HKOing it with Ice Shard before it KOes you with HP Ice. Tyranitar should be obvious, though running enough EVs to outspeed and KO MixTar is a good idea. Also - Donphan gives you Rapid Spin support if you really want it to, which can be a big plus for Dugtrio / Salamence. I kinda don't have an idea where Donphan would go - maybe over Jirachi or something? Just something to consider. Really solid team though, so gj on that!

Btw I was thinking a Donphan set like:

Donphan @ Leftovers
160 HP / 252 Atk / 92 Spe
Earthquake / Ice Shard / Rapid Spin / Stealth Rock or Head Smash

You can switch the HP and Attack EVs if you want but its up to you. Good luck with the team!

edit: Adamant nature lol
 
My god, this team is fun to play. Got me above 1100 in two battles after a ragequit and an actual win. However, getting that second 100 is where I tend to disintegrate. Sadly, scarf Landorus is more common than this team wants, and the fact that it often has Tyranitar as a partner to activate Sand Force makes it that much worse. There's some formatting issues in the importable that you should probably fix, AG...Jirachi in particular needs to be manually entered in.
 

Hey AG, really cool team you have here. I'm seeing a big weakness to rain in general as you don't have a solid switch-in to water/electric-type attacks (Salamence is sr weak without reliable recovery and Dugtrio can't take water obv.). Sure you have Sunny Day Heatran, but that sun only last 5 turns. I think Tinkerbell Celebi would be a great fit over Azelf. Celebi is a great rain check and it gives you something against Landorus and Terrakion. Celebi also provides paralysis support which is great for Togekiss, and can lure in Heatran / Tyranitar for a duggy trap like Azelf (abeit less effectively without U-turn).

Celebi | Natural Cure | Leftovers
Modest | 224 HP / 252 SpA / 32 Spe
Leaf Storm | Psychic | Thunder Wave | Recover
Just something to consider, great team!
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I would suggest getting rid of Togekiss and Jirachi because they are just way too annoying to play against. Getting rid of them just seems like the right thing to do. There are more important aspects to this game other than winning, such as not being responsible for the suicide of another fellow gamer.
 
Hey

This is a brilliant Dark-Horse RMT AG, your strategy of using such unorthodox sets is astounding. At the moment, I think entry-hazards are definitely one of your worst enemies. Losing 25% from stealth rocks, everytime Salamence switches in to revenge kill simply makes it's role less effective; hazards also break your Dugtrio's Focus Sash which limits it's potential; Togekiss also gets hard time sweeping due to the fact it causes so many switch-ins and stealth rocks damage hurts in the long run. Rain Teams are also troublesome since none of your mons can tank super effective water-type moves. To fix this situation, I would highly recommend swapping Choice Band Azelf for Rapid Spin Starmie. Starmie is an excellent rapid spinner in the current metagame thanks to its ability to clear the field as its one of the fastest pokemon in the tier. Hydro Pump provides obligatory stab, decimating anything that doesn't resists it; the classic Ice Beam and Thunderbolt combination works extremely well with this set as it gives you insurance against dragon, ground, water and flying-type mons. You could also run Recover and Rapid Spin on the same set for even more reliable spin support. Psyshock does massive damage to fighting-type mons like Virizion, Breloom and Conkeldurr. Life Orb provides much needed offensive presence which comes in handy in many critical situations. Considering Starmie over Azelf opens up opportunities for your sweepers, as they put more pressure throughout the game. It doesn't make your Skarmory weak if Heatran goes down early, Starmie is again your best option to weaken rain teams which are problematic. After this change, Cloyster is seen as a minor threat who packs the ability to shit on this team after a shell smash.

Starmie @ Life Orb | Natural Cure
Timid | 252 SpA / 252 Spe / 4 Spd
~ Hydro Pump
~ Ice Beam / Recover
~ Thunderbolt / Psyshock
~ Rapid Spin
For some minor changes, I would suggest switching your current Jirachi set with a Physical Attacker variant. Since you dislike the wish support and specially defensive sets, this one clearly becomes a superior option. The specialty about this Jirachi set is it packs a surprise factor which frustrates your opponent. Iron Head provides basic stab, as well as allowing for an effective paraflinch combo after a successful paralysis. Fire Punch OHKOs all Scizor variants paired with Expert Belt outside of rain, hits Ferrothorn and Forretress significantly harder; Ice Punch provides excellent coverage OHKOin the likes of Dragonite, Salamence, Gliscor. For the last slot Body Slam becomes an obvious choice to spread paralysis as your sweepers are massively benefited by it. Expert Belt and Leftovers are both ideal options, supporting your team in various situations. Sucker Punch could potentially be used over Stone Edge on Dugtrio as it is a potent weapon against enemy ghost- and psychic-types, such as Gengar, Azelf, Latios, and Latias. These changes help your Togekiss sweep by eliminating other minor threats which is really beneficial. Overall solid team, and Good Luck!

Jirachi @ Expert Belt / Leftovers | Serene Grace
Jolly | 252 Atk / 252 Spe / 4 SpD
~ Iron Head
~ Body Slam
~ Fire Punch
~ Ice Punch
 
Thanks for the rates, everyone! I can't really make edits to my team at the moment due to being on a different computer, but I'll take most of the suggestions into consideration seperately. As for me not liking standard sets, feel free to disregard this limitation and offer me tips by suggesting standard sets (that work on this team, of course). I'd like to maintain as much momentum and flexibility at all times in the battle, so take this as you will.
 
Another Dark Horse RMT :D

Great team, too. I like the offensive combination between Heatran, Togekiss, and MoxieMence with Dugtrio to remove TTar and Heatran that annoy this team. CB Azelf is a cool touch with a powerful punch and disruption, but it also seems risky, since Zen Headbutt is not something you can really spam without consequences. mostwanted's Starmie is an amazing suggestion, enhancing the offensive capabilities of Togekiss and MoxieMence by removing Rocks, so I also fully support that recommendation. Not to mention that Starmie is a great check to Terrakion, EB Landorus, and Rain teams.

The only other change I can make is going Naive Nature on your MoxieMence, because otherwise offensive QD Volcarona can sets up on Togekiss (assuming they know that it doesn't have T-Wave) and can very well sweep your team. At least Naive Salamence covers more offensive Volcarona variants than a Naughty one.

Your Jirachi set is also really cool - and I can see how you prefer this over the specially defensive set :d. The extra bulk from max HP EVs also helps sponge Dragon hits, Cloyster and Sharpedo's boosted Water STAB, and a Close Combat from Terrakion, so I would keep the EV spread of yours. Although truly optional, you could potentially try HP Ice or U-turn over Substitute. HP Ice allows Jirachi to not be set-up bait against Gliscor, safely scoring a 2HKO, despite being Jolly. Removing Gliscor would also allow your MoxieMence to sweep more easily. U-turn is just a really useful scouting move that will prevent Jirachi to forfeit too much momentum (since its power is still lacking) for the team. For instance, Jirachi can easily U-turn out of Heatran to trap it with Dugtrio, or swap into Heatran against a Skarmory, etc.

Solid team, AccidentalGreed - thanks for sharing. I hope you take up the Dark Horse challenge when you're not so busy :)
 
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