alexwolf
lurks in the shadows
Lord of the Beasts
Introduction
Wow it's been a long time since i made a RMT... I had some good teams and ideas i wanted to share but i always ended up being a lazy fuck. This is the team i used to get voting rights in the Keldeo and Tornadus-T suspect test and i have played around ~75 games with it. It peaked somewhere in the top 20-30, but i don't really remember, so if you want to be sure go and check the screenshot in the last suspect vote. Anyway, this team was made with two goals in mind. The first goal is to abuse the entry hazards that Deoxys-D provides to the fullest, with a combination of Deo-D + Gengar + Weavile, with Weavile trapping any Starmie that would KO Gengar and killing it before it spins. Then Garchomp, Breloom, and the second focus of the team, Kingdra, are the Pokemon that take advantage of the hazards with the switches they force and their huge immediate power, as well as great set-up potential. The second goal of the team was to use Kingdra as i mentioned, and support it as well as i could, as its Rain Dance set intrigued me to no end, but i never got to try it. From the moment i started using it i fell in love with it and started having less and less issues against rain and sun teams, while also having a solid switch in for Keldeo's choice locked moves. So let's go to the team...
The Team in Details
Deoxys-D @ Mental Herb
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 Atk
Timid Nature (+Spe, -Atk)
- Taunt
- Stealth Rock
- Spikes
- Skill Swap
This is the standard Deoxys-D set with a twist. Instead of Thunder-Wave or Night Shade i went for Skill Swap, to be able to set hazards in front of Espeon and Xatu. I usually hit them on the switch, which is usually pretty obvious, but sometimes i will go for Stealth Rock if my opponent has something scary against me, such as CB Scizor, as i don't want to spend my turn doing nothing if the opponent chooses to switch out via U-turn. Even if Xatu or Espeon bounce it back, i don't really care, as long as i set-up mine too. Skill Swap also comes nifty against Sableye and Gliscor. While the former goes for Taunt, Deo-D cures it with Mental Herb and then steals Prankster and uses Sableye as set-up fodder. Against Gliscor i just let a few turns pass, and then steal his ability while he loses a huge chunk of its health. There are very few cases where i don't lead with Deoxys-D, and those are against some teams with CB Scizor, where Garchomp or Gengar lead, and against some opposing Deo-D teams, where sometimes i lead with my own Gengar.
Gengar @ Focus Sash
Trait: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature (+Spe, -Atk)
- Shadow Ball
- Focus Blast
- Taunt
- Destiny Bond / Hidden Power Fire
Gengar is such a versatile Pokemon, and this aspect is the one that i like the most about it. Some people expect Scarf Gengar, some others the classic SubDisable Gengar or the common SubSplit Gengar, and there is always the fear of Focus Sash Gengar with Shadow Ball and Focus Blast and then god knows what it might carry in the last two slots. Shadow Ball and Focus Blast are basic for any Gengar set and their use is obvious. Taunt is used to prevent Chansey and Blissey from walling me and turns them into utter set-up bait, and is also used to prevent any dangerous set-up sweeper from boosting, such as Dragonite, Volcarona, and Gyarados. Taunt can also come handy against Forretress if i am not using Hidden Power Fire, Toxic Spikes Tentacruel, which is a nuisance for this team, and Deoxys-D. Finally, it works amazing with Destiny Bond, and makes sure the opponent will either die or take more hazard damage. Hidden power Fire is admittedly useful against lead Scizors, netting me some surprise OHKOes, and against Scizor in general as long as Gengar's Focus Sash is active, against Ferrothorn when i don't want to risk the god awful accuracy of Focus Blast, and against Forretress. I find myself using both moves on the last slot quite frequently, and none of them outclasses the other.
Gengar usually comes in after Deo-D finishes setting up, and will be gladly sacrificed in order to prevent the opponent from spinning. How Gengar fares against the OU Rapid Spinners? Forretress is either OHKOed by HP Fire, or neutralized by Taunt. The worst it can do to me is hit me with Gyro Ball, but with good timing this may result to its death. Tentacruel either gets worn down to the point where it can't find a chance to spin again, or dies from Destiny Bond with the right timing. This also helps a lot Kingdra, which needs Tentacruel dead or severely weakened in order to clean up late game. Donphan usually can't do shit to Gengar and gets 2HKOed by Shadow Ball. Finally, against Starmie it depends on what set it is running. If it uses a Life Orb set, then it will get trapped and killed from Weavile after 3 LO rounds (1 hit on Deo-D, 2 hits to kill Gengar), which does 71% damage min to Starmie with Pursuit. Against defensive Starmie i have to play two coin flip games, and thankfully if i win either of them, i win the hazard war. The first coin flip is when i bring in Gengar. If i bring Gengar in as Starmie uses Psyshock or Scald i lose, if i come in as it uses Rapid Spin i win. If i lose the first coin flip, then i bring Weavile in and we have the second coin flip. If i use Pursuit and Starmie stays in it lives and spins away my hazards, while if i guess correctly and it switches out i kill it.
Weavile @ Life Orb
Trait: Pressure
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature (+Spe, -SpA)
- Ice Shard
- Night Slash
- Pursuit
- Low Kick
Weavile finishes the operation hazards combo. As i already mentioned it traps and kills any Starmie that got past Gengar, usually ensuring that hazards will stay up. Weavile also serves as my only answer to a host of dangerous threats, such as Scarf Salamence, Scarf Garchomp, and any Speed boosting set-up sweeper such as Agility Thundurus-T and Rock Polish Lanorus. Furthermore, Weavile traps and kills Lati@s, which is huge for this team, as every powerhouse on the team is fucked up by them. Sometimes it deals with defensive Celebi too, which another pain in the ass for both Breloom and Kingdra. Ice Shard is Weavile's revenge killing tool, Night Slash is used over Ice Punch to OHKO defensive Starmie, OHKO any Volcarona variant after SR, except for physically defensive set, and to be able to do some damage to Rotom-W, Jirachi, Ninetales, and Tentacruel, common Weavile switch-ins. Pursuit allows Weavile to trap stuff and Low Kick maims Tyranitar, Ferrothorn, Terrakion and much more.
Weavile is one of the fastest Pokemon in OU, and because of this, it is my main answer to speedy Pokemon that the rest of the team can't handle, such as Terrakion, Tornadus-T, and Alakazam. Usually, Weavile comes in either after something dies, sets-up, or on a predicted Psychic-type move (Alakazam's Psychic, Celebi's Psychic, etc). It is also a very handy Pokemon to have against Sun teams, as it does 62.91 - 74.83% to Venusaur, a OHKO most of the time after SR + Spikes and one LO round. Unfortunately Weavile is easy to wall, and so whenever i see something that walls Weavile in the opposing team, i have to make smart double switches in order to not lose my momentum.
Garchomp @ Life Orb
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature (+Spe, -SpD)
- Earthquake
- Outrage
- Flamethrower
- Dragon Tail
What a beast! This thing is bulky, fast, and has no counters. Yeah i mean it! With SR and sometimes a layer of Spikes up, any would be counter is fucked up by Dragon Tail, namely Hippowdon, Landorus-T, and Gliscor. Skarmory, Bronzong, Forretress, and Ferrothorn are all taken care of by Flamethrower, which btw i use because i hate misses, and Flamethrower gets any OHKO/2HKO i want it to get anyway so why risk with Fire Blast? Outrage is a huge nuke that OHKOes almost any Pokemon neutral to it such as Thundurus-T, Landorus, Keldeo and even 252 HP Politoed after SR.
So what is the role of Garchomp in the team? To deal with Jirachi, first and foremost, which otherwise would completely rape me. Garchomp is one of the best checks to SubCM Jirachi and SpD Jirachi with Thunder, which wall or threaten most of my other team, so keeping Garchomp alive as long as Jirachi is healthy is essential. Garchomp's role in general is to find switch-in opportunities, which is very easy to do with its lovely bulk, and force switches to start shuffling and weakening the opposing team with Dragon Tail. Once the opposing team is weakened enough and nothing that can wall Kingdra or Breloom remains, Garchomp can say goodbye.
Breloom @ Fighting Gem
Trait: Technician
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature (+Atk, -SpA)
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed
Breloom is the first sweeper of the team. I always like some bulk on my sweepers, and this is why i went with this EV spread. The Speed EVs are enough to outspeed and Spore most Choice Band Tyranitar and SpD Heatra, and the rest are put into bulk. +2 Fighting Gem is very powerful, and even resistors such as Tornadus-T take 65% min from it, making it very hard to revenge kill. Whatever counters Breloom should have been taken care of by the time that Breloom comes out, which means that Pokemon such as Celebi, Xatu, Gengar, and Latias, must be either dead or weakened if you want Breloom to do anything remarkable. You can bring Breloom early game and try to double switch to Weavile, which can trap and kill anything that gives to Breloom troubles with correct prediction, or at least weaken it to KO range of a +2 Mach Punch. Breloom was also put in the team to help Kingdra with its biggest problems: Ferrothorn, Jellicent, water-types in general, and Chansey and Blissey. Whenever Kingdra comes out the opponent must bring one of those Pokemon in or risk taking heavy damage, and this is where Breloom comes in and starts the demolition. Finally, Breloom forms an Ice + Fighting priority core with Weavile, allowing me to revenge kill most speedy threats in the meta without a lot of issues, and gives me more room for error in general.
Kingdra @ Life Orb
Trait: Swift Swim
EVs: 40 HP / 240 SpA / 228 Spe
IVs: 0 Atk
Modest Nature (+SpA, -SpA)
- Rain Dance
- Hydro Pump
- Dragon Pulse
- Ice Beam
And finally we have the centerpice of the team. Rain Dance Kingdra makes for an excellent sweeper in weatherless offensive teams, mainly due to its ability to threaten sun and rain offense, while being a fearsome sweeper on its own. Hydro Pump under rain is just scary, and OHKOes 252 HP Jirachi after SR and Spikes. Dragon Pulse is used against weakened Water types, and any Dragon such as Latios and Kyurem-B. Ice Beam is the last move isntead of Draco Meteor or Surf, as i usually clean with Kingdra and i don't want to risk being outstalled because of an bad timed Draco Meteor. Not to mention that if Kingdra uses DM it won't be able to finish cleaning up most of the time. Ice Beam lets me OHKO Gliscor, Tornadus-T, Thundurus-T, and any other flying or ground type, so i don't have to bang on Hydro Pump's shaky accuracy, and it also lets me 2HKO SpD Celebi and Amoonguss after SR, something very important. Oh the OHKO on Venusaur after SR is sweet as well.
Against rain teams, i have to weaken the opposing Water-types, and the occasional Ferrothorn or Celebi (Breloom and Weavile are your friends here) and then Kingdra easily cleans. Against Sun teams i can set-up a Rain Dance against Xatu, Ninetales, or even unboosted Venusaur and Volcarona if the need arises and harash them so that Breloom can later clean. As you can see neither offensive Sun teams nor offensive Rain teams are especially problematic for this team to face, thanks to Kingdra, double priority, and the inability of common weather sweepers (Venusaur) to set-up anywhere. Against Sand teams Kingdra can just blust stuff right away, or depend on its teammates to take on the Pokemon that wall it, while entry hazards start taking their toll. If i manage to kill the sand inducer then i can even pull off a Rain Dance sweep.
Biggest Threats to the Team
Timid Volcarona is very troubling as it can set-up against Deo-D, while i try to Taunt it in vain, and then get OHKOed next turn. Then Garchomp can take a hit from LO-less versions and OHKO back with Outrage, but this is not a good start. Any other Volcarona can be handled just fine as it can't set up anywhere and gets fucked by SR. Sableye can get really annoying, as even though Deo-D will manage to set-up on its face, it will still be able to cock-block Weavile, Garchomp and Breloom, meaning that i will have to pressure it all the time with double switches to Kingdra whenever i expect it to come in, which is something i don't relly like as Kingdra is more valuable late game. Nothing else comes to mind atm, but i am sure i missed something as i am a bit tired. Will probably edit tomorrow with whatever i remember and anything you guys find out.
Importable
That was the team and i hope you liked it! Feel free to leave your comments, use this team, and suggest changes. Thanks for reading!
(Also i would appreciate if anyone could show me some more badass pics of Breloom and Kingdra, which will be in the same drawing-style with the others. VM/PM me any pics you have, thx :D)
Introduction
Wow it's been a long time since i made a RMT... I had some good teams and ideas i wanted to share but i always ended up being a lazy fuck. This is the team i used to get voting rights in the Keldeo and Tornadus-T suspect test and i have played around ~75 games with it. It peaked somewhere in the top 20-30, but i don't really remember, so if you want to be sure go and check the screenshot in the last suspect vote. Anyway, this team was made with two goals in mind. The first goal is to abuse the entry hazards that Deoxys-D provides to the fullest, with a combination of Deo-D + Gengar + Weavile, with Weavile trapping any Starmie that would KO Gengar and killing it before it spins. Then Garchomp, Breloom, and the second focus of the team, Kingdra, are the Pokemon that take advantage of the hazards with the switches they force and their huge immediate power, as well as great set-up potential. The second goal of the team was to use Kingdra as i mentioned, and support it as well as i could, as its Rain Dance set intrigued me to no end, but i never got to try it. From the moment i started using it i fell in love with it and started having less and less issues against rain and sun teams, while also having a solid switch in for Keldeo's choice locked moves. So let's go to the team...
The Team in Details
Deoxys-D @ Mental Herb
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spe
IVs: 0 Atk
Timid Nature (+Spe, -Atk)
- Taunt
- Stealth Rock
- Spikes
- Skill Swap
This is the standard Deoxys-D set with a twist. Instead of Thunder-Wave or Night Shade i went for Skill Swap, to be able to set hazards in front of Espeon and Xatu. I usually hit them on the switch, which is usually pretty obvious, but sometimes i will go for Stealth Rock if my opponent has something scary against me, such as CB Scizor, as i don't want to spend my turn doing nothing if the opponent chooses to switch out via U-turn. Even if Xatu or Espeon bounce it back, i don't really care, as long as i set-up mine too. Skill Swap also comes nifty against Sableye and Gliscor. While the former goes for Taunt, Deo-D cures it with Mental Herb and then steals Prankster and uses Sableye as set-up fodder. Against Gliscor i just let a few turns pass, and then steal his ability while he loses a huge chunk of its health. There are very few cases where i don't lead with Deoxys-D, and those are against some teams with CB Scizor, where Garchomp or Gengar lead, and against some opposing Deo-D teams, where sometimes i lead with my own Gengar.
Gengar @ Focus Sash
Trait: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature (+Spe, -Atk)
- Shadow Ball
- Focus Blast
- Taunt
- Destiny Bond / Hidden Power Fire
Gengar is such a versatile Pokemon, and this aspect is the one that i like the most about it. Some people expect Scarf Gengar, some others the classic SubDisable Gengar or the common SubSplit Gengar, and there is always the fear of Focus Sash Gengar with Shadow Ball and Focus Blast and then god knows what it might carry in the last two slots. Shadow Ball and Focus Blast are basic for any Gengar set and their use is obvious. Taunt is used to prevent Chansey and Blissey from walling me and turns them into utter set-up bait, and is also used to prevent any dangerous set-up sweeper from boosting, such as Dragonite, Volcarona, and Gyarados. Taunt can also come handy against Forretress if i am not using Hidden Power Fire, Toxic Spikes Tentacruel, which is a nuisance for this team, and Deoxys-D. Finally, it works amazing with Destiny Bond, and makes sure the opponent will either die or take more hazard damage. Hidden power Fire is admittedly useful against lead Scizors, netting me some surprise OHKOes, and against Scizor in general as long as Gengar's Focus Sash is active, against Ferrothorn when i don't want to risk the god awful accuracy of Focus Blast, and against Forretress. I find myself using both moves on the last slot quite frequently, and none of them outclasses the other.
Gengar usually comes in after Deo-D finishes setting up, and will be gladly sacrificed in order to prevent the opponent from spinning. How Gengar fares against the OU Rapid Spinners? Forretress is either OHKOed by HP Fire, or neutralized by Taunt. The worst it can do to me is hit me with Gyro Ball, but with good timing this may result to its death. Tentacruel either gets worn down to the point where it can't find a chance to spin again, or dies from Destiny Bond with the right timing. This also helps a lot Kingdra, which needs Tentacruel dead or severely weakened in order to clean up late game. Donphan usually can't do shit to Gengar and gets 2HKOed by Shadow Ball. Finally, against Starmie it depends on what set it is running. If it uses a Life Orb set, then it will get trapped and killed from Weavile after 3 LO rounds (1 hit on Deo-D, 2 hits to kill Gengar), which does 71% damage min to Starmie with Pursuit. Against defensive Starmie i have to play two coin flip games, and thankfully if i win either of them, i win the hazard war. The first coin flip is when i bring in Gengar. If i bring Gengar in as Starmie uses Psyshock or Scald i lose, if i come in as it uses Rapid Spin i win. If i lose the first coin flip, then i bring Weavile in and we have the second coin flip. If i use Pursuit and Starmie stays in it lives and spins away my hazards, while if i guess correctly and it switches out i kill it.
Weavile @ Life Orb
Trait: Pressure
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature (+Spe, -SpA)
- Ice Shard
- Night Slash
- Pursuit
- Low Kick
Weavile finishes the operation hazards combo. As i already mentioned it traps and kills any Starmie that got past Gengar, usually ensuring that hazards will stay up. Weavile also serves as my only answer to a host of dangerous threats, such as Scarf Salamence, Scarf Garchomp, and any Speed boosting set-up sweeper such as Agility Thundurus-T and Rock Polish Lanorus. Furthermore, Weavile traps and kills Lati@s, which is huge for this team, as every powerhouse on the team is fucked up by them. Sometimes it deals with defensive Celebi too, which another pain in the ass for both Breloom and Kingdra. Ice Shard is Weavile's revenge killing tool, Night Slash is used over Ice Punch to OHKO defensive Starmie, OHKO any Volcarona variant after SR, except for physically defensive set, and to be able to do some damage to Rotom-W, Jirachi, Ninetales, and Tentacruel, common Weavile switch-ins. Pursuit allows Weavile to trap stuff and Low Kick maims Tyranitar, Ferrothorn, Terrakion and much more.
Weavile is one of the fastest Pokemon in OU, and because of this, it is my main answer to speedy Pokemon that the rest of the team can't handle, such as Terrakion, Tornadus-T, and Alakazam. Usually, Weavile comes in either after something dies, sets-up, or on a predicted Psychic-type move (Alakazam's Psychic, Celebi's Psychic, etc). It is also a very handy Pokemon to have against Sun teams, as it does 62.91 - 74.83% to Venusaur, a OHKO most of the time after SR + Spikes and one LO round. Unfortunately Weavile is easy to wall, and so whenever i see something that walls Weavile in the opposing team, i have to make smart double switches in order to not lose my momentum.
Garchomp @ Life Orb
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature (+Spe, -SpD)
- Earthquake
- Outrage
- Flamethrower
- Dragon Tail
What a beast! This thing is bulky, fast, and has no counters. Yeah i mean it! With SR and sometimes a layer of Spikes up, any would be counter is fucked up by Dragon Tail, namely Hippowdon, Landorus-T, and Gliscor. Skarmory, Bronzong, Forretress, and Ferrothorn are all taken care of by Flamethrower, which btw i use because i hate misses, and Flamethrower gets any OHKO/2HKO i want it to get anyway so why risk with Fire Blast? Outrage is a huge nuke that OHKOes almost any Pokemon neutral to it such as Thundurus-T, Landorus, Keldeo and even 252 HP Politoed after SR.
So what is the role of Garchomp in the team? To deal with Jirachi, first and foremost, which otherwise would completely rape me. Garchomp is one of the best checks to SubCM Jirachi and SpD Jirachi with Thunder, which wall or threaten most of my other team, so keeping Garchomp alive as long as Jirachi is healthy is essential. Garchomp's role in general is to find switch-in opportunities, which is very easy to do with its lovely bulk, and force switches to start shuffling and weakening the opposing team with Dragon Tail. Once the opposing team is weakened enough and nothing that can wall Kingdra or Breloom remains, Garchomp can say goodbye.
Breloom @ Fighting Gem
Trait: Technician
EVs: 176 HP / 252 Atk / 80 Spe
Adamant Nature (+Atk, -SpA)
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed
Breloom is the first sweeper of the team. I always like some bulk on my sweepers, and this is why i went with this EV spread. The Speed EVs are enough to outspeed and Spore most Choice Band Tyranitar and SpD Heatra, and the rest are put into bulk. +2 Fighting Gem is very powerful, and even resistors such as Tornadus-T take 65% min from it, making it very hard to revenge kill. Whatever counters Breloom should have been taken care of by the time that Breloom comes out, which means that Pokemon such as Celebi, Xatu, Gengar, and Latias, must be either dead or weakened if you want Breloom to do anything remarkable. You can bring Breloom early game and try to double switch to Weavile, which can trap and kill anything that gives to Breloom troubles with correct prediction, or at least weaken it to KO range of a +2 Mach Punch. Breloom was also put in the team to help Kingdra with its biggest problems: Ferrothorn, Jellicent, water-types in general, and Chansey and Blissey. Whenever Kingdra comes out the opponent must bring one of those Pokemon in or risk taking heavy damage, and this is where Breloom comes in and starts the demolition. Finally, Breloom forms an Ice + Fighting priority core with Weavile, allowing me to revenge kill most speedy threats in the meta without a lot of issues, and gives me more room for error in general.
Kingdra @ Life Orb
Trait: Swift Swim
EVs: 40 HP / 240 SpA / 228 Spe
IVs: 0 Atk
Modest Nature (+SpA, -SpA)
- Rain Dance
- Hydro Pump
- Dragon Pulse
- Ice Beam
And finally we have the centerpice of the team. Rain Dance Kingdra makes for an excellent sweeper in weatherless offensive teams, mainly due to its ability to threaten sun and rain offense, while being a fearsome sweeper on its own. Hydro Pump under rain is just scary, and OHKOes 252 HP Jirachi after SR and Spikes. Dragon Pulse is used against weakened Water types, and any Dragon such as Latios and Kyurem-B. Ice Beam is the last move isntead of Draco Meteor or Surf, as i usually clean with Kingdra and i don't want to risk being outstalled because of an bad timed Draco Meteor. Not to mention that if Kingdra uses DM it won't be able to finish cleaning up most of the time. Ice Beam lets me OHKO Gliscor, Tornadus-T, Thundurus-T, and any other flying or ground type, so i don't have to bang on Hydro Pump's shaky accuracy, and it also lets me 2HKO SpD Celebi and Amoonguss after SR, something very important. Oh the OHKO on Venusaur after SR is sweet as well.
Against rain teams, i have to weaken the opposing Water-types, and the occasional Ferrothorn or Celebi (Breloom and Weavile are your friends here) and then Kingdra easily cleans. Against Sun teams i can set-up a Rain Dance against Xatu, Ninetales, or even unboosted Venusaur and Volcarona if the need arises and harash them so that Breloom can later clean. As you can see neither offensive Sun teams nor offensive Rain teams are especially problematic for this team to face, thanks to Kingdra, double priority, and the inability of common weather sweepers (Venusaur) to set-up anywhere. Against Sand teams Kingdra can just blust stuff right away, or depend on its teammates to take on the Pokemon that wall it, while entry hazards start taking their toll. If i manage to kill the sand inducer then i can even pull off a Rain Dance sweep.
Biggest Threats to the Team
Timid Volcarona is very troubling as it can set-up against Deo-D, while i try to Taunt it in vain, and then get OHKOed next turn. Then Garchomp can take a hit from LO-less versions and OHKO back with Outrage, but this is not a good start. Any other Volcarona can be handled just fine as it can't set up anywhere and gets fucked by SR. Sableye can get really annoying, as even though Deo-D will manage to set-up on its face, it will still be able to cock-block Weavile, Garchomp and Breloom, meaning that i will have to pressure it all the time with double switches to Kingdra whenever i expect it to come in, which is something i don't relly like as Kingdra is more valuable late game. Nothing else comes to mind atm, but i am sure i missed something as i am a bit tired. Will probably edit tomorrow with whatever i remember and anything you guys find out.
Importable
Deoxys-Defense @ Mental Herb
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Spikes
- Skill Swap
Gengar @ Focus Sash
Trait: Levitate
EVs: 4 SDef / 252 Spd / 252 SAtk
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Taunt
- Destiny Bond
Weavile @ Life Orb
Trait: Pressure
EVs: 32 HP / 252 Atk / 224 Spd
Jolly Nature
- Ice Shard
- Night Slash
- Pursuit
- Low Kick
Garchomp @ Life Orb
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature
- Earthquake
- Outrage
- Flamethrower
- Dragon Tail
Breloom @ Fighting Gem
Trait: Technician
EVs: 176 HP / 80 Spd / 252 Atk
Adamant Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed
Kingdra @ Life Orb
Trait: Swift Swim
EVs: 228 Spd / 240 SAtk / 40 HP
Modest Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Dragon Pulse
- Ice Beam
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Spikes
- Skill Swap
Gengar @ Focus Sash
Trait: Levitate
EVs: 4 SDef / 252 Spd / 252 SAtk
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Taunt
- Destiny Bond
Weavile @ Life Orb
Trait: Pressure
EVs: 32 HP / 252 Atk / 224 Spd
Jolly Nature
- Ice Shard
- Night Slash
- Pursuit
- Low Kick
Garchomp @ Life Orb
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Naive Nature
- Earthquake
- Outrage
- Flamethrower
- Dragon Tail
Breloom @ Fighting Gem
Trait: Technician
EVs: 176 HP / 80 Spd / 252 Atk
Adamant Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed
Kingdra @ Life Orb
Trait: Swift Swim
EVs: 228 Spd / 240 SAtk / 40 HP
Modest Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Dragon Pulse
- Ice Beam
That was the team and i hope you liked it! Feel free to leave your comments, use this team, and suggest changes. Thanks for reading!
(Also i would appreciate if anyone could show me some more badass pics of Breloom and Kingdra, which will be in the same drawing-style with the others. VM/PM me any pics you have, thx :D)