Wow, it's been quite a while since I've been to the RMT section. Now that Gen 4 is almost officially over, I thought it would be a good time to post my best team yet, get some quality rates and hopefully use it in the future.
This was one of my teams that I used for Smogon Tournament 7, and by far the best. The title comes from the fact that this team beat Earthworm in Round 1. This team won for me the last of three matches that we played, giving me the victory in the best of three series. While team match-ups and hax no doubt had something to do win my wins against Earthworm, it proved to me again why this is the most solid team I have ever built.
The Team
Overview
The general goal is to get spikes set up ASAP with Skarmory. After this, I try to get Heatran in on a free turn to SR. From there, it is mostly responding to threats with my walls while spreading status and recovery through multiple means. At the end, either I try to win by fainting to opposition through entry hazard damage, or through a "sweep." This will normally be done by Rotom-A (because of speed+power+bulk) or Jirachi (via Flinch-Hax+Thunderwave).
Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 220 HP / 252 SDef / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Taunt
- Whirlwind
Skarmory starts off most battles nicely, except for a few poor lead match-ups. Over time, Skarmory has proven to be so invaluable for its main traits in Spikes and Whirlwind that I couldn't imagine replacing it with another Pokemon. Spikes are the key to my team's success, and the earlier I can get them up the better. Roost is for recovery, Whirlwind for scouting+phazing. Taunt is neat for other Stall teams to prevent entry hazards+status+healing, and it even is useful against offense for blocking switch-ins from setting up.
Leftovers is very nice, and while it leaves me open to Magnezone, it is a rare enough threat that I don't really care most of the time. An Impish nature gives me more bonus points overall than careful, so that's why that is there. The 36 Speed EVs are to help me outspeed other Skarmory so I can beat them to the taunt, and also give me the advantage when Roost-stalling Banded Tyranitar.
Skarm is great for its spikes and ability to taunt right off the bat. It lets me take on stall and offense alike while spreading around damage and scouting. It is also one of two team members that can reliably heal itself, something that is invaluable in this metagame that contains many hard hitters. Finally, it likes to take Tricked Scarfs for the rest of my team. If I get choice locked in the beginning, I just set up as many layers as I can, and when I come back later in the match, Whirlwind away. Skarmory is only hampered a little, while the rest of my team is safe. Talk about a team player.
Azelf- I always switch directly to Heatran, as I don’t want to lose Skarm early to a Fire Blast. But Heatran does well, setting up Stealth Rocks or killing it with Lava Plume. And if I see an Explosion coming, I can just Protect. So while it forces me out, the most it will do is set up Rocks and switch, allowing me to get a free hit off.
Aerodactyl- I go to Vaporeon on the Taunt and kill it with Surf. It sucks that I can’t get my Spikes up right away, but all they’ve done it get up their Rocks. No big deal, really.
Swampert- Possibly the best lead to face. Taunt, Spikes, Whirlwind if I can. Free set up, and I can Roost off ay damage I may be dealt with Ice Beam. Solid win.
Metagross- What a bitch. I often set up one layer of Spikes right away, take the Dynamic Punch, switch to Rotom-W, and then switch to Shaymin or Jirachi on the Payback, and try to kill it from there. Jirachi can flinch it, while Shaymin can stall out Dynamic Punch with Protect and hit back with Seed Flare.
Metagross- Similar to Swampert, except I often forgo Taunt and just lay Spikes, while Roosting off any damage. If it gets an attack raise or nails me with an EQ, I can go to Rotom and kill it from there. Good stuff most of the time.
Jirachi- I’m fine with Skarm taking the Trick while I just go for Spikes. Then they’ll set up Rocks and switch the next turn. I’ve gotten a full set of Spikes down, and he’s gotten rid of his most dangerous weapon (Trick-Scarf) and only gotten his Rocks and a switch in which can be promptly handled by the rest of my team. Pretty nice.
Infernape- Go straight to Vaporeon, as I can’t risk the Fire Blast. I KO it from there, and Wish off the damage. I’d actually take them out early then have to deal with rouge Infernape late in the game, so it’s not that bad.
Ninjask- Easy, Spikes then Taunt, and finish my set up. I also have to option of using Whirlwind on the switch in, racking up Spikes damage and hopefully getting myself a better match-up on which I am capable of setting up Spikes.
Roserade- I try to Taunt while letting Skarm take the sleep if Sleep Powder hits. From there, I can go to Heatran to get up Rocks and KO. It sucks that it will take me a lot longer to get up Spikes, but at least I have already gotten sleep on the Pokemon most likely to wake up later on.
Hippowdon- Easy Spikes, but I also have option of Taunting. Great match-up.
Tyranitar- I go for Spikes turn 1, and then switch to Vaporeon if they have Flamethrower. If not, I can keep setting up spikes and Roosting off damage.
Heatran- Go to Vaporeon, KO with Surf, Protect on Explosion. Not too good, but not too bad.
Smeargle- Have Skarmory take the sleep, and go to Vaporeon to Roar. It sucks that he gets up Spikes, but thankfully these are rare.
Uxie- It’s a toss-up between Taunt and Spikes. I can either prevent his Thunder Wave and Rocks, or go for Spikes. After I have either set-up or Taunted, I can go to Heatran t get up my Stealth Rocks and resist his moves.
Starmie- A pain, no doubt. I often go to Shaymin on the Hydro Pump, and Jirachi on the Ice Beam. From there, Jirachi can do what it’s meant to. Alternatively, I could go to Vaporeon on the Water move, and Rotom on the Thunderbolt and kill it with my own. Going to Rotom guarantees me the kill, but I always take more damage. With Jirachi, I can sometimes come out at near full health, or I can die due to getting unlucky with Para/Flinch hax.
Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 76 SAtk / 180 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Leech Seed
- Protect
- Seed Flare
Shaymin is a beast, simply put. It's lethal combination of Speed, typing, power and leech seed make it more than worthy of a spot on my team. Leech Seed is the crux of the set; it can both heal my team and damage my opponents. Protect is great in general for scouting+recovery (something that is commonly seen on my team), but works even better with Leech Seed. Seed Flare is the obligatory STAB move whose power and side effect make it devastating to almost anything trying to switch into it. Hidden Power Fire is great for nailing Grass-types who try to absorb a leech seed. It also nails Scizor for big damage as well as hitting other Steel Types super effectively.
Leftover for recovery. The EVs let me outspeed Jolly Lucario and revenge kill it after a defense drop. The HP is for bulk, and the remaining 76 go into Special attack for a bit for extra power.
Shaymin's resistances to Water and Ground really earn it its spot on my team. They would otherwise be huge holes that would be difficult to overcome with other Pokemon. Leech seed also helps my team's goal, which is keep my bulky members healthy while status-ing and weakening my opponent's team.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 224 HP / 252 SDef / 32 Spd
Careful Nature (+SDef, -SAtk)
- Fire Punch
- Iron Head
- Thunder Wave
- Wish
Boy has this set come a long way since my original one of Psychic/Thunderbolt/Icy Wind/Wish with an EV spread of 176 HP / 136 SpA / 176 SpD / 20 Spe. However, when Scofield showed me the "true" special defensive Jirachi set, I had no choice but to switch. That, and there was no way my original set was getting past quality control.
Thunder Wave is the focus of the set. Iron Head is damage and stalling, Wish is for healing, Fire punch for coverage. Honestly, my analysis explains Jirachi's role and abilities much better than I can.
Jirachi is just a god-send to my team for its ability to handle special threats and paralyze them. It also takes a bit of the load off of Vaporeon when it comes to Wish-passing. Its resistances are crucial to my team's success, and Jirachi is also my most capable member of taking on Blissey, which can be a real pain in the neck.
Rotom-W @ Leftovers
Trait: Levitate
EVs: 96 HP / 160 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Pain Split
- Shadow Ball
- Substitute
- Thunderbolt
Rotom-A has many great sets, but this I feel is its best. Pain split allows for some healing, which most Rotom sets usually have trouble with. Sub is great for status protection and scouting purposes, as well as escaping Tyranitar's Pursuit. Thunder Bolt is the awesome STAB move that allows Rotom to seriously damage a lot of stuff, and Shadow Ball is a secondary STAB move for some coverage that also provides a neat special effect that is useful when dealing with bulky Pokemon.
I use leftovers for the healing over the power of Life Orb, as I need Rotom around for its resists and spin blocking abilities. Lefties also synergizes much better with Sub than LO does. The EVs achieve no specific benchmark, but provide max speed (which my team appreciates) and a decent balance of power and bulk. A Timid nature gives me the jump on Suicune and most other Rotom-A.
Rotom earns its team spot because of its speed, power, and stall combating ability. My team is really lacking on speed, and Rotom is a great help there. The immediate power is nice, and no one else really has that kind of damage dealing ability (sans Shaymin). Everyone knows that Sub-Split Gengar fucks with stall, but Rotom does this better do to the surprise factor of Sub on Rotom and the better coverage granted by Thunderbolt. Finally, Rotom is often my win-condition against many teams, and one of he few my team has to offer. Having multiple win-conditions is essential when playing stall when not everything can sweep outright. Its power is just enough to sweep through offense, its bulk is enough to take a hit or two, and SubSplit enables me to beat recovering Pokemon at their own game.
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 192 HP / 252 Def / 64 SAtk
Bold Nature (+Def, -Atk)
- Protect
- Roar
- Surf
- Wish
Vaporeon is the obligatory bulky water, whose typing and bulk let me handle threats that would otherwise plow right trough me. Surf is the strong STAB move, Protect+Wish for recovery, and Roar is great to scout and stop set-up sweepers like Kingdra. Everything is pretty standard, to be honest, but Vaporeon performs its job better than anyone else can.
Three things cement Vaporeon's placement on my team. First is the threat coverage. Vaporeon can handle any fire type that comes my way while at the same time being a generally good go-to-guy for any set-up sweeper. Second, Vaporeon's Roar is vital to my team's scouting attempts, and its ability to fuck with my opponents switches is great. Last, Wish keeps my team healthy at all times, which fits in with the theme.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 248 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Earth Power
- Lava Plume
- Protect
- Stealth Rock
Last but not least, the glue. Heatran is all around awesome for its ability to counter most of the special threats that Jirachi has trouble with, like Electric-types. Heatran also has Stealth Rocks, and is great at setting them up. Lava Plume is used over another fire move to spread burn, which Heatran also does really well. Earth Power is primarily for other Heatran, but it also hits waters neutrally. Protect rounds out the set by giving Heatran extra Leftovers recovery and the ability to scout the Choice Scarf Flygons that love to switch in on me.
I went for a specially defensive spread because of the insurance it gives me for other Heatran and random special threats. 8 Speed EVs are present to outspeed other special defensive Heatran. Flash Fire is great for counter other Heatran and switching in on random fire moves, something that my team needs, especially if Vaporeon goes down.
Blissey: It is a problem as almost all of my team uses special attacks, so I need to have Jirachi take it out. If that’s gone, I can go to Shaymin to leech seed or Rotom to try and win with SubSplit, but that is never guaranteed to work. If all else fails, I can PP stall if it’s the last Pokemon, but it still takes a while and is difficult to handle.
Dragonite- It can be difficult due to its sheer power. Normally a combination of Vaporeon and Rotom can handle, but it must be played around, and if Rocks aren’t down, I can get in big trouble quite quickly.
Gyarados- Difficult to handle if Rotom is down or it has Taunt. Shaymin can Leech Seed it to stall, and ½ of my team has protect. Heatran can also burn it in a pinch. But still a problem if played smartly.
This was one of my teams that I used for Smogon Tournament 7, and by far the best. The title comes from the fact that this team beat Earthworm in Round 1. This team won for me the last of three matches that we played, giving me the victory in the best of three series. While team match-ups and hax no doubt had something to do win my wins against Earthworm, it proved to me again why this is the most solid team I have ever built.
Team Building
One day after being thoroughly thrashed by a Starmie, I decided I had had enough of that bitch. I thought back to my time with Scofield, when he was my tutor, and we were talking about the team we had just made together. It was a little Starmie weak, and I asked, "What counters Starmie???" He replied that nothing short of Blissey can hard-counter Starmie. That and Specially Defensive Jirachi, which didn't fit on that particular team. Now, fast-forward a year or so, and I thought of using Specially defensive Jirachi to take on the special attackers that were plaguing the metagame at that time. I chose Jirachi instead of Blissey or Scarf Tyranitar because I wanted to be original, and little did I know that Jirachi would become the backbone of my greatest team ever.
Gyarados came next. I needed a partner for Jirachi who could take on it weaknesses. A Rest-Talk-Roar Gyarados fit the bill perfectly, as it could take on many physical threats, sponge Fire+Gound attacks, and phaze out most sweepers who set up on Jirachi.
Next, I chose Skarmory because it could take on anything that Jira+Gyarados couldn't handle. It also made a decent lead, and could support my team with a lot of entry hazards, which were in dire need seeing as my team was shaping up to be a stall team.
Electric resists came to mind next, as both Skarm and Gyara were weak to them. I wanted Rotom-A to become a general pest to Rapid Spinners, and Gliscor to help a bit with my stall weakness. Both also added a little needed speed and useful resistances.
Finally I had to choose my last member. I was really seeking an extra fire resist and a bulky attacker. Heatran came to mind, and I never regretted adding it. I also needed the fire move to take on a couple steels and a few grass-types that were bothering me.
After Scofield told me the set he used for specially defensive Jirachi, I decided to change the set. After that, I really had weaknesses to Jolteon, and Starmie, so I had to revamp the whole team. Gliscor was my weakest member, so I decided to take it out. Shaymin could handle those two well, and it also completed a FWG core.
After this one change, the rest of my team had to as well. After losing Gliscor, I lost my biggest weapon against stall, so I had to change Skarm's set, relocate stealth rocks, add another Wish user (though this was more of a "because two wishers would be a bitch" kinda thing) for extra recovery, and just change a lot of shit. I added Vaporeon for a little bit of extra special defense and healing properties it could provide, as well as for the fact that I didn't need to rely on the RNG to not make me useless after healing. After all this crazy shit, WORM Slayer was complete.
One day after being thoroughly thrashed by a Starmie, I decided I had had enough of that bitch. I thought back to my time with Scofield, when he was my tutor, and we were talking about the team we had just made together. It was a little Starmie weak, and I asked, "What counters Starmie???" He replied that nothing short of Blissey can hard-counter Starmie. That and Specially Defensive Jirachi, which didn't fit on that particular team. Now, fast-forward a year or so, and I thought of using Specially defensive Jirachi to take on the special attackers that were plaguing the metagame at that time. I chose Jirachi instead of Blissey or Scarf Tyranitar because I wanted to be original, and little did I know that Jirachi would become the backbone of my greatest team ever.

Gyarados came next. I needed a partner for Jirachi who could take on it weaknesses. A Rest-Talk-Roar Gyarados fit the bill perfectly, as it could take on many physical threats, sponge Fire+Gound attacks, and phaze out most sweepers who set up on Jirachi.


Next, I chose Skarmory because it could take on anything that Jira+Gyarados couldn't handle. It also made a decent lead, and could support my team with a lot of entry hazards, which were in dire need seeing as my team was shaping up to be a stall team.



Electric resists came to mind next, as both Skarm and Gyara were weak to them. I wanted Rotom-A to become a general pest to Rapid Spinners, and Gliscor to help a bit with my stall weakness. Both also added a little needed speed and useful resistances.



Finally I had to choose my last member. I was really seeking an extra fire resist and a bulky attacker. Heatran came to mind, and I never regretted adding it. I also needed the fire move to take on a couple steels and a few grass-types that were bothering me.



After Scofield told me the set he used for specially defensive Jirachi, I decided to change the set. After that, I really had weaknesses to Jolteon, and Starmie, so I had to revamp the whole team. Gliscor was my weakest member, so I decided to take it out. Shaymin could handle those two well, and it also completed a FWG core.


After this one change, the rest of my team had to as well. After losing Gliscor, I lost my biggest weapon against stall, so I had to change Skarm's set, relocate stealth rocks, add another Wish user (though this was more of a "because two wishers would be a bitch" kinda thing) for extra recovery, and just change a lot of shit. I added Vaporeon for a little bit of extra special defense and healing properties it could provide, as well as for the fact that I didn't need to rely on the RNG to not make me useless after healing. After all this crazy shit, WORM Slayer was complete.
The Team


Overview
The general goal is to get spikes set up ASAP with Skarmory. After this, I try to get Heatran in on a free turn to SR. From there, it is mostly responding to threats with my walls while spreading status and recovery through multiple means. At the end, either I try to win by fainting to opposition through entry hazard damage, or through a "sweep." This will normally be done by Rotom-A (because of speed+power+bulk) or Jirachi (via Flinch-Hax+Thunderwave).

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 220 HP / 252 SDef / 36 Spd
Impish Nature (+Def, -SAtk)
- Roost
- Spikes
- Taunt
- Whirlwind
Skarmory starts off most battles nicely, except for a few poor lead match-ups. Over time, Skarmory has proven to be so invaluable for its main traits in Spikes and Whirlwind that I couldn't imagine replacing it with another Pokemon. Spikes are the key to my team's success, and the earlier I can get them up the better. Roost is for recovery, Whirlwind for scouting+phazing. Taunt is neat for other Stall teams to prevent entry hazards+status+healing, and it even is useful against offense for blocking switch-ins from setting up.
Leftovers is very nice, and while it leaves me open to Magnezone, it is a rare enough threat that I don't really care most of the time. An Impish nature gives me more bonus points overall than careful, so that's why that is there. The 36 Speed EVs are to help me outspeed other Skarmory so I can beat them to the taunt, and also give me the advantage when Roost-stalling Banded Tyranitar.
Skarm is great for its spikes and ability to taunt right off the bat. It lets me take on stall and offense alike while spreading around damage and scouting. It is also one of two team members that can reliably heal itself, something that is invaluable in this metagame that contains many hard hitters. Finally, it likes to take Tricked Scarfs for the rest of my team. If I get choice locked in the beginning, I just set up as many layers as I can, and when I come back later in the match, Whirlwind away. Skarmory is only hampered a little, while the rest of my team is safe. Talk about a team player.
















Shaymin @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 76 SAtk / 180 Spd
Timid Nature (+Spd, -Atk)
- Hidden Power [Fire]
- Leech Seed
- Protect
- Seed Flare
Shaymin is a beast, simply put. It's lethal combination of Speed, typing, power and leech seed make it more than worthy of a spot on my team. Leech Seed is the crux of the set; it can both heal my team and damage my opponents. Protect is great in general for scouting+recovery (something that is commonly seen on my team), but works even better with Leech Seed. Seed Flare is the obligatory STAB move whose power and side effect make it devastating to almost anything trying to switch into it. Hidden Power Fire is great for nailing Grass-types who try to absorb a leech seed. It also nails Scizor for big damage as well as hitting other Steel Types super effectively.
Leftover for recovery. The EVs let me outspeed Jolly Lucario and revenge kill it after a defense drop. The HP is for bulk, and the remaining 76 go into Special attack for a bit for extra power.
Shaymin's resistances to Water and Ground really earn it its spot on my team. They would otherwise be huge holes that would be difficult to overcome with other Pokemon. Leech seed also helps my team's goal, which is keep my bulky members healthy while status-ing and weakening my opponent's team.
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 224 HP / 252 SDef / 32 Spd
Careful Nature (+SDef, -SAtk)
- Fire Punch
- Iron Head
- Thunder Wave
- Wish
Boy has this set come a long way since my original one of Psychic/Thunderbolt/Icy Wind/Wish with an EV spread of 176 HP / 136 SpA / 176 SpD / 20 Spe. However, when Scofield showed me the "true" special defensive Jirachi set, I had no choice but to switch. That, and there was no way my original set was getting past quality control.
Thunder Wave is the focus of the set. Iron Head is damage and stalling, Wish is for healing, Fire punch for coverage. Honestly, my analysis explains Jirachi's role and abilities much better than I can.
The crux of this set is Thunder Wave. By paralyzing its foes, Jirachi becomes faster than them, letting it abuse Iron Head's 60% flinch rate in tandem with paralysis. Jirachi can keep itself in good condition with the steady recovery from Leftovers while periodically using Wish to regain 50% of its health. Iron Head helps Jirachi buy itself turns until it can safely use Wish. It is also Jirachi's strongest attack, and while not that powerful, its low damage output won't matter after a few hits. Wish is Jirachi's healing move, and works well in conjunction with Iron Head and Thunder Wave. Wish can also help Jirachi support its team later in the game. Lastly, Fire Punch helps Jirachi by hitting foes who resist Iron Head, preventing Jirachi from becoming set-up fodder against these opponents.
The EVs prevent Jirachi from being 2HKOed by a myriad of threatening special attackers, including, but not limited to, Life Orb Gengar and Lead Azelf. Jirachi can also act as a one-time stop to many physical stat-uppers, because it can switch in and paralyze the stat booster, allowing the rest of your team to take out the weakened opposing Pokemon. 32 Speed EVs let Jirachi outspeed Jolly max Speed Tyranitar, which can be invaluable when facing down Dragon Dance or fast Choice Band variants.
The EVs prevent Jirachi from being 2HKOed by a myriad of threatening special attackers, including, but not limited to, Life Orb Gengar and Lead Azelf. Jirachi can also act as a one-time stop to many physical stat-uppers, because it can switch in and paralyze the stat booster, allowing the rest of your team to take out the weakened opposing Pokemon. 32 Speed EVs let Jirachi outspeed Jolly max Speed Tyranitar, which can be invaluable when facing down Dragon Dance or fast Choice Band variants.
Rotom-W @ Leftovers
Trait: Levitate
EVs: 96 HP / 160 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Pain Split
- Shadow Ball
- Substitute
- Thunderbolt
Rotom-A has many great sets, but this I feel is its best. Pain split allows for some healing, which most Rotom sets usually have trouble with. Sub is great for status protection and scouting purposes, as well as escaping Tyranitar's Pursuit. Thunder Bolt is the awesome STAB move that allows Rotom to seriously damage a lot of stuff, and Shadow Ball is a secondary STAB move for some coverage that also provides a neat special effect that is useful when dealing with bulky Pokemon.
I use leftovers for the healing over the power of Life Orb, as I need Rotom around for its resists and spin blocking abilities. Lefties also synergizes much better with Sub than LO does. The EVs achieve no specific benchmark, but provide max speed (which my team appreciates) and a decent balance of power and bulk. A Timid nature gives me the jump on Suicune and most other Rotom-A.
Rotom earns its team spot because of its speed, power, and stall combating ability. My team is really lacking on speed, and Rotom is a great help there. The immediate power is nice, and no one else really has that kind of damage dealing ability (sans Shaymin). Everyone knows that Sub-Split Gengar fucks with stall, but Rotom does this better do to the surprise factor of Sub on Rotom and the better coverage granted by Thunderbolt. Finally, Rotom is often my win-condition against many teams, and one of he few my team has to offer. Having multiple win-conditions is essential when playing stall when not everything can sweep outright. Its power is just enough to sweep through offense, its bulk is enough to take a hit or two, and SubSplit enables me to beat recovering Pokemon at their own game.
Vaporeon (M) @ Leftovers
Trait: Water Absorb
EVs: 192 HP / 252 Def / 64 SAtk
Bold Nature (+Def, -Atk)
- Protect
- Roar
- Surf
- Wish
Vaporeon is the obligatory bulky water, whose typing and bulk let me handle threats that would otherwise plow right trough me. Surf is the strong STAB move, Protect+Wish for recovery, and Roar is great to scout and stop set-up sweepers like Kingdra. Everything is pretty standard, to be honest, but Vaporeon performs its job better than anyone else can.
Three things cement Vaporeon's placement on my team. First is the threat coverage. Vaporeon can handle any fire type that comes my way while at the same time being a generally good go-to-guy for any set-up sweeper. Second, Vaporeon's Roar is vital to my team's scouting attempts, and its ability to fuck with my opponents switches is great. Last, Wish keeps my team healthy at all times, which fits in with the theme.
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 248 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Earth Power
- Lava Plume
- Protect
- Stealth Rock
Last but not least, the glue. Heatran is all around awesome for its ability to counter most of the special threats that Jirachi has trouble with, like Electric-types. Heatran also has Stealth Rocks, and is great at setting them up. Lava Plume is used over another fire move to spread burn, which Heatran also does really well. Earth Power is primarily for other Heatran, but it also hits waters neutrally. Protect rounds out the set by giving Heatran extra Leftovers recovery and the ability to scout the Choice Scarf Flygons that love to switch in on me.
I went for a specially defensive spread because of the insurance it gives me for other Heatran and random special threats. 8 Speed EVs are present to outspeed other special defensive Heatran. Flash Fire is great for counter other Heatran and switching in on random fire moves, something that my team needs, especially if Vaporeon goes down.
Major Threats



Many elements of this RMT were taken from Rey’s Murcielago team, including some of the sprites and the Leads Treat list, so I thank him for that. I’d also like to take this time to thank Scofield, for both being an awesome tutor and being the inspiration for this team. Good luck with your rates everyone, and thanks for taking the time to look at my team.