W/L Ratio with the Team
Disclaimer : 2 Losses were with another team, 1 was due to DC, so only 1 legit loss
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Introduction
It's that time of the year, another RMT from me I guess :). This team was built around Sigilyph, and happens to have Moltres on there, which explains the name, which is "three shades of blindness" in Spanish, got the idea from "tres". So I guess let's move on to the other parts of this RMT...I am just bad and have nothing else to say for my intro, excuse me.
Team-building Process
This thing is pretty good at cleaning teams late game with the proper support and plays, as I realised with my previous team I used which Sigilyph performed really well in, so I decided to build around it
Drapion was put on there as a way to punish bulky Psychics that could check Sigilyph really well, as a way to set up on stuff like Skuntank after they have killed Sigilyph, and also for it's ability to set up on bulky walls like Alomomola and Amoonguss really well
Cobalion found its way onto the team due to the fact that it was another mon that could set up on Dark-types that trouble Sigilyph and also another mon that could set up on bulky walls, similarly to Drapion
Cresselia...this bulky bitch. Supports the set-up sweepers on my team with Lunar Dance being able to bring them back to full health for the second round, and also Thunder Wave to cripple mons that could stop the set-up sweepers in their tracks
Mega Steelix was nice for stopping stuff like Doublade and other physical attackers by being a defensive tank, and phasing set-up sweepers with Roar, and it provided Rocks support to weaken switch-ins to my set-up sweepers and possibly provide crucial chip damage
blind burd (;-;) was added as a wallbreaker for the set-up sweepers and also for being a good mon overall that I wanted to try a different set on. No Defog Support for blind burd becuz reasons...
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A Closer Look
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 36 SpD / 220 Spe
Timid Nature
- Calm Mind
- Psychic
- Air Slash
- Heat Wave
The mon the team was built around, Sigilyph impressed me when I used it on my previous team, which is how it found its way as the starting member of this team. I guess the moveset does not look standard and probably looks bad, so let me explain. Calm Mind because of crisp set-up, Psychic to hit Fighting-Types in the tier and also because STAB, Air Slash because of STAB and also because it enables me to hit weakened bulky Psychics harder and it also allows me to hit PANDA EXPRESS, Heat Wave for Steels like Escavalier and Mega Steelix. The reason why I did not use CM+Roost 2 Attacks was because I figured that broad coverage would be more useful for this team. Chose the Showdown spread because was lazy smh to customise a spread and Life Orb as the item so that it hits hard after 1 CM
Everyone and their mothers who I have faced so far has switched Escavalier in on this smh
Drapion @ Lum Berry
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake
Drapion appreciated the fact that Sigilyph baits in bulky Psychics like Cresselia and also Pursuit Trappers like Skuntank, all of which Drapion could set up on. Lum Berry is the item of choice as it enables Drapion to be able to set up on walls like Alomomola and Amoonguss without fearing getting burned and put to sleep respectively. The first 3 moves are pretty self-explanatory, so I guess I should explain my last moveslot. Earthquake and Aqua Tail were both contenders for this last slot, Earthquake being able to hit bulky Steels that might serve as trouble to an unboosted Sigilyph, and Aqua Tail to hit Rhyperior. I chose Earthquake because I figured that there was almost no point in me running Aqua Tail just for Rhyperior when I could have Earthquake for bulky Steels as mentioned earlier and also for opposing Skuntank and Drapion.
Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Iron Head
One of my old favourites from XY, SubSD Cobalion, makes it on this team. Like seriously, it was on almost all my XY teams, probably just my fetish... But the thing I liked about it was that it could set up on bulky walls like Alomomola and Amoonguss worry-free with a sub up. It takes 2 Scalds from Alomomola to break a sub without drops from Close Combat, and it probably takes Amoonguss without HP Fire fucking years just to break the sub (they shouldn't be staying in without HP Fire after the initial turn where they try to Spore anyways). I guess the other 3 moves are standard on SD Cobalion, so let's just move on to the next team member.
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Lunar Dance
Moon Duck, Fat Ass Bitch, love it or hate it, it's on the team. The main reason why I found it to be really useful as a member of the team was because of it's signature move in Lunar Dance. Basically what it does is : "User faints. Replacement is fully healed, with PP." The reason why it was helpful for this team is because the set-up sweepers sometimes get low on health, and would really appreciate a second chance to sweep/wallbreak, and it also can help it's defensive partner in Mega Steelix (which will be touched on later), get back to full and tank hits for days. It has 124 Speed and Moonblast mainly for the monster that is Pangoro, so that it does not become set-up bait. Just to note for newer people, Pangoro tends to run Lum Berry on set-up sets which pretty much makes Thunder Wave useless against it. Moonlight for recovery so that it can continue taking hits, but it only has 8 PP, so use it wisely.
(Do me a favour and just pretend this is a Mega Steelix)
Steelix @ Steelixite
Ability: Sturdy
EVs: 240 HP / 252 SpD / 16 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar
Mega Steelix finds its way on this team as a defensive partner to Cresselia, and it helps the team by providing Rocks support for the set-up sweepers on the team. It is also able to take hits from both sides of the spectrum pretty well, more physically than specially. Kinda forgot what the 16 speed is for, but having it there is always nice to beat weakened Mega Steelix and some other mons. There are no Defense EVs despite being a physical tank for the sole reason that even with max spD, its defense is still almost double its special defense, and having investment in special defense helps it deal with certain special threats on the opposing side if need be. First 3 moves are pretty self explanatory, so let's move on to the last move. Roar and Toxic were good options for the last slot, although Roar is pretty much already the more popular choice on Mega Steelix, Toxic helps it cripple mons on the switch-in, hindering its defensive/offensive capabilities for the rest of the match. In the end, I went with the more popular option for the ability to phaze out potentially annoying mons like SubCM Cress that could potentially annoy and even sweep the entire team with the loss of Drapion, and I did not want to have to rely that much on an offensive mon to check a threat to the team in SubCM Cress, considering how bulky it is. So Roar made it on the last moveslot
Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Substitute
- Roost
- Hurricane
Enter blind burd. I wanted to try SubRoost Offensive Life Orb Moltres for the sole reason that it could tear through defensive teams easily if played right. The other 3 moves are pretty self-explanatory, so let's explain the choice for Substitute. Walls like Aromatisse and Amoonguss are often able to do nothing in front of Moltres, some Aromatisse carry Toxic I guess, and forces them to switch, which makes for a perfect opportunity to get up a Substitute, and it blocks a possible Toxic from Aromatisse, and it can proceed to tear through defensive teams and apply immense pressure on balanced teams. There is another option for this Moltres set that I will explain below.
Other Option on Moltres
HP Grass > Substitute : This team really struggles a lot with a well played Rhyperior, so HP Grass can help in the aspect that it can kill a weakened Rhyperior at about 65%, removing it as a threat for the rest of the game. They both have their pros and cons, so make the choice as you deem fit if you use this team I guess
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Ending Words
Thanks for reading, or at least looking through my RMT. I hope you found it a good team and if you want to use it, I will leave an importable down below for you guys.

Disclaimer : 2 Losses were with another team, 1 was due to DC, so only 1 legit loss
Introduction
It's that time of the year, another RMT from me I guess :). This team was built around Sigilyph, and happens to have Moltres on there, which explains the name, which is "three shades of blindness" in Spanish, got the idea from "tres". So I guess let's move on to the other parts of this RMT...I am just bad and have nothing else to say for my intro, excuse me.
Team-building Process

This thing is pretty good at cleaning teams late game with the proper support and plays, as I realised with my previous team I used which Sigilyph performed really well in, so I decided to build around it


Drapion was put on there as a way to punish bulky Psychics that could check Sigilyph really well, as a way to set up on stuff like Skuntank after they have killed Sigilyph, and also for it's ability to set up on bulky walls like Alomomola and Amoonguss really well



Cobalion found its way onto the team due to the fact that it was another mon that could set up on Dark-types that trouble Sigilyph and also another mon that could set up on bulky walls, similarly to Drapion




Cresselia...this bulky bitch. Supports the set-up sweepers on my team with Lunar Dance being able to bring them back to full health for the second round, and also Thunder Wave to cripple mons that could stop the set-up sweepers in their tracks





Mega Steelix was nice for stopping stuff like Doublade and other physical attackers by being a defensive tank, and phasing set-up sweepers with Roar, and it provided Rocks support to weaken switch-ins to my set-up sweepers and possibly provide crucial chip damage






blind burd (;-;) was added as a wallbreaker for the set-up sweepers and also for being a good mon overall that I wanted to try a different set on. No Defog Support for blind burd becuz reasons...
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A Closer Look

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 36 SpD / 220 Spe
Timid Nature
- Calm Mind
- Psychic
- Air Slash
- Heat Wave
The mon the team was built around, Sigilyph impressed me when I used it on my previous team, which is how it found its way as the starting member of this team. I guess the moveset does not look standard and probably looks bad, so let me explain. Calm Mind because of crisp set-up, Psychic to hit Fighting-Types in the tier and also because STAB, Air Slash because of STAB and also because it enables me to hit weakened bulky Psychics harder and it also allows me to hit PANDA EXPRESS, Heat Wave for Steels like Escavalier and Mega Steelix. The reason why I did not use CM+Roost 2 Attacks was because I figured that broad coverage would be more useful for this team. Chose the Showdown spread because was lazy smh to customise a spread and Life Orb as the item so that it hits hard after 1 CM
Everyone and their mothers who I have faced so far has switched Escavalier in on this smh

Drapion @ Lum Berry
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake
Drapion appreciated the fact that Sigilyph baits in bulky Psychics like Cresselia and also Pursuit Trappers like Skuntank, all of which Drapion could set up on. Lum Berry is the item of choice as it enables Drapion to be able to set up on walls like Alomomola and Amoonguss without fearing getting burned and put to sleep respectively. The first 3 moves are pretty self-explanatory, so I guess I should explain my last moveslot. Earthquake and Aqua Tail were both contenders for this last slot, Earthquake being able to hit bulky Steels that might serve as trouble to an unboosted Sigilyph, and Aqua Tail to hit Rhyperior. I chose Earthquake because I figured that there was almost no point in me running Aqua Tail just for Rhyperior when I could have Earthquake for bulky Steels as mentioned earlier and also for opposing Skuntank and Drapion.

Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Iron Head
One of my old favourites from XY, SubSD Cobalion, makes it on this team. Like seriously, it was on almost all my XY teams, probably just my fetish... But the thing I liked about it was that it could set up on bulky walls like Alomomola and Amoonguss worry-free with a sub up. It takes 2 Scalds from Alomomola to break a sub without drops from Close Combat, and it probably takes Amoonguss without HP Fire fucking years just to break the sub (they shouldn't be staying in without HP Fire after the initial turn where they try to Spore anyways). I guess the other 3 moves are standard on SD Cobalion, so let's just move on to the next team member.

Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Lunar Dance
Moon Duck, Fat Ass Bitch, love it or hate it, it's on the team. The main reason why I found it to be really useful as a member of the team was because of it's signature move in Lunar Dance. Basically what it does is : "User faints. Replacement is fully healed, with PP." The reason why it was helpful for this team is because the set-up sweepers sometimes get low on health, and would really appreciate a second chance to sweep/wallbreak, and it also can help it's defensive partner in Mega Steelix (which will be touched on later), get back to full and tank hits for days. It has 124 Speed and Moonblast mainly for the monster that is Pangoro, so that it does not become set-up bait. Just to note for newer people, Pangoro tends to run Lum Berry on set-up sets which pretty much makes Thunder Wave useless against it. Moonlight for recovery so that it can continue taking hits, but it only has 8 PP, so use it wisely.

(Do me a favour and just pretend this is a Mega Steelix)
Steelix @ Steelixite
Ability: Sturdy
EVs: 240 HP / 252 SpD / 16 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar
Mega Steelix finds its way on this team as a defensive partner to Cresselia, and it helps the team by providing Rocks support for the set-up sweepers on the team. It is also able to take hits from both sides of the spectrum pretty well, more physically than specially. Kinda forgot what the 16 speed is for, but having it there is always nice to beat weakened Mega Steelix and some other mons. There are no Defense EVs despite being a physical tank for the sole reason that even with max spD, its defense is still almost double its special defense, and having investment in special defense helps it deal with certain special threats on the opposing side if need be. First 3 moves are pretty self explanatory, so let's move on to the last move. Roar and Toxic were good options for the last slot, although Roar is pretty much already the more popular choice on Mega Steelix, Toxic helps it cripple mons on the switch-in, hindering its defensive/offensive capabilities for the rest of the match. In the end, I went with the more popular option for the ability to phaze out potentially annoying mons like SubCM Cress that could potentially annoy and even sweep the entire team with the loss of Drapion, and I did not want to have to rely that much on an offensive mon to check a threat to the team in SubCM Cress, considering how bulky it is. So Roar made it on the last moveslot

Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Substitute
- Roost
- Hurricane
Enter blind burd. I wanted to try SubRoost Offensive Life Orb Moltres for the sole reason that it could tear through defensive teams easily if played right. The other 3 moves are pretty self-explanatory, so let's explain the choice for Substitute. Walls like Aromatisse and Amoonguss are often able to do nothing in front of Moltres, some Aromatisse carry Toxic I guess, and forces them to switch, which makes for a perfect opportunity to get up a Substitute, and it blocks a possible Toxic from Aromatisse, and it can proceed to tear through defensive teams and apply immense pressure on balanced teams. There is another option for this Moltres set that I will explain below.
Other Option on Moltres
HP Grass > Substitute : This team really struggles a lot with a well played Rhyperior, so HP Grass can help in the aspect that it can kill a weakened Rhyperior at about 65%, removing it as a threat for the rest of the game. They both have their pros and cons, so make the choice as you deem fit if you use this team I guess
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Ending Words
Thanks for reading, or at least looking through my RMT. I hope you found it a good team and if you want to use it, I will leave an importable down below for you guys.
Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 36 SpD / 220 Spe
Timid Nature
- Calm Mind
- Psychic
- Air Slash
- Heat Wave
Drapion @ Lum Berry
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake
Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Iron Head
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Lunar Dance
Steelix @ Steelixite
Ability: Sturdy
EVs: 240 HP / 252 SpD / 16 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar
Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Substitute
- Roost
- Hurricane
Ability: Magic Guard
EVs: 252 SpA / 36 SpD / 220 Spe
Timid Nature
- Calm Mind
- Psychic
- Air Slash
- Heat Wave
Drapion @ Lum Berry
Ability: Sniper
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Earthquake
Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Iron Head
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 132 SpD / 124 Spe
Calm Nature
- Moonblast
- Thunder Wave
- Moonlight
- Lunar Dance
Steelix @ Steelixite
Ability: Sturdy
EVs: 240 HP / 252 SpD / 16 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar
Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Substitute
- Roost
- Hurricane