WiZard of Oz - The X Factor
Hello Smogon readers, the name is Skyron. I am reposting this team, so that I can get some feedback, and try to make improvements. I’m still loving Gen 6 OU, it is a great and versatile metagame, and it feels a lot more balanced now, with the Mega bans, and I feel there isn’t anything that is stand-out broken, except maybe for Mega Pinsir. It is my first ever competitive team in XY, with a few changes/improvements. Please keep in mind, that while I played competitive Pokemon a fair bit, I still have plenty to learn, and your thoughts, opinions and advice would be the most appreciated. BTW, I'm not really the biggest fan of X Factor, although I used to watch it back when it first started. Sorry, if you are a fan.
The Team
Note* I have removed Atk IVs and have used a –Atk nature, on my non-physically attacking pokes, so that confusion damage does next to nothing.
Charizard - X
Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 136 HP / 252 Atk / 120 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
To start off, I wanted a Pokemon that could sweep teams with ease, given the support. I finally decided on Mega Charizard-X. He has great offensive stats, and decent defensive stats, along with a dual typing that grants him powerful STABS. He receive tough competition from Dragonite, while has far superior bulk, along with Extremespeed, which gets him past revenge killers. However, unlike Dragonite, Charizard doesn’t have to worry about Will-o-Wisp or a 4x weakness, and he actually has a second STAB to make good use of. Unpredictability is another key factor for Zard-X, as he has a different set of counters, compared to Zard-Y, and as the less common of the two, I can sometimes get the jump on the opponent. Honestly, I think SR is the only thing keeping him from becoming Ubers.
What I like about a slightly bulky DD Charizard is his ability to switch him against several Pokemon, such as Will-o-Wisp users, and grab a DD boost, and it isn’t uncommon to get a second DD either. This easily compensates for the lack of speed investment, and with Dragon Claw and Flare Blitz, Charizard can devastate teams that lack a hard counter. Roost allows him to recover from Flare Blitz recoil, and to give him chances to setup against Pokemon that cannot at least 2HKO him. It also helps him recover from Stealth Rock damage. 236 HP / 252 Atk / 120 Spd allows him to take multiple hits, setup multiple Dragon Dances and pull off a clean sweep.
Aegislash
Aegislash (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
Replaced Thundurus
Thundurus was far too easily checked or revenge killed, and the extra turn it takes to setup is not really helping it fulfill its role. Enter Aegislash. Aegislash’s ability to tank a hit and hit back harder is simply great for my team. It can wear down pokes that wall Charizard X, as well as cleaning up revenge killers, making it a great partner for Charizard. It can also switch into moves aimed at Charizard, bar Earthquake, thanks to its steel/ghost typing.
King’s Shield is compulsory for Aegislash, as it constantly needs to revert back into Shield Forme, and/or weaken most physical attackers. Ghost moves are now the equivalent of the Dragon moves of last gen, due to its great neutral coverage. As a result, Shadow Ball becomes a major hard hitting weapon in Aegislash’s arsenal. Shadow Sneak can finish off weakened opponents, primarily revenge killers, and Sacred Sword is there for coverage against guys like Heatran. 252 evs make sure Aegislash can survive multiple hits, while maxing out on SpA, along with the Quiet nature make Shadow Ball even more dangerous.
Mandibuzz
Mandibuzz (F) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog
Replaced Excadrill
Instead of that ideal, multipurpose role Excadrill could have performed, it just wasn’t too effective in my team, becoming a semi-reliable Rapid Spinner instead. Not once has it swept the opponent. Since I wasn’t using much hazards, I guess Defog became a real possibility. In the end, I decided to go for Mandibuzz. Its bulk is incredible, especially on the physical side, and it offered plenty of utility roles, as well as becoming part of my defensive core. Another Pokemon that supports Charizard, since it can switch into Dragon moves, as well as EQs aimed at both Charizard and Aegislash.
Defog is crucial in this set, since it is one of the main reasons why I’m using Mandibuzz. Taunt is obviously great to have, as it shutdowns several mons. Foul Play is for those physical attackers and weaker Psychics and Ghosts. Both moves ensure I don’t merely become setup fodder. Roost is also essential, since Mandibuzz can get worn down after a while.
Ferrothorn
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Leech Seed
- Power Whip
Replaced Tyranitar
Even though steels have been nerfed, Ferrothorn is still a beast in this gen. It has massive defences, and with its grass/steel typing, it is a great defensive partner for Mandibuzz. I love its movepool as well, letting it fit so many roles, including, walling, stalling, and utility. Another good supporter of Charizard, as it can swallow up rock moves and those Draco Meteors that Charizard simply can’t stand.
Even with defog, I decided to go for Stealth Rocks, as a mid to late game option, so that Charizard can secure those important KOs. Thunder Wave is great for crippling sweepers and revenge killers that could ruin Charizard’s day. Leech seed is its main recovery option, letting it stall out several defensive pokes, while Power Whip can take out frailer Water types, such as Greninja, as well as killing ever so annoying Quagsire. I’m not entirely sure about the EV spread here. Should I invest more in SDef, and should I use Rocky Helmet instead of Lefties?
Rotom W
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Replaced Gourgiest
Since my problem with Mamoswine persists, I wanted Rotom W on my team. I also realised that I had good synergy with my team as well, as it resists fire moves that Ferrothorn and Aegislash are weak to, as well as a nice Ground immunity, for those EQs that can kill Charizard and Aegislash. With investment, it is a really bulky poke, countering guys like Talonflame as well.
Volt Switch is expected from a Rotom W, letting it ‘scout out the opposition,’ and gain momentum in crucial moments. Hydro Pump is its main STAB attack of choice, with is decent power often letting it kill pesky Gliscors, Lando-Ts and Mamoswines. Will o Wisp will cripple those physical attackers, and turn Rotom W from a bulky attacker, into quite a defensive behemoth. Since this is a ChestoResto variant, I’m running rest. Since Rotom is immune to T-Wave and it doesn’t really care about being burnt, I often make it the target of status moves, bar Toxic. If the burn damage gets significant, I can simply Rest. The EVs and nature are crucial for Rotom W’s bulk, so I invested in Def and a bold nature.
Conkeldurr
Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 148 HP / 252 Atk / 108 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Conkeldurr’s earned his place in this team because he can switch into hits well and hit back hard. Very hard. I feel he gives my team that extra bit of offensive pressure that is required. He can crush Terrakion and Heatran, who I previously mentioned, are major dangers to this team. Sometimes I rarely use him in a battle, while other times, he fits his role magnificently, putting me into a winning position.
This set can be a nightmare to wall. Drain Punch is his main STAB move and it allows him to last long, yet do some hefty damage. With Knock Off and Ice Punch, he can laugh at walls that try to threaten him. Mach Punch helps revenge kill sweepers, and also when I really need to attack first. Max Attack and Adamant is expected, while devoting EVs into SDef ensure Conkeldurr can survive both types of attacks.
Threat List
Importable
Conclusion
Thanks for reading, I hope you enjoyed this RMT. I feel it needs several improvements, which is why I came here in the first place. Please leave any comments, criticism and suggestions regarding this team. If you have any more threats to add, please say so in the comments. Anyway, I hope you all have a good day!
Hello Smogon readers, the name is Skyron. I am reposting this team, so that I can get some feedback, and try to make improvements. I’m still loving Gen 6 OU, it is a great and versatile metagame, and it feels a lot more balanced now, with the Mega bans, and I feel there isn’t anything that is stand-out broken, except maybe for Mega Pinsir. It is my first ever competitive team in XY, with a few changes/improvements. Please keep in mind, that while I played competitive Pokemon a fair bit, I still have plenty to learn, and your thoughts, opinions and advice would be the most appreciated. BTW, I'm not really the biggest fan of X Factor, although I used to watch it back when it first started. Sorry, if you are a fan.
The Team
Note* I have removed Atk IVs and have used a –Atk nature, on my non-physically attacking pokes, so that confusion damage does next to nothing.
Charizard - X

Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 136 HP / 252 Atk / 120 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
To start off, I wanted a Pokemon that could sweep teams with ease, given the support. I finally decided on Mega Charizard-X. He has great offensive stats, and decent defensive stats, along with a dual typing that grants him powerful STABS. He receive tough competition from Dragonite, while has far superior bulk, along with Extremespeed, which gets him past revenge killers. However, unlike Dragonite, Charizard doesn’t have to worry about Will-o-Wisp or a 4x weakness, and he actually has a second STAB to make good use of. Unpredictability is another key factor for Zard-X, as he has a different set of counters, compared to Zard-Y, and as the less common of the two, I can sometimes get the jump on the opponent. Honestly, I think SR is the only thing keeping him from becoming Ubers.
What I like about a slightly bulky DD Charizard is his ability to switch him against several Pokemon, such as Will-o-Wisp users, and grab a DD boost, and it isn’t uncommon to get a second DD either. This easily compensates for the lack of speed investment, and with Dragon Claw and Flare Blitz, Charizard can devastate teams that lack a hard counter. Roost allows him to recover from Flare Blitz recoil, and to give him chances to setup against Pokemon that cannot at least 2HKO him. It also helps him recover from Stealth Rock damage. 236 HP / 252 Atk / 120 Spd allows him to take multiple hits, setup multiple Dragon Dances and pull off a clean sweep.
Aegislash

Aegislash (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
Replaced Thundurus
Thundurus was far too easily checked or revenge killed, and the extra turn it takes to setup is not really helping it fulfill its role. Enter Aegislash. Aegislash’s ability to tank a hit and hit back harder is simply great for my team. It can wear down pokes that wall Charizard X, as well as cleaning up revenge killers, making it a great partner for Charizard. It can also switch into moves aimed at Charizard, bar Earthquake, thanks to its steel/ghost typing.
King’s Shield is compulsory for Aegislash, as it constantly needs to revert back into Shield Forme, and/or weaken most physical attackers. Ghost moves are now the equivalent of the Dragon moves of last gen, due to its great neutral coverage. As a result, Shadow Ball becomes a major hard hitting weapon in Aegislash’s arsenal. Shadow Sneak can finish off weakened opponents, primarily revenge killers, and Sacred Sword is there for coverage against guys like Heatran. 252 evs make sure Aegislash can survive multiple hits, while maxing out on SpA, along with the Quiet nature make Shadow Ball even more dangerous.
Mandibuzz

Mandibuzz (F) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog
Replaced Excadrill
Instead of that ideal, multipurpose role Excadrill could have performed, it just wasn’t too effective in my team, becoming a semi-reliable Rapid Spinner instead. Not once has it swept the opponent. Since I wasn’t using much hazards, I guess Defog became a real possibility. In the end, I decided to go for Mandibuzz. Its bulk is incredible, especially on the physical side, and it offered plenty of utility roles, as well as becoming part of my defensive core. Another Pokemon that supports Charizard, since it can switch into Dragon moves, as well as EQs aimed at both Charizard and Aegislash.
Defog is crucial in this set, since it is one of the main reasons why I’m using Mandibuzz. Taunt is obviously great to have, as it shutdowns several mons. Foul Play is for those physical attackers and weaker Psychics and Ghosts. Both moves ensure I don’t merely become setup fodder. Roost is also essential, since Mandibuzz can get worn down after a while.
Ferrothorn

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Leech Seed
- Power Whip
Replaced Tyranitar
Even though steels have been nerfed, Ferrothorn is still a beast in this gen. It has massive defences, and with its grass/steel typing, it is a great defensive partner for Mandibuzz. I love its movepool as well, letting it fit so many roles, including, walling, stalling, and utility. Another good supporter of Charizard, as it can swallow up rock moves and those Draco Meteors that Charizard simply can’t stand.
Even with defog, I decided to go for Stealth Rocks, as a mid to late game option, so that Charizard can secure those important KOs. Thunder Wave is great for crippling sweepers and revenge killers that could ruin Charizard’s day. Leech seed is its main recovery option, letting it stall out several defensive pokes, while Power Whip can take out frailer Water types, such as Greninja, as well as killing ever so annoying Quagsire. I’m not entirely sure about the EV spread here. Should I invest more in SDef, and should I use Rocky Helmet instead of Lefties?
Rotom W

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Replaced Gourgiest
Since my problem with Mamoswine persists, I wanted Rotom W on my team. I also realised that I had good synergy with my team as well, as it resists fire moves that Ferrothorn and Aegislash are weak to, as well as a nice Ground immunity, for those EQs that can kill Charizard and Aegislash. With investment, it is a really bulky poke, countering guys like Talonflame as well.
Volt Switch is expected from a Rotom W, letting it ‘scout out the opposition,’ and gain momentum in crucial moments. Hydro Pump is its main STAB attack of choice, with is decent power often letting it kill pesky Gliscors, Lando-Ts and Mamoswines. Will o Wisp will cripple those physical attackers, and turn Rotom W from a bulky attacker, into quite a defensive behemoth. Since this is a ChestoResto variant, I’m running rest. Since Rotom is immune to T-Wave and it doesn’t really care about being burnt, I often make it the target of status moves, bar Toxic. If the burn damage gets significant, I can simply Rest. The EVs and nature are crucial for Rotom W’s bulk, so I invested in Def and a bold nature.
Conkeldurr

Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 148 HP / 252 Atk / 108 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Conkeldurr’s earned his place in this team because he can switch into hits well and hit back hard. Very hard. I feel he gives my team that extra bit of offensive pressure that is required. He can crush Terrakion and Heatran, who I previously mentioned, are major dangers to this team. Sometimes I rarely use him in a battle, while other times, he fits his role magnificently, putting me into a winning position.
This set can be a nightmare to wall. Drain Punch is his main STAB move and it allows him to last long, yet do some hefty damage. With Knock Off and Ice Punch, he can laugh at walls that try to threaten him. Mach Punch helps revenge kill sweepers, and also when I really need to attack first. Max Attack and Adamant is expected, while devoting EVs into SDef ensure Conkeldurr can survive both types of attacks.
Threat List
Offensive Threats
Mega Charizard X/Y
Who knows which Zard it will be. What I do know, is that whichever one it turn out to be, Mandibuzz is my only switch-in. My own Charizard can check Y variants pretty well, but otherwise, it is a huge threat.
Mega Pinsir
Wow. I have destroyed teams with him, and I have been destroyed by him. Good speed, colossal Attack, an ability to die for, and the movepool to pull all of this off. Aerielate grants him a powerful and reliable STAB move in Return, as well as a STAB priority move in Quick Attack. And if that isn’t broken enough, it grants a free Life Orb boost to this guy’s already impressive offenses. I believe he is a threat for practically everything single team out except, bar ones that carry its only completely reliable check: Talonflame.
Rotom W is my only ‘counter’ for Pinsir, as long as it is very healthy, as it can Will-O-Wisp it and then kill it with Volt Switch. But if Pinsir has already set-up with SD, there is NO switch-in, as Rotom easily gets 2HKoed by Return.
Mega Heracross
Although I have not played much against him, with this particular team, he is a huge, underrated threat, with unbelievable wall-breaking abilities. Rock blast for Mandibuzz, Close Combat for Ferrothorn and Pin Missiles severely denting Rotom W (might OHKO, but I haven’t done the damage calcs yet). Charizard checks him well, but again, I have no switch-ins for him.
Mamoswine
Mamoswine can be a danger to my team. The combination of Ice and Ground is only resisted by Rotom W. Rotom plays a major role in beating this guy, with Will-o-Wisp significantly weakening his immense power. Conkeldurr serves as a decent check, as might be able to survive the 2HKO and kill it with Drain Punch. But Rotom out of the way, he can leave my team in shatters.
Garchomp
Whether if it is Scarfed or Mega-Evolved, Garchomp find plenty of opportunities to put my team under threat. Its STAB are immense, with decent bulk as well, so if a Garchomp manages to setup, it can blow holes in my team, and even sweep. My best bet would be to Will-O-Wisp it from Rotom and wear it down from there.
Greninja
Greninja unmatched speed and coverage make him quite the versatile threat in my team. He can beat Mandibuzz with Ice Beam, and put Ferrothorn under pressure with U-Turn. Not only can he throw off my walls, HP Grass/Grass Knot variants can do massive damage to Rotom W as well.
Azumarill
Azumarill is a solid counter to Charizard, and its Play Rough can wipe out Conkeldurr. Belly Drum makes it even more threatening, especially upon the switch. Most of the time, it doesn’t end up sweeping my team, thanks to Ferrothorn and Rotom W, but Superpower variants can easily take care of Ferrothorn. I make it one of my priorities to take it out, otherwise, Charizard and Conkeldurr won’t be able to do much at all.
Defensive Threats
Heatran
Specially Defensive Heatran is one of the major defensive threats on my team, since he can easily counter Ferrothorn and Charizard, and it could practically do whatever it wants against both of them. Even Aegislash’s Sacred Sword sometimes can’t even 2HKO him. To keep him in check, Rotom’s Hydro Pump is important for wearing down Heatran, a perhaps Conkeldurr can KO with Drain Punch.
Quagsire
This guy can take a moment to laugh at Zard-X and the combination of Toxic and EQ will take care of him. Since I do have Ferrothorn, he is not a massive threat, but again, Scald burns are annoying.
Gliscor
Gliscor is a threat for both Charizard and Aegislash, as it can tank a hit and proceed to KO. Not to mention he can toxic stall nearly everything, bar Ferrothorn, who can be worn down by EQ. However, Conkeldurr can lure it in and destroy it with Ice Punch. Overall, he is still a defensive threat to my team.
Clefable
Both Cosmic Power and Unaware Clefable can be tough to deal with. The former, after two CP, is practically impossible to KO, and with Magic Gard, it is pretty much untouchable. Unaware Clefable is a problem for Charizard, for the same reasons as Quagsire.
Mega Charizard X/Y
Who knows which Zard it will be. What I do know, is that whichever one it turn out to be, Mandibuzz is my only switch-in. My own Charizard can check Y variants pretty well, but otherwise, it is a huge threat.
Mega Pinsir
Wow. I have destroyed teams with him, and I have been destroyed by him. Good speed, colossal Attack, an ability to die for, and the movepool to pull all of this off. Aerielate grants him a powerful and reliable STAB move in Return, as well as a STAB priority move in Quick Attack. And if that isn’t broken enough, it grants a free Life Orb boost to this guy’s already impressive offenses. I believe he is a threat for practically everything single team out except, bar ones that carry its only completely reliable check: Talonflame.
Rotom W is my only ‘counter’ for Pinsir, as long as it is very healthy, as it can Will-O-Wisp it and then kill it with Volt Switch. But if Pinsir has already set-up with SD, there is NO switch-in, as Rotom easily gets 2HKoed by Return.
Mega Heracross
Although I have not played much against him, with this particular team, he is a huge, underrated threat, with unbelievable wall-breaking abilities. Rock blast for Mandibuzz, Close Combat for Ferrothorn and Pin Missiles severely denting Rotom W (might OHKO, but I haven’t done the damage calcs yet). Charizard checks him well, but again, I have no switch-ins for him.
Mamoswine
Mamoswine can be a danger to my team. The combination of Ice and Ground is only resisted by Rotom W. Rotom plays a major role in beating this guy, with Will-o-Wisp significantly weakening his immense power. Conkeldurr serves as a decent check, as might be able to survive the 2HKO and kill it with Drain Punch. But Rotom out of the way, he can leave my team in shatters.
Garchomp
Whether if it is Scarfed or Mega-Evolved, Garchomp find plenty of opportunities to put my team under threat. Its STAB are immense, with decent bulk as well, so if a Garchomp manages to setup, it can blow holes in my team, and even sweep. My best bet would be to Will-O-Wisp it from Rotom and wear it down from there.
Greninja
Greninja unmatched speed and coverage make him quite the versatile threat in my team. He can beat Mandibuzz with Ice Beam, and put Ferrothorn under pressure with U-Turn. Not only can he throw off my walls, HP Grass/Grass Knot variants can do massive damage to Rotom W as well.
Azumarill
Azumarill is a solid counter to Charizard, and its Play Rough can wipe out Conkeldurr. Belly Drum makes it even more threatening, especially upon the switch. Most of the time, it doesn’t end up sweeping my team, thanks to Ferrothorn and Rotom W, but Superpower variants can easily take care of Ferrothorn. I make it one of my priorities to take it out, otherwise, Charizard and Conkeldurr won’t be able to do much at all.
Defensive Threats
Heatran
Specially Defensive Heatran is one of the major defensive threats on my team, since he can easily counter Ferrothorn and Charizard, and it could practically do whatever it wants against both of them. Even Aegislash’s Sacred Sword sometimes can’t even 2HKO him. To keep him in check, Rotom’s Hydro Pump is important for wearing down Heatran, a perhaps Conkeldurr can KO with Drain Punch.
Quagsire
This guy can take a moment to laugh at Zard-X and the combination of Toxic and EQ will take care of him. Since I do have Ferrothorn, he is not a massive threat, but again, Scald burns are annoying.
Gliscor
Gliscor is a threat for both Charizard and Aegislash, as it can tank a hit and proceed to KO. Not to mention he can toxic stall nearly everything, bar Ferrothorn, who can be worn down by EQ. However, Conkeldurr can lure it in and destroy it with Ice Punch. Overall, he is still a defensive threat to my team.
Clefable
Both Cosmic Power and Unaware Clefable can be tough to deal with. The former, after two CP, is practically impossible to KO, and with Magic Gard, it is pretty much untouchable. Unaware Clefable is a problem for Charizard, for the same reasons as Quagsire.
Importable
Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 136 HP / 252 Atk / 120 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Mandibuzz (F) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Leech Seed
- Power Whip
Aegislash (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 148 HP / 252 Atk / 108 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Ability: Tough Claws
Shiny: Yes
EVs: 136 HP / 252 Atk / 120 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Mandibuzz (F) @ Leftovers
Ability: Overcoat
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 8 Def / 248 SDef
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Leech Seed
- Power Whip
Aegislash (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest
Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 148 HP / 252 Atk / 108 SDef
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Knock Off
Conclusion
Thanks for reading, I hope you enjoyed this RMT. I feel it needs several improvements, which is why I came here in the first place. Please leave any comments, criticism and suggestions regarding this team. If you have any more threats to add, please say so in the comments. Anyway, I hope you all have a good day!