AT A GLANCE






Ok so I've been using this team for a couple of weeks now with a good amount of success. This team peaked at 1350 which isnt that great but i couldn't be bothered laddering anymore to try to get higher. (plus the variations i was getting were aweful, many +0 and +1 which got depressing) this team was originally based off of a fire-water-grass core and i added 3 other pokemon to compliment the original 3's strengths and weaknesses. this RMT is meant for aiding in the improvement of this team and i would very much appreciate any feedback on how to make it better.

Haxorus (F) @ Lum Berry
Trait: Mold Breaker
EVs: 120 HP / 248 Atk / 140 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Dragon Dance
- Outrage
- Earthquake
This team really needed a heavy hitting phsyical attacker.I used many different pokemon in this spot untill i finally decided on haxorus. Haxorus is VERY dangerous after a boost and is capable of ripping through many unprepared teams. this is a haxorus with a standard double dance moveset and a bulkier EV spread. i decided to go with the extra bulk because it allows for haxorus to switch in more often and set up easier. lum berry is the item for obvious reasons such as curing burns and outrage caused confusions.

Heatran (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Stealth Rock
- Roar
- Protect
Heatran was one of the first pokemon i considered and easily won the position of fire type on this team. as the team building process went on, i realized i had a huge fire weakness. and Heatran remedies this very well. This heatran is specially bulky in order to take the common specs draco meteors among various other special moves. heatran also has decent physical bulk even un invested which allows it to take must neutral and resisted hits with ease. heatran is very good at getting stealth rocks up which really boosts alakazam and starmies abilities to sweep. in the third slot im really considering using earth power but i dont want to leave my team without a phazer.

Starmie @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Rapid Spin
- Surf
- Thunderbolt
- Ice Beam
Starmie was the first thing i thought of when building this team. This Starmie is a very important member of my team utilizing its great speed, coverage and rapid spin. my team is not overly weak to entry hazards but its still nice to get them out of the way. starmie is not as frail as you might think and can easily switch in on a variety of attacks. Starmies great coverage is its best asset finishing off damaged teams with its speed and ability to hit super effective often.

Magnezone @ Leftovers
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Charge Beam
magnezone plays an important role on this team. Many of my team member lure in steel types. this can be used to my advantage with magnezone, in fact magnezone can switch in on just about any steel type, set up sub and then boost its sp.attack with charge beam. hp fire is there to hit scizor, ferro and forretress for massive damage. magnezone can hit hard even at +1 and can ohko or 2hko many things, a sub defiantly helps in this, protecting magnezone from a powerful attack

Alakazam (F) @ Life Orb
Trait: Magic Guard
EVs: 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Shadow Ball
- Signal Beam
- Hidden Power [Fire]
This is my late game sweeper. magic guard is so useful, shielding alakazam from residual damage, life orb recoil and poison. alakazam is really fast and can hit very hard. the moveset ive been playing around with, i like hp fire as i can take out common 4x weakness to fire pokemon such as ferro and scizor. signal beam is used because it ohkos celebi and hydrigon (the latter being one of the biggest threats to this team)

Ferrothorn (F) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 80 Def / 176 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Spikes
- Power Whip
- Gyro Ball
this is my main physical wall. i prefer rocky helmet over leftovers because with iron barbs and rocky helmet, you will be doing a considerable amount of damage to your opponent every turn (a signifigant amount more if you factor in leech seed and life orb recoil). spikes are always nice to have around, and power whip and gyro ball can do a good amount of damage with their dual STABs.
thanks for reading my RMT and i hope you leave me some feedback =D