My actual FWG-core:
Rotom-H @ Choice Scarf
Ability: Levitate
IVs: 31/x/30/31/31/31 (HP Ice)
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Overheat
- Volt Switch
- Hidden Power
- Will-O-Wisp
Rotom-H's decent stats make it an excellent lead and a great revenger/cleaner. Its 8 resistances and 1 immunity let me switch it into a lot of common threats, even with no investment in its defenses or HP. It is able to give threats like Lucario, Aegislash, Bisharp, Ferrothorn, Mawile, and many others a hard time, can generate free turns, disable common physical attackers via WoW and even OHKO Talonflame and Greninja with a single Volt Switch if it's well predicted. With HP Ice it can surprise and sometimes OHKO common threats like Garchomp, Landorus, Gliscor, Salamence, etc. - only Multiscale Dragonite can take 3-4 HP Ice and hit back hard. But it's full potential can be played out against Mega Scizor and Mega Pinsir. However its downsides are 2 common weaknesses (Rock/Water) and the choice of Hidden Power over Trick.
Azumarill @ Sitrus Berry
Ability: Huge Power
IVs: 31/31/31/x/31/31
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
This is one of Azumarills common sets. Note that I chose 124 Speed-EVs to outspeed many slower threats and make sure that Aqua Jet hit's first against slower priority users. First I ran Belly Drum for Waterfall but then I decided to use Waterfall since there isn't much space for setting up a bellydrum in a fast Metagame like this.
Venusaur @ Venusaurite
Abilities: Chlorophyll / Thick Fat
IVs: 31/x/31/31/31/31
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
The tank. I chose the EV spread to bring both defenses up to 165 while Mega'd. This thing is incredibly bulky and with Thick Fat it can even take very strong Fire and Ice attacks while having three options to restore HP. Seeding even makes it possible to heal switched-in teammates and is a wonderful move of choice if you predict the enemy to switch in a check or counter. Sadly it isn't perfect, as Flying and Psychic types are able to force a switch or else OHKO or 2HKO it on the spot.
Rotom-H @ Choice Scarf
Ability: Levitate
IVs: 31/x/30/31/31/31 (HP Ice)
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Overheat
- Volt Switch
- Hidden Power
- Will-O-Wisp
Rotom-H's decent stats make it an excellent lead and a great revenger/cleaner. Its 8 resistances and 1 immunity let me switch it into a lot of common threats, even with no investment in its defenses or HP. It is able to give threats like Lucario, Aegislash, Bisharp, Ferrothorn, Mawile, and many others a hard time, can generate free turns, disable common physical attackers via WoW and even OHKO Talonflame and Greninja with a single Volt Switch if it's well predicted. With HP Ice it can surprise and sometimes OHKO common threats like Garchomp, Landorus, Gliscor, Salamence, etc. - only Multiscale Dragonite can take 3-4 HP Ice and hit back hard. But it's full potential can be played out against Mega Scizor and Mega Pinsir. However its downsides are 2 common weaknesses (Rock/Water) and the choice of Hidden Power over Trick.
Azumarill @ Sitrus Berry
Ability: Huge Power
IVs: 31/31/31/x/31/31
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
This is one of Azumarills common sets. Note that I chose 124 Speed-EVs to outspeed many slower threats and make sure that Aqua Jet hit's first against slower priority users. First I ran Belly Drum for Waterfall but then I decided to use Waterfall since there isn't much space for setting up a bellydrum in a fast Metagame like this.
Venusaur @ Venusaurite
Abilities: Chlorophyll / Thick Fat
IVs: 31/x/31/31/31/31
EVs: 252 HP / 176 Def / 80 SpD
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
The tank. I chose the EV spread to bring both defenses up to 165 while Mega'd. This thing is incredibly bulky and with Thick Fat it can even take very strong Fire and Ice attacks while having three options to restore HP. Seeding even makes it possible to heal switched-in teammates and is a wonderful move of choice if you predict the enemy to switch in a check or counter. Sadly it isn't perfect, as Flying and Psychic types are able to force a switch or else OHKO or 2HKO it on the spot.