Step 1: Check the meta, Step 2: Nuke
This is a team that uses a very simple formula as stated above, you check the meta, you nuke the opposing team. This has been my most successful of the XY format so far, reaching #4 on the leaderboard (I probably could have made it higher but I was focusing on finals and I don’t always play very well), as well as beating some top players and being used in the Mini Tour. It’s not necessarily retired even though Crawdaunt is banned, because the two nukes of choice are really up to preference and aren’t so much needed to check much of anything unless things go REALLY far south. Anyway, let’s go to the team building process.
I’m Have. which is actually an alt that I used last gen that took me to #1 with a team that used Swellow! So there’s some nostalgia there.
I started with the formula, four walls with great coverage that can at least check the majority of threats in the tier and two power houses to blast holes in the opposing team.
Since this was used around the time of the Crawdaunt test, it was clearly a shoe in, and with Choice Band Adaptability Knock Offs and Crabhammers, it clearly fit the “nuke” category. That along with a powerful Aqua Jet as a safety net made it a no brainer.
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Another obvious choice was one of my favorite mons to use since Gen V, Victini. With it’s ridiculously powered V-Create…. And yeah, that’s all you need. U-Turn for gaining momentum doesn’t hurt either.
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The next choice came down to hazards, which wins games. I wanted the ability to set rocks, get rid of rocks and be able to keep the momentum in my favor. Big shoes to fill, but Forretress does this job incredibly well, with the best move in the game, Rapid Spin and Volt Switch, paired with good typing. The ability to get free turns from the most used mon in the tier doesn’t hurt either.
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Not being able to beat Hydreigon and the other dragons is a death sentence, so Florges was an easy pick. Not only that, but it blanket checks Dark and Fighting types in the tier, both of which are incredibly dangerous. Those coupled with its ability to support the team with Wish and Protect and having something resembling an offensive presence (something it has over Aromatise, which was originally in this spot) are what made Florges an indispensable member of the team.
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Shout out to Cool Story Brobat for telling me about this next mon, which I think is one of the very best in the tier, Physically defensive Mega Ampharos. It checks SO MANY THINGS as well as beating the physical fire types in the tier (Victini, Entei and Darm). It doesn’t eat momentum with its base 165 Special Attack and Volt Switch and it doesn’t fricking die with Restalk.
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This next spot has varied the most. If you couldn’t tell at this point, the Nido’s eat this team alive (what an annoying couple, get brunch somewhere else). I tried things that could check them while still having utility like Mismagius, they just weren’t… Good. Finally I settled on Specially Defensive Mew. It fits with the theme of check everything by blanket checking non-boosting special attackers and slow physical ones alike, as well as being able to remove hazards from my side of the field should the opponent have a ghost of even if Forre can’t get a free turn.
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Like I’ve said, the nukes can generally be replaced, but the defensive core is really solid and took a lot of hammering out. For instance, I’ve used Hydreigon and Heracross instead of Crawdaunt and, really all of the powerful fire types instead of Victini, this is just the iteration that got me to #4. Feel free to experiment!
A note on this team: U-Turn and Volt Switch are essential. There have been games were I’ve used them 5+ times in a row, not for the damage, but to jockey for an advantageous position, waiting for the opponent to make a mistake. Double switching is also important as there are times where you won’t be able to Switchturn your way out of a situation. The team is really simple to use, however. Get hazards up, WAIT ( this is key) until you find a time to get a nuke in and hit the appropriate move.
Now, on to the team.

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn
Something you’ll notice about both of my nukes, they strive for as much damage as possible. Adamant Banded V-Creates punch holes in everything, 3HKOing physically defensive Swampert. This has proven useful, as EVERYONE expects Vic to switch out after the first, so it’s like V-create as they switch in Pert, V-Create on the Stealth Rock (depending on how aggressive the opponent plays), V-Create and KO. Now, Vic has removed its own counter and is capable of wrecking even more the next time it comes in. Zen Headbutt is useful on some occasions, but is really situational. Bolt Strike is one of my favorite moves on this set, destroying bulky waters that think they can wall Vic. That as well as providing great neutral coverage make Vic a force to be reckoned with (who remembers Wild Charge Victini in early gen V?). U-turn, as stated above is instrumental. It’s typically a safe play if your opponent is hard to predict, as the four walls can at least check just about everything in the meta. It also can force your opponent into a wall, fearing either losing their position or losing something to V-create. It’s really a great move on a great mon.

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Aerial Ace/Superpower
Crawdaunt really has the capacity to plow through offense and defense alike with Adaptability, Crawdaunt’s amazing 120 base attack and having generally good coverage. Knock Off is one of the most annoying moves in the game, and with Crawdaunt’s Crawdaunt-ness it becomes even more powerful. It’s a great move to punish more defensive teams as stripping certain mons of Leftovers makes them much more manageable. Aqua Jet is another blanket check move, and having priority, especially as strong as Crawdaunt’s is always a very good thing. The last move is up to preference and I honestly flip flopped back and forth when Craw was still on the team. Chesnaught was eaten by Aerial Ace while Superpower was useful for tagging Hydreigon on the switch in.
Victini and Crawdaunt were such a great pair because of two reasons; the beat different things and they were both nukes on the physical side of the spectrum. Victini was stopped by very few things (Rhyperior, Physically defensive Mega-Ampharos among others in certain situations), and Craw was able to put a hurting on just about everything that was able to check Vic. Vic, by scaring out so many mons was able to give Craw free turns with U-turn. Really a great pair. The two both hitting on the physical side was important because almost no team’s walls can survive a pounding from these two tiny behemoths.

Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 SDef / 4 SAtk
Sassy Nature
- Volt Switch
- Rapid Spin
- Stealth Rock
- Toxic
The first mon on the team that has resistances that really matter. First off, I chose specially defensive, because like I said I wanted a mon that could get free turns off of Florges (and to a lesser extent Aromatisse) and Forre does that extremely well. It’s a phenomenal pivot due to its tremendous bulk, horrendous speed and Volt Switch. For example, your opponent has Florges in and you only have Crawdaunt as a nuke. Switch to Forre then Volt Switch and Crabhammer away. This scenario is common with against many defensive mons. The next two moves are hazard control. Rapid Spin isn’t used often, but when it is it’s usually game defining. Rapid Spin tends to only be used if the opponent is vulnerable to Stealth Rock as Defog on Mew completely clears the field. Toxic is an interesting move and the most damage dealing move on the set. It really just ensures that I don’t get stalled out by random things if my nukes fail. Overcoat>Sturdy is a matter of preference. I didn’t find Sturdy useful often just because Forre gets tagged often.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 224 Def / 32 SDef
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Florges is a phenomenal mixed wall and team supporter. Initially this spot was occupied by Aromatisse, but that thing was SO SLOW and had no offensive presence, it was just not making the cut. Exact same moveset just a better Pokemon. It’s really, really standard so I’m not going to go into that much. Florges’ role is to keep the team healthy. Aromatherapy is great for shortening the time Amphy is asleep as well as curing the burns that for whatever reason Forre tends to incur. This is a great mon to blanket check physical attackers in the tier. Mienshao can’t spam HJK, Outrages are proven null, and random Knock Offs aren’t as damaging. This is also THE stop to Hydra, so if your opponent has one, please keep this chick healthy.

Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Honestly, I think this is the best mon in the tier, at least defensively. It just checks so many things and with its awesome typing it’s so hard to OHKO. This is a key mon on the team, and I can not stress this enough; IF YOUR OPPONENT HAS VICTINI/ENTEI/DARM MEVO AS SOON AS POSSIBLE. Otherwise you won’t have anything to take the fire attacks and you’ll get run through. Play really carefully with Amphy when your opponent has a physical fire type. Amphy eats about 24% from Scarfed V-creates, so NEVER let Amph get below 50% or you’re going to have issues. With Amph’s bulk resting has fewer penalties, especially since there’s a 33% chance that you won’t completely eat your team’s momentum by possibly picking Volt Switch with Sleep Talk. This is also a great way to beat Honch, as Sucker Punch doesn’t hit with Sleep Talk and Brave Bird can’t do more than 29%. This is usually the most clutch member of the team.

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 236 SDef / 24 Spd
Careful Nature
- Knock Off
- Will-O-Wisp
- Soft-Boiled
- Defog
Mew is another phenomenal supporter for the team. Mew just doesn’t die. It’s a great check to the majority of special attackers in the tier and the team’s best answer to the Nido’s. Speaking of which, when you get Mew in on a Nido, knocking off their Life Orb is the best way to be able to check them, as Sludge Wave goes from doing max 42% to max 32% which will let you burn it and stall it out. Knock off is a great move to deal with defensive and offensive teams alike by removing Life Orbs, Choice items, Lefties and the like. The 24 speed is to allow Mew to outspeed Adamant Honchkrow and hit it with a Will-o-Wisp if the situation calls for it. Will-o-Wisp is also the best way for this team to deal with the random Rhyperior, an uncommon but large threat to this team. Defog may seem redundant considering Forre has Rapid Spin, but I really hate hazards on my side of the field, and it is just more consistent than Rapid Spin. Mew really is a great and almost irreplaceable mon on this team.
So, that’s everything for now, this has been a fun team to use on the ladder and so far my most successful in this new generation. Enjoy!
This is a team that uses a very simple formula as stated above, you check the meta, you nuke the opposing team. This has been my most successful of the XY format so far, reaching #4 on the leaderboard (I probably could have made it higher but I was focusing on finals and I don’t always play very well), as well as beating some top players and being used in the Mini Tour. It’s not necessarily retired even though Crawdaunt is banned, because the two nukes of choice are really up to preference and aren’t so much needed to check much of anything unless things go REALLY far south. Anyway, let’s go to the team building process.
I’m Have. which is actually an alt that I used last gen that took me to #1 with a team that used Swellow! So there’s some nostalgia there.
I started with the formula, four walls with great coverage that can at least check the majority of threats in the tier and two power houses to blast holes in the opposing team.
n/n/w/w/w/w
Since this was used around the time of the Crawdaunt test, it was clearly a shoe in, and with Choice Band Adaptability Knock Offs and Crabhammers, it clearly fit the “nuke” category. That along with a powerful Aqua Jet as a safety net made it a no brainer.

Another obvious choice was one of my favorite mons to use since Gen V, Victini. With it’s ridiculously powered V-Create…. And yeah, that’s all you need. U-Turn for gaining momentum doesn’t hurt either.


The next choice came down to hazards, which wins games. I wanted the ability to set rocks, get rid of rocks and be able to keep the momentum in my favor. Big shoes to fill, but Forretress does this job incredibly well, with the best move in the game, Rapid Spin and Volt Switch, paired with good typing. The ability to get free turns from the most used mon in the tier doesn’t hurt either.



Not being able to beat Hydreigon and the other dragons is a death sentence, so Florges was an easy pick. Not only that, but it blanket checks Dark and Fighting types in the tier, both of which are incredibly dangerous. Those coupled with its ability to support the team with Wish and Protect and having something resembling an offensive presence (something it has over Aromatise, which was originally in this spot) are what made Florges an indispensable member of the team.




Shout out to Cool Story Brobat for telling me about this next mon, which I think is one of the very best in the tier, Physically defensive Mega Ampharos. It checks SO MANY THINGS as well as beating the physical fire types in the tier (Victini, Entei and Darm). It doesn’t eat momentum with its base 165 Special Attack and Volt Switch and it doesn’t fricking die with Restalk.





This next spot has varied the most. If you couldn’t tell at this point, the Nido’s eat this team alive (what an annoying couple, get brunch somewhere else). I tried things that could check them while still having utility like Mismagius, they just weren’t… Good. Finally I settled on Specially Defensive Mew. It fits with the theme of check everything by blanket checking non-boosting special attackers and slow physical ones alike, as well as being able to remove hazards from my side of the field should the opponent have a ghost of even if Forre can’t get a free turn.






Like I’ve said, the nukes can generally be replaced, but the defensive core is really solid and took a lot of hammering out. For instance, I’ve used Hydreigon and Heracross instead of Crawdaunt and, really all of the powerful fire types instead of Victini, this is just the iteration that got me to #4. Feel free to experiment!
A note on this team: U-Turn and Volt Switch are essential. There have been games were I’ve used them 5+ times in a row, not for the damage, but to jockey for an advantageous position, waiting for the opponent to make a mistake. Double switching is also important as there are times where you won’t be able to Switchturn your way out of a situation. The team is really simple to use, however. Get hazards up, WAIT ( this is key) until you find a time to get a nuke in and hit the appropriate move.
Now, on to the team.

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn
Something you’ll notice about both of my nukes, they strive for as much damage as possible. Adamant Banded V-Creates punch holes in everything, 3HKOing physically defensive Swampert. This has proven useful, as EVERYONE expects Vic to switch out after the first, so it’s like V-create as they switch in Pert, V-Create on the Stealth Rock (depending on how aggressive the opponent plays), V-Create and KO. Now, Vic has removed its own counter and is capable of wrecking even more the next time it comes in. Zen Headbutt is useful on some occasions, but is really situational. Bolt Strike is one of my favorite moves on this set, destroying bulky waters that think they can wall Vic. That as well as providing great neutral coverage make Vic a force to be reckoned with (who remembers Wild Charge Victini in early gen V?). U-turn, as stated above is instrumental. It’s typically a safe play if your opponent is hard to predict, as the four walls can at least check just about everything in the meta. It also can force your opponent into a wall, fearing either losing their position or losing something to V-create. It’s really a great move on a great mon.

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Aerial Ace/Superpower
Crawdaunt really has the capacity to plow through offense and defense alike with Adaptability, Crawdaunt’s amazing 120 base attack and having generally good coverage. Knock Off is one of the most annoying moves in the game, and with Crawdaunt’s Crawdaunt-ness it becomes even more powerful. It’s a great move to punish more defensive teams as stripping certain mons of Leftovers makes them much more manageable. Aqua Jet is another blanket check move, and having priority, especially as strong as Crawdaunt’s is always a very good thing. The last move is up to preference and I honestly flip flopped back and forth when Craw was still on the team. Chesnaught was eaten by Aerial Ace while Superpower was useful for tagging Hydreigon on the switch in.
Victini and Crawdaunt were such a great pair because of two reasons; the beat different things and they were both nukes on the physical side of the spectrum. Victini was stopped by very few things (Rhyperior, Physically defensive Mega-Ampharos among others in certain situations), and Craw was able to put a hurting on just about everything that was able to check Vic. Vic, by scaring out so many mons was able to give Craw free turns with U-turn. Really a great pair. The two both hitting on the physical side was important because almost no team’s walls can survive a pounding from these two tiny behemoths.

Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 SDef / 4 SAtk
Sassy Nature
- Volt Switch
- Rapid Spin
- Stealth Rock
- Toxic
The first mon on the team that has resistances that really matter. First off, I chose specially defensive, because like I said I wanted a mon that could get free turns off of Florges (and to a lesser extent Aromatisse) and Forre does that extremely well. It’s a phenomenal pivot due to its tremendous bulk, horrendous speed and Volt Switch. For example, your opponent has Florges in and you only have Crawdaunt as a nuke. Switch to Forre then Volt Switch and Crabhammer away. This scenario is common with against many defensive mons. The next two moves are hazard control. Rapid Spin isn’t used often, but when it is it’s usually game defining. Rapid Spin tends to only be used if the opponent is vulnerable to Stealth Rock as Defog on Mew completely clears the field. Toxic is an interesting move and the most damage dealing move on the set. It really just ensures that I don’t get stalled out by random things if my nukes fail. Overcoat>Sturdy is a matter of preference. I didn’t find Sturdy useful often just because Forre gets tagged often.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 224 Def / 32 SDef
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Florges is a phenomenal mixed wall and team supporter. Initially this spot was occupied by Aromatisse, but that thing was SO SLOW and had no offensive presence, it was just not making the cut. Exact same moveset just a better Pokemon. It’s really, really standard so I’m not going to go into that much. Florges’ role is to keep the team healthy. Aromatherapy is great for shortening the time Amphy is asleep as well as curing the burns that for whatever reason Forre tends to incur. This is a great mon to blanket check physical attackers in the tier. Mienshao can’t spam HJK, Outrages are proven null, and random Knock Offs aren’t as damaging. This is also THE stop to Hydra, so if your opponent has one, please keep this chick healthy.

Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Honestly, I think this is the best mon in the tier, at least defensively. It just checks so many things and with its awesome typing it’s so hard to OHKO. This is a key mon on the team, and I can not stress this enough; IF YOUR OPPONENT HAS VICTINI/ENTEI/DARM MEVO AS SOON AS POSSIBLE. Otherwise you won’t have anything to take the fire attacks and you’ll get run through. Play really carefully with Amphy when your opponent has a physical fire type. Amphy eats about 24% from Scarfed V-creates, so NEVER let Amph get below 50% or you’re going to have issues. With Amph’s bulk resting has fewer penalties, especially since there’s a 33% chance that you won’t completely eat your team’s momentum by possibly picking Volt Switch with Sleep Talk. This is also a great way to beat Honch, as Sucker Punch doesn’t hit with Sleep Talk and Brave Bird can’t do more than 29%. This is usually the most clutch member of the team.

Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 236 SDef / 24 Spd
Careful Nature
- Knock Off
- Will-O-Wisp
- Soft-Boiled
- Defog
Mew is another phenomenal supporter for the team. Mew just doesn’t die. It’s a great check to the majority of special attackers in the tier and the team’s best answer to the Nido’s. Speaking of which, when you get Mew in on a Nido, knocking off their Life Orb is the best way to be able to check them, as Sludge Wave goes from doing max 42% to max 32% which will let you burn it and stall it out. Knock off is a great move to deal with defensive and offensive teams alike by removing Life Orbs, Choice items, Lefties and the like. The 24 speed is to allow Mew to outspeed Adamant Honchkrow and hit it with a Will-o-Wisp if the situation calls for it. Will-o-Wisp is also the best way for this team to deal with the random Rhyperior, an uncommon but large threat to this team. Defog may seem redundant considering Forre has Rapid Spin, but I really hate hazards on my side of the field, and it is just more consistent than Rapid Spin. Mew really is a great and almost irreplaceable mon on this team.
So, that’s everything for now, this has been a fun team to use on the ladder and so far my most successful in this new generation. Enjoy!