Introduction: Welcome to my first RMT! Despite laddering up to 1800 in the later X/Y meta, the beginning of ORAS has come with it's difficulties up until the birth of this team, being my first semi- successful one. Inspiration for this team came from my new favorite mega, Camerupt. The objective for this team is to slowly whittle down the enemy's team and take out specific threats to my potential final sweeper Hawlucha.
The Squad:

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Whirlwind
- Brave Bird
- Spikes
My main lead and mode of phazing. Spikes have proven to be very effective in this meta, helping my team secure some much needed OHKO's. Whirlwind only supports its effect further. Brave bird was slapped on as an alternative to taunt to stop a huge threat in Mega Heracross and any other fighting type who would otherwise pose a problem for Porygon2. Being a decent check to every azumarill without a band helps as well. Stopping sand offense is crucial in keeping Kyurem B and Camerupt alive. Shed Shell is used for the oh so common Magnezone and his trapping shenanigans.
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 72 SpA / 184 SpD
Calm Nature
- Ice Beam
- Discharge
- Toxic
- Recover
The second piece to my defensive core attempts to stop special attackers right in their track. With eviolite, Porygon2 can soak up nearly every neutral special attack in the game. Greninja cries at the thought of running into it, forcing a switch into hopefully a fat layer of spikes. With the trends of the meta, Trace punishes Dugtrio by counter trapping him as well as Zone. Although not much can be done to Zone, even less can be done to you, shrugging off bolt's and recovering the damage. Toxic ruins Slowbro who otherwise with a single boost, could decimate this team. Ev's aren't set for any specific threat, just to provide decent offensive power combined with impressive special bulk (Advice for ev's welcome)
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 Def
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Stealth Rock
The special attacking nuke and counter to nearly everything electric including all relevant volt switchers. Walling Manectric supports the slower Hawlucha, Azumarill, and Skarmory greatly. A 4x resistance to u-turn isn't too shabby either. Fireblast on switch-ins can dent even resisted mons like azumarill to dangerous levels, leaving it vulnerable to being finished off by Hawlucha or a Polygon2 discharge. Ancient power for extra coverage helps in stopping the few mons resisting the dual stabs. Stealth rock as the last filler move complements spike stacking.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Outrage
Kyurem B serves as the anti spinner/defogger. Excadrill is slammed with an EP Starmie and Mandibuzz are hit by FB and Lati@s by outrage. The rare defogging Scizor is stopped cold by Skarmory. Scarf supports Hawlucha's final sweep in eliminating unsuspecting faster mons.
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant or Jolly?
- Swords Dance
- High Jump Kick
- Sky Attack
- Acrobatics
Hawluncha finishes team with ease with a powerful attack in sky drop and hopefully a doubled speed that makes him faster than all of the unboosted meta. Once the enemy is weakened, not much can take his awesome power in HJK and acrobatics. (Advice on Adamant vs. Jolly would be greatly appreciated.)
Azumarill @ Assault Vest
Ability: Thick Fat
Shiny: Of course. Who doesn't want a golden bunny?
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Standard AV set provides extra support for the Skarm/Pory core especially in checking the dangerous threat in keldeo. Priority on this team is desperately needed and azumarill helps with that. Not much else to say, Azumarill basically keeps the team together with it's defensive synergy.
The Squad:






Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Roost
- Whirlwind
- Brave Bird
- Spikes
My main lead and mode of phazing. Spikes have proven to be very effective in this meta, helping my team secure some much needed OHKO's. Whirlwind only supports its effect further. Brave bird was slapped on as an alternative to taunt to stop a huge threat in Mega Heracross and any other fighting type who would otherwise pose a problem for Porygon2. Being a decent check to every azumarill without a band helps as well. Stopping sand offense is crucial in keeping Kyurem B and Camerupt alive. Shed Shell is used for the oh so common Magnezone and his trapping shenanigans.
Porygon2 @ Eviolite
Ability: Trace
EVs: 252 HP / 72 SpA / 184 SpD
Calm Nature
- Ice Beam
- Discharge
- Toxic
- Recover
The second piece to my defensive core attempts to stop special attackers right in their track. With eviolite, Porygon2 can soak up nearly every neutral special attack in the game. Greninja cries at the thought of running into it, forcing a switch into hopefully a fat layer of spikes. With the trends of the meta, Trace punishes Dugtrio by counter trapping him as well as Zone. Although not much can be done to Zone, even less can be done to you, shrugging off bolt's and recovering the damage. Toxic ruins Slowbro who otherwise with a single boost, could decimate this team. Ev's aren't set for any specific threat, just to provide decent offensive power combined with impressive special bulk (Advice for ev's welcome)
Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 Def
Modest Nature
- Fire Blast
- Earth Power
- Ancient Power
- Stealth Rock
The special attacking nuke and counter to nearly everything electric including all relevant volt switchers. Walling Manectric supports the slower Hawlucha, Azumarill, and Skarmory greatly. A 4x resistance to u-turn isn't too shabby either. Fireblast on switch-ins can dent even resisted mons like azumarill to dangerous levels, leaving it vulnerable to being finished off by Hawlucha or a Polygon2 discharge. Ancient power for extra coverage helps in stopping the few mons resisting the dual stabs. Stealth rock as the last filler move complements spike stacking.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Outrage
Kyurem B serves as the anti spinner/defogger. Excadrill is slammed with an EP Starmie and Mandibuzz are hit by FB and Lati@s by outrage. The rare defogging Scizor is stopped cold by Skarmory. Scarf supports Hawlucha's final sweep in eliminating unsuspecting faster mons.
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant or Jolly?
- Swords Dance
- High Jump Kick
- Sky Attack
- Acrobatics
Hawluncha finishes team with ease with a powerful attack in sky drop and hopefully a doubled speed that makes him faster than all of the unboosted meta. Once the enemy is weakened, not much can take his awesome power in HJK and acrobatics. (Advice on Adamant vs. Jolly would be greatly appreciated.)
Azumarill @ Assault Vest
Ability: Thick Fat
Shiny: Of course. Who doesn't want a golden bunny?
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Standard AV set provides extra support for the Skarm/Pory core especially in checking the dangerous threat in keldeo. Priority on this team is desperately needed and azumarill helps with that. Not much else to say, Azumarill basically keeps the team together with it's defensive synergy.