What's up Smogon? I figured it's time for a new rmt, and a core I've been wanting to build around for a long time because of it's sheer power and versatility, as well as it's ability to take out some of the most popular mons to rampage OU. However, i'm struggling to keep it past 1300, hovering between 1240-1280 because something about the team isn't really gelling.
Onto the team then:
Gallade @ Galladite
Ability: Justified ---> Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Ice Punch
Mega Gallade actually surprised me with how much damage he can deal, especially when you factor in his decent speed tier of 110, which puts it at 350 Jolly. If i can manage to get a swords dance or two off, and as long as the main counters of fairy and ghost are out of the way (i can deal with the odd flying type with ice punch) there's nothing stopping it from really sweeping. He's my favourite Mega Lopunny counter because the mega ability prevents flinching, so I break right through it after they fake out and hit them with Close Combat and hit. I've gone 3-1 with this mon alone, making the rest of the fight a matter of cleaning up. Standard moveset and EVs, allowing me to boost and sweep.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Pursuit
- Knock Off
The next guy is Bisharp, and he's able to switch in on the psychic and ghost types aimed at Gallade. It's amazing when I can switch Bish into a shadow ball, and then pursuit kill them. It completely wipes out enemy Lati@s: it's basically a free kill on those, so i'm already 1-0. I can sometimes do it to alakazam and gengars too, but usually they run focus blast so I have to think logically and try sucker punching instead; it's still a kill if it lands. Besides that, he hits hard with Iron Head, especially after a lucky defiant boost, and provides the team with valuable knock off support. Again, standard moveset and Evs. I did wonder about the assault vest build but realised I wanted it to hit as hard as possible, especially running the pursuit build.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Thunderbolt
- Volt Switch
- Hydro Pump
Ok so Rotom's job is to spread burns, provide some momentum grabbing with Volt Switch and to absorb fire attacks aimed at the team, take the odd burn if I have to, and ease the pressure that the flying birds do to this team. It still packs a decent amount of power, able to pick off flying and water types fairly easily, but it's main job is being an annoying tanky pivot.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower
Clefable has an interesting role on this team, absorbing burns like Rotom, and being able to set up with calm mind and providing the team's fighting and dragon soak, easing the pressure of those set-up mons, and being able to counter things like Keldeo and Mega Lopunny, the former of which can be a problem for this team.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Defog
- Draco Meteor
- Psyshock
Latios weighs in as my defogger, and can pack a decent punch, but has the common problem of being fairly weak to stealth rock, so it's risky switching it in. Still, it does a good job of outspeeding key dragons in the tier like pre D-Dance Mega Char-X and Mega Altaria and putting a stop to them before they can damage my team.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Slack Off
- Earthquake
- Stealth Rock
Honestly, I just needed a stealth rocker and and tank, as my team was steering towards being too offensive and so I picked Hippo. Not much to say about him; he's fairly tanky and can set up rocks and be annoying with Toxic, but falls very easily to water and grass attacks. Still, if he gets rocks up and a toxic off it's ok.
Conclusion
So, that's the team. Honestly, I'm not amazingly happy with it; something about the team just isn't gelling. I think it's too offensive for my liking. Essentially I need a real defensive back bone that can eliminate Gallade's threats to let it sweep. There were a few changes to this team that I was thinking about, in order to make it more defensive:
Thanks for reading!
So obviously, the two man tried and tested core is Mega Gallade and Bisharp, as they're able to switch in (though I don't like to do it too often especially with hazards around) to each other's weaknesses. I needed a reliable switch in to fire types, as bish dies in 1 hit and Gallade hates a burn. Defensive Rotom-w rounds out the 3 man core by also providing essential bird support. Moving on, I needed a defogger and opted for Latios, giving me offensive support against dragons that can set-up on gallade/bish like Mega Char-X and Mega Altaria. A fairy type was also desirable to really put a stop to dragons, and for a back-up fighting type resist, easing mons like Mega Lopunny and Keldeo, who is a bit of a problem for this team. Finally, I needed a rock setter and tank, so I went for Hippowdon.
Onto the team then:

Gallade @ Galladite
Ability: Justified ---> Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Psycho Cut
- Ice Punch
Mega Gallade actually surprised me with how much damage he can deal, especially when you factor in his decent speed tier of 110, which puts it at 350 Jolly. If i can manage to get a swords dance or two off, and as long as the main counters of fairy and ghost are out of the way (i can deal with the odd flying type with ice punch) there's nothing stopping it from really sweeping. He's my favourite Mega Lopunny counter because the mega ability prevents flinching, so I break right through it after they fake out and hit them with Close Combat and hit. I've gone 3-1 with this mon alone, making the rest of the fight a matter of cleaning up. Standard moveset and EVs, allowing me to boost and sweep.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Pursuit
- Knock Off
The next guy is Bisharp, and he's able to switch in on the psychic and ghost types aimed at Gallade. It's amazing when I can switch Bish into a shadow ball, and then pursuit kill them. It completely wipes out enemy Lati@s: it's basically a free kill on those, so i'm already 1-0. I can sometimes do it to alakazam and gengars too, but usually they run focus blast so I have to think logically and try sucker punching instead; it's still a kill if it lands. Besides that, he hits hard with Iron Head, especially after a lucky defiant boost, and provides the team with valuable knock off support. Again, standard moveset and Evs. I did wonder about the assault vest build but realised I wanted it to hit as hard as possible, especially running the pursuit build.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Will-O-Wisp
- Thunderbolt
- Volt Switch
- Hydro Pump
Ok so Rotom's job is to spread burns, provide some momentum grabbing with Volt Switch and to absorb fire attacks aimed at the team, take the odd burn if I have to, and ease the pressure that the flying birds do to this team. It still packs a decent amount of power, able to pick off flying and water types fairly easily, but it's main job is being an annoying tanky pivot.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower
Clefable has an interesting role on this team, absorbing burns like Rotom, and being able to set up with calm mind and providing the team's fighting and dragon soak, easing the pressure of those set-up mons, and being able to counter things like Keldeo and Mega Lopunny, the former of which can be a problem for this team.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Roost
- Defog
- Draco Meteor
- Psyshock
Latios weighs in as my defogger, and can pack a decent punch, but has the common problem of being fairly weak to stealth rock, so it's risky switching it in. Still, it does a good job of outspeeding key dragons in the tier like pre D-Dance Mega Char-X and Mega Altaria and putting a stop to them before they can damage my team.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Slack Off
- Earthquake
- Stealth Rock
Honestly, I just needed a stealth rocker and and tank, as my team was steering towards being too offensive and so I picked Hippo. Not much to say about him; he's fairly tanky and can set up rocks and be annoying with Toxic, but falls very easily to water and grass attacks. Still, if he gets rocks up and a toxic off it's ok.
Conclusion
So, that's the team. Honestly, I'm not amazingly happy with it; something about the team just isn't gelling. I think it's too offensive for my liking. Essentially I need a real defensive back bone that can eliminate Gallade's threats to let it sweep. There were a few changes to this team that I was thinking about, in order to make it more defensive:
- Changing Rotom-W to Azumaril and removing Clefable, combining the water and fairy typing into one poke'mon.
- Changing Hippowdon to defensive Rock Setter Garchomp, with toxic and dragon tail.
- This now gives me Latios and Clefable to work with; I was thinking of Mandibuzz or something similarly tanky as my defogger, and then possibly a Sp.Def Talonflame instead of Clef to be able to hit grass and steel mons like MetaGross, that has caused me trouble in the past.
Thanks for reading!