Also, this happens to be my first RMT ever. Also, there's some stuff I should say before the actual team.
To begin with, I originally intended to make a monotype team, because I love alternate metagames. Water and Steel were obvious choices, since they have some amazing secondary types for STAB or resistances, but I wanted to give it a shot with one of my favourite types since RBY. Thus, despite the brutal Pursuit weakness, I chose Ghost-type.
Sadly, there's really few people that play monotype, so I started playing standard Dream World, and this has worked surprisingly beautiful. Then again, since my options are fairly limited, there isn't TOO much diversity, but advice is greatly appreciated.
So, even though this is a monotype team, it's mean to be used in Standard Dream World where anything goes.
Changes will be bolded
The Lead
Froslass @ Focus Sash * Frostitute
Ability: Cursed Body
EVs: 252 spatk / 252 spd / 6 def
Timid nature (+spd, -atk)
- Icy Wind
- Spikes
- Destiny Bond
- Hail
Strange moveset is strange, I know. Let me explain a bit.
Icy Wind is there to allow me outrun opposing leads and nail them with Destiny Bond in the next turn. Hail is there in case I somehow survive or begin the match with an other pokémon, so I'll be able to erase my opponent's weather (namely Drizzle and Sandstream). Overall, carrying random weather moves is useful, especially with a sash and a neat 350 speed stat. Finally, Spikes are there for obvious reasons.
The EVs are pretty straightforward, here. Maximum speed is a must if I want to Destiny Bond a troublesome poke, and there's not a reason to invest in defenses, so I just maximized Icy Wind's power with 252 special attack EVs. Cursed Body is gimmicky ability, but I find it to be much more useful than Snow Cloak on a non-hail team.
The Troll
Sableye @ Leftovers * YouMad?
Ability: Mischeavus Heart
EVs: 248 hp / 124 def / 136 spdef
Calm nature (+spdef, -atk)
- Will o Wisp
- Foul Play
- Recover
- Taunt
OMG. Seriously, this guy is an amazing troll with priority WoW. Burning stuff is a must for my team, since it soothes a bit the pursuit weakness. Besides, after burning most physical sweepers (Excadrill, I'm looking at you), I can just outstall them all day long with recover + lefties. Priority Taunt shuts down stallers who attempt to toxic, leech seed, or set up, and are forced to attack with weak offensive stats, allowing me to heal afterwards. Night Shade was dropped and added Foul Play instead, as it bypasses the Burn status. Strong special attackers are a huge issue, though, but my next team member somewhat eases that.
U Jelly?
Burungel @ Leftovers * Necrojelly
Ability: Cursed Body
EVs: 244 hp / 120 def / 144 spdef
Calm nature (+spdef, -atk)
- Boil Over
- Recover
- Toxic
- Protect
Once again, I'm using a somewhat unorthodox set here, but works really cool. First, Boil Over + Toxic are extremely useful for dealing with physical attackers, whilst Toxic allows me to take on bulky waters and overall bulky pokémon not named Reuniclus or Ferrethorn/Nattorei, and Recover is one hell of amazing move in such a bulky pokémon. Finally, there's Protect for various reasons. Not only it allows me to stall for toxic damage / lefties recovery, but most importantly, it gives me an extra turn to activate Cursed Body. As gimmicky as it may sound, Burun doesn't really mind water-type moves, giving me time to freely spam recover, even against the likes of Kingdra. However, with recover + protect I have (at least) a 60% chance of disabling a super effective move, such as Crunch, giving me an easier time to stall or safely switch to a counter. Cursed Body is actually an amazing ability, despite its fairly low chance to activate. It worked way better than Water Absorb in my experiences, at least. The EVs hit 401 hp, 207 defense, and 310 special defense, to take special hits easier.
The Two-Faced One
Dusknoir @ Expert Belt * Kirby
Ability: Pressure
EVs: 252 hp / 252 atk / 6 spdef
Adamant nature (+atk, -spatk)
- Shadow Sneak
- Brick Break
- Earthquake
- Ice Punch
Here goes. I know I was supposed to add another physical attacker instead of ditching my ghoulem, but Blissey and other hardcore special walls aren't as common as they once were, in personal experience. Besides, Sableye can Taunt them into oblivion, as special attacks will never outdamage recover, and Seismic Toss makes us lol. Anyway, this moveset gives me flawless coverage with Shadow Sneak + Brick Break, and comes with some extra goodies. First, my team desperately needed some priority, and Shadow Sneak solves this problem to an extent. Not only that, but Brick Break hits dark-types for a crapload of damage, especially Tyranitar who otherwise means trouble for this team. Next, thunderpunch is there for a couple or reasons, namely those pesky bulky water-types, Valjina, and drizzle teams. Thunderpunch alone won't win anything, but it pressures my opponent a bit more. The last move however, is a tricky choice. Ice Punch gives me a second flawless coverage (Ice/Electric + Ghost/Fighting), and dents dragons hard. On the other hand, Earthquake is overall a solid move, with excellent coverage, and hits Steel-types (namely Heatran).
The Dead Clefable
Gengar @ Choice Scarf * Haunter
Ability: Levitate
EVs: 252 spatk / 252 spd / 6 hp
Timid nature (+speed, -atk)
- Shadow Ball
- Thunderbolt
- Hidden Power Fire
- Focus Blast
Ah, Gengar. TBH, I've never liked him so much, but he makes one of the best revenge killers in the entire game with his overkill speed and huge special attack, as well as excellent coverage. Gengar works even better with Froslass's spikes, as it allows me to murder stuff even easier. As you may have guesses, I usually save Gengar for late game, due to his horrible weakness to pursuit. Then again, a lot of pursuit users/counters are hit ridiculously hard with the right move and some prediction: HP Fire nails scizor who fails to predict or that damn Nattorei; Focus Blast deals with Tyranitar and Heatran; Shadow Ball deals with Shandera, and Thunderbolt nails the omnipresent Politoed.
On a side note, I'm really considering the subsplit set, but for some reasons to be explained later, at the end of this post, I'm currently using this set.
The Ominous Light
Shandera @ Expert Belt * 4Chandelure
Ability: Flash Fire
EVs: 248 spatk / 220 spd / 40 hp
Timid nature (+spatk, -atk)
- Shadow Ball
- Fire Blast
- Hidden Power Fighting / Energy Ball
- Nitro Charge
Shandera is hands down my favorite pokémon, ever, both competitively and design-wise.
Before explaining the actual set, I'll explain why I'm not using your typical Scarf + Shadow Tag set.
This chandelier is meant to be used as a late game sweeper. Most people think it's mediocre or whatnot, but the truth is that Chandy's FB hits harder than Salamence's Outrage, especially after a Flash Fire, as it 2KOs virtually everything that does not resist it. Besides, let's be honest: Shadow Tag is cheap as balls and screams no_fun_allowed.
Now, for my set, the set I've been using since the Uncharted Territory was even born. Attempting to sweep with Chandy is plain stupid, but after a Nitro Charge, I hit a respectable 375 speed, and with spikes support (heck, even without those), Fire Blast hits for a crapload of damage. Not even TTar is safe, as a predicted HP Fighting spells demise for it. However, Energy Ball hits extremely hard water types who can take FB, as and hits rocks (other than TTar) harder than HP Fighting.
So, that's the team. Any feedback is greatly appreciated, and please avoid flaming for not using the most standard sets.
Former Team Members
The American Ghoulem
Goruugu @ Life Orb * WoodenDeer
Ability: No Guard
EVs: 252 attack / 252 spd / 6 hp
Adamant nature (+atk, -spatk)
- Earthquake
- Stone Edge
- Dynamic Punch
- Rock Polish
Fact. This guy was designed by the north american James Turner, so it gets a power boost when used in this continent.
But being serious, this guy hits like a truck. It's pretty much a ghost-type machamp, I think. Sadly, it's way less bulky. Earthquake is there for STAB, obviously. Stone Edge compliments EQ nicely, giving me almost flawless coverage, and 100% accuracy thanks to No Guard, as well as Dynamic Punch. However, that's where the good news end. Goruugu hits really hard, but unless it's a SE hit, it won't be ohkoing stuff anytime soon, so he's better used either as a late game sweeper, or to make some holes in the opposing team, early in the match.
To begin with, I originally intended to make a monotype team, because I love alternate metagames. Water and Steel were obvious choices, since they have some amazing secondary types for STAB or resistances, but I wanted to give it a shot with one of my favourite types since RBY. Thus, despite the brutal Pursuit weakness, I chose Ghost-type.
Sadly, there's really few people that play monotype, so I started playing standard Dream World, and this has worked surprisingly beautiful. Then again, since my options are fairly limited, there isn't TOO much diversity, but advice is greatly appreciated.
So, even though this is a monotype team, it's mean to be used in Standard Dream World where anything goes.
Changes will be bolded
The Lead

Froslass @ Focus Sash * Frostitute
Ability: Cursed Body
EVs: 252 spatk / 252 spd / 6 def
Timid nature (+spd, -atk)
- Icy Wind
- Spikes
- Destiny Bond
- Hail
Strange moveset is strange, I know. Let me explain a bit.
Icy Wind is there to allow me outrun opposing leads and nail them with Destiny Bond in the next turn. Hail is there in case I somehow survive or begin the match with an other pokémon, so I'll be able to erase my opponent's weather (namely Drizzle and Sandstream). Overall, carrying random weather moves is useful, especially with a sash and a neat 350 speed stat. Finally, Spikes are there for obvious reasons.
The EVs are pretty straightforward, here. Maximum speed is a must if I want to Destiny Bond a troublesome poke, and there's not a reason to invest in defenses, so I just maximized Icy Wind's power with 252 special attack EVs. Cursed Body is gimmicky ability, but I find it to be much more useful than Snow Cloak on a non-hail team.
The Troll

Sableye @ Leftovers * YouMad?
Ability: Mischeavus Heart
EVs: 248 hp / 124 def / 136 spdef
Calm nature (+spdef, -atk)
- Will o Wisp
- Foul Play
- Recover
- Taunt
OMG. Seriously, this guy is an amazing troll with priority WoW. Burning stuff is a must for my team, since it soothes a bit the pursuit weakness. Besides, after burning most physical sweepers (Excadrill, I'm looking at you), I can just outstall them all day long with recover + lefties. Priority Taunt shuts down stallers who attempt to toxic, leech seed, or set up, and are forced to attack with weak offensive stats, allowing me to heal afterwards. Night Shade was dropped and added Foul Play instead, as it bypasses the Burn status. Strong special attackers are a huge issue, though, but my next team member somewhat eases that.
U Jelly?

Burungel @ Leftovers * Necrojelly
Ability: Cursed Body
EVs: 244 hp / 120 def / 144 spdef
Calm nature (+spdef, -atk)
- Boil Over
- Recover
- Toxic
- Protect
Once again, I'm using a somewhat unorthodox set here, but works really cool. First, Boil Over + Toxic are extremely useful for dealing with physical attackers, whilst Toxic allows me to take on bulky waters and overall bulky pokémon not named Reuniclus or Ferrethorn/Nattorei, and Recover is one hell of amazing move in such a bulky pokémon. Finally, there's Protect for various reasons. Not only it allows me to stall for toxic damage / lefties recovery, but most importantly, it gives me an extra turn to activate Cursed Body. As gimmicky as it may sound, Burun doesn't really mind water-type moves, giving me time to freely spam recover, even against the likes of Kingdra. However, with recover + protect I have (at least) a 60% chance of disabling a super effective move, such as Crunch, giving me an easier time to stall or safely switch to a counter. Cursed Body is actually an amazing ability, despite its fairly low chance to activate. It worked way better than Water Absorb in my experiences, at least. The EVs hit 401 hp, 207 defense, and 310 special defense, to take special hits easier.
The Two-Faced One

Dusknoir @ Expert Belt * Kirby
Ability: Pressure
EVs: 252 hp / 252 atk / 6 spdef
Adamant nature (+atk, -spatk)
- Shadow Sneak
- Brick Break
- Earthquake
- Ice Punch
Here goes. I know I was supposed to add another physical attacker instead of ditching my ghoulem, but Blissey and other hardcore special walls aren't as common as they once were, in personal experience. Besides, Sableye can Taunt them into oblivion, as special attacks will never outdamage recover, and Seismic Toss makes us lol. Anyway, this moveset gives me flawless coverage with Shadow Sneak + Brick Break, and comes with some extra goodies. First, my team desperately needed some priority, and Shadow Sneak solves this problem to an extent. Not only that, but Brick Break hits dark-types for a crapload of damage, especially Tyranitar who otherwise means trouble for this team. Next, thunderpunch is there for a couple or reasons, namely those pesky bulky water-types, Valjina, and drizzle teams. Thunderpunch alone won't win anything, but it pressures my opponent a bit more. The last move however, is a tricky choice. Ice Punch gives me a second flawless coverage (Ice/Electric + Ghost/Fighting), and dents dragons hard. On the other hand, Earthquake is overall a solid move, with excellent coverage, and hits Steel-types (namely Heatran).
The Dead Clefable

Gengar @ Choice Scarf * Haunter
Ability: Levitate
EVs: 252 spatk / 252 spd / 6 hp
Timid nature (+speed, -atk)
- Shadow Ball
- Thunderbolt
- Hidden Power Fire
- Focus Blast
Ah, Gengar. TBH, I've never liked him so much, but he makes one of the best revenge killers in the entire game with his overkill speed and huge special attack, as well as excellent coverage. Gengar works even better with Froslass's spikes, as it allows me to murder stuff even easier. As you may have guesses, I usually save Gengar for late game, due to his horrible weakness to pursuit. Then again, a lot of pursuit users/counters are hit ridiculously hard with the right move and some prediction: HP Fire nails scizor who fails to predict or that damn Nattorei; Focus Blast deals with Tyranitar and Heatran; Shadow Ball deals with Shandera, and Thunderbolt nails the omnipresent Politoed.
On a side note, I'm really considering the subsplit set, but for some reasons to be explained later, at the end of this post, I'm currently using this set.
The Ominous Light

Shandera @ Expert Belt * 4Chandelure
Ability: Flash Fire
EVs: 248 spatk / 220 spd / 40 hp
Timid nature (+spatk, -atk)
- Shadow Ball
- Fire Blast
- Hidden Power Fighting / Energy Ball
- Nitro Charge
Shandera is hands down my favorite pokémon, ever, both competitively and design-wise.
Before explaining the actual set, I'll explain why I'm not using your typical Scarf + Shadow Tag set.
This chandelier is meant to be used as a late game sweeper. Most people think it's mediocre or whatnot, but the truth is that Chandy's FB hits harder than Salamence's Outrage, especially after a Flash Fire, as it 2KOs virtually everything that does not resist it. Besides, let's be honest: Shadow Tag is cheap as balls and screams no_fun_allowed.
Now, for my set, the set I've been using since the Uncharted Territory was even born. Attempting to sweep with Chandy is plain stupid, but after a Nitro Charge, I hit a respectable 375 speed, and with spikes support (heck, even without those), Fire Blast hits for a crapload of damage. Not even TTar is safe, as a predicted HP Fighting spells demise for it. However, Energy Ball hits extremely hard water types who can take FB, as and hits rocks (other than TTar) harder than HP Fighting.
So, that's the team. Any feedback is greatly appreciated, and please avoid flaming for not using the most standard sets.
Former Team Members
The American Ghoulem

Goruugu @ Life Orb * WoodenDeer
Ability: No Guard
EVs: 252 attack / 252 spd / 6 hp
Adamant nature (+atk, -spatk)
- Earthquake
- Stone Edge
- Dynamic Punch
- Rock Polish
Fact. This guy was designed by the north american James Turner, so it gets a power boost when used in this continent.
But being serious, this guy hits like a truck. It's pretty much a ghost-type machamp, I think. Sadly, it's way less bulky. Earthquake is there for STAB, obviously. Stone Edge compliments EQ nicely, giving me almost flawless coverage, and 100% accuracy thanks to No Guard, as well as Dynamic Punch. However, that's where the good news end. Goruugu hits really hard, but unless it's a SE hit, it won't be ohkoing stuff anytime soon, so he's better used either as a late game sweeper, or to make some holes in the opposing team, early in the match.