Table of Contents:
1. Introduction
2. Building Process
3. Proof of Peak
4. The Team
5. Weaknesses
6. Replays
7. Alternative Options
8. Shoutouts
9. Afterword
Introduction
You can check here for the majority of details on who I am and how I got into the meta, all of that shit. Shortly after that RMT was AAAPL, where I ended up with a record of 4-2, something I was satisfied with. This was immediately followed with OMWC, where I was slotted into US South's Bo3 slot in which I performed quite poorly, though I did end up 3-0 in my AAA games.
It was during Week Three of AAAPL that I reached an epiphany regarding the AAA metagame: Zamazenta was the best Pokemon. This is a take that is still very controversial, but I wholeheartedly believe it. It is by far the most splashable breaker that is simultaneously self-sufficient and a great partner for the majority of other offensive threats. Its insane power, speed and typing means that it can keep nearly any offensive threat in check, even if your team can't handle it defensively. Testing a lot against DeepFriedMagikarp while he was using this team was a major part of this realization. Zamazenta teams, no matter how offensive, are well equipped to handle the threats of the metagame almost entirely off of the merit of this one attacker, in a similar vein to how Dragonite functioned prior to its ban.
Of course, as someone who always tries to build the best teams, I began to use a lot of Zamazenta in my builds, and I naturally started to pair it with—bar none—the most reliable wallbreaker in the metagame: Ceruledge. The synergy between these two is obvious, an incredibly powerful Fighting-type and an incredibly powerful Ghost-type is far from difficult to figure out. Ceruledge perfectly complements Zamazenta offensively; it's a physical attacker unbothered by Fluffy users or Pecharunt, Zamazenta's main roadblocks, and it even has a powerful Shadow Sneak that can revenge kill some of the few Pokemon that Zamazenta cannot, primarily Latios and non-Psychic Surge Deoxys-S. In exchange, Zamazenta takes advantage of the primary way to handle Ceruledge: fast Dark-types.
In the end, I built a team that I would personally say is the absolute best of its archetype, and with it I was able to break both the ELO and GXE records for SV AAA, in addition to winning my AAA game in both Week 1 and Week 3 of OMWC. This team is one of my favorites I have ever built in any meta, it is incredibly potent and is perfectly tailored to the playstyle I am the best and most comfortable with: fast-paced offense that deals with opposing threats by exerting more pressure than the opponent is able to.
It was during Week Three of AAAPL that I reached an epiphany regarding the AAA metagame: Zamazenta was the best Pokemon. This is a take that is still very controversial, but I wholeheartedly believe it. It is by far the most splashable breaker that is simultaneously self-sufficient and a great partner for the majority of other offensive threats. Its insane power, speed and typing means that it can keep nearly any offensive threat in check, even if your team can't handle it defensively. Testing a lot against DeepFriedMagikarp while he was using this team was a major part of this realization. Zamazenta teams, no matter how offensive, are well equipped to handle the threats of the metagame almost entirely off of the merit of this one attacker, in a similar vein to how Dragonite functioned prior to its ban.
Of course, as someone who always tries to build the best teams, I began to use a lot of Zamazenta in my builds, and I naturally started to pair it with—bar none—the most reliable wallbreaker in the metagame: Ceruledge. The synergy between these two is obvious, an incredibly powerful Fighting-type and an incredibly powerful Ghost-type is far from difficult to figure out. Ceruledge perfectly complements Zamazenta offensively; it's a physical attacker unbothered by Fluffy users or Pecharunt, Zamazenta's main roadblocks, and it even has a powerful Shadow Sneak that can revenge kill some of the few Pokemon that Zamazenta cannot, primarily Latios and non-Psychic Surge Deoxys-S. In exchange, Zamazenta takes advantage of the primary way to handle Ceruledge: fast Dark-types.
In the end, I built a team that I would personally say is the absolute best of its archetype, and with it I was able to break both the ELO and GXE records for SV AAA, in addition to winning my AAA game in both Week 1 and Week 3 of OMWC. This team is one of my favorites I have ever built in any meta, it is incredibly potent and is perfectly tailored to the playstyle I am the best and most comfortable with: fast-paced offense that deals with opposing threats by exerting more pressure than the opponent is able to.
Building Process
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I'd figured out the potency of this combo by Week 1 of AAAPL, and brought it again Week 4. Even using the far inferior combination of Choice Band Ceruledge and AoA Zamazenta, the strength of the core was clear, even being able to get through what is as close a hard counter to both Pokemon as possible in Intimidate + Eject Button Pecharunt (being able to get past sets like this is why SD is superior on Ceruledge.) Going into OMWC, I knew that these two were incredibly powerful together, and so I decided to build with them.
Both Zamazenta and Ceruledge are stupidly potent offensively, Zama tears through weakened offense teams, and Ceru shreds defensive cores with ease. The immense versatility these two provide when answering threats cannot be understated, with Zamazenta's incredible speed and bulk, and Ceruledge's powerful Shadow Sneak, revenge killing most threats wasn't an issue. With this incredible duo forming the basis of the team, I focused on enabling them the best I possibly could.
Both Zamazenta and Ceruledge are stupidly potent offensively, Zama tears through weakened offense teams, and Ceru shreds defensive cores with ease. The immense versatility these two provide when answering threats cannot be understated, with Zamazenta's incredible speed and bulk, and Ceruledge's powerful Shadow Sneak, revenge killing most threats wasn't an issue. With this incredible duo forming the basis of the team, I focused on enabling them the best I possibly could.






Iron Treads and Manaphy are both phenomenal. PhysDef RegenVest Manaphy is an incredible anchor for offense teams that I have used numerous times in the past, and Iron Treads is a great partner for it, answering Zapdos and powerful special attackers like Latios and Choice Specs Gholdengo that can get through Manaphy due to lack of special defense investment. Iron Treads is also great hazard removal that's difficult to stop without Earth Eater Gholdengo or niche mons like Sinistcha.
Manaphy and Iron Treads form the backbone of this team. Everything else is a threatening attacker in their own right, but they don't focus so much on defensive use. This pair is essential to wrest back control of the game if things start to go off the rails.
Manaphy and Iron Treads form the backbone of this team. Everything else is a threatening attacker in their own right, but they don't focus so much on defensive use. This pair is essential to wrest back control of the game if things start to go off the rails.






I still needed a solid switchin to physical attackers like Zamazenta and Roaring Moon; while Manaphy is a decent enough check to many physical attackers, it can falter against the truly powerful breakers. Fluffy Landorus-T fulfilled this role wonderfully, as a strong offensive pivot that can handle powerful physical attacks even with negligible bulk investment courtesy of Fluffy's potency. In addition, Lando-T counters Sandy Shocks—a special attacker threatening both Manaphy and Iron Treads—and gave me a Flying-type, which is truly indispensible in this meta despite it quite often being difficult to fit.
I opted for the previously-unseen (on Fluffy sets at least) option of Swords Dance and maximum Speed investment. This turns Lando into an incredible wincon and can completely dominate passive teams that are unable to outspeed and get rid of it.
I opted for the previously-unseen (on Fluffy sets at least) option of Swords Dance and maximum Speed investment. This turns Lando into an incredible wincon and can completely dominate passive teams that are unable to outspeed and get rid of it.






Zamazenta and Ceruledge can revenge a lot, but I'm never comfortable without a Choice Scarf user, and the team's three physical attackers required a counterbalance. Latios was the only option for the job. Its typing allows it to fit perfectly on this team, being able to pivot into Water- and Grass-type moves, while providing an additional out against Zamazenta, particularly IronPress sets. Not to mention that Latios is so insanely powerful that it doesn't even matter that it's holding Choice Scarf, because it will break through the walls anyway.
Latios is truly an exceptional Pokemon. It's defensively apt, and its utility both as a revenge killer and switch-in to attacks is crucial to the team's success, while the raw power it brings cannot be underestimated.
Latios is truly an exceptional Pokemon. It's defensively apt, and its utility both as a revenge killer and switch-in to attacks is crucial to the team's success, while the raw power it brings cannot be underestimated.
Proof of Peak
Both of these records were achieved exclusively using this team, resulting in a final record of 72-4.
The Team
Both of these records were achieved exclusively using this team, resulting in a final record of 72-4.
The Team
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤHouse of Wolves (Zamazenta) @ Choice Band
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Sword of Ruin
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 4 HP / 252 Atk / 252 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤJolly Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Close Combat
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Crunch
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Stone Edge
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Heavy Slam / Wild Charge / Psychic Fangs / Quick Attack
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤHouse of Wolves (Zamazenta) @ Choice Band
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Sword of Ruin
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 4 HP / 252 Atk / 252 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤJolly Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Close Combat
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Crunch
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Stone Edge
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Heavy Slam / Wild Charge / Psychic Fangs / Quick Attack
ㅤㅤㅤBrick by brick by brick, these walls begin to cave in.
Words fail to describe how phenomenal Choice Band Zamazenta is. It does absolutely everything you could want it to. It revenge kills almost the entire metagame, it tears through walls, it files your taxes (for those of you who pay them), and it can absorb some ridiculous attacks in a pinch. This set is entirely standard with almost nothing of note. Heavy Slam is the only move that I would consider replacing; Crunch is needed to hit Ghost- and Psychic-types, and Stone Edge is necessary to OHKO Zapdos while avoiding Fluffy and Rocky Helmet from Corviknight and Landorus; Heavy Slam only hits Scream Tail and the additional utility of the other moves is tempting, but due to Scream Tail's (undeserved) ubiquity, as well as the fact that Latios can already struggle with Scream Tail, and neither Manaphy nor Iron Treads are too great into it long term, I chose to stick with Heavy Slam. If you're fine making this concession (Zamazenta can still brute-force Scream Tail with Stone Edge or Crunch, and Ceruledge is very good at taking advantage of the blob too) then Wild Charge, Psychic Fangs, or Quick Attack are all good options instead. Wild Charge is the best of these choices; it has sizable odds to OHKO even the bulkiest Primarina sets, and is a very helpful midground option that hits Gholdengo, Corviknight, Moltres, and Manaphy. In addition to the utility of breaking screens, Psychic Fangs is a great midground option that hits both Pecharunt and Great Tusk, which can otherwise force Zamazenta into very uncomfortable guessing games. Quick Attack is priority.
I personally tend to invest good amounts into bulk on my offensive threats, especially ones with this much defensive utility—something you will see later—but I simply could not find a good reason to do that with Zamazenta, as both the speed tier and power are exactly right, though the 4 leftovers EVs are best put into HP to live both +1 Iron Moth's Sun-boosted Fiery Dance and to improve the odds of surviving AoA Ceruledge's Bitter Blade into Shadow Sneak with Stealth Rock (I get very specific with my calcs.)
Zamazenta holds the team together. Defensively it shores up the team's general frailty to Dark-types and can handle pretty much any of the myriad threats that could manage to muscle their way through the defensive core. Offensively it tears through most of the common answers to Latios and Ceruledge, such as Iron Treads, Scream Tail, and RegenVests for the former, and Ting-Lu, bulky Roaring Moon, and annoying Well-Baked Body walls for the latter.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Adaptability
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 252 Atk / 4 Def / 252 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAdamant /Jolly Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤIVs: 29 HP
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Poltergeist
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Bitter Blade
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Shadow Sneak
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Swords Dance
We've been surrounded by vicious cycles.ㅤ
When your team's entire modus operandi is to win first, you need to use the Pokemon that can force that. And by god, Ceruledge will win the game first. Bitter Blade and Poltergeist shred through pretty much anything that is put before them, and Shadow Sneak can pick off faster threats once they are weakened or after a Swords Dance boost. Ceruledge can also be deceptively hard to kill for a Stealth Rocks-weak breaker using a Life Orb, as the typing and solid special bulk make it difficult for common Pokemon like Moltres, Scream Tail, Iron Moth, or Cinderace to do meaningful damage, and Bitter Blade's exceptional healing offsets any chip damage that Ceruledge accrues from hazards, Life Orb damage, or weak attacks. I alluded to this earlier, but I find that Life Orb Ceruledge is far superior to Choice Band sets because the choice lock opens an unnecessary avenue of counterplay, and one of Ceruledge's strongest attributes is its ability to change its moves, as Shadow Sneak is simply incredibly at picking off weakened Pokemon, preventing them from revenge killing Ceruledge after it KOes another Pokemon. Swords Dance amplifies this, massively punishing attempts to sacrifice something to revenge kill with another attacker. Close Combat is something I find inessential, as Ceruledge already does enough damage to offensive Roaring Moon with Poltergeist so that it is put into range of +2 Shadow Sneak—or simply unboosted Shadow Sneak with Stealth Rocks—and RegenVest sets are still hammered by Poltergeist with Stealth Rock up. Sword of Ruin (aside from being taken by Zamazenta) also does less damage into opposing Sword of Ruin Pokemon, making it harder to muscle through SoR Roaring Moon or to pick off other weakened attackers like Zamazenta or Chien-Pao with Shadow Sneak.
There's no reason for Ceruledge to invest in bulk; the speed and power are too crucial to give up. I prefer an Adamant nature because it can 2HKO defensive Great Tusk with minimal chip, and it's that much easier to brute force Roaring Moon, but Jolly is certainly worth considering because it outspeeds not only other Ceruledge, but a ton of Pokemon that creep Adamant Ceru like Iron Treads, Zapdos, Landorus, etc. 29 HP IVs hits 289 HP, thus only taking 28 damage from Life Orb. This is incredibly minor but I have had a handful of games where it did come into play. This makes the Earthquake rolls against uninvested Iron Treads and Swampert from full slightly worse, but they're always heavily unfavorable and you're very rarely at full HP anyway.
Ceruledge is the MVP of the team. It is phenomenal in nearly every matchup. Against bulkier teams it annihilates walls and takes advantage of staples like Scream Tail and Corviknight, while against offense it keeps threats in line with Shadow Sneak while paving the way for Zamazenta to run rampant. The majority of games with this team will be decided by how well Ceruledge is utilized, either as a wallbreaker, revenge killer, or cleaner. I've mentioned it multiple times already, but it is worth hammering home just how good Zamazenta and Ceruledge are together, pretty consistently tearing through each other's checks with ease. Latios is also a really nice partner as its primary answers are special walls, Steel-types, and Scream Tail, all of which are vulnerable to Ceruledge.
There's no reason for Ceruledge to invest in bulk; the speed and power are too crucial to give up. I prefer an Adamant nature because it can 2HKO defensive Great Tusk with minimal chip, and it's that much easier to brute force Roaring Moon, but Jolly is certainly worth considering because it outspeeds not only other Ceruledge, but a ton of Pokemon that creep Adamant Ceru like Iron Treads, Zapdos, Landorus, etc. 29 HP IVs hits 289 HP, thus only taking 28 damage from Life Orb. This is incredibly minor but I have had a handful of games where it did come into play. This makes the Earthquake rolls against uninvested Iron Treads and Swampert from full slightly worse, but they're always heavily unfavorable and you're very rarely at full HP anyway.
Ceruledge is the MVP of the team. It is phenomenal in nearly every matchup. Against bulkier teams it annihilates walls and takes advantage of staples like Scream Tail and Corviknight, while against offense it keeps threats in line with Shadow Sneak while paving the way for Zamazenta to run rampant. The majority of games with this team will be decided by how well Ceruledge is utilized, either as a wallbreaker, revenge killer, or cleaner. I've mentioned it multiple times already, but it is worth hammering home just how good Zamazenta and Ceruledge are together, pretty consistently tearing through each other's checks with ease. Latios is also a really nice partner as its primary answers are special walls, Steel-types, and Scream Tail, all of which are vulnerable to Ceruledge.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSleepwalking (Iron Treads) @ Leftovers
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Bulletproof
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 252 HP / 32 Atk / 212 SpD / 12 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤJolly Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Earthquake
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Ice Spinner
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Volt Switch
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Rapid Spin
Mirrors start to whisper, shadows start to sing.
Iron Treads is great at fufilling the team's defensive needs while maintaining momentum and still being flexible in battle. It's a very solid check to the incredibly annoying Zapdos (though certainly not infallible, as it can still get haxed or hit by things like Heat Wave from non-Primordial Sea sets.) I've considered a number of different abilities for Iron Treads, such as Water Absorb, Well-Baked Body, Vessel of Ruin, and Earth Eater, but I ultimately settled on the standard Bulletproof for its security against both Gholdengo and Weather Ball Zapdos. The moves were different in the initial version, with Stealth Rock instead of Ice Spinner. This is definitely still passable, but the inability to force out Zapdos was a major issue—the majority of Zapdos spreads are slower than Iron Treads so Volt Switch doesn't provide a safe switch—so I decided to move Rocks to Landorus-T. Ice Spinner notably also means that opposing Ground/Flying mons aren't too comfortable switching into Iron Treads, which is especially helpful on ladder where both are semi-common. I heavily considered running Earth Power instead of Earthquake because it 2HKOes Pecharunt and 3HKOes defensive Great Tusk, but I ultimately decided against it because it's incapable of OHKOing Ceruledge, making it a massive issue for the team.
Now this EV spread is more like it! It's still quite simplistic; 32 Attack guarantees an OHKO on any uninvested Ceruledge set, and 12 Speed with a Jolly Nature outspeeds Zamazenta after using Rapid Spin. It's worth noting that the Attack could be reduced to 24 with next to no downside because the majority of Ceruledge put their 4 leftover EVs into SpDef, or have lowered HP IVs, thus meaning 24 Atk always OHKOes so you can put some more EVs into SpDef. I didn't do this because being 100% consistent is especially important on ladder, and I'm always paranoid of the worst-case scenarios. Iron Treads has a good amount of flexibility with the spread depending on what you want. Here's a couple spreads I created:
Iron Treads does some really nice things for the team, particularly against Pecharunt, Latios, Deoxys-Speed, and Gholdengo. The immunity to Malignant Chain is very important as the team can struggle against Prankster Pecharunt without a Dark-type to block Parting Shot. Iron Treads is also a pretty consistent spinner also Ceruledge and non-Earth Eater Gholdengo can't switch into it, and the majority of Pecharunt are Prankster (even if Intimidate is better) so Treads can use Rapid Spin after Pecharunt uses Parting Shot. While all of that is nice and all, it's not the main reason Iron Treads is good, rather it's by enabling the next member of the team that it proves its worth.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤShadow Moses (Manaphy) @ Assault Vest Now this EV spread is more like it! It's still quite simplistic; 32 Attack guarantees an OHKO on any uninvested Ceruledge set, and 12 Speed with a Jolly Nature outspeeds Zamazenta after using Rapid Spin. It's worth noting that the Attack could be reduced to 24 with next to no downside because the majority of Ceruledge put their 4 leftover EVs into SpDef, or have lowered HP IVs, thus meaning 24 Atk always OHKOes so you can put some more EVs into SpDef. I didn't do this because being 100% consistent is especially important on ladder, and I'm always paranoid of the worst-case scenarios. Iron Treads has a good amount of flexibility with the spread depending on what you want. Here's a couple spreads I created:
184 HP / 32 Atk / 204 SpD / 88 Spe Jolly Nature
The Speed outruns Jolly Ceruledge, Timid Gholdengo, and Hisuian Electrode after using Rapid Spin. The HP is just enough to live 252+ Atk Earthquake from Great Tusk and very reliably dodge the 2HKO from 0 Def IronPress Zamazenta
168 HP / 32 Atk / 8 Def / 164 SpD / 136 Spe Jolly Nature
Outruns Jolly Landorus-Therian and netral-nature Deoxys-S after a Rapid Spin. 8 Def gets the same Great Tusk calc as above while saving 8 EVs for SpDef.
124 HP / 120 SpA / 252 SpD / 12 Spe Timid Nature
If I were to run Earth Power, it would be with this spread. 120 SpA 3HKOes Rocky Helmet Great Tusk and 2HKOes both Pecharunt and Gholdengo, with the same speed as the actual spread and maximized SpDef. Timid nature Ice Spinner is still able to 3HKO offensive Zapdos so there's no need to worry about lowering its damage.
The Speed outruns Jolly Ceruledge, Timid Gholdengo, and Hisuian Electrode after using Rapid Spin. The HP is just enough to live 252+ Atk Earthquake from Great Tusk and very reliably dodge the 2HKO from 0 Def IronPress Zamazenta
168 HP / 32 Atk / 8 Def / 164 SpD / 136 Spe Jolly Nature
Outruns Jolly Landorus-Therian and netral-nature Deoxys-S after a Rapid Spin. 8 Def gets the same Great Tusk calc as above while saving 8 EVs for SpDef.
124 HP / 120 SpA / 252 SpD / 12 Spe Timid Nature
If I were to run Earth Power, it would be with this spread. 120 SpA 3HKOes Rocky Helmet Great Tusk and 2HKOes both Pecharunt and Gholdengo, with the same speed as the actual spread and maximized SpDef. Timid nature Ice Spinner is still able to 3HKO offensive Zapdos so there's no need to worry about lowering its damage.
Iron Treads does some really nice things for the team, particularly against Pecharunt, Latios, Deoxys-Speed, and Gholdengo. The immunity to Malignant Chain is very important as the team can struggle against Prankster Pecharunt without a Dark-type to block Parting Shot. Iron Treads is also a pretty consistent spinner also Ceruledge and non-Earth Eater Gholdengo can't switch into it, and the majority of Pecharunt are Prankster (even if Intimidate is better) so Treads can use Rapid Spin after Pecharunt uses Parting Shot. While all of that is nice and all, it's not the main reason Iron Treads is good, rather it's by enabling the next member of the team that it proves its worth.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Regenerator
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 248 HP / 240 Def / 20 SpD
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤRelaxed Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤIVs: 0 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Scald
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Alluring Voice / Dazzling Gleam
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Energy Ball
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- U-turn
Can you tell from the look in our eyes? (We're going nowhere.)
Ahhh yes, Manaphy, one of the faces of AAA. The mon that has gone through half a dozen phases where the community will insist it's either broken or complete shit. I've always been a big PhysDef Manaphy fan, being its first, and for a while the only, advocate for it since it was first reintroduced into SV in the Teal Mask DLC. It's almost impossible to OHKO Manaphy without quite specific attackers like Sword of Ruin Ogerpon, Choice Band Meowscarada, or Modest SFLO Thundurus-Therian. It checks an absolutely ridiculous number of Pokemon, the most important for this team being Roaring Moon, Chien-Pao, Deoxys-S, Great Tusk, and Desolate Land users like Iron Moth, Moltres, and Cinderace. I personally am an advocate for Knock Off even on Ceruledge teams, but here I figured I cared more about the other moves than the situational benefits of Knock Off. Dazzling Gleam is an option over Alluring Voice that is better into Throat Chop Roaring Moon and Chien-Pao, however Throat Chop Roaring Moon struggles with Landorus-T and is unable to fit Knock Off, so it cannot remove Zamazenta's Choice Band in order to survive Close Combat with Fluffy, whereas Chien-Pao is generally able to be beaten just fine with U-turn. Energy Ball is a good tool to put some pressure on Swampert and offensive Primarina, but is primarily to check Tail Glow Manaphy, particularly putting Surge Surfer sets into range of Ceruledge's Shadow Sneak as Latios is unable to revenge kill them.
The spread isn't too important as long as it has heavy PhysDef investment, but it has seen a few changes. For the longest time I ran a spread of 248 HP / 204 Def / 40 SpA / 16 SpD that enabled Manaphy to 4HKO max HP IronPress Zama, but in the vast time it has taken me to write this RMT, the majority of people have realized that set is terrible and it isn't worth running. As such I updated it to always survive Choice Scarf Meowscarada's Flower Trick after Stealth Rock—a particular set that is a massive threat to this team—with the leftover EVs put into SpDef for some miscellaneous stuff like living two Boombursts from Scream Tail after taking a Knock Off. An alternative spread to run would be 248 HP / 184 Def / 76 SpD that gets considerably better calcs into Psychic Surge and SFLO Deoxys-S in exchange for worse matchups into physical attackers like Roaring Moon and Chien-Pao.
Manaphy is the lead in 95% of games because it's so difficult to stop it from doing something valuable on turn one. It backs up Iron Treads phenomenally and can soft check pretty much anything, which is just that much more valuable when the team has three different revenge killers to take advantage of its pivoting. Between Scald and U-turn it's very hard to stop some kind of progress when Manaphy is on the field, and it gets on the field a lot.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAntivist (Landorus-Therian) (M) @ Rocky Helmet The spread isn't too important as long as it has heavy PhysDef investment, but it has seen a few changes. For the longest time I ran a spread of 248 HP / 204 Def / 40 SpA / 16 SpD that enabled Manaphy to 4HKO max HP IronPress Zama, but in the vast time it has taken me to write this RMT, the majority of people have realized that set is terrible and it isn't worth running. As such I updated it to always survive Choice Scarf Meowscarada's Flower Trick after Stealth Rock—a particular set that is a massive threat to this team—with the leftover EVs put into SpDef for some miscellaneous stuff like living two Boombursts from Scream Tail after taking a Knock Off. An alternative spread to run would be 248 HP / 184 Def / 76 SpD that gets considerably better calcs into Psychic Surge and SFLO Deoxys-S in exchange for worse matchups into physical attackers like Roaring Moon and Chien-Pao.
Manaphy is the lead in 95% of games because it's so difficult to stop it from doing something valuable on turn one. It backs up Iron Treads phenomenally and can soft check pretty much anything, which is just that much more valuable when the team has three different revenge killers to take advantage of its pivoting. Between Scald and U-turn it's very hard to stop some kind of progress when Manaphy is on the field, and it gets on the field a lot.
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Fluffy
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 20 HP / 200 Atk / 36 Def / 252 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤJolly Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Earthquake
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Stone Edge
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Swords Dance
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Stealth Rock
ㅤThere will be no peaceful revolution. No war without blood.
Landorus-T is one of my favorite Pokemon to use in AAA. It's a solid check against a bunch of annoying physical threats like Zamazenta and Roaring Moon, among others, and the typing is still the absolute godsend it is in every metagame. Ridiculously high attack and STAB EQ make it a threat in and of itself, and it can use Smack Down on any Flying-types to turn the tables on them, all the while being a consistent Stealth Rock user that packs U-turn for easily maintaining momentum. But you know what? Momentum is overrated, why pivot to another threat when you can just become the threat yourself? And thus I decided to run Swords Dance on Fluffy Landorus-Therian. My rationale behind this decision? It sounded pretty cool. Landorus is able to set Stealth Rock on every standard removal option in the metagame, only losing to the nearly-unseen Earth Eater Great Tusk and Iron Treads. Rocky Helmet is a crucial tool to punish Zamazenta, Great Tusk, and non-MGLO Roaring Moon in addition to getting chip on the myriad U-turns thrown around in this meta.
I already knew I needed to be fast, as the team simply cannot afford to let Ceruledge get opportunites, so I made the decision to forgo almost all bulk investment to run max Speed and a lot of Attack investment. 309 is a shockingly good speed tier for this metagame, as the majority of Pokemon are at or below 300 Speed, and plenty of Pokemon that would be faster like Zapdos prefer to run bulkier sets. 200 Attack EVs is enough to have very favorable odds to 2HKO Swampert and specially defensive Manaphy after Stealth Rock, while 20 HP and 36 Def maximizes the odds to avoid a 2HKO from Choice Scarf Roaring Moon's Outrage, and has ~50% chance to survive Sword of Ruin-boosted Knock Off into Outrage with one round of Stealth Rock.
Landorus-T is what makes this team so potent offensively. It's so incredibly consistent as a rocker—quite literally being the primary switch-in to all of the main removal options—that pretty much the only way for most teams to avoid taking an additional 12.5% while switching into the team's attackers is to prevent Landorus from ever hitting the field, a difficult task when its typing combined with Fluffy makes it so easy to bring in. Swords Dance is also incredibly threatening and can absolutely devour slower teams that rely on Roaring Moon, Zamazenta, or whatnot to take care of the team's speed control.
I already knew I needed to be fast, as the team simply cannot afford to let Ceruledge get opportunites, so I made the decision to forgo almost all bulk investment to run max Speed and a lot of Attack investment. 309 is a shockingly good speed tier for this metagame, as the majority of Pokemon are at or below 300 Speed, and plenty of Pokemon that would be faster like Zapdos prefer to run bulkier sets. 200 Attack EVs is enough to have very favorable odds to 2HKO Swampert and specially defensive Manaphy after Stealth Rock, while 20 HP and 36 Def maximizes the odds to avoid a 2HKO from Choice Scarf Roaring Moon's Outrage, and has ~50% chance to survive Sword of Ruin-boosted Knock Off into Outrage with one round of Stealth Rock.
Landorus-T is what makes this team so potent offensively. It's so incredibly consistent as a rocker—quite literally being the primary switch-in to all of the main removal options—that pretty much the only way for most teams to avoid taking an additional 12.5% while switching into the team's attackers is to prevent Landorus from ever hitting the field, a difficult task when its typing combined with Fluffy makes it so easy to bring in. Swords Dance is also incredibly threatening and can absolutely devour slower teams that rely on Roaring Moon, Zamazenta, or whatnot to take care of the team's speed control.

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤAbility: Hadron Engine
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEVs: 76 Def / 240 SpA / 192 Spe
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤTimid Nature
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤIVs: 0 Atk
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Draco Meteor
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Psyshock / Luster Purge
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Thunderbolt
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ- Trick
Don't try to fight the storm, you'll tumble overboard.
I love Latios. It's my single favorite Pokemon in general and one of my favorites to use as well. Even with both Zamazenta and Ceruledge as good revenge killers, I wanted another and it had to be a special attacker to make up for the team's heavy physical bias. And thus, I added Latios. Latios is the best scarfer when it comes to actually revenge killing mons. Roaring Moon doesn't get the important KOes on neutral targets without locking into Outrage (and can't revenge Zamazenta), Gholdengo also struggles to pick up KOes on healthy Pokemon because of how easy it is to resist Make it Rain, and Scream Tail sucks. I prefer Psyshock to Luster Purge because it's so much harder to wall with RegenVests, and the team is already very solid into IronPress Zamazenta between SD Lando, Alluring Voice Manaphy, and just being able to blow it up with Draco once weakened. I really like Flip Turn but I needed Trick to improve the matchup into screens, as well as some miscellaneous Pokemon like itemless WBB Sinistcha.
I hate speed ties so I don't go for them unless I have very little to gain from running less than max Speed. Latios does gain a lot from it though, as there's no major speed tiers between 110 and 100 base Speed. I decided to run 334 Speed to outrun any Scale Shot Garchomp I encountered on ladder. 240 SpA is as low as I was willing to go without making a few calcs (that I frankly can't remember but I trust they mattered) sketchier, and 76 Def allows for things like consistently surviving LO Ceruledge's Shadow Sneak from full HP, as well as taking hits from the Ogerpon forms better.
Latios is very potent breaker and revenge killer, notably revenge killing Psychic Surge Deoxys-S, which neither Ceruledge nor Zamazenta are capable of. Very few physical walls are able to stand up to Latios which makes Zamazenta and Ceruledge all the more potent. The resistances are also very helpful because of the team's minimal backbone, being able to take hits from Zamazenta, the Ogerpon formes, and numerous annoying Fire-types like Iron Moth and Moltres.
Weaknesses

Without a doubt the worst Pokemon for this team to face. Choice Scarf in particular outruns every single member of the team, and I do not particularly want to be switching into either of its STABs. Very fortunately, Choice Scarf sets do need to be Choice-locked, meaning that Flower Trick, its most threatening move, will often allow Ceruledge to come in after a sacrifice and frequently respond with a KO of its own. Zamazenta is also capable of surviving two Flower Tricks, and both Zamazenta and Latios will outrun and OHKO any non-Choice Scarf sets.



These three are all a massive pain to deal with, for about the same reasons as Meowscarada. Wellspring is the most troublesome of the trio as it isn't weak to Stealth Rock and is able to switch in and threaten Landorus-T due to keeping the Grass-type's Ground resistance, though that doesn't mean any of them are easy to answer. Latios can stave them off if you bring it in on the right moves, and Zamazenta can take any one hit in a pinch and force them out, but you are always walking on eggshells around them.




Replays
https://replay.pokemonshowdown.com/smogtours-gen9almostanyability-800512?p2 Eject Button Pecharunt + Darkspamhttps://replay.pokemonshowdown.com/gen9almostanyability-2234348153-18lzkdi2c2na8xsx017fjhn4z9vvhkhpw Landorus wins against slow Roaring Moon balance
https://replay.pokemonshowdown.com/smogtours-gen9almostanyability-804712?p2 Deo-S + IronPress Roar Zamazenta
https://replay.pokemonshowdown.com/...42092844-xj2kdhgzw2mi297llyshholn9hwgxn1pw?p2 Bulky MGLO Moon and Regen Tusk fat
https://replay.pokemonshowdown.com/...42100280-avaevv205gz1w10bsyr3rbac45aj11ipw?p2 Lando beats slow Moon balance
https://replay.pokemonshowdown.com/...42400986-jqk8h48nyu2gaemljb80nzm2e2b12a0pw?p2 Max Speed Landorus gets surprise KO on Specs Ghold for the win
https://replay.pokemonshowdown.com/...42545358-k33um8brrxlysgml293gh4oekglc2rrpw?p2 Scarf Meowscarada + IronPress Zama
https://replay.pokemonshowdown.com/...42560949-5paca8uvyb1f6tt7zd875z1qgf94cv2pw?p2 SD Pao + Lando
https://replay.pokemonshowdown.com/...42614644-db06cbupzahy7b463qqdpp81jpzv9l5pw?p2 SFLO Deo-S + Eject Button Pecharunt
https://replay.pokemonshowdown.com/...42862497-qehebulamvj7qq7wipra4hdz6vpumuzpw?p2 SD Chien-Pao + Eject Button Pecharunt
https://replay.pokemonshowdown.com/gen9almostanyability-2242878435-0gqbbci8jxbpkj01c2dowl3hww8zmrepw IronPress Zama + RegenVest Hands ft. Ice Punch freeze
https://replay.pokemonshowdown.com/...43321592-7pi867jiokz0fgr9qfd0zs6xjqaqsr2pw?p2 lol. ecks dee. lmao. (Lando is better.)
https://replay.pokemonshowdown.com/...43877734-iatcacyuwbojfigi3bxwjyad8hra42ppw?p2 Max Speed Lando outspeeds Gholdengo and wins again
https://replay.pokemonshowdown.com/...43890582-uciqnwyq8ougiewwqft3iaoqoeefh43pw?p2 Jaboca Regen Gliscor + Iron Moth
https://replay.pokemonshowdown.com/...44109900-fih075t4e9dlco26e89yntfzjbyb00gpw?p2 Earth Eater Gholdengo + PsySurge Deo-S
https://replay.pokemonshowdown.com/...44566475-5vil7jy791vlmat1ippe7qc4u4ottfbpw?p2 Boots Toxic Spikes Meowscarada
https://replay.pokemonshowdown.com/...44661491-sy05xsf7hn1ovud8viq0kf10nglgzfapw?p2 Ceruledge food
https://replay.pokemonshowdown.com/...46252398-ibnunsulmd4ueps29oiccvpyists5y1pw?p2 Guess what Lando does!
https://replay.pokemonshowdown.com/...46267172-w54kkm70a8ykzmguf23rmz7joespp1cpw?p2 Slither Wing + Helectrode
https://replay.pokemonshowdown.com/...46306738-el5m3e1f2o38nqjfskh3t1smhg6gcirpw?p2 Sinistcha + Deo-S
Alternative Options
I firmly believe that what I've spent so long explaining to you is the best version of this team (I'd even go so far as to say best version of this team style, but there are definitely a good few changes that could be made to tweak some of the team's matchups to the user's preference. Also a couple of these have the old Manaphy spread because I wrote this section before I updated the spread and couldn't be bothered to revise it.


These are pretty much the same. I personally never found reason to run pivot Landorus-T on this team, and the additional threat of SD Lando is incredibly helpful to have, but I guess pivot is fine. On the Landorus-Incarnate version I changed it to Knock Off Manaphy instead of Alluring Voice as Lando-I is very consistent into IronPress Zamazenta and I figured that having Knock Off to remove Manaphy and Swampert's vests to make Sandsear Storm (or Earth Power if you're a coward) sting more was a worthwhile investment, just be careful not to Knock anything that you want to be able to click Poltergeist on.

Better against Grass-types, Meowscarada in particular, but is worse against pretty much anything else.

For you weirdos who are allergic to running teams without Moon.
There's more changes you can make like mixing up the defensive core (an example being Great Tusk + Swampert + Moltres) but almost all of them aren't worth it unless you have a particular playstyle that they cater too.












These are pretty much the same. I personally never found reason to run pivot Landorus-T on this team, and the additional threat of SD Lando is incredibly helpful to have, but I guess pivot is fine. On the Landorus-Incarnate version I changed it to Knock Off Manaphy instead of Alluring Voice as Lando-I is very consistent into IronPress Zamazenta and I figured that having Knock Off to remove Manaphy and Swampert's vests to make Sandsear Storm (or Earth Power if you're a coward) sting more was a worthwhile investment, just be careful not to Knock anything that you want to be able to click Poltergeist on.






Better against Grass-types, Meowscarada in particular, but is worse against pretty much anything else.






For you weirdos who are allergic to running teams without Moon.
There's more changes you can make like mixing up the defensive core (an example being Great Tusk + Swampert + Moltres) but almost all of them aren't worth it unless you have a particular playstyle that they cater too.
Shoutouts
Geysers
Swas
Pokemh
Slither Wing
Isaiah
UT
kenn
fififlutters
DeepFriedMagikarp
RL
Rose
QT
Frozoid
Wildfiree
Lana
Murphy Lawden
lag=bad
You're all a pleasure to chat with and I'm glad to know all of you. I would take some time to say something more personal to each of you but I've been putting off this RMT forever so I want to get it done with while I still care enough.
Swas
Pokemh
Slither Wing
Isaiah
UT
kenn
fififlutters
DeepFriedMagikarp
RL
Rose
QT
Frozoid
Wildfiree
Lana
Murphy Lawden
lag=bad
You're all a pleasure to chat with and I'm glad to know all of you. I would take some time to say something more personal to each of you but I've been putting off this RMT forever so I want to get it done with while I still care enough.
now the people I'm tagging for likes
AG people: Adhiraj8202 , temp , Fluore , aerobee , polt , Ransei , RoFnA (you're an AG person now), Gimmicky
OM people: SpaceSpeakers , LordBox , Ivar57 , zastra , ojr , Kinetic , Clas , hidin , matte , SammyCe123 , HiZo , zoe , Yoko , rightclicker , Chessking345
OM people: SpaceSpeakers , LordBox , Ivar57 , zastra , ojr , Kinetic , Clas , hidin , matte , SammyCe123 , HiZo , zoe , Yoko , rightclicker , Chessking345
Afterword
Alright, that was a lot to get through. Thank you to anyone who actually suffered through everything I've written here. This team is something I'm extremely proud of, and I'm glad I could share it with all of you. If there's anything you should take away from this, it should be that Zamazenta is absolutely nuts, and that I love to yap. For all of you that I've given a headache to, go lay down, and for those of you that I haven't, go listen to One Of Us Is The Killer by The Dillinger Escape Plan.
P.S.
if you think the nicknames are cringe, you're right, I just couldn't pass up naming Zamazenta "House of Wolves"
P.S.
if you think the nicknames are cringe, you're right, I just couldn't pass up naming Zamazenta "House of Wolves"
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