Hey everyone,
My name is Argue. This is my second RMT. Let's start.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Grass Knot
Summary:
- I chose Sitrus berry so Azumarill can gain some health back after she takes a bad hit.
- Huge power increases attack, adamant nature adds more power to attacks, and the EVs help boost attack and have huge health.
- Aqua Jet is my main water STAB. Priority, 40 output damage changes by 1.5 thanks to Huge Power. Great for revenge killing.
- Play Rough just hits hard. It's STAB, great against dark, dragon, and fighting types. Great against frail pokemon who don't resist Play Rough.
- Knock Off. This thing is a life saver. For example, first turn of game, azu versus infernape, infernape switches and I use knock off on their gengar switch.
- Grass Knot. People are saying what? Let me explain. I lack grass moves on this team. Grass is an essential element to combat water and ground types, mostly water. Lately, I've been running into quagsire and swampert.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Earthquake
Summary:
- Close Combat. Why not swords dance? Well, it's too situational and with this team, it's heavily based on prediction. Can't see the time frame to set up or allowed to set up and sweep. However, close combat destroys steel types like heatran who try to threaten me, chansey, and dark types.
- Quick Attack great revenge kill and STAB. Always handy priority.
- Return just destroys things that don't resist it. This thing can sweep.
- Earthquake is great coverage too especially against char X when he switches in
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 68 SpA / 20 Spe
Bold Nature
- Thunderbolt
- Roost
- Hidden Power Ice
- Heat Wave
Summary:
Standard set.
- t-bolt to hit water types.
- roost is there the help keep me alive.
- HP Ice hits ground and dragon types fantastically.
- Heat wave does wonders against steel types.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Roost
- Toxic
- Earthquake
Summary:
Standard set.
- taunt to stop mons from setting up or baton passing or recovering. Great against standard mega venu.
- roost helps keep me in the game longer. I used protect but felt it not right for this team. It was good for scouting but then gliscor would die next turn if I was down to one poke him included.
- toxic is so fantastic because it really bleeds the pokemon out. One on one versus char x, gliscor wins.
- earthquake is there to make damage on poke who aren't immune.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Roar
Summary:
Standard set.
- lava plume hits decently and I love the chance when it burns.
- protect is there to scout. I usually always lead off with heatran and always click protect to see what's going on.
- Stealth rock helps create hazards. Set these up and it will help you in the long run if they don't get defogged or spinner away.
- Roar. This just does justice. Use roar against poke who are trying to set up or in a sub. They go bye bye. The next poke coming in gets stabbed with a sharp rock. xD
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 120 HP / 136 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Summary:
I got this set from the new smogon XY poke dex.
This thing has really saved me and I'm not dying in one turn from special attack. Unless it's fire.
- rapid spin is to clear hazards from my side of the field.
- earthquake just hits hard and it's STAB.
- iron head does justice against fairies like clefable and gotta love when you get a flinch Hax.
- rock slide is here to hit things that are weak to it, like fire types.
So, this was my RMT. Sorry if there's no structure. I'm posting from my phone. Please help me out by rating this team with suggestions or replacements. Thank you! :)
My name is Argue. This is my second RMT. Let's start.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Grass Knot
Summary:
- I chose Sitrus berry so Azumarill can gain some health back after she takes a bad hit.
- Huge power increases attack, adamant nature adds more power to attacks, and the EVs help boost attack and have huge health.
- Aqua Jet is my main water STAB. Priority, 40 output damage changes by 1.5 thanks to Huge Power. Great for revenge killing.
- Play Rough just hits hard. It's STAB, great against dark, dragon, and fighting types. Great against frail pokemon who don't resist Play Rough.
- Knock Off. This thing is a life saver. For example, first turn of game, azu versus infernape, infernape switches and I use knock off on their gengar switch.
- Grass Knot. People are saying what? Let me explain. I lack grass moves on this team. Grass is an essential element to combat water and ground types, mostly water. Lately, I've been running into quagsire and swampert.

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Earthquake
Summary:
- Close Combat. Why not swords dance? Well, it's too situational and with this team, it's heavily based on prediction. Can't see the time frame to set up or allowed to set up and sweep. However, close combat destroys steel types like heatran who try to threaten me, chansey, and dark types.
- Quick Attack great revenge kill and STAB. Always handy priority.
- Return just destroys things that don't resist it. This thing can sweep.
- Earthquake is great coverage too especially against char X when he switches in

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 68 SpA / 20 Spe
Bold Nature
- Thunderbolt
- Roost
- Hidden Power Ice
- Heat Wave
Summary:
Standard set.
- t-bolt to hit water types.
- roost is there the help keep me alive.
- HP Ice hits ground and dragon types fantastically.
- Heat wave does wonders against steel types.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Roost
- Toxic
- Earthquake
Summary:
Standard set.
- taunt to stop mons from setting up or baton passing or recovering. Great against standard mega venu.
- roost helps keep me in the game longer. I used protect but felt it not right for this team. It was good for scouting but then gliscor would die next turn if I was down to one poke him included.
- toxic is so fantastic because it really bleeds the pokemon out. One on one versus char x, gliscor wins.
- earthquake is there to make damage on poke who aren't immune.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
- Lava Plume
- Protect
- Stealth Rock
- Roar
Summary:
Standard set.
- lava plume hits decently and I love the chance when it burns.
- protect is there to scout. I usually always lead off with heatran and always click protect to see what's going on.
- Stealth rock helps create hazards. Set these up and it will help you in the long run if they don't get defogged or spinner away.
- Roar. This just does justice. Use roar against poke who are trying to set up or in a sub. They go bye bye. The next poke coming in gets stabbed with a sharp rock. xD

Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 120 HP / 136 Atk / 252 SpD
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Summary:
I got this set from the new smogon XY poke dex.
This thing has really saved me and I'm not dying in one turn from special attack. Unless it's fire.
- rapid spin is to clear hazards from my side of the field.
- earthquake just hits hard and it's STAB.
- iron head does justice against fairies like clefable and gotta love when you get a flinch Hax.
- rock slide is here to hit things that are weak to it, like fire types.
So, this was my RMT. Sorry if there's no structure. I'm posting from my phone. Please help me out by rating this team with suggestions or replacements. Thank you! :)
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