This is my first RMT, so I hope it goes well. Anyways, after the togekiss ban, my old team got less useful, so I looked around UU and thought, "I should use some huge offensive threats!" After a while, I decide on a very bulky approach for the rest of my team, and this is the result.
I wanted to use Mega Absol, so I started there.
I really like my mixape set, so I put it in as well
To end off my frail threats, I put on the new espeon to see how it would perform.
I then started being serious about the teambuilding. I saw a large water weakness, and decided to fight water with water and use crocune
I then put in my walls, noticing an electric weakness and a ghost weakness.
That is all I have to say about my team. Advice is largely appreciated, and thank you for reading :D
(Edit): The sprites are going off randomly to the side, sorry about that. On editing they are fine, and I can't seem to fix it.

I wanted to use Mega Absol, so I started there.


I really like my mixape set, so I put it in as well



To end off my frail threats, I put on the new espeon to see how it would perform.




I then started being serious about the teambuilding. I saw a large water weakness, and decided to fight water with water and use crocune






I then put in my walls, noticing an electric weakness and a ghost weakness.

Fairy? (Absol-Mega) @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Psycho Cut
This is what I built my team around. I had noticed a lot of people being successful with Mega Absol, and I decided to try it out. It is the near standard sd set, with sucker punch for priority, knock off for a strong stab, and for the last move, I put psycho cut. I put it on for the fighting types that would resist my other STABs and ultimately force me out without it.Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Psycho Cut

Infernrape (Infernape) @ Life Orb
Ability: Iron Fist
EVs: 184 Atk / 72 SpA / 252 Spe
Hasty Nature
- Mach Punch
- Overheat
- Close Combat
- Thunder Punch
This is a set I really like that I devised when I saw an abundance of Blissey- Mega Aggron cores. It is a mixape set that is a direct counter to it, with overheat being certain to OHKO the standard physically defensive/ bulky offensive Aggron. It has proved very useful, being able to take out many things. Close combat is for physical fighting STAB, Overheat has been explained, but it also helps against any physical wall that happens to switch in, taking roughly 60-80 percent depending on the Pokemon. Mach punch is nice priority, and thunderpunch is for water and flying types that try to switch in on Infernape.Ability: Iron Fist
EVs: 184 Atk / 72 SpA / 252 Spe
Hasty Nature
- Mach Punch
- Overheat
- Close Combat
- Thunder Punch

Right in the (Espeon) @ TwistedSpoon
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Psyshock
- Shadow Ball
- Hidden Power [Fighting]
Espeon fulfills a check to fighting types and a hard hitter. I have both Psychic and Psyshock because I wanted to try a Twistedspoon Espeon. It hits really hard with it's Psychics, and I have Psyshock to take down special walls who think they are safe after seeing Psychic. Shadow ball hits fellow psychic types who try to wall this set, and HP Fighting is for coverage. It is my answer for Florges, as my team is terrible against it.Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Psyshock
- Shadow Ball
- Hidden Power [Fighting]

I hate everyone (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Rest
- Sleep Talk
- Scald
- Calm Mind
Standard Crocune. It is my counter to water types, usually being able to out-stall them, and is a great pivot for a variety of hits. I would have lost so many games without its bulk and amazingly powerful scalds. It is a great counter to cloyster, living rock blasts and getting it into range where infernape's mach punch kills.Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Rest
- Sleep Talk
- Scald
- Calm Mind

Rick rollout (Donphan) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard
My defensive wall. I noticed a large electric weakness and decided to fix it. Stealth rocks and rapid spin because a Donphan without one of those is not a Donphan. Earthquake because it hits really hard, even without investment, and ice shard to beat lead galvantula 1v1 and for nice priority. It is great for taking all sorts of physical threats like Arcanine, Entei, Flygon, Infernape etc.Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard

Error #quack (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 112 SpA / 144 SpD
Modest Nature
- Tri Attack
- Recover
- Thunderbolt
- Ice Beam
Last off, My specially defensive tank. I am running more of an offensive spread, as I find that even hydreigon fails to do 70% with a non life orb draco. It takes many people off guard, and applies a lot of pressure. Tri attack is a great STAB, recover is to keep it healthy, and bolt-beam coverage works well. I put it on to better deal with the special threats in the tier, like M-Ampharos, Starmie, Espeon etc.Ability: Download
EVs: 252 HP / 112 SpA / 144 SpD
Modest Nature
- Tri Attack
- Recover
- Thunderbolt
- Ice Beam
That is all I have to say about my team. Advice is largely appreciated, and thank you for reading :D
(Edit): The sprites are going off randomly to the side, sorry about that. On editing they are fine, and I can't seem to fix it.
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