That Dang Fish






This is an all-out defensive team with a primary and secondary wall for both physical and special attacks. Matches typically involve large amounts of switching and an attempt to make all of the opponents severely ill with toxic. With the exception of Mow Rotom none of these pokes are particularly fast (Steelix has gyro-ball so that is by design) and only Rotom and Sawk (my offensive staples) have powerful attacks. This has generally made me mostly weak to setup teams particularly those that are specially based since Steelix has the more dependable phazing move in roar and I typically try to steer him away from special attackers.
Rotom-Mow @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Leaf Storm
- Trick
- Hidden Power [Fighting]
Cut Rotom is just about always my lead. By which I mean I can probably count on one hand the number of times I didn’t start with this guy. Every one of those times it didn’t work out well for me. With choice scarf he outspeeds just about every poke I need him to and serves well as a revenge killer.The dual STAB with Volt Switch and Leaf Storm are the main attacks with trick used primarily to cripple support leads and the occasional set up sweeper.
Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Wish
- Protect
- Waterfall
- Toxic
Alomomola is my main physical wall. She is the standard bulky water with practically no offensive potential although waterfall can come through in the right situation. She relies primarily on toxic and Wish-Protect stalling to defeat foes. She does particularly well once toxic has been spread around the opposing team and can really take down a physically based team. She is particularly susceptible to special attackers particularly those that carry both electric and grass type attacks (like galvantula) because I cannot easily predict and switch to Steelix (listed below) to take the electric hit.
Altaria @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Roost
- Dragon Pulse
- Perish Song
- Heal Bell
Altaria is usually my go to special wall due to his superior typing and ability to (occasionally) take a physical hit from a surprise mixed sweeper. He also provides heal bell support to keep the team healthy and Perish Song to help combat setup users. Dragon pulse provides some damage and avoids being taunt fodder. I only with that I could put toxic on this guy, then we would be good.
Cryogonal @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 SDef
- Rapid Spin
- Ice Beam
- Recover
- Toxic

Rotom-Mow @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Leaf Storm
- Trick
- Hidden Power [Fighting]
Cut Rotom is just about always my lead. By which I mean I can probably count on one hand the number of times I didn’t start with this guy. Every one of those times it didn’t work out well for me. With choice scarf he outspeeds just about every poke I need him to and serves well as a revenge killer.The dual STAB with Volt Switch and Leaf Storm are the main attacks with trick used primarily to cripple support leads and the occasional set up sweeper.

Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Wish
- Protect
- Waterfall
- Toxic
Alomomola is my main physical wall. She is the standard bulky water with practically no offensive potential although waterfall can come through in the right situation. She relies primarily on toxic and Wish-Protect stalling to defeat foes. She does particularly well once toxic has been spread around the opposing team and can really take down a physically based team. She is particularly susceptible to special attackers particularly those that carry both electric and grass type attacks (like galvantula) because I cannot easily predict and switch to Steelix (listed below) to take the electric hit.

Altaria @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Roost
- Dragon Pulse
- Perish Song
- Heal Bell
Altaria is usually my go to special wall due to his superior typing and ability to (occasionally) take a physical hit from a surprise mixed sweeper. He also provides heal bell support to keep the team healthy and Perish Song to help combat setup users. Dragon pulse provides some damage and avoids being taunt fodder. I only with that I could put toxic on this guy, then we would be good.

Cryogonal @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 SDef
- Rapid Spin
- Ice Beam
- Recover
- Toxic
Cryogonal provides rapid spin support and is a secondary special wall. Unlike Altaria, he carries toxic and a STAB Ice Beam which often makes Cryogonal a superior choice to Altaria due to his ability to deal more damage. The main drawback is his complete inability to take a physical hit, but I generally avoid ever putting him in that situation. I have other pokes for that.
Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Earthquake
- Gyro Ball
- Roar
Steelix provides the essential Stealth Rock support and doubles as my secondary physical wall. He typically needs to rely on Alomomola for wish support, which often results in them both taking hits from physical foes. Ideally this prolongs the turns and allows toxic to rack up while Alomomola remains healthy with regenerator and Steelix can set up Stealth Rocks and phase any setups with roar. On a bad day, this ends with Steelix spending a good deal of time with low HP and threatened out by Superpower wielders or any special attackers leaving Alomomola to deal with all the physical threats. I used to run Dragon Tail on this, but I realized that I would sometimes get worked over by sub-boosting opponents. I actually changed this after a sub-roosting Braviary actually got to +6 with bulk up and destroyed 4 of my pokes before Rotom took him out.
Sawk @ Choice Band
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Earthquake
- Ice Punch
- Stone Edge
Sawk is my late game sweeper. Sometimes he needs to double as a revenge killer, but I try to save him for as late in the battle as possible so he can just do some mop up. Close Combat is, of course, the usual choice, but occasionally I will use Ice Punch. Earthquake is a slightly less used option since most of the types it hits hard are dealt with by moves that actually hit flying foes, although Mold Breaker deals with levitating opponents. Stone Edge sees some situational usage when I need to take care of both an Entei (or some other fire type) and a flying opponent.

Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Earthquake
- Gyro Ball
- Roar
Steelix provides the essential Stealth Rock support and doubles as my secondary physical wall. He typically needs to rely on Alomomola for wish support, which often results in them both taking hits from physical foes. Ideally this prolongs the turns and allows toxic to rack up while Alomomola remains healthy with regenerator and Steelix can set up Stealth Rocks and phase any setups with roar. On a bad day, this ends with Steelix spending a good deal of time with low HP and threatened out by Superpower wielders or any special attackers leaving Alomomola to deal with all the physical threats. I used to run Dragon Tail on this, but I realized that I would sometimes get worked over by sub-boosting opponents. I actually changed this after a sub-roosting Braviary actually got to +6 with bulk up and destroyed 4 of my pokes before Rotom took him out.

Sawk @ Choice Band
Trait: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Earthquake
- Ice Punch
- Stone Edge
Sawk is my late game sweeper. Sometimes he needs to double as a revenge killer, but I try to save him for as late in the battle as possible so he can just do some mop up. Close Combat is, of course, the usual choice, but occasionally I will use Ice Punch. Earthquake is a slightly less used option since most of the types it hits hard are dealt with by moves that actually hit flying foes, although Mold Breaker deals with levitating opponents. Stone Edge sees some situational usage when I need to take care of both an Entei (or some other fire type) and a flying opponent.
This team has been fairly successful for me, but it definitely has some trouble with setup teams and for some reason the move Drain Punch. I find that I tend end up with a break away special attacker more often than physical attackers, although, it is not always the case.
Thank you for reading and I appreciate any of your insight.
Here is the Export:
Thank you for reading and I appreciate any of your insight.
Here is the Export:
Rotom-Mow @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Volt Switch
- Leaf Storm
- Trick
- Hidden Power [Fighting]
Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Wish
- Protect
- Waterfall
- Toxic
Cryogonal @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Rapid Spin
- Ice Beam
- Recover
- Toxic
Altaria @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature
- Roost
- Dragon Pulse
- Perish Song
- Heal Bell
Steelix @ Leftovers
Trait: Sturdy
EVs: 252 HP / 220 Def / 36 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Earthquake
- Gyro Ball
- Roar
Sawk @ Choice Band
Trait: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Close Combat
- Earthquake
- Ice Punch
- Stone Edge
I can't get the spoiler tag to work. : (