An RMT
Introduction
The Core
Blast Burn (Charizard) @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Solar Beam
- Flame Charge
While this set may seem a bit odd, allow me to explain. The biggest problem with Megazard Y, is his speed tier. With only 100 speed, and his frailty, it can be a bit difficult to do much with him. That's why I have Flame Charge. Flame charge will boost his speed up quite a bit, allowing him to outspeed and KO plenty of would-be threats. The reason I gave him a timid nature over a hasty nature is because I can't afford to lose any more bulk on this guy, and Flame Charge won't be a primary attacking move anyways. Additionally, the sun he creates is immensely useful, as it gives him a way to survive water type attacks and then KO with Solarbeam. The rest of his moveset is his obligatory STABs, and is pretty self-explainatory, although I've heard some complaints about Air Slash, so I guess I'll explain that too. Air Slash is mainly to hit pokemon like Mega Venasuar when the sun is gone. It's times 4 weakness to stealth rock can be crippling, so I obviously need a spinner. That's where Excadrill comes in.
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Solar Beam
- Flame Charge
While this set may seem a bit odd, allow me to explain. The biggest problem with Megazard Y, is his speed tier. With only 100 speed, and his frailty, it can be a bit difficult to do much with him. That's why I have Flame Charge. Flame charge will boost his speed up quite a bit, allowing him to outspeed and KO plenty of would-be threats. The reason I gave him a timid nature over a hasty nature is because I can't afford to lose any more bulk on this guy, and Flame Charge won't be a primary attacking move anyways. Additionally, the sun he creates is immensely useful, as it gives him a way to survive water type attacks and then KO with Solarbeam. The rest of his moveset is his obligatory STABs, and is pretty self-explainatory, although I've heard some complaints about Air Slash, so I guess I'll explain that too. Air Slash is mainly to hit pokemon like Mega Venasuar when the sun is gone. It's times 4 weakness to stealth rock can be crippling, so I obviously need a spinner. That's where Excadrill comes in.
Mud Sport (Excadrill) @ Assault Vest
Ability: Mold Breaker
EVs: 112 HP / 144 Atk / 252 SpD
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Sorry all you haters of this set, but absolutely love assault vest Excadrill. While not having the greatest offensive presence, it's role is as a rapid spinner, and it does it's job amazingly. It can take hit surprisingly well, thanks to it's typing, and can often afford to switch in on threats to the normal set, such as Rotom-Wash. It isn't too shabby on the offensive side either. With 135 base attack, even with little investment it can hit really hard. It is all around a great member of my team, whether it's a support pokemon, or a sweeper, it can be quite the force to be reckoned with. It can even gain a little bit of artificial bulk for the final member of this core!
Telekinesis (Rotom-Wash) @ Light Clay
Ability: Levitate
EVs: 112 HP / 252 Def / 144 SpA
Modest Nature
- Reflect
- Thunderbolt
- Hydro Pump
- Volt Switch
Another slightly unconventional set, but allow me to explain. This set is intended to make up for the lack of physical bulk in this core though the use of Reflect. Much like Excadrill, this set is meant to be bulky, without sacrificing too much power. It is a great pivot with it's slow Volt Switch, which allows another team member to come in without taking damage. In addition to being overall useful, Rotom's typing gives it amazing synergy with the rest of the core. He can come in and sponge just about any hit directed at the other members of the core. Rotom also has both Thunderbolt and Hydro Pump as STABs, because Hydro Pump has low PP, and will deal a lot less damage in the sun. Of course, even with all this synergy, the core can only go so far on it's own. That's why the other half of the team is here.
The Other Half of The Team
Harden, The Ferrothorn
Harden (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 4 HP / 252 Def / 252 SpD
Impish Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Thunder Wave
Before you yell at me for using such a horrible EV spread, I know. This is not the most efficient EV spread for mixed wall Ferrothorn, so I would really like some help coming up with a better one. Regardless, Ferrothorn has still been a very helpful member of my team. It's bulk allows it to take quite a few hits, and it's low HP means plenty of recovery from leech seed. It also serves as my team's stealth rock setter, and is pretty good at it too thanks to it's bulk. Thunder Wave is a great support move for crippling opposing threats, and making my threats to their team, even bigger threats. I'm debating changing Power Whip to Seed Bomb, because Power Whip's accuracy has come back to bit me in the butt several times now. Ferrothorn also has some great defensive synergy with the rest of the team, and is a huge help for the rest of my team.
OH GOD! EVERYBODY RUN FO- Oh right. The name.
Ability: Intimidate
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Earthquake
Set by Colonel M: http://www.smogon.com/forums/threads/gyarados-gp-1-2.3495857/
While bulky Mega Gyarados would have been a better fit IMO, bulky regular Gyarados fills it's roll as a bulky attacker quite well. For those of you who don't want to read the whole post, the TL;DR of this set is that it's a bulky dragon dancer that specializes in taking down stall, but can preform well in many other situations as well. Now in terms of synergy, while it's typing doesn't synergies all that well with a lot of the team, it's role does. It can take on a wide variety of threats, and thanks to substitute, can destroy stall. While it's stopped in it's tracks by Rotom-W and Thunderus (unless I get up to +3 or something), it can still preform quite well in almost any situation. So remember, unless you want to be killed, don't let that karp get to level 20.
Ability: Sheer Force
EVs: 8 Atk / 252 SpA / 248 Spe
Rash Nature
- Rock Polish
- Earth Power
- Psychic
- Knock Off
This is the standard Rock Polish set, as listed by the smogdex. After a Rock Polish, it outspeeds most of the unboosted metagame. And thanks to the sheer force + life orb combo, it can hit like a truck. While it's bulk is a little lackluster, it can still make for a great lategame cleaner. Psychic is a great coverage move, and in conjunction with knock off, it can allow it to take on a couple of things that threaten the rest of the team. Overall, Landorus is pretty useful on it's own, but I think that there might be something that does it's role better.
And that's my team! Hope you like it, and rate it to help it become even better!
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