Alomomola @ Assault Vest
Ability: Regenerator
Level: 50
Tera Type: Fire
EVs: 28 HP / 220 Atk / 4 Def / 244 SpD / 12 Spe
Adamant Nature
- Liquidation
- Mirror Coat
- Play Rough
- Tera Blast
The star of the team. Can ohko stuff like Hydreigon and Volcarona, while not really fearing their attacks(Volc hates fire tera, normally.) EVs are mainly to ohko 4/0 or 0/4 Chi-Yu(w/ a bit more for something else,) and to creep Dirge. SpD gives an odd # for AV, and some HP cause why not. AV takes many kinds of hits really well, and patches up Alomomola's normally underwhelming SpD. There aren't many support options of note, so I don't feel I miss out on much. Fire Tera doesn't just wall typical Volc, it is great for hurting steels. Mirror Coat works well when faced w/ an electric like Rotom, mainly. Special dark types(like Hydreigon) dislike Play Rough, so it's ok if I don't affect them w/ coat. Regenerator also helps set this apart from a possible AV Dondozo, who can be seen to have better stats(In fact I'm pretty sure that's fair, this has more HP and Spe, but less on the rest.) But Dondozo would probably never go AV anyways, so imo this has a great niche.

Tinkaton @ Expert Belt
Ability: Mold Breaker
Level: 50
EVs: 100 HP / 180 Atk / 20 Def / 4 SpD / 204 Spe
Jolly Nature
- Gigaton Hammer
- Play Rough
- Skitter Smack
- Knock Off
This keeps getting put on then taken off. Right now it's on cause I feel I need a fairy, however it'll doubtless be taken off because Kingambit can already take non-fire physical Pults. So this doesn't do much.

Arboliva @ Grassy Seed
Ability: Seed Sower
Level: 50
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Giga Drain
- Earth Power
- Strength Sap
- Mirror Coat
Arboliva has beaten whole teams, a few times. Strength Sap is my favorite move, and it can be hard to handle that and Mirror Coat. Specially defensive is part random, but I feel like w/ Grassy Seed and Strength Sap I can take more physical stuff in general. And the higher base SpD, for more stat points w/ a +SpD nature. Mirror Coat again, this has gotten me through a lot. Earth Power for coverage. Mainly unsure about EVs, definitely keeping the mon. Might have to re-evaluate when/if paradox is allowed.

Skeledirge @ Leftovers
Ability: Unaware
Level: 50
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Torch Song
- Rest
- Will-O-Wisp
- Sleep Talk
My main sleep answer, Arboliva is weak to fighting(Breloom,) unless she teras(is grass.) I feel like I'm getting a lot more out of sleep 'absorption'(kinda, though you often wake up and Sleep Talk or sleep and attack normally) than Slack Off and the paltry coverage of ghost(really you just spam torch song after they're burned if applicable.) Sleep strategies are maddening, so I want this for them. Usual EVs, going by analysis. I thought spe creeping Corv might be smart, but it hasn't even come up. Water tera is good, though I mostly use it to take off weaknesses, the resists it gives aren't always helpful. Except w/ Cloyster, who may have a water move.

Kingambit @ Sitrus Berry
Ability: Defiant
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Iron Head
- Kowtow Cleave
- Low Kick
- Stealth Rock
I was using a bulky Hydreigon(it gets SR too now, for some reason.) But I replaced it for w/e reason, though I still wanted SR(normally don't but people switch a lot on me/in general it seems. Plus I have strength sap.) Regular STABs, though no Sucker Punch so I can fight the mirror. 4 Spe for same, though I'm worried that's common, and I have a Kingambit problem sorta. Boring max/max, didn't know what else to do. This has been kinda good, obviously not great or I'd actually win a normal amount.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Discharge
- Trick
This is everywhere. I decided if you can't beat them join them, though I'm still not beating them(not Rotoms specifically, just not doing well.) Regular Electric tera, for no weaknesses, and EVs. TrickScarf to not only be fast when I need it, but to mess up slow stuff. This is essentially a must bring vs, Garganacl. Discharge for the para, rather than T-bolt for a little extra damage. Sometimes this can't hurt te opponent much(grass and dragon resist all moves,) so it has to then fish for para, or just not even matter. I never really liked rotoms much cause of their base 50 HP, so I bring this somewhat rarely,
Doing terrible, less than #70k. Technically kinda close on W/l, but it's always depressing. Per a suggestion try to write down my weaknesses as they come up, though some get invalidated by change. Which I do a lot of. Currently Glimmora and Kingambit are issues, and maybe Garganacl amiong the very common things. Wary of Meowscarada, and lost bad to a random Ampharos. My FWG core is fairly good in general, Dirge, Mola, Arb. But that's about it, and they don't like Meowscarada as I said(Arb can Strength Sap on it, but they can easily pivot SE into a special attacker where I heal too little. Mola only really gets it w/ tera, and it's a lead so I don't wanna tera asap if I can.)
EDIT: Put in Appletun over Tink. Can sorta deal with Meowscarada with Tera maybe, same with pult. I like it and wanted to use it, anyway.
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