






Forge (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SDef
Calm Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Stealth Rock
- Protect
My first choice, Heatran easily covers top threats like Genesect and Talonflame with relative ease, as well as most special attackers. His time in the match is also well spent spreading status and hazards. Once in a while I pull Heatran in for his medium strength flamethrower. Protect scouts stray earthquakes and gives extra leftovers recovery.
Ability: Flash Fire
EVs: 252 HP / 252 SDef
Calm Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Stealth Rock
- Protect
My first choice, Heatran easily covers top threats like Genesect and Talonflame with relative ease, as well as most special attackers. His time in the match is also well spent spreading status and hazards. Once in a while I pull Heatran in for his medium strength flamethrower. Protect scouts stray earthquakes and gives extra leftovers recovery.

Gaia (Venusaur) @ Venusaurite
Ability: Overgrow
EVs: 252 HP / 252 SAtk
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Synthesis
Vensuaur affords the team an absolute butt load of resistances as well as decent offensive presence. It's sheer survivability is ridiculous, being able to stall out the sunlight against Charizard Y. Giga Drain does good damage while buffering Venusaur's huge bulk, and Sludgebomb decks fairys and flying type switch ins. Synthesis keeps the saur alive far longer than it would have been otherwise, while sleep power... hm, sleep powder is a bit underwhelming. It's usually my go-to move when I don't know what else to hit, but switching is too risky. Perhaps there is a better offensive/support move I can put there?
Ability: Overgrow
EVs: 252 HP / 252 SAtk
Modest Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Synthesis
Vensuaur affords the team an absolute butt load of resistances as well as decent offensive presence. It's sheer survivability is ridiculous, being able to stall out the sunlight against Charizard Y. Giga Drain does good damage while buffering Venusaur's huge bulk, and Sludgebomb decks fairys and flying type switch ins. Synthesis keeps the saur alive far longer than it would have been otherwise, while sleep power... hm, sleep powder is a bit underwhelming. It's usually my go-to move when I don't know what else to hit, but switching is too risky. Perhaps there is a better offensive/support move I can put there?

Plasma (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 252 SAtk
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick
Another tank, eh? Sorta. Rotom ends up with medium speed while carrying choice scarf, and is my favorite way to debilitate walls during a match. Trick and Will-O-Wisp allow me to specifically break a mon if I can predict the switch in, and receiving leftovers puts Rotom in a pretty good position for the rest of the match. Hydro pump and volt switch are pretty much necessary for doing decent damage and keeping up momentum.
Ability: Levitate
EVs: 252 HP / 252 SAtk
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Trick
Another tank, eh? Sorta. Rotom ends up with medium speed while carrying choice scarf, and is my favorite way to debilitate walls during a match. Trick and Will-O-Wisp allow me to specifically break a mon if I can predict the switch in, and receiving leftovers puts Rotom in a pretty good position for the rest of the match. Hydro pump and volt switch are pretty much necessary for doing decent damage and keeping up momentum.

Red Angel (Scizor) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- Knock Off
- U-turn
Scizor is an assassin, pulling revenge kills on the frail and trapping ghosts/psychic types. Knock off ruins a good deal many pokemon and outright murders Aegislash.
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- Knock Off
- U-turn
Scizor is an assassin, pulling revenge kills on the frail and trapping ghosts/psychic types. Knock off ruins a good deal many pokemon and outright murders Aegislash.

Byakko (Landorus-Therian) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Here you can clearly see a spot where I wasn't sure what move to pick. I'll admit that it's very convenient to have two rock setters as I can pick the one least threatened in the match, but perhaps I could add more versatility to my team if either Heatran or Landorus was carrying something else.
Landorus is an alternative answer to most physical threats, and of course I have U-turn to keep the opponent guessing.
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Here you can clearly see a spot where I wasn't sure what move to pick. I'll admit that it's very convenient to have two rock setters as I can pick the one least threatened in the match, but perhaps I could add more versatility to my team if either Heatran or Landorus was carrying something else.
Landorus is an alternative answer to most physical threats, and of course I have U-turn to keep the opponent guessing.

Galaxy (Latias) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Oh, what a magical little bugger this is. I can basically pick the role I want it to play each match, and run with that. Speedy damage dealer? Sure, it can do that. Hazard removal? It's pretty good at it. Suddenly pulling in the one weakened mon who will win the match? All the frick'n time.
Ability: Levitate
EVs: 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Oh, what a magical little bugger this is. I can basically pick the role I want it to play each match, and run with that. Speedy damage dealer? Sure, it can do that. Hazard removal? It's pretty good at it. Suddenly pulling in the one weakened mon who will win the match? All the frick'n time.
Yes, the team is very close-knit but it's overall a bit slow, can have trouble with walls, and probably needs some better move choice in a few places. I also can have trouble with Mega Pinsir if I don't play perfectly.