Hello and welcome to my 2nd RMT in here, today I'm bringing you a team based around Roar Calm Mind Suicune + Hazard Stack with some cool sets. I have had a 4-0 run with this team in Smogon Tour 3 weeks ago as well as laddering a bit with it, it did well.
Without further ado, I present you Even Flow:






Teambuilding thought process:



Starting with Suicune and its ablitiy to phase mons and being a wall in general gave me the idea of backing it up with hazards to force as much residual damage possible. Ferrothorn and Hippowdon were my choices as Spikes and Stealth Rock users respectively as they check a good number of Pokemon in the tier and their ability to set up the hazards against lots of Pokemon, as well as having a recovery move to help on the long term.




Next I added a bulky Charizard Mega X to complete a FWG core with Suicune and Ferrothorn, as well as spreading burns and switch it to Pokemon that annoys the 3 above like Charizard Mega Y.





Adding a Charizard to any team kind of requires to have a way of Hazard Removal, Latios was my Pokemon of choice (I still have my doubts on this slot) to serve as Hazard Control and a reliable way to check Keldeo and Manaphy which annoyed this team.






For the last slot, Clefable seemed like a good option for many reasons such as being a win condition in such a bulky team and being a reliable switch in for Dragons mainly.
A Closer Look:

Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Roar
- Calm Mind
- Rest
- Scald
As mentioend above in the teambuilding process, Suicune is such a nice Pokemon in the current meta serving as a nice check to many threats such as Talonflame, Weavile and many other phyiscal attackers. It's ability to phase some set up Pokemon and others around and force it to take residual damage is something this team built around but of course, that means to give up on a slot that was most likely for Sleep Talk, both have their niches. The spread is the standard one with enough speed to outspeed Rotom-W creepers like some variants of Scizors.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Leech Seed
Ferrothorn is one of the best Spikers in this meta which was the main reason it was chosen. Serving as a check to non HP Fire Manaphy and Altaria to this team as well as a switch in to lots of Pokemon duo to its great typing. Another option for its item is Shed Shell, but I found leftovers being more useful in general.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off
Hippowdown was my choice for the Stealth Rock user to this team to the amount of Pokemon this one checks such as Mega Zard X, non Grass Knot Thundurus and other Electric Types. Giving this team Electric immunity is huge to stop Volt Switch uers mainly, losing momentum that easily can make this team struggle a lot. Stone Edge was my choice for its last move to nail down flying types such as Pinsir Mega and Talonflame which can annoy this team a bit if other mons were weakend. The spread is standard with 4 speed EVs to creep other Hippowdons if needed.

Ability: Tough Claws
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Dragon Claw
- Roost
- Flare Blitz
- Dragon Dance
After testing the team using DD Zard over Wisp one it came up quite excellent, giving more more offensive choices and works as a great wincon. Reasons for using this Pokemon
EVs: 248 HP / 164 SpD / 96 Spe
Jolly Nature
- Will-O-Wisp
- Roost
- Flare Blitz
- Earthquake
Spdef Zard X is my main way of switching it to Mega Zard Y, it might not be the best but it works most of the time. Spreading burns via Will-o-Wisp is another way to this team to keep residual damage going on opposing Pokemon as much as possible and nailing opponent's Stealth Rock users mostly (Garchomp/Lando T/Hippowdon) which usually switch in to this Pokemon. Earthquake was chosen for the last slot to lure in Heatrans to open up a way for Clefable mostly as the Dragon Stab wasn't really needed on this bulky set. The EV Spread is made with enough speed to outspeed Hoopa-U which really annoys this team depending on the set as Flare Blitz is an easy OHKO on it.
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
The way of hazard control of this team, to be quite honest, I'm still not so sure about this slot and how well it fits in this team since Defog gets rid of my own hazards as well which is something my team needs to keep them up as much as possible. Serving as a solid check to Keldeo and Manaphy mainly is one of the most important reasons why I'm keeping it here for now. The EV spread is standard.

Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Roost
- Psychic
- Defog
Taking by Leftiez's response, found out defensive Latias gave me a better bulk and reliance in general. The reasons for choosing this Pokemon.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 180 Def / 72 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Soft-Boiled
- Ice Beam
I must say, I was really amazed by this set when I first used it, Boltbeam clef has really few switch ins in opposing teams and it gets really dangerous if given a chance to set up since Spdef Gliscors and Spdef Talonflames don't expect it on this Pokemon and it gives it a move to touch Heatran with quite some damage that can beat it if it lacks Roar/Flash Cannon or anything else to hit it with an effective damage. Serving as a check to dragons mostly the Lati twins and many many other Pokemon in this meta is just a reason why it is so good nowadays. The EV spread is standard with 4 EVs put in speed to creep other Clefables.
Threatlist:


Other Spikes stack teams make this team struggle alot to work in the way it should duo to being pressured to get rid of hazards most of the time.
Replays:
Importable:
Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Roar
- Calm Mind
- Rest
- Scald
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Leech Seed
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Dragon Claw
- Roost
- Flare Blitz
- Dragon Dance
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 76 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Soft-Boiled
- Ice Beam
Latias @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Roost
- Psychic
- Defog
Ability: Pressure
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Roar
- Calm Mind
- Rest
- Scald
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Spikes
- Leech Seed
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 144 Def / 112 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Dragon Claw
- Roost
- Flare Blitz
- Dragon Dance
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 76 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Soft-Boiled
- Ice Beam
Latias @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Roost
- Psychic
- Defog
All rates are appreciated.
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