Hey everyone! This is my first RMT, and I'd really appreciate all of the feedback. I've been using this team for a while now, and there are some problems that I just can't fix on my own. So... here it is.
The Team
Hercules (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 252 HP / 4 Sp Def
Adamant Ntr
- Bulk Up
- Drain Punch
- Mach Punch
- Thunder Punch
Here he is. This guy right here is undoubtedly the heaviest hitter on the team. Conkeldurr is the main Physical Sweeper on the team, thanks to his incredibly high attack stat. However, his main features are Guts and the Flame Orb. Thanks to Guts, the burn skyrockets his attack to amazing levels. Couple that with the boost from Bulk Up, and he's gonna be killing a good number of things in one fell swoop.
252 Attack is pretty obvious. The reason I chose 252 HP over Speed is because Conk isn't gonna be outspeeding many things, even with max Spd. He also needs the health to survive the burn damage and to get one BU off safely.
As for the moveset, Bulk Up is there to give him that boost to his attack and defense that is oh-so good. Drain Punch is a very reliable STAB, and the heal helps to sustain from the burn damage. Mach Punch is there just to kill anything that's low, and to allow him to get a good hit off when he's about to die. Finally, I slapped Thunder Punch on there for some decent coverage against Water and Flying, though I'm not sure if I should go for Thunder or Ice.
Sun Wukong (Infernape) (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Speed / 252 Atk / 4 HP
Jolly Ntr
- Close Combat
- Fire Punch
- Thunder Punch
- Mach Punch
I love this guy so much. This baby right here is my main Revenge Killer. If something isn't quite dead, he can come in and Mach Punch. The coverage of his moveset allows him to take-out anything that's been damaged prior. Iron Fist is the obvious choice, boosting three of his four moves.
252 Spd and Atk is essential for him. It allows him to hit fast and hit hard. I opted for Jolly over Adamant because he isn't really my heavy-hitter. He just needs to be able to come in, kill something, and then get out. The extra speed from Jolly allows him to do this.
Mach Punch is the move he's gonna be using the most. This is his best move because it's reliable, has STAB, gets IF boost, and is one of the greatest moves for a Revenge Killer. Fire Punch might actually be a worse option than Flare Blitz, but after play-testing both moves, I've found that FB's recoil is just too crippling for him, especially with LO recoil. Fire Punch is able to get the job done without hurting Nape's chance of survival. Thunder Punch lets him counter two of his main weaknesses, and is his only option against FF Chandelure. Finally, Close Combat is here as his heaviest hitting move. This slot used to be for Fake Out, but I found that Mach Punch is enough, and without CC or FB, Nape just can't do enough damage when he needs to.
Aphrodite (Gardevoir) (F) @ Leftovers
Ability: Synchronize
EVs: 252 Sp Atk / 252 HP / 4 Speed
Modest Ntr
- Calm Mind
- Moonblast
- Psychic
- Thunderbolt
The leading lady. Gard is my only real Sp attacker, and she can cause some serious mayhem after a single Calm Mind. Also, being part Fairy really helps my team against the many Dragon threats that are lurking out there.
Do I really need to explain the Sp Atk? No. However, the HP over Speed was a very difficult choice for me. While outspeeding things can be really beneficial, Gard just needs to stay alive, and the next member of my team helps out with the Speed...
Calm Mind. The beauty of Gardevoir. Set up just one CM and you're set. You wanna deal more damage or survive a bit better? Here's another CM! Now, Moonblast is arguably the best move Gard can wish for, and it deals crazy damage after a CM. Psychic is there to beat out the rest of the Type Spectrum, and Thunderbolt for the ever-so-good coverage.
Arachne (Galvantula) (F) @ Focus Sash
Ability: Compound Eyes
EVs: 252 Speed / 248 HP / 8 Sp Atk
Timid Ntr
- Sticky Web
- Thunder Wave
- Toxic
- Volt Switch
Little baby setup. With Nape being the only fast member on the team, I needed something to help the team out. This girl does the job with ease.
With some pretty good natural speed, max Spd allows Gal to setup a Sticky Web before she gets hit by anything. The 248 HP allows it survive some weaker hits should she be outsped by anything. Finally, 8 Spa lets it do at least a bit of damage with Volt Switch.
Sticky Web is Gal's selling point, helping out the rest of the team with their speed problems. A Galvantula without SW is a bad Galvantula. Next up, Thunder Wave and Toxic help it be a really good supporter. TW to further cripple fast 'Mons, and Toxic to whittle down any walls. Finally, Volt Switch lets it do a bit of damage and then get out. I usually keep Gal alive throughout the match so that she can set up more Webs if they get Defog-ed or Rapid Spin-ed.
Fenrir (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Speed
Bold Ntr
- Scald
- Calm Mind
- Rest
- Roar
Ragnarok. That's what most enemies feel when I send this beast of a wall into the battlefield. With fantastic natural bulk, Sui can safely switch-in and tank any hit that I need it to.
Max HP and Def are essential for any wall. I chose Def over Sp Def since CM helps out against Special Attackers anyway. The 4 Spd allows Sui to win some speed-ties, and can be a deciding factor in close fights.
Scald is Sui's only damaging move. In fact, it's probably the only one it needs, with decent damage, STAB boost, and the chance to burn, which is great for any Wall. Since Sui already has Max Def, it can usually set up a few Calm Mind-s to help tank against Special Attackers. After one or two CMs, Suicune becomes impenetrable. Now, the one problem with Sui is that it doesn't have any good sustain moves, so Rest is really the only option. I almost used Sleep Talk, but Roar comes in handy so many times whenever someone tries to set-up. Dragon Dance? ROAR! Calm Mind? ROAR!! Swords Dance? ROAR!!! You get the drift.
Genbu (Mega Blastoise) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 Sp Atk / 4 Sp Def
Modest Ntr
- Hydro Pump
- Aura Sphere
- Dragon Pulse
- Rapid Spin
Last but certainly not least... giant turtle with cannons!! The Mega for my team, M-Blast provides even more bulk, and can help knock down any tough walls that are in the way.
252 HP gives M-Blast that sweet, sweet bulk, and can allow him to act as a replacement Wall should anything terrible happen to Suicune. Max Sp Atk lets MB deal some incredible damage with its attacks, and can allow it to puncture holes in the opposing team when the opportunity presents itself.
Hydro Pump is amazing on any MB, being the go-to move for STAB Water damage. I could've gone with Water Pulse, but even with the Mega Launcher boost, its power pales in comparison to Hydro Pump. Next, Aura Sphere and Dragon Pulse are both boosted by ML, practically giving them STAB. Even better, they give MB some great coverage against many types, including Dark, Steel, and Dragon. Finally, what Blastoise is complete without Rapid Spin? If the field starts to look a bit too hazard-y, Blastoise can come in and Rapid Spin them away.
Well, that's the team. Please leave constructive comments and suggestions, because I would really like to improve this team. Thanks, and I'll see ya guys around! Peace!
The Team

Hercules (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 252 HP / 4 Sp Def
Adamant Ntr
- Bulk Up
- Drain Punch
- Mach Punch
- Thunder Punch
Here he is. This guy right here is undoubtedly the heaviest hitter on the team. Conkeldurr is the main Physical Sweeper on the team, thanks to his incredibly high attack stat. However, his main features are Guts and the Flame Orb. Thanks to Guts, the burn skyrockets his attack to amazing levels. Couple that with the boost from Bulk Up, and he's gonna be killing a good number of things in one fell swoop.
252 Attack is pretty obvious. The reason I chose 252 HP over Speed is because Conk isn't gonna be outspeeding many things, even with max Spd. He also needs the health to survive the burn damage and to get one BU off safely.
As for the moveset, Bulk Up is there to give him that boost to his attack and defense that is oh-so good. Drain Punch is a very reliable STAB, and the heal helps to sustain from the burn damage. Mach Punch is there just to kill anything that's low, and to allow him to get a good hit off when he's about to die. Finally, I slapped Thunder Punch on there for some decent coverage against Water and Flying, though I'm not sure if I should go for Thunder or Ice.

Sun Wukong (Infernape) (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Speed / 252 Atk / 4 HP
Jolly Ntr
- Close Combat
- Fire Punch
- Thunder Punch
- Mach Punch
I love this guy so much. This baby right here is my main Revenge Killer. If something isn't quite dead, he can come in and Mach Punch. The coverage of his moveset allows him to take-out anything that's been damaged prior. Iron Fist is the obvious choice, boosting three of his four moves.
252 Spd and Atk is essential for him. It allows him to hit fast and hit hard. I opted for Jolly over Adamant because he isn't really my heavy-hitter. He just needs to be able to come in, kill something, and then get out. The extra speed from Jolly allows him to do this.
Mach Punch is the move he's gonna be using the most. This is his best move because it's reliable, has STAB, gets IF boost, and is one of the greatest moves for a Revenge Killer. Fire Punch might actually be a worse option than Flare Blitz, but after play-testing both moves, I've found that FB's recoil is just too crippling for him, especially with LO recoil. Fire Punch is able to get the job done without hurting Nape's chance of survival. Thunder Punch lets him counter two of his main weaknesses, and is his only option against FF Chandelure. Finally, Close Combat is here as his heaviest hitting move. This slot used to be for Fake Out, but I found that Mach Punch is enough, and without CC or FB, Nape just can't do enough damage when he needs to.

Aphrodite (Gardevoir) (F) @ Leftovers
Ability: Synchronize
EVs: 252 Sp Atk / 252 HP / 4 Speed
Modest Ntr
- Calm Mind
- Moonblast
- Psychic
- Thunderbolt
The leading lady. Gard is my only real Sp attacker, and she can cause some serious mayhem after a single Calm Mind. Also, being part Fairy really helps my team against the many Dragon threats that are lurking out there.
Do I really need to explain the Sp Atk? No. However, the HP over Speed was a very difficult choice for me. While outspeeding things can be really beneficial, Gard just needs to stay alive, and the next member of my team helps out with the Speed...
Calm Mind. The beauty of Gardevoir. Set up just one CM and you're set. You wanna deal more damage or survive a bit better? Here's another CM! Now, Moonblast is arguably the best move Gard can wish for, and it deals crazy damage after a CM. Psychic is there to beat out the rest of the Type Spectrum, and Thunderbolt for the ever-so-good coverage.

Arachne (Galvantula) (F) @ Focus Sash
Ability: Compound Eyes
EVs: 252 Speed / 248 HP / 8 Sp Atk
Timid Ntr
- Sticky Web
- Thunder Wave
- Toxic
- Volt Switch
Little baby setup. With Nape being the only fast member on the team, I needed something to help the team out. This girl does the job with ease.
With some pretty good natural speed, max Spd allows Gal to setup a Sticky Web before she gets hit by anything. The 248 HP allows it survive some weaker hits should she be outsped by anything. Finally, 8 Spa lets it do at least a bit of damage with Volt Switch.
Sticky Web is Gal's selling point, helping out the rest of the team with their speed problems. A Galvantula without SW is a bad Galvantula. Next up, Thunder Wave and Toxic help it be a really good supporter. TW to further cripple fast 'Mons, and Toxic to whittle down any walls. Finally, Volt Switch lets it do a bit of damage and then get out. I usually keep Gal alive throughout the match so that she can set up more Webs if they get Defog-ed or Rapid Spin-ed.

Fenrir (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Speed
Bold Ntr
- Scald
- Calm Mind
- Rest
- Roar
Ragnarok. That's what most enemies feel when I send this beast of a wall into the battlefield. With fantastic natural bulk, Sui can safely switch-in and tank any hit that I need it to.
Max HP and Def are essential for any wall. I chose Def over Sp Def since CM helps out against Special Attackers anyway. The 4 Spd allows Sui to win some speed-ties, and can be a deciding factor in close fights.
Scald is Sui's only damaging move. In fact, it's probably the only one it needs, with decent damage, STAB boost, and the chance to burn, which is great for any Wall. Since Sui already has Max Def, it can usually set up a few Calm Mind-s to help tank against Special Attackers. After one or two CMs, Suicune becomes impenetrable. Now, the one problem with Sui is that it doesn't have any good sustain moves, so Rest is really the only option. I almost used Sleep Talk, but Roar comes in handy so many times whenever someone tries to set-up. Dragon Dance? ROAR! Calm Mind? ROAR!! Swords Dance? ROAR!!! You get the drift.

Genbu (Mega Blastoise) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 Sp Atk / 4 Sp Def
Modest Ntr
- Hydro Pump
- Aura Sphere
- Dragon Pulse
- Rapid Spin
Last but certainly not least... giant turtle with cannons!! The Mega for my team, M-Blast provides even more bulk, and can help knock down any tough walls that are in the way.
252 HP gives M-Blast that sweet, sweet bulk, and can allow him to act as a replacement Wall should anything terrible happen to Suicune. Max Sp Atk lets MB deal some incredible damage with its attacks, and can allow it to puncture holes in the opposing team when the opportunity presents itself.
Hydro Pump is amazing on any MB, being the go-to move for STAB Water damage. I could've gone with Water Pulse, but even with the Mega Launcher boost, its power pales in comparison to Hydro Pump. Next, Aura Sphere and Dragon Pulse are both boosted by ML, practically giving them STAB. Even better, they give MB some great coverage against many types, including Dark, Steel, and Dragon. Finally, what Blastoise is complete without Rapid Spin? If the field starts to look a bit too hazard-y, Blastoise can come in and Rapid Spin them away.
Well, that's the team. Please leave constructive comments and suggestions, because I would really like to improve this team. Thanks, and I'll see ya guys around! Peace!