•Introduction
Hello, Smogon! It's been a while since my last RMT, and I've been lurking around the forum for a while now, seeing teams, hatching schemes, dodging Hyper Beams-For lack of a better rhyme xD So, I usually stray away from the stall side of the Metagame, disliking it above all else, but recently I thought "Why not give it a go?" And that's how this team was born... Except this isn't really that much of a Stall team. Another Balancer!
•Team Building
You can skip straight to the Team Analysis if you don't want to read this bit
So, the first thing to decide was ofc the mega. There are three 'Mons that popped into mind when I thought Mega, and Stall. Mega Venusaur, Mega Sabeleye and Mega Slowbro. The one that I actually thought would be fun using was Mega Venusaur since I thoroughly despise the other two, so on it went:
Then, since it was a grass type, I thought of making it the classic FWG core. So, now I needed a Water 'mon and a Fire 'Mon. Slowbro is an awesome physical sponge, pairs well with Mega Venu, and works well for Stalling, so on he went as wel . Then my mind began browsing through the OU legal fire types. First thing that popped up was the Flaming Hawk which I <3 using so much, Talonflame. SpD Talonflame held good utility on the team, so on he went as well.
FWG core completed, I went on to look for the other members of the jolly squad. With the fear of facing Dragons in mind, a Fairy type was a must, and my favorite fairy is Sylveon. The thing is an outstanding special wall, but seeing that I already had one in Venu, I thought to myself: "Why not take the road less traveled?" And went with offensive Sylv. Fairy selected, I was like : "What's the best partner to a fairy? Something that ironically fears the fairy. A Dragon." Enter the most used 'Mon in the tier, Garchomp. The meta is filled with either Tankchomps, Trollchomps, or Mega Sandchomps... So I went with the unconventional, yet tested and tried route. Scarfchomp used to be a top tier threat at one time, and I decided to show it some love. Late game cleaner or early game breaker, this guy does an epic job. It's especially fun because people expect Tankchomp or something and try to set up on it :P Now I had a Fairy, and a Dragon... The logical choice would be to complete the DFS core! Introducing one of the premier punching bags, one of the greatest physical walls of all time, Skarmory.
Team complete, I went into test and found that it was pretty darn good. Defensive Backbone consisting of Skarmory and Venusaur while Talonflame and Slowbro act as transitionary elements in between, and an Offensive front of Sylveon and Garchomp... I ended up making another balance team rather than a Stall one xD
• In-depth Team Analysis
Without further ado, let us get into this team o' mine!
EV's : |232 HP|252 SpA|4 SpD|20 Spe|
Ability : Chlorophyll -» Thick Fat
Item : Venusaurite
Nature : Modest (+SpA, -Atk)
• Giga Drain
• Sludge Bomb
• Synthesis
• Hidden Power ~ Fire
Our Mega, and one of the Original Gen 1 starters, presenting to you, Tris the Mega Venusaur! This baby takes so many hits and just keeps coming back for more. It can handle most Special Attacks easily, and can hit back with awesome power as well. The EVs are arranged in such a way that she can take a bunch of hits, survive, hit back with extreme prejudice, and also out speed some of the slower 'Mons in the Metagame like Azumarill. Chlorophyll also allows it to out speed a lot of things with that speed investment if there's sun on the field, prior to Mega Evolving, so be picky when mashing the Mega button.
Giga Drain does its job of hitting pesky water/ground types for Super Effective damage and STAB, while also giving half that health back to Tris so that she can continue to pommel the living sh!t out of her opponent. Sludge Bomb is an excellent secondary STAB that hits opponents hard, and is an excellent button to click on a predicted switch. It also acts as a good Fairy Slayer if you need one. Synthesis maximizes the Green Blob's longevity, allowing it to stall opponents out on turns which provides residual damage like Sand and stuff. It's also good to use on a predicted switch to regain lost HP. Finally, HP Fire utterly wrecks bugs like Scizor and Steel types who think they're hilarious switching into Sludge Bomb. Melt them down to spare parts for an Aggron to eat. Overall just an awesome 'Mon you can throw in on weak water moves and such to force a bunch of switches, slowly drain the life out of the opponents team, and maybe kill a bunch of Fairies while you're at it.
Ev's : |252 HP|232 Def|24 SpD|
Ability : Regenerator
Item : Leftovers
Nature : Bold (+Def, -Atk)
• Thunder Wave
• Calm Mind
• Slack Off
• Scald
Member #2 of our FWG core, a defensive Pokemon with the Goldy ability of Regenerator, and combined with an excellent defensive typing, this our go-to 'Mon if there's a strong Physical Offender on the other side of the field that isn't called Kyube. The EV's maintain maximum bulk, so that it can stay on the field and muck around with as many people as possible while Regenerator makes it possible for him to continually keep switching in to keep taking punishment from foes.
Thunder Wave is beautiful because it slows down foes to Slowbro speeds, and cripples a lot of set-up sweepers who plan to set up on Pewds. The para-hax is also appreciated in many a situation, but don't count on it to save you all the time. Calm Mind is an excellent move that allows Pewds to function as both a defensive and Special Defensive Wall, while also boosting his mediocre SpA stats to levels that allow it to kill things. Slack Off is important to Pewds as his best way of recovering health, stalling out your Opp with this is also advisable. Using Slack Off, you can simply watch as your opponent burns to death or something like that. Scald is his only offensive move, and boy is it good. Keeping him from becoming complete taunt bait, Scald is a STAB move that has an awesome chance to burn your foe, which cuts their HP after every turn, and turning their attack stat into roadkill. Combine it with Slack off, and you have an annoying burn-heal combo which rocks. Calm Mind also boosts the power of Scald so that it can potentially kill things like Lando-T, Excadrill, Garchomp etc. Best solution to Char X, imo.
EV's : |248 HP|252 SpD|8 Spe|
Ability : Gale Wings
Item : Leftovers
Nature : Careful (+SpD, -SpA)
• Will-O-Wisp
• Bulk Up
• Roost
• Brave Bird
Right-O! Ever heard of the popular saying, "Two birds with one stone"? Yeah, well you can get 4 of these Talonflames with one stone because of their 4x weakness to Rock. But who gives a crap when you have a defogger, eh? Introducing one of the Pokemon that would be absolutely useless without it's Stellar ability, the final member of our FWG core, Talon-friggin-Flame. Honestly, we only use T-flames because of that beautiful ability in Gale Wings. Aaanyway, them Stats and Moves outline this as a SpD T-flame which is a great passive 'Mon that gets more useful as the turn count increases. Max Investment in SpD allows it to take on a few Specially Defensive hits with little trouble, lots of HP investment increases its longevity to usable amounts.
Will-O-Wisp completely cripples physical attackers that often switch into SpD T-flame, and when combined with the passive recovery from Lefties and Roosting, can stall kill peeps with residual damage. Bulk Up boosts it's Physical Stats and does the same thing that Calm Mind does on Pewds, allowing Janitor to perform as both a Physical and Special Wall, while boosting the power of it's offensive move to perform killer functions. It's also great to set up on other Stallers like Hippodown (without SE tho) so you can kill whatever switches in. Roost provides T-flame with Longevity and self-sufficient healing, while also disabling his Flying Type for a turn, which works great in tandem with Gale Wings that allows it to become a priority move. Losing your flying typing has advantages and disadvantages, such as not dying from an Electric type move, but at the same time being susceptible to Ground Type moves. It also helps stall kill opponents and watch as they burn from Wisp damage. Brave Bird is a powerful flying type move that is further boosted by STAB and Bulk Up, while gaining priority due to Gale Wings, which allows T-flame to pick off weakened threats easily, also potentially kill some biches if boosted. It stops Jan from becoming complete Taunt bait, like Scald on Pewds. Versatility at it's finest, Janitor cleans up what's left of the opposing team after we give them a bunch of status, force a bunch of switches, and bring them to the brink of death via residual damage.
EV's : |248 HP|252 SpA|8 SpD|
Ability : Pixilate
Item : Choice Specs
Nature : Modest (+SpA, -Atk)
• Hyper Voice
• Psyshock
• Hidden Power ~ Fire
• Baton Pass
The name comes from her having only Four fears: Poison Types, Steel Types, Strong Physical Attackers and Psyshock. Four can take on powerful Special attacks with only 8 EV's invested in SpD because it is a naturally high base stat, and doesn't need much investment since this is more of an Offensive 'mon. However, you can toss Four out on a predicted Special move because you know it can handle the power of it all, being a natural SpD wall. The EV's are dumped in HP and SpA to provide it with as much durability as possible, while Max SpA with a + Nature makes it hit as hard as possible on the Special side. It also possesses the Godly Pixilate ability which turns normal moves into destructive Fairy moves that are resisted by few in the tier.
Hyper Voice is the move you'll be clicking most of the time, just because it's so good. If you don't see anymore Posiom/Steel/Fire types on the opposing team, then just click Hyper Voice to rip through their team like wet toilet paper. Pixilate boosts the move's base power, while giving it a fairy typing which provides STAB, and coupled with the Max SpA and choice Specs, only 'Mons which resist Fairy will survive, other than dedicated special walls (F#ck Blissey). It also allows you to hit through Substitutes, and that's awesome to see when it happens and the opponent just stands there like "Fuuuuuuu-". The next move is Psyshock, which pairs up well against Hyper Voice in terms of coverage. Psyshock attacks the foe based on their Defense stat, rather than special defensive stat, so Blissey can jump in a well for all I care, since this move completely destroys special walls that come in on Sylv. The only bish I've found that resists both and walls the sh!t out of Sylv is steel types like Heatran, Scizor or Ferrothorn. There is a solution to Scizor and Ferrothorn though, in the way of HP Fire. Nothin' much to say really, just gives the middle finger to them steel types that swoop in on Sylv thinking to kill. Except Heatran, because he's a b!tch. For Heatran, there is another move, called Baton Pass. It allows you to lure in Steel/Poison types that want to kill Sylv, and then on the predicted switch, you can just GTFO and bring in Garchomp for them Steel types, or anybody else to handle the poison.
Ev's : |252 Atk|4 SpA|252 Spe|
Ability : Rough Skin
Item : Choice Scarf
Nature : Naughty (+Atk, -SpD)
• Earthquake
• Outrage
• Fire Blast
• Stone Edge
What's the best partner for a fairy, you ask? The thing that fears the fairy the most. A dragon. I think almost all my teams include some form of Garchomp or the other, and I don't even know why. He's just so good, and can be used in so many ways! This specific Garchomp is a Scarfchomp, a variant which saw a lot of use in the previous gen's competitive scene, but has diminished from it's former glory since then. EV's make it go extremely fast while being able to hit as hard as possible, utilizing that monster attack stat, giving a little investment in SpA just for that Fire Blast.
So, Scarfchomp's success ratio depends on what you click, when you click and how you predict. Steel types on the other team can be rekt by EQ, but be vary about that since there are chances of tossing out flying types or Levitate 'mons that render Jaws useless when locked into dat move. Outrage is the best thing ever if the opposing team has no fairies or steel types to send out, and you can watch Garchomp wreak uncontrolled havoc with that base 120 STAB dragon powah. Stone Edge forms the famous EdgeQuake combo with Earthquake, allowing you to get neutral hits on everything between those two moves. It's a good thing to click when you see a Bird coming, or just if you don't know what they'll be sending in. Few in the meta resist rocks. However, be vary of that iffy accuracy as it might royally screw you over later on. Finally, Fire Blast is what you rely on for biches like Ferrothorn, Skarmory and Scizor who don't give a hoot about Earthquake. Hitting them physically defensive mofos for 4x damage on a base 110 Specially Oriented move normally nails them. However, the move has little utility besides sending those particular 'Mons to their graves. Advice when to bring out Jaws? Late game. He works best to clean up whatever's left of the other team after the initial stall-weakening and slow torture.
Ev's : |252 HP|252 Def|4 SpD|
Ability : Sturdy
Item : Rocky Helmet
Nature : Bold (+Def, -Atk)
• Stealth Rock
• Defog
• WhirlwindsiCK SPINS
• Roost
We have a Dragon, and we have a fairy... So what's the next logical option? A Steel 'Mon of course! Say Hi to our Steely Stealth Rocker, Our defensive punching bag, and one of the most annoying 'Mon's in OU : Skarmory! The EV's help him to stay alive for as long as possible, before roosting and staying alive even longer. The bold nature further intensifies its defensive prowess, while the Rocky Helmet takes advatage of the fact that it can take a bunch of hits to punish physical attackers, U-turners, Rapid Spinners and the like.
So this set is complete taunt bait, and I get screwed over pretty well if someone taunts TR-8R, but that hasn't happened as of yet, and in hoping my lucky streak continues. Stealth Rock is as mandatory in OU as candy is for Halloween, and allows me to net so many KO's that I'd have otherwise missed, while also putting pressure on things like Volcarona, Talonflame and Charizard since they'll think twice before entering. SR also forces a switch into a Spinner or Defogger if they have one, thus opening up a free chance for me. Combined with Whirlwind, SR becomes a powerful force to provide the residual damage the team enjoys. Defog is if I have Rocks on my side of the field as well. The only one who is especially weak to rocks is T-flame, but it's a general inconvenience for switching and such. It's also immensely useful against hazard stackers since it reks their ideas quickly, and TR-8R gives no sh!ts about any type of spikes. Roost keeps this bae alive to continue taking punishment and continue dishing out the pain with that rocky helmet, but be wary of that. Roost removed the flying typing for a turn, so you're susceptible to normal steel weaknesses like Fighting and Ground. However, you'll almost always be moving last, so it's not a big deal. Finally, Whirlwind enables me to scroll through the others team, and if SR is up, continually deal damage as well. Be careful when using Whirlwind, as it can never go first seeing as how it has -1 priority. Apart from that, it's hilarious using Whirlwind on a predicted switch. The threat coming in is blown away so you don't have to worry. What's even better is if a 'Mon severely weak to rocks is dragged out. Comedy gold. TR-8R is the ultimate riot trooper, keeping thugs at bay with them sick spins.
• Conclusion
So that about wraps it up for this RMT~ I've been enjoying playing with this team so far, and have had some pretty good success with it. Any suggestions for improvement are welcome~!Although I don't like using Legends on my team, which is why I didn't go with the VenuTran combo, I'll still consider those suggestions. So, leave your thoughts, suggestions, criticism, everything down below! :3 Team import will be below so you guys can play test it as well.
• Team Import
Hello, Smogon! It's been a while since my last RMT, and I've been lurking around the forum for a while now, seeing teams, hatching schemes, dodging Hyper Beams-
•Team Building
You can skip straight to the Team Analysis if you don't want to read this bit
So, the first thing to decide was ofc the mega. There are three 'Mons that popped into mind when I thought Mega, and Stall. Mega Venusaur, Mega Sabeleye and Mega Slowbro. The one that I actually thought would be fun using was Mega Venusaur since I thoroughly despise the other two, so on it went:

Then, since it was a grass type, I thought of making it the classic FWG core. So, now I needed a Water 'mon and a Fire 'Mon. Slowbro is an awesome physical sponge, pairs well with Mega Venu, and works well for Stalling, so on he went as wel . Then my mind began browsing through the OU legal fire types. First thing that popped up was the Flaming Hawk which I <3 using so much, Talonflame. SpD Talonflame held good utility on the team, so on he went as well.


FWG core completed, I went on to look for the other members of the jolly squad. With the fear of facing Dragons in mind, a Fairy type was a must, and my favorite fairy is Sylveon. The thing is an outstanding special wall, but seeing that I already had one in Venu, I thought to myself: "Why not take the road less traveled?" And went with offensive Sylv. Fairy selected, I was like : "What's the best partner to a fairy? Something that ironically fears the fairy. A Dragon." Enter the most used 'Mon in the tier, Garchomp. The meta is filled with either Tankchomps, Trollchomps, or Mega Sandchomps... So I went with the unconventional, yet tested and tried route. Scarfchomp used to be a top tier threat at one time, and I decided to show it some love. Late game cleaner or early game breaker, this guy does an epic job. It's especially fun because people expect Tankchomp or something and try to set up on it :P Now I had a Fairy, and a Dragon... The logical choice would be to complete the DFS core! Introducing one of the premier punching bags, one of the greatest physical walls of all time, Skarmory.



Team complete, I went into test and found that it was pretty darn good. Defensive Backbone consisting of Skarmory and Venusaur while Talonflame and Slowbro act as transitionary elements in between, and an Offensive front of Sylveon and Garchomp... I ended up making another balance team rather than a Stall one xD






• In-depth Team Analysis
Without further ado, let us get into this team o' mine!

"Tris" (Mega Venusaur)"Would you like some Fairies with that?"
EV's : |232 HP|252 SpA|4 SpD|20 Spe|
Ability : Chlorophyll -» Thick Fat
Item : Venusaurite
Nature : Modest (+SpA, -Atk)
• Giga Drain
• Sludge Bomb
• Synthesis
• Hidden Power ~ Fire
Our Mega, and one of the Original Gen 1 starters, presenting to you, Tris the Mega Venusaur! This baby takes so many hits and just keeps coming back for more. It can handle most Special Attacks easily, and can hit back with awesome power as well. The EVs are arranged in such a way that she can take a bunch of hits, survive, hit back with extreme prejudice, and also out speed some of the slower 'Mons in the Metagame like Azumarill. Chlorophyll also allows it to out speed a lot of things with that speed investment if there's sun on the field, prior to Mega Evolving, so be picky when mashing the Mega button.
Giga Drain does its job of hitting pesky water/ground types for Super Effective damage and STAB, while also giving half that health back to Tris so that she can continue to pommel the living sh!t out of her opponent. Sludge Bomb is an excellent secondary STAB that hits opponents hard, and is an excellent button to click on a predicted switch. It also acts as a good Fairy Slayer if you need one. Synthesis maximizes the Green Blob's longevity, allowing it to stall opponents out on turns which provides residual damage like Sand and stuff. It's also good to use on a predicted switch to regain lost HP. Finally, HP Fire utterly wrecks bugs like Scizor and Steel types who think they're hilarious switching into Sludge Bomb. Melt them down to spare parts for an Aggron to eat. Overall just an awesome 'Mon you can throw in on weak water moves and such to force a bunch of switches, slowly drain the life out of the opponents team, and maybe kill a bunch of Fairies while you're at it.

"Pewds" (Slowbro)"Brooooooo-"
Ev's : |252 HP|232 Def|24 SpD|
Ability : Regenerator
Item : Leftovers
Nature : Bold (+Def, -Atk)
• Thunder Wave
• Calm Mind
• Slack Off
• Scald
Member #2 of our FWG core, a defensive Pokemon with the Goldy ability of Regenerator, and combined with an excellent defensive typing, this our go-to 'Mon if there's a strong Physical Offender on the other side of the field that isn't called Kyube. The EV's maintain maximum bulk, so that it can stay on the field and muck around with as many people as possible while Regenerator makes it possible for him to continually keep switching in to keep taking punishment from foes.
Thunder Wave is beautiful because it slows down foes to Slowbro speeds, and cripples a lot of set-up sweepers who plan to set up on Pewds. The para-hax is also appreciated in many a situation, but don't count on it to save you all the time. Calm Mind is an excellent move that allows Pewds to function as both a defensive and Special Defensive Wall, while also boosting his mediocre SpA stats to levels that allow it to kill things. Slack Off is important to Pewds as his best way of recovering health, stalling out your Opp with this is also advisable. Using Slack Off, you can simply watch as your opponent burns to death or something like that. Scald is his only offensive move, and boy is it good. Keeping him from becoming complete taunt bait, Scald is a STAB move that has an awesome chance to burn your foe, which cuts their HP after every turn, and turning their attack stat into roadkill. Combine it with Slack off, and you have an annoying burn-heal combo which rocks. Calm Mind also boosts the power of Scald so that it can potentially kill things like Lando-T, Excadrill, Garchomp etc. Best solution to Char X, imo.

"Janitor" (Talonflame)"Clean up on Isle 3~!"
EV's : |248 HP|252 SpD|8 Spe|
Ability : Gale Wings
Item : Leftovers
Nature : Careful (+SpD, -SpA)
• Will-O-Wisp
• Bulk Up
• Roost
• Brave Bird
Right-O! Ever heard of the popular saying, "Two birds with one stone"? Yeah, well you can get 4 of these Talonflames with one stone because of their 4x weakness to Rock. But who gives a crap when you have a defogger, eh? Introducing one of the Pokemon that would be absolutely useless without it's Stellar ability, the final member of our FWG core, Talon-friggin-Flame. Honestly, we only use T-flames because of that beautiful ability in Gale Wings. Aaanyway, them Stats and Moves outline this as a SpD T-flame which is a great passive 'Mon that gets more useful as the turn count increases. Max Investment in SpD allows it to take on a few Specially Defensive hits with little trouble, lots of HP investment increases its longevity to usable amounts.
Will-O-Wisp completely cripples physical attackers that often switch into SpD T-flame, and when combined with the passive recovery from Lefties and Roosting, can stall kill peeps with residual damage. Bulk Up boosts it's Physical Stats and does the same thing that Calm Mind does on Pewds, allowing Janitor to perform as both a Physical and Special Wall, while boosting the power of it's offensive move to perform killer functions. It's also great to set up on other Stallers like Hippodown (without SE tho) so you can kill whatever switches in. Roost provides T-flame with Longevity and self-sufficient healing, while also disabling his Flying Type for a turn, which works great in tandem with Gale Wings that allows it to become a priority move. Losing your flying typing has advantages and disadvantages, such as not dying from an Electric type move, but at the same time being susceptible to Ground Type moves. It also helps stall kill opponents and watch as they burn from Wisp damage. Brave Bird is a powerful flying type move that is further boosted by STAB and Bulk Up, while gaining priority due to Gale Wings, which allows T-flame to pick off weakened threats easily, also potentially kill some biches if boosted. It stops Jan from becoming complete Taunt bait, like Scald on Pewds. Versatility at it's finest, Janitor cleans up what's left of the opposing team after we give them a bunch of status, force a bunch of switches, and bring them to the brink of death via residual damage.

"Four" (Sylveon)"Being fearless is not the point... That's impossible. Learning how to control it and be free of it... That's the point."
EV's : |248 HP|252 SpA|8 SpD|
Ability : Pixilate
Item : Choice Specs
Nature : Modest (+SpA, -Atk)
• Hyper Voice
• Psyshock
• Hidden Power ~ Fire
• Baton Pass
The name comes from her having only Four fears: Poison Types, Steel Types, Strong Physical Attackers and Psyshock. Four can take on powerful Special attacks with only 8 EV's invested in SpD because it is a naturally high base stat, and doesn't need much investment since this is more of an Offensive 'mon. However, you can toss Four out on a predicted Special move because you know it can handle the power of it all, being a natural SpD wall. The EV's are dumped in HP and SpA to provide it with as much durability as possible, while Max SpA with a + Nature makes it hit as hard as possible on the Special side. It also possesses the Godly Pixilate ability which turns normal moves into destructive Fairy moves that are resisted by few in the tier.
Hyper Voice is the move you'll be clicking most of the time, just because it's so good. If you don't see anymore Posiom/Steel/Fire types on the opposing team, then just click Hyper Voice to rip through their team like wet toilet paper. Pixilate boosts the move's base power, while giving it a fairy typing which provides STAB, and coupled with the Max SpA and choice Specs, only 'Mons which resist Fairy will survive, other than dedicated special walls (F#ck Blissey). It also allows you to hit through Substitutes, and that's awesome to see when it happens and the opponent just stands there like "Fuuuuuuu-". The next move is Psyshock, which pairs up well against Hyper Voice in terms of coverage. Psyshock attacks the foe based on their Defense stat, rather than special defensive stat, so Blissey can jump in a well for all I care, since this move completely destroys special walls that come in on Sylv. The only bish I've found that resists both and walls the sh!t out of Sylv is steel types like Heatran, Scizor or Ferrothorn. There is a solution to Scizor and Ferrothorn though, in the way of HP Fire. Nothin' much to say really, just gives the middle finger to them steel types that swoop in on Sylv thinking to kill. Except Heatran, because he's a b!tch. For Heatran, there is another move, called Baton Pass. It allows you to lure in Steel/Poison types that want to kill Sylv, and then on the predicted switch, you can just GTFO and bring in Garchomp for them Steel types, or anybody else to handle the poison.

"Jaws" (Garchomp)"GRAHHHRAGRAHHHR"
Ev's : |252 Atk|4 SpA|252 Spe|
Ability : Rough Skin
Item : Choice Scarf
Nature : Naughty (+Atk, -SpD)
• Earthquake
• Outrage
• Fire Blast
• Stone Edge
What's the best partner for a fairy, you ask? The thing that fears the fairy the most. A dragon. I think almost all my teams include some form of Garchomp or the other, and I don't even know why. He's just so good, and can be used in so many ways! This specific Garchomp is a Scarfchomp, a variant which saw a lot of use in the previous gen's competitive scene, but has diminished from it's former glory since then. EV's make it go extremely fast while being able to hit as hard as possible, utilizing that monster attack stat, giving a little investment in SpA just for that Fire Blast.
So, Scarfchomp's success ratio depends on what you click, when you click and how you predict. Steel types on the other team can be rekt by EQ, but be vary about that since there are chances of tossing out flying types or Levitate 'mons that render Jaws useless when locked into dat move. Outrage is the best thing ever if the opposing team has no fairies or steel types to send out, and you can watch Garchomp wreak uncontrolled havoc with that base 120 STAB dragon powah. Stone Edge forms the famous EdgeQuake combo with Earthquake, allowing you to get neutral hits on everything between those two moves. It's a good thing to click when you see a Bird coming, or just if you don't know what they'll be sending in. Few in the meta resist rocks. However, be vary of that iffy accuracy as it might royally screw you over later on. Finally, Fire Blast is what you rely on for biches like Ferrothorn, Skarmory and Scizor who don't give a hoot about Earthquake. Hitting them physically defensive mofos for 4x damage on a base 110 Specially Oriented move normally nails them. However, the move has little utility besides sending those particular 'Mons to their graves. Advice when to bring out Jaws? Late game. He works best to clean up whatever's left of the other team after the initial stall-weakening and slow torture.

"TR-8R" (Skarmory)"TRAITOR SCUM!"
Ev's : |252 HP|252 Def|4 SpD|
Ability : Sturdy
Item : Rocky Helmet
Nature : Bold (+Def, -Atk)
• Stealth Rock
• Defog
• Whirlwind
• Roost
We have a Dragon, and we have a fairy... So what's the next logical option? A Steel 'Mon of course! Say Hi to our Steely Stealth Rocker, Our defensive punching bag, and one of the most annoying 'Mon's in OU : Skarmory! The EV's help him to stay alive for as long as possible, before roosting and staying alive even longer. The bold nature further intensifies its defensive prowess, while the Rocky Helmet takes advatage of the fact that it can take a bunch of hits to punish physical attackers, U-turners, Rapid Spinners and the like.
So this set is complete taunt bait, and I get screwed over pretty well if someone taunts TR-8R, but that hasn't happened as of yet, and in hoping my lucky streak continues. Stealth Rock is as mandatory in OU as candy is for Halloween, and allows me to net so many KO's that I'd have otherwise missed, while also putting pressure on things like Volcarona, Talonflame and Charizard since they'll think twice before entering. SR also forces a switch into a Spinner or Defogger if they have one, thus opening up a free chance for me. Combined with Whirlwind, SR becomes a powerful force to provide the residual damage the team enjoys. Defog is if I have Rocks on my side of the field as well. The only one who is especially weak to rocks is T-flame, but it's a general inconvenience for switching and such. It's also immensely useful against hazard stackers since it reks their ideas quickly, and TR-8R gives no sh!ts about any type of spikes. Roost keeps this bae alive to continue taking punishment and continue dishing out the pain with that rocky helmet, but be wary of that. Roost removed the flying typing for a turn, so you're susceptible to normal steel weaknesses like Fighting and Ground. However, you'll almost always be moving last, so it's not a big deal. Finally, Whirlwind enables me to scroll through the others team, and if SR is up, continually deal damage as well. Be careful when using Whirlwind, as it can never go first seeing as how it has -1 priority. Apart from that, it's hilarious using Whirlwind on a predicted switch. The threat coming in is blown away so you don't have to worry. What's even better is if a 'Mon severely weak to rocks is dragged out. Comedy gold. TR-8R is the ultimate riot trooper, keeping thugs at bay with them sick spins.
• Conclusion
So that about wraps it up for this RMT~ I've been enjoying playing with this team so far, and have had some pretty good success with it. Any suggestions for improvement are welcome~!
• Team Import
Tris (Venusaur) (F) @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Synthesis
- Giga Drain
- Hidden Power [Fire]
Pewds (Slowbro) (M) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Calm Mind
- Slack Off
- Thunder Wave
- Scald
Jaws (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Stone Edge
- Fire Blast
- Earthquake
Four (Sylveon) (F) @ Choice Specs
Ability: Pixilate
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire]
- Baton Pass
Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Bulk Up
- Brave Bird
- Roost
TR-8R (Skarmory) (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Whirlwind
- Stealth Rock
- Roost
- Defog
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Synthesis
- Giga Drain
- Hidden Power [Fire]
Pewds (Slowbro) (M) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Calm Mind
- Slack Off
- Thunder Wave
- Scald
Jaws (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Stone Edge
- Fire Blast
- Earthquake
Four (Sylveon) (F) @ Choice Specs
Ability: Pixilate
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire]
- Baton Pass
Janitor (Talonflame) (F) @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Will-O-Wisp
- Bulk Up
- Brave Bird
- Roost
TR-8R (Skarmory) (M) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Whirlwind
- Stealth Rock
- Roost
- Defog