Frozen Volcanoes
Hi all, ThousandFtSkillet back with my 3rd RMT. If you guys had read my second RMT (which you probably didn't, it got no rates and only 700+ views ;-;), I held a poll to choose what mega you wanted me to build around. Majority wanted Glalie, so here he is! I had also wanted to try my hand at a Mega Glalie team since it is SO underrated(non-meta is my bitch). It has done surprisingly well, peaking at 1578. To finally break through to 1600, I came to you guys. So without further ado, the team!






Hi all, ThousandFtSkillet back with my 3rd RMT. If you guys had read my second RMT (which you probably didn't, it got no rates and only 700+ views ;-;), I held a poll to choose what mega you wanted me to build around. Majority wanted Glalie, so here he is! I had also wanted to try my hand at a Mega Glalie team since it is SO underrated(non-meta is my bitch). It has done surprisingly well, peaking at 1578. To finally break through to 1600, I came to you guys. So without further ado, the team!


We start off with a nice little wallbreaker core I made which synergizes with Mega Glalie I call Frozen Volcanoes: Basically Mega Glalie + Substitute Volcanion. Mega Glalie's ability to wallbreak is among to top tier due to it's Refrigerate and high attack power, but it struggles to break through bulky steels, and is weak to fire and steel type attacks. Volcanion covers all this and most of Mega Glalie's checks and counters, whilst Glalie handles the bulky grounds and walls that Volcanion can't touch. It has been working wonders for me,
shitting on stall and defensive teams easily.



However, one big problem my core has is that it is quite slow for the OU tier. Thus, I wanted Sticky Web support to slow down the speedsters to give my wallbreakers room to move about and break down the enemy team. The only viable Sticky Webber for this was Galvantula. He further provides Volt Switch support which is lovely, whittling down the opponent more for my wallbreakers to do some work.




I now needed a ghost-type, to function as a spinblocker. It needed to be fast, so it could use Taunt and be an effective stallbreaker but at the same time have quite a bit of longevity to keep spinblocking and keep the Sticky Web active. Hex Gengar was an instant pick over LO Gengar due to it's higher longevity, and the fast Taunts + Substitute to stallbreak and cripple the opponent. Besides, Hex Gengar isn't lacking in power in any way, since the Will-o-Hex combo is quite powerful even without an Orb.





Mega Venusaur was a big problem to the team as it is, as it could take anything from Mega Glalie bar Explosion, which forces me to lose my Glalie. Plus, I had no Dragon resistance, and Mega Lopunny eats this team. To counter this I put in stallbreaker Togekiss. It has enough bulk to mess up Mega Lopunny, the Fairy typing is a godsend and Nasty Plot-Air Slash completely destroys any slower Pokemon, due to the 60% flinch from Serene Grace. Many times I have been saved from death by Togekiss alone.






While Togekiss was a good option in running Defog, the moves it were using had MUCH more value. Plus, getting rid of my Sticky Webs on the opposing side puts me at a disadvantage, so I'd rather not run Defog. Rapid Spin has more value in this specific team. My team is also weak to rock attacks and a scarfed Stone Edge completely wipes me. In light of the scarfed Stone Edge, I don't just need a resistance but a full counter to the rock types and kill them first, plus a fairy killer. Scarfed Excadrill is the best option for my final slot, filling in all that I need and more. The team is complete.
The Team
Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Ice Shard
- Explosion
- Earthquake
Kicking off this team is my physical wrecking ball of a wallbreaker, Mega Glalie. I called it a wrecking ball for a reason, with it's Refrigerate Double Edge. It does so much damage it isn't even funny, easily 2HKOing everything that doesn't resist, with the exception of a few Pokemon which are 3HKO'd or shat on by a nice Explosion. Besides, those targets that don't get 2HKO'd are the prime targets for an Explosion anyways, opening doors for an easy cleanup by Excadrill or Togekiss. Double-Edge is an absolute nuke in the hands..or jaws of Mega Glalie, symbolizing what would happen if you were hit with a wrecking ball with a cold enchantment (RPG things), and the chosen wallbreaking STAB, over Return due to the sheer power it possesses. Besides, Glalie is most definitely not going to live the entire match due to Explosion taking out a threat or something, so I'd rather deal as much damage as possible. Ice Shard is for much-needed priority, somewhat making up for the lack of speed. It easily revengekills dragons, most notably the Lati twins, and messes over Scarfed Landorus-T and flying types. Explosion is to take down those big physical walls that block my team from a sweep or a win, like Skarmory or Chansey (Double-Edge is dangerous against that fat blob, since the recoil damage is crazy-high and it doesn't even 2HKO because of Eviolite, doing 42% of damage). Earthquake is to hit the fire and steel types that resist my ice attacks, most notably Heatran, providing nice coverage. The EVs and Nature make Glalie into a true wrecking ball, being as fast and powerful as possible to outspeed and break down the opponent walls efficiently and quickly.
Note: It is possible to run Freeze-Dry to hit waters like Rotom-W, but seeing as we have Volcanion with Water Absorb and Galvantula, I don't really see much use. EQ has much more value.
Volcanion @ Leftovers
Ability: Water Absorb
EVs: 84 HP / 252 SpA / 172 Spe
Naive Nature
- Steam Eruption
- Fire Blast
- Superpower
- Substitute
Forming the Frozen Volcanoes wallbreaking core with Mega Glalie is my special wallbreaker, Volcanion. This deviates from your standard Choice Specs set as I feel a lot that the move limitation doesn't cover Glalie as well as my Sub Set. Substitute protects Volcanion from status, and with it's fire typing it blocks Will-o-Wisp to shield Mega Glalie from unwanted status. Water Absorb is a godsend, nullifying any water attack given and restoring Volcanion's health, easily recovering the health lost from Substitute and dismantling choiced mons, or bulky walls with only Scald like bulky RestTalk Manaphy. Lefties is the item of choice as Water Absorb can't come into play all the time, so the passive recovery assists Volcanion, especially behind a Substitute. Besides, even without Choice Specs, Volcanion still packs a powerful force behind it's attack, and it has a great movepool to choose from. Substitute is used to shield Volcanion from unwanted status to give it room to dish out a ton of damage. Steam Eruption is Volcanion's signature STAB move, basically a super Scald. It does as much damage as Hydro Pump, which is good on it's own, but adds a nifty burn chance which helps to wear down walls. Fire Blast is for the other STAB typing, pairing with Steam Eruption for near-perfect coverage. I choose this over Flamethrower as I don't have the power of Choice Specs backing me up. Superpower is SPECIFICALLY for that fat pink blob Chansey, since Megalie's Double-Edge is not the most reliable thing against it. Plus, it hits dark types quite nicely. The Speed EVs and Naive Nature give Volcanion a nice 240 Speed, outspeeding Clefable and base 70s that don't invest in max speed with nature, like Skarmory and Adamant Bisharps and Brelooms. Max Special Attack for maximum wallbreaking, and the rest of the EVs are put into much-needed bulk.
Note: I have been considering replacing Superpower with Sludge Bomb to kill Azumarill. My Gengar completely walls Chansey with Taunt, so I could use Sludge Bomb to destroy it, along with any other fairies thinking they could set up on me like CM Clefable. However, Superpower has been putting in work on Chansey and other dark fools like Mega Gyarados when he DDs, so I'm torn. Would like some feedback on this.
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Bug Buzz
- Volt Switch
As my lead, we have Galvantula. This is the only viable Sticky Web setter aside from Shuckle, and Shuckle does not fit in this team anyways, due to the slow speed making it Taunt bait by the other leads. Plus, with Galvantula's Special Attack and powerful Thunder, I normally kill the opposing lead and either sack my Galvantula or Volt Switch out to start wallbreaking or otherwise. Focus Sash is the chosen item for a guaranteed Sticky Web, as it is quite important in my strategy. Thunder is the opted STAB due to Galvantula's Compound Eyes ability, which give Thunder a beautiful 91% accuracy over it's trash 70%, nuking leads easy. Bug Buzz is also a powerful STAB helping break down leads, plus it trashes lead TTar. Volt Switch is to pivot out Galvantula after the Sticky Web if it is still usuable, to counter the opponent and play from there. Plus, it makes for a nice scout to sack if there's any unexpected move, or to take a Draco Meteor to force out the switch from the SpA debuff. The EVs and nature make Galvantula as fast and damaging as possible to set the Sticky Webs and break down the leads. 0 Attack IVs to take less damage from Foul Play.
Gengar @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Taunt
- Will-O-Wisp
- Hex
As my stallbreaker, secondary lead and occasionally my special sweeper, it's Hex Gengar. He's here to prevent any Rapid Spins from clearing my Sticky Web, and a fast Taunt to stop Defog in it's tracks. Taunt also helps to stop walls and fat pink Pokemon (you know what I'm talking about). Black Sludge is the chosen item as it gives Gengar some nice passive recovery for longevity to keep spinblocking and Defog-taunting, while getting the health back from Substitute. Levitate is amazing on my team, since I don't have a ground immunity to switch into any stray EQs. Substitute is to block status like Thunder Wave and Spore, and allow me to setup on defensive Pokemon that can't touch me or on the switch. Taunt wrecks stall, plus takes away Defog to keep my Web in play. Will-o-Wisp is used in tandem with Hex to give Gengar a 130 power STAB, to deal crazy amounts of damage adding up with the burn damage, compensating for the lack of LO. Plus, Wisp cripples physical attackers and weakens the enemy team for my Frozen Volcanoes core to break them down. The EVs and nature give Gengar maximum Speed to successfully Taunt all the defoggers, and contend with the likes of the Lati twins. 8 HP EVs to make Gengar's HP odd, to be able to setup 4 Subs instead of 3, and the rest are dumped into Gengar's Special Attack for Hex explosions.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Roost
- Heal Bell
As my bulky setup sweeper, status cleric, and secondary stallbreaker, we have Togekiss. Don't let that cute and innocent face fool you, under that fluffy exterior lies a heart of stone. Togekiss is merciless with it's Serene Grace Air Slash, giving it a 60% flinch chance (which in Pokemon standards, is a 95%). The opponent, after being slowed by Sticky Web, are just meatbags in front of Togekiss. Leftover is the chosen item for passive recovery, keeping Togekiss active and alive to kill fools. The set is pretty standard, since I don't need any wild card to slay. Air Slash is a 60% flinch chance death sentence that kills anything that doesn't resist it. Nasty Plot is to boost Togekiss' power to obscenely high levels, where I can still kill the resistors with Win Slash. Roost is to heal off the miniscule damage the opponent deals to Togekiss, with it's natural bulk, keeping Togekiss healthy and inflincting the opponent with despair. Heal Bell is to cure the team of ailments, most notably Toxic and Thunder Wave, which both can stop Togekiss and my team. The EVs give Togekiss enough bulk, while at the same time keep the HP odd for less Stealth Rock damage, 176 Speed EVs plus a Timid nature to outspeed max invested base 70 speedsters like Jolly Breloom and Bisharp to add to the body pile. The rest is put into defense to buff up Togekiss to take a hit and dish it back 10x as hard.
Note: I am thinking of running Thunder Wave over Heal Bell to cripple the flying mons that trouble me since they don't get slowed by Sticky Web, plus I get to flinchhax them. Would like feedback on this.
Excadrill @ Choice Scarf
Ability: Mold Breaker
TEVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head
I can't completely rely on my Sticky Webs, since ground-immune Pokemon are not affected by it. So I still needed something fast and powerful to take care of the flying speedsters. A fairy killer would also be nice since Gengar is not running Sludge Wave. But most importantly, I needed a spinner to whisk away the hazards which can cripple my teams, since my team is quite vulnerable to Stealth Rocks. So to rectify all of these problems, I brought in Scarfed Excadrill. Aside from being my scarfer, Excadrill also works as a late-game cleaner, usually saving my ass with ultra-fast EQs to sweep what's left of the enemy after Frozen Volcanoes do work on them. EQ is a beast of a STAB, and with Mold Breaker allowing me to hit Levitates, Rotom-W and Genger are a thing of the past. Rock Slide are to hit those flying types that can actually avoid my EQ, giving Excadrill some coverage. Rapid Spin is self-explanatory, clearing those Stealth Rocks to allow my team to work. Iron Head straight up kills fairies and the flinch chance has saved me 2 or 3 times before (lol), coupled with the STAB boost. The EVs power up Excadrill to the max, giving it as much power and speed to abuse that Choice Scarf.
Threat List
Scarfed Lando-Ts don't give me too much trouble, but it's a noteworthy opponent nonetheless. It doesn't get OHKO'd by Megalie's Ice Shard, so I have to wear it down first, usually losing a mon in the process.
Before you say: wat, lemme explain. Yes, true Megalie friggin owns it, but the time this comes out, it probably exploded a physical wall. Plus, with Multiscale, it's a force to be reckoned with since I can't OHKO with Ice Shard. Furthermore, while Togekiss does well against it, I do not check it in anyway if I'm not running TWave. I have to be careful with this.
Scarfed variants of this give me trouble, even with Sticky Web.
CONCLUSION
Well, that would be the team! Hope you enjoyed reading and I look forward to your rates soon!






Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Ice Shard
- Explosion
- Earthquake
Kicking off this team is my physical wrecking ball of a wallbreaker, Mega Glalie. I called it a wrecking ball for a reason, with it's Refrigerate Double Edge. It does so much damage it isn't even funny, easily 2HKOing everything that doesn't resist, with the exception of a few Pokemon which are 3HKO'd or shat on by a nice Explosion. Besides, those targets that don't get 2HKO'd are the prime targets for an Explosion anyways, opening doors for an easy cleanup by Excadrill or Togekiss. Double-Edge is an absolute nuke in the hands..or jaws of Mega Glalie, symbolizing what would happen if you were hit with a wrecking ball with a cold enchantment (RPG things), and the chosen wallbreaking STAB, over Return due to the sheer power it possesses. Besides, Glalie is most definitely not going to live the entire match due to Explosion taking out a threat or something, so I'd rather deal as much damage as possible. Ice Shard is for much-needed priority, somewhat making up for the lack of speed. It easily revengekills dragons, most notably the Lati twins, and messes over Scarfed Landorus-T and flying types. Explosion is to take down those big physical walls that block my team from a sweep or a win, like Skarmory or Chansey (Double-Edge is dangerous against that fat blob, since the recoil damage is crazy-high and it doesn't even 2HKO because of Eviolite, doing 42% of damage). Earthquake is to hit the fire and steel types that resist my ice attacks, most notably Heatran, providing nice coverage. The EVs and Nature make Glalie into a true wrecking ball, being as fast and powerful as possible to outspeed and break down the opponent walls efficiently and quickly.
Note: It is possible to run Freeze-Dry to hit waters like Rotom-W, but seeing as we have Volcanion with Water Absorb and Galvantula, I don't really see much use. EQ has much more value.






Volcanion @ Leftovers
Ability: Water Absorb
EVs: 84 HP / 252 SpA / 172 Spe
Naive Nature
- Steam Eruption
- Fire Blast
- Superpower
- Substitute
Forming the Frozen Volcanoes wallbreaking core with Mega Glalie is my special wallbreaker, Volcanion. This deviates from your standard Choice Specs set as I feel a lot that the move limitation doesn't cover Glalie as well as my Sub Set. Substitute protects Volcanion from status, and with it's fire typing it blocks Will-o-Wisp to shield Mega Glalie from unwanted status. Water Absorb is a godsend, nullifying any water attack given and restoring Volcanion's health, easily recovering the health lost from Substitute and dismantling choiced mons, or bulky walls with only Scald like bulky RestTalk Manaphy. Lefties is the item of choice as Water Absorb can't come into play all the time, so the passive recovery assists Volcanion, especially behind a Substitute. Besides, even without Choice Specs, Volcanion still packs a powerful force behind it's attack, and it has a great movepool to choose from. Substitute is used to shield Volcanion from unwanted status to give it room to dish out a ton of damage. Steam Eruption is Volcanion's signature STAB move, basically a super Scald. It does as much damage as Hydro Pump, which is good on it's own, but adds a nifty burn chance which helps to wear down walls. Fire Blast is for the other STAB typing, pairing with Steam Eruption for near-perfect coverage. I choose this over Flamethrower as I don't have the power of Choice Specs backing me up. Superpower is SPECIFICALLY for that fat pink blob Chansey, since Megalie's Double-Edge is not the most reliable thing against it. Plus, it hits dark types quite nicely. The Speed EVs and Naive Nature give Volcanion a nice 240 Speed, outspeeding Clefable and base 70s that don't invest in max speed with nature, like Skarmory and Adamant Bisharps and Brelooms. Max Special Attack for maximum wallbreaking, and the rest of the EVs are put into much-needed bulk.
Note: I have been considering replacing Superpower with Sludge Bomb to kill Azumarill. My Gengar completely walls Chansey with Taunt, so I could use Sludge Bomb to destroy it, along with any other fairies thinking they could set up on me like CM Clefable. However, Superpower has been putting in work on Chansey and other dark fools like Mega Gyarados when he DDs, so I'm torn. Would like some feedback on this.






Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Thunder
- Bug Buzz
- Volt Switch
As my lead, we have Galvantula. This is the only viable Sticky Web setter aside from Shuckle, and Shuckle does not fit in this team anyways, due to the slow speed making it Taunt bait by the other leads. Plus, with Galvantula's Special Attack and powerful Thunder, I normally kill the opposing lead and either sack my Galvantula or Volt Switch out to start wallbreaking or otherwise. Focus Sash is the chosen item for a guaranteed Sticky Web, as it is quite important in my strategy. Thunder is the opted STAB due to Galvantula's Compound Eyes ability, which give Thunder a beautiful 91% accuracy over it's trash 70%, nuking leads easy. Bug Buzz is also a powerful STAB helping break down leads, plus it trashes lead TTar. Volt Switch is to pivot out Galvantula after the Sticky Web if it is still usuable, to counter the opponent and play from there. Plus, it makes for a nice scout to sack if there's any unexpected move, or to take a Draco Meteor to force out the switch from the SpA debuff. The EVs and nature make Galvantula as fast and damaging as possible to set the Sticky Webs and break down the leads. 0 Attack IVs to take less damage from Foul Play.






Gengar @ Black Sludge
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Taunt
- Will-O-Wisp
- Hex
As my stallbreaker, secondary lead and occasionally my special sweeper, it's Hex Gengar. He's here to prevent any Rapid Spins from clearing my Sticky Web, and a fast Taunt to stop Defog in it's tracks. Taunt also helps to stop walls and fat pink Pokemon (you know what I'm talking about). Black Sludge is the chosen item as it gives Gengar some nice passive recovery for longevity to keep spinblocking and Defog-taunting, while getting the health back from Substitute. Levitate is amazing on my team, since I don't have a ground immunity to switch into any stray EQs. Substitute is to block status like Thunder Wave and Spore, and allow me to setup on defensive Pokemon that can't touch me or on the switch. Taunt wrecks stall, plus takes away Defog to keep my Web in play. Will-o-Wisp is used in tandem with Hex to give Gengar a 130 power STAB, to deal crazy amounts of damage adding up with the burn damage, compensating for the lack of LO. Plus, Wisp cripples physical attackers and weakens the enemy team for my Frozen Volcanoes core to break them down. The EVs and nature give Gengar maximum Speed to successfully Taunt all the defoggers, and contend with the likes of the Lati twins. 8 HP EVs to make Gengar's HP odd, to be able to setup 4 Subs instead of 3, and the rest are dumped into Gengar's Special Attack for Hex explosions.






Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Roost
- Heal Bell
As my bulky setup sweeper, status cleric, and secondary stallbreaker, we have Togekiss. Don't let that cute and innocent face fool you, under that fluffy exterior lies a heart of stone. Togekiss is merciless with it's Serene Grace Air Slash, giving it a 60% flinch chance (which in Pokemon standards, is a 95%). The opponent, after being slowed by Sticky Web, are just meatbags in front of Togekiss. Leftover is the chosen item for passive recovery, keeping Togekiss active and alive to kill fools. The set is pretty standard, since I don't need any wild card to slay. Air Slash is a 60% flinch chance death sentence that kills anything that doesn't resist it. Nasty Plot is to boost Togekiss' power to obscenely high levels, where I can still kill the resistors with Win Slash. Roost is to heal off the miniscule damage the opponent deals to Togekiss, with it's natural bulk, keeping Togekiss healthy and inflincting the opponent with despair. Heal Bell is to cure the team of ailments, most notably Toxic and Thunder Wave, which both can stop Togekiss and my team. The EVs give Togekiss enough bulk, while at the same time keep the HP odd for less Stealth Rock damage, 176 Speed EVs plus a Timid nature to outspeed max invested base 70 speedsters like Jolly Breloom and Bisharp to add to the body pile. The rest is put into defense to buff up Togekiss to take a hit and dish it back 10x as hard.
Note: I am thinking of running Thunder Wave over Heal Bell to cripple the flying mons that trouble me since they don't get slowed by Sticky Web, plus I get to flinchhax them. Would like feedback on this.






Excadrill @ Choice Scarf
Ability: Mold Breaker
TEVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head
I can't completely rely on my Sticky Webs, since ground-immune Pokemon are not affected by it. So I still needed something fast and powerful to take care of the flying speedsters. A fairy killer would also be nice since Gengar is not running Sludge Wave. But most importantly, I needed a spinner to whisk away the hazards which can cripple my teams, since my team is quite vulnerable to Stealth Rocks. So to rectify all of these problems, I brought in Scarfed Excadrill. Aside from being my scarfer, Excadrill also works as a late-game cleaner, usually saving my ass with ultra-fast EQs to sweep what's left of the enemy after Frozen Volcanoes do work on them. EQ is a beast of a STAB, and with Mold Breaker allowing me to hit Levitates, Rotom-W and Genger are a thing of the past. Rock Slide are to hit those flying types that can actually avoid my EQ, giving Excadrill some coverage. Rapid Spin is self-explanatory, clearing those Stealth Rocks to allow my team to work. Iron Head straight up kills fairies and the flinch chance has saved me 2 or 3 times before (lol), coupled with the STAB boost. The EVs power up Excadrill to the max, giving it as much power and speed to abuse that Choice Scarf.
Threat List

Scarfed Lando-Ts don't give me too much trouble, but it's a noteworthy opponent nonetheless. It doesn't get OHKO'd by Megalie's Ice Shard, so I have to wear it down first, usually losing a mon in the process.

Before you say: wat, lemme explain. Yes, true Megalie friggin owns it, but the time this comes out, it probably exploded a physical wall. Plus, with Multiscale, it's a force to be reckoned with since I can't OHKO with Ice Shard. Furthermore, while Togekiss does well against it, I do not check it in anyway if I'm not running TWave. I have to be careful with this.

Scarfed variants of this give me trouble, even with Sticky Web.
CONCLUSION






Well, that would be the team! Hope you enjoyed reading and I look forward to your rates soon!
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