Hey everyone! This is my first RMT, as I'm extremely new to the whole teambuilding process and this is my first crack at it. I've tried this team several times and like it, but feel there may be something missing to it. I'd love your thoughts and some help on the team!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 68 SpD / 152 Spe
Jolly Nature
- Knock Off
- Earthquake
- Roost
- Taunt
Gliscor is the Pokemon that this team has been mostly built around, as everyone on the team is made to support Gliscor in some way. While the Pokemon itself is fairly self-explanatory, its movepool is pretty vast. I went Knock Off for the risk-free option against a Landorus-T switch over Ice Fang, since a non-attack boosted Ice Fang sucks against anything not named Lando. Earthquake is obvious. Roost is excellent for stalling against Mons that rely on chip damage like Zygarde or Life Orb Garchomp. Taunt is specifically for the Ferrothorn or Clefable switch-ins. Toxic for more stall potential without having to rely on Heatran has been considered along with Ice Fang for damage coverage against Zygarde and Landorus-T. Defog is also an option considering I currently don't hold one on my team.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball
Specially defensive Ferrothorn supports Gliscor primarily by being the key switch in for special sweepers like Kingdra, both variants of Greninja, or Latios. Ferro is also the key Stealth Rock setter, considering its whole goal is to switch in on something that threatens Gliscor and needs to get out immediately. Leech Seed proves invaluable late game once the Fire-type moves are out of the way. I hold Power Whip specifically for Quagsire, M-Swampert and Gastrodon, all who have a strong matchup against the team. Finally, Gyro Ball is a Ferrothorn staple that does pretty well at dispatching Tapu Bulu or even denting fast switch-ins like M-Lopunny.
Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hydro Pump
- Secret Sword
- Hidden Power [Ice]
Perhaps the most questionable member of this team, Keldeo is another Mon meant to support Gliscor as well as Mega-Scizor by being resistant to both water and fire. I found Waterium Z to be extremely lethal with Hydro Pump, able to OHKO M-Swampert in the rain and even 2HKO many variants of Clefable (second attack being Hydro Pump. Calm Mind allows Timid Keldeo to sweep late game with Hydro Pump luck, and HP-Ice is held for the opposing SpDef variant Zygarde. Secret Sword is vital as my only fighting move for taking down opposing Ferrothorns, Chansey/Blissey or Snorlax. I prefer Hydro Pump over Scald for the boon to Hydro Vortex and that it hits like a truck afterward, but the accuracy has gotten me in trouble before.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 64 Atk / 124 Def / 16 SpD / 56 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
This team's mega is M-Scizor, and I found it works extremely well with Gliscor. The ability to always threaten with a +2 Bullet Punch against opposing Tapus, Clefables or Whimsicotts is extremely helpful. Roost can help win stall wars against Earthquakes from Landorus-T and Zygarde, while also being healthy enough to take neutral damage for a revenge kill with Bullet Punch. U-Turn is great to turn out with to bring in Gliscor or Heatran. 56 speed outspeeds AV Magnezone when trapped, allowing Heatran to come in for the Flash Fire. I do wish that Scizor had a reliable Bug move in this set to stay in with (i.e. Bug Bite), but that would mean giving up U-Turn or Roost. Doesn't seem viable.
Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
- Volt Switch
Tapu Koko is my normal lead for the team and will often be the one that finishes the game as well. Koko doesn't mean a ton of explaining, but Thunderbolt hits hart, Dazzling Gleam takes care of late game Latios and Greninja, HP-Ice makes a Landorus-T scared to switch in, and Volt Switch gets Koko out to avoid opposing damage. All are fairly staple on Koko, not much to say here. But Koko is fast; extremely fast. He's an excellent late-game Mon to have.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Toxic
- Taunt
Magma Storm Heatran works brilliantly well paired with M-Scizor and Ferrothorn. Considering how generally weak my team is to fire, Heatran exists to make the opponent's predict of an HP-Fire from Magnezone or Magearna much more difficult. While those Mons can just switch out upon seeing Heatran, the switch in will not appreciate a Toxic or a Taunt, both meant to break stalls. Earth Power exists for threatening the switch-in from opposing Heatrans, hoping to get a Flash Fire, and Timid is run to outspeed (or speed tie) opposing variants that aren't scarfed. While powerful and great at chip damage, Magma Storm comes with the gigantic downfall of being inaccurate, which can at times throw a game if a correct predict is made, or chip damage is needed.
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