Hello everyone, and welcome to my new RMT
This team is built around Choice Scarf Heracross.
I'm currently sitting around 1515 with this team, and this is the 3rd version of the team.
I don't own the images I used.
Also, let me know if I made any spelling mistakes.

Jerry (Heracross) (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Heracross is the star of the team. I used the scarf variant because it is my favourite set for Heracross.
Moxie makes it a nice late game sweeper.
Close Combat is my choice for a STAB move, along with Megahorn, as it handles the common Grass-types such as Shaymin excellently. Knock Off is here for the Ghost-types that completely stop Megahorn and CC. It also offers an accurate way to hit Psychics.
The last move was between Earthquake and Stone Edge. I chose Stone Edge, as I already had 2 Ground-type moves and no Rock ones. It hits the Flying-types that stop my STAB moves and don't really care about Knock Off, such as Salamence.

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Toxic Spikes
- Ice Beam
Next up is Nidoqueen. I grabbed the standard Smogon spread, as I felt the Toxic Spikes would help greatly. ALthough I am considering running a bit more for speed creeping.
This set outspeeds uninvested Tentacruel, Arcanine, and Shaymin, as well as max Attack Adamant Honchkrow. Earth Power is my main Ground STAB. It helps destroy the beforementioned Arcanine and Tentacruel.
The next move is Sludge Wave. The reason i chose Sludge Wave is because it destroys a lot of Heracross's counters, such as Chesnaught and fairies. It also hits Rotom-H hard, whose Choice sets greatly trouble my team. Ice Beam hits Dragons such as Salamence and Flying-Types such as Aerodactyl hard.
Lastly, I have Toxic Spikes. Toxic Spikes handily poisons anything on my opponent's team that is not a Poison-type itself or levitates/flies. The fun thing is that almost every switchin to Toxic Spikes gets destroyed by one of my coverage moves.

Ampharos @ Ampharosite
Ability: Static
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
- Agility
- Thunderbolt
- Dragon Pulse
- Focus Blast
Next, I looked for a mega that had good synergy with my offensive mons. First, I had Sceptile, but I found that I didn't have an answer to Mega Pidgeot and Rotom-Heat, whose Scarf set outspeeds and kills Heracross, and it also gave Nidoqueen quite a bit of trouble. So, I replaced it with Ampharos. I chose the Agility set, as I prefer it over All-out attacker. This, however, is subject to change. If you have a good reason to switch sets, please let me know. The Speed EVs let Ampharos neutral natured base 150s and Mega Pidgeot after 1 Agility. Thunderbolt and Dragon Pulse are Ampharos's most powerful moves, receiving STAB as well as high Base Power. Focus Blast hits the Steel- and Ice types the other two don't KO, such as Mamoswine.

>no heal bell (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Stealth Rock
- Protect
- Earthquake
Bronzong is my specially defensive wall. It checks a bit threat, Slurpuff, and is a decent counter for Mamoswine, Salamence, and Psychic-types, as well as Nidoqueen, Shaymin, and Kyurem. My EV spread with Gyro Ball allow me to OHKO Slurpuff after a Belly Drum, and do a minimum of 78% to it before. I decided to run Stealth Rock, as in my opinion, this move is a necessity on every team. Protect is for stalling, and is nice in combination with Nidoqueen's Toxic Spikes. Lastly, Earthquake is my only way of hitting fellow Steel-types.

Aurora (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Bold Nature
- Wish
- Scald
- Protect
- Heal Bell
I next chose Vaporeon for Wish support, as Bronzong lacks good recovery. I'm using a standard defensive spread, as it has great defensive synergy with Bronzong, checking threats such as Darmanitan, Mienshao, Krookodile, and Entei. I myself hate status, so I had Vaporeon learn Heal Bell. Scald is my main STAB move, having a good chance of burning opponents. I am considering running Haze over Heal Bell, though.

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 212 SpD / 44 Spe
Calm Nature
- Foul Play
- Roost
- Taunt
- Defog
Mandibuzz is my Defogger and Ghost switchin, even though they aren't that common, things like Doublade get completely stopped by this buzzard. I wanted to run Foul Play to punish Swords Dancers, Roost for reliable recovery, as I want to prevent this thing to get worn down pretty quickly. Defog is my way to way to remove hazards, even though it is quite counterproductive to my hazards. I would like some suggestions for this. Lastly, Taunt is a great way to stop set-up sweepers such as CroCune, or healing themselves.
Thank you for reading my RMT.
I would really appreciate any constructive criticism.
AwesomeTorterra, signing of.
This team is built around Choice Scarf Heracross.
I'm currently sitting around 1515 with this team, and this is the 3rd version of the team.
I don't own the images I used.
Also, let me know if I made any spelling mistakes.

Jerry (Heracross) (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Heracross is the star of the team. I used the scarf variant because it is my favourite set for Heracross.
Moxie makes it a nice late game sweeper.
Close Combat is my choice for a STAB move, along with Megahorn, as it handles the common Grass-types such as Shaymin excellently. Knock Off is here for the Ghost-types that completely stop Megahorn and CC. It also offers an accurate way to hit Psychics.
The last move was between Earthquake and Stone Edge. I chose Stone Edge, as I already had 2 Ground-type moves and no Rock ones. It hits the Flying-types that stop my STAB moves and don't really care about Knock Off, such as Salamence.

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Toxic Spikes
- Ice Beam
Next up is Nidoqueen. I grabbed the standard Smogon spread, as I felt the Toxic Spikes would help greatly. ALthough I am considering running a bit more for speed creeping.
This set outspeeds uninvested Tentacruel, Arcanine, and Shaymin, as well as max Attack Adamant Honchkrow. Earth Power is my main Ground STAB. It helps destroy the beforementioned Arcanine and Tentacruel.
The next move is Sludge Wave. The reason i chose Sludge Wave is because it destroys a lot of Heracross's counters, such as Chesnaught and fairies. It also hits Rotom-H hard, whose Choice sets greatly trouble my team. Ice Beam hits Dragons such as Salamence and Flying-Types such as Aerodactyl hard.
Lastly, I have Toxic Spikes. Toxic Spikes handily poisons anything on my opponent's team that is not a Poison-type itself or levitates/flies. The fun thing is that almost every switchin to Toxic Spikes gets destroyed by one of my coverage moves.

Ampharos @ Ampharosite
Ability: Static
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
- Agility
- Thunderbolt
- Dragon Pulse
- Focus Blast
Next, I looked for a mega that had good synergy with my offensive mons. First, I had Sceptile, but I found that I didn't have an answer to Mega Pidgeot and Rotom-Heat, whose Scarf set outspeeds and kills Heracross, and it also gave Nidoqueen quite a bit of trouble. So, I replaced it with Ampharos. I chose the Agility set, as I prefer it over All-out attacker. This, however, is subject to change. If you have a good reason to switch sets, please let me know. The Speed EVs let Ampharos neutral natured base 150s and Mega Pidgeot after 1 Agility. Thunderbolt and Dragon Pulse are Ampharos's most powerful moves, receiving STAB as well as high Base Power. Focus Blast hits the Steel- and Ice types the other two don't KO, such as Mamoswine.

>no heal bell (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Stealth Rock
- Protect
- Earthquake
Bronzong is my specially defensive wall. It checks a bit threat, Slurpuff, and is a decent counter for Mamoswine, Salamence, and Psychic-types, as well as Nidoqueen, Shaymin, and Kyurem. My EV spread with Gyro Ball allow me to OHKO Slurpuff after a Belly Drum, and do a minimum of 78% to it before. I decided to run Stealth Rock, as in my opinion, this move is a necessity on every team. Protect is for stalling, and is nice in combination with Nidoqueen's Toxic Spikes. Lastly, Earthquake is my only way of hitting fellow Steel-types.

Aurora (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Bold Nature
- Wish
- Scald
- Protect
- Heal Bell
I next chose Vaporeon for Wish support, as Bronzong lacks good recovery. I'm using a standard defensive spread, as it has great defensive synergy with Bronzong, checking threats such as Darmanitan, Mienshao, Krookodile, and Entei. I myself hate status, so I had Vaporeon learn Heal Bell. Scald is my main STAB move, having a good chance of burning opponents. I am considering running Haze over Heal Bell, though.

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 212 SpD / 44 Spe
Calm Nature
- Foul Play
- Roost
- Taunt
- Defog
Mandibuzz is my Defogger and Ghost switchin, even though they aren't that common, things like Doublade get completely stopped by this buzzard. I wanted to run Foul Play to punish Swords Dancers, Roost for reliable recovery, as I want to prevent this thing to get worn down pretty quickly. Defog is my way to way to remove hazards, even though it is quite counterproductive to my hazards. I would like some suggestions for this. Lastly, Taunt is a great way to stop set-up sweepers such as CroCune, or healing themselves.
Thank you for reading my RMT.
I would really appreciate any constructive criticism.
AwesomeTorterra, signing of.
Last edited: