We Are Hipsters.
What's up, Gang? Autobots here with another RMT. I've been using this team for a while, but I decided to make an RMT to get some help. As of recently I've been very active on showdown recently winning a couple tourneys and I'm beginning to be more active in the forums. I really like Weavile and Alakazam for their potential to shred offense. I originally had Toxicroak as a part of this core, but it really limited building for me (I'm not great yet), so I put Keldeo on the team. Well, I hope you like it and all criticisms and suggestions are accepted!
BULKY HAZARD STACKING CORE

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 224 Def /
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Fat Chomp has been popular for a while now and for a good reason. It sets up Stealth Rock reliably, phazes out threats, and most of all the massive recoil any physical move deals to the user. Rocky Helmet is the item that makes the magic happen dealing 1/6 of its maximum HP. In tandem with Rough Skin, it helps me check many things like Bisharp, Lopunny variants w/o Ice punch and Talonflame which both do work to my core. EVs give Chomp some nice bulk paired with an Impish Nature.
- Stealth Rock: Essential to pretty much every team. Hazards are essential to taking down offensive Pokemon and softening up balanced mons for Weavile and Alakazam. They turn a lot of 2HKOs into OHKOs.
- Dragon Tail: The asset to hazards. I love being able to force opposing mons out while dealing damage from both DT and hazards. Since I removed Whirlwind from Skarm, this is my best option to force out set sweepers (of the physical variety).
- Earthquake: Obligitory STAB move. Hits hard even without investment.
- Endure: The most hated of all hated moves on Fat Chomp. Endure allows Chomp to survive with 1 HP, forcing whatever attacked Chomp to attack it again racking up around 50% in recoil. Monsterous. I have considered Fire Blast for Skarm or Toxic for Hippo and Lando-T.

Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Defog
- Roost
- Spikes
Skarmory functions well on this team, although I have considred Ferro it's place. Leftovers supply me with residual recovery to help Roost restore my health. Sturdy is awesome allowing my to garuntee at least one layer of spikes or to take at least on hit. SPDef Skarm is really cool as it can perform on both sides of the spectrum as long as the moves aren't super effective. Examples:
252+ SpA Altaria Fire Blast vs. 252 HP / 232+ SpD Skarmory: 162-192 (48.5 - 57.4%) -- 53.1% chance to 2HKO after Leftovers recovery
0- SpA Garchomp Fire Blast vs. 252 HP / 232+ SpD Skarmory: 110-130 (32.9 - 38.9%) -- 8.8% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 232+ SpD Skarmory: 159-187 (47.6 - 55.9%) -- 22.7% chance to 2HKO after Leftovers recovery
0 SpA Starmie Scald vs. 252 HP / 232+ SpD Skarmory: 79-94 (23.6 - 28.1%) -- possible 5HKO after Leftovers recovery
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0- SpA Garchomp Fire Blast vs. 252 HP / 232+ SpD Skarmory: 110-130 (32.9 - 38.9%) -- 8.8% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Latios Hidden Power Fire vs. 252 HP / 232+ SpD Skarmory: 159-187 (47.6 - 55.9%) -- 22.7% chance to 2HKO after Leftovers recovery
0 SpA Starmie Scald vs. 252 HP / 232+ SpD Skarmory: 79-94 (23.6 - 28.1%) -- possible 5HKO after Leftovers recovery
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- Iron Head: I chose Iron Head>BB because I like having the ability to hit Fairy Types (Something this team lacks) BB, may be better, I'm honestly not quite sure.
- Defog: Mega-Alakazam, Raikou, and Weavile really hate hazards as it makes their job a lot harder to do. Defog solves that problem at the cost loosing my own hazards. My biggest priority is removing their hazard steer before setting my own.
- Roost: Recovers 50% HP
- Spikes: The second half of the Hazard stacking. Even having one Spikes makes a huge difference (especially if rocks are already up).
**Not set on keeping Skarm, as other mons could potentially do his job better (Ferro handles faries better, Gyro Ball is more reliable, Seeds provides residual recov for the team and helps me deal wit Rotom-W), and his roles contradict. Suggestions here would be greatly appreciated.
Offensive Core

Alakazam @ Alakazite
Ability: Magic Guard/Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Substitute
- Focus Blast
- Shadow Ball
Mega-Alakazam is such a destructive force to Offense and some times even Balanced teams. Magic Guard allows me to safely bring him in on hazards or leech speed, allowing to to always have fresh 100% HP to work with before I mega-evo (usually). Trace lets me copy opposing mons abilities, which can sometimes be essential. Examples include copying Flash Fire and subbing on Tran, copying Prankster from Thundy and subbing before I get T-Wave'd, Intimidate users, and Multiscale while at 100% HP to survive DDNite's E-Speed. EVs maximize Spe and Sp. Atk. I run Timid Nature to outspeed the entire Meta (minus Mega-Aero) without Scarf or boosts.
- Psychic: My only STAB move. Power. Rips through offensive mons that aren't immune.
- Substitute: Sets up a sub on the predicted switch. Protects me from Status moves. Also, my best answer against Bisharp. I find it better than Encore and HP Fire. (Suggestion/Thoughts?)
- Focus Blast: Hits Steel types (mainly Heatran, Skarm, and Bisharp). Acc. sucks, but a powerful and neccessary move.
- Shadow Ball: Nice Coverage move. Hits the likes of the Lati twins, Slowbro/King, and opposing Alakazam who otherwise check me easily.
**I like sub, but if anything works significantly better, lemme know!

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
The Anti-Meta monster! Weavile not only wrecks HO, but most offense in general. Life Orb in tandem with EVs help me maximize power. Jolly Nature is to max speed.
- Icicle Crash: Power STAB Ice move. I use this primarily on Bulky mons like Landorus-T, Garchomp, Mega-Altaria and Tornadus-T who at full or high HP are not KO'd by Ice Shard. Hits Dragon, Ground, Flying and frail mons with power.
- Ice Shard: Picks of very frail mons who are weak to Ice Type moves and revenge kills weakened foes.
- Knock Off: Powerful STAB and awesome utility move. Knocks Off items. hits Psychic, Ghosts for SE damage and wrecks weakened mons wit items.
- Low Kick: Hits Steel Types that would otherwise prevail over Weavile such as Heatran, Bisharp, Ferro and Magnezone.
Not much to say here. We all know how this monster operates.
Accessory Pokemon

Raikou @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
Raikou is a really nice teammate! AV lets me stomach some hits from different threats to my team such as Starmie, Keldeo, Thundurus, and Latis, and hit them back. EVs and Nature maximize Sp. Atk and Spe. IVs allow me to have HP Ice without lowering the necessary IVs. It is also a nice pivot.
- Thunderbolt: Powerful STAB move. (I'm not being lazy, we just know what it does lol)
- Volt Switch: Pivots out.
- Shadow Ball: Specifically for Psychic mons, mainly the Latis, who I out speed.
- HP Ice: Dragons, Gliscor, last result against Ground types.
Sorry I got a little Lazy on this one :(

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Flying]
Probably my favorite non-mega Pokemon, competitively. Its typing helps me out a lot as far as resisting Dark and Steel type moves for Weav+Zam. Ya know how the EVs go: With the Nature, it maximizes Sp. Atk and Spe. Specs makes an awesome Wallbreaker out of Keldeo!
- Scald: Powerful STAB move with the 30% burn rate everyone loves to hate. Very crucial.
- Secret Sword: My best answer to Dark Types! Also useful against Chansey although this team does not play well against
- Hydro Pump: POWER. STAB. LOVE.
- HP Flying: Nice coverage on Grass Types such as Serp and Venu who may try to switch into my Water Type moves.
Thanks for reading my RMT, if you've read one of mine before (My last one [Mega-Lopunny+Thundy+Wobb] was corrupted.) you'll know that below I have the team and replays below and all of my changes will be in red. I hope you try the team out and give some awesome feed back!Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Defog
- Roost
- Spikes
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Substitute
- Focus Blast
- Shadow Ball
Raikou @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Flying]
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Endure
Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 232 SpD / 28 Spe
Careful Nature
- Iron Head
- Defog
- Roost
- Spikes
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Substitute
- Focus Blast
- Shadow Ball
Raikou @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Flying]
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick
HP Bug --> HP Flying: Weavile + Mega-Alakazam handle Psychic Types fairly well, so I feel like preparing more for Grass types works better. (especially with Skarm lacking BB and no fire type)
S/O to Freedom.: 252 HP/164 Def/72 SpDef/16 Spe ---> 252 HP/240 Def/16 Spe; Adds a lot more defense to the set allowing Garchomp more longevity for inflicting recoil on foes. The 72 SpDef EVs only allowed Chomp to survive hit, only to be 2HKOd the following turn do to the negative priority of D-Tail. New spread helps Chomp to his actual job better.
S/O to Freedom.: 252 HP/164 Def/72 SpDef/16 Spe ---> 252 HP/240 Def/16 Spe; Adds a lot more defense to the set allowing Garchomp more longevity for inflicting recoil on foes. The 72 SpDef EVs only allowed Chomp to survive hit, only to be 2HKOd the following turn do to the negative priority of D-Tail. New spread helps Chomp to his actual job better.
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