Hello! Today i've decided to kill two birds with one stone by making an RMT to celebrate my 100th post and birthday simultaneously. The team is a combination of a Fire/Water/Grass and a Dragon/Fairy/Steel core. I'm aware that this is a boring concept but it's what's best for business. ;)
Team Building Process
There was a discussion going on about Vaporeon in the VR thread. Some people were saying it is worthless and should be D rank. That's why i wanted to experiment this pokemon to see whether it is indeed useless or have a niche in the metagame. I don't like to deem a pokemon good or bad without using it at first hand.
I used to use Vaporeon paired with Ampharos during XY (which is the last time i used Vapo) because dragons complement waters best imo. This time i chose Hydreigon.
Next, i wanted a fire and a grass type that can keep momentum who can also provide useful secondary STABs. Infernape an Rotom-C fit the bill.
Noticed that i don't have any hazard setter/remover yet and added Nidoqueen and Forretress initially to set up rocks and spin hazards respectively.
After some testing i got overwhelmed by fighting spam since my only resist was Nidoqueen who lacks recovery, i changed it to Reuniclus first. But this time Heracross became scarier and specially oriented dragons such as Sceptile-M and Ampharos-M were still annoying so i changed it to Florges and ended up with a boring (F-W-G)+(D-F-S) team. Unfortunately, Florges makes me weaker to Cobalion and Toxicroak but it covers more threats than Reuniclus does.








________________________________________________________________________________________

Fallen Angel (Vaporeon) @ Leftovers

Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Scald

- Baton Pass

- Protect

- Wish

Baton Pass is the move i wanted to experiment since the majority of the arguments were revolving around this set. Calm is the prefered nature so i can take hits from Blastoise-M, Nidos and NP Ape better. So far i didn't feel it was being a deadweight (wouldn't make this RMT otherwise) but it wasn't doing amazingly either. Fell free to change it with a different water if you don't believe in it.

One Too Many (Hydreigon) @ Leftovers

Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor

- Dark Pulse

- Taunt

- Roost

Because a wish passer really hates getting statused since its recovery gets limited i couldn't rely on Vaporeon to hard switch into Entei which is why i chose stallbreaker Hydreigon. Being a dragon type means it can 1v1 most grasses and electrics too. The item of choice might confuse you at first sight but hear me out, i have reasons. You can't give a pokemon multiple jobs and expect it to perform them all marvelously. Do you want your Hydreigon to be a wallbreaker or a stallbreaker? If former, you should be using LO 3 attacks roost specially in a metagame where Cobalion and Whimsicott are everywhere. You should pack fire blast for them. But if it is latter, you want to increase your recovery to max. So you can effectively stallbreak and don't find yourself in a position where you have to choose between clicking taunt so foe can't recover and you don't lose all the work you have put in or roost so you don't die to residual damage but restart what you have done so far. Why take 22% each time you attack when you can mitigate the damage you take to 6%. We all know what scald and sacred fire do. They burn you and limit your survivability. This is the last thing a stallbreaker wants.

Human Race (Infernape) @ Choice Band

Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat

- Flare Blitz

- U-turn

- Punishment

Infernape may not be as powerful as something like Darmanitan/Entei but it can still hit rather hard while holding CB. But the main reason i chose it over other fire types was STAB CC, access to U-turn and neutrality to stealth rock which gives it more room to switch in and out. Last move was a filler. I considered both eq and edge to hit apes usuall counters such as Dragalge, Chandelure and Salamence but after losing to every single Cresselia i saw (which is something Hydreigon can't beat regardless if you have life orb or not since they carry Moonblast) decided to bring Frank Castle back.

I Am Machine (Rotom-Mow) @ Yache Berry

Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch

- Leaf Storm

- Thunder Wave

- Pain Split

Started with specs rotom but because offensive waters are so damn good right now as dodmen always says i got overwhelmed by them. Luckily yache berry came to the rescue. Thunder wave is also a great way to slow dragons down since they usually think they are totally safe. I don't like revealing my exact spreads so just put 48+ here since Honchkrow is the standart pokemon you creep in UU. I actually have more speed than that.
Usage tips: Make sure that you keep it healthy if you see a Sharpedo, Swampert-M or Feraligatr. Do not hard switch. You don't want them to burn your berry on the switch. Pivot to Forry first and bring rotom with a slow volt switch. You should paralyze them first to not risk a leaf storm miss. Don't be a scum and spread yellow magic to the entire world. Try to catch dragons and fast mons only such as BD Slurpuff who tries to take advantage of -2 stat drops.

Painkiller (Florges) @ Leftovers

Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast

- Aromatherapy

- Calm Mind

- Synthesis

Needed a fighting check with recovery who can also act like a win condition. Tried Reuniclus first but specially oriented dragons pressured me a lot. Had to change it to Florges. Using bold nature because this thing is here to check fighting types first dragons later. Besided after a calm mind you can take their hits even better. Please don't tell me i should speed creep a little bit because i already do ;) but i recommend you to not creep too much otherwise you may get overwhelmed by fighting attacks.

Landmine (Forretress) @ Leftovers

Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock

- Gyro Ball

- Volt Switch

- Rapid Spin

As for my final member, i was looking for a glue that can set up hazards, spin them away, bring lots of resistances such as psychic and flying while also blocking volt switch so i figured Spdef. Excadrill would be the best option. After waking up from my dream i realised we are playing UU so had to use Forretress instead. Really wish i could fit a ground type here but using something like Steelix-M means no hazard removal which is no bueno. At least this guy can switch into Beedrill and ensures that i don't lose to Slurpuff after it sets up. Keep this guy healthy if you see a Slurpuff and don't try to taunt it with Hydreigon like a retard. EV spread is the one kokoloko uses iirc.
________________________________________________________________________________________
Again, i'm not here to justify Vaporeons qualities. I couldn't care less about a pokemons place at the viability ranking thread. Feel free to change it with another water type if you wish while using this team. I just wanted to make an RMT for my 100th post and this was the most recent team i've made. I also have another variation of this team where i use Swampert-M and Doublade over Vaporeon and Forretress respectively so i can fare against Toxicroak and Cobalion better. However, i didn't want to RMT that one because it lacks hazard control. If you are wondering their sets, PM me and i can give you the importable of that variation. Thanks for sparing your time to read this. Have a wonderful day, my friend!
Fallen Angel (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Scald
- Baton Pass
- Protect
- Wish
Human Race (Infernape) @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Punishment
I Am Machine (Rotom-Mow) @ Yache Berry
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunder Wave
- Pain Split
One Too Many (Hydreigon) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Painkiller (Florges) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Calm Mind
- Synthesis
Landmine (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Scald
- Baton Pass
- Protect
- Wish
Human Race (Infernape) @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Punishment
I Am Machine (Rotom-Mow) @ Yache Berry
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunder Wave
- Pain Split
One Too Many (Hydreigon) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Painkiller (Florges) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Calm Mind
- Synthesis
Landmine (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin