This is a team made by me and other people who helped I'm not giving credit to. It started as an offensive team but soon became a balanced or even bulky offense team, a little of both really. I will try to be as detailed as possible in this RMT, but i'll obviously miss something extremelly important.
Heatran (M) @ Choice Scarf
Trait: Flash Fire
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Earth Power
- Flamethrower
- Dragon Pulse
- Hidden Power [Ice]
Decently fast, very powerful scarfer with amazing coverage that covers up many weaknesses of the team. I use a Modest nature because anything beaten with timid is easily taken care of by the rest of my team and I appreciate the power, kind of contradicting with Flamethrower over Fire Blast, but I also appreciate the reliability, and I don't miss many important KOs with it. Having HP Ice and Dragon Pulse together may seem like a waste but it allows me to hit Dragonite, OHKO every one that isn't specially defensive (lol) when Multiscale is gone, same with Salamence, while Dragon Pulse allows me to hit many other Dragons, mostly Latios twice if they aren't scarfed which does a ton of damage, which is again one of the reasons I prefer Modest.
252+ SpA Heatran Dragon Pulse vs. 0 HP / 4 SpD Latios: 198-234 (65.78 - 77.74%) -- guaranteed 2HKO
HP Ice also 2HKOs, but (I probably should replace any Latios in the paragraph above with Latias but whatever it gets to the point)
252+ SpA Heatran Dragon Pulse vs. 0 HP / 0 SpD Latias: 172-204 (57.14 - 67.77%) -- guaranteed 2HKO
while HP Ice has a pathetic chance to 2HKO, only 0.39%
Jellicent (M) @ Leftovers
Trait: Water Absorb
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Scald
- Ice Beam
- Toxic
- Recover
1st part of my specially defensive (read: annoying) core. Scald is to soread burns which allows my offensive pokemon to switch in or let Ferrothorn use it as setup fodder if a Thunder Wave wouldn't help as much, but of course also helps Jellicent itself. I may switch Ice Beam to Shadow Ball but doing 80% to Dragonite/Mence is amazing. Toxic is also to help wear down anything that can be annoying (like other Jellicents)
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Spikes
- Thunder Wave
- Power Whip
- Leech Seed
2nd part of the core, takes on anything Jellicent can't while spreading status of it's own through Twave and giving some recovery to teammates or itself when neccesary through Leech Seed. Whenever it gets a chance to set up Spikes, that also helps wear down the opposing team.
Landorus-Therian @ Leftovers
Trait: Intimidate
Shiny: Yes
EVs: 204 HP / 64 Atk / 240 Def
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Bulky Offensive Pivot Landorus. Also forms a decemt bulky VoltTurn core with Rotom, who is the other half of this sort of physically bulky core. Sets up rocks at a given opporutnity and then is used for Intimidate support.
Rotom-Wash @ Leftovers
Trait: Levitate
Shiny: Yes
EVs: 252 HP / 120 Def / 136 SAtk
Modest Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
2nd part of the bulky core with Landorus, the EVs are used to have a lot of bulk and still some decent power while having an amazing Garchomp Counter. Pain Split I rarely use, but is the only source of recovery for it. Even without the maximum investment any Rotom would normally have it still does hit pretty hard, screw Hydros acc though.
Breloom (F) @ Life Orb
Trait: Technician
Shiny: Yes
EVs: 252 Atk / 252 Spd
Adamant Nature
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance
Physical sweeper of the team. Spore to put something on the opponents team to sleep so I can set up or give a team mate a free sweep, such as Sporeing a Skarmory on the switch to let Heatran come in for free without being phazed or having hazards set up on the switch. Normal set.
Changes i'm considering:
- The whole Dragon Pulse HP Ice thing on Heatran
- Pain Split on Rotom
Obviously taking suggestions on anything else anyone notices. Would add importable but where are the hide tags lol
Heatran (M) @ Choice Scarf
Trait: Flash Fire
Shiny: Yes
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Earth Power
- Flamethrower
- Dragon Pulse
- Hidden Power [Ice]
Decently fast, very powerful scarfer with amazing coverage that covers up many weaknesses of the team. I use a Modest nature because anything beaten with timid is easily taken care of by the rest of my team and I appreciate the power, kind of contradicting with Flamethrower over Fire Blast, but I also appreciate the reliability, and I don't miss many important KOs with it. Having HP Ice and Dragon Pulse together may seem like a waste but it allows me to hit Dragonite, OHKO every one that isn't specially defensive (lol) when Multiscale is gone, same with Salamence, while Dragon Pulse allows me to hit many other Dragons, mostly Latios twice if they aren't scarfed which does a ton of damage, which is again one of the reasons I prefer Modest.
252+ SpA Heatran Dragon Pulse vs. 0 HP / 4 SpD Latios: 198-234 (65.78 - 77.74%) -- guaranteed 2HKO
HP Ice also 2HKOs, but (I probably should replace any Latios in the paragraph above with Latias but whatever it gets to the point)
252+ SpA Heatran Dragon Pulse vs. 0 HP / 0 SpD Latias: 172-204 (57.14 - 67.77%) -- guaranteed 2HKO
while HP Ice has a pathetic chance to 2HKO, only 0.39%
Jellicent (M) @ Leftovers
Trait: Water Absorb
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Scald
- Ice Beam
- Toxic
- Recover
1st part of my specially defensive (read: annoying) core. Scald is to soread burns which allows my offensive pokemon to switch in or let Ferrothorn use it as setup fodder if a Thunder Wave wouldn't help as much, but of course also helps Jellicent itself. I may switch Ice Beam to Shadow Ball but doing 80% to Dragonite/Mence is amazing. Toxic is also to help wear down anything that can be annoying (like other Jellicents)
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Spikes
- Thunder Wave
- Power Whip
- Leech Seed
2nd part of the core, takes on anything Jellicent can't while spreading status of it's own through Twave and giving some recovery to teammates or itself when neccesary through Leech Seed. Whenever it gets a chance to set up Spikes, that also helps wear down the opposing team.
Landorus-Therian @ Leftovers
Trait: Intimidate
Shiny: Yes
EVs: 204 HP / 64 Atk / 240 Def
Adamant Nature
- Stealth Rock
- U-turn
- Earthquake
- Stone Edge
Bulky Offensive Pivot Landorus. Also forms a decemt bulky VoltTurn core with Rotom, who is the other half of this sort of physically bulky core. Sets up rocks at a given opporutnity and then is used for Intimidate support.
Rotom-Wash @ Leftovers
Trait: Levitate
Shiny: Yes
EVs: 252 HP / 120 Def / 136 SAtk
Modest Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split
2nd part of the bulky core with Landorus, the EVs are used to have a lot of bulk and still some decent power while having an amazing Garchomp Counter. Pain Split I rarely use, but is the only source of recovery for it. Even without the maximum investment any Rotom would normally have it still does hit pretty hard, screw Hydros acc though.
Breloom (F) @ Life Orb
Trait: Technician
Shiny: Yes
EVs: 252 Atk / 252 Spd
Adamant Nature
- Bullet Seed
- Mach Punch
- Spore
- Swords Dance
Physical sweeper of the team. Spore to put something on the opponents team to sleep so I can set up or give a team mate a free sweep, such as Sporeing a Skarmory on the switch to let Heatran come in for free without being phazed or having hazards set up on the switch. Normal set.
Changes i'm considering:
- The whole Dragon Pulse HP Ice thing on Heatran
- Pain Split on Rotom
Obviously taking suggestions on anything else anyone notices. Would add importable but where are the hide tags lol
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