Hey I'm Frost, I usually play LC and OU (I love BW LC).
I decided to make a team recently and it's been doing rather well, which is pretty surprising.
Please be gentle.
The Squad:
I decided to make a team recently and it's been doing rather well, which is pretty surprising.
Please be gentle.
The Squad:






Teambuilding Process:

I started with Medicham, the don. With Pure Power which makes its attack go through the roof and access to dual priority and great STAB moves, I decided to make a team around it.


Medicham hates birds, bulky psychic types, and ghost types, so I stuck Tyranitar on here, which can deal with most of these things pretty well. Pursuit trapping them for Medicham leads to some quick games.



I thought Excadrill would work well with this team. Medicham with Fake Out + Bullet Punch whittles teams enough for Excadrill to sweep easily. Abusing the sand allows it to outspeed anything worth outspeeding.




I noticed this team so far was weak to Earthquake spam and some Fairy types if I couldn't get up sand, so Gengar was my next choice. With Taunt to stop set-ups and Levitate, it was looking like a good team member.





Hazards could whittle this team down easily, so I put Starmie on for the next slot. It also has a wide array of coverage moves and Rapid Spin which is extremely helpful.






This team struggles against bulky waters and Earthquake spam (still :c) and Keldeo (Scald is the bane of my existence). Mega Lopunny has a field day. So, I chose Thundurus because Twave is for scumbags, and I'm one of them ;). Skill.
The Team in Detail:
Karate Kid (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Psycho Cut
Double priority makes whittling teams easier. Fake Out + Bullet Punch kills most variants of Mega Gardevoir (avoiding the speed tie game). HJK is a powerful move and there are very few things that can switch into it. Skarmory takes between 60 and 84% depending on the variant. Psycho Cut avoids Ferrothorn's Iron Barbs and Garchomps's Rough Skin + Rocky Helmet when they switch in, plus it doesn't miss unlike Zen Headbutt.
Hard Bodied (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
TTar gets up sand and sponges hits. Often it will be a sac to get up Rocks + Sand or nail a necessary kill. Stealth Rock because hazards are good. Stone Edge is a powerful STAB. Pursuit traps things that will cause Medicham problems. Ice Beam hits Garchomp for ~80% (it's a 2hko, basically) and 2hkos bulky Lando-T and kills Scarf Lando-T upon switch.
Drill Dozer (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Standard SD Drill to abuse the extended sand. Fantastic coverage.
Purple Friend (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt
Nails everything decently hard and Taunts if necessary. Focus Blast 2hkos Ferrothorn and Heatran. Shadow Ball and Sludge Wave are great STAB moves.
2Star4Yu (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Hidden Power [Fire]
- Thunderbolt
- Rapid Spin
Hydro Pump is the go-to move. HP Fire is for Scizor + weakened Ferrothorns. Thunderbolt is for opposing Water types. Rapid Spin gets rid of hazards.
Genie (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
My Ace-in-the-hole. Twave comes in clutch. Thunderbolt + HP Ice + Focus Blasts hits everything hard.
Stuff to watch out for:
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So yeah, this was my first RMT. Having some fun with this team. Just wanted to hear some other people's thoughts c: I welcome criticism.
Shoutouts to Srn for being a cool guy in general.
Importable
Purple Friend (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt
Hard Bodied (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Karate Kid (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Psycho Cut
2Star4Yu (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Hidden Power [Fire]
- Thunderbolt
- Rapid Spin
Genie (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Drill Dozer (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt
Hard Bodied (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Karate Kid (Medicham) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Bullet Punch
- High Jump Kick
- Psycho Cut
2Star4Yu (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hydro Pump
- Hidden Power [Fire]
- Thunderbolt
- Rapid Spin
Genie (Thundurus) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Drill Dozer (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
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