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:
- Sets up and cleans shop. HP Fire tends to not be enough. Be cautious.
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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