Hello, and this is my first RMT and my first actual thread... post... thing... whatever, in about a year or so. Been a while, might be a bit rusty around things, but please ignore those ^^;
Just a note about my team, almost every single one of my teams follows a specific formula:
1. Usually something that just breaks through most things by just having enough raw power to not need a set up move usually. Something like Darmanitan or KyuB.
2. Smack a Choice Band or Scarf on something and wreck havoc. Legitimately only Azu and Garchomp these days.
3. Bisharp. Yes, every single one of my teams has a Bisharp on it. I love the damn thing, I have no idea why. And it wins me a crap ton of games as well, so whoo. (Actually supposed to be a mon that runs Swords Dance or Shell Smash to sweep, but I've found them all obsolete compared to my fave.)
4. Similar to #3 this time a special mon that sweeps by boosting. Manaphy, Thundurus (both forms) Volcarona, I really could go on with this list but I won't.
5. Usually the exact same as #1 unless the mon in slot #2 has a Choice Band, then usually I slap on a Choice Scarf. Gengar, Thundy-T, and Volcarona sorta fit here. No real defining mons pop out here.
6. Anything ridiculously bulky or defensive, like Chansey, Clefable, or Umbreon.
Monado (Gallade) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Ice Punch
- Substitute
Gallade has become one of my favorites over my time of using him, and I can't get over the fact I can scream out 'It's Shulk time!' every time I send it out. Kinda fun, really.
Either way, Close Combat provides the most powerful STAB and the way of breaking almost every single wall in existence that doesn't resist (or even quad resist) it. Zen Headbutt (or Zenbutt, tee hee) hits bulky Poisons that can take Close Combat as well as some Fairies, but specifically Mega Venusaur. Ice Punch hits Landorus, Gliscor, and Garchomp hard, as well as hitting for good damage on Dragonite, Hydreigon, and most other dragons and some bulky grasses, if those exist outside of Ferrothorn and Megasaur these days. Substitute might seem like a weird choice, but let me explain: If you sub when someone switches into something to take a blow (like a ferrothorn into a Gengar), instead of having to predict the fact they will switch into said Gengar, you can dodge a Leech Seed if ferro stays in or have a sub up when Gengar comes in and Zen Headbutt instead. It has worked for quite a while, but I've been substituting Poison Jab, Swords Dance, and Knock Off occasionally instead of Sub, none of which gets the same job done.
Punishment (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Bandzurill has grown on me a bit, mainly because it straight-up massacres anything not named Venusaur-Mega, Slowbro-Mega, or Aggron-Mega in its path. Each of its moves are more or less staple moves, but Superpower hits Ferrothorn nicely, which I love. The EV spread is to get the jump on some Clefables, while sacrificing a bit of its bulk. Someone mentioned that to me and I've stuck with it since. Not much to say otherwise on the guy.
...on the other hand...
My Ace (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
asdfhugdsahi I LOVE THIS GUY. Bisharp has become a staple on every single one of my teams since I began using him again, and he carries his weight almost every single game, whether it be to kill a threat like Talonflame or sweep the crap out of a guy who doesn't understand you don't let a Bisharp set up 3 swords dances on a Ferrothorn. Lum Berry is my favorite item on Bisharp, while it does make you miss out on that Life Orb damage, it prevents bulky mons like Rotom-Wash or weird Talonflames from burning you as well as stopping the first Scald Burn, since we ALL know that it has a 99% chance to burn. The moves are just a typical Bisharp's moves, Sucker for Priority, Knock Off to remove items from mons and providing the most powerful STAB option, and Iron Head for hitting Fairies like Clefable and Malaria. The only threat to this guy really is phys. defensive Mandibuzz with Foul Play, but considering Hoopa gets somewhat walled by it I've been seeing a large increase in them. Kinda sad, really.
Thunderstorm (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Nasty Plot
Thundurus fit into the team extremely well for some reason, offering a way to sweep teams if Bisharp died as well as being almost always my lead for the sake of forcing things like Weavile or Mega Lopunny in. As well as this, if Garchomp dies, Thundurus is the only thing that can (somewhat) take on Talonflames since it resists Brave Bird. TBolt is typical STAB, hitting anything hard. Hidden Power Ice nails Garchomp, Landorus-T, and Gliscor hard as well as OHKOing Hippowdon occasionally after Nasty Plot:
+2 252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 112 SpD Hippowdon: 377-445 (89.7 - 105.9%) -- 37.5% chance to OHKO
Focus Blast hits Ferrothorn and Magnezone hard, which otherwise I have found my team has issues with (bar Garchomp, but Ferrothorns usually get smart after the first Fire Blast. and Magnezones, when I face them, seem to always carry HP Ice.) And Nasty plot lets me just fire off obscenely powerful Thunderbolts at my heart's content.
Spooky (Gengar) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Destiny Bond
An older version of this team, which had Manaphy instead of Gengar (and had TWave 3 attacks Thundurus instead of the current one) had tons of issues with tons of set-up sweepers and, specifically, Clefable, Azumarill, and Mega Altaria. Thus, I found the perfect solution in Gengar! While a Choice Scarf really lacks in power, I've found that Destiny Bonding a +1 MAlt (or just Sludge Waving since I don't believe it kills 100% of the time at +1) or even a Char-X immediately removes the threat. Scarf Gengar also gets the jump on Starmies and Weaviles as well as being able to clean up late game if everything on the opposing side is weakened and Stealth Rocks are up. Shadow Ball and Sludge Wave are typical STAB options, Shadow Ball hitting most things hard and Sludge Wave hitting Fairies my team hates. Focus Blast hits Ferrothorn, heck, most steels hard, especially Bisharp and Tyranitar. It also is nice to nail Weaviles with a Scarfed Focus Blast when they expect to Pursuit and kill you.
...and the 4 HP Evs made me take an Iron Head from an Excadrill once and live on 1 HP. Not changing those.
Frustration (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 100 Def / 68 SpD / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Good 'ol Tankchomp. I wasn't really fond of the idea once I got back into playing on PS a crap ton more because I was used to only seeing LO and Banded variants, not weird bulky ass variants. I've found, though, it works surprisingly well. Which I am happy to say means that Garchomp probably is staying on this team. The EVs give it enough bulk to perfectly take on Thundurus Life Orb HP Ice without dying as well as still keeping more or less good physical bulk. 92 Speed beats out max speed jolly base 70s such as Breloom and Bisharp. Earthquake is the staple move on almost every Garchomp. Dragon Tail forces opponents to randomly switch out, often screwing me over but funny when it connects against a mon like Slowbro-Mega or a Weavile switch-in. Fire Blast hits Scizor and Ferrothorn, which my team has minor issues with for the former and very minor issues with the latter, considering it is merely set up bait for Bisharp and Thundy. And Gallade, for that matter.
Calcs on the EV spread compared to a 252 HP / 164 Def / 92 Spe Garchomp, both Impish:
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 380-452 (90.4 - 107.6%) -- 43.8% chance to OHKO
252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 68 SpD Garchomp: 354-416 (84.4 - 99.2%) -- guaranteed 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 312-368 (74.2 - 87.6%) -- guaranteed 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 248 HP / 68 SpD Garchomp: 288-340 (68.7 - 81.1%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 164+ Def Garchomp: 292-344 (69.5 - 81.9%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 248 HP / 100+ Def Garchomp: 309-367 (73.7 - 87.5%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 248 HP / 100+ Def Garchomp: 183-216 (43.6 - 51.5%) -- 8.2% chance to 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 164+ Def Garchomp: 171-202 (40.7 - 48%) -- guaranteed 3HKO
Thanks, and I'd love team options, EV spread, and other things that you guys could see needing fixed here. Team has been ladder tested, didn't go high with it but I hit (spelled hate earlier, an edit lol) about 1668 and #371, if I am not wrong. Proceeded to tilt afterwards trying to test another team ^^;
Just a note about my team, almost every single one of my teams follows a specific formula:
1. Usually something that just breaks through most things by just having enough raw power to not need a set up move usually. Something like Darmanitan or KyuB.
2. Smack a Choice Band or Scarf on something and wreck havoc. Legitimately only Azu and Garchomp these days.
3. Bisharp. Yes, every single one of my teams has a Bisharp on it. I love the damn thing, I have no idea why. And it wins me a crap ton of games as well, so whoo. (Actually supposed to be a mon that runs Swords Dance or Shell Smash to sweep, but I've found them all obsolete compared to my fave.)
4. Similar to #3 this time a special mon that sweeps by boosting. Manaphy, Thundurus (both forms) Volcarona, I really could go on with this list but I won't.
5. Usually the exact same as #1 unless the mon in slot #2 has a Choice Band, then usually I slap on a Choice Scarf. Gengar, Thundy-T, and Volcarona sorta fit here. No real defining mons pop out here.
6. Anything ridiculously bulky or defensive, like Chansey, Clefable, or Umbreon.

Monado (Gallade) @ Galladite
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Ice Punch
- Substitute
Gallade has become one of my favorites over my time of using him, and I can't get over the fact I can scream out 'It's Shulk time!' every time I send it out. Kinda fun, really.
Either way, Close Combat provides the most powerful STAB and the way of breaking almost every single wall in existence that doesn't resist (or even quad resist) it. Zen Headbutt (or Zenbutt, tee hee) hits bulky Poisons that can take Close Combat as well as some Fairies, but specifically Mega Venusaur. Ice Punch hits Landorus, Gliscor, and Garchomp hard, as well as hitting for good damage on Dragonite, Hydreigon, and most other dragons and some bulky grasses, if those exist outside of Ferrothorn and Megasaur these days. Substitute might seem like a weird choice, but let me explain: If you sub when someone switches into something to take a blow (like a ferrothorn into a Gengar), instead of having to predict the fact they will switch into said Gengar, you can dodge a Leech Seed if ferro stays in or have a sub up when Gengar comes in and Zen Headbutt instead. It has worked for quite a while, but I've been substituting Poison Jab, Swords Dance, and Knock Off occasionally instead of Sub, none of which gets the same job done.

Punishment (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Superpower
Bandzurill has grown on me a bit, mainly because it straight-up massacres anything not named Venusaur-Mega, Slowbro-Mega, or Aggron-Mega in its path. Each of its moves are more or less staple moves, but Superpower hits Ferrothorn nicely, which I love. The EV spread is to get the jump on some Clefables, while sacrificing a bit of its bulk. Someone mentioned that to me and I've stuck with it since. Not much to say otherwise on the guy.
...on the other hand...

My Ace (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
asdfhugdsahi I LOVE THIS GUY. Bisharp has become a staple on every single one of my teams since I began using him again, and he carries his weight almost every single game, whether it be to kill a threat like Talonflame or sweep the crap out of a guy who doesn't understand you don't let a Bisharp set up 3 swords dances on a Ferrothorn. Lum Berry is my favorite item on Bisharp, while it does make you miss out on that Life Orb damage, it prevents bulky mons like Rotom-Wash or weird Talonflames from burning you as well as stopping the first Scald Burn, since we ALL know that it has a 99% chance to burn. The moves are just a typical Bisharp's moves, Sucker for Priority, Knock Off to remove items from mons and providing the most powerful STAB option, and Iron Head for hitting Fairies like Clefable and Malaria. The only threat to this guy really is phys. defensive Mandibuzz with Foul Play, but considering Hoopa gets somewhat walled by it I've been seeing a large increase in them. Kinda sad, really.

Thunderstorm (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Nasty Plot
Thundurus fit into the team extremely well for some reason, offering a way to sweep teams if Bisharp died as well as being almost always my lead for the sake of forcing things like Weavile or Mega Lopunny in. As well as this, if Garchomp dies, Thundurus is the only thing that can (somewhat) take on Talonflames since it resists Brave Bird. TBolt is typical STAB, hitting anything hard. Hidden Power Ice nails Garchomp, Landorus-T, and Gliscor hard as well as OHKOing Hippowdon occasionally after Nasty Plot:
+2 252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 112 SpD Hippowdon: 377-445 (89.7 - 105.9%) -- 37.5% chance to OHKO
Focus Blast hits Ferrothorn and Magnezone hard, which otherwise I have found my team has issues with (bar Garchomp, but Ferrothorns usually get smart after the first Fire Blast. and Magnezones, when I face them, seem to always carry HP Ice.) And Nasty plot lets me just fire off obscenely powerful Thunderbolts at my heart's content.

Spooky (Gengar) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Wave
- Destiny Bond
An older version of this team, which had Manaphy instead of Gengar (and had TWave 3 attacks Thundurus instead of the current one) had tons of issues with tons of set-up sweepers and, specifically, Clefable, Azumarill, and Mega Altaria. Thus, I found the perfect solution in Gengar! While a Choice Scarf really lacks in power, I've found that Destiny Bonding a +1 MAlt (or just Sludge Waving since I don't believe it kills 100% of the time at +1) or even a Char-X immediately removes the threat. Scarf Gengar also gets the jump on Starmies and Weaviles as well as being able to clean up late game if everything on the opposing side is weakened and Stealth Rocks are up. Shadow Ball and Sludge Wave are typical STAB options, Shadow Ball hitting most things hard and Sludge Wave hitting Fairies my team hates. Focus Blast hits Ferrothorn, heck, most steels hard, especially Bisharp and Tyranitar. It also is nice to nail Weaviles with a Scarfed Focus Blast when they expect to Pursuit and kill you.
...and the 4 HP Evs made me take an Iron Head from an Excadrill once and live on 1 HP. Not changing those.

Frustration (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 100 Def / 68 SpD / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Good 'ol Tankchomp. I wasn't really fond of the idea once I got back into playing on PS a crap ton more because I was used to only seeing LO and Banded variants, not weird bulky ass variants. I've found, though, it works surprisingly well. Which I am happy to say means that Garchomp probably is staying on this team. The EVs give it enough bulk to perfectly take on Thundurus Life Orb HP Ice without dying as well as still keeping more or less good physical bulk. 92 Speed beats out max speed jolly base 70s such as Breloom and Bisharp. Earthquake is the staple move on almost every Garchomp. Dragon Tail forces opponents to randomly switch out, often screwing me over but funny when it connects against a mon like Slowbro-Mega or a Weavile switch-in. Fire Blast hits Scizor and Ferrothorn, which my team has minor issues with for the former and very minor issues with the latter, considering it is merely set up bait for Bisharp and Thundy. And Gallade, for that matter.
Calcs on the EV spread compared to a 252 HP / 164 Def / 92 Spe Garchomp, both Impish:
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 380-452 (90.4 - 107.6%) -- 43.8% chance to OHKO
252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 68 SpD Garchomp: 354-416 (84.4 - 99.2%) -- guaranteed 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 312-368 (74.2 - 87.6%) -- guaranteed 2HKO
252 SpA Mega Manectric Hidden Power Ice vs. 248 HP / 68 SpD Garchomp: 288-340 (68.7 - 81.1%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 164+ Def Garchomp: 292-344 (69.5 - 81.9%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 248 HP / 100+ Def Garchomp: 309-367 (73.7 - 87.5%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 248 HP / 100+ Def Garchomp: 183-216 (43.6 - 51.5%) -- 8.2% chance to 2HKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 164+ Def Garchomp: 171-202 (40.7 - 48%) -- guaranteed 3HKO
Thanks, and I'd love team options, EV spread, and other things that you guys could see needing fixed here. Team has been ladder tested, didn't go high with it but I hit (spelled hate earlier, an edit lol) about 1668 and #371, if I am not wrong. Proceeded to tilt afterwards trying to test another team ^^;
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