This is my first RMT so I hope I do everything correctly. I called the team "offense" because I wasn't sure what other category it fit into. Overall, the purpose of this team is to use Gengar and Clefable on a team without using common legendary mons such Landorous or Latios. Anyway, onto the team:
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Starting off we have Clefable, which serves as a bulky special attacker and status absorber. I originally had more SpD investment here, but I decided to forgo that in favor of living more physical attacks. I also feel like LO is necessary as Clefable is not as successful in KOing stuff such as Latios and Latios or Keldeo without it. Flamethrower also destroys steel types on the switch that would otherwise hassle a lot of my team.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Substitute
Gengar provides a good poison resist for Clefable as well as being a good all around special attacker. I decided on substitute over taunt/destiny bond as it allows Gengar to have a chance against threats such as Bisharp. Substitute also allows Gengar to get a free hit in if I predict my opponent to switch correctly. Sludge wave kills fairies such as Azumarill, Focus Blast hits normal types decently hard and OHKOs T-Tar in the sand. So yeah, pretty straightforward.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch
Conkeldurr provides priority in mach punch, the ability to absorb status conditions such as burn or toxic with guts, decent special bulk with the AV so I can pivot into special attackers, and good coverage. Obviously Azumarill eats this guy for breakfast without poison jab, but I can just double into Gengar if my opponent has an Azumarill. Drain punch is for recovery, knock off is for Latios/Latias and a generally good move for switches, Ice punch is good for Landorous, and mach punch gives decent priority against anything that isn't a ghost.
Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
I wanted to get rid of hazards for my Pinsir as well as have another switch in to poison moves so I threw Excadrill in here. Originally this was scarfed, but I decided LO would be better because I had a tendency to rapid spin/EQ, get predicted, and lose a lot of momentum. Iron head is good stab and helps KO fairies such as Togekiss, Rock Slide is another decent coverage move that hits Talonflame hard, EQ is this things strongest stab move, and rapid spin is for hazards. I also figured speed would be necessary in order to get rapid spin off as well as out speeding without the scarf.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
This is the team's lead, primary defensive wall, and generally annoying Pokemon to deal with. My team doesn't mind the quad weakness to grass because I have Gengar sitting in the back. People also commonly try and burn this thing as if it's my mega, allowing me to get rocks up and spam roar, weakening my opponent's team for the rest of my Pokemon. This thing also either phases or burns Pokemon that would try and set up on it.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance
Lastly, this is the team's mega/sweeper. As long as I get Pinsir in on a weak Pokemon, I usually get it to +2 and sweep my opponent's team, especially with the rocks, rapid spin, and bulky support of my team. It usually kills things like mega Venasaur or mega Gallade. It also has priority so I figured it would be a good finisher for the game as long as my opponent does not get their sweeper in before me.
I really appreciate any feedback you guys can give me. I'd say the weakest members of my team are probably Conkeldurr, Excadrill, and Swampert because they really don't have the greatest synergy, but the roles they play are crucial to the team.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Starting off we have Clefable, which serves as a bulky special attacker and status absorber. I originally had more SpD investment here, but I decided to forgo that in favor of living more physical attacks. I also feel like LO is necessary as Clefable is not as successful in KOing stuff such as Latios and Latios or Keldeo without it. Flamethrower also destroys steel types on the switch that would otherwise hassle a lot of my team.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Substitute
Gengar provides a good poison resist for Clefable as well as being a good all around special attacker. I decided on substitute over taunt/destiny bond as it allows Gengar to have a chance against threats such as Bisharp. Substitute also allows Gengar to get a free hit in if I predict my opponent to switch correctly. Sludge wave kills fairies such as Azumarill, Focus Blast hits normal types decently hard and OHKOs T-Tar in the sand. So yeah, pretty straightforward.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Ice Punch
- Mach Punch
Conkeldurr provides priority in mach punch, the ability to absorb status conditions such as burn or toxic with guts, decent special bulk with the AV so I can pivot into special attackers, and good coverage. Obviously Azumarill eats this guy for breakfast without poison jab, but I can just double into Gengar if my opponent has an Azumarill. Drain punch is for recovery, knock off is for Latios/Latias and a generally good move for switches, Ice punch is good for Landorous, and mach punch gives decent priority against anything that isn't a ghost.
Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
I wanted to get rid of hazards for my Pinsir as well as have another switch in to poison moves so I threw Excadrill in here. Originally this was scarfed, but I decided LO would be better because I had a tendency to rapid spin/EQ, get predicted, and lose a lot of momentum. Iron head is good stab and helps KO fairies such as Togekiss, Rock Slide is another decent coverage move that hits Talonflame hard, EQ is this things strongest stab move, and rapid spin is for hazards. I also figured speed would be necessary in order to get rapid spin off as well as out speeding without the scarf.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
This is the team's lead, primary defensive wall, and generally annoying Pokemon to deal with. My team doesn't mind the quad weakness to grass because I have Gengar sitting in the back. People also commonly try and burn this thing as if it's my mega, allowing me to get rocks up and spam roar, weakening my opponent's team for the rest of my Pokemon. This thing also either phases or burns Pokemon that would try and set up on it.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Close Combat
- Swords Dance
Lastly, this is the team's mega/sweeper. As long as I get Pinsir in on a weak Pokemon, I usually get it to +2 and sweep my opponent's team, especially with the rocks, rapid spin, and bulky support of my team. It usually kills things like mega Venasaur or mega Gallade. It also has priority so I figured it would be a good finisher for the game as long as my opponent does not get their sweeper in before me.
I really appreciate any feedback you guys can give me. I'd say the weakest members of my team are probably Conkeldurr, Excadrill, and Swampert because they really don't have the greatest synergy, but the roles they play are crucial to the team.





