This is my first RMT as well as my first post on the forum. Been out of Pokémon for a long time. A friend introduced me to Pokémon Showdown a few months / year(s?) ago when I told him I replaced the internal batteries on my old Gold and Crystal games, been hanging around on the ladder off and on ever since. Had to learn a lot of new stuff; new Pokémon, abilities, EV's, natures, new items, movepools,... and I'm still learning.
Anyway, the reason for this post is that I've received some positive reactions while using it on the ladder (which never happened with any team I played before) and I reached my highest position yet on it (peaked 1600+, I think it was 1636 or something), so more experienced players could likely do better I guess. I thought it would therefor be good to share it and to see what the smogon-forum demi-gods think of it, and how you guys would improve it.
The team consists of Victini, Kyurem-Black, Dugtrio, Feraligatr, Magnezone and Crobat (yes, Crobat). My thought process was that I wanted to create a team that would resemble the way I play in RTS and TBS games; heavy hard-hitting raids and some traps to keep my opponent in check. The two Pokémon I absolutely wanted in my team were Victini and Kyurem-Black because they looked fun to play with. The team doesn't have a mega, I tried using some but that always meant either loss of momentum or a movepool that created a gap in the team rather than complement it.
Alright so the sets:
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
Alright so coming out of the G/S/C era my first ladder teams were all stall based, largely sporting Mega Venusaur and later Mega Sableye. Victini was the bane of my existence back then. Good coverage and it puts so much pressure on your opponent. He'll have to make plays to get around a V-create, and that's the beauty of that 4th move; U-turn on the Heatran switch, it doesn't matter if he has a balloon or not, go into Dugtrio and Heatran is history. That's usually the way it works. Been thinking of making it Expert Belt though and giving it Glaciate and Energy Ball instead of Bolt Strike and Zen Headbutt (I don't think I've used Zen Headbutt ever and Bolt Strike only sporadically), haven't tried that out yet though. But it could allow me do deal with physically defensive Rotom-W better. Thoughts?
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Iron Head
- Outrage
- Fusion Bolt
- Ice Beam
The second monster actually does the same thing as Victini in that it forces your opponent to make plays. Kyurem-Black has a ridiculous attack stat. Giving it a scarf allows it to hit twice if your opponent didn't have time enough to scout (which is probably the case when playing against this team), it also allows you to outspeed things like Lati@s or Mega Diancie late game, when your opponent will be hesitant to or can't switch out. The EV spread allows you to outspeed Scarfed Landorus-T. Iron Head is for the possible Fairy switch ins (but that rarely happens, I think I've used it more for a late game sweep), Ice Beam for Landorus-T or Gliscor. Teravolt allows you to crit Mega Slowbro which is beautiful.
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock
This thing. This thing has so much usage. I can't tell you how many Heatrans or weakened Bisharps have fallen to this. It works great in combination with Victini for the reason explained above. Memento allows Feraligatr to set up. Dugtrio is a team player, great revenge killer, having a lot of team members that hit hard make this great to finish things off. You will have to keep entry hazards off the field though.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 220 Atk / 36 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch
Feraligtr the monster. As said, this thing works great in conjunction with Dugtrio. But it's also awesome in combination with Magnezone. This one doesn't mess around. Most of its counters are handled by Magnezone and stall teams get handled by Victini / Kyurem-Black and the trappers. All this monster needs is a small window to set up and the damage will be grave, in fact, sometimes it doesn't even need to set up. Some players will make risky plays expecting a DD, which you can take advantage of.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Trapper number two. People seem to be afraid of Kyurem-Black / Victini or don't want to leave space for Feraligatr and this makes Magnezone shine, just like Dugtrio. In particular, it's really useful because it traps bulky steel types like Skarmory or Ferrothorn, which would otherwise be a pain to my almost exclusively physical team (especially since both Victini and Kyurem-Black are Choiced). It's also great in combination with Feraligatr because people seem to be a fan of switching in Keldeo or Azumarill on that thing.
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Toxic
- Defog
Last up is Crobat. This is basically my jack of all trades. I needed something to switch in on ground moves, a defogger and something that could handle substitutes (because sub-users were a pain in early drafts of this team, especially Keldeo if it could get one up since it could burn with scald and could deal super effective damage to both Kyurem-Black and Victini), it also resists Fairy moves and it isn't hurt by Spikes (which all other mons are, so chances are someone will try to get these things up). It doesn't have Roost but I don't really miss it. Games with this team tend to be over pretty quickly (both wins and losses). U-turn comes in handy to catch a Heatran when the opponent expects a Brave Bird or if he wants to get rocks up again. Toxic is for Rotom-W (and to a lesser extent for Landorus-T) because that's the biggest threat to this team and it's basically the only way to handle it somewhat. Toxic also allows you to outstall a Rocky Helmet Garchomp that wants to keep his rocks up. Crobat is usually the one I sacrifice to gain or keep momentum though.
Overall I really like this team a lot. It's really fun to play. It breaks stall like it's its job. It puts a lot of pressure on the opponent. There's one big gaping hole and that's Rotom-Wash but if you can keep the pressure on you can handle it, it's not an auto-win for your opponent by far. Stealth Rock is another thing: Victini, Kyurem-Black and Crobat take 25% from it and Dugtrio looses its Focus Sash. You will want to keep it off the field by any means. Luckily Crobat is fast and there are so many offensive threats and trappers on this team that your opponent will either have lost his Stealth Rocker when Crobat Defogs or won't have a chance to get them up again. Also, Pokémon with Protect are a nuisance because of the 3 choiced mons, but they're not really that much of a problem in the end. I can imagine this team being bad against sand (-rush Excadrill) but the truth is I've never had a problem with that.
I hope I did this post right and I'm looking forward to hearing your thoughts!
EDIT 1:
Crobat => Mega Latios
Victini: Adamant => Naughty, Zen Headbut => Glaciate
Importable updated team:
Anyway, the reason for this post is that I've received some positive reactions while using it on the ladder (which never happened with any team I played before) and I reached my highest position yet on it (peaked 1600+, I think it was 1636 or something), so more experienced players could likely do better I guess. I thought it would therefor be good to share it and to see what the smogon-forum demi-gods think of it, and how you guys would improve it.
The team consists of Victini, Kyurem-Black, Dugtrio, Feraligatr, Magnezone and Crobat (yes, Crobat). My thought process was that I wanted to create a team that would resemble the way I play in RTS and TBS games; heavy hard-hitting raids and some traps to keep my opponent in check. The two Pokémon I absolutely wanted in my team were Victini and Kyurem-Black because they looked fun to play with. The team doesn't have a mega, I tried using some but that always meant either loss of momentum or a movepool that created a gap in the team rather than complement it.
Alright so the sets:

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
Alright so coming out of the G/S/C era my first ladder teams were all stall based, largely sporting Mega Venusaur and later Mega Sableye. Victini was the bane of my existence back then. Good coverage and it puts so much pressure on your opponent. He'll have to make plays to get around a V-create, and that's the beauty of that 4th move; U-turn on the Heatran switch, it doesn't matter if he has a balloon or not, go into Dugtrio and Heatran is history. That's usually the way it works. Been thinking of making it Expert Belt though and giving it Glaciate and Energy Ball instead of Bolt Strike and Zen Headbutt (I don't think I've used Zen Headbutt ever and Bolt Strike only sporadically), haven't tried that out yet though. But it could allow me do deal with physically defensive Rotom-W better. Thoughts?

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Iron Head
- Outrage
- Fusion Bolt
- Ice Beam
The second monster actually does the same thing as Victini in that it forces your opponent to make plays. Kyurem-Black has a ridiculous attack stat. Giving it a scarf allows it to hit twice if your opponent didn't have time enough to scout (which is probably the case when playing against this team), it also allows you to outspeed things like Lati@s or Mega Diancie late game, when your opponent will be hesitant to or can't switch out. The EV spread allows you to outspeed Scarfed Landorus-T. Iron Head is for the possible Fairy switch ins (but that rarely happens, I think I've used it more for a late game sweep), Ice Beam for Landorus-T or Gliscor. Teravolt allows you to crit Mega Slowbro which is beautiful.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock
This thing. This thing has so much usage. I can't tell you how many Heatrans or weakened Bisharps have fallen to this. It works great in combination with Victini for the reason explained above. Memento allows Feraligatr to set up. Dugtrio is a team player, great revenge killer, having a lot of team members that hit hard make this great to finish things off. You will have to keep entry hazards off the field though.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 220 Atk / 36 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch
Feraligtr the monster. As said, this thing works great in conjunction with Dugtrio. But it's also awesome in combination with Magnezone. This one doesn't mess around. Most of its counters are handled by Magnezone and stall teams get handled by Victini / Kyurem-Black and the trappers. All this monster needs is a small window to set up and the damage will be grave, in fact, sometimes it doesn't even need to set up. Some players will make risky plays expecting a DD, which you can take advantage of.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Trapper number two. People seem to be afraid of Kyurem-Black / Victini or don't want to leave space for Feraligatr and this makes Magnezone shine, just like Dugtrio. In particular, it's really useful because it traps bulky steel types like Skarmory or Ferrothorn, which would otherwise be a pain to my almost exclusively physical team (especially since both Victini and Kyurem-Black are Choiced). It's also great in combination with Feraligatr because people seem to be a fan of switching in Keldeo or Azumarill on that thing.

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Toxic
- Defog
Last up is Crobat. This is basically my jack of all trades. I needed something to switch in on ground moves, a defogger and something that could handle substitutes (because sub-users were a pain in early drafts of this team, especially Keldeo if it could get one up since it could burn with scald and could deal super effective damage to both Kyurem-Black and Victini), it also resists Fairy moves and it isn't hurt by Spikes (which all other mons are, so chances are someone will try to get these things up). It doesn't have Roost but I don't really miss it. Games with this team tend to be over pretty quickly (both wins and losses). U-turn comes in handy to catch a Heatran when the opponent expects a Brave Bird or if he wants to get rocks up again. Toxic is for Rotom-W (and to a lesser extent for Landorus-T) because that's the biggest threat to this team and it's basically the only way to handle it somewhat. Toxic also allows you to outstall a Rocky Helmet Garchomp that wants to keep his rocks up. Crobat is usually the one I sacrifice to gain or keep momentum though.
Overall I really like this team a lot. It's really fun to play. It breaks stall like it's its job. It puts a lot of pressure on the opponent. There's one big gaping hole and that's Rotom-Wash but if you can keep the pressure on you can handle it, it's not an auto-win for your opponent by far. Stealth Rock is another thing: Victini, Kyurem-Black and Crobat take 25% from it and Dugtrio looses its Focus Sash. You will want to keep it off the field by any means. Luckily Crobat is fast and there are so many offensive threats and trappers on this team that your opponent will either have lost his Stealth Rocker when Crobat Defogs or won't have a chance to get them up again. Also, Pokémon with Protect are a nuisance because of the 3 choiced mons, but they're not really that much of a problem in the end. I can imagine this team being bad against sand (-rush Excadrill) but the truth is I've never had a problem with that.
I hope I did this post right and I'm looking forward to hearing your thoughts!
EDIT 1:
Crobat => Mega Latios
Victini: Adamant => Naughty, Zen Headbut => Glaciate
Importable updated team:
the Menace (Feraligatr) @ Life Orb
Ability: Sheer Force
EVs: 220 Atk / 36 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch
Let's hang out (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Aaaand it's gone (Victini) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- V-create
- Bolt Strike
- Glaciate
- U-turn
Actually Jesus (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Iron Head
- Outrage
- Fusion Bolt
- Ice Beam
Please stay (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock
Cute Dragon (Latios) @ Latiosite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Psyshock
Ability: Sheer Force
EVs: 220 Atk / 36 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Ice Punch
- Waterfall
- Crunch
Let's hang out (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
Aaaand it's gone (Victini) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- V-create
- Bolt Strike
- Glaciate
- U-turn
Actually Jesus (Kyurem-Black) @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Iron Head
- Outrage
- Fusion Bolt
- Ice Beam
Please stay (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
- Earthquake
- Reversal
- Memento
- Stealth Rock
Cute Dragon (Latios) @ Latiosite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Psyshock
Last edited: