UU comes first, RU second, but finally I think I've settled for the most diverse tier in the game (you can keep your OU well away) Originally I found Virizion most helpful, no doubt like many others in the early goings, but suffered significantly with Doublade and Durant, so in the end I was probably happy overall with those bans. Now, on to current matters, and I have gone through a significant amount of shifting to come to my current lineup, but now I need clarification as to whether I should go any further or retain my incumbent set of 6.
Masquerain @ Leftovers
Ability: Intimidate
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Air Slash
- Bug Buzz
- Quiver Dance
- Sticky Web
You likely won't find anything out of the ordinary here. This is really a basic, run of the mill sort of Masquerain, and of course its purpose is laying out the Sticky Webs we all love so much these days. QuiverPass was considered but ultimately decided against because there'd really only be one teammate to pass it to, and I usually reserve Lanturn for later in the game.
Mega Gourgeist (C) (Gourgeist-Super) (M) @ Leftovers
Ability: Frisk
EVs: 164 SDef / 252 HP / 84 Atk / 8 Def
Careful Nature
- Shadow Sneak
- Leech Seed
- Will-O-Wisp
- Protect
The biggest issue I had here was picking Seed Bomb or Shadow Sneak for my sole attack, so I'd appreciate thoughts on that. There really hasn't been any concrete sort of reason as to why Gourgeist has this particular EV spread, but I wanted to stray a little bit from the typical 252/252 sort of stuff, particularly as my RU and UU Gourgeist employ that basic physically defensive spread. It's called Mega Gourgeist because Gourgeist-Super (C) didn't fit and this is the captain of the team. In my other sides, there will always be a vice captain but there's none here because of the uncertainty of the team around Gourgeist.
Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Lava Plume
- Toxic
- Rapid Spin
- Stealth Rock
Torkoal is the one Stealth Rock user that was able to get around Doublade reliably, and what I'd love to know is whether to run with White Smoke or go with Flash Fire instead. It's slower than I might have liked but it's a titan on the physical side, even though it isn't running a Balloon like I had considered. I don't really have any issues to address here other than the choice of ability.
Hariyama @ Assault Vest
Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Power-Up Punch
- Bullet Punch
- Knock Off
- Earthquake
I only very recently switched Hariyama from Leftovers to AV and I'm not sure whether I have found that truly successful or not yet due to the lack of recovery however I will say I have enjoyed Power-Up Punch much more than Close Combat as the Assault Vest SpD boost isn't compromised and Hariyama retains offensive momentum. Other than that, this is a pretty typical version.
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Volt Switch
- Scald
- Ice Beam
- Heal Bell
The most recent addition to my team, the reason for this is that I had severe issues regularly with Fire, Flying and Ice and Lanturn combats all of them excellently, but my question for everyone with Lanturn here is whether I should favour a more defensive set and forgo some of its attacking power, maybe a more physically defensive sort of thing without Scald or Ice Beam and instead introducing a Sub or something like that.
Klinklang @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Gear Grind
- Wild Charge
- Return
- Shift Gear
Moveset adapted from randbats, not for the first or last time, and as you all know of course, give this thing a free turn and you'll likely regret it. Once the team's a little more solid Klinklang will likely be made VC because of its fantastic ability to mount comebacks and turn a game in one or two turns. But here I ask, is the HP investment worth it? Should I go about making Klinklang a little faster and limit its staying power slightly?
So I've come and gone through such figures as Virizion, Throh, Dragalge, Ariados and Golurk, but have I come across a winning combination?
Ability: Intimidate
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Air Slash
- Bug Buzz
- Quiver Dance
- Sticky Web
You likely won't find anything out of the ordinary here. This is really a basic, run of the mill sort of Masquerain, and of course its purpose is laying out the Sticky Webs we all love so much these days. QuiverPass was considered but ultimately decided against because there'd really only be one teammate to pass it to, and I usually reserve Lanturn for later in the game.

Ability: Frisk
EVs: 164 SDef / 252 HP / 84 Atk / 8 Def
Careful Nature
- Shadow Sneak
- Leech Seed
- Will-O-Wisp
- Protect
The biggest issue I had here was picking Seed Bomb or Shadow Sneak for my sole attack, so I'd appreciate thoughts on that. There really hasn't been any concrete sort of reason as to why Gourgeist has this particular EV spread, but I wanted to stray a little bit from the typical 252/252 sort of stuff, particularly as my RU and UU Gourgeist employ that basic physically defensive spread. It's called Mega Gourgeist because Gourgeist-Super (C) didn't fit and this is the captain of the team. In my other sides, there will always be a vice captain but there's none here because of the uncertainty of the team around Gourgeist.

Ability: White Smoke
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Lava Plume
- Toxic
- Rapid Spin
- Stealth Rock
Torkoal is the one Stealth Rock user that was able to get around Doublade reliably, and what I'd love to know is whether to run with White Smoke or go with Flash Fire instead. It's slower than I might have liked but it's a titan on the physical side, even though it isn't running a Balloon like I had considered. I don't really have any issues to address here other than the choice of ability.

Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Power-Up Punch
- Bullet Punch
- Knock Off
- Earthquake
I only very recently switched Hariyama from Leftovers to AV and I'm not sure whether I have found that truly successful or not yet due to the lack of recovery however I will say I have enjoyed Power-Up Punch much more than Close Combat as the Assault Vest SpD boost isn't compromised and Hariyama retains offensive momentum. Other than that, this is a pretty typical version.

Ability: Volt Absorb
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Volt Switch
- Scald
- Ice Beam
- Heal Bell
The most recent addition to my team, the reason for this is that I had severe issues regularly with Fire, Flying and Ice and Lanturn combats all of them excellently, but my question for everyone with Lanturn here is whether I should favour a more defensive set and forgo some of its attacking power, maybe a more physically defensive sort of thing without Scald or Ice Beam and instead introducing a Sub or something like that.

Ability: Clear Body
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Gear Grind
- Wild Charge
- Return
- Shift Gear
Moveset adapted from randbats, not for the first or last time, and as you all know of course, give this thing a free turn and you'll likely regret it. Once the team's a little more solid Klinklang will likely be made VC because of its fantastic ability to mount comebacks and turn a game in one or two turns. But here I ask, is the HP investment worth it? Should I go about making Klinklang a little faster and limit its staying power slightly?
So I've come and gone through such figures as Virizion, Throh, Dragalge, Ariados and Golurk, but have I come across a winning combination?