Team at a glance:
I read a really clean, really aesthetic looking RMT the other day. I was so inspired by it that I decided to try to make my RMT look good too, so that readers will have an easy time, and I will also have an easy time looking at the team as a whole while making changes.
So here's the format I'm going to use for the in-depth looks:
Nickname (Pokemon) @Items - Reasons
Ability - Reasons
EVs
Nature
- Move - Reasons
- Move - Reasons
- Move - Reasons
- Move - Reasons
Explain EV Spread
Explain Playstyle and general role on the team.
Counters:
Countered By:
For the Counters and Countered Bys, these are only Pokemon that I've met, so it might not include every single Pokemon that can possibly be countered.
Now, onto the actual in-depth stuff (yay!)
D!ckPinch (Pinsir) @ Pinsirite - Mega Evolution
Ability: Hyper Cutter - Excadrill already has Mold Breaker and Moxie is too situational
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake/Close Combat - Coverage move, allows Mega Pinsir to hit Fire, Rock and Electric Types/Coverage that hits common Pinsir Checks and Counters
- Frustration - Strong STAB move with no drawbacks, makes incoming Dittos useless
- Quick Attack - Priority STAB comes in Clutch
- Swords Dance - Boosts Pinsir's insane Attack Stat
So I want Mega Pinsir to be a fast Physical Sweeper. That's why I have Speed completely maxed out. It also doesn't need max Attack investment when it's going to set up a Swords Dance in most situations. And since I'm probably never going to keep Pinsir in on a Special Attacker, unless I know it can outspeed and OHKO the opponent, I just put 4 EVs into Defense so that its not bad Defense Stat at least gets something.
Generally I switch Pinsir in onto Pokemon I know it can take a couple of hits from. This usually includes Physical Fighting and Grass Type Pokemon. If the opposing Pokemon usually carries Electric or Ice type moves, which a lot of Fighting Types do, then it will Swords Dance without Mega Evolving and then proceed to Sweep. I find myself switching between Pinsir, Tyranitar and Excadrill a lot. Pinsir can wall Fighting and Ground Type attacks aimed at Excadrill and Tyranitar. Tyranitar takes care of Pinsir's Fire and Flying weaknesses. Excadrill spins Rocks away and takes care of Pinsir's Rock Type weakness
Counters:
Countered By:
Clutch (Crawdaunt) @Lum Berry/Focus Sash - Burns suck/For Dragon Dance set
Ability: Adaptability - For hitting hard
EVs:4 HP / 252 Atk / 252 SpD 4 HP / 252 Atk / 252 Spe
Adamant Jolly Nature
- Aqua Jet - Priority STAB for late-game cleaning
- Crabhammer - Super strong STAB
- Knock Off - Strong STAB that gets rid of items
-Swords Dance/Dragon Dance - Getting nice and strong/Strong and fast, can spam Knock Offs for days
So the whole point of Crawdaunt is to come in late-game and pick off weakened Pokemon one-by-one with Aqua Jet, or using another move when Crawdaunt is faster. So the 252 Attack is pretty easy, it allows Crawdaunt to pretty much OHKO any neutral opponent or do considerable damage even to resisted opponents. 4HP and 252 Special Defense is there to allow Crawdaunt to live one non-STAB coverage attack (ex: Thunderbolt from Gengar or Dazzling Gleam from Alakazam) in order to get up a Swords Dance.
So like stated above. I usually try to get a safe switch-in with Crawdaunt. Then I can take one hit, or absorb one Status move. This allows Crawdaunt to set up one Swords Dance. Usually Crawdaunt just spams Aqua Jets after setting up the Swords Dance, or, if Crawdaunt is still at full HP, a Knock Off to kill of a big threat on the opposing side.
Counters:
Countered By:
CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - Flash Fire isn't really useful because I have three Fire resists
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball - Coverage on Ground and Water Types
- Shadow Ball - Strong STAB move
- Flamethrower - Strong, reliable STAB move
- Will-O-Wisp - Cripples Physical Attackers, especially good against Sucker Punchers like Mega Mawile and Bisharp
Chandelure is really strong and really frail. It's OK speed can be boosted to really good levels with Choice Scarf and its insane Special Attack can OHKO a lot of threats without receiving any boosts. So all the EVs go to Speed and Special Attack, allowing Chandelure to become an insane good Fast Special Sweeper. I chose Modest Nature because Neutral 252 in Speed outspeeds up to Greninja, which is enough in OU. The 4 HP allows Chandelure to maybe take one or two resisted/neutral hits on both sides.
I end up using Chandelure as a Revenge Killer most of the time. Since it can't hope to take any hits, maybe besides Bullet Punch or any Bug Type attacks, Chandelure has to have a safe switch into the battlefield. This allows the fast Chandelure to effectively Revenge Kill most opponents. Chandelure also constantly switches into predicted Will-O-Wisps and Fighting Type moves, usually aimed at Crawdaunt or Tyranitar.
Counters:
Countered By:
Excalibur (Excadrill) @ Assault Vest - To take on Rotom-W, pretty much
Ability: Mold Breaker - For Rotom-W... pretty much
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake - Strong STAB, and for Rotoms
- Rock Slide - Coverage move for Special Fire Types
- Iron Head - For Fairies, and to try to cause as much Flinch as possible. It's also STAB
- Rapid Spin - This is the reason for Excadrill, to clear the field for Chandelure and Pinsir
I wanted to make a Bulky Excadrill that could Tank a hit and then Rapid Spin or attack. Since I already have an extremely powerful Physical Wall (Tyranitar), and there's no item like Assault Vest for Physical Defense, I decided to make an AV Excadrill. This means max HP and Special Defense. The 4 Attack ensures that I can get rid of threats.
As stated with the Pinsir's Playstyle section, Excadrill is constantly shuffling around with the other two. It's always Rapid Spinning and tanking Rock Type moves. Though, Excadrill's main job is to get rid of pesky Rotoms, Rotom-W and Rotom-H. It's great Special Defense, thanks to Assault Vest, also means that it can taken on most Electric Types, who are mainly Special Attackers.
Counters:
Countered By:
BANGIRAS (Tyranitar) @ Leftovers - Increase battle time
Ability: Sand Stream - Because Unnerve isn't that great and Special Defense boost is awesome
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Crunch/Pursuit - Strong STAB/For Latios, Latias and Choiced Pokemon who are weak to Dark
- Stone Edge - Strong STAB, gets rid of Talonflames, Charizard-Y and other Flying and/or Fire Types
- Stealth Rock - Breaks sashes so Pinsir, Crawdaunt and Chandelure can have clean Sweeps and cripples Flying/Fire Types
- Ice Punch - Coverage, this is the most replaceable move right now
Tyranitar is my main Physical Wall and Talonflame Counter. But It's also got some Special Defense EVs in order for it to take some Special Attacks, especially Grass Type attacks which 3 of my Pokemon are weak to, like surviving a SolarBeam from Charizard Y. 56 Special Defense EVs also allow Tyranitar to survive most Focus Blasts from most Pokemon, maybe besides Thundurus, with Sandstorm active. The rest of the EVs goes towards Physical bulk.
As stated before in the RMT, Tyranitar usually switches into Talonflames or other Fire Type attacks going towards Mega Pinsir or Excadrill. It also tanks hits from Flying Type opponents. Whenever I anticipate a switch, usually from Talonflame, Tyranitar will take that opportunity to set up Stealth Rocks, which is much easier than trying to predict. If Crunch is replaced with Pursuit, then there could be more options.
Counters:
Countered By:
Moustachio (Jellicent) @ Leftovers - Longevity on the battlefield
Ability: Water Absorb - To check most water types
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Scald - STAB with a chance of burn
- Will-O-Wisp - For burning to cripple Physical Attackers
- Recover - Adding to Longevity
- Taunt/Protect - So opponents can't set up on Jellicent and so that they can't Recover for themselves, usually to force switches/Scouting and get Leftovers healing
Jellicent serves as the ultimate defense against Water Types, which my team is really weak to. It can also wall Azumarill pretty nicely. The 44 Def allows Jellicent to take a Play Rough from an Azumarill and then a consecutive Play Rough while it's burned. This ensures that Jellicent can cripple an Azumarill that outspeeds it, while surviving. The rest of the EVs goes towards Special Defense Bulk because Jellicent is my primary Special Wall.
Usually Jellicent can get a safe switch-in onto predicted Focus Blasts aimed at Tyranitar, only switch in Jellicent if Chandelure can't take the opponent. Jellicent also enjoys switching into predicted Water Type moves. Once Jellicent switches in, then usually it proceeds to Will-O-Wisp if the opponent is a Physical Attacker or alternate between Recover and Scald if the opponent is a Special Attacker. If necessary, Jellicent can use Taunts to force switches and then allow a better match up to switch back in.
Counters:
(These are the big ones, but Jellicent pretty much counters every Water Type)
Countered By:
So here's the team. Please pick it apart as much as possible! I would love for this team to improve a lot!
Thanks!






So the first thing to decide on is the main sweeper of this team, the MVP. Crawdaunt has been my favorite attacker ever since Gen 5 with the new HA, and XY just made Crawdaunt even stronger with a better Knock Off and Aqua Jet. So I decided to make Pinsir my main sweeper, and Crawdaunt my late-game cleaner.
Both of these two are excellent Physical Sweepers, even able to take down Neutral Walls, some of the times. So I need a strong Special Sweeper in order to take down the Physical Walls that could get in Mega Pinsir and Crawdaunt's way. I went with Chandelure because it's already extremely powerful without a boost, and, giving it a Choice Scarf, Chandelure becomes fast enough to deal with threats that also outspeed Mega Pinsir and Crawdaunt. These three Pokes are the offensive core, I guess, of my team. I'm not really sure what a "core" actually is, but these three are always on the team because they can cover each other pretty well and they also have quite a bit of coverage.
Next, I needed a Rapid Spinner or a Defogger to compliment both Mega Pinsir and Chandelure. They are both weak to Stealth Rocks and Chandelure is weak to Spikes also. So to kill two birds with one stone, I went with Mandibuzz as a Physical Wall and a Defogger.
Mandibuzz worked out for a while, but it added to my weakness to Electric Types. So after going through another few Defoggers who could also hit Electric Types (I tried Defog Gliscor, it didn't work out), I ended up settling with Mold Breaker Excadrill because it also counters some of Mega Pinsir's counters, and cushions its Rock Type weakness.
Due to the set that I was using on Excadrill, and a need to counter Talonflames (which just ruin Mega Pinsir's life), I added a Physically Defensive Rock Type Pokemon onto the team.
So after toying with Gigalith for a while, I found its Special Defense too lacking, and its Attack too overwhelming. I just needed a Talonflame counter, and Gigalith's sky high Attack Stat was just too much overkill. So I needed a Pokemon that would have a lower Attack Stat but a higher Special Defensive stat so that it won't be completely demolished. So I went with a slightly Mixed Wall Tyranitar that can Wall Talonflames as well as some Special Attacking threats.
I also needed an Azumarill counter, because that thing will completely wreck Crawdaunt and Chandelure with its Aqua Jet and Play Rough. I decided to make a dedicated Azumarill Counter. So I went online and Google Azumarill Counters. I tried out Shedinja first.
Well... Shedinja just does not work when there's Sandstorm up. So I decided to actually go with Jellicent. This way, Jellicent can completely cover the three water weaknesses on the team, as well as absorb a Waterfall from Azumarill and proceed to cripple it. The spread on it will allow it to completely wall Azumarills.


Both of these two are excellent Physical Sweepers, even able to take down Neutral Walls, some of the times. So I need a strong Special Sweeper in order to take down the Physical Walls that could get in Mega Pinsir and Crawdaunt's way. I went with Chandelure because it's already extremely powerful without a boost, and, giving it a Choice Scarf, Chandelure becomes fast enough to deal with threats that also outspeed Mega Pinsir and Crawdaunt. These three Pokes are the offensive core, I guess, of my team. I'm not really sure what a "core" actually is, but these three are always on the team because they can cover each other pretty well and they also have quite a bit of coverage.



Next, I needed a Rapid Spinner or a Defogger to compliment both Mega Pinsir and Chandelure. They are both weak to Stealth Rocks and Chandelure is weak to Spikes also. So to kill two birds with one stone, I went with Mandibuzz as a Physical Wall and a Defogger.




Mandibuzz worked out for a while, but it added to my weakness to Electric Types. So after going through another few Defoggers who could also hit Electric Types (I tried Defog Gliscor, it didn't work out), I ended up settling with Mold Breaker Excadrill because it also counters some of Mega Pinsir's counters, and cushions its Rock Type weakness.




Due to the set that I was using on Excadrill, and a need to counter Talonflames (which just ruin Mega Pinsir's life), I added a Physically Defensive Rock Type Pokemon onto the team.





So after toying with Gigalith for a while, I found its Special Defense too lacking, and its Attack too overwhelming. I just needed a Talonflame counter, and Gigalith's sky high Attack Stat was just too much overkill. So I needed a Pokemon that would have a lower Attack Stat but a higher Special Defensive stat so that it won't be completely demolished. So I went with a slightly Mixed Wall Tyranitar that can Wall Talonflames as well as some Special Attacking threats.





I also needed an Azumarill counter, because that thing will completely wreck Crawdaunt and Chandelure with its Aqua Jet and Play Rough. I decided to make a dedicated Azumarill Counter. So I went online and Google Azumarill Counters. I tried out Shedinja first.






Well... Shedinja just does not work when there's Sandstorm up. So I decided to actually go with Jellicent. This way, Jellicent can completely cover the three water weaknesses on the team, as well as absorb a Waterfall from Azumarill and proceed to cripple it. The spread on it will allow it to completely wall Azumarills.






I read a really clean, really aesthetic looking RMT the other day. I was so inspired by it that I decided to try to make my RMT look good too, so that readers will have an easy time, and I will also have an easy time looking at the team as a whole while making changes.
So here's the format I'm going to use for the in-depth looks:
Nickname (Pokemon) @Items - Reasons
Ability - Reasons
EVs
Nature
- Move - Reasons
- Move - Reasons
- Move - Reasons
- Move - Reasons
Explain EV Spread
Explain Playstyle and general role on the team.
Counters:
Countered By:
For the Counters and Countered Bys, these are only Pokemon that I've met, so it might not include every single Pokemon that can possibly be countered.
Now, onto the actual in-depth stuff (yay!)

D!ckPinch (Pinsir) @ Pinsirite - Mega Evolution
Ability: Hyper Cutter - Excadrill already has Mold Breaker and Moxie is too situational
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake/Close Combat - Coverage move, allows Mega Pinsir to hit Fire, Rock and Electric Types/Coverage that hits common Pinsir Checks and Counters
- Frustration - Strong STAB move with no drawbacks, makes incoming Dittos useless
- Quick Attack - Priority STAB comes in Clutch
- Swords Dance - Boosts Pinsir's insane Attack Stat
So I want Mega Pinsir to be a fast Physical Sweeper. That's why I have Speed completely maxed out. It also doesn't need max Attack investment when it's going to set up a Swords Dance in most situations. And since I'm probably never going to keep Pinsir in on a Special Attacker, unless I know it can outspeed and OHKO the opponent, I just put 4 EVs into Defense so that its not bad Defense Stat at least gets something.
Generally I switch Pinsir in onto Pokemon I know it can take a couple of hits from. This usually includes Physical Fighting and Grass Type Pokemon. If the opposing Pokemon usually carries Electric or Ice type moves, which a lot of Fighting Types do, then it will Swords Dance without Mega Evolving and then proceed to Sweep. I find myself switching between Pinsir, Tyranitar and Excadrill a lot. Pinsir can wall Fighting and Ground Type attacks aimed at Excadrill and Tyranitar. Tyranitar takes care of Pinsir's Fire and Flying weaknesses. Excadrill spins Rocks away and takes care of Pinsir's Rock Type weakness
Counters:















Countered By:















Clutch (Crawdaunt) @
Ability: Adaptability - For hitting hard
EVs:
- Aqua Jet - Priority STAB for late-game cleaning
- Crabhammer - Super strong STAB
- Knock Off - Strong STAB that gets rid of items
-
So the whole point of Crawdaunt is to come in late-game and pick off weakened Pokemon one-by-one with Aqua Jet, or using another move when Crawdaunt is faster. So the 252 Attack is pretty easy, it allows Crawdaunt to pretty much OHKO any neutral opponent or do considerable damage even to resisted opponents. 4HP and 252 Special Defense is there to allow Crawdaunt to live one non-STAB coverage attack (ex: Thunderbolt from Gengar or Dazzling Gleam from Alakazam) in order to get up a Swords Dance.
So like stated above. I usually try to get a safe switch-in with Crawdaunt. Then I can take one hit, or absorb one Status move. This allows Crawdaunt to set up one Swords Dance. Usually Crawdaunt just spams Aqua Jets after setting up the Swords Dance, or, if Crawdaunt is still at full HP, a Knock Off to kill of a big threat on the opposing side.
Counters:













Countered By:













CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - Flash Fire isn't really useful because I have three Fire resists
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball - Coverage on Ground and Water Types
- Shadow Ball - Strong STAB move
- Flamethrower - Strong, reliable STAB move
- Will-O-Wisp - Cripples Physical Attackers, especially good against Sucker Punchers like Mega Mawile and Bisharp
Chandelure is really strong and really frail. It's OK speed can be boosted to really good levels with Choice Scarf and its insane Special Attack can OHKO a lot of threats without receiving any boosts. So all the EVs go to Speed and Special Attack, allowing Chandelure to become an insane good Fast Special Sweeper. I chose Modest Nature because Neutral 252 in Speed outspeeds up to Greninja, which is enough in OU. The 4 HP allows Chandelure to maybe take one or two resisted/neutral hits on both sides.
I end up using Chandelure as a Revenge Killer most of the time. Since it can't hope to take any hits, maybe besides Bullet Punch or any Bug Type attacks, Chandelure has to have a safe switch into the battlefield. This allows the fast Chandelure to effectively Revenge Kill most opponents. Chandelure also constantly switches into predicted Will-O-Wisps and Fighting Type moves, usually aimed at Crawdaunt or Tyranitar.
Counters:















Countered By:













Excalibur (Excadrill) @ Assault Vest - To take on Rotom-W, pretty much
Ability: Mold Breaker - For Rotom-W... pretty much
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake - Strong STAB, and for Rotoms
- Rock Slide - Coverage move for Special Fire Types
- Iron Head - For Fairies, and to try to cause as much Flinch as possible. It's also STAB
- Rapid Spin - This is the reason for Excadrill, to clear the field for Chandelure and Pinsir
I wanted to make a Bulky Excadrill that could Tank a hit and then Rapid Spin or attack. Since I already have an extremely powerful Physical Wall (Tyranitar), and there's no item like Assault Vest for Physical Defense, I decided to make an AV Excadrill. This means max HP and Special Defense. The 4 Attack ensures that I can get rid of threats.
As stated with the Pinsir's Playstyle section, Excadrill is constantly shuffling around with the other two. It's always Rapid Spinning and tanking Rock Type moves. Though, Excadrill's main job is to get rid of pesky Rotoms, Rotom-W and Rotom-H. It's great Special Defense, thanks to Assault Vest, also means that it can taken on most Electric Types, who are mainly Special Attackers.
Counters:















Countered By:














BANGIRAS (Tyranitar) @ Leftovers - Increase battle time
Ability: Sand Stream - Because Unnerve isn't that great and Special Defense boost is awesome
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Crunch/Pursuit - Strong STAB/For Latios, Latias and Choiced Pokemon who are weak to Dark
- Stone Edge - Strong STAB, gets rid of Talonflames, Charizard-Y and other Flying and/or Fire Types
- Stealth Rock - Breaks sashes so Pinsir, Crawdaunt and Chandelure can have clean Sweeps and cripples Flying/Fire Types
- Ice Punch - Coverage, this is the most replaceable move right now
Tyranitar is my main Physical Wall and Talonflame Counter. But It's also got some Special Defense EVs in order for it to take some Special Attacks, especially Grass Type attacks which 3 of my Pokemon are weak to, like surviving a SolarBeam from Charizard Y. 56 Special Defense EVs also allow Tyranitar to survive most Focus Blasts from most Pokemon, maybe besides Thundurus, with Sandstorm active. The rest of the EVs goes towards Physical bulk.
As stated before in the RMT, Tyranitar usually switches into Talonflames or other Fire Type attacks going towards Mega Pinsir or Excadrill. It also tanks hits from Flying Type opponents. Whenever I anticipate a switch, usually from Talonflame, Tyranitar will take that opportunity to set up Stealth Rocks, which is much easier than trying to predict. If Crunch is replaced with Pursuit, then there could be more options.
Counters:













Countered By:













Moustachio (Jellicent) @ Leftovers - Longevity on the battlefield
Ability: Water Absorb - To check most water types
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Scald - STAB with a chance of burn
- Will-O-Wisp - For burning to cripple Physical Attackers
- Recover - Adding to Longevity
- Taunt/Protect - So opponents can't set up on Jellicent and so that they can't Recover for themselves, usually to force switches/Scouting and get Leftovers healing
Jellicent serves as the ultimate defense against Water Types, which my team is really weak to. It can also wall Azumarill pretty nicely. The 44 Def allows Jellicent to take a Play Rough from an Azumarill and then a consecutive Play Rough while it's burned. This ensures that Jellicent can cripple an Azumarill that outspeeds it, while surviving. The rest of the EVs goes towards Special Defense Bulk because Jellicent is my primary Special Wall.
Usually Jellicent can get a safe switch-in onto predicted Focus Blasts aimed at Tyranitar, only switch in Jellicent if Chandelure can't take the opponent. Jellicent also enjoys switching into predicted Water Type moves. Once Jellicent switches in, then usually it proceeds to Will-O-Wisp if the opponent is a Physical Attacker or alternate between Recover and Scald if the opponent is a Special Attacker. If necessary, Jellicent can use Taunts to force switches and then allow a better match up to switch back in.
Counters:


Countered By:













Replacing Clutch
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Knock Off
Replacing Excalibur
Excalibur (Excadrill) @ Air Balloon/Leftovers
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe 120 HP / 136 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
For walling Azumarill and Rotom-W, replacing Chandelure/Jellicent maybe?
Fun Guy (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Giga Drain
- Clear Smog
- Spore
- Sludge Bomb

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Knock Off
Replacing Excalibur

Excalibur (Excadrill) @ Air Balloon/Leftovers
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe 120 HP / 136 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
For walling Azumarill and Rotom-W, replacing Chandelure/Jellicent maybe?

Fun Guy (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Giga Drain
- Clear Smog
- Spore
- Sludge Bomb
D!ckPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Clutch (Crawdaunt) @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Shadow Ball
- Flamethrower
- Will-O-Wisp
Excalibur (Excadrill) @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
BANGIRAS (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Crunch
- Stone Edge
- Stealth Rock
- Ice Punch
Moustachio (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Clutch (Crawdaunt) @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Shadow Ball
- Flamethrower
- Will-O-Wisp
Excalibur (Excadrill) @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
BANGIRAS (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Crunch
- Stone Edge
- Stealth Rock
- Ice Punch
Moustachio (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt
So here's the team. Please pick it apart as much as possible! I would love for this team to improve a lot!
Thanks!
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