Salutations RMT Forum, BlackBuccaneer here. This is my first time posting in the RMT Forum, but this is a team I've been working on for a while and worked much better than I expected initially. I've started taking a much larger interest in team-building and rating than I have before, and through constantly building mediocre HO teams, this is one that stands out as being actually effective and synergistic, and is really fun to play with when not missing High Jump Kicks and being frozen the next turn ;~;
Anyway, let's move onto my thought process with building this and the team itself.
This all started with Azumarill, the best water type,the best fairy type in OU, and the best pokemon ever in my humble opinion. It's Belly Drum set is still crisp as fuck, even with all these annoying Ferrothorns running around trying to do shit.
Whenever you have a pokemon walled by big bad physically defensive steel types, you really have to ask yourself why you shouldn't use Magnezone. Those magnets aren't for show, it was literally made to get rid of those pokemon. It's a great partner for something like Azumarill in this current meta, and having something that can provide momentum in Volt Switch isn't bad either.
At this point, I needed a "lead" on this team to provide Stealth Rocks and also some offensive pressure along with it. Looking through the tier, I decided on lead sash Garchomp, as it looked to be effective on this team, since it's pretty powerful and fast and didn't add any glaring weaknesses to the team.
Knowing that with Magnezone, most skilled players wouldn't leave their important Steel types to be trapped and die, I needed something to not only bring them out, but also bring in all the physically defensive things that Azumarill can't off immediately with Aqua Jet. At this point, I went with a Scarf Landorus-Therian, since it did exactly that. I always have my scarfers be things that don't overtly threaten the things my sweeper is walled by, not only because that's what I was told to do when I tried to find teambuilding guides, but because it makes sense to do that so because when the pokemon switches in to deal with Lando, it allows me to double out to something else. Keep in mind also that at this point I still had specs on Magnezone, so I still needed a scarf pokemon.
For my 5th slot, I needed something to off the Venusaurs and Amoongusses (Amoongi?) that still cockblocked Azumarill. I considered HP Flying Keldeo or Thundurus in this slot, but HP Flying Keldeo doesn't get past Amoonguss well, and Thundurus added a glaring ice weakness to the team. Instead, I decided to go with a pokemon and set that I've come to fall in love with: Sub DD Gyarados with Bounce. At +1 it OHKOs Calm M-Venusaur, and also with sub could set up on a surprising amount of things.
With no mega on my team so far, I went with something that caught my eye instantly: Mega-Medicham. With Aegislash gone from OU, it essentially gets to click High Jump Kick and watch the tier crumble under it's feet. I also needed some more priority and speed, and Medicham provided that with Fake Out+Bullet Punch and Base 100 Speed.
BONGOS (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Waterfall/Superpower
- Aqua Jet
- Belly Drum
Here is the monster itself, Azumarill. This thing has been only getting better and better as the generations go on, and Gen 6 was no exception allowing egg moves from both parents, giving this beast Belly Drum+Aqua Jet.
EV's are fairly standard, 252 Atk with an Adamant nature to hit as hard as possible with +6 Aqua Jet and my other moves, 164 Speed is to outspeed uninvested base 70s (namely Skarmory) and rock their socks off with Waterfall/Superpower, and 92 HP to hit an even number for Sitrus Berry recovery. I usually just run Waterfall on this set since all the things it hits SE get manhandled by my team already (Ferrothorn, Empoleon).
Azumarill's main job is to wade in the shadows until late game where it's checks are gone, then click Belly Drum and annihilate. It can usually set up pretty easily with me sacking either Landorus-T or Gyarados to get an intimidate off. Azu's pretty bulky even without full HP investment, so it can take at least one attack and retaliate on most things. I really hesitate to bring this thing out on many hits for this reason, since I don't want to not be in Belly Drum range, which prevents the sweep. Also don't bring it out on Keldeo since the likelihood of not being burned by Specs Scald after two turns(Switching in, attacking) is actually 49%. Obviously, I don't want to lose due to a coinflip, so I've accounted for that with the rest of my team.
IN THE TRAP (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
My nigga Magnezone, he's been in the trap for a solid 7 years and he's never stopped hustlin' since. I have him on the team to trap all Ferrothorn, Skarmory, Scizor, even revenge kill Excadrills once sand has run out, and get rid of them for Azumarill to sweep.
I run a timid nature with 240 speed to be able to outspeed thundurus and retaliate with a volt switch or thunderbolt, 252 Special Attack to output as much damage as possible, and 16 HP EVs as leftover points.
Volt Switch is for momentum, Thunderbolt and Flash Cannon are STAB and can hit fairly well, and HP Fire for other steels.
Initially, choice specs were on Magnezone since I figured everything he's trapping is slow, and modest specs volt switches would be nothing to laugh at, but after testing I realized that outspeeding Mega-Pinsir, Keldeo, Lati@s, and Thundurus, all incredibly threatening to my team, was way too important to pass up. That along with the aforementioned trapping of Excadrill was also a reason.
Magnezone also provides me with an important pivot on the team, able to take Dracos from Lati@s, Brave Birds, Returns, Fake Outs, etc. and switch out or launch an attack.
SHARKEISHA NO (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast
Garchomp is such a reliable pokemon. Being around ever since Gen 4, it has shown how powerful it is, and how flexible it can be in the metagame. This set is an example of how reliable Garchomp is, getting up rocks turn 1 and retaliating back with powerful attacks.
This is a more standard leadchomp spread, 252 Atk and 252 Speed with a Naive nature to outspeed all base 100s and beat them down with high power attacks, and not weaken the power of Fire Blast. Stealth Rocks for offensive pressure and to break sashes, important for Azumarill, Earthquake as powerful STAB, Outrage to spam until they kill Garchomp, and Fire Blast to hit other steel types. Honestly, I probably should change Fire Blast to some other move since I do have Magnezone already, but unsure what would be best for the team.
Garchomp has a simple task, but it is effective at that task, which is why I like using it.
YUNG GUD (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
Landorus-Therian is what I consider my main scarfer, Magnezone is too slow to be relied on for checking offensive things since it's outsped by every Dragon Dancer in the tier, unlike Landours-T, who can check +1 M-Gyarados, +1 Dragonite, and some variations of Charizard X, depending on how much speed they run.
212 Speed with a Choice Scarf outspeeds Mega-Manectric, the 3rd fastest pokemon in the tier, by 1 point, which is somewhat a threat to this team hitting 5/6 of my mons for SE. 252 Attack with an Adamant nature to nail as many things as hard as possible, and 44 HP for general bulk.
I mainly use Landorus-Therian to get U-Turns out into Medicham, which pretty much gets a kill whenever it comes out, and also to U-turn into Gyarados to set up on other Landorus switch-ins. It also performs as my main revenge killer for pokemon like Thundurus, Lati@s, Terrakion, Keldeo, and other threatening mons. With intimidate it also is sort of a switch into more offensive mons like Talonflame and Medicham, but it can't really do it more than once with how offensive it is. I can also U-turn out on DDance mons into Gyarados, and switch back in to spam intimidate and revenge them relatively safely. A pivotal member of the team (I'm so sorry).
ARIZONA (Gyarados) @ Lum Berry
Ability: Intimidate
Shiny: Yes
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Waterfall
- Bounce
Regular Gyarados is such an underplayed and underrated pokemon. It's mega might be better for sweeping, and Keldeo seems like it's better for luring and killing Mega-Venusaur, but I do have legitimate reasons for using it over Keldeo.
+1 192+ Atk Gyarados Bounce vs. 252 HP / 0 Def Mega Venusaur: 356-422 (97.8 - 115.9%) -- 87.5% chance to OHKO
252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Mega Venusaur: 124-148 (34 - 40.6%) -- guaranteed 3HKO
Keldeo won't be able to break through Calm Mega-Venusaur at all, and it can easily spam Synthesis and Giga Drain to heal back up. Same with Amoonguss as well. Gyarados on the other hand can deal with any set of Venusaur or Amoonguss. Thundurus was also considered for the slot as well, but HP Flying can't break through Amoonguss enough and loses important coverage. Keldeo does offer up a better switch in to other Keldeo, which is a possibility now that I think of it...
Anyway, onto the set. 224 Speed is to outspeed Noivern after one Dragon Dance, and 192 Attack with an Adamant Nature picks up the OHKO on Calm M-Venusaur and Amoonguss. The 88 HP is for added bulk to set up on more stuff. Dragon Dance provides not only the power to break through those two mons, but it also lets Gyarados function as a backup sweeper at times, with unprepared teams being dismantled by it. Substitute helps Gyarados avoid status and keep it protected by meanie electric types like Thundurus and Rotom-W. Waterfall is STAB and the main attack I'll go for since at +1 it deals good amounts of damage on most things. Bounce provides flying STAB and is a cool attack since it forces switches on the opponent's team and has a nice paralysis chance. I have lum berry instead of leftovers on this set since this is my shaky switch-in to Keldeo without HP Electric. Lum Berry reduces my chance of having a burnt pokemon to 9% instead of 49%, since I have to take two hits from Keldeo potentially. It also helps against Thundurus who think they can just go for Thunder Wave and save their team.
YUNG LEAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
-Gravity Bullet Punch
- Fake Out
First off, Gravity is a really funny gimmick move to have on Medicham, since it means 100% High Jump Kicks and Zen Headbutts. I did decide against it thought since it's actually terrible.
As the offensive glue to my team, Mega-Medicham fulfills many important things for the team. Fake Out+Bullet Punch provides some needed priority on this team, which only has Azu with Aqua Jet for priority. This combination can take ~60% to Thundurus by itself, and usually they go for T-Wave after Fake Out to stop YUNG LEAN from fucking shit up, but that's a free switch into Magnezone or Landorus-T for the U-Turn/Volt Switch out for the kill. High Jump Kick and Zen Headbutt are very powerful STAB attacks that anally ravage a great amount of things, with Fake Out+High Jump Kick being able to OHKO Rotom-W, which like to open when they see lead garchomp, and also stops Azumarill from sweeping. In fact, many times I'll open up with Medicham because it handles the things that try to counter-lead Garchomp (Rotom-W, Thundurus, etc.)
Bitch I light the sky up, call me Charmeleon, life on the line, I ain't Charmander but I'm nearly on
BYE :^)
Anyway, let's move onto my thought process with building this and the team itself.
Team Building Process:
This all started with Azumarill, the best water type,the best fairy type in OU, and the best pokemon ever in my humble opinion. It's Belly Drum set is still crisp as fuck, even with all these annoying Ferrothorns running around trying to do shit.
Whenever you have a pokemon walled by big bad physically defensive steel types, you really have to ask yourself why you shouldn't use Magnezone. Those magnets aren't for show, it was literally made to get rid of those pokemon. It's a great partner for something like Azumarill in this current meta, and having something that can provide momentum in Volt Switch isn't bad either.
At this point, I needed a "lead" on this team to provide Stealth Rocks and also some offensive pressure along with it. Looking through the tier, I decided on lead sash Garchomp, as it looked to be effective on this team, since it's pretty powerful and fast and didn't add any glaring weaknesses to the team.
Knowing that with Magnezone, most skilled players wouldn't leave their important Steel types to be trapped and die, I needed something to not only bring them out, but also bring in all the physically defensive things that Azumarill can't off immediately with Aqua Jet. At this point, I went with a Scarf Landorus-Therian, since it did exactly that. I always have my scarfers be things that don't overtly threaten the things my sweeper is walled by, not only because that's what I was told to do when I tried to find teambuilding guides, but because it makes sense to do that so because when the pokemon switches in to deal with Lando, it allows me to double out to something else. Keep in mind also that at this point I still had specs on Magnezone, so I still needed a scarf pokemon.
For my 5th slot, I needed something to off the Venusaurs and Amoongusses (Amoongi?) that still cockblocked Azumarill. I considered HP Flying Keldeo or Thundurus in this slot, but HP Flying Keldeo doesn't get past Amoonguss well, and Thundurus added a glaring ice weakness to the team. Instead, I decided to go with a pokemon and set that I've come to fall in love with: Sub DD Gyarados with Bounce. At +1 it OHKOs Calm M-Venusaur, and also with sub could set up on a surprising amount of things.
With no mega on my team so far, I went with something that caught my eye instantly: Mega-Medicham. With Aegislash gone from OU, it essentially gets to click High Jump Kick and watch the tier crumble under it's feet. I also needed some more priority and speed, and Medicham provided that with Fake Out+Bullet Punch and Base 100 Speed.
The Squad
BONGOS (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Waterfall/Superpower
- Aqua Jet
- Belly Drum
Here is the monster itself, Azumarill. This thing has been only getting better and better as the generations go on, and Gen 6 was no exception allowing egg moves from both parents, giving this beast Belly Drum+Aqua Jet.
EV's are fairly standard, 252 Atk with an Adamant nature to hit as hard as possible with +6 Aqua Jet and my other moves, 164 Speed is to outspeed uninvested base 70s (namely Skarmory) and rock their socks off with Waterfall/Superpower, and 92 HP to hit an even number for Sitrus Berry recovery. I usually just run Waterfall on this set since all the things it hits SE get manhandled by my team already (Ferrothorn, Empoleon).
Azumarill's main job is to wade in the shadows until late game where it's checks are gone, then click Belly Drum and annihilate. It can usually set up pretty easily with me sacking either Landorus-T or Gyarados to get an intimidate off. Azu's pretty bulky even without full HP investment, so it can take at least one attack and retaliate on most things. I really hesitate to bring this thing out on many hits for this reason, since I don't want to not be in Belly Drum range, which prevents the sweep. Also don't bring it out on Keldeo since the likelihood of not being burned by Specs Scald after two turns(Switching in, attacking) is actually 49%. Obviously, I don't want to lose due to a coinflip, so I've accounted for that with the rest of my team.
IN THE TRAP (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
My nigga Magnezone, he's been in the trap for a solid 7 years and he's never stopped hustlin' since. I have him on the team to trap all Ferrothorn, Skarmory, Scizor, even revenge kill Excadrills once sand has run out, and get rid of them for Azumarill to sweep.
I run a timid nature with 240 speed to be able to outspeed thundurus and retaliate with a volt switch or thunderbolt, 252 Special Attack to output as much damage as possible, and 16 HP EVs as leftover points.
Volt Switch is for momentum, Thunderbolt and Flash Cannon are STAB and can hit fairly well, and HP Fire for other steels.
Initially, choice specs were on Magnezone since I figured everything he's trapping is slow, and modest specs volt switches would be nothing to laugh at, but after testing I realized that outspeeding Mega-Pinsir, Keldeo, Lati@s, and Thundurus, all incredibly threatening to my team, was way too important to pass up. That along with the aforementioned trapping of Excadrill was also a reason.
Magnezone also provides me with an important pivot on the team, able to take Dracos from Lati@s, Brave Birds, Returns, Fake Outs, etc. and switch out or launch an attack.
SHARKEISHA NO (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast
Garchomp is such a reliable pokemon. Being around ever since Gen 4, it has shown how powerful it is, and how flexible it can be in the metagame. This set is an example of how reliable Garchomp is, getting up rocks turn 1 and retaliating back with powerful attacks.
This is a more standard leadchomp spread, 252 Atk and 252 Speed with a Naive nature to outspeed all base 100s and beat them down with high power attacks, and not weaken the power of Fire Blast. Stealth Rocks for offensive pressure and to break sashes, important for Azumarill, Earthquake as powerful STAB, Outrage to spam until they kill Garchomp, and Fire Blast to hit other steel types. Honestly, I probably should change Fire Blast to some other move since I do have Magnezone already, but unsure what would be best for the team.
Garchomp has a simple task, but it is effective at that task, which is why I like using it.
YUNG GUD (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
Landorus-Therian is what I consider my main scarfer, Magnezone is too slow to be relied on for checking offensive things since it's outsped by every Dragon Dancer in the tier, unlike Landours-T, who can check +1 M-Gyarados, +1 Dragonite, and some variations of Charizard X, depending on how much speed they run.
212 Speed with a Choice Scarf outspeeds Mega-Manectric, the 3rd fastest pokemon in the tier, by 1 point, which is somewhat a threat to this team hitting 5/6 of my mons for SE. 252 Attack with an Adamant nature to nail as many things as hard as possible, and 44 HP for general bulk.
I mainly use Landorus-Therian to get U-Turns out into Medicham, which pretty much gets a kill whenever it comes out, and also to U-turn into Gyarados to set up on other Landorus switch-ins. It also performs as my main revenge killer for pokemon like Thundurus, Lati@s, Terrakion, Keldeo, and other threatening mons. With intimidate it also is sort of a switch into more offensive mons like Talonflame and Medicham, but it can't really do it more than once with how offensive it is. I can also U-turn out on DDance mons into Gyarados, and switch back in to spam intimidate and revenge them relatively safely. A pivotal member of the team (I'm so sorry).
ARIZONA (Gyarados) @ Lum Berry
Ability: Intimidate
Shiny: Yes
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Waterfall
- Bounce
Regular Gyarados is such an underplayed and underrated pokemon. It's mega might be better for sweeping, and Keldeo seems like it's better for luring and killing Mega-Venusaur, but I do have legitimate reasons for using it over Keldeo.
+1 192+ Atk Gyarados Bounce vs. 252 HP / 0 Def Mega Venusaur: 356-422 (97.8 - 115.9%) -- 87.5% chance to OHKO
252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Mega Venusaur: 124-148 (34 - 40.6%) -- guaranteed 3HKO
Keldeo won't be able to break through Calm Mega-Venusaur at all, and it can easily spam Synthesis and Giga Drain to heal back up. Same with Amoonguss as well. Gyarados on the other hand can deal with any set of Venusaur or Amoonguss. Thundurus was also considered for the slot as well, but HP Flying can't break through Amoonguss enough and loses important coverage. Keldeo does offer up a better switch in to other Keldeo, which is a possibility now that I think of it...
Anyway, onto the set. 224 Speed is to outspeed Noivern after one Dragon Dance, and 192 Attack with an Adamant Nature picks up the OHKO on Calm M-Venusaur and Amoonguss. The 88 HP is for added bulk to set up on more stuff. Dragon Dance provides not only the power to break through those two mons, but it also lets Gyarados function as a backup sweeper at times, with unprepared teams being dismantled by it. Substitute helps Gyarados avoid status and keep it protected by meanie electric types like Thundurus and Rotom-W. Waterfall is STAB and the main attack I'll go for since at +1 it deals good amounts of damage on most things. Bounce provides flying STAB and is a cool attack since it forces switches on the opponent's team and has a nice paralysis chance. I have lum berry instead of leftovers on this set since this is my shaky switch-in to Keldeo without HP Electric. Lum Berry reduces my chance of having a burnt pokemon to 9% instead of 49%, since I have to take two hits from Keldeo potentially. It also helps against Thundurus who think they can just go for Thunder Wave and save their team.
YUNG LEAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
-
- Fake Out
First off, Gravity is a really funny gimmick move to have on Medicham, since it means 100% High Jump Kicks and Zen Headbutts. I did decide against it thought since it's actually terrible.
As the offensive glue to my team, Mega-Medicham fulfills many important things for the team. Fake Out+Bullet Punch provides some needed priority on this team, which only has Azu with Aqua Jet for priority. This combination can take ~60% to Thundurus by itself, and usually they go for T-Wave after Fake Out to stop YUNG LEAN from fucking shit up, but that's a free switch into Magnezone or Landorus-T for the U-Turn/Volt Switch out for the kill. High Jump Kick and Zen Headbutt are very powerful STAB attacks that anally ravage a great amount of things, with Fake Out+High Jump Kick being able to OHKO Rotom-W, which like to open when they see lead garchomp, and also stops Azumarill from sweeping. In fact, many times I'll open up with Medicham because it handles the things that try to counter-lead Garchomp (Rotom-W, Thundurus, etc.)
Threat List
This thing is a monster to my team, my only switch-in's are either Azumarill or Gyarados, which don't like Scald burns, or HP Electric. This monster is one of two reasons I run Lum Berry instead of leftovers on Gyaraods. In fact HP Electric Keldeo destroys my team. If it's choice'd into HP Electric, it's much easier to play against, but Life Orb sets w/HP Electric gets a kill every-time it switches in.
Thundurus is also a problem to the team. It doesn't run rampart since I do have Magnezone and Landorus-T to revenge kill it, but it's on like every team and is always a bitch to play against. Gyarados at +1 does beat it though, since it carries lum.
Talonflame is like the worst thing for this team. The one way I can deal with this powerhouse is Magnezone, which can't switch in, and intimidate-spam with Gyarados and Landorus-T, which die from Band TFlame Brave Bird Crit. Also can't switch them in confidentially.
Gastrodon, while still rare, walls like 5/6 of my team, and the only way I can deal with it is with Mega-Medicham. Have to make a bunch of switches to get it in safely without getting burnt or toxic'd.
Mega-Pinsir is a legitimately a threat. While I do have Magnezone, any bird-spam team will completely destroy this team.
Gengar isn't played as much as it should be imo, I don't have a dark resist on this team so it gets to shoot LO Shadow Balls on my entire team for big damage. Also means I can't spam High Jump Kick, which also sucks. Deal with it by revenge killing with Landorus-T.
Thundurus is also a problem to the team. It doesn't run rampart since I do have Magnezone and Landorus-T to revenge kill it, but it's on like every team and is always a bitch to play against. Gyarados at +1 does beat it though, since it carries lum.
Talonflame is like the worst thing for this team. The one way I can deal with this powerhouse is Magnezone, which can't switch in, and intimidate-spam with Gyarados and Landorus-T, which die from Band TFlame Brave Bird Crit. Also can't switch them in confidentially.
Gastrodon, while still rare, walls like 5/6 of my team, and the only way I can deal with it is with Mega-Medicham. Have to make a bunch of switches to get it in safely without getting burnt or toxic'd.
Mega-Pinsir is a legitimately a threat. While I do have Magnezone, any bird-spam team will completely destroy this team.
Gengar isn't played as much as it should be imo, I don't have a dark resist on this team so it gets to shoot LO Shadow Balls on my entire team for big damage. Also means I can't spam High Jump Kick, which also sucks. Deal with it by revenge killing with Landorus-T.
Importable
BONGOS (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Belly Drum
IN THE TRAP (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 16 Def / 252 SpA / 240 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
SHARKEISHA NO (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast
YUNG GUD (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
ARIZONA (Gyarados) @ Lum Berry
Ability: Intimidate
Shiny: Yes
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Waterfall
- Bounce
YUNG LEAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Bullet Punch
- Fake Out
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Belly Drum
IN THE TRAP (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 16 Def / 252 SpA / 240 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
SHARKEISHA NO (Garchomp) @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast
YUNG GUD (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn
ARIZONA (Gyarados) @ Lum Berry
Ability: Intimidate
Shiny: Yes
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Waterfall
- Bounce
YUNG LEAN (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Bullet Punch
- Fake Out
Conclusion
Thank you so much for reading through this RMT, it really means a lot that you actually spent time to look at my shit. I spent like 6 hours typing this up constantly listening to Yung Lean, hence the nicknames.Bitch I light the sky up, call me Charmeleon, life on the line, I ain't Charmander but I'm nearly on
BYE :^)