






• • • • • • • • •

• • • • • • • • •




As I've mentioned, this team is centralized around a core I built in early NU right when Pawniard began reaching its prime. The core was built to aid a Pawniard sweep as well as to support teams with offensive utility. Archeops, Kangaskhan, and Pawniard wear down physically defensive walls to no end and offer teams lacking a way to beat offense with insane priority and power.





When looking at the core, I did soon notice that it was rather fighting weak, so I decided to pair it with a bulky backbone of Rotom / Vileplume, which covers the cores weaknesses to Fighting, Electric, and Water types and overall solidifying it by also helping to spread status to wear down threats while healing the team with Aromatherapy to prevent hinderance from opposing status.






Taking a step back, I felt that I needed a way to check fire spam, and looking between my two options of Rhydon and Seismitoad, I had no second thoughts. Seismitoad has much better typing with the team, is more reliable at setting up Stealth Rock, and also offers the team cool utility with great moves like Scald and Knock Off.
• • • • • • • • •

Playstyle Analysis:
Hyper Offense
Just standard typical HO is pretty simple to tackle, as it gets extremely pressured by strong priority from Kangaskhan and Pawniard as well as the speed from Archeops. They have a hard time punching through the core of Vileplume and Seismitoad, and Rotom can cripple some of their strong physical attackers. 













VoltTurn really isn't that big of a threat, but it can be annoying because of their constant gain of momentum as well as more often than not getting the better end of the switch than I do. This said, most common Volt-Turners are either weak or frail and don't pose too much of an issue. Pelipper is common on these teams though, and can be annoying because it beats many of my members 1v1, so saving Rotom or getting a Toxic off is key.


Sticky Web is actually a playstyle I really like, because it gets both super bad and super good matchups against different teams, its rarely ever a fair game. However, my team doesn't get crippled that much by Sticky Web due to two immunities, Pawniard, and the other three not really caring about the speed drop. As a result, I can play it like I would play against any other Bulky Offense team, so it doesn't worry me that much!
• • • • • • • • •



Pieces of What
Archeops @ No Item
Ability: Defeatist
EVs: 32 HP / 252 Atk / 224 Spe
Jolly / Naive Nature
- Acrobatics
- Roost
- Earthquake / Heat Wave
- Taunt
Nothing compares to this Archeops set. It is so freaking solid and does so much for the team, being the team's wallbreaker, cleaner, stallbreaker, pivot, etc. This set takes full advantage of Archeops's utility for bulky offensive / balanced teams, and I feel allows me to make the most of Archeops. The one cool thing about Archeops is how much you can personalize it. Access to great moves like Stone Edge, Earthquake, Acrobatics, Earth Power, Hidden Powder, Heat Wave, Endeavor, etc. means that it is fully customizable to target threats that you need it to. For my team, I feel that by running these four moves, it maximizes Archeops's utility. Archeops acts as my primary stallbreaker and Knock Off switchin, which is actually really important. Most people would be turned off by a No Item pokemon, but for me it lets Archeops pivot into most Audino with zero cost, and proceed to tear through stall. Between a fast taunt and a powerful Acrobatics, stall becomes completely helpless as it is ripped through by Archeops's amazingly strong two move coverage, and cannot retaliate with recovery, hazards, or status. In beginning to explain the set, I feel No Item is really the only thing that Archeops should run. Life Orb wears it down too quickly and doesn't let it take advantage of its most reliable and powerful STAB attack, Acrobatics. Its ability is Defeatist because if it wasn't Archeops would probably be OU. In terms of the EV spread, it is a lot less complex than it appears. I don't like max attack max speed Archeops only because between base 105 and 110, the only significant pokemon are Liepard and Pyroar, both of which get outsped by this set. There is little point in getting speed ties with other 110 base speed pokemon such as Jumpluff, Raichu, and Tauros as all of those are handled by other pokemon on the team, and really Archeops only need to outspeed base 106, allowing me to throw the extra 32 EVs into my HP which just makes it a tad more bulky. In terms of the moveset, it is incredibly simple. Acrobatics is really the best move that Archeops has access to, and hits so hard. It can shred offensive teams with Archeops's high base speed and attack, and with 110 base power STAB, it hurts tons. Flying is also a great offensive typing in a tier filled to the brim with Fighting and Grass types, making it rather efficient at dealing damage. Roost is often forgotten by many on their Archeops to run stuff like Stealth Rock, U-Turn, etc. but in all honesty a Archeops without Roost is a lost cause. Roost helps Archeops consistently check threats it needs to as well as make it nigh unbeatable for stall, while being the one saving grace from defeatist. Earthquake and Heat Wave are a 50/50 for me in terms of coverage, but at the end of the day I prefer Earthquake since it also hits rock and electric types alongside steel. This said, Heat Wave catches Ferroseed, which again is a huge threat, so is a pretty cool option. Finally Taunt is really the central focus of this set, and just has so much utility preventing status, hazards, and checking stall. Archeops is really one of those top tier pokemon that can put in work when thrown on just about any team.
Synergy:





Moonlight on my floor
Shining through the roof
They got the city surrounded
As if I needed proof...
____________________
Shining through the roof
They got the city surrounded
As if I needed proof...
____________________


Electric Feel
Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
- Shadow Ball
- Volt Switch
- Pain Split
- Will-O-Wisp
Defensive Rotom is freaking awesome. If you don't like it then you should definitely just go punch a wall, because you really aren't wanted around this part of town. Defensive Rotom is incredibly underrated, and is a really freaking awesome pokemon. Unlike Scarf or Specs Rotom, it isn't locked into one move, and even though Rotom's 50/77/77 defenses are far from impressive [they are actually kind of depressing], it is shocking how much damage this set really can take. Unlike any other Rotom, this variant can actually beat common checks such as Seismitoad and Spiritomb, and makes common pursuit trappers fail at their jobs, making it one of the best baits and utility counters to top tier ghost trappers. It is a really phenomenal set that really needs far more love. It also has a really unique and yet awesome defensive typing that offers the team key resistances to flying, normal, fighting, ground, and electric types, and with this set it can take maximum advantage of such. Levitate is an insanely awesome ability on Rotom that differentiates it from Mismagius, because while Mismagius does also have Levitate, Rotom gets an extra electric typing with no drawbacks alongside Levitate to negate the ground weakness, giving it against a slew of resistances alongside an extra STAB attack for coverage. The EV spread is pretty simple. Thank you to Soulgazer for giving me my EV spread btw. I lose some bulk from my old EV spread but its pretty insignificant considering I gain a jump on base 85 pokemon, which makes me a lot less weak to the likes of CB Sawk and Magmortar. Even without max Defense max HP, Rotom only takes 20% from a burnt Spiritomb Pursuit, which is hilarious and shows you how truly bulky Rotom is, and demonstrates the true utility it has in beating common Rotom checks. Leftovers is just for recovery and because this is pokemon and it gets thrown on everything. Shadow Ball is a pretty solid STAB in NU that prevents Rotom from being setup fodder, and actually does solid damage on most things. It covers opposing ghost types well, and pressures psychic types incredibly well such as Mesprit and Uxie, and does valuable damage that can change the outcome of a game. Volt Switch is better than Thunderbolt in my opinion, as it lets me capitalize on switches and bring in my pokemon safely. Pain Split is Rotom's only viable form of recovery and is really one of my favorite moves in the game as it wears the opponent down in the process. Finally, WIll-o-Wisp is what makes the set click, wearing down opponents while crippling physical attackers to an unusable state, allowing Rotom to shut down a plethora of attackers that no other pokemon in NU can.
Synergy:
- Pawniard
- Pawniard, Kangaskhan

Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
- Shadow Ball
- Volt Switch
- Pain Split
- Will-O-Wisp
Defensive Rotom is freaking awesome. If you don't like it then you should definitely just go punch a wall, because you really aren't wanted around this part of town. Defensive Rotom is incredibly underrated, and is a really freaking awesome pokemon. Unlike Scarf or Specs Rotom, it isn't locked into one move, and even though Rotom's 50/77/77 defenses are far from impressive [they are actually kind of depressing], it is shocking how much damage this set really can take. Unlike any other Rotom, this variant can actually beat common checks such as Seismitoad and Spiritomb, and makes common pursuit trappers fail at their jobs, making it one of the best baits and utility counters to top tier ghost trappers. It is a really phenomenal set that really needs far more love. It also has a really unique and yet awesome defensive typing that offers the team key resistances to flying, normal, fighting, ground, and electric types, and with this set it can take maximum advantage of such. Levitate is an insanely awesome ability on Rotom that differentiates it from Mismagius, because while Mismagius does also have Levitate, Rotom gets an extra electric typing with no drawbacks alongside Levitate to negate the ground weakness, giving it against a slew of resistances alongside an extra STAB attack for coverage. The EV spread is pretty simple. Thank you to Soulgazer for giving me my EV spread btw. I lose some bulk from my old EV spread but its pretty insignificant considering I gain a jump on base 85 pokemon, which makes me a lot less weak to the likes of CB Sawk and Magmortar. Even without max Defense max HP, Rotom only takes 20% from a burnt Spiritomb Pursuit, which is hilarious and shows you how truly bulky Rotom is, and demonstrates the true utility it has in beating common Rotom checks. Leftovers is just for recovery and because this is pokemon and it gets thrown on everything. Shadow Ball is a pretty solid STAB in NU that prevents Rotom from being setup fodder, and actually does solid damage on most things. It covers opposing ghost types well, and pressures psychic types incredibly well such as Mesprit and Uxie, and does valuable damage that can change the outcome of a game. Volt Switch is better than Thunderbolt in my opinion, as it lets me capitalize on switches and bring in my pokemon safely. Pain Split is Rotom's only viable form of recovery and is really one of my favorite moves in the game as it wears the opponent down in the process. Finally, WIll-o-Wisp is what makes the set click, wearing down opponents while crippling physical attackers to an unusable state, allowing Rotom to shut down a plethora of attackers that no other pokemon in NU can.
Synergy:


I said ooh girl
Shock me like an electric eel
Baby girl
Turn me on with your electric feel...
____________________
Shock me like an electric eel
Baby girl
Turn me on with your electric feel...
____________________


Weekend Wars
Pawniard @ Eviolite
Ability: Defiant
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Sucker Punch
- Knock Off / Taunt
- Iron Head
- Swords Dance
Most people think that Pawniard's only niche is Defiant on teams with tons of hazards to protect Defog, but this simply isn't true. Pawniard on my team plays so many roles on my team that it isn't even funny. It protects simply Stealth Rock which is incredibly important to maintain pressure on stuff like Cryogonal and Typhlosion, but most importantly can keep my team's pressure up against Sticky Web which can be a threatening style of play which Pawniard can capitalize on instead of being crippled by. It also gets a good matchup against pokemon with intimidate and can switch in when predicting such for a quick +1, but that isn't the extent of Pawniard's utility. I haven't chosen Pawniard for hazard protection, but have chosen it because of its amazing offensive prowess in Knock Off, solid bulk, great resistances, a check to Sticky Web, and a truly powerful priority user to revenge kill opponents. The EV spread I've designed gives Pawniard some bulk to help the team out, and does help out against a couple of threats. It allows it to live Gurdurr Mach Punch, Mesprit HP Fire, and Probopass Earth Power, while making Swellow, Feraligatr, Slurpuff, and many other pokemon miss out on 2HKOs. It also lets Pawniard outspeed uninvested base 70 pokemon which does give it a good jump on a pretty significant speed tier in NU. Defiant is an awesome ability that makes Pawniard a key choice in my team. As I've said, by switching in on Sticky Web, Pawniard can nab a cute +2 boost. Defiant also makes it one of few physical setup sweepers that is not only left not crippled by Intimidate, but actually enjoys the likes of Qwilfish or Granbull switching in, as it can eat a free +1 and again start to smash through the opponent. My moveset is pretty much just the standard Pawniard with a little twist. Sucker Punch is the obligitary STAB that makes sweeping possible as it mitigates Pawniard's rather low speed, and easily decimates most frail offensive teams that haven't a way to deal with it. It also acts as my secondary means of revenge killing outside of Kangaskhan, and can push through stuff that Khan can't such as Klinklang, which Pawniard can come in and revenge. My secondary slot is where the uniqueness of my set shows. Knock Off is pretty normal, and is simply awesome. It's Pawniard's strongest STAB, cripples switchins, etc. However, Taunt is something I enjoy using that most people don't expect. People will yell at me for giving up Pawniard's arguably most important move, but I find its utility so useful. It stops a rogue defensive Spiritomb from burning me, rips through stall, and can prevent stuff like Bouffalant from setting up. It just has awesome utility to aid Pawniard in cleanly sweeping without interruption or getting it free setup opportunities, and is a nice surprise to pack up the sleeve. Iron Head offers perfect neutral coverage alongside Pawniard's Dark STAB, hitting Fairies, Fighting, and opposing Dark types and just being a really reliable move with a nice flinch rate. Swords Dance really establishes the win condition in my team and is basically required on Pawniard. Simply great.
Synergy:
- Rotom, Vileplume
- Archeops, Seismitoad
- Archeops, Rotom

Pawniard @ Eviolite
Ability: Defiant
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Sucker Punch
- Knock Off / Taunt
- Iron Head
- Swords Dance
Most people think that Pawniard's only niche is Defiant on teams with tons of hazards to protect Defog, but this simply isn't true. Pawniard on my team plays so many roles on my team that it isn't even funny. It protects simply Stealth Rock which is incredibly important to maintain pressure on stuff like Cryogonal and Typhlosion, but most importantly can keep my team's pressure up against Sticky Web which can be a threatening style of play which Pawniard can capitalize on instead of being crippled by. It also gets a good matchup against pokemon with intimidate and can switch in when predicting such for a quick +1, but that isn't the extent of Pawniard's utility. I haven't chosen Pawniard for hazard protection, but have chosen it because of its amazing offensive prowess in Knock Off, solid bulk, great resistances, a check to Sticky Web, and a truly powerful priority user to revenge kill opponents. The EV spread I've designed gives Pawniard some bulk to help the team out, and does help out against a couple of threats. It allows it to live Gurdurr Mach Punch, Mesprit HP Fire, and Probopass Earth Power, while making Swellow, Feraligatr, Slurpuff, and many other pokemon miss out on 2HKOs. It also lets Pawniard outspeed uninvested base 70 pokemon which does give it a good jump on a pretty significant speed tier in NU. Defiant is an awesome ability that makes Pawniard a key choice in my team. As I've said, by switching in on Sticky Web, Pawniard can nab a cute +2 boost. Defiant also makes it one of few physical setup sweepers that is not only left not crippled by Intimidate, but actually enjoys the likes of Qwilfish or Granbull switching in, as it can eat a free +1 and again start to smash through the opponent. My moveset is pretty much just the standard Pawniard with a little twist. Sucker Punch is the obligitary STAB that makes sweeping possible as it mitigates Pawniard's rather low speed, and easily decimates most frail offensive teams that haven't a way to deal with it. It also acts as my secondary means of revenge killing outside of Kangaskhan, and can push through stuff that Khan can't such as Klinklang, which Pawniard can come in and revenge. My secondary slot is where the uniqueness of my set shows. Knock Off is pretty normal, and is simply awesome. It's Pawniard's strongest STAB, cripples switchins, etc. However, Taunt is something I enjoy using that most people don't expect. People will yell at me for giving up Pawniard's arguably most important move, but I find its utility so useful. It stops a rogue defensive Spiritomb from burning me, rips through stall, and can prevent stuff like Bouffalant from setting up. It just has awesome utility to aid Pawniard in cleanly sweeping without interruption or getting it free setup opportunities, and is a nice surprise to pack up the sleeve. Iron Head offers perfect neutral coverage alongside Pawniard's Dark STAB, hitting Fairies, Fighting, and opposing Dark types and just being a really reliable move with a nice flinch rate. Swords Dance really establishes the win condition in my team and is basically required on Pawniard. Simply great.
Synergy:



Was I? I was to lazy to bathe
Or paint or write or try to make a change.
Now I can shoot a gun to kill my lunch
And I don't have to love or think too much...
____________________
Or paint or write or try to make a change.
Now I can shoot a gun to kill my lunch
And I don't have to love or think too much...
____________________


Kids
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Giga Drain
- Synthesis
- Aromatherapy / Hidden Power [Fire]
- Sludge Bomb
Vileplume plays a crucial part on this team, simply due to the amount of roles it fills. This set in my opinion consistent of all Vileplumes. Although it is commonly preferred for a Vileplume to run massive defensive investment, in my opinion maximum special attack Vileplume is without a doubt the way to go. Even with only HP investment, it still takes hits from both sides incredibly well and can tank just about any single hit in the metagame with no issue. However, the offensive investment proves to be a major improvement. It makes Vileplume incredibly difficult to switch into, especially with a STAB Sludge Bomb coming off 110 SAtk, and it allows Vileplume to beat opposing Vileplumes 100% of the time because of the difference in power. I choose however not to run a Life Orb on my offensive Vileplume, as the recovery is key to my using it as a pivot and allows me to retain it for a longer period of time through the match and keep it for key pokemon to check such as Feraligatr or Seismitoad, without it getting worn down by a major chunk as result of its item. Effect Spore is a surprisingly clutch ability, which has often been a game determiner for me, potentially cutting a Slurpuff or Gurdurr sweep short with a skillful Sleep or Paralysis, giving me some breathing room and just being a last minute safety blanket against physical attackers. Giga Drain is obligatory, as it is essentially the best STAB that any grass type has access to. Its awesome, dealing solid damage off of 75 base power, but more importantly helps me heal Vileplume without using Synthesis, so that I can save PP as well as subtly recover when I am forced to attack. Synthesis is my recovery move of choice because it sounds better than Moonlight, and is incredibly important to any Vileplume's success. It lets Vileplume effectively pivot in and out of battle without getting worn down, and can get Vileplume out of tons of sticky situations to prevent pressuring from status, attacks, and hazards. Aromatherapy is honestly what I like most about this set as it simply put lets me play a lot more recklessly, without worrying about having my pokemon permanantly crippled throughout the match. It is my preferred option also due to the fact that I can open up certain pokemon to continue their rampage. For example. Aromatherapy simply offers invaluable support, but HP Fire gives my team the ability to reliably beat Ferroseed without it spiking too much, which is a major plus and makes it oftentimes the far superior option. Sludge Bomb hits absurdly hard, and pretty much makes it so that nothing can switch into Plume without taking off a good 50%, and also has an insane poison chance and is just an incredible STAB. I honestly think Plume is kinda overrated, and yet I at the same time feel it is just so good.
Synergy:
- Archeops, Seismitoad
- Pawniard
- Archeops, Rotom, Pawniard
- Pawniard

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Giga Drain
- Synthesis
- Aromatherapy / Hidden Power [Fire]
- Sludge Bomb
Vileplume plays a crucial part on this team, simply due to the amount of roles it fills. This set in my opinion consistent of all Vileplumes. Although it is commonly preferred for a Vileplume to run massive defensive investment, in my opinion maximum special attack Vileplume is without a doubt the way to go. Even with only HP investment, it still takes hits from both sides incredibly well and can tank just about any single hit in the metagame with no issue. However, the offensive investment proves to be a major improvement. It makes Vileplume incredibly difficult to switch into, especially with a STAB Sludge Bomb coming off 110 SAtk, and it allows Vileplume to beat opposing Vileplumes 100% of the time because of the difference in power. I choose however not to run a Life Orb on my offensive Vileplume, as the recovery is key to my using it as a pivot and allows me to retain it for a longer period of time through the match and keep it for key pokemon to check such as Feraligatr or Seismitoad, without it getting worn down by a major chunk as result of its item. Effect Spore is a surprisingly clutch ability, which has often been a game determiner for me, potentially cutting a Slurpuff or Gurdurr sweep short with a skillful Sleep or Paralysis, giving me some breathing room and just being a last minute safety blanket against physical attackers. Giga Drain is obligatory, as it is essentially the best STAB that any grass type has access to. Its awesome, dealing solid damage off of 75 base power, but more importantly helps me heal Vileplume without using Synthesis, so that I can save PP as well as subtly recover when I am forced to attack. Synthesis is my recovery move of choice because it sounds better than Moonlight, and is incredibly important to any Vileplume's success. It lets Vileplume effectively pivot in and out of battle without getting worn down, and can get Vileplume out of tons of sticky situations to prevent pressuring from status, attacks, and hazards. Aromatherapy is honestly what I like most about this set as it simply put lets me play a lot more recklessly, without worrying about having my pokemon permanantly crippled throughout the match. It is my preferred option also due to the fact that I can open up certain pokemon to continue their rampage. For example. Aromatherapy simply offers invaluable support, but HP Fire gives my team the ability to reliably beat Ferroseed without it spiking too much, which is a major plus and makes it oftentimes the far superior option. Sludge Bomb hits absurdly hard, and pretty much makes it so that nothing can switch into Plume without taking off a good 50%, and also has an insane poison chance and is just an incredible STAB. I honestly think Plume is kinda overrated, and yet I at the same time feel it is just so good.
Synergy:




Control yourself
Take only what you need from it
A family of trees wanting to be haunted
Control yourself...
____________________
Take only what you need from it
A family of trees wanting to be haunted
Control yourself...
____________________



Kangaskhan @ Silk Scarf
Ability: Scrappy
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Drain Punch / Earthquake
Somebody needs to treat my Kangaskhan fetish. I feel like I've used it on like 5 or 6 of my RMTs now, but it is honestly one of the best pokemon in the metagame, and is straight up my favorite pokemon. It simply has a niche unlike any other pokemon, and is just super reliable in what it does. It is the ultimate revenge killer, and it is so simple and effective that makes playing the game much more easy and simple, and is really a foolproof check to some of the tier's top threats such as SD Feraligatr, BD Slurpuff, QD Lilligant, etc. There isn't a single setup pokemon in the tier that can prevent Kangaskhan from revenging it due to it not being reliant on a Choice Scarf to revenge, but instead the entire tier's strongest combination of priority and power, easily outpacing and smashing so many threats. The EV spread I have on my Kangaskhan is tailored to outspeed base 85 pokemon, which is a solid speed tier for it to hit, while the 40 HP investment gives it just a little bulk, and also helps to minimize Double Edge recoil a bit, because every bit of bulk matters. Adamant to deal maximum damage. In terms of the items, Silk Scarf is most definitely my choice of item. It gives the necessary strength boost to Kangaskhan's crucial STAB attacks to maximize damage output for revenge killing and wallbreaking, but at the same time doesn't deal take recoil from Life Orb, and thus allows Kangaskhan to elongate its longevity. The moveset is incredibly simple. Fake Out is easily the awesomest thing ever, because with STAB it is actually pretty strong, but it more importantly has +2 priority, and results in a flinch 100% of the time. It works well alongside the status support from my team to rack up damage, stops sweepers like Zangoose and Swellow in their tracks, and more importantly stops strong setup that would normally run train through me. It effectively cuts sweeps off from top tier pokemon such as BD Slurpuff and QD Vivillon, giving it unrivaled utility. Double Edge is freaking strong, and its recoil is well worth the jump in power from Return and makes Kangaskhan quite the wallbreaker, smashing through most defensive pokemon who wish to tank Kangaskhan's attacks. Sucker Punch is cool because it gives Kangaskhan dual priority for extra insurance that sweeps will not occur, and is pretty powerful. Drain Punch is my preferred coverage because Ferroseed is a thing and it also helps to negate Double Edge recoil, but Earthquake is much more powerful and is just a much stronger coverage move to shut down Steel and Rock types, but I personally prefer Drain Punch. Somebody get me off of my Kangaskhan fetish, I need to learn to stop using this thing.
Synergy:

This is our decision to live fast and die young.
We've got the vision, now let's have some fun.
Yeah it's overwhelming, but what else can we do?
Get jobs in offices and wake up for the morning commute...
____________________
We've got the vision, now let's have some fun.
Yeah it's overwhelming, but what else can we do?
Get jobs in offices and wake up for the morning commute...
____________________



Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 136 Def / 120 SpD
Sassy / Careful Nature
- Scald
- Earthquake
- Stealth Rock
- Toxic / Knock Off
Seismitoad is awesome. I find myself throwing this ugly frog on just about every team, but I just can't help it. It is so good in NU that it isn't even funny. Stall, Offense, Balance, etc. Seismitoad fits everything. It has incredible bulk, awesome utility, great typing with amazing resistances and immunities, and a awesome movepool that makes it incredibly versatile. Its moveset can be exactly tailored to the role it needs to do, and it has no problem of fulfilling such with the gargantuan range of moves it has access to. In terms of my Seismitoad, I've found consistently in the past that mix defense Seismitoads with a bias towards special defense work the most consistently for me, as they can check some of the tier's top special attackers such as Typhlosion and Electivire, while still tanking clutch hits from physical attackers that would normally remove a purely special defensive Seismitoad from the match. This EV spread I run on this team's Seismitoad lets me live a ton of stuff I would normally be unable to live and makes Seismitoad a great pivot. It lets Seismitoad avoid OHKOs from a ton of stuff like Choice Band Sawk Close Combat and Life Orb Xatu GIga Drain, as well as Samurott's Hidden Power Grass [not Grass Knot though]. It also lets it tank a Fake Out and Double Edge off of Silk Scarf Kangaskhan with no problem, which is uncommon of a SDef Seismitoad, and this EV spread simply does what I need it to in every manner, and I'm incredibly happy with it! In terms of the moveset, it is pretty cookie cutter. Scald is in my opinion the best move ever, and it is outright my favorite move. Burns always help to wear down the opponent and cripple physical attackers, and a STAB base 80 attack to go alongside it really gives Seismitoad the advantage in damage in many cases. Earthquake is the hardest hitting move that Seismitoad has access to, and it does loads of damage to just about everything in the tier. It does its job well and prevents Seismitoad from being set up on easily by the likes of Klinklang, Slurpuff, etc. while taking a nice meaty chunk off of stuff like Feraligatr, even though it doesn't necessarily prevent set up in that case. Stealth Rock is really the main reason to use Seismitoad, as it is in my opinion the most reliable user in the tier. It beats common rapid spinners that aren't named Cryogonal, and can use its bulk and typing to pressure opposing leads such as Rhydon or Golem to safely get up its own rocks. The last move is honestly filler. Knock Off is great as it pressures Xatu and Cryogonal, and cripples switchins such as Vileplume. I really like Toxic because the team appreciates the spread of status to wear down opponents and Toxic does its job. Seismitoad's great typing, ability, movepool, and stats makes it one of if not the best tanks and stealth rock users in the tier. Period.
Synergy:

I just shook the handshake
I just sealed the deal
I'll try not to let them
Take everything they can steal
I just sealed the deal
I'll try not to let them
Take everything they can steal
• • • • • • • • •

• • • • • • • • •

• • • • • • • • •

Aladyyn - Who even is this kid? [BP HYPNO NEW META]
HJAD - MISSINGNO
Punchshroom - If you CC me anymore I may just quit pokemanz :[ <3
Nozzle - Wat a fgt does this kid even play pokemon?
Metal Sonic - Team Robber #1
Orphic - Team Robber #2
Soulgazer - SNIPER NO SNIPING also DUBLEFREEZE ;]]]
TheCanadianWifier - is a big time stalker btw WURMPLEISOURGOD
Raseri - qt teer leeder big mush fetish tho
NotHyunation - Unmutes me from bott <3
iTeddeh - Panda Express hates you never get chinese food ;[
WhiteDMist - IZ A BLACKDFAWG :[ <3
Zebraiken - is a haxer and is now teer leeder..still only worth 24k imo :/
scorpdestroyer - I forgot you cause you suck bb :]
• • • • • • • • •
Alright so this is the end of one of my favorite teams I've used in XY, and has wielded me incredibly results throughout the metagame's existence, and have really enjoyed having it, and would like to leave it here as a little gift. 
Importable:
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[LEFT]Archeops
Ability: Defeatist
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Acrobatics
- Roost
- Earthquake
- Taunt
Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Thunderbolt
- Pain Split
- Will-O-Wisp
Pawniard @ Eviolite
Ability: Defiant
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Synthesis
- Aromatherapy
- Sludge Bomb
Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Drain Punch
- Sucker Punch
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 136 Def / 120 SpD
Careful Nature
- Scald
- Earthquake
- Toxic
- Stealth Rock






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