So I've had some success with this team over the last few months, but recently it's been struggling a bit. I normally play by opening with Mamoswine, Rotom-W, or Talonflame. The latter two U-turn/Volt Switch out of there as scouts and Mamoswine sets up Rocks reliably. If scouting, and if a wall switches/stays in, I bring in Gothitelle to Trick it into uselessness or Hidden Power Fire it to death if it's Skarmory or Ferrothorn. Occasionally someone is sloppy and uses a status move after being Tricked and I get to Calm Mind up and take out more than a few of their team. Tentacruel is in for spinning and hazing, as well as being a pretty nice special wall. Liquid Ooze lets me "weaponise" Tentacruel if I predict a Leech Seed. Rotom-W is my physical wall and stops opposing Talonflames from ruining my team, and it's also handy for spreading burns.
Latios and Talonflame are there to clean up the late game after Gothitelle and Mamoswine remove a threat or two. Latios is a relatively new addition to the team in an attempt to manage opposing Rotom-W, and I'm not overly attached to it yet. I had DD Dragonite@Lum Berry, and Guts Conkeldurr before in that spot.
So yeah. Thoughts on any improvements are most welcome! It's a fun team to play, so by all means feel free to take it for a spin! :)
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- U-turn
Talonflame acts as a scout when tossed in as a lead, and usually baits in their physical wall so Gothitelle can trap and Trick them. Once said wall is removed, sweeping the team is its next task. Will-O-Wisp can catch people off guards but is a risky manoeuvre getting locked into it, especially if it misses.
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Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Rest
- Hydro Pump
Rotom-W is my go-to physical wall and works nicely to spread burns and absorb status as it can rest it off. When predicting a grass move, Talonflame can come in offensively, or if Giga Drain is predicted, Tentacruel can punish with Liquid Ooze. Moldbreaker Excadrill threatens and a well predicted Rock Slide can hit Talonflame if going for a switch, which can be a problem.
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Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Psyshock
- Energy Ball
- Ice Beam
Late game sweeper and problem remover. Added because of trouble the team was having with Rotom-W, but can also wreck Gliscor's nice day too. The scarf can catch people off guard too, particularly Scarfed Garchomps.
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Tentacruel (F) @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Scald
- Haze
- Rapid Spin
- Knock Off
My rapid spinner, hazer, and special wall. Spreads a few burns and Knock Off removes some essential items. Liquid Ooze has some excellent shenanigans with Giga Drain and Leech Seed, and Black Sludge can get Tricked on to opposing Rotom-W if nicely predicted. I sometime wish I had Toxic Spike there instead on Haze, but when it ruins someone's setup and they ragequit, it's worth it!
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Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Trick
- Calm Mind
- Hidden Power [Fire]
People hate this thing, the amount of agro it generates is quite funny! Shuts down walls, clerics, setup sweepers, and Rocks setters by Tricking them and locking them into status moves. After that, Calm Mind to max and kill them, taking back the scarf along the way depending on the team. A fast HP Fire can kill Ferrothorn and Skarmory, and Psyshock can pack a punch on anything with weak defenses.
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Mamoswine (M) @ Focus Sash
Ability: Oblivious
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard
I mostly lead with Mamoswine as it gets Rocks up incredibly reliably with Oblivious. Surprisingly fast too, which catches people off guard. Icicle Crash always misses when it need to hit, which is irritating, but on the other hand it can occasionally land multiple flinches in a row. His Earthquake packs a mighty punch, and Ice Shard can get in a lot of revenge kills, particularly DD Salamence.
Latios and Talonflame are there to clean up the late game after Gothitelle and Mamoswine remove a threat or two. Latios is a relatively new addition to the team in an attempt to manage opposing Rotom-W, and I'm not overly attached to it yet. I had DD Dragonite@Lum Berry, and Guts Conkeldurr before in that spot.
So yeah. Thoughts on any improvements are most welcome! It's a fun team to play, so by all means feel free to take it for a spin! :)

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- U-turn
Talonflame acts as a scout when tossed in as a lead, and usually baits in their physical wall so Gothitelle can trap and Trick them. Once said wall is removed, sweeping the team is its next task. Will-O-Wisp can catch people off guards but is a risky manoeuvre getting locked into it, especially if it misses.
--
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Rest
- Hydro Pump
Rotom-W is my go-to physical wall and works nicely to spread burns and absorb status as it can rest it off. When predicting a grass move, Talonflame can come in offensively, or if Giga Drain is predicted, Tentacruel can punish with Liquid Ooze. Moldbreaker Excadrill threatens and a well predicted Rock Slide can hit Talonflame if going for a switch, which can be a problem.
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Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Psyshock
- Energy Ball
- Ice Beam
Late game sweeper and problem remover. Added because of trouble the team was having with Rotom-W, but can also wreck Gliscor's nice day too. The scarf can catch people off guard too, particularly Scarfed Garchomps.
--

Tentacruel (F) @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Scald
- Haze
- Rapid Spin
- Knock Off
My rapid spinner, hazer, and special wall. Spreads a few burns and Knock Off removes some essential items. Liquid Ooze has some excellent shenanigans with Giga Drain and Leech Seed, and Black Sludge can get Tricked on to opposing Rotom-W if nicely predicted. I sometime wish I had Toxic Spike there instead on Haze, but when it ruins someone's setup and they ragequit, it's worth it!
--
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Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Trick
- Calm Mind
- Hidden Power [Fire]
People hate this thing, the amount of agro it generates is quite funny! Shuts down walls, clerics, setup sweepers, and Rocks setters by Tricking them and locking them into status moves. After that, Calm Mind to max and kill them, taking back the scarf along the way depending on the team. A fast HP Fire can kill Ferrothorn and Skarmory, and Psyshock can pack a punch on anything with weak defenses.
--

Mamoswine (M) @ Focus Sash
Ability: Oblivious
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard
I mostly lead with Mamoswine as it gets Rocks up incredibly reliably with Oblivious. Surprisingly fast too, which catches people off guard. Icicle Crash always misses when it need to hit, which is irritating, but on the other hand it can occasionally land multiple flinches in a row. His Earthquake packs a mighty punch, and Ice Shard can get in a lot of revenge kills, particularly DD Salamence.
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