Hello everyone, this is my 2nd RMT and it is for a team that I have enjoyed playing and would like to improve. It handles most other teams fairly well, and I'm trying to work out some of the last little kinks it has. It can work well under non-TR conditions, since all these pokemon can take a hit or two (provided not SE) and hit back fairly hard, but having TR up helps quite a bit. Importable at the bottom.
When building the team, I like to pick my 2 main setters before I start with the rest of the teamI started out with Reuniclus, a TR setter I have been dying to use for a while. Porygon2 got to tag along too because I used him in UU and I liked his durability with Eviolite (also he looks really cool).
Next came the physical muscle of the team. Ferrothorn because that base 20 speed, and from what I had seen from watching a ton of OU battles is people used fast pokemon, so Gyro ball would serve me well. Also, I figured using it as a lead would throw people off looking to bounce back spikes/SR/Leech seed, netting me some KO's early on. Also, from reading a ton of Trick Room Guides from BW OU, I knew that I had to have Conkeldurr on there somehow. I started with an Iron Fist set, but it quickly changed to Guts since I was always bad at predicting when Rotom-W was going to burn/toxic and when it was going to switch out.
Heatran came next, since I figured he would be able to act as a mid-speed attacker, fast enough to outspeed some things outside of TR and 'outslow' them under it. Lava Plume also acted as a nice burn on the switch. He functioned as a backup SR setter, but that got switched to Roar fairly quickly.
My last setter was chosen for several reasons. Since he was OU last gen, I figured he must've been pretty good, and with recover to stay alive why not pick him? Second, there is that Ferrothorn-Jellicent defensive core that I had heard so much about lurking in forums last gen. Lastly, a FWG core never killed anyone right?
(
/
)
Azumarill was a neat experiment, since it had just got that last push into OU with it's fairy-typing, and it seemed to be powerful enough strong enough. I tried using it as a replacement for mawile or conkeldurr, just as a test-run of what seemed to be really common in OU, and as a hope to counter Talonflame. Well apparently people stopped running talonflame, and Azumarill just became very quickly outclassed by my two physical attackers.
Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick RoomChuck normally will come in after the major threats to her have been eliminated (Bisharp). That being said, she comes in mid/late-game, and can hit insanely hard. Psyshock is to hit specially defensive pokemon fairly hard (while being STAB), and Shadow Ball covers Psyshic and Ghost-types. Focus Blast is back on, it is a ton more useful than Signal Beam, even if it can miss a bit. She does not take boosted Sucker-Punches well, which means there are a few pokemon I cannot bring her in on. To be fair though, Chuck has more than pulled her weight on this team, and is easily my most powerful/reliable TR setter. Without much prior damage, she can take out 2-3 pokemon in one Trick Room.
Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Play Rough
- Sucker Punch
- Fire FangJaws is easily the physical attacking star of this team. With a +2 from Swords Dance, she can absolutely wreck other pokemon, and I do not often switch her out once she gets that boost. She normally comes in towards the end of a trick room on a pokemon she can either force out or take a hit from, set up SD, and then begin to kill pokemon. Play Rough is for STAB and has decent neutral coverage (along with maiming dragons). Sucker Punch is for utility outside of Trick Room, and at +2 is my response to any Mega Charizard Y/Excadrill looking to end the sweep prematurely. Fire Fang is to deal with Scizor, Ferrothorn, and other steel-types.
Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick RoomIf Mawile wins Physical Star, Daffy wins defensive star. It is my favorite Gen2 pokemon, and has enough bulk to take hits from almost any pokemon not named Conkeldurr. It is my usual response to Charizard Y/ Gyarados/Garchomp/Dragonite/Talonflame/Pinsir, takes a hit setting up TR, and then bolt-beams everything (or recovers in some cases). He gets really nice coverage with those 2 moves, Recover for longevity (because no other setter I have runs any form of recovery bar leftovers). I can count on him coming in and setting up Trick Room 2-3 times a match, a feat which I can assure you is not easily accomplished by one pokemon. Along with Cofagrigus, I have a fairly nice response to Fighting/Ghost-type attacks aimed at the setters. Calcs done with download as ability.
Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off
- Mach PunchUnfortunately for Rocky, Mawile has dethroned him as Attacking Star of the team. That being said, no pokemon on this team would appreciate status as much as he does, and I use this to my full advantage. Whether it is a toxic aimed at Daffy, or Will-o-Wisp aimed at Mawile, Conkeldurr is a very reliable switch-in to these and can immediately start gaining momentum. I believe this is the standard Assault Vest set, and I have no complaints about it. Drain Punch is for recovery, which this set lacks. Ice Punch is for hitting dragons (most of which take 4x damage in OU). Knock Off is my response to psychic-types on the switch or under Trick Room. Mach Punch is for revenge-killing outside of Trick Room/a last ditch effort to deal some damage (although for a time it was Earthquake, but I find Mach Punch more suited for out of Trick Room situations).
Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick RoomMummy is the main selling point of this set, as it makes Mega-Pinsir, Medicham, Mawile, and Talonflame infinitely easier to deal with, and combined with a burn all but the last lose a ton of presence. Shadow ball and Nasty Plot are to maintain a very offensive presence, and after one Nasty Plot he gets to 634 Sp Attack, which is no laughing matter). Will-o-wisp is to get those burns I always prayed for with Scald, and Trick Room should be explanatory by now. It is also fun to switch into scarfed fighting-attacks. (You get a high five if you know where the name comes from).
Past Members:
Mega-Mawile Sweeps an entire team
Jellicent Burns and Recovers (I do feel kinda bad for this one)
Ferrothorn's Gyro Ball
A Battle Where Everyone Does a Bit
Mega-Mawile Finishes Strong
That Time Ice Beam Hax Saved me (otherwise known as haha Sylveon)
Mega-Mawile is Getting Ridiculous
Mega-Mawile Saves the Day (again)
Conkeldurr Does a Fair Bit (and Parahax Fails)
More Mega-Mawile Shenanigans
Cofagrigus takes out 5/6 of a team
I initially forgot to Mega Evolve (Even more Mega-Mawile)
Chuck saves the day (and a very unlucky crit)
Pinsir handled fairly well
Talonflame handled fairly well
Porygon2 will not die (and Venusaur taken out)
Threat List (S through A- Rank):
The Banes of my Existence:
Baton Pass- These teams probably annoy just about everyone who isn't using them. To be honest, I normally just quit once I see smeargle, espeon, vaporeon, and scolipede on the same team. These battles aren't worth my time really.
Stall- These teams can be a major pain solely because of Chansey and Mega Venusaur. Granted at +2 mega mawile can handle both of them, but its really REALLY annoying to face them because until I can break the core its literally me firing off attacks praying for a crit.
Volt-Turn- These teams get me mostly because I really only run rocks as hazards, and I have one mega scizor counter. I tend to just try knocking whatever is in front of me as hard as I can, which really puts a ton of pressure on mega mawile to bash pokemon to bits.
CHANSEY: This thing is frustrating to face. Without Mega-Mawile or Conkeldurr, nothing on my team can completely kill this (when it still has its eviolite). Even if I get freeze, they can just switch it out and presto problem solved. I dislike her a lot.
Conclusion:
I have put a lot of time testing and battling with this team, and I hope you all enjoyed this RMT. Any and all advice/comments are appreciated. Thank you for taking the time to read this. (Also, if you have advice/questions on my battling style [from the replays], please do not hesitate to do that)
Importable:
TEAM-BUILDING PROCESS

















As I battled, I found that the team handled threats fairly well, but that I needed another physical attacker. At that time, Heatran wasn't doing too hot (almost always got used as death fodder, and earthquke absolutely killed him). Over discussing this with my friend, who competetively battled a ton more than I had at the time, he suggested Mega-Mawile, since it provided a steel-resist and was slow enough.
Mega-Mawile turned out to be just what the team needed. I used a 4-attack set, since I was all with the "SD is a waste of Trick Room turns", and I did not foresee it being as dangerous a threat as it became. However, as I began wanting "just a bit more power", I replaced Rock-Slide with Swords Dance, and Mega-Mawile became the demon it now is.












Somewhere inbetween this and the last step, I posted this RMT.
As the team progressed, Jellicent started becoming more and more useless. Water Absorb seemed like it would work well on azumarill, but without anything to bait it into using it, that rarely ever came. Also, its defense wasn't exactly stellar, leaving it to get 2HKO-ed with neutral hits quite often. Recover just wasn't cutting it, I found its power underwhelming. After consideration, and suggestions in the comments, Jellicent got replaced by Cofagrigus, who always seems to come in and save my TR teams (same thing happened last gen when I switched Dusclops for Cofagrigus).
Ferrothorn got swapped for Lando-T, who added a nice bit of speed along with Intimidate
And here we are now, so many battles later and significantly better at predicting I must say (or maybe the team just hits harder now, either way on with the team).
As the team progressed, Jellicent started becoming more and more useless. Water Absorb seemed like it would work well on azumarill, but without anything to bait it into using it, that rarely ever came. Also, its defense wasn't exactly stellar, leaving it to get 2HKO-ed with neutral hits quite often. Recover just wasn't cutting it, I found its power underwhelming. After consideration, and suggestions in the comments, Jellicent got replaced by Cofagrigus, who always seems to come in and save my TR teams (same thing happened last gen when I switched Dusclops for Cofagrigus).
Ferrothorn got swapped for Lando-T, who added a nice bit of speed along with Intimidate
And here we are now, so many battles later and significantly better at predicting I must say (or maybe the team just hits harder now, either way on with the team).
THE TEAM
(0 atk IVs are for Confusion and Foul Play, 0 spd IVs are to be slower)
(Calcs done using 'standard' sets found here)
Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide
Landorus-T is the newest member of the team, and serves pretty important purposes: hazards and a fast pokemon with use both inside and outside of Trick Room. With the given speed EVs, Landorus-T outspeeds all neutral base-99 pokemon, which puts him at a decent non-scarfer speed to deal with outspeeding pokemon like Aegislash and Heatran outside of Trick Room, while outspeeding M-Charizard Y and Volcarona under it. Maxed out attack is for hitting as hard as possible, and the rest in EVs. Stealth Rocks are hazards that put stop Talonflame and Pinsir from wrecking my team. Earthquake is STAB, and Rock Slide is more than enough to handle Volcarona, Talonflame, M-Zard Y, and other pokemon who he would stay in on. U-turn along with Intimidate makes a safe switch-in on physical attackers able to pivot out keeping up momentum.





(0 atk IVs are for Confusion and Foul Play, 0 spd IVs are to be slower)
(Calcs done using 'standard' sets found here)

Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide
252+ Atk Landorus-T U-turn vs. 252 HP / 252+ Def Slowbro: 124-146 (31.4 - 37%) -- guaranteed 4HKO after Leftovers recovery (Just what I can do pivoting out)
252+ Atk Landorus-T Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 272-324 (83.9 - 100%) -- 37.5% chance to OHKO after Stealth Rock
252+ Atk Landorus-T Earthquake vs. 0 HP / 0 Def Terrakion: 426-504 (131.8 - 156%) -- guaranteed OHKO
252+ Atk Landorus-T Rock Slide vs. 4 HP / 0 Def Thundurus: 260-308 (86.6 - 102.6%) -- guaranteed OHKO after Stealth Rock
252+ Atk Landorus-T Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 272-324 (83.9 - 100%) -- 37.5% chance to OHKO after Stealth Rock
252+ Atk Landorus-T Earthquake vs. 0 HP / 0 Def Terrakion: 426-504 (131.8 - 156%) -- guaranteed OHKO
252+ Atk Landorus-T Rock Slide vs. 4 HP / 0 Def Thundurus: 260-308 (86.6 - 102.6%) -- guaranteed OHKO after Stealth Rock

Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room

Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 232-274 (71.6-84.5%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 4 HP / 0 Def Multiscale Dragonite: 289-342 (89.1 - 105.5%) -- 37.5% chance to OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 32 HP / 0 Def Bisharp: 279-328 (100 - 117.5%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Excadrill: 498-586 (137.5 - 161.8%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Mega Charizard Y: 404-476 (135.5 - 159.7%) -- guaranteed OHKO (The only time she would ever stay in on a mega Charizard)
252+ Atk Huge Power Mega Mawile Play Rough vs. 4 HP / 0 Def Multiscale Dragonite: 289-342 (89.1 - 105.5%) -- 37.5% chance to OHKO
252+ Atk Huge Power Mega Mawile Play Rough vs. 32 HP / 0 Def Bisharp: 279-328 (100 - 117.5%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Excadrill: 498-586 (137.5 - 161.8%) -- guaranteed OHKO
+2 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 4 HP / 0 Def Mega Charizard Y: 404-476 (135.5 - 159.7%) -- guaranteed OHKO (The only time she would ever stay in on a mega Charizard)

Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
252+ SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Mega Charizard Y: 166-196 (55.7 - 65.7%) -- guaranteed 2HKO
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Garchomp: 636-752 (177.6 - 210%) -- guaranteed OHKO
+1 252+ SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Talonflame: 376-444 (126.1 - 148.9%) -- guaranteed OHKO
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Mega Pinsir: 304-358 (111.7 - 131.6%) -- guaranteed OHKO
While...
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Eviolite Porygon2: 156-184 (41.7 - 49.1%) -- guaranteed 3HKO (Brave bird does the same amount of damage)
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 0 Def Eviolite Porygon2: 181-214 (48.3 - 57.2%) -- 91.8% chance to 2HKO (Less if it loses Aerilate to Cofagrigus)
252 Atk Garchomp Outrage vs. 252 HP / 0 Def Eviolite Porygon2: 144-169 (38.5 - 45.1%) -- guaranteed 3HKO
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Garchomp: 636-752 (177.6 - 210%) -- guaranteed OHKO
+1 252+ SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Talonflame: 376-444 (126.1 - 148.9%) -- guaranteed OHKO
+1 252+ SpA Porygon2 Ice Beam vs. 4 HP / 0 SpD Mega Pinsir: 304-358 (111.7 - 131.6%) -- guaranteed OHKO
While...
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Eviolite Porygon2: 156-184 (41.7 - 49.1%) -- guaranteed 3HKO (Brave bird does the same amount of damage)
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 0 Def Eviolite Porygon2: 181-214 (48.3 - 57.2%) -- 91.8% chance to 2HKO (Less if it loses Aerilate to Cofagrigus)
252 Atk Garchomp Outrage vs. 252 HP / 0 Def Eviolite Porygon2: 144-169 (38.5 - 45.1%) -- guaranteed 3HKO

Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch

Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick Room
252+ SpA Cofagrigus Shadow Ball vs. 0 HP / 4 SpD Mega Medicham: 264-312 (101.1 - 119.5%) -- guaranteed OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 4 HP / 0 SpD Mega Pinsir: 253-298 (93 - 109.5%) -- 56.3% chance to OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 4 HP / 0 SpD Talonflame: 313-369 (105 - 123.8%) -- guaranteed OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 252 HP / 4 SpD Mega Mawile: 240-283 (78.9 - 93%) -- guaranteed 2HKO
While...
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 4 Def Cofagrigus: 178-211 (55.6 - 65.9%) -- guaranteed 2HKO (Granted, this will only work once because of Mummy)
252 Atk Pure Power Mega Medicham Psycho Cut vs. 252 HP / 4 Def Cofagrigus: 138-163 (43.1 - 50.9%) -- 3.1% chance to 2HKO (Marley takes the hit, sets up TR, and OHKOs)
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 4 Def Cofagrigus: 238-282 (74.3 - 88.1%) -- guaranteed 2HKO (I normally go for a burn on the first hit, because the Sucker Punch if really common)
+2 252+ SpA Cofagrigus Shadow Ball vs. 4 HP / 0 SpD Mega Pinsir: 253-298 (93 - 109.5%) -- 56.3% chance to OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 4 HP / 0 SpD Talonflame: 313-369 (105 - 123.8%) -- guaranteed OHKO
+2 252+ SpA Cofagrigus Shadow Ball vs. 252 HP / 4 SpD Mega Mawile: 240-283 (78.9 - 93%) -- guaranteed 2HKO
While...
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 4 Def Cofagrigus: 178-211 (55.6 - 65.9%) -- guaranteed 2HKO (Granted, this will only work once because of Mummy)
252 Atk Pure Power Mega Medicham Psycho Cut vs. 252 HP / 4 Def Cofagrigus: 138-163 (43.1 - 50.9%) -- 3.1% chance to 2HKO (Marley takes the hit, sets up TR, and OHKOs)
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 4 Def Cofagrigus: 238-282 (74.3 - 88.1%) -- guaranteed 2HKO (I normally go for a burn on the first hit, because the Sucker Punch if really common)
Past Members:
Some Replays [Please note: I use different accounts]:![]()
Jalapeno (Heatran) (M) Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Roar
- Earth Power
- Lava Plume
- Dark Pulse
I was sad to have to take Jalapeno off of the team. He was a reliable scizor/ferrthorn response, and could outspeed some stuff outside of TR (always helpful), and probably had my favorite nickname on the entire team. Roar was to deal with Quiver Dance/Baton Pass, Lava Plume hit fairly hard and burned, and no one really saw Dark Pulse coming (not that it did much). He also completed a FWG core with Spike and Squidward. Unfortunately, I needed another physical attacker, and Earthquake just hit him too hard. I do not regret losing him, but his presence is certainly lacking. Mawile replaced him.
![]()
Azumarill @ Expert Belt
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Aqua Jet
- Ice Punch
- Superpower
- Play Rough
I tried Azumarill as a Conkeldurr/Mawile replacement (his coverage seemed pretty good) for a bit before I realized something: It is completely outclassed by both Mawile and Conkeldurr. As a Huge Power user, Mawile has a better attack stat, and can afford to run Swords Dance, along with forcing out pokemon fairly often, which Azumarill did not. It also didn't hit nearly as hard as Conkeldurr did (or take burns well), and did not add many resists to the team (another water-type actually). Overall I just did not have a good experience using him.
![]()
Squilliam (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Scald
- Shadow Ball
- Recover/Toxic
- Trick Room
One of my original members, I was a bit sad to let Squilliam go. He got me some pretty nice burns, and actually has his own replay to showcase that. But other than that, he had a very minimal role on the team, and was often-times outshined by the other setters. I decided to try my luck with Rotom-W, who carries the water typing, but also adds a few more resists with electric-typing. Maybe good old jellicent would work better if I ran a rain-TR hybrid team...
![]()
Washurr (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp
Washurr was my attempt at using an out-of-trick-room pokemon, and was used to replace Jellicent for all about 3 days. His main purposes were to (1) outspeed Mega Charizard Y and hit it with Volt-switch to start pounding him in (2) burn physical threats (3) Scarf walls like blissey and chansey. Unfortunately (1) Charizard Y didnt give it much chance to do much, (2) It never burned stuff very much (3) blissey and chansey are handled well by this team, even with their items (i also pack 2 knock-off, and they can deal with items just fine). I opted in favor of Cofagrigus, who fills the role of setter as well as has natural physical defense whcih compliments Daffy's sp defense quite well (and has Mummy)
![]()
Spike (Ferrothorn) (F) Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spd
- Stealth Rock
- Gyro Ball
- Knock Off
- Power Whip
Spike made a great lead, and Gyro Ball worked wonders under Trick Room. Unfortunately, I began seeing less and less frail pokemon and Spike just couldn't function as more than a kinda meh talonflame bait. I opted for Landorus-T, who is currently my lead and has a much more "Intimidating" presence (haha more puns).
Mega-Mawile Sweeps an entire team
Jellicent Burns and Recovers (I do feel kinda bad for this one)
Ferrothorn's Gyro Ball
A Battle Where Everyone Does a Bit
Mega-Mawile Finishes Strong
That Time Ice Beam Hax Saved me (otherwise known as haha Sylveon)
Mega-Mawile is Getting Ridiculous
Mega-Mawile Saves the Day (again)
Conkeldurr Does a Fair Bit (and Parahax Fails)
More Mega-Mawile Shenanigans
Cofagrigus takes out 5/6 of a team
I initially forgot to Mega Evolve (Even more Mega-Mawile)
Chuck saves the day (and a very unlucky crit)
Pinsir handled fairly well
Talonflame handled fairly well
Porygon2 will not die (and Venusaur taken out)
Threat List (S through A- Rank):
S Rank
- Handled by Mawile, Conkeldurr, and Landorus (to an extent, Reuniclus and Cofagrigus). With the first 2, it gets tricky predicting when it is going to King's Shield, but that doesn't hurt too much. The Sub-Toxic variant is hard to face, but It can eventually get taken down without too much agony.
/
- If Mawile has the SD boost, it can OHKO both of them with the Sucker Punch, and with rocks on the field it doesn't need the +2. If it comes in under Trick Room, they generally gets 2hko-ed. Landorus gets an OHKO with Stone edge and Earthquake on Mega-Y and X respectively.
- If I see Pinsir on a team, I make sure to keep Cofagrigus/Porygon2 alive long enough to face him. It generally comes down to out-predicting, but if rocks are out Mawile can kill with Fire fang on the predicted switch/sucker punch (surviving the earthquake with little prior damage), and Landorus can kill if Pinsir hasn't had the chance to boost. A fairly fearsome threat, but not exactly deadly to face given a few pokemon left to face.
- Can generally get taken down quickly by Porygon2's Ice beam or Conkeldurr's Ice punch. Not a very big threat, but Priority T-wave pretty much guarantees something is going to get paralyzed.
A+ Rank
- Not a very dangerous threat. Cofagrigus makes a nice response since Mummy and WoW. If it isn't the belly drum set, Landorus can Intimidate and switch out.
- Mawile, Landorus and Conkeldurr can OHKO. Reuniclus (if Focus Blast decides to hit) can OHKO, but must fear the sucker punch.
- I haven't run into one since I switched out Ferrothorn, but from damage calculator Landorus can handle them but granted he will probably end up 3hkoing leaves me with a bit of a strange results. MILD THREAT SOLELY BECAUSE OF HAZARDS
- I haven't faced one, but im fairly sure anyone on the team can kill.
- Porygon2, Mawile, Conkeldurr can OHKO, Cofagrigus can survive a hit and Burn.
- Conkeldurr, Mawile and Reuniclus can all handle (Porygon2 as well if he Thunderbolts on the switch). He hates Cofagrigus's burns, and under TR is not a threat.
- Annoying to face because he can stop a mawile sweep cold. Conkeldurr can switch in on the lava plume with minimal damage, enjoys the burn, and can OHKO. Landorus can handle him
- Reuniclus can survive the Hydro Pump, and set up TR, and OHKO with psyshock. If Porygon2 is out, I can count on bringing in Cofagrigus on the predicted secret sword.
- Conkeldurr can survive the outrage and Drain Punch back HP. Mega Mawile can threaten with Play Rough.
- Porygon2, Conkeldurr, and Mawile (given a bit of prior damage) can OHKO with Ice beam or Ice/Sucker Punch.
- Porygon2 can OHKO with download-boosted Ice beam, Conkeldurr can take a decent chunk out with a -1 Ice Punch. With a bit of damage, a +1 Mega Mawile can KO with Sucker Punch.
- I don't know, since I haven't faced one after adding Landorus. Probably will give me a harder time without Ferrothorn, but I'm pretty sure the rest of the team can handle him.
- Its a real shame to have to fight my own star. If Cofagrigus is out (under TR), I go for the Will-O-wisp predicting the Sucker Punch. Landorus can survive the Sucker Punch nicely and OHKO with Earthquake. It just really comes down to weakening it slowly or catching it outside of TR.
- Mawile is my only real pokemon to counter scizor. I actually face it better outside of TR, since a lot of time they think I'm going for the Sucker Punch KO instead of Fire fang. But if Mawile is down along with Cofagrigus the battle gets tough, since not a lot of my other pokemon can face him. FAIRLY FEARSOME THREAT.
- Talonflame is not a very deadly threat, especially if I have Rocks up. Most of my team (bar Conkeldurr) can handle a slightly weakened Talonflame with ease. Reuniclus can OHKO after it Brave Birds.
- Conkeldurr and Reuniclus can both handle Mega Tyranitar with their Fighting-type attacks. It also hates Cofagrigus's WoW. Landorus can Intimidate and can put a 60-80% dent in him. Mawile Play Rough is also a good answer.
- Mega Venusaur is the pokemon that walls my team almost completely. Leech Seed and synthesis make almost any damage that isn't above 70% meaningful enough, and Cofagrigus doesn't have any way to afflict it with Mummy (bar some strange twist where my pokemon with mummy infects Venusaur). Chuck and a boosted M-Mawile can handle without taking too much damage, but I have been 'swept' by a stalling Venusaur. DEFINITELY A THREAT
A Rank
- Clefable can be handled by Mawile and Landorus If its the CM set, then it gets a bit trickier, but it can still be handled with minimal casualties.
- Mega Mawile can OHKO with a +2 Sucker Punch, and has a pretty high chance to OHKO with a Fire Fang. Also, Cofagrigus makes a nice counter since at +2 it has a fairly high chance to OHKO with shadow ball, and can also burn (spinning predictions also help). Porygon2 can put a decent dent with Ice beam. Landorus can OHKO with Earthquake.
- Eh, I dont know really. I haven't seen one in a while, but I'm pretty sure (since it is a lead) I would reply with Porygon2. Other than that, it comes down to killing him with Conkeldurr (Mach Punch beats the Protean Switch).
- Depending on which variant, I respond accordingly. If it is the Physical wall, I use Porygon2 to Ice beam. Mixed wall gets Conkeldurr, Porygon2, and Mawile beating down on it.
- While I generally cannot OHKO the specially defensive variants with Porygon2/Reuniclus/Cofagrigus without +2, they get a decent chunk taken out. Also, Mawile can take it on with Play rough, Landorus has no business fighting her, U-turn out. Conkeldurr does not get to face her unless it's Trick Room.
- Not a very big threat, most of my setters/Mawile and Conkeldurr (in TR) can take care of him.
- I either use Mawile or Conkeldurr to handle these. Conkeldurr Drain Punches off any damage along with Ice Punch waiting for the roost, then takes out with Mach Punch. Mega Mawile just goes for the Play rough, but must be wary of the Foul play, which does a fair bit of damage at +2.
- If it comes in on unboosted Mawile, I like to bring in Conkeldurr to take the possible WoW, or not take too much from the attack. Under Trick Room, Mawile can OHKO at +2, and it isn't the most willing to take hits from Cofagrigus or Reuniclus.
- These are generally CB variants, so I normally let Cofagrigus burn them before trying to kill with Mega-Mawile.
- Mawile and Conkeldurr can take these on. Mawile just has to watch out for the Earthquakes. To a certain extent, Reuniclus can handle them with Focus Blast if they have a bit of prior damage. Landorus gets a guaranteed OHKO with rocks up.
A- Rank
- Generally comes down to leaving Conkeldurr and Mawile alive to deal with them. Conkeldurr can Drain Punch at it to recover HP, Knock Off for Eviolite, and Mega Mawile can set up SD and KO with the Play Rough.
- Reuniclus can handle it with Psyshock. I generally switch Mega Mawile in on the Knock-off, SD on the switch, and then go all-out offensive.
- With Rocks up, I can OHKO with Porygon2's Ice Beam, Mega Mawile's Play Rough, Reuniclus's Shadow ball/Psyshock, and Cofagrigus makes a nice switch-in on the predicted E-Speed. Mega Mawile can possibly OHKO through Multiscale without the SD boost. Landorus makes a nice switch-in unless its the Specs variant (i don't know if that is really a thing, but I saw one).
- Granted not a sash set, most of the team can OHKO.
- Taking 25% from Rocks, Porygon2 can OHKO with Thunderbolt. Cofagrigus can take most of the hits and burn.
- Mamoswine can be handled by Reuniclus, Mawile, Conkeldurr, and burned by Cofagrigus.
- I generally handle them the same way I handle Mandibuzz. Except I Fire fang instead of Play rough, which can generally kill a slightly weakened one. At +2 it will OHKO (if sturdy is not in tact).
- I have not seen many of them, but it is generally a matter of switching accordingly since the ones I have seen are choiced. If it comes in on Porygon2 for instance, I know to bring in Cofagrigus. Also, after one Close Combat and a bit of prior damage, Conkeldurr can KO with Mach Punch, and if not severely weakened, take the Close Combat and OHKO with Drain Punch.





A+ Rank

















A Rank










A- Rank








The Banes of my Existence:
Baton Pass- These teams probably annoy just about everyone who isn't using them. To be honest, I normally just quit once I see smeargle, espeon, vaporeon, and scolipede on the same team. These battles aren't worth my time really.
Stall- These teams can be a major pain solely because of Chansey and Mega Venusaur. Granted at +2 mega mawile can handle both of them, but its really REALLY annoying to face them because until I can break the core its literally me firing off attacks praying for a crit.
Volt-Turn- These teams get me mostly because I really only run rocks as hazards, and I have one mega scizor counter. I tend to just try knocking whatever is in front of me as hard as I can, which really puts a ton of pressure on mega mawile to bash pokemon to bits.
CHANSEY: This thing is frustrating to face. Without Mega-Mawile or Conkeldurr, nothing on my team can completely kill this (when it still has its eviolite). Even if I get freeze, they can just switch it out and presto problem solved. I dislike her a lot.
Conclusion:
I have put a lot of time testing and battling with this team, and I hope you all enjoyed this RMT. Any and all advice/comments are appreciated. Thank you for taking the time to read this. (Also, if you have advice/questions on my battling style [from the replays], please do not hesitate to do that)
Importable:
Simba (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide
Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick Room
Ability: Intimidate
EVs: 188 HP / 252 Atk / 68 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide
Chuck (Reuniclus) (F) @ Life Orb
Ability: Magic Guard
EVs: 180 HP / 76 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Psyshock
- Shadow Ball
- Focus Blast
- Trick Room
Jaws (Mawile) (F) @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Daffy (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature
IVs: 0 Atk / 0 Spd
- Thunderbolt
- Ice Beam
- Recover
- Trick Room
Rocky (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
Marley (Cofagrigus) (M) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 0 Atk / 0 Spd
- Shadow Ball
- Nasty Plot
- Will-O-Wisp
- Trick Room
Last edited: