This is my first RMT and the team I've spent the most time on trying to build. It's Pre-Pokebank, and I'm trying to keep it that way so I can actually make this team on the 3DS. It's pretty good as an anti-metagame sort of team, and I win a majority of my matches, but I've made it as far as I can on my own and it loses to a multitude of threats. The basis of my strategy is just to play defensively and wear the opponent down by taking out individual threats. Not the best strategy in the world, but it works.
Rotom (Rotom-W) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp
First part to the quintessential VoltTurn combo, this is my lead. I usually use Volt Switch on most things, unless it's an attacker or a wall, in which case I'll hit it with WoW or Trick, respectively. It really doesn't net me many kills and acts as more of transitional mon to inflict some damage or mess up the opponent and move on to something else. Could possibly look at some options to change it out.
Ferrothorn (F) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 200 Def / 56 SDef
Relaxed Nature (+Def, -Spd)
- Power Whip
- Stealth Rock
- Spikes
- Leech Seed
My hazards setter and my means to kill bulky water types. This thing also acts as a really good physical mon counter (thinking MegaKanga) as it wears down anything that makes contact with it. It's another good transitional mon that I can switch in to absorb a hit, set a layer of spikes or SR, then switch out.
Florges (F) @ Leftovers (This or Quagsire might need a different item for item clause on the 3DS)
Trait: Flower Veil
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Aromatherapy
- Moonblast
First part to my defensive core and my special sponge/cleric. Any time I feel a neutral special attack coming on, I immediately switch to this. It laughs off just about any unboosted, non-SE special attack. This thing also keeps the rest of my team healthy with Wish support and Aromatherapy, so I never really have to worry too much about status. It could be tweaked a little bit, but overall I'm happy with its moveset.
Kangaskhan (F) @ Kangaskhanite
Trait: Early Bird
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Return
- Power-Up Punch
- Sucker Punch
- Fire Punch
This is my main source of offensive power. It's moveset is really to counter some threats to my team and to act as a sort of revenge killer. This thing decimates Ferro, Excadrill, and many other steels with a boosted Fire Punch, and it's also not walled by the likes of Gengar. Sending this out is usually good for a kill or two, but it works best as a late game sweeper with hazards on the field.
Scizor (F) @ Choice Band
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Bullet Punch
- U-turn
- Pursuit
The other part to the VoltTurn combo. It's really not as capable of taking hits as I like, and I think I want to switch its EVs around so it's a bit bulkier. Mostly all I use it for is STABed Bullet Punch, so I'm open to changing this thing out too. It's a great Fairy-killer and helps me get rid of Togekiss, which can be a real problem for my team.
#Swagsire (Quagsire) (M) @ Leftovers (This or Florges might need a different item for item clause on the 3DS)
Trait: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Stockpile
- Toxic
- Recover
And here we have the second part to my defensive core and the star of my team. This is one of the best anti-metagame Pokemon I can think of, as it laughs at common physical threats like Aegislash and Talonflame. It's even pretty good against special mons if they've come in after I've got a couple Stockpiles in. Basically, the goal is to wall them to death with status and recovering any damage they give me. If anything has a grass attack I immediately switch to Ferro or Florges because grass is one of the only ways to kill this thing.
Threat list:
- Other defensive teams: I have no real way to wear down solid defensive teams with either big offense or lots of hazards, so these give me a real problem.
- Entry hazards: I've constantly struggled for a way to get Rapid Spin on this team, but nothing has worked out. Excadrill doesn't really fit my team at all, and it's the best RS user right now. This team also HATES Toxic Spikes.
- Jellicent: Counters pretty much everything on my team
- Mega Lucario: Wrecks everything with Aura Sphere or Close Combat
- Gliscor: If Rotom is dead, I have no way to out stall it
- Volcarona: Usually carries Energy Ball and Fire Dance, so Quagsire and Ferrothorn are useless against it.
- Trevenant (or really any decent grass type): This thing is annoying, though MegaKanga helps to take it out somewhat.
- Bulky Pain Split Rotom-W: Ugh, how annoying,
- Non-OU Meta threats, or uncommon threats like Curse Ferrothorn, Lanturn, and Immunity Snorlax.
Overall, it's pretty decent and fun to play with, but I've made it about as good as I can. Really, anything is up for debate and I've changed it all at some point except for Quagsire who has been the mainstay. So any advice is welcome.

Rotom (Rotom-W) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp
First part to the quintessential VoltTurn combo, this is my lead. I usually use Volt Switch on most things, unless it's an attacker or a wall, in which case I'll hit it with WoW or Trick, respectively. It really doesn't net me many kills and acts as more of transitional mon to inflict some damage or mess up the opponent and move on to something else. Could possibly look at some options to change it out.

Ferrothorn (F) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 200 Def / 56 SDef
Relaxed Nature (+Def, -Spd)
- Power Whip
- Stealth Rock
- Spikes
- Leech Seed
My hazards setter and my means to kill bulky water types. This thing also acts as a really good physical mon counter (thinking MegaKanga) as it wears down anything that makes contact with it. It's another good transitional mon that I can switch in to absorb a hit, set a layer of spikes or SR, then switch out.

Florges (F) @ Leftovers (This or Quagsire might need a different item for item clause on the 3DS)
Trait: Flower Veil
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Wish
- Protect
- Aromatherapy
- Moonblast
First part to my defensive core and my special sponge/cleric. Any time I feel a neutral special attack coming on, I immediately switch to this. It laughs off just about any unboosted, non-SE special attack. This thing also keeps the rest of my team healthy with Wish support and Aromatherapy, so I never really have to worry too much about status. It could be tweaked a little bit, but overall I'm happy with its moveset.

Kangaskhan (F) @ Kangaskhanite
Trait: Early Bird
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Return
- Power-Up Punch
- Sucker Punch
- Fire Punch
This is my main source of offensive power. It's moveset is really to counter some threats to my team and to act as a sort of revenge killer. This thing decimates Ferro, Excadrill, and many other steels with a boosted Fire Punch, and it's also not walled by the likes of Gengar. Sending this out is usually good for a kill or two, but it works best as a late game sweeper with hazards on the field.

Scizor (F) @ Choice Band
Trait: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brick Break
- Bullet Punch
- U-turn
- Pursuit
The other part to the VoltTurn combo. It's really not as capable of taking hits as I like, and I think I want to switch its EVs around so it's a bit bulkier. Mostly all I use it for is STABed Bullet Punch, so I'm open to changing this thing out too. It's a great Fairy-killer and helps me get rid of Togekiss, which can be a real problem for my team.

#Swagsire (Quagsire) (M) @ Leftovers (This or Florges might need a different item for item clause on the 3DS)
Trait: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Scald
- Stockpile
- Toxic
- Recover
And here we have the second part to my defensive core and the star of my team. This is one of the best anti-metagame Pokemon I can think of, as it laughs at common physical threats like Aegislash and Talonflame. It's even pretty good against special mons if they've come in after I've got a couple Stockpiles in. Basically, the goal is to wall them to death with status and recovering any damage they give me. If anything has a grass attack I immediately switch to Ferro or Florges because grass is one of the only ways to kill this thing.
Threat list:
- Other defensive teams: I have no real way to wear down solid defensive teams with either big offense or lots of hazards, so these give me a real problem.
- Entry hazards: I've constantly struggled for a way to get Rapid Spin on this team, but nothing has worked out. Excadrill doesn't really fit my team at all, and it's the best RS user right now. This team also HATES Toxic Spikes.
- Jellicent: Counters pretty much everything on my team
- Mega Lucario: Wrecks everything with Aura Sphere or Close Combat
- Gliscor: If Rotom is dead, I have no way to out stall it
- Volcarona: Usually carries Energy Ball and Fire Dance, so Quagsire and Ferrothorn are useless against it.
- Trevenant (or really any decent grass type): This thing is annoying, though MegaKanga helps to take it out somewhat.
- Bulky Pain Split Rotom-W: Ugh, how annoying,
- Non-OU Meta threats, or uncommon threats like Curse Ferrothorn, Lanturn, and Immunity Snorlax.
Overall, it's pretty decent and fun to play with, but I've made it about as good as I can. Really, anything is up for debate and I've changed it all at some point except for Quagsire who has been the mainstay. So any advice is welcome.
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