Hello everyone! I finally got off my lazy ass and decided to rmt this lord squad that I've had for a few months now. I've played around 1k ladder games with this team, not even kidding, and decided to post it here so I can outplay people using it easily. Without further ado, here's the team:
Looking at this squad it's pretty obvious that it's 6 slowpokes, which however is redeemed by the amount of thunder waving flying around. I've always enjoyed playing balance and love having solid switchins to most threats in the tier, while also boasting setup sweepers and powerful wallbreakers. This team is based on the early XY core of Probopass-Vileplume-Hariyama that I blatantly stole from Teddeh.
As the meta evolved, I was forced to change some things in the team, refusing to change my bae probo however, since I was determined to make it work. This team really allows the ol' nose to make the best of its' capabilites. I've most recently peaked #1 with this team a little before the ladder reset, thus proving that this team is atleast partly functional.
Enough talking, here's the team:
Duckhands (Probopass) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 14 Spe
- Power Gem
- Thunder Wave
- Volt Switch
- Stealth Rock
Probopass has decent synergy with vileplume, not sharing weaknesses and such. Duckhands function as a rocker, pivot, paralysis spreader and a sp. def pivot in this teams and does its' job well. It's a solid switchin to threats such as mesprit, scyther, non-focus blast jynx and swellow. It can also pivot in and out of CM psychics and Mega Audino with a slow volt switch. The IV's allow Probo to be as slow as possible while outspeeding a paralyzed Archeops.
I had to choose between Power Gem and Earth Power and I chose PGem solely because it's a STAB move, and Earth Power wouldn't scratch Probo switch ins such as Rhydon anyway.
Duckhands is the first part of the paralysis core that negates the teams lack of fast mons.
Truthpard (Liepard) @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Encore
- Thunder Wave
- Pursuit
Liepard acts as a general support mon. Knock off is the best move in the game, and it's pretty strong with STAB boost + Black glasses. Encore is always handy to take care of boosting mons, especially when it comes in after Probopass' volt switch. Thunder wave, as explained above, slow down the opposition allowing Sawk to do major work in the lategame, maybe even allowing Samurott to pull out a clutch Swords Dance allowing me to meme myself out of dire situations. Pursuit is a really handy move, taking out Psychic types and otherwise physically frail mons such as Cryogonal on the switch.
Liepard and its' twave also acts as an emergency stop to opposing sweepers such as lilligant.
Vileman (Vileplume) @ Black Sludge
Ability: Effect Spore
EVs: 244 HP / 248 Def / 16 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
Vileplume is perhaps the clutchest pokemon ever. Effect spore spreads status while it can just shrug off incoming damage with synthesis. The set is pretty self explanatory so I won't go into too much depth with it. The only choice I had to make is whether to run HP Fire or Ground, hitting ferroseed and garbodor, respectively. I chose HP Fire, since I feel like my team handles Garbodor much better.
Did I mention that Effect Spore is awesome?
Dog (Samurott) @ Mystic Water
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
Samurott here is my set-up sweeper. The moveset is pretty much the standard one, nothing special about it really. I chose to run Jolly nature since it allows Samurott to outspeed standard Ludicolo, which is otherwise a huge threat to my team. Aqua jet allows it to pick out weakened threats even without a boost, such as sturdied Sawk. Mystic water I feel is needed to boast decent power, although there are times I wish I was Lum berry. Samurott really appreciates the paralysis support on this team since it isn't the fastest of mons, allowing it to sweep.
Spooky (Rotom) @ Colbur berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Will-O-Wisp
- Volt Switch
- Hex
Rotom here is often my lead. I originally ran spell tag on it, but chose to go for Colbur instead when Skuntank dropped to NU with its' pursuiting shenanigans. Hex is really good on this team with alot of status flying around, and even without any twaves it can support itself with will-o-wisp. Rotom also fixes my team's grave ground weakness and is also immune to fighting discouraging choiced fighting types from clicking Close Combat should Vileplume go down prematurely.
Rotom is overall a really cool pivot / offensive mon in the tier right now with all the Sawk spam going around.
No sawks (Sawk) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake
Sawk is a threat. Perhaps the most threating mon in the tier right now, it boasts terrifying strength with a Choice Band, having no true counters. Playing a sawk is very prediction heavy but fear not; even resisted hits do a ton of damage coming from this killing machine.
Jolly nature is preferred in the current meta since lots of mons are creeping adamant Sawk, allowing it to outspeed those sneaky devils in return. The big choice with Sawk is whether to run Ice punch of Zen headbutt; I chose the former because Zen is really only for weezing, which Probopass provides a solid switchin to.
Threat list:
Dual Dance rhydon: You really have to go into liepard whether or not you think they're going for a boosting move or not; if they don't they'll kill you. This, however allows Vileplume to come in and do stuff or you can go into Samurott and SD up; not that of a big deal.
Tauros: Pretty much 6-0's, you HAVE to keep pard alive to twave or keep Sawk's sturdy intact.
Hazard stack skill tactics: Having no hazard control and focusing on momentum and switch ins, this team really hates spikestack; if you smell a Garbodor coming in, go into either Rotom or Sawk.
Rain: I dont even know, keep Vileplume healthy I guess? You will lose 90% of the time to rain.
Magmortar: Sack mons, bring in Sawk to CC or Liepard to pursuit if you're feeling ballsy, huge threat with pretty much no counters outside of Vibrava of all things.
So there it is, remember this is my first RMT so please comment if I made any mistakes doing it and feel free to ask me if there's something you'd like to know about the team n_n






Looking at this squad it's pretty obvious that it's 6 slowpokes, which however is redeemed by the amount of thunder waving flying around. I've always enjoyed playing balance and love having solid switchins to most threats in the tier, while also boasting setup sweepers and powerful wallbreakers. This team is based on the early XY core of Probopass-Vileplume-Hariyama that I blatantly stole from Teddeh.
As the meta evolved, I was forced to change some things in the team, refusing to change my bae probo however, since I was determined to make it work. This team really allows the ol' nose to make the best of its' capabilites. I've most recently peaked #1 with this team a little before the ladder reset, thus proving that this team is atleast partly functional.

Enough talking, here's the team:

Duckhands (Probopass) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 14 Spe
- Power Gem
- Thunder Wave
- Volt Switch
- Stealth Rock
Probopass has decent synergy with vileplume, not sharing weaknesses and such. Duckhands function as a rocker, pivot, paralysis spreader and a sp. def pivot in this teams and does its' job well. It's a solid switchin to threats such as mesprit, scyther, non-focus blast jynx and swellow. It can also pivot in and out of CM psychics and Mega Audino with a slow volt switch. The IV's allow Probo to be as slow as possible while outspeeding a paralyzed Archeops.
I had to choose between Power Gem and Earth Power and I chose PGem solely because it's a STAB move, and Earth Power wouldn't scratch Probo switch ins such as Rhydon anyway.
Duckhands is the first part of the paralysis core that negates the teams lack of fast mons.

Truthpard (Liepard) @ Black Glasses
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Encore
- Thunder Wave
- Pursuit
Liepard acts as a general support mon. Knock off is the best move in the game, and it's pretty strong with STAB boost + Black glasses. Encore is always handy to take care of boosting mons, especially when it comes in after Probopass' volt switch. Thunder wave, as explained above, slow down the opposition allowing Sawk to do major work in the lategame, maybe even allowing Samurott to pull out a clutch Swords Dance allowing me to meme myself out of dire situations. Pursuit is a really handy move, taking out Psychic types and otherwise physically frail mons such as Cryogonal on the switch.
Liepard and its' twave also acts as an emergency stop to opposing sweepers such as lilligant.

Vileman (Vileplume) @ Black Sludge
Ability: Effect Spore
EVs: 244 HP / 248 Def / 16 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Hidden Power [Fire]
Vileplume is perhaps the clutchest pokemon ever. Effect spore spreads status while it can just shrug off incoming damage with synthesis. The set is pretty self explanatory so I won't go into too much depth with it. The only choice I had to make is whether to run HP Fire or Ground, hitting ferroseed and garbodor, respectively. I chose HP Fire, since I feel like my team handles Garbodor much better.
Did I mention that Effect Spore is awesome?

Dog (Samurott) @ Mystic Water
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn
Samurott here is my set-up sweeper. The moveset is pretty much the standard one, nothing special about it really. I chose to run Jolly nature since it allows Samurott to outspeed standard Ludicolo, which is otherwise a huge threat to my team. Aqua jet allows it to pick out weakened threats even without a boost, such as sturdied Sawk. Mystic water I feel is needed to boast decent power, although there are times I wish I was Lum berry. Samurott really appreciates the paralysis support on this team since it isn't the fastest of mons, allowing it to sweep.

Spooky (Rotom) @ Colbur berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Will-O-Wisp
- Volt Switch
- Hex
Rotom here is often my lead. I originally ran spell tag on it, but chose to go for Colbur instead when Skuntank dropped to NU with its' pursuiting shenanigans. Hex is really good on this team with alot of status flying around, and even without any twaves it can support itself with will-o-wisp. Rotom also fixes my team's grave ground weakness and is also immune to fighting discouraging choiced fighting types from clicking Close Combat should Vileplume go down prematurely.
Rotom is overall a really cool pivot / offensive mon in the tier right now with all the Sawk spam going around.

No sawks (Sawk) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake
Sawk is a threat. Perhaps the most threating mon in the tier right now, it boasts terrifying strength with a Choice Band, having no true counters. Playing a sawk is very prediction heavy but fear not; even resisted hits do a ton of damage coming from this killing machine.
Jolly nature is preferred in the current meta since lots of mons are creeping adamant Sawk, allowing it to outspeed those sneaky devils in return. The big choice with Sawk is whether to run Ice punch of Zen headbutt; I chose the former because Zen is really only for weezing, which Probopass provides a solid switchin to.
Threat list:
Dual Dance rhydon: You really have to go into liepard whether or not you think they're going for a boosting move or not; if they don't they'll kill you. This, however allows Vileplume to come in and do stuff or you can go into Samurott and SD up; not that of a big deal.
Tauros: Pretty much 6-0's, you HAVE to keep pard alive to twave or keep Sawk's sturdy intact.
Hazard stack skill tactics: Having no hazard control and focusing on momentum and switch ins, this team really hates spikestack; if you smell a Garbodor coming in, go into either Rotom or Sawk.
Rain: I dont even know, keep Vileplume healthy I guess? You will lose 90% of the time to rain.
Magmortar: Sack mons, bring in Sawk to CC or Liepard to pursuit if you're feeling ballsy, huge threat with pretty much no counters outside of Vibrava of all things.
So there it is, remember this is my first RMT so please comment if I made any mistakes doing it and feel free to ask me if there's something you'd like to know about the team n_n