Hi there, Smogon people! This is a team I put together for the purpose of running this in Wifi battles, which I have always been hesitant to do even in B2/W2 with Pokegen and whatnot making the breeding process null and void. This is my first RMT (and also the first thread I've ever made on the Smogon forums, fancy that), and I have done moderate amounts of testing, though I am nowhere near skilled enough yet to utilize this team to the full potential it may (or may not) have.
Now, the team!
Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Psyshock
- Yawn
- Reflect
- Light Screen
You probably guessed by now why the team is called "Right back atcha". This little guy here is my saving grace against the onslaught of Smeargles, Sableyes, Galvantulas and the ever-dreaded SwagKey. Light Clay is an obvious item on a dual screener, and if the enemy comes out with a dedicated setter lead, I at least have a turn to set up one of my screens. Usually both, if I outspeed whatever the enemy has. Psyshock is to hit things that are specially bulky or have low Defense straight out the gate. Magic Bounce is the juicy, juicy anti-hazard ability of choice, simply because of its utility in bolstering my own setup against the opponent.
Seriously though, Klefki can go burn in the annals of the Inferno itself. That'll teach him to pull his Prankster shenanigans again.
More to the point, you may be wondering why I ran Yawn instead of HP Fire. I could give you strategic explanations, but the truth is closer to this: This team was made for in-game use, and I simply do not have the time nor the inclination to bother breeding for Hidden Power types. Yawn was the one alternative I had simply due to the fact that it can be quite a potent phazing move/status if used right. Give them a turn to turn tail or fall asleep, and you'd be surprised at how people react.
The EV spread is to make sure I get my screens out as fast as possible, and hopefully tank a hit with my 50% extra bulk (though Reflect isn't going to do much to ward off a physical SE attack). 0 IVs in Attack make sure that Foul Play doesn't hurt as much, though it still is going to sting, even behind Reflect.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Power Whip
- Thunder Wave
EDIT: Switched Gyro Ball for Thunder Wave.
The quintessential physical wall to my team. This is just a standard set brought over from BW, nothing terribly special. I have, however, been debating the choice of Rocky Helmet over Leftovers. I usually run Leftovers simply because I need some form of recovery on him outside of Leech Seed, which I am still not good enough to reliably predict and land on an opponent that has no choice but to stay in a few turns.
Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Overheat
- Volt Switch
- Trick
- Thunderbolt
EDIT: Switched Toxic for Thunderbolt (I didn't choose a HIdden Power for the same reason as Espeon)
Now here's an interesting choice I came upon. Normally, whenever we see Rotom in the current Gen IV ladders, it's nearly always Rotom-W. Why would I possibly choose the oven over the washing machine?
There are several key benefits that led me to choosing Rotom-H over -W. First would be his resistance to burns AS WELL AS paralysis. Next, he provides some very useful Fire-type coverage that my team otherwise sorely lacks. Volt Switch is the Electric move of choice for scouting purposes coupled with decent damage. Next is the interesting Fairy-type resistance, which can help me put a stop to the likes of Mawile if possible.
Overheat and Volt Switch are core STAB moves. Trick is there in case I want to cripple a physical attacker or someone who relies on diversity of move choices. Normally Trick is run with a Choice Scarf, but I feel that it's a bit too risky considering that more people can take advantage of a Choice Scarf than Choice Specs.
Despite saying all this, I have tested Rotom-H out less than the other 5 Pokes in my team. Feedback for this guy in particular (meaning his EV spread and move choices) would be appreciated.
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Waterfall
- Dragon Dance
EDIT: Switched Roost for Dragon Dance.
Oh, WeakNite. The name alone makes it the Tiny Tim of my team. This thing is a powerhouse if anyone is fool enough to let it get going. Multiscale guarantees I can tank most super-effective hits outside of a critical-hit DM or a Skill Link Icicle Spear, and thus proc Weakness Policy. From there on in, it's usually a D-Dance to history if I've already crippled/taken out anything that could stop Dragonite. Outrage and Earthquake are key coverage moves, while I chose Waterfall over Fire Punch or any other coverage move simply for the surprise factor against things like Talonflame or opposing Rotom-H, who feel safer switching into EQ, or Fairy-types that expect the Outrage or the like. It also serves as a decent hit against Gliscor or Donphan, just for the safety of having a threatening move outside of Outrage if it's too risky to use Outrage for fear of being walled by Fairies.
Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Shadow Claw
Another interesting deviation from the norm here with Assault Vest Excadrill. This is especially helpful against the likes of Mega Gengar, who would otherwise block my Rapid Spin and go straight for the Focus Blast. Between Assault Vest and Light Screen (if it's still up), however, Focus Blast ain't leaving a dent unless it's a crit. Even without Light Screen, Focus Blast from a 252+ SpA Mega-Gengar fails to OHKO it, giving me the golden opportunity to EQ his sorry face off. Shadow Claw is there for any other ghosties that want a beating. Except maybe Dusclops, that guy is BEEFY. Even in that scenario, Tricking Eviolite off him with Rotom-H can take care of that to some extent.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Calm Mind
- Focus Blast
- Shadow Ball
- Echoed Voice
This is my Mega. There are many like it (pfft, probably not Gardevoir), but this one is mine. Anyways, this guy here is my Fairy-type coverage along with some useful tools of her own. Outside of her Mega, she has Trace. This is highly useful if you need to force a switch-in or otherwise force the opponent's hand in some way or another. For example, switching in on an Intimidate user doesn't really mean much to you, but essentially doing unto them what they have done to you can really hurt them. Volt/Water Absorb are also useful abilities to Trace before you Mega, effectively invalidating any damage (or even healing back hazard damage). CM is there to help Gardevoir set up as well as gain respectable special bulk if need be. Focus Blast and Shadow Ball are effective coverage. Now here I chose Echoed Voice over Moonblast for several reasons: First, Hyper Voice isn't available yet. Once it is, however, that'll be a shoo-in. Second, this gives me very valuable Sub-infiltrating power. Last, I desperately needed something to put those damn Stored Power Sigilyphs and Clefables in their place. I just have to CM alongside their Cosmic Powers and watch as Echoed Voice eventually becomes too strong for their sky-high defenses to hold up, and will then proceed to utterly wreck anything else in its way. I also didn't put Psychic on this set because I get good enough coverage from Shadow Ball + Echoed Voice that it really isn't necessary.
Anyways, that'd be my team in all its short-handed glory. This team could most likely use quite a tune-up, and I'm aware of that, but any and all feedback would be appreciated immensely. Thanks for reading!
Now, the team!

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Psyshock
- Yawn
- Reflect
- Light Screen
You probably guessed by now why the team is called "Right back atcha". This little guy here is my saving grace against the onslaught of Smeargles, Sableyes, Galvantulas and the ever-dreaded SwagKey. Light Clay is an obvious item on a dual screener, and if the enemy comes out with a dedicated setter lead, I at least have a turn to set up one of my screens. Usually both, if I outspeed whatever the enemy has. Psyshock is to hit things that are specially bulky or have low Defense straight out the gate. Magic Bounce is the juicy, juicy anti-hazard ability of choice, simply because of its utility in bolstering my own setup against the opponent.
Seriously though, Klefki can go burn in the annals of the Inferno itself. That'll teach him to pull his Prankster shenanigans again.
More to the point, you may be wondering why I ran Yawn instead of HP Fire. I could give you strategic explanations, but the truth is closer to this: This team was made for in-game use, and I simply do not have the time nor the inclination to bother breeding for Hidden Power types. Yawn was the one alternative I had simply due to the fact that it can be quite a potent phazing move/status if used right. Give them a turn to turn tail or fall asleep, and you'd be surprised at how people react.
The EV spread is to make sure I get my screens out as fast as possible, and hopefully tank a hit with my 50% extra bulk (though Reflect isn't going to do much to ward off a physical SE attack). 0 IVs in Attack make sure that Foul Play doesn't hurt as much, though it still is going to sting, even behind Reflect.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Power Whip
- Thunder Wave
EDIT: Switched Gyro Ball for Thunder Wave.
The quintessential physical wall to my team. This is just a standard set brought over from BW, nothing terribly special. I have, however, been debating the choice of Rocky Helmet over Leftovers. I usually run Leftovers simply because I need some form of recovery on him outside of Leech Seed, which I am still not good enough to reliably predict and land on an opponent that has no choice but to stay in a few turns.

Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Overheat
- Volt Switch
- Trick
- Thunderbolt
EDIT: Switched Toxic for Thunderbolt (I didn't choose a HIdden Power for the same reason as Espeon)
Now here's an interesting choice I came upon. Normally, whenever we see Rotom in the current Gen IV ladders, it's nearly always Rotom-W. Why would I possibly choose the oven over the washing machine?
There are several key benefits that led me to choosing Rotom-H over -W. First would be his resistance to burns AS WELL AS paralysis. Next, he provides some very useful Fire-type coverage that my team otherwise sorely lacks. Volt Switch is the Electric move of choice for scouting purposes coupled with decent damage. Next is the interesting Fairy-type resistance, which can help me put a stop to the likes of Mawile if possible.
Overheat and Volt Switch are core STAB moves. Trick is there in case I want to cripple a physical attacker or someone who relies on diversity of move choices. Normally Trick is run with a Choice Scarf, but I feel that it's a bit too risky considering that more people can take advantage of a Choice Scarf than Choice Specs.
Despite saying all this, I have tested Rotom-H out less than the other 5 Pokes in my team. Feedback for this guy in particular (meaning his EV spread and move choices) would be appreciated.

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Waterfall
- Dragon Dance
EDIT: Switched Roost for Dragon Dance.
Oh, WeakNite. The name alone makes it the Tiny Tim of my team. This thing is a powerhouse if anyone is fool enough to let it get going. Multiscale guarantees I can tank most super-effective hits outside of a critical-hit DM or a Skill Link Icicle Spear, and thus proc Weakness Policy. From there on in, it's usually a D-Dance to history if I've already crippled/taken out anything that could stop Dragonite. Outrage and Earthquake are key coverage moves, while I chose Waterfall over Fire Punch or any other coverage move simply for the surprise factor against things like Talonflame or opposing Rotom-H, who feel safer switching into EQ, or Fairy-types that expect the Outrage or the like. It also serves as a decent hit against Gliscor or Donphan, just for the safety of having a threatening move outside of Outrage if it's too risky to use Outrage for fear of being walled by Fairies.

Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Shadow Claw
Another interesting deviation from the norm here with Assault Vest Excadrill. This is especially helpful against the likes of Mega Gengar, who would otherwise block my Rapid Spin and go straight for the Focus Blast. Between Assault Vest and Light Screen (if it's still up), however, Focus Blast ain't leaving a dent unless it's a crit. Even without Light Screen, Focus Blast from a 252+ SpA Mega-Gengar fails to OHKO it, giving me the golden opportunity to EQ his sorry face off. Shadow Claw is there for any other ghosties that want a beating. Except maybe Dusclops, that guy is BEEFY. Even in that scenario, Tricking Eviolite off him with Rotom-H can take care of that to some extent.


Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Calm Mind
- Focus Blast
- Shadow Ball
- Echoed Voice
This is my Mega. There are many like it (pfft, probably not Gardevoir), but this one is mine. Anyways, this guy here is my Fairy-type coverage along with some useful tools of her own. Outside of her Mega, she has Trace. This is highly useful if you need to force a switch-in or otherwise force the opponent's hand in some way or another. For example, switching in on an Intimidate user doesn't really mean much to you, but essentially doing unto them what they have done to you can really hurt them. Volt/Water Absorb are also useful abilities to Trace before you Mega, effectively invalidating any damage (or even healing back hazard damage). CM is there to help Gardevoir set up as well as gain respectable special bulk if need be. Focus Blast and Shadow Ball are effective coverage. Now here I chose Echoed Voice over Moonblast for several reasons: First, Hyper Voice isn't available yet. Once it is, however, that'll be a shoo-in. Second, this gives me very valuable Sub-infiltrating power. Last, I desperately needed something to put those damn Stored Power Sigilyphs and Clefables in their place. I just have to CM alongside their Cosmic Powers and watch as Echoed Voice eventually becomes too strong for their sky-high defenses to hold up, and will then proceed to utterly wreck anything else in its way. I also didn't put Psychic on this set because I get good enough coverage from Shadow Ball + Echoed Voice that it really isn't necessary.
Anyways, that'd be my team in all its short-handed glory. This team could most likely use quite a tune-up, and I'm aware of that, but any and all feedback would be appreciated immensely. Thanks for reading!
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