Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Ice Fang
- Roost
- Substitute
Typically Gliscor is my lead, unless they're full of a Ice or Water types. I can sub and roost around if I need to, or simply scout with him. useful against leech seeders, unless they're pranksters, which I admit annoys me a lot. Gliscor also helps deal with those so tedious Ballooning-Mold-Breaking Excadrills; having ice fang instead of swords dance lets you pop that sucker and drop him with a few EQs. you'll take decent damage doing it, but then you can roost back up, provided your opponent doesn't have anything too heavy to throw next. Even if he does, Gli can hang back and let R-dubs do the work and come back and heal later too.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
Ground immunity and fire/water resist are always nice, and solidly couple with my steel/poison types and my fire/ground types. pain split for recovery, hydro pump because it's the only water type move aside from hidden power ( I so hate the low acc but it can't be helped). I can burn anything they thing they're gonna switch at me and usually volt switch out pretty quick. This guy really only cries when it meets mold breaking Excadrill, but then I bring out Gliscor and EQ.
Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Power-Up Punch
- Sucker Punch
- Iron Head
- Play Rough
My favorite Mega evolution (I know it's common but I liked it before it got a Megalution, so there), Mega Mawile is the one I've stuck with and amusingly enough seems to be the best fit for this team, aside from perhaps mega Medicham or mega Khangaskan. Obviously has trouble with fire or ground, and even fighting at times, but that intimidate is useful utility if you can manage to not get hit, and or just go mega and wreck house. Once you do, powerup and sucker both do an inordinate amount of damage for such low power attacks with no STAB behind them, and if you opponent is all out of fire or ground type feel free to Play Rough and Iron Head all day.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 SDef
- Roost
- Brave Bird
- Bulk Up
- Flare Blitz
This guy is usually my last resort, or my middle fighter depending on what I'm up against. I originally had a flying gem set to power up acrobatics, as is common for the move, then switched to a red card set that relied on bulk up and red card's activation to allow a full power acrobatic attack, but as much as I hate recoil it's better not to have to take that hit from something potentially very painful. Not many rock type threats atm, but if I ever meet one, then it meets Aegislash.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- King's Shield
- Swords Dance
- Sacred Sword
- Shadow Sneak
Aegislash was one of my first picks for this team. spinblocker if you want one (I don't), and really fun gimmick tank/cannon. The only problem is that everyone knows how they work anymore, so if you have an opponent who knows Aegis and they have a boosting move they'll use it first, so don't always go for king's shield right off the bat. better to swords dance and power up for next turn's shield or shadow sneak. and even with it's bulk it can sometimes take a SE hit, so even if you mess up on prediction it's usually okay, because that mean's you were boosting or doing damage. The other role he fulfills is my main priority attacker. bring him into a normal or fighting move like fake out or something that might hurt Megamaw, and suddenly your opponent has to switch while you can swords dance, allowing you to boost for your next priority Shadow Sneak.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 240 Def / 252 HP / 16 Spd
Bold Nature
- Scald
- Ice Beam
- Knock Off
- Rapid Spin
Lastly, Tentacruel. The role of the RS'r may be better fulfilled by Starmie, I have not tried to find out yet, but clear body rapid stops that pesky sticky web while you rapid spin, plus the poison typing clears out any toxic spikes your opponent may have set on you. Of course, Knock off and scald are all fun support moves, if situational, and lastly that ice beam in case you opponent thinks he's gonna fly at you with a dragon.
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Earthquake
- Ice Fang
- Roost
- Substitute
Typically Gliscor is my lead, unless they're full of a Ice or Water types. I can sub and roost around if I need to, or simply scout with him. useful against leech seeders, unless they're pranksters, which I admit annoys me a lot. Gliscor also helps deal with those so tedious Ballooning-Mold-Breaking Excadrills; having ice fang instead of swords dance lets you pop that sucker and drop him with a few EQs. you'll take decent damage doing it, but then you can roost back up, provided your opponent doesn't have anything too heavy to throw next. Even if he does, Gli can hang back and let R-dubs do the work and come back and heal later too.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hydro Pump
- Pain Split
- Volt Switch
- Will-O-Wisp
Ground immunity and fire/water resist are always nice, and solidly couple with my steel/poison types and my fire/ground types. pain split for recovery, hydro pump because it's the only water type move aside from hidden power ( I so hate the low acc but it can't be helped). I can burn anything they thing they're gonna switch at me and usually volt switch out pretty quick. This guy really only cries when it meets mold breaking Excadrill, but then I bring out Gliscor and EQ.
Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Power-Up Punch
- Sucker Punch
- Iron Head
- Play Rough
My favorite Mega evolution (I know it's common but I liked it before it got a Megalution, so there), Mega Mawile is the one I've stuck with and amusingly enough seems to be the best fit for this team, aside from perhaps mega Medicham or mega Khangaskan. Obviously has trouble with fire or ground, and even fighting at times, but that intimidate is useful utility if you can manage to not get hit, and or just go mega and wreck house. Once you do, powerup and sucker both do an inordinate amount of damage for such low power attacks with no STAB behind them, and if you opponent is all out of fire or ground type feel free to Play Rough and Iron Head all day.
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 SDef
- Roost
- Brave Bird
- Bulk Up
- Flare Blitz
This guy is usually my last resort, or my middle fighter depending on what I'm up against. I originally had a flying gem set to power up acrobatics, as is common for the move, then switched to a red card set that relied on bulk up and red card's activation to allow a full power acrobatic attack, but as much as I hate recoil it's better not to have to take that hit from something potentially very painful. Not many rock type threats atm, but if I ever meet one, then it meets Aegislash.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- King's Shield
- Swords Dance
- Sacred Sword
- Shadow Sneak
Aegislash was one of my first picks for this team. spinblocker if you want one (I don't), and really fun gimmick tank/cannon. The only problem is that everyone knows how they work anymore, so if you have an opponent who knows Aegis and they have a boosting move they'll use it first, so don't always go for king's shield right off the bat. better to swords dance and power up for next turn's shield or shadow sneak. and even with it's bulk it can sometimes take a SE hit, so even if you mess up on prediction it's usually okay, because that mean's you were boosting or doing damage. The other role he fulfills is my main priority attacker. bring him into a normal or fighting move like fake out or something that might hurt Megamaw, and suddenly your opponent has to switch while you can swords dance, allowing you to boost for your next priority Shadow Sneak.
Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 240 Def / 252 HP / 16 Spd
Bold Nature
- Scald
- Ice Beam
- Knock Off
- Rapid Spin
Lastly, Tentacruel. The role of the RS'r may be better fulfilled by Starmie, I have not tried to find out yet, but clear body rapid stops that pesky sticky web while you rapid spin, plus the poison typing clears out any toxic spikes your opponent may have set on you. Of course, Knock off and scald are all fun support moves, if situational, and lastly that ice beam in case you opponent thinks he's gonna fly at you with a dragon.