Hey Smogon people! This is not only my first RMT, but my first post! Any help would be greatly appreciated, team wise and formatting :]
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch
Half of the Double Dance core, Feraligatr is a great offensive water type. This set is pretty standard, and with a Dragon Dance up it doesn't have many switch ins. With two, there are no switch ins.
Volcarona @ Lum Berry/Leftovers
Ability: Flame Body
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Quiver Dance
- Fiery Dance/Flamethrower
- Bug Buzz
The other half, the Quiver dancing Volcarona. The set is bulky enough to take some neutral physical attacks, and Flame Body adds a nice burn chance. Leftovers and Lum berry can be used interchangeably, with leftovers providing great neutral recovery, but Lum allows Volcarona to switch in to Serperior's leaf storm, Quiver Dance on a glare, and then sweep if possible. Otherwise, you can still 1v1 Serperior but you might lose to para hax. And no one likes that. Fiery Dance is great for hitting hard and still having that chance to boost up to +1 SPATK, but flamethrower provides more power and an even better burn chance.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis
Bulky M-Venusaur rounds out the Fire-Water-Gras core, and checks things that would beat Feraligatr (Serp, Breloom, etc.) and Volcarona (Terrakion, Azumarill, Keldeo, M. Diancie, etc.) Chlorophyll is there in case Charizard-Y is threatening the team (which it always is, as you will see). It's a great defensive mon with reliable recovery, and has earned its spot on the team.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Defog
- Iron Head/Brave Bird
Specially Defensive Skarmory works to remove hazards so Volcarona can sweep, set up spikes, and beat steel types. It handles Excadrill in sand (most of the time), as well as most of the other issues this team sees. Iron Head and Brave Bird can be used interchangeably, but I prefer Iron Head to catch Mega Diancie.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
This is my favorite Clefable set. It adds another nice Physical wall that can boost up and/or cripple mons that would ordinarily stop it. Thunder Wave is useful to beat things that threaten the team but can be switched with Flamethrower if you want to catch Mega Scizor on a switch, but then you have nothing for Heatran and Mega Charizard X (without any boosts).
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Endure
- Stealth Rock
- Dragon Tail
- Earthquake
Bulky Chomp rounds out the team, as it punishes physical attackers and stops otherwise disastrous mons like Heatran. Max HP and Max Def allow it to take more physical attacks and deal more passive damage from Rough Skin and Rocky Helmet. Endure also gives it another chance to punish mons like Mega Lopunny and Conkeldurr, who might otherwise give us issues.
Full Import:
Big Issues:
This team handles most threats fairly easily, but has just about nothing for Mega Charizard Y. All you can do is pray and predict. Mega Diancie can cause problems if Skarm and Venasaur get weakened. Also, it's very important to keep Skarmory alive if your opponent is Spike Stacking, as this can be a large issue to the team.
Thanks a lot for reading, and I hope you can help me make this team better!
The Team
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch
Half of the Double Dance core, Feraligatr is a great offensive water type. This set is pretty standard, and with a Dragon Dance up it doesn't have many switch ins. With two, there are no switch ins.
Volcarona @ Lum Berry/Leftovers
Ability: Flame Body
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Quiver Dance
- Fiery Dance/Flamethrower
- Bug Buzz
The other half, the Quiver dancing Volcarona. The set is bulky enough to take some neutral physical attacks, and Flame Body adds a nice burn chance. Leftovers and Lum berry can be used interchangeably, with leftovers providing great neutral recovery, but Lum allows Volcarona to switch in to Serperior's leaf storm, Quiver Dance on a glare, and then sweep if possible. Otherwise, you can still 1v1 Serperior but you might lose to para hax. And no one likes that. Fiery Dance is great for hitting hard and still having that chance to boost up to +1 SPATK, but flamethrower provides more power and an even better burn chance.
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis
Bulky M-Venusaur rounds out the Fire-Water-Gras core, and checks things that would beat Feraligatr (Serp, Breloom, etc.) and Volcarona (Terrakion, Azumarill, Keldeo, M. Diancie, etc.) Chlorophyll is there in case Charizard-Y is threatening the team (which it always is, as you will see). It's a great defensive mon with reliable recovery, and has earned its spot on the team.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Defog
- Iron Head/Brave Bird
Specially Defensive Skarmory works to remove hazards so Volcarona can sweep, set up spikes, and beat steel types. It handles Excadrill in sand (most of the time), as well as most of the other issues this team sees. Iron Head and Brave Bird can be used interchangeably, but I prefer Iron Head to catch Mega Diancie.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
This is my favorite Clefable set. It adds another nice Physical wall that can boost up and/or cripple mons that would ordinarily stop it. Thunder Wave is useful to beat things that threaten the team but can be switched with Flamethrower if you want to catch Mega Scizor on a switch, but then you have nothing for Heatran and Mega Charizard X (without any boosts).
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Endure
- Stealth Rock
- Dragon Tail
- Earthquake
Bulky Chomp rounds out the team, as it punishes physical attackers and stops otherwise disastrous mons like Heatran. Max HP and Max Def allow it to take more physical attacks and deal more passive damage from Rough Skin and Rocky Helmet. Endure also gives it another chance to punish mons like Mega Lopunny and Conkeldurr, who might otherwise give us issues.
Full Import:
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Quiver Dance
- Fiery Dance
- Bug Buzz
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Defog
- Iron Head
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Endure
- Stealth Rock
- Dragon Tail
- Earthquake
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 148 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Leech Seed
- Sludge Bomb
- Synthesis
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Quiver Dance
- Fiery Dance
- Bug Buzz
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Crunch
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Roost
- Defog
- Iron Head
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Endure
- Stealth Rock
- Dragon Tail
- Earthquake
This team handles most threats fairly easily, but has just about nothing for Mega Charizard Y. All you can do is pray and predict. Mega Diancie can cause problems if Skarm and Venasaur get weakened. Also, it's very important to keep Skarmory alive if your opponent is Spike Stacking, as this can be a large issue to the team.
Thanks a lot for reading, and I hope you can help me make this team better!
Last edited: