Yo pu! This team was made to make use of meostic and be generally wall braking. I don't build with much in mind but this team has been pretty reliable and fun to use compared to my others, so why not make a RMT about it. also much thanks to Marogodd for plenty of suggestions and fixing. and Dundiies and Akir for encouraging me to try RMT out.
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also reading music for cool guys ;)
Scrappy stoutland is an obvious choice for wall breaking. It hits just about everything hard especially with the band and with scrappy it keeps ghost types from forcing it to switch out when it goes on frustration rampage. Facade is perfect for when it gets burned obvi. Superpower to stop licky from having a chance to wish and iron head on clefairy for more or less the same effect. Because of its likeliness to get burned or abused with the band i save it for late game sweeping.
I started making this team with meow in mind. I'll start off by saying prankster is great. being able to pull up reflect before taking a hit really helps when fighting fast attackers. Keeping meow alive has become something i try to do because of its ability to sneak in front of pokemon and cause trouble. I really like having yawn as it really puts pressure to switch out and with rocks up the pressure only mounts. once its done causing trouble, psychic hits most targets for some good damage and makes it even easier for teammates to switch in.
I was unsure if cryognal belonged on this team because of my teams generally low defense, but I was surprised by its impressive speed and ability to hit water types. Recover helps for long battles and keep poison and burns from cutting its lifespan to something predictable. Rapid spin is for the ladies and hidden power fighting has done wonders for probo and enemy pawnards. And the eves in defense are for any sucker punches or light blows that this guy might take.
I am afraid of fast strong special attackers as they can do heavy damage to me with my team lacking speed and special defense over all.
Switching out is also hard on the team with out screens and good prediction, damage mounts fast.
Dodrio is difficult if i cant paralyze it. as it out speeds everything and can one hit a lot of my team.






/////////////////////////////////////// Double Sunday \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
http://www.infinitelooper.com/?v=Pe4lcAy6qF0
also reading music for cool guys ;)

Scrappy stoutland is an obvious choice for wall breaking. It hits just about everything hard especially with the band and with scrappy it keeps ghost types from forcing it to switch out when it goes on frustration rampage. Facade is perfect for when it gets burned obvi. Superpower to stop licky from having a chance to wish and iron head on clefairy for more or less the same effect. Because of its likeliness to get burned or abused with the band i save it for late game sweeping.
Stoutland @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Iron Head/pursuit/crunch
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Iron Head/pursuit/crunch

I started out not liking grumpig because despite its bulk, it can't stay in for very long without being koed and it not having a way to recover. I am wrong to think think grumpig sucks as it plays a pretty solid role in my team helping machoke counters. thanks to its berry, it takes knock off and sucker punch very well. its move set is diverse enough to keep from getting completely walled by most mons and t-wave is there to cripple mons either to help it's slower teammates out or to help take them out itself.
GrumpigSucksButt (Grumpig) @ Colbur Berry
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Psychic
- Thunder Wave
- Focus Blast
- Shadow Ball
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Psychic
- Thunder Wave
- Focus Blast
- Shadow Ball

I started making this team with meow in mind. I'll start off by saying prankster is great. being able to pull up reflect before taking a hit really helps when fighting fast attackers. Keeping meow alive has become something i try to do because of its ability to sneak in front of pokemon and cause trouble. I really like having yawn as it really puts pressure to switch out and with rocks up the pressure only mounts. once its done causing trouble, psychic hits most targets for some good damage and makes it even easier for teammates to switch in.
Meowstic @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Reflect
- Yawn/light screen
- Thunder Wave
- Psychic
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Reflect
- Yawn/light screen
- Thunder Wave
- Psychic

Pawnard is important because it my only priority attacker and being dark type helps when pokemon try to take out machoke with psy attacks. Being able to sucker punch things that are faster than the rest of the team has become a very useful asset. Stealth rock is also a surprise for most people up against it. Knock off and iron head of course for dual stab attacking and with a defiant boost really packs a punch.
Pawniard @ Eviolite
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Knock Off
- Sucker Punch
- Iron Head
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Knock Off
- Sucker Punch
- Iron Head

I was unsure if cryognal belonged on this team because of my teams generally low defense, but I was surprised by its impressive speed and ability to hit water types. Recover helps for long battles and keep poison and burns from cutting its lifespan to something predictable. Rapid spin is for the ladies and hidden power fighting has done wonders for probo and enemy pawnards. And the eves in defense are for any sucker punches or light blows that this guy might take.
Cryogonal @ Never-Melt Ice
Ability: Levitate
EVs: 32 HP / 28 Def / 196 SpA / 252 Spe
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Fighting]
Ability: Levitate
EVs: 32 HP / 28 Def / 196 SpA / 252 Spe
- Freeze-Dry
- Rapid Spin
- Recover
- Hidden Power [Fighting]

I usually lead with machoke as its generally hard to kill and scares some mons off entirely. D punch is beautiful, its like confuse ray with 120 power. once it hits it opens doors for more pokemon to switch in and increasing the odds for a safe switch in. which is great as most people try to counter choke right away. knock off to hit gorgeist pesky leftovers off and to keep ghost types from getting an edge on it. with rest, it can gladly take status effects and then sleeptalk attacks out. this machoke may seem like its all odds but can really keep the opponent on its toes with heavy hits and high bulk.
Machoke @ Eviolite
Ability: No Guard
EVs: 160 HP / 144 Atk / 116 Def / 28 SpD / 60 Spe
Adamant Nature
- Knock Off
- Dynamic Punch
- Sleep Talk
- Rest
Threat list: This part i'm not sure how to do. Ive had trouble with different Pokemon but haven't been able to pin down who exactly is a threat other than people with really good teams.Ability: No Guard
EVs: 160 HP / 144 Atk / 116 Def / 28 SpD / 60 Spe
Adamant Nature
- Knock Off
- Dynamic Punch
- Sleep Talk
- Rest
I am afraid of fast strong special attackers as they can do heavy damage to me with my team lacking speed and special defense over all.
Switching out is also hard on the team with out screens and good prediction, damage mounts fast.
Dodrio is difficult if i cant paralyze it. as it out speeds everything and can one hit a lot of my team.
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