Well, since my last RMT didn't go as I'd planned, I've decided to post my other favourite team...
This team was created for a University Monotype Tournament which never took off, but was successfully utilised in the most recent Wifi Monotype tournament here! Plus, they even do surprisingly well competitively, winning many OU matches, and a few Ubers ones (One Ubers Rain team was even 6-0'd!)
Of course, no team is perfect, so leave feedback & suggestions where you see fit!
The Team:
Castiglia:
Smeargle@Focus Sash
Jolly
Own Tempo
252 HP, 252 Speed, 6 Def
- Shell Smash
- Spore
- Baton Pass
- Destiny Bond
Classic SmashPassing Lead, with an eerie twist. By now, you must all know the Spore/Smash/Baton Pass method, with a Focus Sash to guarantee at least one turn.
Destiny Bond is in the last slot not just to draw similarities to his blood-painting namesake, but also proves rather useful for an unexpected late-game kill or creating mindgames which usually result in another turn of setup.
Yes, I have tried running Magic Coat here instead, but honestly, I had far less use for it than I expected (especially now with Deoxys-D gone), and I often ended up in situations where I just wished I had Destiny Bond...
Hotshot:
Togekiss@Expert Belt
Timid
Serene Grace
50 HP, 252 SAtk, 208 Spd
- Air Slash
- Aura Sphere
- Flamethrower
- Roost
For the role of primary sweeper & BP receiver, I'd also tried out sweepers like Staraptor, Exploud, etc. before finding out that Togekiss, with his combination of bulk, power, coverage, and the odd bit of Hax, was the obvious choice!
The spread was originally intended to be a lot bulkier than this, but Timid with 208 Speed is the minimum requirement for him to outspeed Scarfed Musketeers (an obvious threat to this team) at +2.
The three attacks chosen provide the best overall coverage, and anything that isn't OHKO'd by Air Slash has a 60% chance of being flinched, resulting in a clean 2KO.
Roost is for recovery and slower Rock opponents, but I was thinking of changing it for Thunder Wave as a last-ditch move or a way to battle without a BP boost. Thoughts?
Smudge:
Ursaring@Flame Orb
Adamant
Guts
252 Atk, 252 Spd, 6 HP
- Facade
- Close Combat
- Crunch
- Protect
Meet the Wallbreaker & secondary BP receiver. If Smudge gets a hit off, something usually dies! The damage dealt by a STAB, Guts-boosted Facade is astounding, even without a boost, with CC & Crunch rounding off the prefect coverage.
Protect is a filler move, but does come in handy for scouting & guaranteeing Guts's activation.
Yannemego:
Braviary@Leftovers
Careful
Defiant
252 HP, 252 SDef, 6 Atk
- Brave Bird
- Superpower
- Bulk Up
- Roost
I'd wanted to run this Braviary set since the early days of BW1, and with Roost being a sequel tutor move as I'd predicted, I could finally use it!
I wanted to run more Atk to be able to OHKO Conkeldurr without a boost, but max SDef allows him to survive a Rain-boosted Hydro Pump from non-Specs Keldeo after Stealth Rock & OHKO back, and he still does well over 90% to Conkeldurr anyways.
Bulk Up boosts his Attack & pretty paltry Defense, and Roost further increases his longevity. Brave Bird & Superpower are his most powerful moves, with their negative effects being handled by Roost & Bulk Up, respectively.
Macarena:
Chansey@Eviolite
Bold
Natural Cure
252 HP, 252 Def, 6 SDef
- Toxic
- Seismic Toss
- Softboiled
- Counter
I absolutely love this gal! She has been a key member on most of my teams since I first raised her, and is pretty much the reason why I picked Normal-type!
Toxic, Seismic Toss & Softboiled allow her to defeat Special attackers not named Gengar or Keldeo, while Counter serves as a nasty surprise against any physical attacker who believes she's just another egg to crack.
Her EV spread allows her to survive & Counter any physical hit short of a Close Combat from something like Terrakion.
Envy:
Ditto@Choice Scarf
Sassy
Imposter
252 HP, 252 SDef, 6 Def
IVs: 30 Atk, 30 Def
- Transform
Traditional Choice Scarf revenge killing Ditto! If any incredibly fast or boosting threats show up, Envy is usually the one who deals with them.
The HP EVs are for boosting the one stat Imposter doesn't copy, with the rest going into SDef for the chance of surviving should I accidentally switch him in on the rare Zoroark. The IVs are for gaining Hidden Power Ice if he transforms into something with the move.
Although Smogon says 2 Speed IVs are better for winning a Ditto Vs. Ditto Struggle-off... How often does that happen, really? Call me crazy, but I much prefer the ability to speed-tie if the opponent is also Scarfed (which actually netted me the tournament victory!)
So there's the team. Post any suggestions you may have below.
Oh, I should mention I also tried a physical wall Miltank with Stealth Rock in this team, but she just proved to be dead weight...
This team was created for a University Monotype Tournament which never took off, but was successfully utilised in the most recent Wifi Monotype tournament here! Plus, they even do surprisingly well competitively, winning many OU matches, and a few Ubers ones (One Ubers Rain team was even 6-0'd!)
Of course, no team is perfect, so leave feedback & suggestions where you see fit!
The Team:
Castiglia:

Smeargle@Focus Sash
Jolly
Own Tempo
252 HP, 252 Speed, 6 Def
- Shell Smash
- Spore
- Baton Pass
- Destiny Bond
Classic SmashPassing Lead, with an eerie twist. By now, you must all know the Spore/Smash/Baton Pass method, with a Focus Sash to guarantee at least one turn.
Destiny Bond is in the last slot not just to draw similarities to his blood-painting namesake, but also proves rather useful for an unexpected late-game kill or creating mindgames which usually result in another turn of setup.
Yes, I have tried running Magic Coat here instead, but honestly, I had far less use for it than I expected (especially now with Deoxys-D gone), and I often ended up in situations where I just wished I had Destiny Bond...
Hotshot:

Togekiss@Expert Belt
Timid
Serene Grace
50 HP, 252 SAtk, 208 Spd
- Air Slash
- Aura Sphere
- Flamethrower
- Roost
For the role of primary sweeper & BP receiver, I'd also tried out sweepers like Staraptor, Exploud, etc. before finding out that Togekiss, with his combination of bulk, power, coverage, and the odd bit of Hax, was the obvious choice!
The spread was originally intended to be a lot bulkier than this, but Timid with 208 Speed is the minimum requirement for him to outspeed Scarfed Musketeers (an obvious threat to this team) at +2.
The three attacks chosen provide the best overall coverage, and anything that isn't OHKO'd by Air Slash has a 60% chance of being flinched, resulting in a clean 2KO.
Roost is for recovery and slower Rock opponents, but I was thinking of changing it for Thunder Wave as a last-ditch move or a way to battle without a BP boost. Thoughts?
Smudge:

Ursaring@Flame Orb
Adamant
Guts
252 Atk, 252 Spd, 6 HP
- Facade
- Close Combat
- Crunch
- Protect
Meet the Wallbreaker & secondary BP receiver. If Smudge gets a hit off, something usually dies! The damage dealt by a STAB, Guts-boosted Facade is astounding, even without a boost, with CC & Crunch rounding off the prefect coverage.
Protect is a filler move, but does come in handy for scouting & guaranteeing Guts's activation.
Yannemego:

Braviary@Leftovers
Careful
Defiant
252 HP, 252 SDef, 6 Atk
- Brave Bird
- Superpower
- Bulk Up
- Roost
I'd wanted to run this Braviary set since the early days of BW1, and with Roost being a sequel tutor move as I'd predicted, I could finally use it!
I wanted to run more Atk to be able to OHKO Conkeldurr without a boost, but max SDef allows him to survive a Rain-boosted Hydro Pump from non-Specs Keldeo after Stealth Rock & OHKO back, and he still does well over 90% to Conkeldurr anyways.
Bulk Up boosts his Attack & pretty paltry Defense, and Roost further increases his longevity. Brave Bird & Superpower are his most powerful moves, with their negative effects being handled by Roost & Bulk Up, respectively.
Macarena:

Chansey@Eviolite
Bold
Natural Cure
252 HP, 252 Def, 6 SDef
- Toxic
- Seismic Toss
- Softboiled
- Counter
I absolutely love this gal! She has been a key member on most of my teams since I first raised her, and is pretty much the reason why I picked Normal-type!
Toxic, Seismic Toss & Softboiled allow her to defeat Special attackers not named Gengar or Keldeo, while Counter serves as a nasty surprise against any physical attacker who believes she's just another egg to crack.
Her EV spread allows her to survive & Counter any physical hit short of a Close Combat from something like Terrakion.
Envy:
Ditto@Choice Scarf
Sassy
Imposter
252 HP, 252 SDef, 6 Def
IVs: 30 Atk, 30 Def
- Transform
Traditional Choice Scarf revenge killing Ditto! If any incredibly fast or boosting threats show up, Envy is usually the one who deals with them.
The HP EVs are for boosting the one stat Imposter doesn't copy, with the rest going into SDef for the chance of surviving should I accidentally switch him in on the rare Zoroark. The IVs are for gaining Hidden Power Ice if he transforms into something with the move.
Although Smogon says 2 Speed IVs are better for winning a Ditto Vs. Ditto Struggle-off... How often does that happen, really? Call me crazy, but I much prefer the ability to speed-tie if the opponent is also Scarfed (which actually netted me the tournament victory!)
So there's the team. Post any suggestions you may have below.
Oh, I should mention I also tried a physical wall Miltank with Stealth Rock in this team, but she just proved to be dead weight...