I'm trying to create a relatively balanced fire/water/grass core team that covers most prominent bases.
Here's what I've come up with:
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Grassy Glide
- U-turn
- Wood Hammer
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Fire Fang
Garchomp is carrying Fire Fang because Heatran is already setting up Stealth Rock for me, and Stone Edge is okay but it's only been really great against something like Togekiss. Earthquake/Scale Shot covers basically everything else. + w/ Fire Fang it's more difficult for Ferrothorn/Corviknight to wall me.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 228 Def / 28 SpD
Calm Nature
- Calm Mind
- Scald
- Toxic
- Rest
I love this set. It's both physically and specially defensive after a calm mind or two, and I've been able to spam calm mind to +6 a lot because my opponent couldn't do enough damage to KO before I rest, and even pulled off a few sweeps with it, despite this not being a sweeper set. Special attackers for the most part are completely walled and a lot of physical attackers have to set up before they can deal significant damage, but that gives me a chance to go for a burn.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 76 SpA / 128 SpD / 52 Spe
Modest Nature
- Stealth Rock
- Magma Storm
- Dark Pulse
- Earth Power
Heatran is running Dark Pulse because I opted for more coverage rather than running taunt or something of that nature.
Dark Pulse doesn't particularly do a whole lot but I've caught a few Dragapults slacking with it.
No other moves particularly do a whole lot either, including Taunt. Let me know if there's a better one.
I honestly don't think Heatran fits on my team that well, but I don't know of a better fire type, + stealth rock is always nice.
Melmetal @ Choice Band
Ability: Iron Fist
EVs: 48 HP / 252 Atk / 4 SpD / 204 Spe
Adamant Nature
- Double Iron Bash
- Ice Punch
- Earthquake
- Superpower
The 48 HP is to survive an Earthquake from a potentially banded Landorus-T and reply with Ice Punch for an easy (usually) OHKO.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Timid Nature
- Volt Switch
- Roost
- Heat Wave
- Defog
A major weakness I've noticed is that I rely waaaaaay too much on Melmetal to take out some common threats such as Tyranitar, Landorus-T, Blissey/Chansey, amongst others. Garchomp can handle these more or less providing it gets a chance to set up, but I'm not trying to gamble on whether or not I'll be able to safely do that.
Rillaboom can take on Tyranitar and situationally Landorus-T as well but more often than not it's been safer to do it with Melmetal.
I think I rely too much on Melmetal in general though. It's been the sole reason I've been able to win >60% of the times when I've won.
Another one is that the team struggles pretty hard against Corviknight.
Corviknight itsself doesn't seem to do a whole lot to my team but I don't really have a solid answer to it.
It usually ends with me having to shuffle my team around a lot until I'm given a chance to finish it off.
There are probably more but those are the one's I've noticed thus far.
Here's what I've come up with:
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Grassy Glide
- U-turn
- Wood Hammer


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Fire Fang
Garchomp is carrying Fire Fang because Heatran is already setting up Stealth Rock for me, and Stone Edge is okay but it's only been really great against something like Togekiss. Earthquake/Scale Shot covers basically everything else. + w/ Fire Fang it's more difficult for Ferrothorn/Corviknight to wall me.


Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 228 Def / 28 SpD
Calm Nature
- Calm Mind
- Scald
- Toxic
- Rest
I love this set. It's both physically and specially defensive after a calm mind or two, and I've been able to spam calm mind to +6 a lot because my opponent couldn't do enough damage to KO before I rest, and even pulled off a few sweeps with it, despite this not being a sweeper set. Special attackers for the most part are completely walled and a lot of physical attackers have to set up before they can deal significant damage, but that gives me a chance to go for a burn.


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 76 SpA / 128 SpD / 52 Spe
Modest Nature
- Stealth Rock
- Magma Storm
- Dark Pulse
- Earth Power
Heatran is running Dark Pulse because I opted for more coverage rather than running taunt or something of that nature.
Dark Pulse doesn't particularly do a whole lot but I've caught a few Dragapults slacking with it.
No other moves particularly do a whole lot either, including Taunt. Let me know if there's a better one.
I honestly don't think Heatran fits on my team that well, but I don't know of a better fire type, + stealth rock is always nice.


Melmetal @ Choice Band
Ability: Iron Fist
EVs: 48 HP / 252 Atk / 4 SpD / 204 Spe
Adamant Nature
- Double Iron Bash
- Ice Punch
- Earthquake
- Superpower
The 48 HP is to survive an Earthquake from a potentially banded Landorus-T and reply with Ice Punch for an easy (usually) OHKO.

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Timid Nature
- Volt Switch
- Roost
- Heat Wave
- Defog
A major weakness I've noticed is that I rely waaaaaay too much on Melmetal to take out some common threats such as Tyranitar, Landorus-T, Blissey/Chansey, amongst others. Garchomp can handle these more or less providing it gets a chance to set up, but I'm not trying to gamble on whether or not I'll be able to safely do that.
Rillaboom can take on Tyranitar and situationally Landorus-T as well but more often than not it's been safer to do it with Melmetal.
I think I rely too much on Melmetal in general though. It's been the sole reason I've been able to win >60% of the times when I've won.
Another one is that the team struggles pretty hard against Corviknight.
Corviknight itsself doesn't seem to do a whole lot to my team but I don't really have a solid answer to it.
It usually ends with me having to shuffle my team around a lot until I'm given a chance to finish it off.
There are probably more but those are the one's I've noticed thus far.