Darmanitan @ Life Orb
Ability: Sheer Force
Shiny: Yes
EVs: 128 HP / 76 Atk / 128 Def / 176 SpD
Impish Nature
- Superpower
- Flare Blitz
- U-turn
- Grass Knot
Clefable @ Rocky Helmet
Ability: Magic Guard
EVs: 128 HP / 204 Def / 48 SpA / 32 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Aromatherapy
- Grass Knot
- Moonblast
Torkoal @ Heat Rock
Ability: Drought
EVs: 44 HP / 212 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Will-O-Wisp
- Lava Plume
- Body Press
- Stealth Rock
Cloyster @ White Herb
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Liquidation
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 100 HP / 144 Atk / 40 Def / 20 SpD / 204 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Plasma Fists
- Fake Out
Venusaur @ Weakness Policy
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 SpA
Naughty Nature
IVs: 0 Atk
- Giga Drain
- Weather Ball
- Sludge Bomb
- Growth
Darm is used as an all out attacker because he has life orb and sun on his side, which makes him a threat. Clef can counter toad due to grass knot, and can wish pass to heal, and aromatherapy so that my team will not be afraid of toxic, T wave, sleep powder etc. Torkoal is primarily the sun setter, but can deal damage (possibly during trick room) as well as set rocks. Cloyster is my suicide lead by shell smashing, (negatives removed by white herb) and then icicle spearing, or rock blasting to cover most types, and liquidation to possibly lower defense of other mons. Zeraora is a fast physical pivot due to CC and volt switch, and fake out can free up a turn. Venusaur is another sun based powerhouse that i have to deal as much damage over time as possible, and weakness policy can make it a tad more difficult to expose.
*I am a beginner who is bad and this is my first RMT, so point out any structural flaws in this post, but i hope you understand my decisions for my mons.
Ability: Sheer Force
Shiny: Yes
EVs: 128 HP / 76 Atk / 128 Def / 176 SpD
Impish Nature
- Superpower
- Flare Blitz
- U-turn
- Grass Knot
Clefable @ Rocky Helmet
Ability: Magic Guard
EVs: 128 HP / 204 Def / 48 SpA / 32 SpD / 96 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Aromatherapy
- Grass Knot
- Moonblast
Torkoal @ Heat Rock
Ability: Drought
EVs: 44 HP / 212 Def / 252 SpD
Sassy Nature
IVs: 0 Atk
- Will-O-Wisp
- Lava Plume
- Body Press
- Stealth Rock
Cloyster @ White Herb
Ability: Skill Link
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Shell Smash
- Liquidation
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 100 HP / 144 Atk / 40 Def / 20 SpD / 204 Spe
Jolly Nature
- Close Combat
- Volt Switch
- Plasma Fists
- Fake Out
Venusaur @ Weakness Policy
Ability: Chlorophyll
EVs: 4 HP / 252 Atk / 252 SpA
Naughty Nature
IVs: 0 Atk
- Giga Drain
- Weather Ball
- Sludge Bomb
- Growth
Darm is used as an all out attacker because he has life orb and sun on his side, which makes him a threat. Clef can counter toad due to grass knot, and can wish pass to heal, and aromatherapy so that my team will not be afraid of toxic, T wave, sleep powder etc. Torkoal is primarily the sun setter, but can deal damage (possibly during trick room) as well as set rocks. Cloyster is my suicide lead by shell smashing, (negatives removed by white herb) and then icicle spearing, or rock blasting to cover most types, and liquidation to possibly lower defense of other mons. Zeraora is a fast physical pivot due to CC and volt switch, and fake out can free up a turn. Venusaur is another sun based powerhouse that i have to deal as much damage over time as possible, and weakness policy can make it a tad more difficult to expose.
*I am a beginner who is bad and this is my first RMT, so point out any structural flaws in this post, but i hope you understand my decisions for my mons.