aka what a strongth assembly of such cute pokemon
Good day. I'm not gonna have a flashy RMT with double rainbowing and so many colours your eyes will vomit every time you look at it. Just a simple RMT for a simple team. Anyways, after a long period (around 8 months or so) where I stopped playing Pokemon except for VGC, I decided to come back now that i'm on vacation. I read the latest issue of the Smog and saw the underused moveset section. I loved a few of the sets there and tried to make a team with some of the, and the results were quite spectacular. I peaked at like 1580 CRE after 2-3 days of playing but could go I higher I guess. That's not to say this team doesn't have it's flaws though.
Heatran (M) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Earth Power
- Hidden Power [Grass]
- Stealth Rock
Heatran starts things off for my team in such a surprising manor - nobody expects SpecsTran leads nowadays right?.. yeah. Anyway, between OHKOing nearly every lead out there and setting up rocks for my team, Heatran 99.9% of the time gets off to a good start for me (screw you lead dragonite >:D ). The moveset is just your generic specstran lead. With overheat im like woahhhhhhhhhhhhh dont stand in my way machamp/other slower fire neutral lead. HP Grass and Earth Power are there to hit what Overheat doesn't, most notably Bulky Water and TTar respectively.
Considered changes:
Right now I'm using Timid with Choice Specs, however I may try Modest with Life Orb soon enough. One thing I don't like about this set is being locked into stealth rock when something like Swampert gets switched in. Life Orb would also ease prediction for me, however not much can switch into my moves with impunity so that's not too big a dealbreaker for me.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 216 Def/12 Spd/48 SAtk/232 SDef
Bold nature (+Def, -Atk)
- Protect
- Surf
- Wish
- Roar
Part 2 of the oh so underused fire/water/grass core. Vaporeon is here as the main defensive pivot of this team, checking a large amount of threats while providing Wish support for Roserade/Tran/Rotom/Flygon. I dared to deviate from the usual max hp/def Vaporeon to check a larger number of threats to my team and it worked perfectly (props to twash for introducing me to sp.def vaporeon). With it's already fantastic HP, I just put the EVs in sp.defence and found myself being able to stay in against stuff liek gengar/starmie/a boatload of other sp.attackers. The lost physical bulk is sometimes missed but sp.def has proved more consistent for me. While I used HP electric > Roar on the first version of this team, I seriously appreciated being able to roar stuff like DD Kingdra instead of hitting it with a move only doing 20% to it. Of course roar is all ^5 with spikes/toxic spikes support, so its all goooood.
Considered changes:
Nothing at all really, this set is pretty much perfect the way it is.
Roserade (M) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Hidden Power [Fire]
- Spikes
- Grass Knot
- Toxic Spikes
The first Pokemon from that underused moveset article I use also rounds off the f/w/g core for this team. Where many people would use something like Shaymin in this slot, I much prefer the ability to set up entry hazards - this works much better for my team which is always causing switches.
The EVs help me get a nice balance of sp.defence so I can set up on bulky waters/rotom/a lot more, whilst upgrading my paper physical defence to cardboard :naughty: Spikes/T Spikes are standard, as is grass knot. HP Fire is a slot i'm a bit iffy on, which is explained here:
Considered changes:
Rest or Synthesis over HP Fire. Whilst HP Fire is all good for forretress/scizor, without any sp.attack investment the damage is just pitiful. I'm not ohkoing either with at least sr + 2 spikes so I just don't see why I should continue using it. Rest would help me set up further in the game without relying on Vaporeon's wish and with natural cure, its pretty much a free 100% recovery move. I seriously don't know why I haven't bothered to change that slot yet, heh.
Rotom-w @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Shadow Ball
- Thunderbolt
- Trick
Choice Specs Rotom hell fucking yeah. I really could not explain to you how well this set works, but you should really try it for yourself. Pokemon like TTar, Zapdos, Shaymin and a lot more expecting to get a free switch in on rotom's usually pathetically weak attacks are surprised when they see i'm pretty much always 2hkoing them (sometimes ohkoing with spikes/sr) and this usually causes my opponent to press their panic button, letting me control this match. It sounds cliché but seriously it does work as well as I am making it out to be.
Shadow Ball and Thunderbolt are my 2 extremely powerful STABs which hit everything in OU save Magnezone for at least neutral. I chose Rotom-W over H because Overheat is not needed at all. Hydro Pump's added coverage for Gliscor/TTar and the like has proven to be of a lot more use to me than Overheat. Finally, Trick is for something like CurseLax or a Blissey stupid enough to switch in. Even without my Specs, i'm hitting pretty hard with max sp.attack so I don't really lose out on much when I lose them.
Considered changes:
Just like Vaporeon, this is fine the way it is.
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 Atk/252 Spd/4 SDef
Naive nature (+Spd, -SDef)
- Iron Head
- Ice Punch
- Fire Punch
- Thunderbolt
Jirachi serves as my much needed wallbreaker, and does its job 1000x better with the entryhazard support I give it. Also, Jirachi serves as a check to a large number of threats, most notably TTar and SD Lucario which would otherwise run rampant on this team. Bluffing choice scarf is pretty beneficial to me, often someone will be dumb enough to switch in a skarmory only to be 2hkoed by thunderbolt, and ofc there are many other instances just like that. Thunderbolt was chosen over grass knot because without tbolt it just proved to be set up bait for skarm, and honestly I just go to roserade anyway when pert comes in to set up my entry hazards.
Considered changes:
See Flygon.
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- Stone Edge
- U-turn
Last but certainly not least is Flygon. The last member of the team I chose, I saw my main threats were DDTar, Infernape, Lucario and pretty much every fast Pokemon with good STAB moves. Flygon serves as not only a good check to those, but also ends up winning the game for me with scarfed outrage. I use adamant > jolly because really flygon deals pitiful damage without it, and I can't really think of much I am losing out on without Jolly.
on a side note, the first version of this team included aerodactyl (taunt/roost/se/eq @ lo) over Flygon, however I just think this fit in a lot better.
Considered Changes:
Back in the early days of this team, Jirachi was scarfed and Flygon was mixed. I really couldn't decide between which I wanted to be scarfed/not so I just chose this and heh it works.
Anyway, that's that really. This team isn't bad by any means. It has a very good w/l record but I don't know, as I said earlier there is probably something I'm missing seeing as I haven't played in several months. Thank you!

Good day. I'm not gonna have a flashy RMT with double rainbowing and so many colours your eyes will vomit every time you look at it. Just a simple RMT for a simple team. Anyways, after a long period (around 8 months or so) where I stopped playing Pokemon except for VGC, I decided to come back now that i'm on vacation. I read the latest issue of the Smog and saw the underused moveset section. I loved a few of the sets there and tried to make a team with some of the, and the results were quite spectacular. I peaked at like 1580 CRE after 2-3 days of playing but could go I higher I guess. That's not to say this team doesn't have it's flaws though.






























Heatran (M) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Earth Power
- Hidden Power [Grass]
- Stealth Rock
Heatran starts things off for my team in such a surprising manor - nobody expects SpecsTran leads nowadays right?.. yeah. Anyway, between OHKOing nearly every lead out there and setting up rocks for my team, Heatran 99.9% of the time gets off to a good start for me (screw you lead dragonite >:D ). The moveset is just your generic specstran lead. With overheat im like woahhhhhhhhhhhhh dont stand in my way machamp/other slower fire neutral lead. HP Grass and Earth Power are there to hit what Overheat doesn't, most notably Bulky Water and TTar respectively.
Considered changes:
Right now I'm using Timid with Choice Specs, however I may try Modest with Life Orb soon enough. One thing I don't like about this set is being locked into stealth rock when something like Swampert gets switched in. Life Orb would also ease prediction for me, however not much can switch into my moves with impunity so that's not too big a dealbreaker for me.

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 216 Def/12 Spd/48 SAtk/232 SDef
Bold nature (+Def, -Atk)
- Protect
- Surf
- Wish
- Roar
Part 2 of the oh so underused fire/water/grass core. Vaporeon is here as the main defensive pivot of this team, checking a large amount of threats while providing Wish support for Roserade/Tran/Rotom/Flygon. I dared to deviate from the usual max hp/def Vaporeon to check a larger number of threats to my team and it worked perfectly (props to twash for introducing me to sp.def vaporeon). With it's already fantastic HP, I just put the EVs in sp.defence and found myself being able to stay in against stuff liek gengar/starmie/a boatload of other sp.attackers. The lost physical bulk is sometimes missed but sp.def has proved more consistent for me. While I used HP electric > Roar on the first version of this team, I seriously appreciated being able to roar stuff like DD Kingdra instead of hitting it with a move only doing 20% to it. Of course roar is all ^5 with spikes/toxic spikes support, so its all goooood.
Considered changes:
Nothing at all really, this set is pretty much perfect the way it is.

Roserade (M) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Hidden Power [Fire]
- Spikes
- Grass Knot
- Toxic Spikes
The first Pokemon from that underused moveset article I use also rounds off the f/w/g core for this team. Where many people would use something like Shaymin in this slot, I much prefer the ability to set up entry hazards - this works much better for my team which is always causing switches.
The EVs help me get a nice balance of sp.defence so I can set up on bulky waters/rotom/a lot more, whilst upgrading my paper physical defence to cardboard :naughty: Spikes/T Spikes are standard, as is grass knot. HP Fire is a slot i'm a bit iffy on, which is explained here:
Considered changes:
Rest or Synthesis over HP Fire. Whilst HP Fire is all good for forretress/scizor, without any sp.attack investment the damage is just pitiful. I'm not ohkoing either with at least sr + 2 spikes so I just don't see why I should continue using it. Rest would help me set up further in the game without relying on Vaporeon's wish and with natural cure, its pretty much a free 100% recovery move. I seriously don't know why I haven't bothered to change that slot yet, heh.
Rotom-w @ Choice Specs
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Shadow Ball
- Thunderbolt
- Trick
Choice Specs Rotom hell fucking yeah. I really could not explain to you how well this set works, but you should really try it for yourself. Pokemon like TTar, Zapdos, Shaymin and a lot more expecting to get a free switch in on rotom's usually pathetically weak attacks are surprised when they see i'm pretty much always 2hkoing them (sometimes ohkoing with spikes/sr) and this usually causes my opponent to press their panic button, letting me control this match. It sounds cliché but seriously it does work as well as I am making it out to be.
Shadow Ball and Thunderbolt are my 2 extremely powerful STABs which hit everything in OU save Magnezone for at least neutral. I chose Rotom-W over H because Overheat is not needed at all. Hydro Pump's added coverage for Gliscor/TTar and the like has proven to be of a lot more use to me than Overheat. Finally, Trick is for something like CurseLax or a Blissey stupid enough to switch in. Even without my Specs, i'm hitting pretty hard with max sp.attack so I don't really lose out on much when I lose them.
Considered changes:
Just like Vaporeon, this is fine the way it is.

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 Atk/252 Spd/4 SDef
Naive nature (+Spd, -SDef)
- Iron Head
- Ice Punch
- Fire Punch
- Thunderbolt
Jirachi serves as my much needed wallbreaker, and does its job 1000x better with the entryhazard support I give it. Also, Jirachi serves as a check to a large number of threats, most notably TTar and SD Lucario which would otherwise run rampant on this team. Bluffing choice scarf is pretty beneficial to me, often someone will be dumb enough to switch in a skarmory only to be 2hkoed by thunderbolt, and ofc there are many other instances just like that. Thunderbolt was chosen over grass knot because without tbolt it just proved to be set up bait for skarm, and honestly I just go to roserade anyway when pert comes in to set up my entry hazards.
Considered changes:
See Flygon.

Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Outrage
- Stone Edge
- U-turn
Last but certainly not least is Flygon. The last member of the team I chose, I saw my main threats were DDTar, Infernape, Lucario and pretty much every fast Pokemon with good STAB moves. Flygon serves as not only a good check to those, but also ends up winning the game for me with scarfed outrage. I use adamant > jolly because really flygon deals pitiful damage without it, and I can't really think of much I am losing out on without Jolly.
on a side note, the first version of this team included aerodactyl (taunt/roost/se/eq @ lo) over Flygon, however I just think this fit in a lot better.
Considered Changes:
Back in the early days of this team, Jirachi was scarfed and Flygon was mixed. I really couldn't decide between which I wanted to be scarfed/not so I just chose this and heh it works.














































Anyway, that's that really. This team isn't bad by any means. It has a very good w/l record but I don't know, as I said earlier there is probably something I'm missing seeing as I haven't played in several months. Thank you!