This being my first RMT, and really my first shot at competitive Pokemon period, I ask that you keep criticism as concise and clear as possible. After setting up the Sableye-Klefki-Tyranitar defensive core, I had a very difficult time deciding which sweeper to use to take the most advantage of the great defensive advantage I'll have obtained.
The basic idea of the team is to pick off counters to Azumarill and then to Belly Drum with dual screen/hazard/status support and sweep.
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
IVs: 0 Atk
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
Fairly straightforward suicide lead. The aim here is to get at least Stealth Rock and one layer of Spikes down before he dies. My team forces a lot of switches, and I want to ensure that my Azumarill has the highest possible chance of successful sweeping, for which I need these hazards. I've opted to run no attacks because I trust my ability to judge opposing Taunts well enough not to need it, and I don't feel an overwhelming need for Deoxys to kill the narrow range of threats that it may.
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
- Pursuit
- Crunch
- Rock Slide
- Fire Blast
Tyranitar is my special wall, meant to protect me from the threats that Sableye can't neuter and Klefki's paralysis and screens can't control. He's also there to interrupt opposing weather. Pursuit trapping is for Starmie mostly, as once my hazards are down, they stay that way. I've chosen Fire Blast for coverage on Steel-types that would check Azumarill, namely:
Klefki (F) @ Light Clay
Ability: Prankster
EVs: 252 HP / 152 Def / 104 SDef
IVs: 0 Atk
Bold Nature
- Reflect
- Light Screen
- Thunder Wave
- Foul Play
Pivot with screens to enable either Azumarill's setup or Sableye/Sylveon's heals. Thunder Wave is to weaken Special threats and Burn-proof Physical threats. I've chosen Foul Play to protect my Klefki from being set up on, as well as to give my team a little more of an offensive presence. I've opted for Clay over Leftovers for extended screen time, and thus rely on Sylveon for extended survivability.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 88 Def / 168 SDef
IVs: 0 Atk
Bold Nature
- Will-O-Wisp
- Recover
- Taunt
- Foul Play
MVP. If it moves, I'll Burn it. I've had so much success with this guy. He can go toe-to-toe with all sorts of offensive threats once they've been neutered by Will-O-Wisp, and by spamming priority recover I can stall for burn/sandstorm deaths. The idea is to burn all of the physical threats on the opposing team to make it easier for Azumarill to setup its final sweep.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall
It was hard to pick an offensive entity to lead into with all of the screen, hazard, and burn support. I've settled on Azumarill because it shores up my team's notable weaknesses to Ground, Dark, Fighting, and Fire. I've chosen the Belly Drum set because I intend to be ready to sweep by the time I send this little lake fairy out, and I want to be as strong as possible.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 244 HP / 252 Def / 12 Spd
IVs: 0 Atk
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
I've chosen Sylveon over Blissey because of its very useful resistances and immunity, as well as its ability to do respectable damage through Substitutes, something which hampers my Status-heavy gameplan. Not too much else going on here, she's mainly around to keep Tyranitar and Klefki alive, as well as to give Azumarill a second chance when things go awry.






The basic idea of the team is to pick off counters to Azumarill and then to Belly Drum with dual screen/hazard/status support and sweep.

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
IVs: 0 Atk
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Magic Coat
Fairly straightforward suicide lead. The aim here is to get at least Stealth Rock and one layer of Spikes down before he dies. My team forces a lot of switches, and I want to ensure that my Azumarill has the highest possible chance of successful sweeping, for which I need these hazards. I've opted to run no attacks because I trust my ability to judge opposing Taunts well enough not to need it, and I don't feel an overwhelming need for Deoxys to kill the narrow range of threats that it may.

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature
- Pursuit
- Crunch
- Rock Slide
- Fire Blast
Tyranitar is my special wall, meant to protect me from the threats that Sableye can't neuter and Klefki's paralysis and screens can't control. He's also there to interrupt opposing weather. Pursuit trapping is for Starmie mostly, as once my hazards are down, they stay that way. I've chosen Fire Blast for coverage on Steel-types that would check Azumarill, namely:
- 0 SpA Tyranitar Fire Blast vs. 252 HP / 0 SpD Ferrothorn: 268-316 (76.1 - 89.7%) -- 56.3% chance to OHKO after Stealth Rock and 1 layer of Spikes
- 0 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Scizor: 364-432 (105.8 - 125.5%) -- guaranteed OHKO
- 0 SpA Tyranitar Fire Blast vs. 252 HP / 0 SpD Skarmory: 204-240 (61 - 71.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Klefki (F) @ Light Clay
Ability: Prankster
EVs: 252 HP / 152 Def / 104 SDef
IVs: 0 Atk
Bold Nature
- Reflect
- Light Screen
- Thunder Wave
- Foul Play
Pivot with screens to enable either Azumarill's setup or Sableye/Sylveon's heals. Thunder Wave is to weaken Special threats and Burn-proof Physical threats. I've chosen Foul Play to protect my Klefki from being set up on, as well as to give my team a little more of an offensive presence. I've opted for Clay over Leftovers for extended screen time, and thus rely on Sylveon for extended survivability.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 88 Def / 168 SDef
IVs: 0 Atk
Bold Nature
- Will-O-Wisp
- Recover
- Taunt
- Foul Play
MVP. If it moves, I'll Burn it. I've had so much success with this guy. He can go toe-to-toe with all sorts of offensive threats once they've been neutered by Will-O-Wisp, and by spamming priority recover I can stall for burn/sandstorm deaths. The idea is to burn all of the physical threats on the opposing team to make it easier for Azumarill to setup its final sweep.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall
It was hard to pick an offensive entity to lead into with all of the screen, hazard, and burn support. I've settled on Azumarill because it shores up my team's notable weaknesses to Ground, Dark, Fighting, and Fire. I've chosen the Belly Drum set because I intend to be ready to sweep by the time I send this little lake fairy out, and I want to be as strong as possible.

Sylveon @ Leftovers
Ability: Pixilate
EVs: 244 HP / 252 Def / 12 Spd
IVs: 0 Atk
Bold Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect
I've chosen Sylveon over Blissey because of its very useful resistances and immunity, as well as its ability to do respectable damage through Substitutes, something which hampers my Status-heavy gameplan. Not too much else going on here, she's mainly around to keep Tyranitar and Klefki alive, as well as to give Azumarill a second chance when things go awry.
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