Hey guys, I have a really weird team for you… if I had to describe it I’d probably mention that it is more offensive than defensive, but I did my best to balance it all out. Most importantly I worked really hard on the type synergy going on here. Generally the idea is to provide solid support for my Yanmega lead, and then sweep using either of my choiced attackers or Cressalia. I call the team “The Dance of the Sun and the Moon”.
Type Weakness/Resistance Chart
Yanmega(M) @ Focus Sash
Ability: Speed Boost
EVs: 104 Def/ 252 SpA/ 152 Spe
Modest nature (+SpA, -Atk)
- Bug Buzz
- Hidden Power Ground
- Air Slash
- Protect
This set brings me right back to the good ol’ days of D/P. He still does great as lead today!
Why Yanmega?
This guy was actually one of the first for this team, along with Heatran. I wanted to start off really offensively and keep up the momentum from there. He does a great job of 2 or 3HKOing pretty much every lead out there, bulky or not. Speed Boosts my speed up to +1000 (at +6 :P) s I can outspeed and revenge a lot of things provided SR is off the field.
Moves/EVs?
Bug Buzz and Air Slash provide great special STAB coverage. Without HP Ice I lose to most Dragonite leads, but HP Ground is just too darn valuable. In about 10 matches, I kill about 4 Heatran with it! Also kills Magnezone dead. I just love this guy, so you’ll be hard pressed to convince me to switch him.
Against other leads:
Forretress(M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/ 112 Atk/ 144 Def
Impish nature (+Def, -SpA)
- Toxic Spikes
- Rapid Spin
- Earthquake
- Payback
Why Forrtress?
Another classic pokemon. Although they share a fire weakness, Forry makes a great partner with Leadmega because he can take those strong Ice/Rock/Flying attacks for Yanmega. Rapid Spin is also super important in keeping those dang Stealth Rocks off the field.
Moves/EVs?
I love that this guy can lay out Toxic Spikes. My team has a big problem with bulky waters like Vaporeon and Suicune, so starting them off with residual damage is really beneficial. He can’t really take more than one strong special move, but he can use his strong Payback to hit Ghost switching in to block Rapin Spin. Really he’s my only support mon. The EVs make it so he can take a couple hits and still strike the like of Lucario back with EQ.
Heatran(F) @ Choice Specs
Ability: Flash Fire
EVs: 6 HP/252 Spe/252 SAtk
Modest nature (+SpA, -Atk)
- Overheat
- Hidden power Grass
- Earth Power
- Flamethrower
Why Heatran?
The “sun” from my team name. As I’m sure you all know, this guy can REALLY bring the pain with just a little bit of prediction. Switching into Fire moves is a breeze with Forry and Yanmega on the team. This guy gets GREAT synergy with Machamp and Cressalia.
Moves/EVs?
Overheat becomes the win button once the enemy team has been sufficiently weakened. HP Grass for help with Swampert and other bulky waters, and Earth Power for opposing Heatran. Flamethrower is for when I don’t want to lower my Sp. Atk. using my STAB.
Machamp(M) @ Leftovers
Ability: No Guard
EVs: 252 HP / 252 Atk / 6 Spe
Adamant nature (+Atk, -SpA)
- Dynamic Punch
- Payback
- Rest
- Sleep Talk
Why Machamp?
It seems pretty darn funky using two Resttalkers on the same team, but I just haven’t been able to replace him! I wanted another Rock resist for Yanmega, as well as a Dark resist for Cressalia.
Moves/EVs?
Resttalk is pretty standard on this guy… heals status and lets him live a few more rounds. The extra HP EVs let him 1) Spam D-Punch and 2) take on Ghosts one on one.
Swampert(M) @ Choice Band
Ability: Torrent
EVs: 172 HP / 252 Atk / 84 Spe
Adamant nature (+Atk, -SpA)
- Earthquake
- Waterfall
- Ice Punch
- Stone Edge
Why Swampert?
I couldn’t resist putting this guy on my team. It was lacking a lot in the Physical department (even with Machamp) so along comes Band Pert. He makes a pretty lethal combo with Heatran, especially considering Tran can switch in without a care on Grass moves. He’s the most unexpected part of my team.
Moves/EVs?
Stone Edge has let me down a few times, but overall this set has been really great. SE OHKOs most Gyrados, and Ice Punch does damage to grassers and Dragons. Earthquake is outrageously powerful.
Cressalia(F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Def
Calm nature (+SpD, -Atk)
- Charge Beam
- Ice Beam
- Rest
- Sleep Talk
Why Cressalia?
The final pokemon is the “moon” half of my team. I chose Cressalia for her MASSIVE bulk and ability to –slowly- clean up at the end of a match. The rest of my team has Dark, Ghost, and Bug moves pretty much covered in terms of simple resistances, so it shouldn’t be too hard to set her up. Easily takes Ground moves for Heatran, who in turns eats up Fighting.
Moves/EVs?
Cressy is my primary Gyra/Dragon counter. Even unboosted, Charge Beam does like 30% to a standard Gyra. These EVs allow Cressy to take a lot of super effective attacks like they were nothing.
So that’s the team. You might not think it’s too good, but it actually works fairly decently and is really fun to use. (Yanmega/Heatran/Swampert are all a blast to play). Please let me know what weaknesses you see and any suggestions you have to patch em’ up.
Thanks!
Primary threats so far:
LO Gengar – Really does a number on this team with just Shadow Ball/Focus Blast/HP Fire…
Offense Zapdos w/ HP Grass – This team HATES offense versions
SD/NP Infernape – I need to rely on Yanmega or something because by usual counter (Cressy) take a long time to set up…






Type Weakness/Resistance Chart


Yanmega(M) @ Focus Sash
Ability: Speed Boost
EVs: 104 Def/ 252 SpA/ 152 Spe
Modest nature (+SpA, -Atk)
- Bug Buzz
- Hidden Power Ground
- Air Slash
- Protect
This set brings me right back to the good ol’ days of D/P. He still does great as lead today!
Why Yanmega?
This guy was actually one of the first for this team, along with Heatran. I wanted to start off really offensively and keep up the momentum from there. He does a great job of 2 or 3HKOing pretty much every lead out there, bulky or not. Speed Boosts my speed up to +1000 (at +6 :P) s I can outspeed and revenge a lot of things provided SR is off the field.
Moves/EVs?
Bug Buzz and Air Slash provide great special STAB coverage. Without HP Ice I lose to most Dragonite leads, but HP Ground is just too darn valuable. In about 10 matches, I kill about 4 Heatran with it! Also kills Magnezone dead. I just love this guy, so you’ll be hard pressed to convince me to switch him.
Against other leads:
Azelf: I outspeed him on the second turn for the 2HKO.
Machamp: A lot of Machamp users call him back in fear of Air Slash. Unfortunately it fails to OHKO, so the rare Stone Edge + Bullet Punch will actually force me to switch. (I usually just attack first though).
Metagross: HP Ground 2HKOs
Swampert: Bug Buzz usually 3HKOs, so usually I can just stay in and force it to die or switch. Ice Beam never KOs me.
Infernape: Protect to escape the Fake Out, and murder it with Air Slash.
Jirachi: Bad matchup, because they are so unpredictable. I’m usually forced to Protect first turn to scout their moves.
Dragonite: The WORST matchup. Switch to Cressy right away.
Tyranitar: I usually let Swampert or Machamp handle this one.
Machamp: A lot of Machamp users call him back in fear of Air Slash. Unfortunately it fails to OHKO, so the rare Stone Edge + Bullet Punch will actually force me to switch. (I usually just attack first though).
Metagross: HP Ground 2HKOs
Swampert: Bug Buzz usually 3HKOs, so usually I can just stay in and force it to die or switch. Ice Beam never KOs me.
Infernape: Protect to escape the Fake Out, and murder it with Air Slash.
Jirachi: Bad matchup, because they are so unpredictable. I’m usually forced to Protect first turn to scout their moves.
Dragonite: The WORST matchup. Switch to Cressy right away.
Tyranitar: I usually let Swampert or Machamp handle this one.

Forretress(M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP/ 112 Atk/ 144 Def
Impish nature (+Def, -SpA)
- Toxic Spikes
- Rapid Spin
- Earthquake
- Payback
Why Forrtress?
Another classic pokemon. Although they share a fire weakness, Forry makes a great partner with Leadmega because he can take those strong Ice/Rock/Flying attacks for Yanmega. Rapid Spin is also super important in keeping those dang Stealth Rocks off the field.
Moves/EVs?
I love that this guy can lay out Toxic Spikes. My team has a big problem with bulky waters like Vaporeon and Suicune, so starting them off with residual damage is really beneficial. He can’t really take more than one strong special move, but he can use his strong Payback to hit Ghost switching in to block Rapin Spin. Really he’s my only support mon. The EVs make it so he can take a couple hits and still strike the like of Lucario back with EQ.

Heatran(F) @ Choice Specs
Ability: Flash Fire
EVs: 6 HP/252 Spe/252 SAtk
Modest nature (+SpA, -Atk)
- Overheat
- Hidden power Grass
- Earth Power
- Flamethrower
Why Heatran?
The “sun” from my team name. As I’m sure you all know, this guy can REALLY bring the pain with just a little bit of prediction. Switching into Fire moves is a breeze with Forry and Yanmega on the team. This guy gets GREAT synergy with Machamp and Cressalia.
Moves/EVs?
Overheat becomes the win button once the enemy team has been sufficiently weakened. HP Grass for help with Swampert and other bulky waters, and Earth Power for opposing Heatran. Flamethrower is for when I don’t want to lower my Sp. Atk. using my STAB.

Machamp(M) @ Leftovers
Ability: No Guard
EVs: 252 HP / 252 Atk / 6 Spe
Adamant nature (+Atk, -SpA)
- Dynamic Punch
- Payback
- Rest
- Sleep Talk
Why Machamp?
It seems pretty darn funky using two Resttalkers on the same team, but I just haven’t been able to replace him! I wanted another Rock resist for Yanmega, as well as a Dark resist for Cressalia.
Moves/EVs?
Resttalk is pretty standard on this guy… heals status and lets him live a few more rounds. The extra HP EVs let him 1) Spam D-Punch and 2) take on Ghosts one on one.

Swampert(M) @ Choice Band
Ability: Torrent
EVs: 172 HP / 252 Atk / 84 Spe
Adamant nature (+Atk, -SpA)
- Earthquake
- Waterfall
- Ice Punch
- Stone Edge
Why Swampert?
I couldn’t resist putting this guy on my team. It was lacking a lot in the Physical department (even with Machamp) so along comes Band Pert. He makes a pretty lethal combo with Heatran, especially considering Tran can switch in without a care on Grass moves. He’s the most unexpected part of my team.
Moves/EVs?
Stone Edge has let me down a few times, but overall this set has been really great. SE OHKOs most Gyrados, and Ice Punch does damage to grassers and Dragons. Earthquake is outrageously powerful.

Cressalia(F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Def
Calm nature (+SpD, -Atk)
- Charge Beam
- Ice Beam
- Rest
- Sleep Talk
Why Cressalia?
The final pokemon is the “moon” half of my team. I chose Cressalia for her MASSIVE bulk and ability to –slowly- clean up at the end of a match. The rest of my team has Dark, Ghost, and Bug moves pretty much covered in terms of simple resistances, so it shouldn’t be too hard to set her up. Easily takes Ground moves for Heatran, who in turns eats up Fighting.
Moves/EVs?
Cressy is my primary Gyra/Dragon counter. Even unboosted, Charge Beam does like 30% to a standard Gyra. These EVs allow Cressy to take a lot of super effective attacks like they were nothing.
So that’s the team. You might not think it’s too good, but it actually works fairly decently and is really fun to use. (Yanmega/Heatran/Swampert are all a blast to play). Please let me know what weaknesses you see and any suggestions you have to patch em’ up.
Thanks!
Primary threats so far:
LO Gengar – Really does a number on this team with just Shadow Ball/Focus Blast/HP Fire…
Offense Zapdos w/ HP Grass – This team HATES offense versions
SD/NP Infernape – I need to rely on Yanmega or something because by usual counter (Cressy) take a long time to set up…