The Evening Waltz
Hello everyone, I have been on smogon forums to always figure out good insight on the metagame but I never really ever had my team rated. I had decided to start with a FWG core and just go from there and figure out what I would want to use. This is what I had come up with so far.
Disclaimer: I own none of these images
1. Vivi (Gourgeist-Super) (M) @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Will-O-Wisp
- Shadow Sneak
- Leech Seed
- Seed Bomb
The first member of the team and the Grass of the FWG core. Gourgeist acts as my answer to any fighting type, which supports Heatran. Also, he resists all the other weaknesses Heatran has. The EV's I have are used to ensure it's maximum potential as a physical wall. The leftovers are used to add the healing alongside leech seed to allow it to gain a lot of health every turn. I choose this guy over Trevanant because I feel like I needed a more bulky pokemon as opposed to someone who would stall. Will-o-wisp is to cripple physical attackers to support my more specially defense sweepers of Spirtomb and Mega Gardevoir. Shadow sneak is the STAB and is used to peck off at enemies that have low health. Leech seed is to give Gourgeist healing and to drain the enemies life as this also supports my team with the constant healing from the seeds. Seed bomb is just another nice damaging stab move to get damage off of.
2. Sentinel (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Lava Plume
- Flash Cannon
- Roar
The second member of the team and the fire of the FWG core. Sentinel compliments Gourgeist well as he has flash fire to stop the fire weakness. While Steel has been nerfed as it no longer resits Ghost and Dark, the answer to those threats will be discussed later. Heatran is the special pivot of the team and with it's great typing, allows me to get rocks going and stops fairies dead in their tracks. Air ballon is used to save itself from earthquake once and to allow it's rocks to always be set out. Stealth rocks are here because my team needs the additional chip damage gotten from them to ensure that my enemies are OHKO for sure. Lava plume is his stab and is used over flamethrower or fire blast because while Fire blast is very strong, I feel like after it's nerf, there isn't too much reason to use it over Lava Plume's 30 percent chance rate of burn and with flame thrower it's slightly more damage with 10 percent burn. I personally think that lava plume for this set is the better option to have the chance of additional physical bulk. Flash Cannon is to kill off the faeries that are now threatening us and to make sure heatran does have an answer to kill them when he does come out. Roar is to stop set-up pokemon that suspect me of doing stealth rock on that turn.
3.Christian (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
The third member of the team and the water part of the FWG core. Named after a good friend of mine, so I don't really have any crazy pictures other then itself. Azumarill acts as the Wall Breaker and the answer to the things Gourgeist and Heatran could not cover. He resists Dark and deals with Talonflame which both my Heatran and Gourgeist have trouble with. Choice Band is used to ensure that will both Huge power and Choice band that it will hit things like a truck. Aqua Jet is also another way to pick off low health enemies and to revenge kill off the weakened foes. Play Rough is used to deal with Dragons and Dark types that threaten the other members of the core and has STAB. Superpower is there for coverage and to kill off normal types. Waterfall is there as Azumarill's STAB and it's strongest tool.
4.
Nocturne (Spiritomb) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Calm Mind
- Dark Pulse
- Sleep Talk
- Rest
The Fourth member of the Team and the strange pick of my team. 6th Gen increased the viability of this set by a lot. With sleep mechanics coming back to 4th gen and steel being nerf, Crotomb has become more of a threat now. Spirtomb here is used very similarly to the familiar set of Crocune. He is placed in here as the answer to all ghost types (except gengar) and my spin blocker. Also, he acts as one of my two win conditions. Once he gets calm mind rolling, he can only be stopped by physical fairy type moves. With the steel nerf, the dark type has become a lot more spamable. Calm Mind is to boost Spirtomb's Sp Def and Sp attack. With a forced switch, I get +1 Calm mind and Spirtomb becomes very bulky on both ends of his defenses. Dark Pulse is used as it's main STAB and always does a good chunk of damage to almost everything. Rest is used to heal it's health back up after nearing it's death. Sleep talk allows it to still take action even while asleep.
5.
Shurelia (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
The Fifth member of my team and my favorite Pokemon of all time. Named after a girl I once knew, she is easily the member I love using the most. She supports the team with defog and stops the pressure that is placed upon my field while Stealth rock is on it. While it may seem like a bad idea to have both defog and stealth rock on a team, I would like to have two different options depending on the current match-up of the team. She resists a lot of things that this team is already weak to and hits very hard. I use leftovers to ensure she stays longer on the field Draco meteor is to destroy or dent anything in her way. Psyshock is to dent any special wall that stands in her way such as mega Venusaur and Chansey. Defog I believe I have already mentioned my reasons for previously. Healing Wish is such a good move on any team. It allows any pokemon to be given a second chance to fight back at the cost of latias. I find this move to be absolutely amazing and has saved me so many times when i needed to make a comeback.
6.
Shirley (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 144 Spd / 36 SAtk / 172 HP / 152 SDef / 4 Def
Modest Nature
- Calm Mind
- Will-O-Wisp
- Hyper Voice
- Shadow Ball
The last and biggest member of the team. Mega Gardevoir is the glue and win condition that usually wins me games other then spiritomb. Her ev's are used to ensure she outspeeds base 70's and 80's that do have positive natures. 172 Hp and 152 Sp Def is to give her a more tanky role and is able to take a lot more hits. Calm Mind is to increase Gardevoir's already great Sp def and Sp attack to insane levels. Will-o-wisp is to make sure she can take hits from physical attackers and to increase her bulkiness. I prefer to have two will-o-wispers because, this team lacks good physical defense and I want to ensure that I cripple all the physical attackers with two will-o-wisper's. Hyper voice is her STAB and to deal a lot of daamge and break baton pass subs. Shadow ball is to do a lot of damage to steel types and to always dent them hard.
Closing remarks
Alright guys, my first RMT is done, I am willing to change anything or remove anything but Latias. I am willing to change it's move sets or ev's though. and this is my first RMT so I would love to have constructive criticism. Thanks for taking your time out of your schedule to read my RMT. ^_^
Importable:
Vivi (Gourgeist-Super) (M) @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Will-O-Wisp
- Shadow Sneak
- Leech Seed
- Seed Bomb
Shurelia (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Christian (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
Sentinel (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Lava Plume
- Flash Cannon
- Roar
Shirley (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 144 Spd / 36 SAtk / 172 HP / 152 SDef / 4 Def
Modest Nature
- Calm Mind
- Will-O-Wisp
- Hyper Voice
- Shadow Ball
Nocturne (Spiritomb) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Calm Mind
- Dark Pulse
- Sleep Talk
- Rest
Hello everyone, I have been on smogon forums to always figure out good insight on the metagame but I never really ever had my team rated. I had decided to start with a FWG core and just go from there and figure out what I would want to use. This is what I had come up with so far.
Disclaimer: I own none of these images

1. Vivi (Gourgeist-Super) (M) @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Will-O-Wisp
- Shadow Sneak
- Leech Seed
- Seed Bomb
The first member of the team and the Grass of the FWG core. Gourgeist acts as my answer to any fighting type, which supports Heatran. Also, he resists all the other weaknesses Heatran has. The EV's I have are used to ensure it's maximum potential as a physical wall. The leftovers are used to add the healing alongside leech seed to allow it to gain a lot of health every turn. I choose this guy over Trevanant because I feel like I needed a more bulky pokemon as opposed to someone who would stall. Will-o-wisp is to cripple physical attackers to support my more specially defense sweepers of Spirtomb and Mega Gardevoir. Shadow sneak is the STAB and is used to peck off at enemies that have low health. Leech seed is to give Gourgeist healing and to drain the enemies life as this also supports my team with the constant healing from the seeds. Seed bomb is just another nice damaging stab move to get damage off of.

2. Sentinel (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Lava Plume
- Flash Cannon
- Roar
The second member of the team and the fire of the FWG core. Sentinel compliments Gourgeist well as he has flash fire to stop the fire weakness. While Steel has been nerfed as it no longer resits Ghost and Dark, the answer to those threats will be discussed later. Heatran is the special pivot of the team and with it's great typing, allows me to get rocks going and stops fairies dead in their tracks. Air ballon is used to save itself from earthquake once and to allow it's rocks to always be set out. Stealth rocks are here because my team needs the additional chip damage gotten from them to ensure that my enemies are OHKO for sure. Lava plume is his stab and is used over flamethrower or fire blast because while Fire blast is very strong, I feel like after it's nerf, there isn't too much reason to use it over Lava Plume's 30 percent chance rate of burn and with flame thrower it's slightly more damage with 10 percent burn. I personally think that lava plume for this set is the better option to have the chance of additional physical bulk. Flash Cannon is to kill off the faeries that are now threatening us and to make sure heatran does have an answer to kill them when he does come out. Roar is to stop set-up pokemon that suspect me of doing stealth rock on that turn.

3.Christian (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
The third member of the team and the water part of the FWG core. Named after a good friend of mine, so I don't really have any crazy pictures other then itself. Azumarill acts as the Wall Breaker and the answer to the things Gourgeist and Heatran could not cover. He resists Dark and deals with Talonflame which both my Heatran and Gourgeist have trouble with. Choice Band is used to ensure that will both Huge power and Choice band that it will hit things like a truck. Aqua Jet is also another way to pick off low health enemies and to revenge kill off the weakened foes. Play Rough is used to deal with Dragons and Dark types that threaten the other members of the core and has STAB. Superpower is there for coverage and to kill off normal types. Waterfall is there as Azumarill's STAB and it's strongest tool.

4.
Nocturne (Spiritomb) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Calm Mind
- Dark Pulse
- Sleep Talk
- Rest
The Fourth member of the Team and the strange pick of my team. 6th Gen increased the viability of this set by a lot. With sleep mechanics coming back to 4th gen and steel being nerf, Crotomb has become more of a threat now. Spirtomb here is used very similarly to the familiar set of Crocune. He is placed in here as the answer to all ghost types (except gengar) and my spin blocker. Also, he acts as one of my two win conditions. Once he gets calm mind rolling, he can only be stopped by physical fairy type moves. With the steel nerf, the dark type has become a lot more spamable. Calm Mind is to boost Spirtomb's Sp Def and Sp attack. With a forced switch, I get +1 Calm mind and Spirtomb becomes very bulky on both ends of his defenses. Dark Pulse is used as it's main STAB and always does a good chunk of damage to almost everything. Rest is used to heal it's health back up after nearing it's death. Sleep talk allows it to still take action even while asleep.

5.
Shurelia (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
The Fifth member of my team and my favorite Pokemon of all time. Named after a girl I once knew, she is easily the member I love using the most. She supports the team with defog and stops the pressure that is placed upon my field while Stealth rock is on it. While it may seem like a bad idea to have both defog and stealth rock on a team, I would like to have two different options depending on the current match-up of the team. She resists a lot of things that this team is already weak to and hits very hard. I use leftovers to ensure she stays longer on the field Draco meteor is to destroy or dent anything in her way. Psyshock is to dent any special wall that stands in her way such as mega Venusaur and Chansey. Defog I believe I have already mentioned my reasons for previously. Healing Wish is such a good move on any team. It allows any pokemon to be given a second chance to fight back at the cost of latias. I find this move to be absolutely amazing and has saved me so many times when i needed to make a comeback.

6.
Shirley (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 144 Spd / 36 SAtk / 172 HP / 152 SDef / 4 Def
Modest Nature
- Calm Mind
- Will-O-Wisp
- Hyper Voice
- Shadow Ball
The last and biggest member of the team. Mega Gardevoir is the glue and win condition that usually wins me games other then spiritomb. Her ev's are used to ensure she outspeeds base 70's and 80's that do have positive natures. 172 Hp and 152 Sp Def is to give her a more tanky role and is able to take a lot more hits. Calm Mind is to increase Gardevoir's already great Sp def and Sp attack to insane levels. Will-o-wisp is to make sure she can take hits from physical attackers and to increase her bulkiness. I prefer to have two will-o-wispers because, this team lacks good physical defense and I want to ensure that I cripple all the physical attackers with two will-o-wisper's. Hyper voice is her STAB and to deal a lot of daamge and break baton pass subs. Shadow ball is to do a lot of damage to steel types and to always dent them hard.
Closing remarks
Alright guys, my first RMT is done, I am willing to change anything or remove anything but Latias. I am willing to change it's move sets or ev's though. and this is my first RMT so I would love to have constructive criticism. Thanks for taking your time out of your schedule to read my RMT. ^_^
Importable:
Vivi (Gourgeist-Super) (M) @ Leftovers
Ability: Frisk
Shiny: Yes
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Will-O-Wisp
- Shadow Sneak
- Leech Seed
- Seed Bomb
Shurelia (Latias) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Christian (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall
Sentinel (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Lava Plume
- Flash Cannon
- Roar
Shirley (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 144 Spd / 36 SAtk / 172 HP / 152 SDef / 4 Def
Modest Nature
- Calm Mind
- Will-O-Wisp
- Hyper Voice
- Shadow Ball
Nocturne (Spiritomb) @ Leftovers
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Calm Mind
- Dark Pulse
- Sleep Talk
- Rest
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