Second RMT. Am I good at this yet? Doubt I'll ever be. Hopefully I can get it on the first try this time.
Regice @ Leftovers
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Ice Beam
- Substitute
Specially defensive wall and decent Special Attacker. Even if a Hyper Voice from a Mega Gardevoir or Sylveon hits me, it's not gonna do much.
252 SpA Pixilate Sylveon Hyper Voice vs. 0 HP / 252+ SpD Regice: 75-88 (24.9 - 29.2%) -- 100% chance to 4HKO
Which gives me plenty of time to decide on what to do. I carry Substitute for being a wall, and the Rest Sleep Talk combo so that I can heal fast and still attack(if it hits Ice Beam), and Ice Beam as the STAB Attack. And Ice covers the Dragon weakness half of my team has, so I need this to stay around a while. I believe I did enough there, so next up is the Mega.
Charizard @ Charizardite X
Ability: Solar Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Thunder Punch
- Dragon Claw
The team's main Physical attacker and quite a good one at that. Yes, I carry Thunder Punch on this set rather than Roost because it hits a major counter to this set hard: Azumarill. It gets a free switch on a Dragon Claw and takes little from Flare Blitz, and if Stealth Rocks are up, I would rather not be switching often. As for the other moves, Dragon Dance increases my already high physical attack and speed, capable of sweeping teams that have no counters or checks with Flare Blitz and Dragon Claw, both of which get a Tough Claws boost.
252 Atk Tough Claws Charizard Flare Blitz vs. 252 HP / 252+ Def Landorus-T: 202-238 (52.8 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery
+1 252 Atk Tough Claws Charizard Thunder Punch vs. 240 HP / 0 Def Azumarill: 394-464 (98.2 - 115.7%) -- 87.5% chance to OHKO
So yeah. Eats through teams like no other. Besides the ones that eat through teams just like it-MOVING ON
Garchomp @ BrightPowder
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Roar
A Stealth Rock Garchomp to aid the team by hurting potential threats(generally ones weak to Rock), though the Earthquake/Stone Edge coverage is great on its own. Roar is just there for shuffling around the opponent's team and possibly messing them up, and the BrightPowder is there because I didn't know what else to give it. Rocky Helmet just doesn't cut it for this set...maybe. I don't know really. Not much else to say about a Stealth Rock-er that has good attacks. On to our final Dragon(as if this team wasn't already weak enough to Ice. Oh wait, it still is.).
Dragalge @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 SpD
Modest Nature
- Draco Meteor
- Sludge Wave
- Thunderbolt
- Shadow Ball
Do I hear a "most powerful Draco Meteor in the game?" Because that's what this thing is known for. I believe. *cough* My main Special Attacker on the team and completely obliterates anything that is not Steel or Fairy with its Draco Meteor. Sludge Wave is also a nice STAB that is still walled by Steel Types but can easily kill Fairies.
252+ SpA Choice Specs Dragalge Draco Meteor vs. 0 HP / 0 SpD Skarmory: 191-225 (70.4 - 83%) -- guaranteed 2HKO
Ouch. You're gonna need some significant SpDefense investment my friend. But besides Dragalge's powerful STABs, Thunderbolt can hit the Water and Flying types better, while Shadow ball does better against Ghost and Psychic, and I'm pretty sure a lot of Psychic types wanna come in and hurt this thing. Only two more left. Let's go.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off
Sableye is my way of making sure I dispose of the opponent's hazard setters without them setting up first. So, in the case of Skarmory, You would Taunt it and Will-O-Wisp and Knock off it to death, provided it stays in, which most likely won't happen, but hey, it's a plan. Will-O-Wisp is also useful for crippling Physical attackers very well, so you better be bringing your Heal Bell-er or Aromatherapy-er, because that's not coming off. Knock Off messes with items and Recover is used for priority healing. Last team member up next.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 4 Atk / 252 Def / 252 SpD
Impish Nature
- Fling
- Earthquake
- Roost
- Acrobatics
THIS IS THE LAST ICE WEAKNESS I SWEAR *ahem*
The somewhat physical wall that also does a decent physical attacking job. So, opposite of Regice's job. Bam. With only 2 Weaknesses, one of which is 4x, Gliscor does not meet many threats to it, and, in turn, can fling it's Toxic Orb at whatever it wants(except Poison and Steel types, goshdarnit), setting the opponent on a timer. Unless it happens to be Breloom or another Gliscor. Then it's a stall war. Upon getting rid of it's Toxic Orb, it can now use Acrobatics with max power. and Roost is there for healing because I'm sure people will get around 12.5% a turn.
So yeah, I think that's everything, positive I did on the first go....but we'll see if that's true soon enough.
:3

Regice @ Leftovers
Ability: Clear Body
EVs: 4 Def / 252 SpA / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Ice Beam
- Substitute
Specially defensive wall and decent Special Attacker. Even if a Hyper Voice from a Mega Gardevoir or Sylveon hits me, it's not gonna do much.
252 SpA Pixilate Sylveon Hyper Voice vs. 0 HP / 252+ SpD Regice: 75-88 (24.9 - 29.2%) -- 100% chance to 4HKO
Which gives me plenty of time to decide on what to do. I carry Substitute for being a wall, and the Rest Sleep Talk combo so that I can heal fast and still attack(if it hits Ice Beam), and Ice Beam as the STAB Attack. And Ice covers the Dragon weakness half of my team has, so I need this to stay around a while. I believe I did enough there, so next up is the Mega.

Charizard @ Charizardite X
Ability: Solar Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Thunder Punch
- Dragon Claw
The team's main Physical attacker and quite a good one at that. Yes, I carry Thunder Punch on this set rather than Roost because it hits a major counter to this set hard: Azumarill. It gets a free switch on a Dragon Claw and takes little from Flare Blitz, and if Stealth Rocks are up, I would rather not be switching often. As for the other moves, Dragon Dance increases my already high physical attack and speed, capable of sweeping teams that have no counters or checks with Flare Blitz and Dragon Claw, both of which get a Tough Claws boost.
252 Atk Tough Claws Charizard Flare Blitz vs. 252 HP / 252+ Def Landorus-T: 202-238 (52.8 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery
+1 252 Atk Tough Claws Charizard Thunder Punch vs. 240 HP / 0 Def Azumarill: 394-464 (98.2 - 115.7%) -- 87.5% chance to OHKO
So yeah. Eats through teams like no other. Besides the ones that eat through teams just like it-MOVING ON

Garchomp @ BrightPowder
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Roar
A Stealth Rock Garchomp to aid the team by hurting potential threats(generally ones weak to Rock), though the Earthquake/Stone Edge coverage is great on its own. Roar is just there for shuffling around the opponent's team and possibly messing them up, and the BrightPowder is there because I didn't know what else to give it. Rocky Helmet just doesn't cut it for this set...maybe. I don't know really. Not much else to say about a Stealth Rock-er that has good attacks. On to our final Dragon(as if this team wasn't already weak enough to Ice. Oh wait, it still is.).

Dragalge @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 SpD
Modest Nature
- Draco Meteor
- Sludge Wave
- Thunderbolt
- Shadow Ball
Do I hear a "most powerful Draco Meteor in the game?" Because that's what this thing is known for. I believe. *cough* My main Special Attacker on the team and completely obliterates anything that is not Steel or Fairy with its Draco Meteor. Sludge Wave is also a nice STAB that is still walled by Steel Types but can easily kill Fairies.
252+ SpA Choice Specs Dragalge Draco Meteor vs. 0 HP / 0 SpD Skarmory: 191-225 (70.4 - 83%) -- guaranteed 2HKO
Ouch. You're gonna need some significant SpDefense investment my friend. But besides Dragalge's powerful STABs, Thunderbolt can hit the Water and Flying types better, while Shadow ball does better against Ghost and Psychic, and I'm pretty sure a lot of Psychic types wanna come in and hurt this thing. Only two more left. Let's go.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off
Sableye is my way of making sure I dispose of the opponent's hazard setters without them setting up first. So, in the case of Skarmory, You would Taunt it and Will-O-Wisp and Knock off it to death, provided it stays in, which most likely won't happen, but hey, it's a plan. Will-O-Wisp is also useful for crippling Physical attackers very well, so you better be bringing your Heal Bell-er or Aromatherapy-er, because that's not coming off. Knock Off messes with items and Recover is used for priority healing. Last team member up next.

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 4 Atk / 252 Def / 252 SpD
Impish Nature
- Fling
- Earthquake
- Roost
- Acrobatics
THIS IS THE LAST ICE WEAKNESS I SWEAR *ahem*
The somewhat physical wall that also does a decent physical attacking job. So, opposite of Regice's job. Bam. With only 2 Weaknesses, one of which is 4x, Gliscor does not meet many threats to it, and, in turn, can fling it's Toxic Orb at whatever it wants(except Poison and Steel types, goshdarnit), setting the opponent on a timer. Unless it happens to be Breloom or another Gliscor. Then it's a stall war. Upon getting rid of it's Toxic Orb, it can now use Acrobatics with max power. and Roost is there for healing because I'm sure people will get around 12.5% a turn.
So yeah, I think that's everything, positive I did on the first go....but we'll see if that's true soon enough.
:3