the name comes from the rest+healbell combo this team relies on. i got the idea from tonyflygon a while back but havn't seen many people use it. i personally like the combo as it removes the "lacks reliable recovery" problem from great pokes like the now UU swampert.
Changes in bold
togekiss @ leftovers
serene grace
calm nature
252 HP / 252 Def / 4 SpDef
-air slash
-thunder wave
-heal bell
-roost
the team cleric, and atm only solid grass counter. spreads paralysis like it's nothing. roost neutralizing all it's initial weaknesses (while opening it up to fighting) and paralyzed opponent makes it very difficult to take down. which is damn good, seeing as my team kinda falls apart without it. 100% can't die or ill be up sh*t creek without a paddle.
milotic @ leftovers
marvel scale
calm nature
252 HP / 144 Def / 112 SpDef
-scald
-dragon tail
-sleep talk
-rest
this set i also took from tonyflygon (or the EV's at least, it was a while back and i was already working on a restalk milotic so idk). now why put a restalker that relies on marvel scale for it's physical defense on a team like this? it'll be woken up far too often right? not quite. due to the new sleep timer system milotic may very well only get a chance to rest to full once or twice a game. three turns is more than enough time to get forced out. heal bell fixes that, and since it's special bulk is unaffected there are still plenty of available switch-in's to rest back to full.
swampert @ leftovers (noticing a trend?)
torrent
impish nature
252 HP / 4 Atk / 80 Def / 172 SpDef
-earthquake
-roar
-stealth rocks
-rest
the dedicated stealth rocker. fairly expendable after rocks are up with no chance of being spun away, but no less useful. the roar slot was originally stone edge but i sided with roar as hoping for d-tail on a sleeptalk from milotic isn't very reliable. not to mention subs. and tbh i really didnt need stone edge, or any other attack, EQ hits plenty hard thanks to stab + 110 base attack. and most things immune to EQ are hit hard by rocks so roar "hits" them just fine too.
Chandelure @ Leftovers
Flash Fire
252 HP / 176 Def / 80 SpDef
Calm Nature
- Flamethrower
- Shadow Ball
- Energy ball
- Rest
The team's new spinblocker and anti-grass type, if shadow tag is legal that would be even better as a double switch could land chandelure against an opponents spin-blocker (probably not a good idea all the time). i've been trying rest over pain split to good effect (lower hp ev's w/ pain split of course) i listed the rest ev's because that's been performing a bit better overall. considering overheat to hit harder on the switch if shadow tag isn't an option (on that note i believe it hasn't been released but i'm hoping i just missed the memo). reinvested from SpAtk to bulk as 145 base SpAtk is already phenomenal for a wall. thx to moo for the idea.
hitmontop @ choice band... jk, leftovers
intimidate
careful nature
252 HP / 100 Def / 156 SpDef
-close combat
-rapid spin
-foresight
-rest
no problems with losing an attack slot to foresight really, if they do have spin blocker, payoff. if they don't i can usually bluff a SE hit if i need to, which is rare. besides stab CC hits plenty well as is, and in any case, im more concerned w/ keeping him alive to keep spinning than i am attacking w/ him.
Deoxys-D @ Leftovers (maybe red-card for some variance)
pressure
calm nature
248 HP / 204 Def / 56 SpDef
-seismic toss
-taunt
-spikes
-recover
the perfect spiker for my team, havn't had any problems yet. fills in the grass weakness a bit due to it's sheer bulk, immediate recovery, and relativly fast taunt. and recover over rest for two reasons. immediate recovery has some obvious advantages, when your only attack is garunteed 100HP you'll have to stay in for a while and you can't rest, switch, healbell, switch, attack, repeat. the other mons on my team generally don't stay in for long periods (barring whimsicott and togekiss when he's para-flinching), but seismic toss as it's only offensive option coupled with being a spiker makes for fairly long stays compared to the rest of the team.
Changes in bold
Team building process:
togekiss was an ecential choice as the team would need a cleric. on top of that i've simply had a good experience with him. i tend to rack up para on 3-4 pokes each game and whenever i win, he's still alive. milotic was picked due to the sheer bulk of it's restalk set. now it may seem strange to put a restalker on this team but it's certainly payed off, but ill go into more detail on that later.
next i needed a rocker, and how convenient that one just dropped to UU. one who suffered from a lack of reliable recovery. swampert also makes a great compliment to togekiss's weaknesses.
the team was feeling a little grass-weak overall despite togekiss. not that a sub-seeding prankster mon is any kind of counter to grass types, but suffice to say, not all grass attacks come from grass types. plus sub-seeder whimsicott is just good fun.
needed a spinner, hitmontop is arguably the best in the tier now that donphan is gone. being ghost-proof is really nice too.
i decided if i was going to blindly pursue rest-based stall i'd need more hazards. so i set out to find the perfect spiker for my team, and i found him. takes a crit, guts-boosted pursuit on the switch from heracross and lives.
i replaced whimsicott with chandelure to act as a spin-blocker, and anti-grass type. his resonable bulk and massive natural offense make for a perfect spin-blocker as even un-invested attacks will do some good damage on the switch.


togekiss was an ecential choice as the team would need a cleric. on top of that i've simply had a good experience with him. i tend to rack up para on 3-4 pokes each game and whenever i win, he's still alive. milotic was picked due to the sheer bulk of it's restalk set. now it may seem strange to put a restalker on this team but it's certainly payed off, but ill go into more detail on that later.



next i needed a rocker, and how convenient that one just dropped to UU. one who suffered from a lack of reliable recovery. swampert also makes a great compliment to togekiss's weaknesses.




the team was feeling a little grass-weak overall despite togekiss. not that a sub-seeding prankster mon is any kind of counter to grass types, but suffice to say, not all grass attacks come from grass types. plus sub-seeder whimsicott is just good fun.





needed a spinner, hitmontop is arguably the best in the tier now that donphan is gone. being ghost-proof is really nice too.






i decided if i was going to blindly pursue rest-based stall i'd need more hazards. so i set out to find the perfect spiker for my team, and i found him. takes a crit, guts-boosted pursuit on the switch from heracross and lives.






i replaced whimsicott with chandelure to act as a spin-blocker, and anti-grass type. his resonable bulk and massive natural offense make for a perfect spin-blocker as even un-invested attacks will do some good damage on the switch.

togekiss @ leftovers
serene grace
calm nature
252 HP / 252 Def / 4 SpDef
-air slash
-thunder wave
-heal bell
-roost
the team cleric, and atm only solid grass counter. spreads paralysis like it's nothing. roost neutralizing all it's initial weaknesses (while opening it up to fighting) and paralyzed opponent makes it very difficult to take down. which is damn good, seeing as my team kinda falls apart without it. 100% can't die or ill be up sh*t creek without a paddle.

milotic @ leftovers
marvel scale
calm nature
252 HP / 144 Def / 112 SpDef
-scald
-dragon tail
-sleep talk
-rest
this set i also took from tonyflygon (or the EV's at least, it was a while back and i was already working on a restalk milotic so idk). now why put a restalker that relies on marvel scale for it's physical defense on a team like this? it'll be woken up far too often right? not quite. due to the new sleep timer system milotic may very well only get a chance to rest to full once or twice a game. three turns is more than enough time to get forced out. heal bell fixes that, and since it's special bulk is unaffected there are still plenty of available switch-in's to rest back to full.

swampert @ leftovers (noticing a trend?)
torrent
impish nature
252 HP / 4 Atk / 80 Def / 172 SpDef
-earthquake
-roar
-stealth rocks
-rest
the dedicated stealth rocker. fairly expendable after rocks are up with no chance of being spun away, but no less useful. the roar slot was originally stone edge but i sided with roar as hoping for d-tail on a sleeptalk from milotic isn't very reliable. not to mention subs. and tbh i really didnt need stone edge, or any other attack, EQ hits plenty hard thanks to stab + 110 base attack. and most things immune to EQ are hit hard by rocks so roar "hits" them just fine too.

Chandelure @ Leftovers
Flash Fire
252 HP / 176 Def / 80 SpDef
Calm Nature
- Flamethrower
- Shadow Ball
- Energy ball
- Rest
The team's new spinblocker and anti-grass type, if shadow tag is legal that would be even better as a double switch could land chandelure against an opponents spin-blocker (probably not a good idea all the time). i've been trying rest over pain split to good effect (lower hp ev's w/ pain split of course) i listed the rest ev's because that's been performing a bit better overall. considering overheat to hit harder on the switch if shadow tag isn't an option (on that note i believe it hasn't been released but i'm hoping i just missed the memo). reinvested from SpAtk to bulk as 145 base SpAtk is already phenomenal for a wall. thx to moo for the idea.

hitmontop @ choice band... jk, leftovers
intimidate
careful nature
252 HP / 100 Def / 156 SpDef
-close combat
-rapid spin
-foresight
-rest
no problems with losing an attack slot to foresight really, if they do have spin blocker, payoff. if they don't i can usually bluff a SE hit if i need to, which is rare. besides stab CC hits plenty well as is, and in any case, im more concerned w/ keeping him alive to keep spinning than i am attacking w/ him.

Deoxys-D @ Leftovers (maybe red-card for some variance)
pressure
calm nature
248 HP / 204 Def / 56 SpDef
-seismic toss
-taunt
-spikes
-recover
the perfect spiker for my team, havn't had any problems yet. fills in the grass weakness a bit due to it's sheer bulk, immediate recovery, and relativly fast taunt. and recover over rest for two reasons. immediate recovery has some obvious advantages, when your only attack is garunteed 100HP you'll have to stay in for a while and you can't rest, switch, healbell, switch, attack, repeat. the other mons on my team generally don't stay in for long periods (barring whimsicott and togekiss when he's para-flinching), but seismic toss as it's only offensive option coupled with being a spiker makes for fairly long stays compared to the rest of the team.