Yep, it's been a few months since the last one sooooooooo here we are. This one's actually pretty heavily tested and very successful, just looking for finishing touches really. 7:1 W:L ratio so far.
Glance:
Sets:
And now, member by member, with the "why" and "wtf these EVs".
tl;dr version of RMT: first 5 mons work great. Cress probably needs a better spread but has so far been ok. Rotom-W is shit so I'm 100% open to final slot suggests. Need a water resist / something against Rain, but grass types add horrifying weaknesses across my chart and Water types are passive in sun and I have 2 passive mons already. I'm thinking something with BoltBeam? Hydreigon + Landog is scary to fight. :/
Glance:






Sets:
Charizard @ Mega-Y
Timid, 140 HP, 4 Def, 164 Sp. Atk, 4 Sp. Def, 196 Speed
Ability: Blaze (Drought)
- Heat Wave
- Protect
- Solar Beam
- Ancient Power
Garchomp @ Life Orb
Jolly, 4 HP, 252 Atk, 252 Speed
Ability: Rough Skin
- Dual Chop
- Protect
- Rock Slide
- Earthquake
Cresselia @ Rocky Helmet
Calm, 252 HP, 232 Def, 4 Sp. Atk, 4 Sp. Def, 12 Speed
Ability: Levitate
- Psyshock
- Moonlight
- Calm Mind
- Icy Wind
Klefki @ Sitrus Berry
Bold, 252 HP, 108 Def, 148 Sp. Def
Ability: Prankster
- Foul Play
- Thunder Wave
- Swagger
- Safeguard
Heracross @ Choice Scarf
Adamant, 252 Atk, 4 Def, 252 Speed
Ability: Moxie
- Megahorn
- Knock Off
- Rock Slide
- Close Combat
Rotom-W @ Leftovers
Modest, 252 HP, 44 Def, 116 Sp. Atk, 44 Sp. Def, 52 Speed
Ability: Levitate
- Thunderbolt
- Protect
- Will-o-Wisp
- Hydro Miss
Timid, 140 HP, 4 Def, 164 Sp. Atk, 4 Sp. Def, 196 Speed
Ability: Blaze (Drought)
- Heat Wave
- Protect
- Solar Beam
- Ancient Power
Garchomp @ Life Orb
Jolly, 4 HP, 252 Atk, 252 Speed
Ability: Rough Skin
- Dual Chop
- Protect
- Rock Slide
- Earthquake
Cresselia @ Rocky Helmet
Calm, 252 HP, 232 Def, 4 Sp. Atk, 4 Sp. Def, 12 Speed
Ability: Levitate
- Psyshock
- Moonlight
- Calm Mind
- Icy Wind
Klefki @ Sitrus Berry
Bold, 252 HP, 108 Def, 148 Sp. Def
Ability: Prankster
- Foul Play
- Thunder Wave
- Swagger
- Safeguard
Heracross @ Choice Scarf
Adamant, 252 Atk, 4 Def, 252 Speed
Ability: Moxie
- Megahorn
- Knock Off
- Rock Slide
- Close Combat
Rotom-W @ Leftovers
Modest, 252 HP, 44 Def, 116 Sp. Atk, 44 Sp. Def, 52 Speed
Ability: Levitate
- Thunderbolt
- Protect
- Will-o-Wisp
- Hydro Miss
And now, member by member, with the "why" and "wtf these EVs".
Charizard is the same story as ever: Favorite Mega, and it's pretty good in BSD.
I recently broke down and went from my old bulky, slow, nuclear Modest baby to my previous fast and fierce one from the earliest incarnations of my team, hence why I skipped my usual numerical version number system and went to "Phoenix": The legendary Pledge Trio finally crashed and burned, and I started over from complete scratch. Bringing back the old Timid one since I was sick as fuck of being outran and having a huge dependence on Speed control. The damage difference is pretty big (200 vs 220, with my specific spreads) but not that detrimental.
The spread outruns max Speed, Jolly/Timid base 92 (+92) and max Speed neutral base 105 (105) Speed mons. Specifically, this allows me to outrun all non-Scarf versions of Lando-T. and those that speedcreep it, while only being outran by Timid Hydreigon (the vast majority are Modest and/or Scarf) which I can't touch anyway, and speed-ties with +100 mons that I'm going to lose to anyway. It's been very good so far; I see no reason to adjust it. Bulk tanks Fake Out + Return from Jolly MegaKhan, and most common Thunderbolts (252+ Rotom-W, Zapdos, Mega Manectric, and Magnezone all fail to KO unless Expert Belt/LO); again, it's been really solid and reliable. Remainder in Sp. Atk, no specific benchmarks.
Heat Wave and Protect are chosen because it's a Char-Y in Doubles. Solarbeam nails opposing Water mons, such as Milotic and Rotom-W which really plague Garchomp, and Ancient Power crushes opposing Char-Y, Talonflame, Rotom-H, and helps chip at Mega Mence and Gyarados along with Garchomp.
Garchomp is a return to my old VGC14 team. The glorious speed, power, and coverage of CharChomp is something very few can stomach, and it was highly successful in that meta. Nowadays, most people run Lando-T as Char-Y's main partner, which is logical: water weakness eliminated, Intimidate support, and obvious offensive synergy. Which, I'm ok with, but personally I'm really bothered by Landog's Speed. Scarf fixes this, sure, but eliminates Protect and Scarf EQ is really fucking shaky. Instead, I went with landog's long-forgotten rival with much needed Fire and Rock resists, superior Speed, and the nice perk of "not giving Milotic a free sweep". I'd be ok with Landog, but just feel more... comfortable with Chompy, despite the Lando-T/Mence weakness. Moveset is the same one Garchomp has been running since... uh..gen 4 2014 and needs 0 explaination. Life Orb adds more brute force and KOs that Lum/Rocky Helmet simply do not achieve, and doesn't lock me into a move. Dual Chop breaks Sash mons, Smeargle and Gengar in particular (which easily live Lum) while also doing increased damage to Dragonite. Imperfect accuracy is annoying but I use it so rarely that it's simply not a problem.
Cresselia has enormous synergy with CharChomp, providing a Mence counter, Speed support, Ice coverage, an EQ immunity, and even an extra check to Kangakhan all in one. She'd had a turbulent moveset: such is Cresselia's curse. I've had great trouble against CM Cress in the past, and using it myself it can be a truly impressive win condition. For starters, one cannot simply "ignore cress, crush partner" with it buffing itself, and thanks to Rocky Helmet + Moonlight + Sp. Def buffs, it's outright obnoxious to KO, and isn't an auto-GG if it's the last mon. Psyshock smashes opposing CM opponents, allowing me a notable victory in a CM Sylveon vs CM Cress war I had recently. Psychic hits Khan harder and all, but I'm not overly worried about that since +2 Psychic sux just as much as +2 Psyshock.
Icy Wind lets me hit Sp. Def, offers solid Speed control + sash/balloon busting, and handles Mence/Landog 100% fine. CM and Moonlight set up and keeps her very healthy, and on the field a very long time while Khan suicides itself.
The EVs, I'm not gonna lie, that might of been one of my "Pepsi and vodka" ideas. Very open to spreads, but I do want Speed investment; I am running Icy Wind after all. Ideally, 60 Speed to outrun Garchomp after Icy Wind; it outruns the massive +100 crowd plus a sprinkle of speedcreep.
I recently broke down and went from my old bulky, slow, nuclear Modest baby to my previous fast and fierce one from the earliest incarnations of my team, hence why I skipped my usual numerical version number system and went to "Phoenix": The legendary Pledge Trio finally crashed and burned, and I started over from complete scratch. Bringing back the old Timid one since I was sick as fuck of being outran and having a huge dependence on Speed control. The damage difference is pretty big (200 vs 220, with my specific spreads) but not that detrimental.
The spread outruns max Speed, Jolly/Timid base 92 (+92) and max Speed neutral base 105 (105) Speed mons. Specifically, this allows me to outrun all non-Scarf versions of Lando-T. and those that speedcreep it, while only being outran by Timid Hydreigon (the vast majority are Modest and/or Scarf) which I can't touch anyway, and speed-ties with +100 mons that I'm going to lose to anyway. It's been very good so far; I see no reason to adjust it. Bulk tanks Fake Out + Return from Jolly MegaKhan, and most common Thunderbolts (252+ Rotom-W, Zapdos, Mega Manectric, and Magnezone all fail to KO unless Expert Belt/LO); again, it's been really solid and reliable. Remainder in Sp. Atk, no specific benchmarks.
Heat Wave and Protect are chosen because it's a Char-Y in Doubles. Solarbeam nails opposing Water mons, such as Milotic and Rotom-W which really plague Garchomp, and Ancient Power crushes opposing Char-Y, Talonflame, Rotom-H, and helps chip at Mega Mence and Gyarados along with Garchomp.
Garchomp is a return to my old VGC14 team. The glorious speed, power, and coverage of CharChomp is something very few can stomach, and it was highly successful in that meta. Nowadays, most people run Lando-T as Char-Y's main partner, which is logical: water weakness eliminated, Intimidate support, and obvious offensive synergy. Which, I'm ok with, but personally I'm really bothered by Landog's Speed. Scarf fixes this, sure, but eliminates Protect and Scarf EQ is really fucking shaky. Instead, I went with landog's long-forgotten rival with much needed Fire and Rock resists, superior Speed, and the nice perk of "not giving Milotic a free sweep". I'd be ok with Landog, but just feel more... comfortable with Chompy, despite the Lando-T/Mence weakness. Moveset is the same one Garchomp has been running since... uh..
Cresselia has enormous synergy with CharChomp, providing a Mence counter, Speed support, Ice coverage, an EQ immunity, and even an extra check to Kangakhan all in one. She'd had a turbulent moveset: such is Cresselia's curse. I've had great trouble against CM Cress in the past, and using it myself it can be a truly impressive win condition. For starters, one cannot simply "ignore cress, crush partner" with it buffing itself, and thanks to Rocky Helmet + Moonlight + Sp. Def buffs, it's outright obnoxious to KO, and isn't an auto-GG if it's the last mon. Psyshock smashes opposing CM opponents, allowing me a notable victory in a CM Sylveon vs CM Cress war I had recently. Psychic hits Khan harder and all, but I'm not overly worried about that since +2 Psychic sux just as much as +2 Psyshock.
Icy Wind lets me hit Sp. Def, offers solid Speed control + sash/balloon busting, and handles Mence/Landog 100% fine. CM and Moonlight set up and keeps her very healthy, and on the field a very long time while Khan suicides itself.
The EVs, I'm not gonna lie, that might of been one of my "Pepsi and vodka" ideas. Very open to spreads, but I do want Speed investment; I am running Icy Wind after all. Ideally, 60 Speed to outrun Garchomp after Icy Wind; it outruns the massive +100 crowd plus a sprinkle of speedcreep.
Klefki, odd story. I added it because Thundurus-I has horrible synergy with CharChomp. So much Ice/Rock weak. So little salvation. Klefki, on the other hand, has amazing typing, and since I already had 2 resists to both its weaknesses, I figured "Why not use that for my Prankster Dickwave spam?". I typically bring Cress as my "passive speed support", but Klefki has its uses - especially in Rain, where Moonlight is kinda shit and Klefki is very obnoxious, or against Milotic, where Icy Wind is not the best thing to spam. Prankster Safeguard keeps opposing T-Wave off my ass, along with cheese like Smeargle, HypnoBat, Sableye, and Swagger. Speaking of which, I figured "why not add injury to insult and Swag around like the fresh prince of bel-air" while smacking things with Foul Play. And hell, why not set up a +2 LO Garchomp or a +2 Scarf Heracross when there's nothing left to torment. Rock/Ice/Fairy/Dark/Flying resists are hugely appreciated. Spread tanks 252+ LO Hydreigon's Earth Power, and 252+ Heatran's Heat Wave, with the rest in Def to sit in front of Mega Salamence/Khan. Fun support, I even killed a full HP Char-Y with it once thanks to lucky rolls with T-Wave -> Swagger -> Foul Play. Sitrus helps Klefki heal and stick around; Cress has Moonlight, so Klefki needed Sitrus more.
Our Lord and Savior Heracross returns once again, to assure that Khan, Cresselia, Terrakion, Greninja, Weavile, Gengar (both sash and Mega), Char-Y, TTar, Ludicolo, Toed, Heatran, Rotom-W, Hydreigon (LO/Scarf/Specs), Non-Scarf Lati@s, and many other foes my team has issues with meet a swift and brutal end. I've tried Terrakion, and while it's adequately fast and strong, it's complete shit against Rain, and is useless against Cresselia - two things which are of very relevent threat to the four teamates above. Hydreigon was also an issue, Toed+Ludicolo was a bother, Gengar is a pain in the ass whether it's Sash + WoW, or the absolute fucking cancer of PerishTrap. Heracross solidly demolishes all of these threats. While it's probably obvious in Team Preview what he's likely to run (Mega or Scarf is pretty much all Heracross does, after all), it doesn't change the fact that's just so damn fast and heavy-hitting that it's very difficult to stop once the opponent's primary Fighting resist (Sylveon, Landog, or Mence, usually) is down or weakened, Our Lord and Savior scores 2+ KO's in rapid succession or just demolishes the foe's win condition / biggest speedbump. That said, I never lead with it: I switch it in on a resist, or after losing a mon. I've simply never regretted bringing it despite the obvious Fairy / Talonflame issue (Which CharChomp nails, j/s). Adamant outruns everything slower than Mega Manectric, upping the Speed to Jolly would be excessive and the power drop loses a lot of KOs; much like Scarf Landog.
Moxie looks really stupid at first glance, but take into consideration three things:
1) When people see Heracross, they know not to burn it. It's the poster child of Guts.
2) Prankster Safeguard + Guts works like Insomnia + Rest.
3) It's used almost entirely as a revenge killer.
As soon as it nets a +1 boost, it's an extremely threatening force that cannot be ignored and usually crushes a second foe before going down / I win.
Spread is obvious. Moves are Heracross' STABs + best coverage, Poison Jab is trash.
LO Ludicolo in Rain, Scarf Hydreigon's DM, and a surprising number of hits fail to OHKO it at full HP, so bulk isn't really needed as it has enough to handle everything it needs to.
Rotom-W is "the filler". It's been absolute trash; Rotom-W has been very underwhelming in both bulk and power every time I've ever used it. Hell, it's hardly a speedbump when fighting it. But, the resists are perfect: I need a Water resist, a Flying resist would be nice, can't be weak to Rock, and Electric is iffy because I have 1 resist (Garchomp) and 1 weakness (Char-Y). Rotom-W uniquely fits that bill, plus helps against Landog. So in theory, it's perfect. In practice, it's frail, usually falling in two hits, Sun-hindered Hydro Miss is reeeeally useless, and it really doesn't accomplish much compared to everyone else.
Spread tanks 252+ Mega Mawile's Play Rough, outruns Garchomp after Icy Wind, I don't remember what the Sp. def is for, and the rest in Sp. Atk for tickling my foes. Leftovers because Sitrus and Scarf are already used. Team is vulnerable to Landog, since Cress is the only one who isn't killed by it or afraid of Intimidate. Could use extra coverage on Water types too, so maybe BoltBeam. Ludicolo is demolished by Heracross so it doesn't /need/ to beat Ludicolo.
Our Lord and Savior Heracross returns once again, to assure that Khan, Cresselia, Terrakion, Greninja, Weavile, Gengar (both sash and Mega), Char-Y, TTar, Ludicolo, Toed, Heatran, Rotom-W, Hydreigon (LO/Scarf/Specs), Non-Scarf Lati@s, and many other foes my team has issues with meet a swift and brutal end. I've tried Terrakion, and while it's adequately fast and strong, it's complete shit against Rain, and is useless against Cresselia - two things which are of very relevent threat to the four teamates above. Hydreigon was also an issue, Toed+Ludicolo was a bother, Gengar is a pain in the ass whether it's Sash + WoW, or the absolute fucking cancer of PerishTrap. Heracross solidly demolishes all of these threats. While it's probably obvious in Team Preview what he's likely to run (Mega or Scarf is pretty much all Heracross does, after all), it doesn't change the fact that's just so damn fast and heavy-hitting that it's very difficult to stop once the opponent's primary Fighting resist (Sylveon, Landog, or Mence, usually) is down or weakened, Our Lord and Savior scores 2+ KO's in rapid succession or just demolishes the foe's win condition / biggest speedbump. That said, I never lead with it: I switch it in on a resist, or after losing a mon. I've simply never regretted bringing it despite the obvious Fairy / Talonflame issue (Which CharChomp nails, j/s). Adamant outruns everything slower than Mega Manectric, upping the Speed to Jolly would be excessive and the power drop loses a lot of KOs; much like Scarf Landog.
Moxie looks really stupid at first glance, but take into consideration three things:
1) When people see Heracross, they know not to burn it. It's the poster child of Guts.
2) Prankster Safeguard + Guts works like Insomnia + Rest.
3) It's used almost entirely as a revenge killer.
As soon as it nets a +1 boost, it's an extremely threatening force that cannot be ignored and usually crushes a second foe before going down / I win.
Spread is obvious. Moves are Heracross' STABs + best coverage, Poison Jab is trash.
LO Ludicolo in Rain, Scarf Hydreigon's DM, and a surprising number of hits fail to OHKO it at full HP, so bulk isn't really needed as it has enough to handle everything it needs to.
Rotom-W is "the filler". It's been absolute trash; Rotom-W has been very underwhelming in both bulk and power every time I've ever used it. Hell, it's hardly a speedbump when fighting it. But, the resists are perfect: I need a Water resist, a Flying resist would be nice, can't be weak to Rock, and Electric is iffy because I have 1 resist (Garchomp) and 1 weakness (Char-Y). Rotom-W uniquely fits that bill, plus helps against Landog. So in theory, it's perfect. In practice, it's frail, usually falling in two hits, Sun-hindered Hydro Miss is reeeeally useless, and it really doesn't accomplish much compared to everyone else.
Spread tanks 252+ Mega Mawile's Play Rough, outruns Garchomp after Icy Wind, I don't remember what the Sp. def is for, and the rest in Sp. Atk for tickling my foes. Leftovers because Sitrus and Scarf are already used. Team is vulnerable to Landog, since Cress is the only one who isn't killed by it or afraid of Intimidate. Could use extra coverage on Water types too, so maybe BoltBeam. Ludicolo is demolished by Heracross so it doesn't /need/ to beat Ludicolo.