Any and all advice is appreciated. Thank you in advance.
Basically, this team revolves around spore abuse and dishing out enough damage before my spore-setter goes down. TR is ideally used to compensate for Breloom's low speed, but the team functions moderately well even if it is not set up. I reached 13xx (just broke rank 500) last night, but found the other teams at that rank a bit difficult to handle.
As for EVs, I don't really know much whether or not I have them set up correctly, so advice on that would be nice too.
***Note that the first three pokemon are the one's I previously tried on this team. They have been subsequently replaced.
Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Tailwind
- Protect
- Taunt
- Leech Seed
I previously always sent out Whimsi and Breloom as my lead. Whimsi almost always used Tailwind on turn 1 while Breloom used Spore/Protect depending on whether or not I thought the opponent would target Breloom. In the earlier versions of this team, I relied mostly on Tailwind rather than TR to make up for Breloom's speed. Protect/Lefties is my default go to when I don't have anything better in mind. Protect is useful for lefty-stalling shenanigans and useful when the opponent starts to double team Whimsi. Taunt is a counter against opposing leads like Sableye and Whimsi that are just plain annoying. Leech Seed aids Whimsi's longevity. I removed Whimsi from the team because of three problems. Whimsi+Breloom didn't do well when faced with opponents with Heat Wave or Sludge Wave. The second reason for removing Whimsi from the team was Whimsi often getting KOed turn 1 when Breloom protected. The third was the fact that Whimsi had little to do while Breloom set the opponents to sleep. By the time the second foe fell asleep, Whimsi would have just set up Leech Seed on both. The first pokemon who fell asleep would then wake up, and with the opponent becoming aware of what I was doing, would wreck the relatively fragile Breloom. Whimsi, on the other hand, would just twiddle its thumbs. Also, Whimsi became irrelevant when I decided to switch to TR (since TR lasts a lot longer than tailwind)
Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Heal Bell
- Rock Slide
- Light Screen
- Reflect
I chose Diancie because I assumed Talonflame would be a threat to Breloom. Rock Slide was to deal with Talonflame. Heal Bell was to deal with paralysis/burns. The rest were for damage mitigation. I was choosing between Light Clay and Leftovers. In the end, I did away with Diancie because the opponents usually ignored Diancie and ganged up on its partner, and Diancie could do little against it.
Sigilyph @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Protect
- Cosmic Power
- Roost
- Stored Power
I chose Sigilyph because I thought it would be fun to have a bulky mon and attempt to stall the opponent. Didn't turn out so well. Leftovers over Flame Orb for longevity. Speed EVs to get Cosmic Power/Roost before the opponent acted. Basically, Cosmic Powerx3+Roost then Stored Power. Problem was the same as Diancie. Basically allowed the opponent to trash the partner pokemon without doing anything about it.
Here's my current team.
Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Scald
- Foul Play
- Heal Pulse
My current lead alongside breloom. Sets up Trick Room while Breloom uses Protect/Spore on turn 1. EVs+Lefties are set up for bulkiness. Heal Pulse is because I wanted reliable healing for Breloom and Kangaskhan. Foul Play is for dealing damage. I used to have Dream Eater for further longevity(and it dealt a lot of damage), but it became useless if Breloom went down. Scald, therefore, is for damage once TR is set up. 0 speed IVs because TR. A potential problem is opposing Grass type leads. Spore won't work on them, and both Slowking and Breloom don't have immediate ways to counter them. Bug types are also threats to both Slowking and Breloom, but they are not that frequent and can be put to sleep with spore.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
IVs: 0 Spe
- Spore
- Bullet Seed
- Protect
- Power-Up Punch
The crux of my team. Uses Spore/Protect on turn 1 depending on whether or not I think Breloom might get KOed. What I like about Protect is avoiding Fake Out and possibly bypassing Taunt (since TR will be up by turn 2). Of course, if I go against prankster Taunt like Whimsi or Murkrow, I won't have much of a choice but to switch to something else. 0 speed IVs for TR, but I get royally screwed if TR doesn't go up. Defense EVs in an attempt to survive Talonflame (but I haven't had to deal with a Breloom v Talonflame situation for some reason). Bullet Seed(technician boosted) and PUP are for dealing damage with PUP being my go to unless it's resisted. I tried Drain Punch, but think I prefer the atk boost from PUP. I also tried tox orb+poison heal+facade. The problem with tox orb was Breloom getting one shotted a lot of the time. Threats I found included taunt, heat wave, sludge wave, and pixilate hyper voice.
Kangaskhan @ Kangaskhanite
Ability: Inner Focus
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Power-Up Punch
- Return
- Protect
- Sucker Punch
Kangaskhan is my main source of damage. The set is pretty standard. 0 IVs for TR. EV spread was suggested by showdown. *shrug* PUP and Return for damage dealing. Sucker Punch is awesome because it really helpful when I can't set up TR. I considered Drain Punch, but PUP seemed better.
Talonflame
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Protect
- Acrobatics
- Flare Blitz
- Roost
Talonflame's my second go to for damage. No item for Acrobatics. Gale Wings makes Talonflame really useful with or without TR. I used to have Tailwind instead of Flare Blitz. I found that Kanga/Breloom/Malamar could deal with Ferrothron pretty well. I'm not sure if I want to go Flare Blitz or Tailwind. Priority Acrobatics is useful for Grass types which resist Spore.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 192 Def / 68 SpD
Calm Nature
IVs: 0 Spe
- Air Slash
- Roost
- Heal Bell
- Follow Me
Togekiss is here for two reasons, taking off the pressure with Follow Me and removing statuses with Heal Bell. Air Slash is to avoid taunt bait and flinch haxing under TR. Roost is for longevity. Heal Bell is very important against burn/par for Kanga/Breloom. Follow Me is self-explanatory. There is a little synergy issue between Togekiss and Breloom in terms of redirecting as they share a Poison weakness. Togekiss seems the ideal Follow Me/Rage Powder user for the team. Its competition Jirachi, Lucario, and other Bug/Grass types are weak to Fire, and that's even worse. Blastoise has Follow Me but has no Heal Bell. Clefable is like Togekiss I guess. Again, 0 IV speed for TR.
Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Superpower
- Night Slash
- Psycho Cut
Malamar is the backup TR setter. The rest of the moves are not really well thought out. Basically, I wanted something that could set up TR while still doing some damage. Superpower seems to do the trick most of the time. The other moves are just in case I get an opponent with weakness. Contrary in theory could be useful against Intimidate, which is a problem for both Breloom, Kangaskhan, and Talonflame.
***Pokemon I am considering:
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Bold Nature
- Sludge Bomb
- Giga Drain
- Rage Powder
- Spore
Amoonguss might replace Togekiss. Could be very important in that can use Spore if/when Breloom goes down. What's nice is that Dream Eater really becomes that much more viable on Slowking with Amoonguss around. Pretty bulky, so it'll be hard to take down, which is nice since I want it spreading Spore. Rage Powder can be used to protect allies but may be counterproductive since I want Amoonguss to last. I am considering Synthesis/Foul Play instead of Rage Powder. Giga Drain is for STAB and healing. Sludge Bomb is so I have something against Fairy types.
Basically, this team revolves around spore abuse and dishing out enough damage before my spore-setter goes down. TR is ideally used to compensate for Breloom's low speed, but the team functions moderately well even if it is not set up. I reached 13xx (just broke rank 500) last night, but found the other teams at that rank a bit difficult to handle.
As for EVs, I don't really know much whether or not I have them set up correctly, so advice on that would be nice too.
***Note that the first three pokemon are the one's I previously tried on this team. They have been subsequently replaced.

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Tailwind
- Protect
- Taunt
- Leech Seed
I previously always sent out Whimsi and Breloom as my lead. Whimsi almost always used Tailwind on turn 1 while Breloom used Spore/Protect depending on whether or not I thought the opponent would target Breloom. In the earlier versions of this team, I relied mostly on Tailwind rather than TR to make up for Breloom's speed. Protect/Lefties is my default go to when I don't have anything better in mind. Protect is useful for lefty-stalling shenanigans and useful when the opponent starts to double team Whimsi. Taunt is a counter against opposing leads like Sableye and Whimsi that are just plain annoying. Leech Seed aids Whimsi's longevity. I removed Whimsi from the team because of three problems. Whimsi+Breloom didn't do well when faced with opponents with Heat Wave or Sludge Wave. The second reason for removing Whimsi from the team was Whimsi often getting KOed turn 1 when Breloom protected. The third was the fact that Whimsi had little to do while Breloom set the opponents to sleep. By the time the second foe fell asleep, Whimsi would have just set up Leech Seed on both. The first pokemon who fell asleep would then wake up, and with the opponent becoming aware of what I was doing, would wreck the relatively fragile Breloom. Whimsi, on the other hand, would just twiddle its thumbs. Also, Whimsi became irrelevant when I decided to switch to TR (since TR lasts a lot longer than tailwind)

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Heal Bell
- Rock Slide
- Light Screen
- Reflect
I chose Diancie because I assumed Talonflame would be a threat to Breloom. Rock Slide was to deal with Talonflame. Heal Bell was to deal with paralysis/burns. The rest were for damage mitigation. I was choosing between Light Clay and Leftovers. In the end, I did away with Diancie because the opponents usually ignored Diancie and ganged up on its partner, and Diancie could do little against it.

Sigilyph @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Protect
- Cosmic Power
- Roost
- Stored Power
I chose Sigilyph because I thought it would be fun to have a bulky mon and attempt to stall the opponent. Didn't turn out so well. Leftovers over Flame Orb for longevity. Speed EVs to get Cosmic Power/Roost before the opponent acted. Basically, Cosmic Powerx3+Roost then Stored Power. Problem was the same as Diancie. Basically allowed the opponent to trash the partner pokemon without doing anything about it.
Here's my current team.

Slowking @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Scald
- Foul Play
- Heal Pulse
My current lead alongside breloom. Sets up Trick Room while Breloom uses Protect/Spore on turn 1. EVs+Lefties are set up for bulkiness. Heal Pulse is because I wanted reliable healing for Breloom and Kangaskhan. Foul Play is for dealing damage. I used to have Dream Eater for further longevity(and it dealt a lot of damage), but it became useless if Breloom went down. Scald, therefore, is for damage once TR is set up. 0 speed IVs because TR. A potential problem is opposing Grass type leads. Spore won't work on them, and both Slowking and Breloom don't have immediate ways to counter them. Bug types are also threats to both Slowking and Breloom, but they are not that frequent and can be put to sleep with spore.

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
IVs: 0 Spe
- Spore
- Bullet Seed
- Protect
- Power-Up Punch
The crux of my team. Uses Spore/Protect on turn 1 depending on whether or not I think Breloom might get KOed. What I like about Protect is avoiding Fake Out and possibly bypassing Taunt (since TR will be up by turn 2). Of course, if I go against prankster Taunt like Whimsi or Murkrow, I won't have much of a choice but to switch to something else. 0 speed IVs for TR, but I get royally screwed if TR doesn't go up. Defense EVs in an attempt to survive Talonflame (but I haven't had to deal with a Breloom v Talonflame situation for some reason). Bullet Seed(technician boosted) and PUP are for dealing damage with PUP being my go to unless it's resisted. I tried Drain Punch, but think I prefer the atk boost from PUP. I also tried tox orb+poison heal+facade. The problem with tox orb was Breloom getting one shotted a lot of the time. Threats I found included taunt, heat wave, sludge wave, and pixilate hyper voice.

Kangaskhan @ Kangaskhanite
Ability: Inner Focus
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
IVs: 0 Spe
- Power-Up Punch
- Return
- Protect
- Sucker Punch
Kangaskhan is my main source of damage. The set is pretty standard. 0 IVs for TR. EV spread was suggested by showdown. *shrug* PUP and Return for damage dealing. Sucker Punch is awesome because it really helpful when I can't set up TR. I considered Drain Punch, but PUP seemed better.

Talonflame
Ability: Gale Wings
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Protect
- Acrobatics
- Flare Blitz
- Roost
Talonflame's my second go to for damage. No item for Acrobatics. Gale Wings makes Talonflame really useful with or without TR. I used to have Tailwind instead of Flare Blitz. I found that Kanga/Breloom/Malamar could deal with Ferrothron pretty well. I'm not sure if I want to go Flare Blitz or Tailwind. Priority Acrobatics is useful for Grass types which resist Spore.

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 192 Def / 68 SpD
Calm Nature
IVs: 0 Spe
- Air Slash
- Roost
- Heal Bell
- Follow Me
Togekiss is here for two reasons, taking off the pressure with Follow Me and removing statuses with Heal Bell. Air Slash is to avoid taunt bait and flinch haxing under TR. Roost is for longevity. Heal Bell is very important against burn/par for Kanga/Breloom. Follow Me is self-explanatory. There is a little synergy issue between Togekiss and Breloom in terms of redirecting as they share a Poison weakness. Togekiss seems the ideal Follow Me/Rage Powder user for the team. Its competition Jirachi, Lucario, and other Bug/Grass types are weak to Fire, and that's even worse. Blastoise has Follow Me but has no Heal Bell. Clefable is like Togekiss I guess. Again, 0 IV speed for TR.

Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Superpower
- Night Slash
- Psycho Cut
Malamar is the backup TR setter. The rest of the moves are not really well thought out. Basically, I wanted something that could set up TR while still doing some damage. Superpower seems to do the trick most of the time. The other moves are just in case I get an opponent with weakness. Contrary in theory could be useful against Intimidate, which is a problem for both Breloom, Kangaskhan, and Talonflame.
***Pokemon I am considering:

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Bold Nature
- Sludge Bomb
- Giga Drain
- Rage Powder
- Spore
Amoonguss might replace Togekiss. Could be very important in that can use Spore if/when Breloom goes down. What's nice is that Dream Eater really becomes that much more viable on Slowking with Amoonguss around. Pretty bulky, so it'll be hard to take down, which is nice since I want it spreading Spore. Rage Powder can be used to protect allies but may be counterproductive since I want Amoonguss to last. I am considering Synthesis/Foul Play instead of Rage Powder. Giga Drain is for STAB and healing. Sludge Bomb is so I have something against Fairy types.
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