(Version as of Post#9)
Once upon a time this was a rain team. Then I realized I wasn't even using the rain for anything much, so now it's more of a balanced offense team and uh... it works better this way. Let's see the lineup, shall we?
Keldeo is my attacker of choice, having a decent stab combination and mixed attacking capabilities. Scizor covers a huge variety of roles, while Heatran and Amoonguss act as an extremely versatile defensive core. Landorus covers threats Heatran and Amoonguss can't, while Starmie is mostly for Hazard removal. The team goes through bouts of being very stall heavy and very fast, depending on which mons I'm relying on most in a match.
LATEST CHANGES: Thundurus and Latias are out for Landorus T and Starmie. Heatran swaps stealth rock for toxic. Amoonguss swaps toxic for stun spore.
If anyone's wondering why the random 0 attack ivs, it's to reduce foulplay and confusion damage by as much as possible.
Once upon a time this was a rain team. Then I realized I wasn't even using the rain for anything much, so now it's more of a balanced offense team and uh... it works better this way. Let's see the lineup, shall we?






LATEST CHANGES: Thundurus and Latias are out for Landorus T and Starmie. Heatran swaps stealth rock for toxic. Amoonguss swaps toxic for stun spore.
IN DEPTH

Cascade (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Substitute
- Calm Mind
|Setup Sweeper|Wall Breaker|
The major offensive force of the team, Keldeo usually holds out of the match until either it's obvious he can sweep, or I see an opportunity for setting up a substitute. Since he's more setup based, I opted for Surf over Hydro Pump. Oh, and secret sword hitting physical defenses is diabolical, rending many teams in half once a single threat is removed. The amount of setup Keldeo gets can also determine how well it performs against even pokemon that would have otherwise forced it out.
Ability: Justified
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Surf
- Secret Sword
- Substitute
- Calm Mind
|Setup Sweeper|Wall Breaker|
The major offensive force of the team, Keldeo usually holds out of the match until either it's obvious he can sweep, or I see an opportunity for setting up a substitute. Since he's more setup based, I opted for Surf over Hydro Pump. Oh, and secret sword hitting physical defenses is diabolical, rending many teams in half once a single threat is removed. The amount of setup Keldeo gets can also determine how well it performs against even pokemon that would have otherwise forced it out.

Red Angel (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- Knock Off
- U-turn
Offensive Pivot|Trapper|Revenge Killer|
Scizor is included mostly for the sake of covering all the bases. She provides the team with strong priority, Pursuit trapping, and give momentum. She stands as an excellent answer to faeries, Gengar, Alakazam, or anything in need of revenge killing. Knock off replaced Superpower, an attack I hardly ever used. It's situationally useful, and has helped ruin a few pokemon.
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- Knock Off
- U-turn
Offensive Pivot|Trapper|Revenge Killer|
Scizor is included mostly for the sake of covering all the bases. She provides the team with strong priority, Pursuit trapping, and give momentum. She stands as an excellent answer to faeries, Gengar, Alakazam, or anything in need of revenge killing. Knock off replaced Superpower, an attack I hardly ever used. It's situationally useful, and has helped ruin a few pokemon.

Forge (Heatran) (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 Def / 4 SDef
Calm Nature
IVs: 30 Def / 30 SDef / 30 Spd
- Flamethrower
- Will-O-Wisp
- Toxic
- Protect
|Wall|Status Spreader|
Charizard? Genesect? Volcarona? Talonflame? I DON'T THINK SO! This guy covers a LOT of threats. Will-O-Wisp is the grand screwer upper, for all the physical attackers that want to come in on him, while Toxic maims water types like Rotom-W. Protect is mostly for adding extra status damage and scouting random earthquakes.
Ability: Flash Fire
EVs: 252 HP / 252 Def / 4 SDef
Calm Nature
IVs: 30 Def / 30 SDef / 30 Spd
- Flamethrower
- Will-O-Wisp
- Toxic
- Protect
|Wall|Status Spreader|
Charizard? Genesect? Volcarona? Talonflame? I DON'T THINK SO! This guy covers a LOT of threats. Will-O-Wisp is the grand screwer upper, for all the physical attackers that want to come in on him, while Toxic maims water types like Rotom-W. Protect is mostly for adding extra status damage and scouting random earthquakes.

Sponge (Amoonguss) (M) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 200 Def / 56 SDef
Calm Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Stun Spore
- Spore
|Defensive Pivot|Setup Breaker|Status Spreader|
Say hello to Heatran's partner. I don't know why this thing doesn't get more use, because it does fantastic work for me. Firstly, it lives a veeeeery long time throughout the match, doing a great job of simply staying alive and taking hits. Secondly, spore is rare and useful, and when saved for later in the match can create the opening Keldeo needs to setup a sub. Amoongus can also stop a variety of common threats, including Breloom, Mawile, M Lucario, Rotom W, and Azumarill.
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 200 Def / 56 SDef
Calm Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Stun Spore
- Spore
|Defensive Pivot|Setup Breaker|Status Spreader|
Say hello to Heatran's partner. I don't know why this thing doesn't get more use, because it does fantastic work for me. Firstly, it lives a veeeeery long time throughout the match, doing a great job of simply staying alive and taking hits. Secondly, spore is rare and useful, and when saved for later in the match can create the opening Keldeo needs to setup a sub. Amoongus can also stop a variety of common threats, including Breloom, Mawile, M Lucario, Rotom W, and Azumarill.

Gaia (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 52 Atk / 4 SDef / 200 Def
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
|Offensive Pivot|Defensive Pivot|Hazards|
I needed something to cover strong physical attackers with earthquake, but I didn't want another dedicated defensive mon. Thus we have Landorus T, the perfect one for the job. Landorus fights off the likes of Garchomp, while providing hazards and dealing decent damage. Even without speed investment, U-Turn lets it nick walls and keep things going fast for the team.
Ability: Intimidate
EVs: 252 HP / 52 Atk / 4 SDef / 200 Def
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
|Offensive Pivot|Defensive Pivot|Hazards|
I needed something to cover strong physical attackers with earthquake, but I didn't want another dedicated defensive mon. Thus we have Landorus T, the perfect one for the job. Landorus fights off the likes of Garchomp, while providing hazards and dealing decent damage. Even without speed investment, U-Turn lets it nick walls and keep things going fast for the team.

Galaxy (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Surf
- Thunderbolt
- Rapid Spin
- Rest
|Hazard Removal|Status Absorption|
Resident rapid spinner Starmie was chosen to remove hazards and not clash with team synergy too much. My 6th spot is always kinda shaky, and I'm open to suggestions for what might fill the role better. Still, Starmie lends the team a few interesting things: Firstly, status absorption thanks to Natural Cure. It also lets me have a strong water stab when I don't want to put Keldeo in danger. Thunderbolt makes it a nice answer to other water types, and Rest+Natural Cure let's it heal up and run away very cleanly.
Ability: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Surf
- Thunderbolt
- Rapid Spin
- Rest
|Hazard Removal|Status Absorption|
Resident rapid spinner Starmie was chosen to remove hazards and not clash with team synergy too much. My 6th spot is always kinda shaky, and I'm open to suggestions for what might fill the role better. Still, Starmie lends the team a few interesting things: Firstly, status absorption thanks to Natural Cure. It also lets me have a strong water stab when I don't want to put Keldeo in danger. Thunderbolt makes it a nice answer to other water types, and Rest+Natural Cure let's it heal up and run away very cleanly.
If anyone's wondering why the random 0 attack ivs, it's to reduce foulplay and confusion damage by as much as possible.
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