

~ We Are The Harbinger of Your Downfall ~
..:: INTRODUCTION ::..
Howdy folks! After the last success of my FMA-themed team featuring the amazing anti-meta Mew, I have spent most of my time testing different stuffs. Believe or not, my alt had been up and down so many time as I tested different playstyle. After a while, I successfully create a very solid team that I believe will do pretty well in the current metagame.
With this team, my highest is around 1764 but I know I can get higher than that if hax factors do not jump in most of the time. However, I decide to post this team before reaching 1800+ as I feel really excited about how well the team works, and I really want to see how can I improve further.
..:: TEAM OVERVIEW ::..












..:: TEAMBUILDING PROCESS ::..
The initial idea is to build a team with FWG core so I have to choose the Pokemon for the core first. Talonflame comes immediately to my mind due to its meta-changing potential.
Talonflame hates Rock, and since I am thinking of playing with Hazards against opponents I prefer Rapid Spin over Defog. Thus, Starmie comes next, and it fits quite well to deal against several threat of Talonflame such as Rocky Helmet Garchomp or Heatran or, to some extent, Tyranitar (non-Scarf).
Choosing a Grass Pokemon is pretty hard due to the limited choice, but Serperior comes as an answer eventually. Contrary really changes it, and it helps hitting stuff pretty hard over time and kill many of Talonflame's counters such as Rotom-W and Quagsire.
Okay, after finishing with a Core, I come to the Hazard part. As I really don't like being hammered by Mega Lopunny and Talonflame which are threats, and I don't really mind making the team balance, Rocky Helmet Garchomp takes the slot, and I really, really enjoy using it, and people are really annoyed by it.
So to make the team somewhat harder to face, I become greedier and need more Hazard. Klefki, even though I hate it so much, comes out amazingly in its role to annoy others by its T-wave and to fill the Hazard onto opponent team. It comes great synergically too, as Garchomp + Klefki are part of the core of it own.
So the last slot is reserved for a Mega, and with a hazardful field it is best to exert pressure onto the opponent. With that Mega Lopunny comes in due to its power, its amazing Speed and sometimes, Fake Out saves me in a pinch. From all of that, I have a great team.

Talonflame hates Rock, and since I am thinking of playing with Hazards against opponents I prefer Rapid Spin over Defog. Thus, Starmie comes next, and it fits quite well to deal against several threat of Talonflame such as Rocky Helmet Garchomp or Heatran or, to some extent, Tyranitar (non-Scarf).


Choosing a Grass Pokemon is pretty hard due to the limited choice, but Serperior comes as an answer eventually. Contrary really changes it, and it helps hitting stuff pretty hard over time and kill many of Talonflame's counters such as Rotom-W and Quagsire.



Okay, after finishing with a Core, I come to the Hazard part. As I really don't like being hammered by Mega Lopunny and Talonflame which are threats, and I don't really mind making the team balance, Rocky Helmet Garchomp takes the slot, and I really, really enjoy using it, and people are really annoyed by it.




So to make the team somewhat harder to face, I become greedier and need more Hazard. Klefki, even though I hate it so much, comes out amazingly in its role to annoy others by its T-wave and to fill the Hazard onto opponent team. It comes great synergically too, as Garchomp + Klefki are part of the core of it own.





So the last slot is reserved for a Mega, and with a hazardful field it is best to exert pressure onto the opponent. With that Mega Lopunny comes in due to its power, its amazing Speed and sometimes, Fake Out saves me in a pinch. From all of that, I have a great team.






..:: DETAIL ::..






Cecidit Stella (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Talonflame is phenomenal, its unique ability separates it from the rest of the starting birds. After clearing all of Talonflame's counters, namely Rotom-W, Tyranitar, Mega Aerodactyl,... getting a +2 opens up a chance for clearing game. Sharp Beak is a solid choice of item to add decent amount of damage to Brave Bird while bluffing the Choice Band (which, oddly, not so popular now...). The EVs stands in a perfect Speed that is enough to outspeed Scarf Magnezone, Raikou, Thundurus and the HP is in odd number so the SR damage will be only 49%.
- Brave Bird: STAB, with Priority thanks to Gale Wing that turns Talonflame into a deadly sweeper. It's okay to hit something hard in the early game, but it works best to clean lategame after all threats are annihilated.
- Flare Blitz: Also STAB, and also a very good coverage to deal with most things that resists Brave Bird such as Magnezone, Raikou, Thundurus... also it kills many things at x4 such as Scizor and Ferrothorn which is always a nice thing.
- Roost: Main purpose is to regain the lost HP from recoil damage, also Priority due to the Ability so will be useful sometimes.
- Swords Dance: Main boosting move that heightens the power of Talonflame to scary level. Pretty straightforward and a great thing to allow Talonflame to sweep effectively.






Lux Splendida (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock
Starmie has been so good, so solid back then, and recently people recognize its ability again and even decide to give its ranking to A+ which I approve. Starmie has excellent Speed, great coverage, and even 2 usable Abilities. I go for Analytic here, as it allows me to 2HKO Rotom-W and hurts some Chansey badly with Psyshock, or giving Hydro Pump a scary damage output that can easily OHKO Tyranitar that switches in. Life Orb is the choice here to give Starmie great offensive damage, and the EVs are straightforward: Speed, and Special Attack.
- Rapid Spin: The great thing about Rapid Spin is that it clears the Hazard on one side of the field only, meaning that I can continue to hurt the opponent with layers of hazards. It clears off Stealth Rock which makes Talonflame healthy.
- Hydro Pump: If it isn't because of the damage output, I would not choose Hydro Pump at all due to its bad accuracy but it is so important to nail certain OHKO on switch in such as Tyranitar and many 2HKO as well. It hits Tyranitar, Quagsire and Heatran hard that certainly will help Talonflame to sweep.
- Ice Beam: A very good coverage move to OHKO Landorus(es) and Garchomp, 2HKO Lati@s and Celebi on switch in (I really appreciate Analytic here), as well as many other things weak to Ice which is plenty.
- Psyshock: STAB that hits quite hard to many stuff, especially switch-in such as AV Raikou and Rotom-W and Chansey. It also has good accuracy so killing off weakened stuff with Psyshock is a reliable choice.






Frustra Imperator (Serperior) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground] / Hidden Power [Fire]
- Dragon Pulse
- Glare / Synthesis
I don't know why this thing isn't OU yet, since it is so useful right now and so easy to fit in. After ensuring that opponent's Talonflame is no more, it's pretty easy to use Serperior: Press Leaf Storm and go. Life Orb is the choice of Item to maximum its damage output since its base SpA isn't that much from the start, and the EVs are standard as it already outspeeds many key things such as Lati@s and Keldeo non-Scarf.
- Leaf Storn: Contrary comes late to Serperior, but it immediately makes Serperior the most valuable Starter from Gen V (sorry Emboar...). STAB, with a free Nasty Plot boost is too nice to ignore, and its based power is also great as well that it OHKO most Water super-effectively.
- Hidden Power [Ground] is mainly used here, since I prioritize killing Heatran quickly for Talonflame. However, Hidden Power [Fire] is nice sometimes to OHKO Scizor and Ferrothorn easily.
- Dragon Pulse: A guarantee move to kill Dragon that resist both Hidden Power and Leaf Storm such as Lati@s, and a great neutral-damage move to most things that resist Leaf Storm. Bear in mind that Damage Calculator will be useful as sometimes Leaf Storm still deals greater damage.
- Glare is pretty useful, as I can just paralyze opposing Talonflame on switch in as well as many things such as Heatran and Altaria. It also helps as a last-resort move to rely on parahax and move on. However, Synthesis is also useful to regain health from Life Orb recoil and some damage taken in.






Periculosum Monstrum (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock
This Garchomp has been, how to say it, so popular that I see less Offensive SD Garchomp now. With Rough Skin and Rocky Helmet, things that touch Garchomp lose significant damage, notably Talonflame and Mega Lopunny which do not like it at all. It also discourages Spinner as they will lose significant damage for just a spin. The EVs allow Garchomp to outspeed positive nature 70 base speed such as Jolly Bisharp, while the rest is thrown into HP and Def to increase its bulk.
- Dragon Tail: With the right amount of Hazard, the act of phazing can be lethal as it weakens opponent's team largely. It also helps to discourage others from switching in Defogger/Spinner which is useful to keep the Hazard up long enough. It's STAB also, so it deals certain useful damage.
- Earthquake: STAB, and with no Atk investment it still hits quite alright to most stuff, especially Heatran, Roosting Talonflame and Bisharp. It is also useful in killing weakened stuff too.
- Toxic: A good way to weaken things that usually stall it out such as Landorus-T, Hippowdon or Quagsire which is great. Also, it discourages Defogger such as Zapdos and Mandibuzz so the opponent will risk losing a large amount of HP, opening up sweeping opportunity for later.
- Stealth Rock: Mandatory hazard that effectively makes many things weak such as Dragonite, Altaria, Talonflame and many other things that do not like x2 or x4 damage from SR. Also, combining with Spikes, it discourages others from switching stuff.






Mysterium Mens (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise
Yeah, sorry guys, I really don't want to use this cancerous thing but it synergizes so well to the team, especially Garchomp + Klefki is a good hazardous defensive core too. Its Priority applies to most of its move which are all useful, and its Typing and Stat is great too that people hate me for just having Klefki in the team. Apart from that, it is a good Special Wall and gives good Hazard (Spikes) as well as support (Thunder Wave), allowing the team to fight through.
- Dazzling Gleam: It may look weird to give some attacking move to Dazzling Gleam but it is useful in hitting decently to things that are weak to Fairy, such as Mega Sableye. It also makes Klefki become flexible and nails certain damage since Fairy has quite a decent coverage.
- Spikes: Secondary layer of Hazard is nice, and sometimes it deals somewhat better damage to switch-ins. Also Priority so Klefki can still give some Spikes before it faints.
- Thunder Wave: This Priority T-wave is so annoying that it shuts down many sweepers completely such as DD Charizard-X or DD Gyarados or many other things that are susceptible to T-wave, giving the teammate having a great time killing it off. It's even more annoying that the Parahax jumps in and people scream in pain. If they bring back Swagger I swear it will be much worse.
- Magnet Rise: Odd enough, this fits Klefki perfectly and makes it even more cancerous to deal with. It makes Landorus, Landorus-T, Hippowdon and Garchomp looking useless most of the times, DD Altaria giving up the Subs and risking the T-wave as its Earthquake cannot hit anymore and so on.






Pulchra Puella (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Power-Up Punch
- Return
I have used it once, and I will use it again due to how amazing it can be. Amazing Speed, amazing Attack, and its Fake Out can save somewhat and certify as Priority too. With the hazards up, many 2HKO turns to OHKO easily, and with such Speed Lopunny becomes really hard to handle after opponent's Talonflame is no more.
- Fake Out: Priority STAB, average damage, and always go first and flinch the opponent makes it a good move to weaken enemy as well as turning into Mega form at first time. It also helps killing a weakened opponent too.
- Power-Up Punch: A good way to deal average STAB damage to weakened foes, and also a guaranteed Attack boost by +1 means it can hit anything else stronger later. Both of its main STAB are already strong, and making it stronger, coupled with its already high Speed, is outright a scary thing.
- Return: Powerful STAB with reliable coverage and accuracy to kill many stuffs, most of the time OHKO if they are weakened somewhat.
- High Jump Kick: Nuke STAB, but the risk is high if it misses or if the opponent uses Protect. Still, a very very powerful move that can guarantee a kill especially to Fighting-weak Pokemon, including Mega Sableye now that it is susceptible to Fighting.
..:: CONCLUSION ::..
I realize I have written so much but I hope it's alright since I am very excited to share the team to everyone. It has been fun giving pressures to opposing teams with great cores and great hazard support which is not so popular for a Balance team now. Of course, I will appreciate any opinions that can help to improve the team.
..:: IMPORTABLE ::..
I realize I have written so much but I hope it's alright since I am very excited to share the team to everyone. It has been fun giving pressures to opposing teams with great cores and great hazard support which is not so popular for a Balance team now. Of course, I will appreciate any opinions that can help to improve the team.
..:: IMPORTABLE ::..
Cecidit Stella (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Lux Splendida (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock
Periculosum Monstrum (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock
Pulchra Puella (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Power-Up Punch
- Return
Mysterium Mens (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise
Frustra Imperator (Serperior) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Glare
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance
Lux Splendida (Starmie) @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Psyshock
Periculosum Monstrum (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock
Pulchra Puella (Lopunny) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Power-Up Punch
- Return
Mysterium Mens (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Spikes
- Thunder Wave
- Magnet Rise
Frustra Imperator (Serperior) @ Life Orb
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Glare
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