
WE WISH YOU A MERRY CHRISTMAS
...and a happy New Year!






THE TEAM
We wish (Krookodile) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
The hole-puncher of the team. This dude is meant to break down walls and weaken the opponent's team in order to make it so that Mega Sceptile and Infernape can clean up. The reason I chose Krook for this role is because it has great defensive synergy with Sceptile and can provide utility with Intimidate, forcing many switches. Pursuit is a very situational move, but if often comes in handy versus opposing Ghost types like Chandelure, which Infernape can't touch and Sceptile needs prior damage on to take out. Krook also serves as a decent check to SD Lucario and the Nidos, which otherwise wreck my team.
Some Calcs:
252 Atk Choice Band Krookodile Earthquake vs. 240 HP / 252+ Def Swampert: 175-207 (43.6 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Krookodile Knock Off vs. 0 HP / 44 Def Mega Aerodactyl: 160-190 (53.1 - 63.1%) -- guaranteed 2HKO
252 Atk Choice Band Krookodile Knock Off vs. 8 HP / 0- Def Mega Abomasnow: 159-187 (49.2 - 57.8%) -- 96.9% chance to 2HKO
252 Atk Choice Band Krookodile Earthquake vs. 200 HP / 252 Def Vaporeon: 246-289 (54.5 - 64%) -- guaranteed 2HKO after Leftovers recovery
you a (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 Spe
- Scald
- Wish
- Protect
- Baton Pass
Vaporeon is the glue of this team. Since Sceptile is worn down quickly through Substitute, it needs the wish support Vaporeon provides. Vaporeon also has very good defensive synergy with Mega Sceptile, since Grass/Dragon covers all of Vaporeon's weaknesses. Baton Pass is very useful, since it allows many of my mons to come in safely once a Wish is up. Since Vaporeon forces a lot of switches in general, Baton Pass also helps me gain momentum in a lot of situations. 30 speed IVs ensures that I lose the speed tie with other Vaporeons so they can't get a scald off on my switch in. There have been many occasions, where I wish I had Heal Bell, but unfortunately you can't have five moves.
Some Calcs:
252 SpA Mega Pidgeot Hurricane vs. 252 HP / 0 SpD Vaporeon: 193-228 (41.5 - 49.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252+ Def Vaporeon: 198-234 (42.6 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Jirachi Iron Head vs. 252 HP / 252+ Def Vaporeon: 54-63 (11.6 - 13.5%) -- possibly the worst move ever
+6 4 SpA Suicune Ice Beam vs. 252 HP / 0 SpD Vaporeon: 124-146 (26.7 - 31.4%) -- 19.4% chance to 4HKO after Leftovers recovery
Merry Christmas (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Giga Drain
- Focus Blast
- Dragon Pulse
This is the star of the team. Sceptile's nice base 145/145 offenses allow it to revenge kill most of the unboosted meta, while still packing a decent punch. I chose the substitute set for a variety of reasons. First of all, Sceptile's typing allows it to set up a sub on the majority of bulky waters barring Ice Beam (curse you Zygarde for making everything run Ice Beam!). This thing also outspeeds scarfed Chandelure, which is nice since my own scarfer can do literally nothing to it. Giga Drain and Dragon Pulse for STABs, and Focus Blast so it's not walled by steels.
While Mega Sceptile may not have the best defensive typing in the world, it has some cool resists as well as an immunity to electric. It also works in the Fire/Water/Grass core I have going on with Vap/Scept/Ape.
Some Calcs:
252 SpA Mega Sceptile Focus Blast vs. 0 HP / 4 SpD Jirachi: 141-167 (41.3 - 48.9%) -- guaranteed 3HKO
252 SpA Mega Sceptile Dragon Pulse vs. 248 HP / 4 SpD Crobat: 180-213 (48.2 - 57.1%) -- 41.4% chance to 2HKO after Black Sludge recovery
252 SpA Mega Sceptile Dragon Pulse vs. 0 HP / 0- SpD Hydreigon: 368-434 (113.2 - 133.5%) -- guaranteed OHKO
252 SpA Mega Sceptile Dragon Pulse vs. 200 HP / 252+ SpD Zygarde: 224-266 (55 - 65.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mega Sceptile Giga Drain vs. 252 HP / 0 SpD Suicune: 236-282 (58.4 - 69.8%) -- guaranteed 2HKO after Leftovers recovery
and a (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- U-turn
This is the second part of my defensive core. SpDef Jirachi is mainly there to take hits from the likes of Mega Pidgeot, Mega Zam, Raikou, Mega Ampharos and Mega Sceptile, while offering T-wave support. It has pretty good defensive synergy with Vaporeon, taking most of the hits it can't take. If my opponent has a scarfer that Sceptile cannot outspeed, I usually try to t-wave it with Jirachi so I don't have to rely on Ape to take it out.
There are two things that I am unsure about for this set. First of all, I like the reliability of T-wave, but Body Slam would also be good in order to paralyze ground types and Mega Sceptile. Also, I used to have Wish but decided against it and went for U-turn to keep momentum, since I already had Wish support and there weren't many opportunities to use it. I also like U-turn because it takes advantage of the switches that Jirachi forces.
Some Calcs:
252 SpA Mega Pidgeot Heat Wave vs. 252 HP / 224+ SpD Jirachi: 158-186 (39.1 - 46%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Raikou Thunderbolt vs. 252 HP / 224+ SpD Jirachi: 150-177 (37.1 - 43.8%) -- 99.7% chance to 3HKO after Leftovers recovery
252+ SpA Mega Alakazam Shadow Ball vs. 252 HP / 224+ SpD Jirachi: 178-210 (44 - 51.9%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Mega Sceptile Focus Blast vs. 252 HP / 224+ SpD Jirachi: 105-124 (25.9 - 30.6%) -- 3.1% chance to 4HKO after Leftovers recovery
happy (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 72 Atk / 4 SpD / 184 Spe
Jolly Nature
- Brave Bird
- Toxic
- Roost
- Defog
Probably the most reliable defogger in the tier. This is basically the standard Crobat set, and it does its job well. The main difference between this set and most others is the fact that I run Infiltrator toxic. If I didn't, I would get swept by Coil Zygarde / SubCM Suicune from the very beginning. The EV spread is for maximum bulk possible while still outspeeding Mega Pidgeot. The rest of the EVs are dumped into Attack with 4 in SpDef so Porygon-Z gets an Attack boost.
This is my only thing that handles Beedrill well. Knock off doesn't do very much, and I can just roost off the damage. If I didn't have this guy, Beedrill would wreck me and I would have to resort to a speed tie with Sceptile, which is never fun.
Some Calcs:
252+ Atk Adaptability Mega Beedrill Poison Jab vs. 248 HP / 0 Def Crobat: 129-152 (34.5 - 40.7%) -- 55% chance to 3HKO after Black Sludge recovery
252+ Atk Mega Beedrill Knock Off (97.5 BP) vs. 248 HP / 0 Def Crobat: 156-184 (41.8 - 49.3%) -- guaranteed 3HKO after Black Sludge recovery
New Year! (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Jolly Nature
- Close Combat
- Flare Blitz
-Grass Knot Stone Edge
- U-turn
The final member of my team, and one of the most vital. This completes the FWG core with Vapo and Sceptile. Scarfed Infernape is really underrated right now. I chose scarfed Ape over Darmanitan for a variety of reasons. First of all, Infernape outspeeds Jirachi (and has a great chance to OHKO) and Hydreigon, which are pretty vital speed tiers to hit. Infernape also has a second STAB it can resort to, making it less suicidal than Darm.Ape can also lure in things like Swampert and 2HKO them with Grass Knot, which is always satisfying. Finally, since ScarfApe isn't as common as ScarfDarm, not very many people see it coming.
If I see anything like an Azelf on the opposing team, I usually lead off with Infernape. Most people assume I'm the sash lead set, so they Taunt as I U-turn into something that can outspeed and kill. ScarfApe is also my way of killing Beedrills. On more than one occasion, I have been able to kill the Beedrill on the second turn of the battle, because they assume that I'm not scarfed. Overall, ScarfApe has surprised me in how reliable it is to clean a game up.



We wish (Krookodile) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
The hole-puncher of the team. This dude is meant to break down walls and weaken the opponent's team in order to make it so that Mega Sceptile and Infernape can clean up. The reason I chose Krook for this role is because it has great defensive synergy with Sceptile and can provide utility with Intimidate, forcing many switches. Pursuit is a very situational move, but if often comes in handy versus opposing Ghost types like Chandelure, which Infernape can't touch and Sceptile needs prior damage on to take out. Krook also serves as a decent check to SD Lucario and the Nidos, which otherwise wreck my team.
Some Calcs:
252 Atk Choice Band Krookodile Earthquake vs. 240 HP / 252+ Def Swampert: 175-207 (43.6 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Krookodile Knock Off vs. 0 HP / 44 Def Mega Aerodactyl: 160-190 (53.1 - 63.1%) -- guaranteed 2HKO
252 Atk Choice Band Krookodile Knock Off vs. 8 HP / 0- Def Mega Abomasnow: 159-187 (49.2 - 57.8%) -- 96.9% chance to 2HKO
252 Atk Choice Band Krookodile Earthquake vs. 200 HP / 252 Def Vaporeon: 246-289 (54.5 - 64%) -- guaranteed 2HKO after Leftovers recovery



you a (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 Spe
- Scald
- Wish
- Protect
- Baton Pass
Vaporeon is the glue of this team. Since Sceptile is worn down quickly through Substitute, it needs the wish support Vaporeon provides. Vaporeon also has very good defensive synergy with Mega Sceptile, since Grass/Dragon covers all of Vaporeon's weaknesses. Baton Pass is very useful, since it allows many of my mons to come in safely once a Wish is up. Since Vaporeon forces a lot of switches in general, Baton Pass also helps me gain momentum in a lot of situations. 30 speed IVs ensures that I lose the speed tie with other Vaporeons so they can't get a scald off on my switch in. There have been many occasions, where I wish I had Heal Bell, but unfortunately you can't have five moves.
Some Calcs:
252 SpA Mega Pidgeot Hurricane vs. 252 HP / 0 SpD Vaporeon: 193-228 (41.5 - 49.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252+ Def Vaporeon: 198-234 (42.6 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Jirachi Iron Head vs. 252 HP / 252+ Def Vaporeon: 54-63 (11.6 - 13.5%) -- possibly the worst move ever
+6 4 SpA Suicune Ice Beam vs. 252 HP / 0 SpD Vaporeon: 124-146 (26.7 - 31.4%) -- 19.4% chance to 4HKO after Leftovers recovery



Merry Christmas (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Giga Drain
- Focus Blast
- Dragon Pulse
This is the star of the team. Sceptile's nice base 145/145 offenses allow it to revenge kill most of the unboosted meta, while still packing a decent punch. I chose the substitute set for a variety of reasons. First of all, Sceptile's typing allows it to set up a sub on the majority of bulky waters barring Ice Beam (curse you Zygarde for making everything run Ice Beam!). This thing also outspeeds scarfed Chandelure, which is nice since my own scarfer can do literally nothing to it. Giga Drain and Dragon Pulse for STABs, and Focus Blast so it's not walled by steels.
While Mega Sceptile may not have the best defensive typing in the world, it has some cool resists as well as an immunity to electric. It also works in the Fire/Water/Grass core I have going on with Vap/Scept/Ape.
Some Calcs:
252 SpA Mega Sceptile Focus Blast vs. 0 HP / 4 SpD Jirachi: 141-167 (41.3 - 48.9%) -- guaranteed 3HKO
252 SpA Mega Sceptile Dragon Pulse vs. 248 HP / 4 SpD Crobat: 180-213 (48.2 - 57.1%) -- 41.4% chance to 2HKO after Black Sludge recovery
252 SpA Mega Sceptile Dragon Pulse vs. 0 HP / 0- SpD Hydreigon: 368-434 (113.2 - 133.5%) -- guaranteed OHKO
252 SpA Mega Sceptile Dragon Pulse vs. 200 HP / 252+ SpD Zygarde: 224-266 (55 - 65.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Mega Sceptile Giga Drain vs. 252 HP / 0 SpD Suicune: 236-282 (58.4 - 69.8%) -- guaranteed 2HKO after Leftovers recovery



and a (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- U-turn
This is the second part of my defensive core. SpDef Jirachi is mainly there to take hits from the likes of Mega Pidgeot, Mega Zam, Raikou, Mega Ampharos and Mega Sceptile, while offering T-wave support. It has pretty good defensive synergy with Vaporeon, taking most of the hits it can't take. If my opponent has a scarfer that Sceptile cannot outspeed, I usually try to t-wave it with Jirachi so I don't have to rely on Ape to take it out.
There are two things that I am unsure about for this set. First of all, I like the reliability of T-wave, but Body Slam would also be good in order to paralyze ground types and Mega Sceptile. Also, I used to have Wish but decided against it and went for U-turn to keep momentum, since I already had Wish support and there weren't many opportunities to use it. I also like U-turn because it takes advantage of the switches that Jirachi forces.
Some Calcs:
252 SpA Mega Pidgeot Heat Wave vs. 252 HP / 224+ SpD Jirachi: 158-186 (39.1 - 46%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Raikou Thunderbolt vs. 252 HP / 224+ SpD Jirachi: 150-177 (37.1 - 43.8%) -- 99.7% chance to 3HKO after Leftovers recovery
252+ SpA Mega Alakazam Shadow Ball vs. 252 HP / 224+ SpD Jirachi: 178-210 (44 - 51.9%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Mega Sceptile Focus Blast vs. 252 HP / 224+ SpD Jirachi: 105-124 (25.9 - 30.6%) -- 3.1% chance to 4HKO after Leftovers recovery



happy (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 72 Atk / 4 SpD / 184 Spe
Jolly Nature
- Brave Bird
- Toxic
- Roost
- Defog
Probably the most reliable defogger in the tier. This is basically the standard Crobat set, and it does its job well. The main difference between this set and most others is the fact that I run Infiltrator toxic. If I didn't, I would get swept by Coil Zygarde / SubCM Suicune from the very beginning. The EV spread is for maximum bulk possible while still outspeeding Mega Pidgeot. The rest of the EVs are dumped into Attack with 4 in SpDef so Porygon-Z gets an Attack boost.
This is my only thing that handles Beedrill well. Knock off doesn't do very much, and I can just roost off the damage. If I didn't have this guy, Beedrill would wreck me and I would have to resort to a speed tie with Sceptile, which is never fun.
Some Calcs:
252+ Atk Adaptability Mega Beedrill Poison Jab vs. 248 HP / 0 Def Crobat: 129-152 (34.5 - 40.7%) -- 55% chance to 3HKO after Black Sludge recovery
252+ Atk Mega Beedrill Knock Off (97.5 BP) vs. 248 HP / 0 Def Crobat: 156-184 (41.8 - 49.3%) -- guaranteed 3HKO after Black Sludge recovery



New Year! (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
- Close Combat
- Flare Blitz
-
- U-turn
The final member of my team, and one of the most vital. This completes the FWG core with Vapo and Sceptile. Scarfed Infernape is really underrated right now. I chose scarfed Ape over Darmanitan for a variety of reasons. First of all, Infernape outspeeds Jirachi (and has a great chance to OHKO) and Hydreigon, which are pretty vital speed tiers to hit. Infernape also has a second STAB it can resort to, making it less suicidal than Darm.
If I see anything like an Azelf on the opposing team, I usually lead off with Infernape. Most people assume I'm the sash lead set, so they Taunt as I U-turn into something that can outspeed and kill. ScarfApe is also my way of killing Beedrills. On more than one occasion, I have been able to kill the Beedrill on the second turn of the battle, because they assume that I'm not scarfed. Overall, ScarfApe has surprised me in how reliable it is to clean a game up.
- there are definitely more but I'm tired and I don't feel like listing them right now
We wish (Krookodile) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
you a (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 Spe
- Scald
- Wish
- Protect
- Baton Pass
Merry Christmas (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Giga Drain
- Focus Blast
- Dragon Pulse
and a (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- U-turn
happy (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 72 Atk / 4 SpD / 184 Spe
Jolly Nature
- Brave Bird
- Toxic
- Roost
- Defog
New Year (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Stone Edge
- U-turn
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
you a (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk / 30 Spe
- Scald
- Wish
- Protect
- Baton Pass
Merry Christmas (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Giga Drain
- Focus Blast
- Dragon Pulse
and a (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Thunder Wave
- Stealth Rock
- U-turn
happy (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 72 Atk / 4 SpD / 184 Spe
Jolly Nature
- Brave Bird
- Toxic
- Roost
- Defog
New Year (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- Stone Edge
- U-turn
Thank you for reading!
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