CorruptedOmega
Banned deucer.
This RMT was the result of a nine hour flight, sleep deprivation, and mediocrity.
INTRO
Hello everybody it's Omega, and today I want to share a fun team that I used to get reqs for the Jirachi suspect. It's easy to use and pretty solid all around so I thought why not share it.
TEAMBUILDING
I started with Mega Charizard Y because it's strong as hell and has access to powerful spread. I liked being able to mindlessly click Heat Wave and tear through bad ladder teams, while also having a good matchup against the prevalent Jirachi + Azumarill core that was all over the higher ladder.
Charizard's biggest weakness is it's mediocre Speed, so I decided I wanted to pair it with a Tailwind setter. I screwed around with a few of options before finally settling on Whimsicott. I chose Whimsicott because of it's other great supportive options, namely Fake Tears and Encore.
I added Heatran for its powerful Sun boosted Heat Waves and fantastic Steel-typing. It adds an essential defensive backbone to the team with its nifty set of resistances, checking Talonflame, Latios, and others. It also helps my Trick Room match up a bit with Substitute.
At this point the team was rather weak to Landorus, so I decided to add one of my own. Not only does it help me check opposing Landorus, but it also let's me check Mega Diancie, who otherwise gives the team a lot of issues.
I added the other genie of the balanced meta to check Swift Swimmers with Thunder Wave, threaten opposing Landorus with HP Ice, and give my own Landorus another partner to EQ beside. The two together are just incredibly solid, so there wasn't really a reason not to add it.
I chose Kyurem for the last slot. It helps the Rain matchup a bit and also gives the team an offensive answer to Landorus. What's more, it single handedly destroys THALK teams, which was quite helpful in the higher ladder.
I removed Kyurem and added Gengar so I could play against Trick Room much more comfortably. Will-o-Wisp is super helpful versus Landorus and Kangaskhan as well, and it's just a great supporter all around.
IN-DEPTH
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 144 Def / 8 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
Heat Wave
Solar Beam
Hidden Power
Protect
Charizard was the starting point of the team around which I built everything else. I decided run a bulky set because without it the team is a bit frail, and you'll be OHKOing everything anyways in conjunction with Fake Tears or Heatran's Heat Waves. I'm running HP Ground to catch opposing Heatran off guard, although I would consider swapping it out for a different move such as Overheat or Tailwind. The EVs live a spread Rock Slide from Landorus Therian. Though many like to invest in more Special Attack, I prefer the heavy defensive investment since it has saved me a few games and helps me take on Kangaskhan better.
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Energy Ball
Tailwind
Encore
Protect
Whimisicott is not as bad as people assume. An extensive supportive movepool combined with Prankster makes it a dangerously unpredictable threat. Energy Ball hits Water-types and Diancie hard, and also allows it to put in work even if it's been Taunted. Tailwind is absolutely crucial, allowing Charizard and Heatran to spam Heat Wave and not worry about being outspeed due to their middling Speed tiers. Encore is great for locking an opposing Pokemon into a useless move, such as Protect or Fake Out. Protect has many applications, such as preventing Fake Out from breaking your Focus Sash, letting you burn the last Tailwind turn in order to set it again, or preventing it from being KO'd by an opposing Pokemon and having your ally deal with the threat. I'm running a max/max EV spread here since Whimscott is so frail that it doesn't many relevant defensive benchmarks anyways (though correct me if I'm wrong).
Heatran @ Leftovers
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Heat Wave
Earth Power
Substitute
Protect
Heatran really glues the team together with it's fantastic offensive presence and good defensive typing. Behind a Substitute it becomes a truly terrifying force to be reckoned with, especially if the Sun is set up. The set is entirely standard except for the Timid nature, which I chose to improve my match up against opposing Heatran. Outside of Sun the damage drop off might be a bit noticeable, but the security of being able to OHKO opposing Heatran without any worries is worth it imo. The 24 HP EVs prevent spread Rock Slide from Scarf Landorus from breaking Heatran's Substitute.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Earthquake
Superpower
Rock Slide
U-turn
Landorus is my go-to fast attacker. Its excellent coverage and fantastic ability in Intimidate assure it finds its way on to most of my teams. Landorus lets me check Diancie, Kangaskhan, and Heatran, which is very helpful for Charizard. The set, again, is quite standard. I'm running max Speed here just so I can outspeed opposing Landorus and perhaps Skill Slide them or U-turn out.
Thundurus @ Zap Plate
Ability: Prankster
EVs: 140 HP / 116 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
Thunderbolt
Hidden Power
Thunder Wave
Protect
I just love offensive Thundurus. Outspeeding unspecting Keldeo and Diancie is probably the greatest feeling in the world. I often use Thundurus as a lead with Landorus or to clean up late game with its fantastic speed. It also provides another means of Speed control outside of Whimsicott's Tailwind, which is pretty vital for the team's success. I'm using Zap Plate here to bluff a bulky set and let it take on Talonflame better, since Life Orb recoil can rack up quickly. The EV spread lives a -1 Kangaskhan Double-Edge.
Gengar @ Focus Sash
Ability: Teravolt
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Shadow Ball
Will-o-Wisp
Taunt
Protect
I added Gengar as my sixth. It helps substantially versus Trick Room and provides fantastic support with WoW, crippling Kangaskhan, Landorus, and others. Furthermore Gengar let's me hit common Psychic- and Ghost-type Trick Room setters super effectivly, which is very useful as well. I originally wanted this slot to help me against Rain teams, but I've realized my Rain match up isn't that bad since I have two forms of speed control, a Grass-type, an Electric-type, and Sun. Gengar really rounds out the team and covers its biggest weaknesses. The max/max EV spread let's it be as fast as possible and hit hard with Shadow Ball.
CONCLUSION
Although I try to make my RMTs funny I'm p sure they just come out cringy as hell, so I've contained all (most) of my stupidity in this section.
INTRO
Hello everybody it's Omega, and today I want to share a fun team that I used to get reqs for the Jirachi suspect. It's easy to use and pretty solid all around so I thought why not share it.
TEAMBUILDING
I started with Mega Charizard Y because it's strong as hell and has access to powerful spread. I liked being able to mindlessly click Heat Wave and tear through bad ladder teams, while also having a good matchup against the prevalent Jirachi + Azumarill core that was all over the higher ladder.
Charizard's biggest weakness is it's mediocre Speed, so I decided I wanted to pair it with a Tailwind setter. I screwed around with a few of options before finally settling on Whimsicott. I chose Whimsicott because of it's other great supportive options, namely Fake Tears and Encore.
I added Heatran for its powerful Sun boosted Heat Waves and fantastic Steel-typing. It adds an essential defensive backbone to the team with its nifty set of resistances, checking Talonflame, Latios, and others. It also helps my Trick Room match up a bit with Substitute.
At this point the team was rather weak to Landorus, so I decided to add one of my own. Not only does it help me check opposing Landorus, but it also let's me check Mega Diancie, who otherwise gives the team a lot of issues.
I added the other genie of the balanced meta to check Swift Swimmers with Thunder Wave, threaten opposing Landorus with HP Ice, and give my own Landorus another partner to EQ beside. The two together are just incredibly solid, so there wasn't really a reason not to add it.
I chose Kyurem for the last slot. It helps the Rain matchup a bit and also gives the team an offensive answer to Landorus. What's more, it single handedly destroys THALK teams, which was quite helpful in the higher ladder.
I removed Kyurem and added Gengar so I could play against Trick Room much more comfortably. Will-o-Wisp is super helpful versus Landorus and Kangaskhan as well, and it's just a great supporter all around.
IN-DEPTH
Ability: Blaze
EVs: 248 HP / 144 Def / 8 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
Charizard was the starting point of the team around which I built everything else. I decided run a bulky set because without it the team is a bit frail, and you'll be OHKOing everything anyways in conjunction with Fake Tears or Heatran's Heat Waves. I'm running HP Ground to catch opposing Heatran off guard, although I would consider swapping it out for a different move such as Overheat or Tailwind. The EVs live a spread Rock Slide from Landorus Therian. Though many like to invest in more Special Attack, I prefer the heavy defensive investment since it has saved me a few games and helps me take on Kangaskhan better.
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Whimisicott is not as bad as people assume. An extensive supportive movepool combined with Prankster makes it a dangerously unpredictable threat. Energy Ball hits Water-types and Diancie hard, and also allows it to put in work even if it's been Taunted. Tailwind is absolutely crucial, allowing Charizard and Heatran to spam Heat Wave and not worry about being outspeed due to their middling Speed tiers. Encore is great for locking an opposing Pokemon into a useless move, such as Protect or Fake Out. Protect has many applications, such as preventing Fake Out from breaking your Focus Sash, letting you burn the last Tailwind turn in order to set it again, or preventing it from being KO'd by an opposing Pokemon and having your ally deal with the threat. I'm running a max/max EV spread here since Whimscott is so frail that it doesn't many relevant defensive benchmarks anyways (though correct me if I'm wrong).
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Heatran really glues the team together with it's fantastic offensive presence and good defensive typing. Behind a Substitute it becomes a truly terrifying force to be reckoned with, especially if the Sun is set up. The set is entirely standard except for the Timid nature, which I chose to improve my match up against opposing Heatran. Outside of Sun the damage drop off might be a bit noticeable, but the security of being able to OHKO opposing Heatran without any worries is worth it imo. The 24 HP EVs prevent spread Rock Slide from Scarf Landorus from breaking Heatran's Substitute.
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Landorus is my go-to fast attacker. Its excellent coverage and fantastic ability in Intimidate assure it finds its way on to most of my teams. Landorus lets me check Diancie, Kangaskhan, and Heatran, which is very helpful for Charizard. The set, again, is quite standard. I'm running max Speed here just so I can outspeed opposing Landorus and perhaps Skill Slide them or U-turn out.
Ability: Prankster
EVs: 140 HP / 116 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
I just love offensive Thundurus. Outspeeding unspecting Keldeo and Diancie is probably the greatest feeling in the world. I often use Thundurus as a lead with Landorus or to clean up late game with its fantastic speed. It also provides another means of Speed control outside of Whimsicott's Tailwind, which is pretty vital for the team's success. I'm using Zap Plate here to bluff a bulky set and let it take on Talonflame better, since Life Orb recoil can rack up quickly. The EV spread lives a -1 Kangaskhan Double-Edge.
Ability: Teravolt
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
I added Gengar as my sixth. It helps substantially versus Trick Room and provides fantastic support with WoW, crippling Kangaskhan, Landorus, and others. Furthermore Gengar let's me hit common Psychic- and Ghost-type Trick Room setters super effectivly, which is very useful as well. I originally wanted this slot to help me against Rain teams, but I've realized my Rain match up isn't that bad since I have two forms of speed control, a Grass-type, an Electric-type, and Sun. Gengar really rounds out the team and covers its biggest weaknesses. The max/max EV spread let's it be as fast as possible and hit hard with Shadow Ball.
CONCLUSION
Although I try to make my RMTs funny I'm p sure they just come out cringy as hell, so I've contained all (most) of my stupidity in this section.
P.S. I hate writing and did most of this on a 6x2 inch screen.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 248 HP / 144 Def / 8 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Tailwind
- Encore
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn
Thundurus @ Zap Plate
Ability: Prankster
EVs: 140 HP / 116 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Gengar @ Focus Sash
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Taunt
- Protect
Ability: Blaze
EVs: 248 HP / 144 Def / 8 SpA / 108 Spe
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect
Whimsicott @ Focus Sash
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Tailwind
- Encore
- Protect
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn
Thundurus @ Zap Plate
Ability: Prankster
EVs: 140 HP / 116 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect
Gengar @ Focus Sash
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Taunt
- Protect
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