






If I were to be honest though, this team is probably the least solid build I've ever put in an RMT. But that's exactly why I'm putting it out here, tear it apart for all I care.









Amphy (Ampharos) (M) @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Let me get something straight - Tornadus-T terrorizes a good amount of my builds - my only switch-ins tend to only last once and crack after that. On the other hand, SpD Mega Ampharos is probably the hardest counter to Torn-T in existence, perhaps Stunfisk being the only other pokemon that could be argued for that spot. The EVs are the standard dex spread - optimized for tackling LO Thundy and Modest Mega ‘Zard-Y. However, as Togekiss is the team’s cleric, I would like opinions on how Focus Blast would fit on Ampharos - Togekiss can’t flinch Ferrothorn and Heatran to death every time. Dragon Pulse is a pretty safe move to fire off if the opponent’s best switch-in is a Lando-T or Garchomp as it 2HKOs the former and whether that is the case for the latter is up to the set it runs. Even if RestTalk might be frustrating, as well as its meh coverage, Ampharos still pulls its weight most matches.

Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
I’ve always liked Togekiss - it’s never been that far up my favorites list but manages to stay relevant enough in it. As far as I’m concerned, that’s reflected in its viability as well. Togekiss is the only pokemon on this team to avoid the 2HKO from Mega Lopunny, acts as the cleric, and the primary win-condition against those fatter builds. The EV spread avoids the aforementioned 2HKO from MLop and the speed outspeeds Jolly Mega T-Tar - it won’t come into use much but I don’t believe the 8 SpD EVs did either. The problem is though, I feel as though its a bit underwhelming in-game, as the opposing team is either too offensively inclined to sweep, or it simply gets overloaded - especially with rocks up. Togekiss definitely has something to bring to the table, but it sadly is probably the weakest link in the team - despite being built around it. At this point, I’m considering Clefable as a replacement, whether this team really needs a cleric, and you all will be the judge of that.

Inferny (Infernape) (F) @ Leftovers
Ability: Blaze
EVs: 248 HP / 88 Def / 124 SpD / 48 Spe
Jolly Nature
- Low Kick
- Slack Off
- Taunt
- Will-O-Wisp

Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpA / 4 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
There was a time before ORAS came out - where people were speculating that maybe Slowbro would get Rapid Spin due to its mega. If that was true, then this Starmie set would be completely obsolete. This is not the case, or Starmie would have no place on this team. Starmie functions as the spinner, ‘Tran and Hippo killer, and the sole mostly waterproof switch-in to Keldeo. 240 Spe EVs outspeed Serperior - although Starmie most likely won’t be forced to bring it down, and the filler 4 SpD EVs prevent Download Porygon2 from getting its desired boosts. Overall, while Starmie offers very little firepower, it’s difficult to replace.

Landy (Landorus-Therian) @ Soft Sand
Ability: Intimidate
EVs: 144 HP / 252 Atk / 4 Def / 108 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn

Klefy (Klefki) (F) @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play
What do you do when you have too many weaknesses to patch up and need emergency glue to stick your sorry team together? Drop in a Klefki, of course. Klefki is the team’s Spiker, speed control, and one of the only two members that can deal with Mamoswine. The defense EVs prevent Klefki from being 5HKO’d by Mamoswine, and the Sitrus Berry helps it avoid quite a few 2HKOs. Set-up sweepers that would otherwise completely shred the team are paralyzed by Klefki. Still, Klefki desperately fights to hold the team together - even if it’s a symptom of its underlying issues.

Over my entire time on Smogon, I haven’t really been using RMTs for critical feedback so much as team showcases, but I don’t want that to be the case this time. I specifically selected this team to RMT not because it was the closest to a flawless build I could squeeze out, but because it’s deeply flawed and yet, still a kick to use. No member of the team does anything but hold it together, but yet, they still don’t do a good job of it. If you could drop your time for a rate, then it would be deeply appreciated.






Amphy (Ampharos) (M) @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Inferny (Infernape) (F) @ Leftovers
Ability: Blaze
EVs: 248 HP / 88 Def / 124 SpD / 48 Spe
Jolly Nature
- Low Kick
- Slack Off
- Taunt
- Will-O-Wisp
Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpA / 4 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Landy (Landorus-Therian) @ Soft Sand
Ability: Intimidate
EVs: 144 HP / 252 Atk / 4 Def / 108 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn
Klefy (Klefki) (F) @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Inferny (Infernape) (F) @ Leftovers
Ability: Blaze
EVs: 248 HP / 88 Def / 124 SpD / 48 Spe
Jolly Nature
- Low Kick
- Slack Off
- Taunt
- Will-O-Wisp
Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpA / 4 SpD / 240 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Reflect Type
- Recover
Landy (Landorus-Therian) @ Soft Sand
Ability: Intimidate
EVs: 144 HP / 252 Atk / 4 Def / 108 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn
Klefy (Klefki) (F) @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play
While there are definitely ways to optimize the team, none of them make that significant of a difference. If you want to preserve the build as it is, I would personally recommend adding Focus Blast over Sleep Talk on Ampharos, just making Starmie max/max with 4 SpD, and putting SD over U-turn on Lando-T, but that's only adding more glue onto the mess.
If Lando-T is replaced by Hippowdon, you'd gain a much more reliable answer to 'Zard X, Sand Rush Exca, CM Raikou, at the cost of some firepower. Hippo covers Electrics decently, moreso if Heatran is added on, but I would replace Lando before 'Ape.
Rotom-W could replace the mega slot on top of Mega Ampharos by checking numerous threats to the team - while still taking on Torn-T (less effectively, but still decently). 'Zard Y is a possible replacement for Infernape in this scenario - but if you are replacing Infernape under any circumstances, Play Rough should be run on Klefki. Other megas are still open for use in the freed up mega slot. However, unless the replacement mega compensates, the team will have a considerably worse match-up against 'Zard Y.
If Hippowdon and Heatran take the place of Lando and 'Ape, then Mega Ampharos could get replaced altogether with a 'mon that can deal with Weavile and friends while compensating for the firepower that Lando-T provided.
Mega Scizor is probably the least disruptive replacement, but it lacks immediate power. Mega Aggron might as well as convert the team to semi-stall, but I don't have much experience with it so I can't say whether its an optimal fit or not. Mega Metagross has plenty of immediate power but is pretty disruptive to synergy, can't really switch into Weavile, and creates a playground for Gengar.
Or, you could go for a hard hitting Mega that doesn't check Weavile and replace Togekiss with a physically biased Clefable spread, which is workable against stall.
If you want to keep Mega Amph, then Togekiss could run NP + BP into Agility Mega Ampharos - which still breaks stall effectively. You could forget that and replace Ape with Entei, or run both at the same time if you really want, so that the two can break down respective counters.
Quagsire is another option to deal with 'Zard X and Bisharp even better, but unless you want to convert the team into semi-stall, it shouldn't be your first choice.
I've made an example team for the branch of keeping Mega Ampharos in the team. Be advised though, it won't work as an importable due to slashes though:
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 16 HP / 4 Def / 252 SpA / 236 Spe or 4 Def / 252 SpA / 252 Spe
Timid or Modest Nature
IVs: 0 Atk
- Agility
- Thunderbolt
- Dragon Pulse
- Focus Blast
Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Baton Pass
- Roost
Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Bulldoze
- Extreme Speed
Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 136 Def / 120 SpD - Avoids 2HKO from LO Thundy, but the standard spread deals with 'Zard X a bit better
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off
Klefy (Klefki) (F) @ Leftovers
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
If you want to go the minimally invasive route, replacing Lando with Edge Hippo and giving Klefki lefties suffices - still possesses a weakness to Mamo and Gatr, but it's better than what's on currently. Psyshock Starmie can be thrown into the mix for Keldeo - which otherwise shreds through the team with Sub + CM.
Another variant with swapped megas (Keep in mind these don't have to be used, just as examples. BTW, this variant happens to be extremely weak to opposing 'Zard Y):
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe (Most would run max/max, but customize as you see fit)
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe (Customize as you wish)
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Will-O-Wisp
Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 136 Def / 120 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off
Klefy (Klefki) (F) @ Leftovers
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
If real, run defensive Mega Aero for 'Zard Y. If not, then there are other options like Mega Latias, 'Zard X even - although they all come with their shortcomings.
If Lando-T is replaced by Hippowdon, you'd gain a much more reliable answer to 'Zard X, Sand Rush Exca, CM Raikou, at the cost of some firepower. Hippo covers Electrics decently, moreso if Heatran is added on, but I would replace Lando before 'Ape.
Rotom-W could replace the mega slot on top of Mega Ampharos by checking numerous threats to the team - while still taking on Torn-T (less effectively, but still decently). 'Zard Y is a possible replacement for Infernape in this scenario - but if you are replacing Infernape under any circumstances, Play Rough should be run on Klefki. Other megas are still open for use in the freed up mega slot. However, unless the replacement mega compensates, the team will have a considerably worse match-up against 'Zard Y.
If Hippowdon and Heatran take the place of Lando and 'Ape, then Mega Ampharos could get replaced altogether with a 'mon that can deal with Weavile and friends while compensating for the firepower that Lando-T provided.
Mega Scizor is probably the least disruptive replacement, but it lacks immediate power. Mega Aggron might as well as convert the team to semi-stall, but I don't have much experience with it so I can't say whether its an optimal fit or not. Mega Metagross has plenty of immediate power but is pretty disruptive to synergy, can't really switch into Weavile, and creates a playground for Gengar.
Or, you could go for a hard hitting Mega that doesn't check Weavile and replace Togekiss with a physically biased Clefable spread, which is workable against stall.
If you want to keep Mega Amph, then Togekiss could run NP + BP into Agility Mega Ampharos - which still breaks stall effectively. You could forget that and replace Ape with Entei, or run both at the same time if you really want, so that the two can break down respective counters.
Quagsire is another option to deal with 'Zard X and Bisharp even better, but unless you want to convert the team into semi-stall, it shouldn't be your first choice.
I've made an example team for the branch of keeping Mega Ampharos in the team. Be advised though, it won't work as an importable due to slashes though:
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 16 HP / 4 Def / 252 SpA / 236 Spe or 4 Def / 252 SpA / 252 Spe
Timid or Modest Nature
IVs: 0 Atk
- Agility
- Thunderbolt
- Dragon Pulse
- Focus Blast
Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Baton Pass
- Roost
Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Bulldoze
- Extreme Speed
Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 136 Def / 120 SpD - Avoids 2HKO from LO Thundy, but the standard spread deals with 'Zard X a bit better
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off
Klefy (Klefki) (F) @ Leftovers
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
If you want to go the minimally invasive route, replacing Lando with Edge Hippo and giving Klefki lefties suffices - still possesses a weakness to Mamo and Gatr, but it's better than what's on currently. Psyshock Starmie can be thrown into the mix for Keldeo - which otherwise shreds through the team with Sub + CM.
Another variant with swapped megas (Keep in mind these don't have to be used, just as examples. BTW, this variant happens to be extremely weak to opposing 'Zard Y):
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe (Most would run max/max, but customize as you see fit)
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Togie (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe (Customize as you wish)
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Will-O-Wisp
Starry (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 136 Def / 120 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- Slack Off
Klefy (Klefki) (F) @ Leftovers
Ability: Prankster
EVs: 252 HP / 140 Def / 116 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
If real, run defensive Mega Aero for 'Zard Y. If not, then there are other options like Mega Latias, 'Zard X even - although they all come with their shortcomings.
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