Hey y'all! So this is my first RMT and I'm pretty proud of it so far and am currently at 1303 and climbing, but I'm hoping to see what help I can receive from the good fellows on Smogon so I can Climb higher with a more solid team!
So without further ado:
Breloom:
I started with the main Pokemon of the team. Breloom has always been a favorite of mine since he was released and has a great skill Technician along with an (In my opinion) amazing move pool.
Breloom has a few viable sets if you ask me (Poison Heal Attacked, Technician Attacker, Subseed attacker) but for my team I wanted a Breloom who could put speed one of their bulkier Pokemon (namely Adamant Bisharp and Tyranitar) and disable a switch in with Spore. Giving a possibility of a late game sweep with SD and Mach Punch, or severely crippling/KOing a poke with Bullet Seed. So technician Life Orb Set seemed the best fit.
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore
So I went with a technician life orb set for Breloom. I opted for Swords Dance over Rock Tomb because the boosted power has helped me multiple times to win a game. Especially when Ferrothorn is involved.
252 Atk Life Orb Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 174-205 (49.4 - 58.2%) -- 60.9% chance to 2HKO after Leftovers recovery
Compared to Swords dance Boost.
+2 252 Atk Life Orb Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 343-406 (97.4 - 115.3%) -- 81.3% chance to OHKO
And that becomes a garunteed OHKO after Stealth Rock damage as well.
Breloom' strengths also include scaring away bulky waters with Technician boosted bullet seed. Guaranteed 75 base power plus STAB boost and most likely stronger.
252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 248 HP / 252+ Def Rotom-W: 327-399 (107.9 - 131.6%) -- guaranteed OHKO
252 Atk Life Orb Technician Breloom Bullet Seed (4 hits) vs. 252 HP / 232+ Def Slowbro: 436-532 (110.6 - 135%) -- guaranteed OHKO
So 3-4 hits will take down even physically defensive slowbro.
The rest is fairly self explanatory. spore to disable an opponent for a few turns and garuntee a setup opportunity (if I wish to take it) with Swords Dance.
EVS are standard, Max Speed and Jolly to ensure I out speed all 70 Base speed Pokemon that are unboosted and 252 in Attack to hit as hard as possible.
Tyranitar:
After Breloom I knew I would need a fantastic counter to bird spam and psychic type Pokemon who dominate Breloom if they're not asleep. So in came Tyranitar.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Superpower
- Stone Edge
I opted for choice scarf tar for the added speed that it brings to the table, outspending all base 115 an under Pokemon is a feat to be proud of. Add onto that that ScarfTar pursuit traps all psychic types and faints them. And stone edge ohkos all birds is a perfect pair.
Tyranitar also gives me a phenomenal switch in to Zard Y which this team would lack otherwise.
Standard ScarfTar Set Is used, pursuit traps psychic those that would threaten Breloom most commonly The Lati Twins, Starmie, and Jirachi.
Crunch is used late game when I'm trying to clean up my opponents worn down Pokemon or when I need a bit more power to take down their psychic type (i.e. Slowbro and mega metagross)
Superpower is there to take care of ferrothorn, Bisharp, predicted weaviles (not sure why you'd switch in Weavile on a far but I've seen it) and opposing Tyranitars.
And Stone Edge is the other obligatory STAB that shreds flying type Pokemon that aren't fully defensive Mandibuzz. Which ScarfTar still scores a 2KO.
Azumarill:
My next Pokemon was a physical Wallbreaker. Who was also a water type to help lure in Zard Y and trap him in a 2 turn solar beam with a switch into Tar (Unlikely yes, but game winning also yes) another hope for this Pokemon was to have similar counters to Breloom/Tar to wear them down throughout the game.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Azumarill, oh how I love choice band azumarill. Hits like a truck and bulky to boot.
100% Standard CB Azumarill set.
Aqua Jet is Stab Priority, my go to move when I need to clean up/they have multiple Pokemon weak to water.
Play rough is what I use when I need Just a bit more power to secure that KO.
Knock Off is what I use on predicted Metagross switch ins or when I'm trying to Disable one of my opponents Pokemon.
And Superpower is there to hit Steels harder and more effectively. (The atk drop isn't that important because I don't keep Zuzu in long enough for it to matter)
Mega Charizard Y:
After Azumarill I'm looking at my team seeing I have a pretty big Grass weakness, especially Breloom, Venusaur, Amoonguss, Tangrowth, and Serperior. Looking at those Pokemon I decided to use my mega slot And use Mega Zard Y for my counter to these and to completely my FWG core.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast
- Air Slash Focus Blast
- Roost
Another Standard Set for my team. Zard-Y brings so much to the table for me. He counters the Steel types that Scare Azumarill, brings mediocre speed to my team (God knows it needed it) takes out the grass Pokemon that were destroying my team with air slash or fire blast. And Damaging any switch ins severely before switching out.
Solar beam is used for any predicted switches into water type Pokemon. And is a one turn move with Drought.
Fire blast is my usual go to move. It does massive amounts of damage to basically any switch in and I rely on it to do so. Even if I'm forced to switch out I usually do enough damage with it to put it in KO range of my next poke.
Air slash is there mainly for Mega Venusaur and Fighting types that could threaten Tyranitar.
And roost is reliable recovery so Zard can switch in on rocks if necessary.
I was running HP Ground to deal with Heatran switch ins, but determined that I had enough ways to deal with Heatran so I changed it back to roost.
Having Zard on my team also gives me a dual weather core which makes Rain teams a breeze to deal with in most cases. Politoad is beaten by both Zard Y and Breloom. And Breloom out speeds politoad unless Politoad is running a speed positive nature (which I've never seen)
Latios:
After that I determined I needed a good Offensive Check to Dragons, and a good defogger. Those two things SCREAM Lati@s.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Hidden Power [Ground] Psyshock
- Draco Meteor
- Defog
- Thunder Wave Roost
This is where my sets deviate a bit. I'm running HP ground because I love to lure Pokemon and Heatran is so easy to lure with this set. Any team facing a 6v5 deficit is in a tough spot and Lures are the best way to make that happen. I am however considering Psyshock so I can deal with Venusaur a little better, but I'm not sure if I want to do that or not.
Draco Meteor is for all the Dragons that I out speed. Garchomp, Dragonite, Zard X (before a boost) are all forced out after a Draco meteor if they're not Taken out.
Defog is to clear hazards.
Roost is for a reliable recovery to keep Latios in the game as long as possible.
And Thunder wave was a tough decision over roost. And I ultimately decided that I shouldn't need to Defog more than once or twice a game. Instead I need to determine their rocker and take them out quickly, so that Lati becomes expendable and a glass cannon for me. So Thunder wave is for the sweepers who might set up on Lati, or dragonite after the Draco meteor sp. att. Drop.
And Psyshock hits the Poison/Grass types that plague my team so much. And it also gives Lati a more reliable way to hit Chansey and Another STAB to work with.
Chaney
Finally I was looking at my team and NEEDED rocks. Rocks helps Breloom secure OHKO's on Slowbro, and Rotom with less bullet seed hits and ferrothorn at +2.
I landed on Chansey.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Chansey brings so much support to this team.
Rocks like I said helps Breloom secure KOs.
Heal bell ensures that Tar, Breloom, and zumarill aren't crippled by a burn, and Zard isn't crippled by paralasis.
Soft-boiled keeps Chansey in the game to Set up rocks as much as necessary
And seismic toss is there to make sure that Chansey isn't Taunted.
I know that She is set up bait, but most players are afraid of paralasis from Chansey so they don't switch their sweepers in right away.
I have considered sylveon for this position as well, (Wish, BP, Heal Bell, hyper Voice)
But I don't like the stacking of Fairy types, and I don't feel that Another Steel weakness would be good.
Jirachi:
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
Iron head is Jirachi's obligatory STAB with a great chance to Flinch because of Serene Grace
Stealth Rocks because this team desperately needed Rocks.
U-Turn Keeps momentum going and helps Breloom switch in free
And Healing wish gives a Pokemon a second chance at life.
Shoutout to cenamazing for help with the edits!
Edits are in italics and Underlined if removed and Bolded if added.
Threatlist:
Landorus-T: Seriously screw this guy. Scarfed he out speeds my entire team, Not scarfed his intimidate and pivoting abilities make my life extremely difficult. Unfortunately I don't have an Ice type to deal with him very well. My current answer is to wear him down with Zuzu's Aqua Jet and Stealth Rocks.
Gliscor: especially toxic/Sub Gliscor. Once again, my best answer is to wear it down to where Zuzu can kill with Aqua jet.
Clefable: Without a great steel type Pokemon to hit clefable with, I'm stuck praying. My current counter is to Spore and Set up SD (One time SD is insanely useful)
Fast Electric types (Raikou, Manectric): Pivots are detrimental to my team, especially electric type pivots. Manectric ruins my day with Intimidate, and makes breloom's life hard. And my best switch in is Chansey, who gives Manectric/Raikou a perfect opportunity to pivot or TTar. Which also gives them a perfect opportunity to pivot.
Thanks for reading, your input is greatly appreciated!
Importable:
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Superpower
- Stone Edge
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast
- Focus Blast
- Roost
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
So without further ado:
Breloom:
I started with the main Pokemon of the team. Breloom has always been a favorite of mine since he was released and has a great skill Technician along with an (In my opinion) amazing move pool.
Breloom has a few viable sets if you ask me (Poison Heal Attacked, Technician Attacker, Subseed attacker) but for my team I wanted a Breloom who could put speed one of their bulkier Pokemon (namely Adamant Bisharp and Tyranitar) and disable a switch in with Spore. Giving a possibility of a late game sweep with SD and Mach Punch, or severely crippling/KOing a poke with Bullet Seed. So technician Life Orb Set seemed the best fit.
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore
So I went with a technician life orb set for Breloom. I opted for Swords Dance over Rock Tomb because the boosted power has helped me multiple times to win a game. Especially when Ferrothorn is involved.
252 Atk Life Orb Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 174-205 (49.4 - 58.2%) -- 60.9% chance to 2HKO after Leftovers recovery
Compared to Swords dance Boost.
+2 252 Atk Life Orb Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 343-406 (97.4 - 115.3%) -- 81.3% chance to OHKO
And that becomes a garunteed OHKO after Stealth Rock damage as well.
Breloom' strengths also include scaring away bulky waters with Technician boosted bullet seed. Guaranteed 75 base power plus STAB boost and most likely stronger.
252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 248 HP / 252+ Def Rotom-W: 327-399 (107.9 - 131.6%) -- guaranteed OHKO
252 Atk Life Orb Technician Breloom Bullet Seed (4 hits) vs. 252 HP / 232+ Def Slowbro: 436-532 (110.6 - 135%) -- guaranteed OHKO
So 3-4 hits will take down even physically defensive slowbro.
The rest is fairly self explanatory. spore to disable an opponent for a few turns and garuntee a setup opportunity (if I wish to take it) with Swords Dance.
EVS are standard, Max Speed and Jolly to ensure I out speed all 70 Base speed Pokemon that are unboosted and 252 in Attack to hit as hard as possible.
Tyranitar:
After Breloom I knew I would need a fantastic counter to bird spam and psychic type Pokemon who dominate Breloom if they're not asleep. So in came Tyranitar.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Superpower
- Stone Edge
I opted for choice scarf tar for the added speed that it brings to the table, outspending all base 115 an under Pokemon is a feat to be proud of. Add onto that that ScarfTar pursuit traps all psychic types and faints them. And stone edge ohkos all birds is a perfect pair.
Tyranitar also gives me a phenomenal switch in to Zard Y which this team would lack otherwise.
Standard ScarfTar Set Is used, pursuit traps psychic those that would threaten Breloom most commonly The Lati Twins, Starmie, and Jirachi.
Crunch is used late game when I'm trying to clean up my opponents worn down Pokemon or when I need a bit more power to take down their psychic type (i.e. Slowbro and mega metagross)
Superpower is there to take care of ferrothorn, Bisharp, predicted weaviles (not sure why you'd switch in Weavile on a far but I've seen it) and opposing Tyranitars.
And Stone Edge is the other obligatory STAB that shreds flying type Pokemon that aren't fully defensive Mandibuzz. Which ScarfTar still scores a 2KO.
Azumarill:
My next Pokemon was a physical Wallbreaker. Who was also a water type to help lure in Zard Y and trap him in a 2 turn solar beam with a switch into Tar (Unlikely yes, but game winning also yes) another hope for this Pokemon was to have similar counters to Breloom/Tar to wear them down throughout the game.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Superpower
Azumarill, oh how I love choice band azumarill. Hits like a truck and bulky to boot.
100% Standard CB Azumarill set.
Aqua Jet is Stab Priority, my go to move when I need to clean up/they have multiple Pokemon weak to water.
Play rough is what I use when I need Just a bit more power to secure that KO.
Knock Off is what I use on predicted Metagross switch ins or when I'm trying to Disable one of my opponents Pokemon.
And Superpower is there to hit Steels harder and more effectively. (The atk drop isn't that important because I don't keep Zuzu in long enough for it to matter)
Mega Charizard Y:
After Azumarill I'm looking at my team seeing I have a pretty big Grass weakness, especially Breloom, Venusaur, Amoonguss, Tangrowth, and Serperior. Looking at those Pokemon I decided to use my mega slot And use Mega Zard Y for my counter to these and to completely my FWG core.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast
- Air Slash Focus Blast
- Roost
Another Standard Set for my team. Zard-Y brings so much to the table for me. He counters the Steel types that Scare Azumarill, brings mediocre speed to my team (God knows it needed it) takes out the grass Pokemon that were destroying my team with air slash or fire blast. And Damaging any switch ins severely before switching out.
Solar beam is used for any predicted switches into water type Pokemon. And is a one turn move with Drought.
Fire blast is my usual go to move. It does massive amounts of damage to basically any switch in and I rely on it to do so. Even if I'm forced to switch out I usually do enough damage with it to put it in KO range of my next poke.
Air slash is there mainly for Mega Venusaur and Fighting types that could threaten Tyranitar.
And roost is reliable recovery so Zard can switch in on rocks if necessary.
I was running HP Ground to deal with Heatran switch ins, but determined that I had enough ways to deal with Heatran so I changed it back to roost.
Having Zard on my team also gives me a dual weather core which makes Rain teams a breeze to deal with in most cases. Politoad is beaten by both Zard Y and Breloom. And Breloom out speeds politoad unless Politoad is running a speed positive nature (which I've never seen)
Latios:
After that I determined I needed a good Offensive Check to Dragons, and a good defogger. Those two things SCREAM Lati@s.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Hidden Power [Ground] Psyshock
- Draco Meteor
- Defog
- Thunder Wave Roost
This is where my sets deviate a bit. I'm running HP ground because I love to lure Pokemon and Heatran is so easy to lure with this set. Any team facing a 6v5 deficit is in a tough spot and Lures are the best way to make that happen. I am however considering Psyshock so I can deal with Venusaur a little better, but I'm not sure if I want to do that or not.
Draco Meteor is for all the Dragons that I out speed. Garchomp, Dragonite, Zard X (before a boost) are all forced out after a Draco meteor if they're not Taken out.
Defog is to clear hazards.
Roost is for a reliable recovery to keep Latios in the game as long as possible.
And Thunder wave was a tough decision over roost. And I ultimately decided that I shouldn't need to Defog more than once or twice a game. Instead I need to determine their rocker and take them out quickly, so that Lati becomes expendable and a glass cannon for me. So Thunder wave is for the sweepers who might set up on Lati, or dragonite after the Draco meteor sp. att. Drop.
And Psyshock hits the Poison/Grass types that plague my team so much. And it also gives Lati a more reliable way to hit Chansey and Another STAB to work with.
Chaney
Finally I was looking at my team and NEEDED rocks. Rocks helps Breloom secure OHKO's on Slowbro, and Rotom with less bullet seed hits and ferrothorn at +2.
I landed on Chansey.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Stealth Rock
Chansey brings so much support to this team.
Rocks like I said helps Breloom secure KOs.
Heal bell ensures that Tar, Breloom, and zumarill aren't crippled by a burn, and Zard isn't crippled by paralasis.
Soft-boiled keeps Chansey in the game to Set up rocks as much as necessary
And seismic toss is there to make sure that Chansey isn't Taunted.
I know that She is set up bait, but most players are afraid of paralasis from Chansey so they don't switch their sweepers in right away.
I have considered sylveon for this position as well, (Wish, BP, Heal Bell, hyper Voice)
But I don't like the stacking of Fairy types, and I don't feel that Another Steel weakness would be good.
Jirachi:
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
Iron head is Jirachi's obligatory STAB with a great chance to Flinch because of Serene Grace
Stealth Rocks because this team desperately needed Rocks.
U-Turn Keeps momentum going and helps Breloom switch in free
And Healing wish gives a Pokemon a second chance at life.
Shoutout to cenamazing for help with the edits!
Edits are in italics and Underlined if removed and Bolded if added.
Threatlist:
Landorus-T: Seriously screw this guy. Scarfed he out speeds my entire team, Not scarfed his intimidate and pivoting abilities make my life extremely difficult. Unfortunately I don't have an Ice type to deal with him very well. My current answer is to wear him down with Zuzu's Aqua Jet and Stealth Rocks.
Gliscor: especially toxic/Sub Gliscor. Once again, my best answer is to wear it down to where Zuzu can kill with Aqua jet.
Clefable: Without a great steel type Pokemon to hit clefable with, I'm stuck praying. My current counter is to Spore and Set up SD (One time SD is insanely useful)
Fast Electric types (Raikou, Manectric): Pivots are detrimental to my team, especially electric type pivots. Manectric ruins my day with Intimidate, and makes breloom's life hard. And my best switch in is Chansey, who gives Manectric/Raikou a perfect opportunity to pivot or TTar. Which also gives them a perfect opportunity to pivot.
Thanks for reading, your input is greatly appreciated!
Importable:
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Swords Dance
- Spore
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Superpower
- Stone Edge
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Solar Beam
- Fire Blast
- Focus Blast
- Roost
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk
- Psyshock
- Draco Meteor
- Defog
- Roost
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
Last edited: