Hello all! Thank you for reading my RMT. My team is centered around a Fighting/Psychic/Dark core of Gurdurr, Musharna, and Skuntank. They check each others threats and perform very well together. I usually send out Pineco first to set up Stealth Rock, get some momentum, take out Musharna's or Gurdurr's checks and proceed to setup and sweep.
The Team:
Pineco @ Eviolite
Trait: Sturdy
EVs: 40 Atk / 216 HP / 252 SDef
Brave Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Payback
This guys main purpose is to set up stealth rocks and remove entry hazards, and with Eviolite, it can take a few hits before going down. Gyro Ball and Payback are his attacking moves and can deal a good amount of damage to things that it hits super effectively due to his non-existant speed. Sturdy ensures that it can get Stealth Rock up and Pineco can also be used to take a hit and go down so another pokemon can enter safely. Its EV spread is made to maximise its Special Defense so it can take hits from both sides of the spectrum and let do some damage as well.
Gurdurr @ Eviolite
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Spd
Careful Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Bulk Up
This is a standard Gurdurr set but nonetheless it is effective. It is the first part of my Fighting/Psychic/Dark core. It takes care of Skuntank for Musharna so it can pull of a sweep if the enemy team is particularly weak to it. It can also pull of a sweep of its own if it can get in a bulk up or two and its checks are removed. Its good bulk when coupled Eviolite can wall a good portion of the physical attackers in the tier. Drain punch is its only form of recovery and main STAB move, Mach Punch is to pick off weakened threats. Bulk Up is used to set up on physical attackers and Ice punch is for coverage. Its EV spread is made to give it bulk and power so it can take hits and dish them out.
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 172 HP / 84 Spd
Adamant Nature
- Shadow Punch
- Earthquake
- Focus Punch
- Substitute
Nobody expects a SubPunch set and with Iron Fist it can be deadly. Because of its unique typing it can set up Substitue fairly easily and smash through opposing pokemon. Earthquake is important because it allows Golurk to attack without the negative priorty that Focus Punch causes and is just a good STAB move. The same goes for Shadow Punch, which has perfect coverage with Focus Punch and is useful for taking down enemy Psychic and Ghost types. Golurk is also my spinblocker for blocking the uncommon rapid spin from Armaldo, Torkoal, and others. The EV spread gives it enough speed to outpace Alomomola and other pokemon with a base 65 speed stat. The remaining EVs are pumped into Attack and Hp.
Skuntank @ Black Sludge
Trait: Aftermath
EVs: 236 Spd / 252 Atk / 20 HP
Jolly Nature
- Sucker Punch
- Poison Jab
- Pursuit
- Taunt
Skuntank is the second part of my Fighting/Psychic/Dark core. It gets rid of dangerous opposing Psychic and Ghost types for the team which helps Gurdurr pull of a sweep. Sucker Punch is my secondary priority move for killing of weakened threats, Poison Jab is for general STAB, Pursuit is for Ghosts and Psychic types trying to switch out and Taunt is for setup sweepers. Skuntank can also be used as a last resort in case I need to take down a weakened sweeper that I can't take down any other way because of Aftermath. The EVs are the standard ones for Skuntank focusing on Speed and Attack with a liitle bit in Hp.
Rotom-Fan @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Air Slash
- Thunderbolt
- Trick
- Hidden Power [Ice]
Rotom is the revenge killer for my team, and a good one at that. He outpaces threats like Choice Scarf Sawk and other dangerous things and can KO them. Air slash is a standard STAB move for dealing with Fighting, Bug and Grass types and Thunderbolt is his main attacking move dealing a good amount of damage on anything that doesn't resist it. Trick is for crippling walls and such while Hidden Power [Ice] is move that most people dont expect and works well against things like Golurk and Altaria that aren't hit super effectively by Air Slash or Thunderbolt. The EV spread maximises his Special Attack and Speed.
Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SAtk
Bold Nature
- Psychic
- Heal Bell
- Calm Mind
- Moonlight
This guy is a MONSTER! Musharna is the last part of my Fighting/Psychic/Dark core. It can come in on any special attacker set up Calm Mind, heal off any damage with Moonlight and proceed to decimate the enemy team as long as all Dark types are gone. Psychic is Musharna's only damaging move but it is more than adequate after a few Calm Minds. With Heal Bell, he functions as a cleric as well as a bulky sweeper. Heal Bell also
keeps Musharna healthy while sweeping or setting up. Calm Mind is its set up move and Moonlight provides recovery. The EVs are put into Hp and Defense with a little in Special Attack for some extra damage.
Well, there is my team in a nutshell. Please rate and give me tips on how to improve my team.
Changes:
Ludicolo @ Life Orb
Trait: Swift Swim
EVs: 252 Spd / 4 Def / 252 SAtk
Timid Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Rain Dance
Sawk @ Choice Band
Trait: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Spd
Careful Nature
- Close Combat
- Earthquake
- Stone Edge
- Ice Punch
Rotom-Fan @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Air Slash
- Thunderbolt
- Trick
- Volt Switch
Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 172 HP / 84 Spd
Adamant Nature
- Shadow Punch
- Earthquake
- Ice Punch
- Stealth Rock
The Team:

Pineco @ Eviolite
Trait: Sturdy
EVs: 40 Atk / 216 HP / 252 SDef
Brave Nature
IVs: 0 Spd
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Payback
This guys main purpose is to set up stealth rocks and remove entry hazards, and with Eviolite, it can take a few hits before going down. Gyro Ball and Payback are his attacking moves and can deal a good amount of damage to things that it hits super effectively due to his non-existant speed. Sturdy ensures that it can get Stealth Rock up and Pineco can also be used to take a hit and go down so another pokemon can enter safely. Its EV spread is made to maximise its Special Defense so it can take hits from both sides of the spectrum and let do some damage as well.

Gurdurr @ Eviolite
Trait: Iron Fist
EVs: 252 HP / 252 Atk / 4 Spd
Careful Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Bulk Up
This is a standard Gurdurr set but nonetheless it is effective. It is the first part of my Fighting/Psychic/Dark core. It takes care of Skuntank for Musharna so it can pull of a sweep if the enemy team is particularly weak to it. It can also pull of a sweep of its own if it can get in a bulk up or two and its checks are removed. Its good bulk when coupled Eviolite can wall a good portion of the physical attackers in the tier. Drain punch is its only form of recovery and main STAB move, Mach Punch is to pick off weakened threats. Bulk Up is used to set up on physical attackers and Ice punch is for coverage. Its EV spread is made to give it bulk and power so it can take hits and dish them out.

Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 172 HP / 84 Spd
Adamant Nature
- Shadow Punch
- Earthquake
- Focus Punch
- Substitute
Nobody expects a SubPunch set and with Iron Fist it can be deadly. Because of its unique typing it can set up Substitue fairly easily and smash through opposing pokemon. Earthquake is important because it allows Golurk to attack without the negative priorty that Focus Punch causes and is just a good STAB move. The same goes for Shadow Punch, which has perfect coverage with Focus Punch and is useful for taking down enemy Psychic and Ghost types. Golurk is also my spinblocker for blocking the uncommon rapid spin from Armaldo, Torkoal, and others. The EV spread gives it enough speed to outpace Alomomola and other pokemon with a base 65 speed stat. The remaining EVs are pumped into Attack and Hp.

Skuntank @ Black Sludge
Trait: Aftermath
EVs: 236 Spd / 252 Atk / 20 HP
Jolly Nature
- Sucker Punch
- Poison Jab
- Pursuit
- Taunt
Skuntank is the second part of my Fighting/Psychic/Dark core. It gets rid of dangerous opposing Psychic and Ghost types for the team which helps Gurdurr pull of a sweep. Sucker Punch is my secondary priority move for killing of weakened threats, Poison Jab is for general STAB, Pursuit is for Ghosts and Psychic types trying to switch out and Taunt is for setup sweepers. Skuntank can also be used as a last resort in case I need to take down a weakened sweeper that I can't take down any other way because of Aftermath. The EVs are the standard ones for Skuntank focusing on Speed and Attack with a liitle bit in Hp.

Rotom-Fan @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Air Slash
- Thunderbolt
- Trick
- Hidden Power [Ice]
Rotom is the revenge killer for my team, and a good one at that. He outpaces threats like Choice Scarf Sawk and other dangerous things and can KO them. Air slash is a standard STAB move for dealing with Fighting, Bug and Grass types and Thunderbolt is his main attacking move dealing a good amount of damage on anything that doesn't resist it. Trick is for crippling walls and such while Hidden Power [Ice] is move that most people dont expect and works well against things like Golurk and Altaria that aren't hit super effectively by Air Slash or Thunderbolt. The EV spread maximises his Special Attack and Speed.

Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SAtk
Bold Nature
- Psychic
- Heal Bell
- Calm Mind
- Moonlight
This guy is a MONSTER! Musharna is the last part of my Fighting/Psychic/Dark core. It can come in on any special attacker set up Calm Mind, heal off any damage with Moonlight and proceed to decimate the enemy team as long as all Dark types are gone. Psychic is Musharna's only damaging move but it is more than adequate after a few Calm Minds. With Heal Bell, he functions as a cleric as well as a bulky sweeper. Heal Bell also
keeps Musharna healthy while sweeping or setting up. Calm Mind is its set up move and Moonlight provides recovery. The EVs are put into Hp and Defense with a little in Special Attack for some extra damage.
Well, there is my team in a nutshell. Please rate and give me tips on how to improve my team.
Changes:

Ludicolo @ Life Orb
Trait: Swift Swim
EVs: 252 Spd / 4 Def / 252 SAtk
Timid Nature
- Giga Drain
- Hydro Pump
- Ice Beam
- Rain Dance

Sawk @ Choice Band
Trait: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Spd
Careful Nature
- Close Combat
- Earthquake
- Stone Edge
- Ice Punch

Rotom-Fan @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Air Slash
- Thunderbolt
- Trick
- Volt Switch

Golurk @ Leftovers
Trait: Iron Fist
EVs: 252 Atk / 172 HP / 84 Spd
Adamant Nature
- Shadow Punch
- Earthquake
- Ice Punch
- Stealth Rock