Welcome to my RMT. I've made enough edits that the new version of the team is in post like 3 or 4.. The original with ferro-->abomasnow is here, but the final update (an edited version of it) is based on it, and seeing what salamence and honchkrow do is important.
I'll leave the commentary under the mon's explanations.
But first, the team:
Ok, now you're probably wondering how on earth I've gotten anywhere with this team, let alone beaten an SPL player with it (Yes really - though it was a new team and it's not their main SPL tier) - and the answer is not really suprise factor.. onto the team.
Importable:
Honchkrow @ Assault Vest
Ability: Insomnia
EVs: 252 HP / 4 Atk / 252 SDef
Sassy Nature
- Pursuit
- Superpower
- Sucker Punch
- Heat Wave
Ok, at this point, I expect you're very, very confused. If you play ubers, however, you'll be more than aware of the deadly threat called Mega-Gengar. Basically, Mega-Gengar will ruin a hella lot of good stall mons unless u pursuit trap it. The most popular answer is Mega-Scizor for this role, but I fancied a change, and also feared HP Fire variants (they ARE a thing). AV Honchkrow was the best option.
4 Atk Honchkrow Pursuit vs. 4 HP / 0 Def Mega Gengar: 128-152 (48.8 - 58%) -- 95.3% chance to 2HKO
252 SpA Mega Gengar Sludge Bomb vs. 252 HP / 252+ SpD Assault Vest Honchkrow: 127-151 (31.4 - 37.3%) -- 83.4% chance to 3HKO
Whilst it's imperfect, Sludge Bomb/Wave is its strongest option versus it; if I double switch it in safely, or say bring it in on taunt, it is guaranteed to remove it from play (unless crits). It only really falters with a combination of being hit reasonably well on the switch in by m-gar/stealth rock being up/sludge bomb/wave poisoning/thunderbolt/thunder or dazzling gleam. Given all of those scenarios is a pain, but the advantage of running taunt-bait m-gengar weak mons, and HP Fire being more common than the other coverage, and the fact that stealth rock doesn't turn any of M-gar's options into 2HKOs, I can safely say this is justified, albeit totally ridiculous on first glance.
The other moves; Sucker Punch is for the obvious, and it's nice in mindgames vs m-gar if nessecary. Superpower + Insomnia allows it to deal with darkrai occasionally, and superpower is all round nice to have anyway; it hurts chansey a lot too.
The last slot was filler; I had considered Steel Wing for sylveon (which it would legitimately beat) but Heat Wave is more useful for Ferrothorn/Scizor.
On some teams this'll sit useless and maybe become fodder, but when I do need it it's vital.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Protect
- Roost
- Toxic
- Dragon Tail
I know this is even more unconventional, but it's an amazing ho-oh switch in. For that matter it helps to handle ekiller and mega-blaziken as well, but beating ho-oh is its primary purpose only fearing toxic variants. Calcs to back me up..
-1 252+ Atk Choice Band Ho-Oh Sacred Fire vs. 252 HP / 252+ Def Salamence in Sun: 112-132 (28.4 - 33.5%)
-1 252+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 252+ Def Salamence: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery
I have protect so the point is kind of moot; Fairyceus is a back up check with stone edge too, but this is my primary option.. For that matter exploring its movepool is interesting (I mean I knew it got Wish.. but I never realised it learnt Refresh..). So yeah, this handles physical attackers impressively, 95/80 maxed out with intimidate and nice F/W/G resists and then some makes it really a diamond in the rough.
Just for fun I just calced this as something else it amiably walls..
-1 252+ Atk Groudon Stone Edge vs. 252 HP / 252+ Def Salamence: 148-176 (37.5 - 44.6%)
Also the phazing despite being unable to fit many hazards, mostly for removing stuff like Blaziken and ekiller from the firing line.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Thunder Wave
- Stealth Rock
- Aromatherapy
Ok, so it's taunt bait, it's not like it's gonna want to stay in on any taunters [M-gengar, Yveltal, Darkrai, and hopefully Gothitelle (I know I'm weak to a well played one for sure) are all handled by other members, and it doesn't want to stay in on them]..
Anyway, what does it do?
Softboiled is chosen for its reliability, whilst it was the best place to fit stealth rock. Aromatherapy was basically the whole point of it really, as that is a godsend to any stall team. Thunder Wave was almost filler, but I figured it was likely to be more helpful than anything else versus specsogre. If you use this team and find something else works better, or think I should run something else here [No to Psychic, Honchy is here, and no to Seismic Toss cos it sucks D and it's an utility pokemon not an attacker, it's not going to stay in and wall for long, but I figure Toxic is equally justifiable]
So yeah that's chansey.. I wish there were a more specially bulky cleric (in terms of those that have a typing that resists water) that I could use, Celebi barely cuts the mustard, but it is viable, just beware you need to outspeed specsogre as you're not avoiding a 2HKO from a powerful Spout any time soon)
Abomasnow @ Leftovers
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Protect
- Toxic
- Leech Seed
- Rest
Ok I know this mon kinda sux but it's the best option for something to counter both specsogre as well as CM Eleceus (better than SDefKia/Stockpile Gastrodon imo but I might change it through testing) And also the hail is nice residual along with the status it spreads and leech seed.
Wrote this part in a hurry as a replacement for ferrothorn so that's why it's short xD
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 96 Spd / 252 HP / 160 Def
Timid Nature
- Judgment
- Recover
- Defog
- Stone Edge
Ok this thing is coming much closer to standard and is also like the only non max-max in this whole damn team, and is the only uber.
At the same time it's the motherfucking glue with only 2 really rare weaknesses, lovely bulk, and stone edge allows it to come back as a second check to ho-oh, which is helpful. It also stops the Zards fucking me over (not that I've ever seen them but they're like A rank lol)
It is here to stop stuff like Palkia wrecking me (although Chansey eases the load in that respect).. It's not designed to stop many particular things, but it's totally irreplacable and provides so much offensive and defensive utility. The Speed outspeeds Max speed Base 100s, which is always useful. (Zards/Palkia) Also a decent check for MM2X and Zekrom.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 SDef / 252 HP / 4 Atk
Sassy Nature
IVs: 0 Spd
- King's Shield
- Shadow Ball
- Toxic
- Gyro Ball
Standard as fuck.
Spreads Status.
Stops non-polopneas Xerneases (oh and not reflect chestorest either but basically this + Chansey walls all)
Not used very much but does what it does well.
Helps a lot handling mewtwo, though obviously MM2X carrying earthquake is a pain but Mence again checks it [-1 252+ Atk Mega Mewtwo X Stone Edge vs. 252 HP / 252+ Def Salamence: 178-210 (45.1 - 53.2%) -- 0.4% chance to 2HKO after Leftovers (and no-one runs adamant anyway) (and fairyceus takes it on too)]
So yeah..
That's my team.
Probably the biggest threats to it are Gothitelle and Toxic Ho-oh. Nothing runs through it like a hot knife through butter whatever you might think. I know it's not perfect, but it's one of the best teams you'll see for a while in this section of the forums.
Rate/Hate/Luvdisc/StealingIsFine
I'll leave the commentary under the mon's explanations.
But first, the team:






Ok, now you're probably wondering how on earth I've gotten anywhere with this team, let alone beaten an SPL player with it (Yes really - though it was a new team and it's not their main SPL tier) - and the answer is not really suprise factor.. onto the team.
Importable:
Honchkrow @ Assault Vest
Ability: Insomnia
EVs: 252 HP / 4 Atk / 252 SDef
Sassy Nature
- Pursuit
- Superpower
- Sucker Punch
- Heat Wave
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Thunder Wave
- Stealth Rock
- Aromatherapy
Abomasnow @ Leftovers
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Protect
- Toxic
- Leech Seed
- Earthquake
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Protect
- Roost
- Toxic
- Dragon Tail
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 96 Spd / 252 HP / 160 Def
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Defog
- Stone Edge
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 SDef / 252 HP / 4 Atk
Sassy Nature
IVs: 0 Spd
- King's Shield
- Shadow Ball
- Toxic
- Gyro Ball

Honchkrow @ Assault Vest
Ability: Insomnia
EVs: 252 HP / 4 Atk / 252 SDef
Sassy Nature
- Pursuit
- Superpower
- Sucker Punch
- Heat Wave
Ok, at this point, I expect you're very, very confused. If you play ubers, however, you'll be more than aware of the deadly threat called Mega-Gengar. Basically, Mega-Gengar will ruin a hella lot of good stall mons unless u pursuit trap it. The most popular answer is Mega-Scizor for this role, but I fancied a change, and also feared HP Fire variants (they ARE a thing). AV Honchkrow was the best option.
4 Atk Honchkrow Pursuit vs. 4 HP / 0 Def Mega Gengar: 128-152 (48.8 - 58%) -- 95.3% chance to 2HKO
252 SpA Mega Gengar Sludge Bomb vs. 252 HP / 252+ SpD Assault Vest Honchkrow: 127-151 (31.4 - 37.3%) -- 83.4% chance to 3HKO
Whilst it's imperfect, Sludge Bomb/Wave is its strongest option versus it; if I double switch it in safely, or say bring it in on taunt, it is guaranteed to remove it from play (unless crits). It only really falters with a combination of being hit reasonably well on the switch in by m-gar/stealth rock being up/sludge bomb/wave poisoning/thunderbolt/thunder or dazzling gleam. Given all of those scenarios is a pain, but the advantage of running taunt-bait m-gengar weak mons, and HP Fire being more common than the other coverage, and the fact that stealth rock doesn't turn any of M-gar's options into 2HKOs, I can safely say this is justified, albeit totally ridiculous on first glance.
The other moves; Sucker Punch is for the obvious, and it's nice in mindgames vs m-gar if nessecary. Superpower + Insomnia allows it to deal with darkrai occasionally, and superpower is all round nice to have anyway; it hurts chansey a lot too.
The last slot was filler; I had considered Steel Wing for sylveon (which it would legitimately beat) but Heat Wave is more useful for Ferrothorn/Scizor.
On some teams this'll sit useless and maybe become fodder, but when I do need it it's vital.

Salamence @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Protect
- Roost
- Toxic
- Dragon Tail
I know this is even more unconventional, but it's an amazing ho-oh switch in. For that matter it helps to handle ekiller and mega-blaziken as well, but beating ho-oh is its primary purpose only fearing toxic variants. Calcs to back me up..
-1 252+ Atk Choice Band Ho-Oh Sacred Fire vs. 252 HP / 252+ Def Salamence in Sun: 112-132 (28.4 - 33.5%)
-1 252+ Atk Choice Band Ho-Oh Brave Bird vs. 252 HP / 252+ Def Salamence: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery
I have protect so the point is kind of moot; Fairyceus is a back up check with stone edge too, but this is my primary option.. For that matter exploring its movepool is interesting (I mean I knew it got Wish.. but I never realised it learnt Refresh..). So yeah, this handles physical attackers impressively, 95/80 maxed out with intimidate and nice F/W/G resists and then some makes it really a diamond in the rough.
Just for fun I just calced this as something else it amiably walls..
-1 252+ Atk Groudon Stone Edge vs. 252 HP / 252+ Def Salamence: 148-176 (37.5 - 44.6%)
Also the phazing despite being unable to fit many hazards, mostly for removing stuff like Blaziken and ekiller from the firing line.

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Thunder Wave
- Stealth Rock
- Aromatherapy
Ok, so it's taunt bait, it's not like it's gonna want to stay in on any taunters [M-gengar, Yveltal, Darkrai, and hopefully Gothitelle (I know I'm weak to a well played one for sure) are all handled by other members, and it doesn't want to stay in on them]..
Anyway, what does it do?
Softboiled is chosen for its reliability, whilst it was the best place to fit stealth rock. Aromatherapy was basically the whole point of it really, as that is a godsend to any stall team. Thunder Wave was almost filler, but I figured it was likely to be more helpful than anything else versus specsogre. If you use this team and find something else works better, or think I should run something else here [No to Psychic, Honchy is here, and no to Seismic Toss cos it sucks D and it's an utility pokemon not an attacker, it's not going to stay in and wall for long, but I figure Toxic is equally justifiable]
So yeah that's chansey.. I wish there were a more specially bulky cleric (in terms of those that have a typing that resists water) that I could use, Celebi barely cuts the mustard, but it is viable, just beware you need to outspeed specsogre as you're not avoiding a 2HKO from a powerful Spout any time soon)

Abomasnow @ Leftovers
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Protect
- Toxic
- Leech Seed
- Rest
Ok I know this mon kinda sux but it's the best option for something to counter both specsogre as well as CM Eleceus (better than SDefKia/Stockpile Gastrodon imo but I might change it through testing) And also the hail is nice residual along with the status it spreads and leech seed.
Wrote this part in a hurry as a replacement for ferrothorn so that's why it's short xD

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 96 Spd / 252 HP / 160 Def
Timid Nature
- Judgment
- Recover
- Defog
- Stone Edge
Ok this thing is coming much closer to standard and is also like the only non max-max in this whole damn team, and is the only uber.
At the same time it's the motherfucking glue with only 2 really rare weaknesses, lovely bulk, and stone edge allows it to come back as a second check to ho-oh, which is helpful. It also stops the Zards fucking me over (not that I've ever seen them but they're like A rank lol)
It is here to stop stuff like Palkia wrecking me (although Chansey eases the load in that respect).. It's not designed to stop many particular things, but it's totally irreplacable and provides so much offensive and defensive utility. The Speed outspeeds Max speed Base 100s, which is always useful. (Zards/Palkia) Also a decent check for MM2X and Zekrom.

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 SDef / 252 HP / 4 Atk
Sassy Nature
IVs: 0 Spd
- King's Shield
- Shadow Ball
- Toxic
- Gyro Ball
Standard as fuck.
Spreads Status.
Stops non-polopneas Xerneases (oh and not reflect chestorest either but basically this + Chansey walls all)
Not used very much but does what it does well.
Helps a lot handling mewtwo, though obviously MM2X carrying earthquake is a pain but Mence again checks it [-1 252+ Atk Mega Mewtwo X Stone Edge vs. 252 HP / 252+ Def Salamence: 178-210 (45.1 - 53.2%) -- 0.4% chance to 2HKO after Leftovers (and no-one runs adamant anyway) (and fairyceus takes it on too)]
So yeah..
That's my team.
Probably the biggest threats to it are Gothitelle and Toxic Ho-oh. Nothing runs through it like a hot knife through butter whatever you might think. I know it's not perfect, but it's one of the best teams you'll see for a while in this section of the forums.
Rate/Hate/Luvdisc/StealingIsFine
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