So, I wanted to make a team, so I made this team. It's pretty good if I have to say so myself. It's around Swords Dance Infernape, a powerful set that I think is underrated. So, here we go! (This is my first RMT, so I might make some mistakes.) Also, I'm not the greatest player, so I'm not saying this has peaked at the ladder like every other player does. (I feel sad now lol.)
God Monkey (Infernape) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch
This is the monster known as Swords Dance Infernape. While Infernape sometimes has trouble setting up SD, once it does, it is crazy powerful. Flare Blitz and Close Combat provide awesome coverage together, and Mach Punch helps to pick off weakened threats like Mienshao and Mega Aerodactyl. I chose Iron Fist as the ability to power up Mach Punch. Life Orb is used to power up Infernape, although it can wear itself down sometimes.
Cute but Evil (Shaymin) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Earth Power
- Dazzling Gleam
- Synthesis / Healing Wish
Here's Shaymin, here to help Infernape out with annoying water types and put some holes onto the enemy's team. With Seed Flare's tendency to lower special defense, Shaymin can even break past would be-checks like Umbreon and Blissey. Earth Power provides coverage against Fire and Steel types, and Dazzling Gleam is used to kill Hydreigon and other threats like Salamence. Synthesis is for healing yourself up, as I find Rest to be momentum-killing. You can also use Healing Wish to heal up a weakened teammate once Shaymin has done it's job.
Kung Fu Turtle (Blastoise) @ Blastoisinite
Ability: Torrent
Shiny: Yes
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
-Hydro Pump
- Dark Pulse
- Rapid Spin
- Ice Beam / Aura Sphere
Here it is, the finisher to this FWG core, Mega Blastoise. Mega Blastoise is one of my favorite megas to use, as it is very powerful, super bulky, and even has Rapid Spin to provide utility. Scald is the Water STAB, although Water Pulse or Hydro Pump can be used if you prefer them. Dark Pulse has pretty good neutral coverage with Scald, and hits Ghost and Psychic types hard. (Yeah, fuck you Cresselia, get flinched.) Rapid Spin is to remove hazards, and Ice Beam hits Grass types like Whimsicott who would otherwise wall Blastoise. Aura Sphere can be used over Ice Beam to hit stuff like Blissey. If you don't care about hazards or already have a remover, Rapid Spin can be replaced with Aura Sphere or Dragon Pulse. The EVS make Blastoise a bit speedy, but still having the bulk that makes him so great.
Triple Trouble (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
I decided I needed a more speedy team, and Hydreigon already helps out by beating Psychics and resisting Electric and all that good stuff, and it's such a hard hitter and so good so here it is. ScarfDreigon. Draco Meteor and Dark Pulse are self-explanatory, and Fire Blast is there to roast Steel Types. U-Turn is for momentum and to get out of a shaky situation. While this set is walled by stuff like Blissey thanks to no Superpower, Infernape already destroys Blissey and the like, so bam.
My Twin Blades (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD or 228 HP / 248 Atk / 32 Def
Adamant Nature / Brave Nature
- Swords Dance
- Iron Head / Gyro Ball
- Sacred Sword
- Shadow Sneak
Dipped in the blood of it's victims, here is Doublade, helping with Fairy types and Fighting types. It can attempt a sweep with Swords Dance and has priority Shadow Sneak. Doublade also helps with Normal types like CurseLax, who can pose a problem if Infernape's dead. It has beautiful Defense with Eviolite and passable special bulk, although it's not very good. Is there anything else to say about Doublade? Not really, I guess if you like Gyro Ball over Iron Head you can use that I guess. Now it's time for the final member!
Nidoqueen @ Life Orb
Ability: Sheer Force
EVS: 36 HP / 252 SpA / 220 Spe
Modest Nature
-Stealth Rock
-Ice Beam
-Earth Power
-Sludge Wave
I was looking over my team, and of course I needed a rocker. I was gonna use Gligar, but he didn't serve much of a purpose on this team, so here's Nidoqueen, who can check Fighters and Electrics like Gligar and can still set up rocks, but unlike Gligar, he has an offensive presence. He also provides another resistance to Fairies, so you don't have to rely on Doublade so much to check them. And that's Nidoqueen, so here's the threatlist!
THREATLIST:
Ice Types: Three mons on my team are weak to Ice, them being Shaymin, Gligar, and Hydreigon. Mamoswine also can hurt Infernape with EQ. But all of my pokemon have a way to beat Mamo. Infernape can kill it with CC, Hydreigon kills it with Draco Meteor, Doublade lives an EQ and kills it with iron head, Mega Blastoise lives a hit and Scalds Mamo, and Shaymin Seed Flares it, and Nidoqueen can hurt it, but not too much. But Mamo can still open holes. Mega Abomasnow hurts too, especially since it also walls mega Blastoise and Shaymin and can kill it with Grass type or Ice type moves, but it's super slow and a lot of mons on my team can kill it. Mega Glailie could do stuff as well since it's Ice type, but it's not too hard to handle.
Flying Types: Flying types can actually hurt my team a lot, as Infernape and Shaymin are weak to them, and powerful Flying moves like Hurricane can hurt MegaToise and sometimes even Doublade (my one resist) a lot. But Moltres can be killed by Scald by megaToise, and Mega Dactyl can be killed by MegaToise or Doublade, or picked off by Infernape's Mach Punch. All of them can also be revenged by ScarfDreigon if they need to, and SR Weakness doesn't help them.
Water Types: While Shaymin can kill them, if it's dead, they have fun. Infernape needs a boost to kill Feraligatr and Mega Swampert and has a chance to kill Suicune too after a boost, Mega Blastoise only has Dark Pulse to hurt them (or scald for Mega Swampert or maybe Scald on Feraligatr and hope for that burn lol), Hydreigon can hurt them with Draco, but it's weak afterwards, and Draco doesn't hurt a boosted Suicune that much. Nidoqueen can hurt them a bit with Earth Power and Sludge Wave, but he gets hurt by Water type moves, and Doublade has to rely on non STAB Sacred Sword to do siginifant damage on them.
Dragon Types: Dragons can severely hurt my team, especially Salamence and Hydreigon. Draco meteors can hurt even Doublade a lot, and they even have coverage like Fire Blast or Dark Pulse to kill Doublade too. But the Dracos only 2HKO most of my team, so they can retaliate with powerful moves like Ice Beam or Dazzling Gleam, killing the Dragons. Hydreigon is also prone to Mach Punch from Infernape.
And that's the threatlist and the team, Enjoy!! Give any tips if you think I need any!http://replay.pokemonshowdown.com/uu-251854210 the team does work

God Monkey (Infernape) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Mach Punch
This is the monster known as Swords Dance Infernape. While Infernape sometimes has trouble setting up SD, once it does, it is crazy powerful. Flare Blitz and Close Combat provide awesome coverage together, and Mach Punch helps to pick off weakened threats like Mienshao and Mega Aerodactyl. I chose Iron Fist as the ability to power up Mach Punch. Life Orb is used to power up Infernape, although it can wear itself down sometimes.
Cute but Evil (Shaymin) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Earth Power
- Dazzling Gleam
- Synthesis / Healing Wish
Here's Shaymin, here to help Infernape out with annoying water types and put some holes onto the enemy's team. With Seed Flare's tendency to lower special defense, Shaymin can even break past would be-checks like Umbreon and Blissey. Earth Power provides coverage against Fire and Steel types, and Dazzling Gleam is used to kill Hydreigon and other threats like Salamence. Synthesis is for healing yourself up, as I find Rest to be momentum-killing. You can also use Healing Wish to heal up a weakened teammate once Shaymin has done it's job.
Kung Fu Turtle (Blastoise) @ Blastoisinite
Ability: Torrent
Shiny: Yes
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
-Hydro Pump
- Dark Pulse
- Rapid Spin
- Ice Beam / Aura Sphere
Here it is, the finisher to this FWG core, Mega Blastoise. Mega Blastoise is one of my favorite megas to use, as it is very powerful, super bulky, and even has Rapid Spin to provide utility. Scald is the Water STAB, although Water Pulse or Hydro Pump can be used if you prefer them. Dark Pulse has pretty good neutral coverage with Scald, and hits Ghost and Psychic types hard. (Yeah, fuck you Cresselia, get flinched.) Rapid Spin is to remove hazards, and Ice Beam hits Grass types like Whimsicott who would otherwise wall Blastoise. Aura Sphere can be used over Ice Beam to hit stuff like Blissey. If you don't care about hazards or already have a remover, Rapid Spin can be replaced with Aura Sphere or Dragon Pulse. The EVS make Blastoise a bit speedy, but still having the bulk that makes him so great.
Triple Trouble (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-turn
I decided I needed a more speedy team, and Hydreigon already helps out by beating Psychics and resisting Electric and all that good stuff, and it's such a hard hitter and so good so here it is. ScarfDreigon. Draco Meteor and Dark Pulse are self-explanatory, and Fire Blast is there to roast Steel Types. U-Turn is for momentum and to get out of a shaky situation. While this set is walled by stuff like Blissey thanks to no Superpower, Infernape already destroys Blissey and the like, so bam.
My Twin Blades (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD or 228 HP / 248 Atk / 32 Def
Adamant Nature / Brave Nature
- Swords Dance
- Iron Head / Gyro Ball
- Sacred Sword
- Shadow Sneak
Dipped in the blood of it's victims, here is Doublade, helping with Fairy types and Fighting types. It can attempt a sweep with Swords Dance and has priority Shadow Sneak. Doublade also helps with Normal types like CurseLax, who can pose a problem if Infernape's dead. It has beautiful Defense with Eviolite and passable special bulk, although it's not very good. Is there anything else to say about Doublade? Not really, I guess if you like Gyro Ball over Iron Head you can use that I guess. Now it's time for the final member!
Nidoqueen @ Life Orb
Ability: Sheer Force
EVS: 36 HP / 252 SpA / 220 Spe
Modest Nature
-Stealth Rock
-Ice Beam
-Earth Power
-Sludge Wave
I was looking over my team, and of course I needed a rocker. I was gonna use Gligar, but he didn't serve much of a purpose on this team, so here's Nidoqueen, who can check Fighters and Electrics like Gligar and can still set up rocks, but unlike Gligar, he has an offensive presence. He also provides another resistance to Fairies, so you don't have to rely on Doublade so much to check them. And that's Nidoqueen, so here's the threatlist!
THREATLIST:
Ice Types: Three mons on my team are weak to Ice, them being Shaymin, Gligar, and Hydreigon. Mamoswine also can hurt Infernape with EQ. But all of my pokemon have a way to beat Mamo. Infernape can kill it with CC, Hydreigon kills it with Draco Meteor, Doublade lives an EQ and kills it with iron head, Mega Blastoise lives a hit and Scalds Mamo, and Shaymin Seed Flares it, and Nidoqueen can hurt it, but not too much. But Mamo can still open holes. Mega Abomasnow hurts too, especially since it also walls mega Blastoise and Shaymin and can kill it with Grass type or Ice type moves, but it's super slow and a lot of mons on my team can kill it. Mega Glailie could do stuff as well since it's Ice type, but it's not too hard to handle.
Flying Types: Flying types can actually hurt my team a lot, as Infernape and Shaymin are weak to them, and powerful Flying moves like Hurricane can hurt MegaToise and sometimes even Doublade (my one resist) a lot. But Moltres can be killed by Scald by megaToise, and Mega Dactyl can be killed by MegaToise or Doublade, or picked off by Infernape's Mach Punch. All of them can also be revenged by ScarfDreigon if they need to, and SR Weakness doesn't help them.
Water Types: While Shaymin can kill them, if it's dead, they have fun. Infernape needs a boost to kill Feraligatr and Mega Swampert and has a chance to kill Suicune too after a boost, Mega Blastoise only has Dark Pulse to hurt them (or scald for Mega Swampert or maybe Scald on Feraligatr and hope for that burn lol), Hydreigon can hurt them with Draco, but it's weak afterwards, and Draco doesn't hurt a boosted Suicune that much. Nidoqueen can hurt them a bit with Earth Power and Sludge Wave, but he gets hurt by Water type moves, and Doublade has to rely on non STAB Sacred Sword to do siginifant damage on them.


Dragon Types: Dragons can severely hurt my team, especially Salamence and Hydreigon. Draco meteors can hurt even Doublade a lot, and they even have coverage like Fire Blast or Dark Pulse to kill Doublade too. But the Dracos only 2HKO most of my team, so they can retaliate with powerful moves like Ice Beam or Dazzling Gleam, killing the Dragons. Hydreigon is also prone to Mach Punch from Infernape.
And that's the threatlist and the team, Enjoy!! Give any tips if you think I need any!http://replay.pokemonshowdown.com/uu-251854210 the team does work
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