Hello everyone, I have been looking for a good team to use for the current metagame. After losing 1000 times and getting to the bottom of the ladder, I managed to get myself a decent team that surprisingly works great for me and brought me from 1000-1410 rating (I usually get stuck at the 1300-1400 rating).
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Poison Jab
The first attacker on the team. Choice Band is used here to hit as hard as possible without losing HP, as this team lacks a hazard remover. Poison Jab is here so Weavile can put a fight against Azumarill and Clefable when needed.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Dual Status Rotom-W is here to catch the opponent unprepered for either TW or WoW after seeing one of them already. Rotom-W answers a lot of attackers such as Volcanion, Heatran and Talonflame. The EV spread ensures I can switch in Mega Manectric's Thunderbolt and 2HKO with Hydro Pump if needed (if other checks to Mega Man are not alive).
Rotom-W can also OHKO Mega Diancie which is also nice for my team.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Stockpile
Quagsire can stop things like Mega Manectric, Mega Charizard-X, Landorus-T, Gliscor, Garchomp and Scizor. Stockpile is a great thing to make Quagsire an unstoppable wall to an unprepared team. Scald can spread burns and EQ threats Heatran. Unaware prevents the opponent from setting up on me.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Protect
- Taunt
- Stealth Rock
Heatran is here to put pressure on Mega Sableye, Clefable, Ferrothorn, Ditto and taking hits from other special attackers. Protect is here mainly for opposing Mega Lopunny's HJK or Mega Medicham's HJK. Heatran is also my Pokemon for throwing rocks and makes switches harder for my opponent. Taunt stops status moves and is important to potentially block hazards.
Lopunny @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Heal Bell
Mega Lopunny is the second attacker on this team. Pretty standard set, including Heal Bell as an option to cure my team from statuses and maintain defensive synergy.
Amoonguss @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Substitute
- Hidden Power [Fire]
Amoonguss pairs well with Quagsire and Heatran to create the defensive FGW core. Blocking Keldeo and Azumarill. Sub lets Amoonguss to have the upper hand against Ferrothorn and is used to help Amoonguss more with Spore on things that it cannot take a hit from, such as Mega Charizard Y. HP Fire with Sub also helps against other grass types, Scizor and Ferrothorn.
Weavile @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Poison Jab
The first attacker on the team. Choice Band is used here to hit as hard as possible without losing HP, as this team lacks a hazard remover. Poison Jab is here so Weavile can put a fight against Azumarill and Clefable when needed.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 204 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave
Dual Status Rotom-W is here to catch the opponent unprepered for either TW or WoW after seeing one of them already. Rotom-W answers a lot of attackers such as Volcanion, Heatran and Talonflame. The EV spread ensures I can switch in Mega Manectric's Thunderbolt and 2HKO with Hydro Pump if needed (if other checks to Mega Man are not alive).
Rotom-W can also OHKO Mega Diancie which is also nice for my team.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Recover
- Earthquake
- Stockpile
Quagsire can stop things like Mega Manectric, Mega Charizard-X, Landorus-T, Gliscor, Garchomp and Scizor. Stockpile is a great thing to make Quagsire an unstoppable wall to an unprepared team. Scald can spread burns and EQ threats Heatran. Unaware prevents the opponent from setting up on me.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Protect
- Taunt
- Stealth Rock
Heatran is here to put pressure on Mega Sableye, Clefable, Ferrothorn, Ditto and taking hits from other special attackers. Protect is here mainly for opposing Mega Lopunny's HJK or Mega Medicham's HJK. Heatran is also my Pokemon for throwing rocks and makes switches harder for my opponent. Taunt stops status moves and is important to potentially block hazards.
Lopunny @ Lopunnite
Ability: Limber
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Heal Bell
Mega Lopunny is the second attacker on this team. Pretty standard set, including Heal Bell as an option to cure my team from statuses and maintain defensive synergy.
Amoonguss @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Spore
- Giga Drain
- Substitute
- Hidden Power [Fire]
Amoonguss pairs well with Quagsire and Heatran to create the defensive FGW core. Blocking Keldeo and Azumarill. Sub lets Amoonguss to have the upper hand against Ferrothorn and is used to help Amoonguss more with Spore on things that it cannot take a hit from, such as Mega Charizard Y. HP Fire with Sub also helps against other grass types, Scizor and Ferrothorn.
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