This is my first time doing an RMT, so I hope this goes alright.
@ Leftovers
Trait: Sturdy
EVs:
Calm Nature (+SDef, -Atk)
- Spikes
- Rapid Spin
- Stealth Rock
- Gyro Ball
Forretress takes lead here because of her ability to set up Entry Hazards. You'll see why I run Spikes over Toxic Spikes later on. Anyway, Spikes and SR for Hazards, Rapid Spin to clear out whatever Hazards my opponent wants to throw out, and Gyro Ball in case she survives long enough to go on the attack.
@ Leftovers
Trait: Intimidate
EVs: 252 HP / 252 Def / 4 Spd
Impish Nature (+Def, -SAtk)
- Rapid Spin
- Toxic
- Hi Jump Kick
- Stone Edge
Hitmontop is here for a second spinner and also fills a Physical Attacker role in case I need it. Like Forretress, Rapid Spin to remove the Hazards and Toxic is there to stop walls like Chansey. Hi Jump Kick and Stone Edge are for some high power attacks because Hitmontop isn't going to stick around long anyway.
@ Focus Sash
Trait: Wonder Guard
EVs: 252 Atk / 4 SAtk / 252 Spd
Lonely Nature (+Atk, -Def)
- X-Scissor
- Shadow Claw
- Toxic
- Heal Block
This little guy is the reason I call it a Troll Team. True Hazards and Sandstorm/Hail mess him up, but under ideal circumstances, he can get some fun reactions from your opponents. Of course, it's best to let Venusaur and Ninetales take out the majority of the opponent's team before he sees play. Focus Sash to ensure he gets at least one attack out, X-Scissor and Shadow Claw are for STAB, Toxic and Heal Block are to hit the walls who would otherwise stall him out.
@ Life Orb
Trait: Chlorophyll
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Growth
- SolarBeam
- Hidden Power [Fire]
- Sleep Powder
Venusaur only sees play once Ninetales has set up Drought, but once he's out there he's nearly impossible to stop. His moveset is pretty typical, so it doesn't need much introduction. Sleep Powder the opponent for a free Growth, SolarBeam what doesn't resist grass, HP Fire is for other Grass types that would otherwise wall him.
@ Eviolite
Trait: Trace/Analytic
EVs: 252 HP / 184 Def / 72 Spd
Bold Nature (+Def, -Atk)
- Thunderbolt
- Ice Beam
- Recover
- Toxic
Porygon2 is kind of my signature Pokemon, and a Support BoltBeam Porygon2 is my favorite set up. Thanks to Eviolite I've seen him take plenty of tough hits and with Analytic he'll be more than happy to hit back just as hard. BoltBeam is classic coverage with Recover so he can stick around and Toxic whatever survived Venusaur's onslaught.
@ Life Orb
Trait: Drought
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Will-O-Wisp
- Energy Ball
- Hidden Power [Ground]
I know what you're thinking. If I'm going to run Droughtales why not run it at the front for instant Sun? I just prefer Forretress' Entry Hazards over Sun in the first few turns of a battle. Fire Blast is for a powerful STAB move, Energy Ball and HP Ground are for coverage, and WoW is to mess up any physical sweepers who would otherwise to love to ruin my fun.
Well, that's my team. Please tell me what you think about it, I'm open to any criticism and I'd love to test a couple changes to the team. Thanks for giving me your time, everyone, and here's an Importable if you want to test it out yourself.