Yo! This is my first RMT (afaik), and I hope it's semi-decent. I'm not sure this is very good, but I have gotten some tips from iampie who has been very helpful! Without further ado, I present you with Humans Among Gods.
Team Review:
Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 252 HP / 184 Def / 48 SpA / 24 SpD
Bold Nature
- Aromatherapy
- Rest
- Moonblast
- Sleep Talk
I had seen this being used by one of my better friends, and I decided to try and build a team around RestTalk Xern, needless to say, here it is, and it's my favorite team. The role of Xern here is either to take damage in bulk or to use Aromatherapy to cure everyone's status ailments. The HP is obviously for bulking up attacks, while the Defense is there to take Psystrikes from Mega Mewtwo Y, also made specifically to get 3HKO'd by max attack Mega-Scizor. Otherwise, the Sp. A is just something I came up with on the spur and could easily be swapped for 72 SpD if need be. This can also counter lead Darkrai if played right, but then again, hax's a bitch.
Palkia @ Leftovers
Ability: Pressure
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Surf
- Spacial Rend
- Rest
- Toxic
This is to keep my team from being utterly crushed by scarf Kyogre, and I'd say it does a fine job. The moves work well enough, and with Rest, really only serve to stall the opponent. Afterwards, I can make a safe switch to Xern and heal up the sleep effect. There's not much more to say, this is a semi-typical Balkia, I opted for Spacial Rend and Surf over Thunder Wave because I needed to kill CM Ogre too.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 188 Def / 64 SpD
Impish Nature
- Thunder Wave
- Toxic
- Play Rough
- Light Screen
Yes, this is quite the complicated EV set-up, but it has good reason. I had debated going for Reflect, but realized that my team was weaker to special wall-breakers than to physical ones. This is again, another archetypical set, the only somewhat oddity is Play Rough, but that's to break through Sub-Xern. Otherwise, I really like Klefki in any situation, be it to T-Wave Kyogre, or to Toxic Lugia, Klefki always gets the job done. It can work as a lead sometimes too, but a lot of people expect this, so it's hard to effectively utilize it.
Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 36 Atk / 156 Def / 64 SpD
Impish Nature
- Bullet Punch
- Roost
- Defog
- Toxic
The ultimate utility, his purpose is to heal up, stall, and clear the field of entry hazards. He's an awesome team player, and works well everyone on the team. His massive defensive potential has won me many games, and has gotten me a whole bunch of safe switch ins from Lando-T.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Fire Punch
- Earthquake
- Return
Words cannot describe how much I love this girl. Probably one of the most odd things I've done in the past few months, I tried something new and went with the much-hated, and loved, Mega-Kangaskhan. The Jolly nature is important, because otherwise, Timid Palkia, non-scarf Jolly/Timid Genesect and most importantly, Adamant Kangas outspeed. Otherwise, Fake Out is a must, Fire Punch is for Ferro, Genesect, and Scizor, EQ is for Heatran, Dialga, Mawile, Arc-Steel and Luc. Finally, Return is to dish out major damage.
Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Toxic
- Whirlwind
Last, but not least, we have Ho-Oh. Ho-Oh is a god on my team, effectively bulking attacks up and hitting incredibly hard. The EVs are for doing damage, surviving hits, and outspeeding other Ho-Oh, all in all, this is probably the least unique set I have here.
Changes:
Removed Scizor and added:
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 HP / 144 Def / 112 Spe
Timid Nature
- Recover
- Defog
- Will-O-Wisp
- Judgment
Changed Klefki's EVs to max SpD, also changed Kanga's Fire Punch to Crunch.
And that's my team Gods Among Humans, I really hoped you liked it!
Team Review:
Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 252 HP / 184 Def / 48 SpA / 24 SpD
Bold Nature
- Aromatherapy
- Rest
- Moonblast
- Sleep Talk
I had seen this being used by one of my better friends, and I decided to try and build a team around RestTalk Xern, needless to say, here it is, and it's my favorite team. The role of Xern here is either to take damage in bulk or to use Aromatherapy to cure everyone's status ailments. The HP is obviously for bulking up attacks, while the Defense is there to take Psystrikes from Mega Mewtwo Y, also made specifically to get 3HKO'd by max attack Mega-Scizor. Otherwise, the Sp. A is just something I came up with on the spur and could easily be swapped for 72 SpD if need be. This can also counter lead Darkrai if played right, but then again, hax's a bitch.
Palkia @ Leftovers
Ability: Pressure
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Surf
- Spacial Rend
- Rest
- Toxic
This is to keep my team from being utterly crushed by scarf Kyogre, and I'd say it does a fine job. The moves work well enough, and with Rest, really only serve to stall the opponent. Afterwards, I can make a safe switch to Xern and heal up the sleep effect. There's not much more to say, this is a semi-typical Balkia, I opted for Spacial Rend and Surf over Thunder Wave because I needed to kill CM Ogre too.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 188 Def / 64 SpD
Impish Nature
- Thunder Wave
- Toxic
- Play Rough
- Light Screen
Yes, this is quite the complicated EV set-up, but it has good reason. I had debated going for Reflect, but realized that my team was weaker to special wall-breakers than to physical ones. This is again, another archetypical set, the only somewhat oddity is Play Rough, but that's to break through Sub-Xern. Otherwise, I really like Klefki in any situation, be it to T-Wave Kyogre, or to Toxic Lugia, Klefki always gets the job done. It can work as a lead sometimes too, but a lot of people expect this, so it's hard to effectively utilize it.
Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 36 Atk / 156 Def / 64 SpD
Impish Nature
- Bullet Punch
- Roost
- Defog
- Toxic
The ultimate utility, his purpose is to heal up, stall, and clear the field of entry hazards. He's an awesome team player, and works well everyone on the team. His massive defensive potential has won me many games, and has gotten me a whole bunch of safe switch ins from Lando-T.
Kangaskhan (F) @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Fire Punch
- Earthquake
- Return
Words cannot describe how much I love this girl. Probably one of the most odd things I've done in the past few months, I tried something new and went with the much-hated, and loved, Mega-Kangaskhan. The Jolly nature is important, because otherwise, Timid Palkia, non-scarf Jolly/Timid Genesect and most importantly, Adamant Kangas outspeed. Otherwise, Fake Out is a must, Fire Punch is for Ferro, Genesect, and Scizor, EQ is for Heatran, Dialga, Mawile, Arc-Steel and Luc. Finally, Return is to dish out major damage.
Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 224 HP / 252 Atk / 32 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Toxic
- Whirlwind
Last, but not least, we have Ho-Oh. Ho-Oh is a god on my team, effectively bulking attacks up and hitting incredibly hard. The EVs are for doing damage, surviving hits, and outspeeding other Ho-Oh, all in all, this is probably the least unique set I have here.
Changes:
Removed Scizor and added:
Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 HP / 144 Def / 112 Spe
Timid Nature
- Recover
- Defog
- Will-O-Wisp
- Judgment
Changed Klefki's EVs to max SpD, also changed Kanga's Fire Punch to Crunch.
And that's my team Gods Among Humans, I really hoped you liked it!
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