Hi there, Smogon Forum. It's been a while since I created this team, but since it's peak went a little higher, the meta has changed and I now have a huge amount of replays to showcase, I felt it wouldn't be a problem to bump this RMT and give it a proper threat-list. This is a team based on the concept of a hazard stacking core, coupled with Pokemons that are able to abuse the pressure created by multiple layers of hazards. Feel free to leave suggestions and opinions.
Komodo (Dragalge) (M) @ Black Sludge
Ability: Adaptability
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Sludge Bomb
- Toxic Spikes
- Hidden Power [Fire]
- Draco Meteor
Dragalge is one of the components of the Hazard Stacking Core that I chose to build this team around. In my opinion, this is the best Toxic Spiker avaiable in OU, due to it's huge offensive presence, great typing and decent defenses. Deals with a lot of Water Types that the rest of the team has problems with, weakens walls, serves as an extra check to Fairy types...just a great asset to the team overall. The EVs maximize special attack, with enough speed to outspeed minimum speed Azumarill. I choose Sludge Bomb over Sludge Wave as the power drop isn't relevant when hazards are present, and the increased chance to poison is useful against things like Specially Defensive Zapdos, but it's up to personal preference.
Arryn (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Skarmory is the second component of the Hazard Stacking Core. It resists all of Dragalge's weaknesses barring Ice, checks the Fairy Types that Dragalge can't handle(Mega Diancie, Mega Gardevoir, Mega Altaria packing Earthquake...), and acts as a Phazer and Shuffler, which is great when coupled with the hazards. A Specially Defensive Set was chosen in order to be able to better check Mega Gardevoir and Tornadus-T. Max EVs in Special Defense are enough to almost always avoid a 2HKO from Timid Mega Gardevoir's Focus Blast and Life Orb Tornadus-T not packing Heat Wave, so an Impish Nature was chosen to better deal with many physical attackers.
Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge
Hippowdon is the third and last member of the Hazard Stacking Core. He was chosen due to it's remarkable mixed bulk, capability to safely switch into Pokemon that would like to Volt Switch all over the other members and access to both Stealth Rocks and reliable recovery. The EV spread is standart and probably the most popular Hippowdon set, with enough Special Bulk to avoid 2HKOs from Mega Manectric and Thundurus' Hidden Power Ice, while also having great Physical Bulk to take on a huge number of pokemon that don't have a super effective STAB. Hippo was also chosen in order to check Talonflame, which troubles the rest of the team immensely.
Riven (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
With the core completed, I started to think about Pokemon that would benefit the most from hazards, and it's not hard to see why Mega Lopunny was chosen. It has amazing speed, great attack and two STAB moves with huge Base Power that, when coupled with Scrappy, provide perfect neutral coverage. Fake Out forces a lot of Pokemon out, which helps racking up residual damage, and makes defensive Pokemon take one extra turn of Toxic Spikes damage if those are up. I felt like Power-Up Punch was better on this team than Ice Punch, as it helps pressure Defoggers like Skarmory, Zapdos and Mandibuzz. Max Speed with a Jolly Nature speed ties with opposing Mega Lopunny and Mega Manectric, and outspeeds common Pokemon like Tornadus-T and Weavile.
Stella (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
I felt like a Rapid Spinner was absolutely necessary on this team in order to stop opposing teams from hazard stacking while also mantaining my hazards up. As Excadrill's speed is lackluster outside of Sand and I didn't want another Defensive Pokemon, offensive Starmie was the way to go. It's incredibly hard to switch into this Pokemon due to Analytic boost, and it's high speed makes it easy to Rapid Spin against most teams. Hydro Pump was chosen as Starmie's most powerful STAB move. Ice Beam reliably deals with Pokemon that can give Lopunny a hard time, such as Landorus-T, Garchomp and Gliscor. Thunderbolt was chosen over a Psychic STAB as Conkeldurr, Mega Venusaur and Amoonguss were already dealt with by other members of the team, and the ability to deal with Slowbro is greatly appreciated on this team.
Kratos (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
I opted not to go for a Hazard Protecting Core(Spin Blocker+Defiant), but I still needed a way to heavily punish teams from removing my hazards. Choice Banded Victini has very few safe switch-ins, putting a huge dent or downright nuking anything on the receiving end of it's V-Create or Bolt Strike(in case of Water Types). Even though Victini's Psychic Typing leaves it prone to being pursuit trapped, I felt like a better match up against Mega Sableye stall was needed( as I hate facing this teams and they are fairly common). However, this slot is very open to changes.
Manaphy is annoying to deal with, since it gets free switches on both Hippowdon and Skarmory, isn't 0HKOd by anything and nothing on my team can take a boosted hit from it if it has the proper coverage. It is needed to wear it down with hazards and/or switch to something that can put a dent on it in the set-up turn.
Probably the biggest threat to my team, either Starmie set provides a different kind of headache to my team. The offensive one completely obliterates my core and is too fast to be reliably revenged by anything barring Lopunny(and Lop still needs to Fake-Out if not yet Mega-Evolved), but lacks the longevity to be a problem for too long. The defensive one can be somewhat checked with Dragalge and revenged by my own Starmie or even Victini(in case of an emergency), but if played correctly can stop hazard stacking for the entire match.
I'm starting to see a pattern with water types...Rotom-W is immune to Spikes and Toxic Spikes, puts a lot of pressure on my Rock-Setter and can take one-on-one any of my team members barring Dragalge. It is needed to wear it down with Fake-Outs, U-turns, Toxic or Sandstorm damage before one of the offensive Mons can break through it.
(Unprofessional Sprite, but I have no idea how to put Hoopa-Unbound xD)
Brutal wallbreakers for which I lack a counter can be quite problematic if I fail to stack my hazards. Keeping the offensive momentum is needed against those monsters, and sometimes you can abuse obvious switches in order to pull doubles into Victini or other appropriate offensive Pokemon of yours.


Komodo (Dragalge) (M) @ Black Sludge
Ability: Adaptability
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Sludge Bomb
- Toxic Spikes
- Hidden Power [Fire]
- Draco Meteor
Dragalge is one of the components of the Hazard Stacking Core that I chose to build this team around. In my opinion, this is the best Toxic Spiker avaiable in OU, due to it's huge offensive presence, great typing and decent defenses. Deals with a lot of Water Types that the rest of the team has problems with, weakens walls, serves as an extra check to Fairy types...just a great asset to the team overall. The EVs maximize special attack, with enough speed to outspeed minimum speed Azumarill. I choose Sludge Bomb over Sludge Wave as the power drop isn't relevant when hazards are present, and the increased chance to poison is useful against things like Specially Defensive Zapdos, but it's up to personal preference.

Arryn (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Skarmory is the second component of the Hazard Stacking Core. It resists all of Dragalge's weaknesses barring Ice, checks the Fairy Types that Dragalge can't handle(Mega Diancie, Mega Gardevoir, Mega Altaria packing Earthquake...), and acts as a Phazer and Shuffler, which is great when coupled with the hazards. A Specially Defensive Set was chosen in order to be able to better check Mega Gardevoir and Tornadus-T. Max EVs in Special Defense are enough to almost always avoid a 2HKO from Timid Mega Gardevoir's Focus Blast and Life Orb Tornadus-T not packing Heat Wave, so an Impish Nature was chosen to better deal with many physical attackers.

Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge
Hippowdon is the third and last member of the Hazard Stacking Core. He was chosen due to it's remarkable mixed bulk, capability to safely switch into Pokemon that would like to Volt Switch all over the other members and access to both Stealth Rocks and reliable recovery. The EV spread is standart and probably the most popular Hippowdon set, with enough Special Bulk to avoid 2HKOs from Mega Manectric and Thundurus' Hidden Power Ice, while also having great Physical Bulk to take on a huge number of pokemon that don't have a super effective STAB. Hippo was also chosen in order to check Talonflame, which troubles the rest of the team immensely.

Riven (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
With the core completed, I started to think about Pokemon that would benefit the most from hazards, and it's not hard to see why Mega Lopunny was chosen. It has amazing speed, great attack and two STAB moves with huge Base Power that, when coupled with Scrappy, provide perfect neutral coverage. Fake Out forces a lot of Pokemon out, which helps racking up residual damage, and makes defensive Pokemon take one extra turn of Toxic Spikes damage if those are up. I felt like Power-Up Punch was better on this team than Ice Punch, as it helps pressure Defoggers like Skarmory, Zapdos and Mandibuzz. Max Speed with a Jolly Nature speed ties with opposing Mega Lopunny and Mega Manectric, and outspeeds common Pokemon like Tornadus-T and Weavile.

Stella (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
I felt like a Rapid Spinner was absolutely necessary on this team in order to stop opposing teams from hazard stacking while also mantaining my hazards up. As Excadrill's speed is lackluster outside of Sand and I didn't want another Defensive Pokemon, offensive Starmie was the way to go. It's incredibly hard to switch into this Pokemon due to Analytic boost, and it's high speed makes it easy to Rapid Spin against most teams. Hydro Pump was chosen as Starmie's most powerful STAB move. Ice Beam reliably deals with Pokemon that can give Lopunny a hard time, such as Landorus-T, Garchomp and Gliscor. Thunderbolt was chosen over a Psychic STAB as Conkeldurr, Mega Venusaur and Amoonguss were already dealt with by other members of the team, and the ability to deal with Slowbro is greatly appreciated on this team.

Kratos (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
I opted not to go for a Hazard Protecting Core(Spin Blocker+Defiant), but I still needed a way to heavily punish teams from removing my hazards. Choice Banded Victini has very few safe switch-ins, putting a huge dent or downright nuking anything on the receiving end of it's V-Create or Bolt Strike(in case of Water Types). Even though Victini's Psychic Typing leaves it prone to being pursuit trapped, I felt like a better match up against Mega Sableye stall was needed( as I hate facing this teams and they are fairly common). However, this slot is very open to changes.

Manaphy is annoying to deal with, since it gets free switches on both Hippowdon and Skarmory, isn't 0HKOd by anything and nothing on my team can take a boosted hit from it if it has the proper coverage. It is needed to wear it down with hazards and/or switch to something that can put a dent on it in the set-up turn.

Probably the biggest threat to my team, either Starmie set provides a different kind of headache to my team. The offensive one completely obliterates my core and is too fast to be reliably revenged by anything barring Lopunny(and Lop still needs to Fake-Out if not yet Mega-Evolved), but lacks the longevity to be a problem for too long. The defensive one can be somewhat checked with Dragalge and revenged by my own Starmie or even Victini(in case of an emergency), but if played correctly can stop hazard stacking for the entire match.

I'm starting to see a pattern with water types...Rotom-W is immune to Spikes and Toxic Spikes, puts a lot of pressure on my Rock-Setter and can take one-on-one any of my team members barring Dragalge. It is needed to wear it down with Fake-Outs, U-turns, Toxic or Sandstorm damage before one of the offensive Mons can break through it.



(Unprofessional Sprite, but I have no idea how to put Hoopa-Unbound xD)
Brutal wallbreakers for which I lack a counter can be quite problematic if I fail to stack my hazards. Keeping the offensive momentum is needed against those monsters, and sometimes you can abuse obvious switches in order to pull doubles into Victini or other appropriate offensive Pokemon of yours.
http://replay.pokemonshowdown.com/ou-296440759 Decent battle against a rain-team
http://replay.pokemonshowdown.com/ou-296199219 Another match against rain
http://replay.pokemonshowdown.com/ou-295820402 I'm not good with descriptions for these matches
http://replay.pokemonshowdown.com/ou-291878417
http://replay.pokemonshowdown.com/ou-291854425
http://replay.pokemonshowdown.com/ou-291850032
http://replay.pokemonshowdown.com/ou-289734907
http://replay.pokemonshowdown.com/ou-289338742
http://replay.pokemonshowdown.com/ou-296199219 Another match against rain
http://replay.pokemonshowdown.com/ou-295820402 I'm not good with descriptions for these matches
http://replay.pokemonshowdown.com/ou-291878417
http://replay.pokemonshowdown.com/ou-291854425
http://replay.pokemonshowdown.com/ou-291850032
http://replay.pokemonshowdown.com/ou-289734907
http://replay.pokemonshowdown.com/ou-289338742
Komodo (Dragalge) (M) @ Black Sludge
Ability: Adaptability
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Sludge Bomb
- Toxic Spikes
- Hidden Power [Fire]
- Draco Meteor
Arryn (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
Riven (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
Stella (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Kratos (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
Ability: Adaptability
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
- Sludge Bomb
- Toxic Spikes
- Hidden Power [Fire]
- Draco Meteor
Arryn (Skarmory) (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Iron Head
- Spikes
- Roost
- Whirlwind
Gloria (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
Riven (Lopunny-Mega) (F) @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
Stella (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Kratos (Victini) @ Choice Band
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn
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