This team originated when I sat down to build a VGC team. I realized that I had no idea how to build one, but I still had the motivation to use an odd Pokemon; Marowak.
Now, Marowak has middling speed, and I figured the best way to mitigate that was to use Stick Web. My favorite Sticky Web user in this tier is Leavanny, so I added it to the team.
Given that 1/3 of my team now relies on entry hazards, I needed a way to discourage Defogs. Braviary fit this niche, with its Defiant ability.
I then realized that I was incredibly weak to Ice; I also lacked a faster wallbreaker than Marowak. I added a Pokemon near and dear to my heart: Mega Glalie.
My fifth choice has to be a "fast mode", and I had already has great success with Medicham in this role.
Finally, realizing that I had 5 physical attackers, I went with Eelektross because it adds no weaknesses and has great all-around coverage.
This team peaked me at #3 on the RU suspect ladder, proof: http://imgur.com/XeGbHvb
Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Double-Edge
- Swords Dance
- Knock Off
Marowak is there to break walls; with Sticky Webs up, it just barely misses out on outspeeding 252+ base 80 Speed Pokemon, but hits all the rest for huge damage. Earthquake was chosen over Bonemarang because of 100% accuracy, with Double-Edge being good coverage with Rock Head. Knock Off destroys the Ghost types like Cofagrigus and Jellicent, and the Psychic type Lake Guardians. While it can't pick up OHKOs usually, after one SD and/or prior damage, they're easy pickings. Swords Dance is for predicting the Protect/switch on the likes of Alomomola and Aromatisse, or on a Pokemon like Uxie that can't really touch you.
Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Leaf Blade
- Knock Off
- Fell Stinger
One of the few useful Pokemon that get Sticky Web, Leavanny is a suicide lead that matches up well with most of the Stealth Rockers in the tier; Sticky Web is going to be clicked 90% of the time since it's pretty vital to the team. Knock Off is always a great utility, while Leaf Blade is decent-powered STAB that can OHKO the likes of Seismotoad and Omastar who may try to get up hazards. Fell Stinger is sort of up for grabs, but Bug STAB isn't the most important thing so I feel comfortable using it to cheese people once in a while.
Braviary @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Superpower
- U-turn
Choice Banded Braviary hits like a truck. It also acts as a Defog repellant, as a +2 Banded Braviary basically OHKOs anything not named Mega Steelix. Brave Bird and Return are standard STAB, with Superpower to cover Steel types and U-turn for momentum, though with this kind of team momentum isn't nearly as important as just annihilating with coverage. It's also got a decent matchup against the two relevant Spinners in the tier.
Glalie-Mega @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Return
- Ice Shard
- Freeze-Dry
- Spikes
With his base 100 speed tier, he outspeeds just about everything when Sticky Web is up, allowing it to OHKO many fast, frail threats that would otherwise be an issue. Return is STAB, Ice Shard is much needed priority, especially for Flygon, while Freeze Dry makes sure that he's not dead weight against bulky Water types (as well as picking up the OHKO on Seismotoad and 2HKO on Gastrodon). Spikes support is good for when Glalie isn't very necessary, allowing my other Pokemon like Medicham to pick up KOs that they might not have gotten before hazard damage.
Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Bullet Punch
High Jump Kick is extremely spammable, with opposing Ghost types having trouble standing up to the rest of this team; after a few walls have been broken, Medicham has the opportunity to go in and destroy things. I've come back from games that were 3-1 thanks to just clicking HJK a few times. Medicham does struggle with bulky Psychic types (like the Lake Guardians) as well as Fairy types (read: Aromatisse) but luckily the sheer damage output from Marowak and Braviary makes it hard for those things to stay in and do much of anything. As for other moves, Zen Headbutt is obligatory STAB while Thunder Punch is great for bulky Waters that may want to switch in, while Bullet Punch is last-resort priority.
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Flamethrower
- Acid Spray
- Giga Drain
The final Pokemon, meant to be there so I don't get 6-0'd by Mega Banette clicking Will-o-Wisp. AV Eelektross provides a slow Volt Switch that allows me to safely bring in my threatening Pokemon, with Grass coverage being important for the Gastrodons and Rhyperiors running around. Acid Spray lets me 1v1 other Eelektross as well as Aromatisse and other bulky special attackers that can't really hurt me; Acid Spray + Volt Switch gives you momentum, punishes a switch, and does a hefty amount of damage if the opponent dares to stay in.
Weaknesses:
- A well-played Fletchinder can do a lot of damage to this team, but that's always going to be the case when running offense.
- Hazard Stacking offense can be extremely threatening. This team has no form of hazard control, so it's a difficult matchup when you come across a Qwilfish that starts stacking.
- Weather teams and other methods of doubling speed: This team relies very heavily on Speed control. Sticky Web can only do much, and with Swift Swim/Sand Rush/Chlorophyll, opponents have a good chance of 6-0ing. Unburden Hitmonlee can also be an issue if you don't have Pokemon that can take one hit.
Thanks for reading!

Now, Marowak has middling speed, and I figured the best way to mitigate that was to use Stick Web. My favorite Sticky Web user in this tier is Leavanny, so I added it to the team.


Given that 1/3 of my team now relies on entry hazards, I needed a way to discourage Defogs. Braviary fit this niche, with its Defiant ability.



I then realized that I was incredibly weak to Ice; I also lacked a faster wallbreaker than Marowak. I added a Pokemon near and dear to my heart: Mega Glalie.




My fifth choice has to be a "fast mode", and I had already has great success with Medicham in this role.





Finally, realizing that I had 5 physical attackers, I went with Eelektross because it adds no weaknesses and has great all-around coverage.






This team peaked me at #3 on the RU suspect ladder, proof: http://imgur.com/XeGbHvb

Marowak @ Thick Club
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Double-Edge
- Swords Dance
- Knock Off
Marowak is there to break walls; with Sticky Webs up, it just barely misses out on outspeeding 252+ base 80 Speed Pokemon, but hits all the rest for huge damage. Earthquake was chosen over Bonemarang because of 100% accuracy, with Double-Edge being good coverage with Rock Head. Knock Off destroys the Ghost types like Cofagrigus and Jellicent, and the Psychic type Lake Guardians. While it can't pick up OHKOs usually, after one SD and/or prior damage, they're easy pickings. Swords Dance is for predicting the Protect/switch on the likes of Alomomola and Aromatisse, or on a Pokemon like Uxie that can't really touch you.

Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- Leaf Blade
- Knock Off
- Fell Stinger
One of the few useful Pokemon that get Sticky Web, Leavanny is a suicide lead that matches up well with most of the Stealth Rockers in the tier; Sticky Web is going to be clicked 90% of the time since it's pretty vital to the team. Knock Off is always a great utility, while Leaf Blade is decent-powered STAB that can OHKO the likes of Seismotoad and Omastar who may try to get up hazards. Fell Stinger is sort of up for grabs, but Bug STAB isn't the most important thing so I feel comfortable using it to cheese people once in a while.

Braviary @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Return
- Superpower
- U-turn
Choice Banded Braviary hits like a truck. It also acts as a Defog repellant, as a +2 Banded Braviary basically OHKOs anything not named Mega Steelix. Brave Bird and Return are standard STAB, with Superpower to cover Steel types and U-turn for momentum, though with this kind of team momentum isn't nearly as important as just annihilating with coverage. It's also got a decent matchup against the two relevant Spinners in the tier.

Glalie-Mega @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Return
- Ice Shard
- Freeze-Dry
- Spikes
With his base 100 speed tier, he outspeeds just about everything when Sticky Web is up, allowing it to OHKO many fast, frail threats that would otherwise be an issue. Return is STAB, Ice Shard is much needed priority, especially for Flygon, while Freeze Dry makes sure that he's not dead weight against bulky Water types (as well as picking up the OHKO on Seismotoad and 2HKO on Gastrodon). Spikes support is good for when Glalie isn't very necessary, allowing my other Pokemon like Medicham to pick up KOs that they might not have gotten before hazard damage.

Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Thunder Punch
- Bullet Punch
High Jump Kick is extremely spammable, with opposing Ghost types having trouble standing up to the rest of this team; after a few walls have been broken, Medicham has the opportunity to go in and destroy things. I've come back from games that were 3-1 thanks to just clicking HJK a few times. Medicham does struggle with bulky Psychic types (like the Lake Guardians) as well as Fairy types (read: Aromatisse) but luckily the sheer damage output from Marowak and Braviary makes it hard for those things to stay in and do much of anything. As for other moves, Zen Headbutt is obligatory STAB while Thunder Punch is great for bulky Waters that may want to switch in, while Bullet Punch is last-resort priority.

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Flamethrower
- Acid Spray
- Giga Drain
The final Pokemon, meant to be there so I don't get 6-0'd by Mega Banette clicking Will-o-Wisp. AV Eelektross provides a slow Volt Switch that allows me to safely bring in my threatening Pokemon, with Grass coverage being important for the Gastrodons and Rhyperiors running around. Acid Spray lets me 1v1 other Eelektross as well as Aromatisse and other bulky special attackers that can't really hurt me; Acid Spray + Volt Switch gives you momentum, punishes a switch, and does a hefty amount of damage if the opponent dares to stay in.
Weaknesses:

- A well-played Fletchinder can do a lot of damage to this team, but that's always going to be the case when running offense.


- Hazard Stacking offense can be extremely threatening. This team has no form of hazard control, so it's a difficult matchup when you come across a Qwilfish that starts stacking.




- Weather teams and other methods of doubling speed: This team relies very heavily on Speed control. Sticky Web can only do much, and with Swift Swim/Sand Rush/Chlorophyll, opponents have a good chance of 6-0ing. Unburden Hitmonlee can also be an issue if you don't have Pokemon that can take one hit.
Thanks for reading!
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