Introduction
After playing in the standard tiers such as OU, Ubers and Monotype for several months, I decided to try my hand at a rather less predictable format for a bit of a challenge; and what better format than one where any pokemon can have any attack and almost any ability? As such I decided to put together my own team and see how far I could go in the tier. After doing some research and discovering first hand some of the more common sets in the tier, I tried to build a team which incorporated some of the more commonly seen pokemon, but then twist them a little to throw off the opponents a little. While testing I managed to peak at 1435, so i think it works pretty well so far, but i know i need some improvements, especially with the Steelix slot.
Giratina @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Defog
- Curse
- Spiky Shield
- Recover
Giratina serves as this teams' primary lead, anti-lead and stall-breaker. Poison Heal with the Toxic Orb grants it immunity to all status attacks, allowing it to sponge attacks such as Dark Void and Will-O-Wisp that threaten other team members. Curse is Giratinas primary source of damage, hitting through all forms of Protect and Substitute to pressure stall pokemon, and force the switch on semi-offensive pokemon that can't damage it too badly. Recover regains the HP lost in activating Curse and allows Giratina to stay in play for longer. Spiky Shield grants it the turn required for the Toxic Orb to activate, while also scouting for dangerous attacks and buying an extra turn of Poison Heal recovery and Curse Damage. Defog is kind of an after-thought on this set. Most of my team isnt bothered by Spikes/TSpikes/Rocks, although too many layers can affect the viability of some switch ins and so it was tacked on to round out Tinas' role as an Anti-Lead.
Registeel @ Safety Goggles
Ability: Fur Coat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Perish Song
- Spiky Shield
- Mean Look/Infestation
- Slack Off
From the moment I decided to build a Hackmons team, I knew I wanted to include some form of Perish Trapper. Registeels' incredible 150/150 defensive stats make it an ideal candidate for the position, with its typing resisting the main STABS of all the -Ate users and making it immune to Toxic stall. I chose Safety Goggles to prevent Regi from being put to sleep by the Stall pokemon he'll be put to work destroying. I had originally given it Leftovers, but its incredible bulk combined with the fact that it only spends a few turns in at any time, meant there were very few opportunities where the passive recovery was useful. Perish Song is its weapon of choice, paired up with Mean Look to take out any pokemon unable to kill it in two hits. Infestation can be run over Mean Look if Magic Bouncers are a problem, but I found that the inability to trap Subs hurts it more. Slack off provides vital recovery so it can kill more than once, although any of the similar recovery attacks can be used according to preference. Spiky Shield buys time while the Perish timer ticks, while also scouting for threatening attacks and OHKOing opposing sturdy Shedinja. Fur Coat elevates Regis' defense to monstrous heights, allowing for the rest of the EVs to be pumped into HP and special defense. With its resistances to Fairy and Dragon it makes an ideal partner for Giratina, trapping and dispatching Pixilate Diancie and other threats with ease. I had originally ran Cresselia in this role due to her high base HP and fewer weaknesses, but while it could tank physical hits just as well as Regi, it was 2HKOd by the common -ate Boombursts which Regi survives. Unlike Cresselia it is weak to both Fighting and Fire, causing it to fall quickly under the likes of V-Create and Superpower.
Blissey @ Spooky Plate
Ability: Imposter
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Final Gambit
- Heal Bell
- Skill Swap
- Metal Burst
Since the majority of my team is largely passive in nature, Blissey was thrown in to serve as a back-up in case a pokemon is getting too powerful or has defeated my primary checks. The ability is self-explanatory, with the Spoopy Plate allowing it to hit supposedly "imposter-proof" sweepers such as Protean MMX and Mega Gengar. In the absence of sweepers it can also serve to scout out the movesets of opposing pokemon. Although its actual attacks won't be relevent 99% of the time, its built to have a utility role just in case. Heal Bell provides obvious support, Skill Swap transforms the opponent into Blissey and potentially halts stall-sweeps, while Final Gambit and Metal Burst serve as last ditch Nukes.
Gengar-Mega @ Spooky Plate
Ability: Illusion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spiky Shield
- Judgment
- Secret Sword
- Shell Smash
Let me just say this now: Illusion Mega Gengar is deadly. Disguised as a Shedinja (what I usually do) it can set up a free Shell Smash while they switch in to their Shedinja counter/check then begin a sweep. Spoopy Plate+Judgement hits for a devastating amount both after a Smash and unboosted, while providing the obligatory "Imposter Proofing" for the set (although this is usually unnecessary since the illusion is rarely broken). Secret Sword rounds out the coverage with Judgement, while hitting bulky Special Tanks such as Chansey on their weaker defensive stat. Spiky Shield is used to scout for potentially threatening priority attacks that would break the illusion.
Steelix-Mega @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heart Swap
- Heavy Slam
- Heal Order
- Poison Fang
Steelix serves as my insurance policy against setup/contrary pokemon, Unaware mixed with high base stats and Heart Swap allowing it to stop many sweepers cold (theoretically). Heavy Slam serves as its main STAB, dealing decent damage to most pokemon and threatening Mga Diancie and Tyranitar. Poison Fang also allows it to poison most bulkier threats through Magic Bounce in the event that Giratina and Registeel are unviable due to the target setting up. However, the majority of Contrary users carry both Superpower and V Create, both of which hit Steelix very hard even through Unaware.
Shedinja @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk
Adamant Nature
- Endeavor
- Feint
- Spiky Shield
- Recycle
Everyone knows and expects the standard Sturdy Shedinja, so I decided to try capitalise on that. With Magic Guard Shedinja is immune to every method that would be usually employed to kill it, allowing it to net surprise kills when its least expected. The Focus Sash is to buy it an extra turn in case someone attempts to Infestation/Whirlpool it to death, with Recycle added as an optimistic option should the opportunity to regain the Sash become available. Aside from its obvious use however, this Shedinja also serves as my counter should an Imposter copy either Giratina or Registeel. Being immune to Giratinas Curse and slower than Registeel (Hence the 0 speed EVs) it can Endeavor Regi AFTER it attempts to recover, KOing on the next turn with Feint should they try to Spiky Shield and buy a turn.
Giratina @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Defog
- Curse
- Spiky Shield
- Recover
Registeel @ Safety Goggles
Ability: Fur Coat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Perish Song
- Spiky Shield
- Mean Look/Infestation
- Slack Off
Blissey @ Spooky Plate
Ability: Imposter
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Final Gambit
- Heal Bell
- Skill Swap
- Metal Burst
Gengar-Mega @ Spooky Plate
Ability: Illusion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spiky Shield
- Judgment
- Secret Sword
- Shell Smash
Steelix-Mega @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heart Swap
- Heavy Slam
- Heal Order
- Poison Fang
Shedinja @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk
Adamant Nature
- Endeavor
- Feint
- Spiky Shield
- Recycle
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
- Defog
- Curse
- Spiky Shield
- Recover
Registeel @ Safety Goggles
Ability: Fur Coat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Perish Song
- Spiky Shield
- Mean Look/Infestation
- Slack Off
Blissey @ Spooky Plate
Ability: Imposter
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Final Gambit
- Heal Bell
- Skill Swap
- Metal Burst
Gengar-Mega @ Spooky Plate
Ability: Illusion
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spiky Shield
- Judgment
- Secret Sword
- Shell Smash
Steelix-Mega @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Heart Swap
- Heavy Slam
- Heal Order
- Poison Fang
Shedinja @ Focus Sash
Ability: Magic Guard
EVs: 252 Atk
Adamant Nature
- Endeavor
- Feint
- Spiky Shield
- Recycle
Importable
Last edited:
