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Pet Mod Roulettemons [Finished Mod + Now with Random Battles!]

Hi there, I'm new to Roulettemons, but discovered it a few days ago and I am loving the concept, so might as well drop my thoughts on the latest slate....

Bily is a special setup sweeper and Spikes setter which is cool, but it's also Ice type. There's already an overabundance of Ice types in the meta, don't think we need any more. As a special attacker it would compete with Chillvark and Voltarak who have more immediate power and coverage but lack boosting moves on the same level. It's definitely unique and a little strong, but redundant given the amount of Ice-types already. I probably won't vote this due to its redundance with Chillvark.

Alligarak is literally Dracovish. Alligarak's Fishious Rend is a hair stronger than Dracovish's Strong Jaw boosted Fishious Rend, and while it is slower, it is also more physically bulky thanks to Fluffy. This meta has no Water Absorb or Storm Drain mons in it (EDIT: I forgot about Hyperoach which is immune to Water due to Desolate Land. Still has poor physical bulk and is not a very splashable mon) and Alligarak has the tools to really hurt the few switch-ins to Fishious Rend; namely, it has Leaf Storm to bop Aquatopus and Gunk Shot to really hurt Herbigator. Brawnkey can switch into it once but can't really check it throughout the game due to its lack of recovery. HDB Barracoth is the only mon that can really be considered a counter to it until it gets Toxic'd and can't maintain its Shadow Shield. Alligarak also has a few other tricks that make it a bit more versatile like reliable recovery, Rapid Spin, Bulk Up. While the meta is hurting for Dragon-types we have plenty of Water-types and I don't think we need Alligarak. It just seems too strong and a real headache to play against.

Stareon has a lot of good qualities for an offensive support mon, being Magic Bounce, Defog and Court Change. Coupled with its decent coverage it would be a very solid, perhaps even meta-defining mon, but that isn't all it can do. As a Nasty Plot user it's pretty solid and covers pretty much everything it would want to hit between Moonblast, Eruption, and Steam Eruption. SpDef Giranium is perhaps the best check to it since it can take a hit and KO back, but it takes a lot from +2 Steam Eruption (+2 Life Orb Stareon Steam Eruption does 77% minimum to max SpDef Giranium) so it's a little bit of a shaky check. Crazefly and Mosqung don't take Eruption well at all, Pidgeotine can check it but is easily worn down, Barracoth struggles against it since it can't use Toxic against it, Ostria is a decent offensive check but struggles to switch in on Eruption... overall defensive counterplay to this seems a little grim. It also has the Z-Forest's Curse meme which lets it clean against offensive teams. Overall I think Stareon can do a little too much.... and we also have plenty of normal types already. Probably won't vote this but it does seem like a better fit than the first two at least.

Goldium is a very strong Nasty Plot sweeper. Again, Giranium is basically the only defensive check to it, since Gorilax struggles to do too much back and Komodith doesn't take +2 Fire Blast very well. Although there's lots of offensive mons who can revenge it, the pressure it puts on slower things seems like a bit too much. Compoundeyes Fire Blast is cool, Sand Rush seems useless without sand setters, but it begs the question: is Dynamax legal in the Roulettemons metagame? If so Sand Rush Goldium would be a very broken Dynamax sweeper, capable of Nasty Plotting on a switch, then using Max Rockfall to activate its Sand Rush and Max Mindstorm to protect itself from priority while powering it up even more. So yeah, absolutely ridiculous with Dynamax, and arguably too strong without it too, probably not gonna vote this one. I think having a good Nasty Plot user in the meta would be nice but this aint it chief.

EDIT: Dynamax is not allowed

Chimish kinda just sits there and tries to burn the foe. Its a good mon to handle physical setup sweepers with Spectral Thief, but we already have a host of other things that can do that like Brawnkey, Baloon, Aquatopus. Dragon/Bug is a cool typing, but it's not exceptional defensively, and its abilities are either pretty useless or are a terrible meme (Wimp Out). Overall Chimish faces unfavourable competition from Komodith, Bellena, Brawnkey, etc. and even if it was good, its role in the meta is not something we need more of. Not gonna vote it tbh.

Overall the options aren't super great this time, will maybe just vote None this week, but I might change my mind about Stareon or Goldium.

I've also made a lot of sample sets for Pokemon in the Roulettemons metagame exploring the roles each one can fill.... if there's any interest I could post those.
 
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Hi there, I'm new to Roulettemons, but discovered it a few days ago and I am loving the concept, so might as well drop my thoughts on the latest slate....

I've also made a lot of sample sets for Pokemon in the Roulettemons metagame exploring the roles each one can fill.... if there's any interest I could post those.

Glad you like the concept! You're more than welcome to post the sample sets if you'd like.


Voting has begun, I don't really have anything to add about what everyone else has already said about all of the current options. But I do have another sprite to share...

Gladiaster (By Aquatic).png
Gladiaster (By Aquatic, Shiny).png
- This is a Gladiaster sprite made by AquaticPanic (thanks again!). Its body is made of mist, there's an aurora flowing behind it, and the weapons and armor are made of both ice and steel to reflect its typing.
 
Alright, no Pokemon won that slate. I'll update the spreadsheets in a few hours. Also, just to make sure everyone knows- if you put "none" twice, I'm only counting the one that's higher in the vote. I've noticed people doing this a few times (although one of them was someone jokingly putting Baloon in all three of their slots) so I felt like making sure that was clear.


As for the next slate...


Stunonite
Electric/Grass
Ball Fetch/Corrosion/Steam Engine
133/36/145/104/55/127
Viable Moves: Fusion Bolt, Thunderbolt, Leaf Blade, Energy Ball, Rock Polish, Techno Blast, Shadow Claw, Leaf Storm, Earth Power, Sunsteel Strike, Switcheroo, Brick Break, Bonemerang, Aura Sphere, Shore Up, Shadow Bone, Wood Hammer, Thunder Fang, Judgment, Dragon Claw
Other Moves: Mist, Teeter Dance, Rototiller, Metal Sound, Aurora Beam, Punishment, Sing, Shell Trap, Sky Drop, Karate Chop, Teatime, Magical Leaf, Bulldoze, Imprison, Wonder Room, Uproar, Eternabeam, Transform, Double Kick, Flame Burst

Slowossum
Poison
Imposter/No Second Ability/Contrary
129/98/27/106/135/105
Viable Moves: Poison Jab, Sludge Bomb, Aromatherapy, Eruption, Wish, Steam Eruption, Shadow Punch, Double-Edge, Hammer Arm, Techno Blast, Brick Break, Hex, Agility, Ice Fang, Horn Leech, Destiny Bond, Lunar Dance, Darkest Lariat, Steel Beam, Fiery Dance
Other Moves: Sky Drop, Twister, Water Pulse, Mega Punch, Double Kick, Disarming Voice, Screech, Happy Hour, Embargo, Defense Curl, Covet, Wrap, Beat Up, Hyper Beam, Present, Meditate, Lick, Poison Powder, Parabolic Charge, Rock Smash

Manamite
Psychic/Fighting
Libero/No Second Ability/Early Bird
130/123/61/54/95/137
Viable Moves: Zen Headbutt, Psychic, Sky Uppercut, Aura Sphere, Iron Head, Morning Sun, Stun Spore, Octolock, Sticky Web, Cross Chop, Gunk Shot, Flamethrower, Psywave, Fleur Cannon, Moongeist Beam, Magma Storm, Icicle Crash, Wild Charge, Parting Shot, Shadow Bone
Other Moves: Dig, Instruct, Fairy Wind, Fury Swipes, Infestation, Bug Bite, Fury Attack, Mist, Rock Wrecker, Prismatic Laser, Headbutt, Shock Wave, Mist Ball, Razor Wind, Mega Kick, Howl, Stuff Cheeks, Happy Hour, Nightmare, Eternabeam

Ghoroach
Bug/Ghost
Trace/Punk Rock/Tangling Hair
120/41/137/160/15/127
Viable Moves: X-Scissor, Bug Buzz, Shadow Bone, Shadow Ball, Revelation Dance, Strange Steam, Moonlight, Parting Shot, Thunder Punch, Giga Drain, Rock Blast, Bolt Beak, Stealth Rock, Leaf Storm, Soft-Boiled, Aura Sphere, Toxic Spikes, Trick, Icicle Crash, Head Charge
Other Moves: Retaliate, Fury Attack, Spider Web, Leer, Tackle, Scary Face, Leafage, Power Trip, Cotton Spore, Bide, Rock Throw, Stomping Tantrum, Mud Sport, Spark, Poison Tail, Smog, Freeze Shock, Poison Gas, Helping Hand, Follow Me

Biceon
Ground/Fairy
Sticky Hold/No Second Ability/Leaf Guard
95/122/139/43/120/81
Viable Moves: Earthquake, Earth Power, Play Rough, Moonblast, Head Charge, Extrasensory, Calm Mind, No Retreat, Aqua Jet, Perish Song, Shadow Punch, Roar, U-Turn, Attack Order, Bolt Beak, Aromatherapy, Fusion Flare, Meteor Mash, Stealth Rock, Dazzling Gleam
Other Moves: Twister, Topsy-Turvy, Frost Breath, Echoed Voice, Dream Eater, Octazooka, Mind Reader, Entrainment, Supersonic, Burn Up, Bind, Fury Swipes, Feint Attack, Noble Roar, Retaliate, Triple Kick, Glaciate, Rollout, Assist, Gravity


That's about it! Apologies for ending the slate a bit later than usual, I've been away from home for a while and I haven't had too much time on wifi. Discussion phase has begun!
 
Wow that’s some insanely good ability distribution.

We have an imposter with an HP stay over 100, Libero on a 123/137 physical Mon with Parting Shot for fast pivot, and 160 SpAtk Punk Rock STAB bug buzz (Use Throat Spray) with a respectable 127 speed.
 
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Why is Shadow Punch considered a viable move by your randomizer? And why is Stomping Tantrum not?

Whether or not something is put in the viable moves category depended on whether or not the Showdown teambuilder considered it viable a year ago when I first made the spreadsheet. The exception is with Gen 8 moves, where the teambuilder didn’t do this when I updated it so I had to come up with those myself. Shadow Punch is viable there, but either Stomping Tantrum wasn’t considered viable back then or I made a mistake and put it in the wrong section. I’ll fix that when I get home.
 
Not a huge fan of Stunonite. Reminds me a lot of Voltecta, except this one has worse bulk especially on the special side as well as access to Judgment/Techno Blast which would take up its item slot to use. They also have similar coverage, but Stunonite trades Voltecta's great Ghost STAB that it uses for good neutral coverage in exchange for Grass and Ground, which don't really help it do better against stuff like Gorilax and Crazefly. I guess it has Corrosion so it can poison Giranium but why wouldn't you just Aura Sphere that?

Imposter with such a high base HP stat makes me not want Slowossum in the meta at all. I'm honestly curious to see how it'll go if we get something with Imposter and a low HP stat, especially if it's good; will that be a turnoff for other people, or would it just be seen as a positive trait to that Pokemon? I'm not sure how I'd feel.

Manamite has coverage that lets it break through anything it wants given the right set, but I don't know if every single one of those sets would be optimal. If it wants to break through Baloon, it can run a Choice Band with Iron Head. If it wants to break through Aquatopus, it can run Wild Charge. For Voltecta, it'd run Shadow Bone. Choice Band Cross Chop can also break Mega Chillyte unless it's fully invested into physical bulk. I'm not sure what set it would normally run but I don't know if we'd want every game to become "guess what coverage Manamite has and if you're wrong you lose an important part of your defensive core." It also helps that this thing has pretty good special bulk and fantastic speed. Looks a bit on the strong side but I could possibly be convinced otherwise.

Ghoroach also looks pretty ridiculous, but it doesn't even need to run different moves. All it needs is Life Orb with Bug Buzz, Shadow Ball, Aura Sphere, and either HP Fire, Stealth Rock, or Soft-Boiled. Those first three moves give it all the coverage it needs to hit everything except SpDef Anteros and Mosqung. HP Fire lets it hit Anteros, and Stealth Rock lets it pressure any variant of Mosqung that comes in afterwards except for the ones that run Heavy Duty Boots if its teammates can't do it. Soft-Boiled is for if your team doesn't care about either of those and you want some longevity from your pretty good physical bulk. Much like Manamite, this thing also has a ridiculous Speed stat. I don't know if we want something whose only answers are two Pokemon that might not even be that great in the first place, I don't know if Anteros wants to run SpDef or PhysDef here and I'd imagine Mosqung is great now thanks to Boots, but I'm not certain.

Lastly, Biceon is my favorite option this slate. It has easy counters in Baloon, (Meteor Mash doesn't help), Mega Chillyte, and I THINK Aquatopus, but it still seems really good. As I mentioned with Lemotic, Ground is a fantastic offensive typing, and Fairy complements that pretty nicely as neutral coverage against things like Lemotic and Ostria as well as a way of hitting Brawnkey. Also has the options of running No Retreat + U-Turn which I think would still switch it out and it can Stealth Rock if you don't want that for some reason. On top of this, what I think are a lot of the current top Pokemon in the meta are weak to Ground, so this thing would end up being pretty anti-meta. Biceon would most likely end up being a good addition to the meta, from what I understand, but it's probably on the stronger side and I could probably be convinced otherwise as well.


That's it! Last time this meta was playable, it was on a small private server, but Roulettemons is now playable on Dragon Heaven! Everything in the sheet up to Hyenix is usable with the exception of Mega Chillyte. I'll probably start voting in two days, so make sure you post before then!
 
Which Stunonite move inflicts poison? I don't see Toxic in its movepool, not even poison powder.

There are some moves that all Pokemon in this meta can automatically learn, and Toxic is one of those. I think there's a tab on the spreadsheet called "STAB Moves + Universally Learned Moves" or something along those lines that has a list of them all.
 
There are some moves that all Pokemon in this meta can automatically learn, and Toxic is one of those. I think there's a tab on the spreadsheet called "STAB Moves + Universally Learned Moves" or something along those lines that has a list of them all.

I ask because Toxic is not on that list which I quote as the following: Attract, Captivate, Confide, Endure, Facade, Frustration, Hidden Power, Protect, Natural Gift, Rest, Return, Round, Secret Power, Sleep Talk, Substitute
 
I ask because Toxic is not on that list which I quote as the following: Attract, Captivate, Confide, Endure, Facade, Frustration, Hidden Power, Protect, Natural Gift, Rest, Return, Round, Secret Power, Sleep Talk, Substitute

I know for a fact it was there when I had first made the spreadsheet, but I guess I had forgot to put it on there when I changed the formatting. Thanks for catching this, if I'm not mistaken all of the Pokemon in the playable version of the meta are able to learn Toxic so it's not an issue there.
 
Alright, so here's some thoughts on the new slate....

Stunonite is a pretty solid mon, all things considered. Good physical bulk, strong and fast, and decent neutral coverage too. Steam Engine is pretty funny, and it is capable of actually using it. Corrosion is good too, but we already have corrosion stallers available. The main thing I don't like about it is that it's a little redundant. There's already 5 other Electric types available, and although it can sorta distinguish itself I don't think it's unique to justify itself in the metagame. So yeah, probably not gonna vote this one due to the context of the meta, but in a vacuum I think it's decent.

Slowossum has Imposter and above average HP. Besides that it is honestly quite mediocre. I don't think Imposter is inherently something to avoid, but it would only really be balanced on something with significantly below average HP. I think that's all I need to say about it, definitely not gonna choose this one.

Manamite seems really annoying. With Libero and its great coverage options it seems taxing to switch into. Being a relatively weak physical attacker, Brawnkey or Mega Chillyte can switch into it (until it starts running random special moves) but besides that it can pack coverage moves to hit everything (Ice/Electric or Ghost/Fighting neutral coverage, Gunk Shot for Baloon). Coupled with Parting Shot which really aids prediction and a really good Speed tier it seems pretty strong. I really don't know about this one. Seems like it could easily be too strong against offense and balance.... but there's also other things in the meta that seem like they might be of a similar power level. Really don't know without getting a feel of the meta in practice.

Ghoroach is also very difficult to switch into between Shadow Ball, Bug Buzz and Aura Sphere and its high Special Attack. It also gets Parting Shot for pivoting, but unlike Manamite, it's weak to Stealth Rock so it's more difficult to bring in and out of battle. Although it hits everything neutrally at least, it struggles with certain bulky mons resistant to Bug Buzz (Bellena, Mosqung, Pidgeotine and others.... actually mostly just those three. Maybe Anteros too.). Coupled with its assortment of weaknesses it seems like it might be a bit more balanced? But probably not. Also not super sure about this.

Biseon is probably my favourite of the slate. Great STAB combo + U-turn makes it a capable Choice Bander, and Bolt Beak is a great coverage move that obliterates Water and Flying types. As a No Retreat user it's balanced out by still being slower than Koatric after a boost. Unlike most physical setup sweepers, it can actually beat Brawnkey and Aquatopus with a little difficulty thanks to Fairy STAB, being able to sub up on their Sacred Fire, and Bolt Beak being a 2HKO on Aquatopus. It struggles a bit more with Baloon and Mega Chillyte though, but it's to be expected, physical setup sweepers have such an uphill battle in this meta. It's also got the bulk and movepool to run a supportive set. Overall this mon is a little less powerful than the prior two, definitely a safer pick, but it could also find a cool niche in the meta.

And now behold. The long awaited sample sets. Containing one or more sets for each mon in Roulettemons, with a description underneath of the thought process that went into it. Hours of painstaking theorymonning went into these. I sometimes get really wrapped up in theorycrafting and this is the result. Some of these sets could be really off-base since it's mostly based on conceptions of the metagame formed in my own head, but everything has thought behind it at least. Hope at least some of you enjoy cause I spent way too much time on this.
Offensive (Koatric) @ Life Orb
Ability: Tangled Feet
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Boomburst
- Superpower
- Light of Ruin

Koatric is a little more niche than Electritar. It’s more unpredictable than Electritar is, but struggles more to cover everything in 4 moves. Being able to escape from Flamyle is nice though. Boomburst hits lots of things that resist Electric neutrally like Lemotic, Stuneleon. Superpower hits Giranium, Komodith, Eartharoo, Rhinolite, Beanium, and others. Light of Ruin is for Bellena and Gorilax, generally does the most to Voltecta too. Koatric can play around with its other options and is generally kinda flexible. Taunt and Toxic Spikes let you play as a lead, or let you set up on forced switches. Thunderbolt is an Electric STAB with higher PP, generally only hits Flamepion harder though. HP Fire hits Anteros and nothing else. Dragon Dance is a really interesting option. You would still need to be mixed to 2HKO the physical walls with Boomburst, but if you get a DD on a predicted switch you outspeed virtually everything. It comes at the cost of coverage though, as Koatric can’t cover everything with just 3 moves.
Corroder (Aquazelle) @ Leftovers
Ability: Corrosion
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Roost / Protect
- Steam Eruption

Aquazelle can just camp behind a Substitute, poisoning everything, maybe occasionally burning things to change it up. There are no Magic Guard, Magic Bounce, Immunity, Pastel Veil, or Poison Heal mons in this meta, making this set really effective. The only mon unaffected by your Toxic is Comatose Mosqung. This set seems really annoying to play against thanks to Aquazelle's excellent Speed putting it ahead of nearly everything, and those that outspeed it (Koatric, Electritar, Albatrygon) being pretty frail. Really disgusting mon tbh, pretty much necessitates a status absorber with Rest.

Offensive (Aquazelle) @ Choice Specs / Life Orb
Ability: Heatproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Hyper Voice
- Fusion Flare
- Thunderbolt / Toxic Spikes

Offensive Aquazelle seems really good too. Between its STABs it hits everything neutrally except Komodith which is solid. You might be tempted to run Aerilate but generally Fusion Flare or Hyper Voice cover Bug and Grass types adequately enough, and you don’t really need to hit Fighting types harder. On top of that, Fusion Flare covers Steel types too, hitting Komodith neutrally and Anteros. Thunderbolt lets you hit opposing Water types a little harder, although Toxic Spikes is fine too since you don’t really need the coverage much.
Sheer Force Attacker (Salamalix) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge / Head Smash
- Sacred Fire
- Thousand Waves

I think this mon would play best as a fast sort of breaker. Salamalix struggles with physical tanks like Brawnkey so it seems like a niche pick. You could run a special attack to improve your Baloon matchup at least. Even from 49 base special attack you can really hurt Baloon. Toxic is an option too, to hit those physical tanks. Overall I’d say this mon needs a lot of support.
Defensive (Brawnkey) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Close Combat
- Haze
- Stealth Rock
- Sacred Fire

Brawnkey’s physical defense is so immense with Intimidate that it seems worth it to invest in Special Defense to catch those stray special attacks. It’s an excellent tank with a lot of longevity, balanced out by its tendency to be statused and lack of reliable recovery. Overall this set is very straightforward. Don’t use Haze too liberally as it can reset your Intimidate. Resetting your Close Combat drops are nice though.

DD (Brawnkey) @ Leftovers
Ability: Mold Breaker / Intimidate
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Dragon Dance
- Sky Uppercut
- Sacred Fire
- Substitute

This set is EV’d to outspeed uninvested Aquatopus and set up a Sub on it, although it can afford to run more speed. Brawnkey can set up on opposing defensive Brawnkey (although Haze slows it down) and Mold Breaks through Aquatopus. It has a little more trouble with Baloon though. Sky Uppercut over Close Combat simply for PP reasons, since Sacred Fire and CC both have 8 PP apiece. You could run a higher PP move over Sacred Fire too, but I think the burns are too crucial for helping you set up and wear things down. This set has a lot of surprise factor. Running Intimidate so as to not telegraph your set and set up easier against offenses is an option but you would then find yourself struggling with Aquatopus.
Substitute (Stuneleon) @ Black Sludge
Ability: Prankster
EVs: 96 HP / 252 SpA / 44 SpD / 116 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Thunderbolt
- Earth Power
- Toxic

Stuneleon is a weird one, feels like a very “anti-meta” mon. Stuneleon’s Prankster Substitute lets it stall out TR turns and Toxic damage, and with its solid defensive qualities it can set one up on something like Brawnkey or Baloon quite well too. The given EVs on this set allow Stuneleon’s Sub to never be broken by Brawnkey’s Sacred Fire, and also lets it outspeed uninvested Voltecta. I feel like Earth Power is necessary to pressure Komodith, Giranium, Voltecta, Electritar and opposing Stuneleon, as well as things that are immune to Toxic in general. Priority Toxic is nice for crippling offensive foes. I think Knock Off and Sludge Bomb are options too, with Knock Off just being a nice utility move but also doing a lot to Crazefly, and Sludge Bomb letting you pressure Bellena, Lemotic, Kinesel, and Baloon better. Thousand Arrows can be used over Earth Power to hit physically frail mons but overall most targets (besides SpDef Giranium) are weaker on the special side. If you’re using the physical moves, moving the special defense EVs to Attack and running a Rash nature might be worth it.

Defensive (Stuneleon) @ Black Sludge
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Thunderbolt
- Earth Power
- Toxic

This defensive set just has Moonlight over Sub. Again, you could run Knock Off, Thousand Arrows or Sludge Bomb. This is probably the better set to run Magnet Rise on, too. Prankster Magnet Rise lets you dunk on faster mons, especially Choiced mons, that try to use a Ground move on you. Stuneleon also has some wonky stuff like Prankster Yawn, Reflect, and Trick which could be fun to play around with.

Stuneleon probably has some good wallbreaker sets with its very wide offensive movepool on both sides of the spectrum, but the thing is, it has so many options I’m struggling to parse which ones would be more useful. That’s the sort of thing testing would help with.
Spikes (Chillyte) @ Mega Stone
Ability: Grassy Surge / Natural Cure
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Moonlight
- Spikes

Chillyte is the only Spikes setter in the metagame. The Ice / Ground coverage lets you hit a lot of things neutrally, although running a Fire move for Anteros is an option too. Orrr you could use Vacuum Wave, the meme option for doing like 70% to Electritar. This EV spread gives you a bit of special bulk too, but a more physical oriented set is an option if you don’t have another dedicated physical wall on your team. Choice of ability depends if you value switching in on Earthquake better + a little extra recovery or healing from status, which helps a lot against Toxic users. Grassy Surge also powers up Grass moves which makes it more difficult to switch in on Lemotic, so consider your options wisely.
Offensive Defogger (Eartharoo) @ Life Orb
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Hyper Voice
- Defog
- Secret Sword / Head Smash

Eartharoo hits everything at least neutrally with its STAB options, so it doesn’t need to rely on coverage a whole lot. That being said, Secret Sword is great, as it dunks Ninjoth, Hyenix, and opposing Eartharoo. Defog is an uncommon move that Eartharoo can use well. You could run Encore or Recover in the last slot, I guess. The meme option is of course Head Smash which obliterates Crazefly, Hyperoach, Ostria, Albatrygon, and Mosqung. Come to think of it Head Smash is probably more useful.
Offensive Spinner @ Heavy-Duty Boots
Ability: Galvanize / Gooey
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Rapid Spin
- Jump Kick
- Fusion Flare / Roost

Crazefly is another really weird one. It’s really difficult to spinblock due to the option to run Galvanize, meaning you don’t know if you should go into a Ghost or a Ground type when you’re facing one. On top of that it has some great power with Psycho Boost. Jump Kick is great coverage for Giranium, Ninjoth, Hyenix, and Komodith. Fusion Flare gives you a move to OHKO Electritar with and covers Anteros as well, who can spinblock you if you’re running Galvanize, although Roost to give yourself more longevity is nice too.

Defensive (Crazefly) @ Leftovers / Heavy-Duty Boots
Ability: Galvanize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Roost
- Zen Headbutt
- Lunge / Jump Kick / Fusion Flare

Defensive Crazefly can blanket check special attackers to an extent, being able to take hits from Electritar, Koatric, Aquazelle, Scorpita, Eartharoo, Toados, Voltarak, and others… The thing is that the coverage from most of these can really hurt, making Crazefly a check at best, and it needs to go all out in special defense to improve its chances. A lot of the things it checks are weaker on the physical side, hence Zen Headbutt, but special Psychic STAB is an option as well. Last move is a tossup between Lunge for Dark types, Jump Kick for Dark and Steel types, or Fusion Flare for OHKOing Electritar mostly.
Fast Breaker (Electritar) @ Life Orb / Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Blue Flare
- Hidden Power [Ground]
- Flash Cannon

Electritar is dummy fast and quite strong too, although it lacks the juice to break certain specially bulky mons. It can easily run choice sets or Expert Belt, and it’s not even that vulnerable to priority thanks to its great defense, too. This thing seems like a top threat, but can be checked by something like bulky Giranium or Gorilax. Thunderbolt and Blue Flare have great coverage with each other, then you got your Hidden Power Ground for Giranium and Stuneleon, and Flash Cannon for Bellena. I guess you could run Surf instead to hit Fire types like Flamepion harder but that doesn’t seem worth it. Electritar also has omni-boost Z-moves, but it’s not outright powerful enough to sweep teams after a boost, usually.
Defensive (Aquatopus) @ Leftovers
Ability: Unaware
EVs: 252 HP / 240 SpD / 16 Spe
Jolly Nature
- Slack Off
- Liquidation
- Toxic
- Sacred Fire / Stealth Rock

Aquatopus is very physically bulky, and with Unaware, shuts down most physical sweepers handily. Again, I’m probably investing too much in special defense, but it seemed reasonable to prepare for mixed attackers trying to take advantage of the skewed defensive stats in this meta. The Speed EVs let you outspeed Hyperoach, Voltarak, Chillvark, and Crazefly, and smack em with Sacred Fire. If you’re not running Sacred Fire don’t even bother with the speed investment. A very straightforward mon, you just attempt to status things or attempt to set up SR. Aquatopus also gets Sticky Web but generally doesn’t fit on Sticky Web teams. You could use a wonky dual hazard lead set though.
Offensive (Scorpita) @ Choice Specs / Choice Scarf / Black Sludge / Life Orb / Normalium Z
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Earth Power
- Hidden Power [Fighting] / Hidden Power [Rock] / Hidden Power [Ice] / Aromatherapy / Charge Beam / Hold Hands

Yeahhhh, slash overload. I’m compressing all of its sets into one, since they all use Sludge Bomb, Flamethrower, and Earth Power. Scorpita gets such good coverage between those three moves that it doesn’t really need the fourth moveslot much, so run whatever you want really. HP Fighting does a bit more to Beanium, Salamalix, and Ninjoth, HP Rock does a bit more to Mosqung, HP Ice does a little more to Lemotic. Aromatherapy gives you status healing in a pinch, and Charge Beam is an option on non-choiced sets to try and get a mini-sweep going. And of course Z-Hold Hands is a solid option because of Scorpita’s nice speed tier and movepool. I’ll also mention that Scorpita seems inferior as a Corrosion staller to Aquazelle, but it does have the Baneful Bunker + Corrosion meme combo. This set can indeed poison Steel and Poison types using a contact move against Baneful Bunker. Offensive Teravolt sets are generally better due to bypassing Giranium’s Filter, as well as Unaware for stat-boosting sets.
Defensive (Baloon) @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Heal Order
- Moonblast / Play Rough
- Toxic
- Heart Swap / Anchor Shot / Spirit Shackle

Baloon is a good defensive mon thanks to its nice physical bulk and recovery. Moonblast is better than Play Rough I think, mainly because there’s a lot of burn spreaders and many targets are weaker on the special side. It can trap and Toxic stall, steal boosts with Heart Swap, or run coverage for Steel types. Definitely has a few options to play with.

Balloon of Fuck (Baloon) @ Leftovers
Ability: Symbiosis
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Anchor Shot
- Acupressure
- Rest
- Stored Power

This set is really cursed. If you can trap a foe who can’t do much to you like Aquatopus or Mosqung or something, you can set up freely to the absolute maximum, then sweep through the foe at +6 all stats. I’m pretty sure Acupressure is banned in some OMs strictly because of sets like this. This is why we need an Imposter user.

On the offensive side, Baloon has some cool options too, but idk how good they would ultimately be. It’s a bit slow for a DD or Z-Conversion user, and would get revenge killed by Electritar pretty easily. It would also need to go mixed or special to not lose to stuff like defensive Baloon. It also has Refrigerate Fake Out and Mach Punch which you can use to revenge kill physically frail things.
Literally Hatterene (Kinesel) @ Life Orb / Fairium Z
Ability: Trace
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Moonblast / Light of Ruin
- Psychic
- Thousand Waves / Blaze Kick

Kinesel’s coverage is very excellent, but it needs to go mixed in order to fully use it. Luckily it has no trouble doing so at all thanks to its great mixed offenses. Light of Ruin is absolutely nuclear, but it cuts your lifespan so much that it’s generally not worth it. Fairium is a great option if you run Light of Ruin though, as you bypass the recoil and hit insanely hard. Last move is either Thousand Arrows for Giranium or Blaze Kick for Anteros and Crazefly. Trace is probably the best ability since you could sometimes copy something good.
Defensive (Glacida) @ Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed / Toxic
- Milk Drink
- Toxic Spikes
- Icicle Crash

Glacida’s mixed bulk is absolutely titanic, and its priority Milk Drink lets it be really annoying to take down. That being said its defensive typing isn’t the best. It is usually bulky enough to live a hit while poisoning or Leech Seeding a foe, then recovering up. There’s probably some highly engineered mixed defensive investment that’s optimal for it. Toxic Spikes gives it a bit of agency in the long term and Icicle Crash is just a solid STAB move that hits Leech Seed immunities nicely.
Meme Bird (Pidgeotine) @ Choice Scarf
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Multi-Attack
- U-turn
- Lovely Kiss
- Precipice Blades

Pidgeotine's access to U-turn is pretty uncommon, lending it to using a Scarf set. Its speed tier is good enough to make it work (read: faster than Electritar). Lovely Kiss is pretty funny too. Besides that Normal / Ground coverage is great, and unresisted in this metagame. Running this set non-choiced is an option too that makes Pidgeotine into a sort of breaker? You’d probably want to run something like Heal Block (to stallbreak) or Aeroblast (anti-Brawnkey tech) over U-turn in that case. Defensive Pidgeotine sets are certainly possible, but seem a little mediocre to me. Pidgeotine lacks reliable recovery and is vulnerable to Stealth Rock so it would get worn down real easily. It would probably have to run like a RestTalk set? Idk, it just doesn’t seem that good.
Defensive (Gorilax) @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish / Shore Up
- Protect / Toxic
- Psychic
- Aura Sphere

Gorilax has some fat Wishes. This fat, lazy gorilla just sits around and walls things. As a physical wall it faces competition from Brawnkey who boasts better bulk and utility, but as a special wall it’s not half bad. Shore Up is great too, and frees up a moveslot. Blue Flare is an option if you really want to be able to check Crazefly and Hyperoach better. Overall a good general check to special attackers like Electritar, Scorpita, Crazefly, and more. Not much more to say about it.
Suicide Lead (Albatrygon) @ Focus Sash
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- Rapid Spin
- Memento
- Drill Peck / Aeroblast / Beak Blast

Albatrygon is the definitive suicide lead for Sticky Web teams. Just set up your webs, spin away any opposing hazards, then Memento and go to your Chillvark, Hyperoach, Gladiaster or something and start breaking things. Choice of attacking move is somewhat arbitrary. Beak Blast is kinda unique but you need some crisp prediction to really make it work. Running HP Ground or Drill Run instead is an option to hit two of the most common hazard removers (Voltecta and Giranium) really hard.

Offensive Spinner (Albatrygon) @ Life Orb
Ability: Iron Barbs
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aeroblast
- Aura Sphere / Drill Run
- Rapid Spin
- Sticky Web

Despite Albatrygon’s Attack being higher than its Special Attack, I feel like it fits best as a special attacker due to its movepool and the quality of physical walls in the metagame. Most of the specially bulky mons in the meta are either weak to its STAB (Crazefly, Gorilax, Glacida, Mosqung) or are smacked by Aura Sphere (Giranium, Ninjoth, Beanium, Voltarak, Komodith and others). Drill Run can be used instead as it does more to SpDef Giranium and lets you hit Stuneleon although it generally does less otherwise. I’m pretty sure Aeroblast literally does more to Voltecta than Drill Run does. You could also perhaps slot Overheat to take out Anteros or Seed Flare to pressure Ground and Water types more but it seems unnecessary.
Sheer Force LO (Chillvark) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Focus Blast
- Surf
- Blue Flare

What resists Ice/Fighting/Water/Fire coverage? If you answered Water/Psychic, Water/Poison, or Water/Fairy types you would be correct, but none of those type combos exist in the metagame. Chillvark looks like one of the nuttiest wallbreakers you can use. Between Sheer Force boosted Ice Beam and Focus Blast you deal ridiculous amounts of damage, while you also have Surf for Flamepion and Blue Flare for random Bug types and such. I firmly believe this is the only Chillvark set really worth using. As a scarfer it’s slower than Electritar which really sucks but it has some surprise value, so maybe. Simple + Growth seems nice until you realize that a +2 Chillvark is only about 2% stronger than a +1 Sheer Force Chillvark. Losing out on so much initial power isn’t worth the extra power after multiple boosts. So yeah, Chillvark is one of the best wallbreakers in the metagame, and it kinda falls short in other roles.
Specs (Komodith) @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Earth Power
- Overheat

I think Specs Komodith looks pretty good. Komodith has great coverage and is able to pressure most of the special walls in the metagame adequately. Beast Boost is a great ability that lets Komodith snowball through weakened teams as well. There’s no real reason to consider running anything else on this set; although Liquid Voice Boomburst seems cool, Komodith doesn’t really need Water coverage much, and you give up Beast Boost to get it.

Cromodith (Komodith) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Iron Head
- Rest
- Sleep Talk / Earthquake

Komodith has good bulk and resistances and with Special Defense investment it can take on things like Electritar adequately. This set also makes a great status absorber for Corrosion stallers. I’m pretty sure this set can also PP stall Aquatopus, but it struggles with Brawnkey unless it’s not running Haze for some reason. Heart Swap Baloon causes similar problems. Earthquake lets you actually check Electritar and Stuneleon better, but you lose out on Sleep Talk.

Offensive Bulk Up (Komodith) @ Dragonium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bulk Up
- Dragon Claw
- Earthquake
- Iron Head

This set seems nice against balanced teams, especially if you manage to wear their Brawnkey down somehow. Physical Dragon / Ground / Steel coverage is unresisted and very nice. This set struggles with the typical physical walls, and it is a little bit slow, so it might be worth running it on Sticky Web sort of builds.
Defensive (Giranium) @ Leftovers
Ability: Filter
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Defog
- Power Gem / Flash Cannon
- Aromatherapy

Defensive Giranium is something I think all special attackers need to prepare for to an extent. Its bulk and resistances are impossible to ignore, and Filter fits perfectly to reduce how bad its weaknesses are. Giranium can fill multiple roles for a team, as a hazard remover, cleric, and wall. It doesn’t benefit too much itself from Aromatherapy since it is generally immune to Toxic, but it supports its team a lot, especially when facing something like Aquazelle, or any of the many burn spreaders in the metagame. Shed Shell is also an option if you are concerned about Flamyle, although it generally can’t OHKO you unless it is Choice Banded.

Offensive (Giranium) @ Air Balloon / Life Orb
Ability: Filter
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Speed Swap
- Flash Cannon
- Power Gem
- Hidden Power [Ground] / Moonlight

Perhaps the only mon ever to make good use of Speed Swap. Running minimum speed on this lets you underspeed Flamepion and revenge it under Trick Room, and also leaves the opponent as slow as possible after you Speed Swap. HP Ground gets good coverage with its STABs, hitting opposing Steel types hard, but Moonlight to give yourself some longevity is fine too. A case could probably be made for BoltBeam coverage, but overall it doesn’t do as much against neutral targets. Maybe BoltBeam + Power Gem? But then you struggle against opposing Giranium.
Steel Remover (Flamyle) @ Choice Scarf / Choice Band
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Blaze Kick
- Bonemerang
- Power Whip
- Jump Kick

Flamyle's main purpose is to trap and remove troublesome Steel types. It’s a little weak, but it gets the job done. Jolly Scarf Bonemerang isn't a guaranteed OHKO on Electritar (it does 96.4% minimum) hence the Adamant nature. Its coverage lets it hit every sort of Steel type super effectively, it just lacks the power sometimes, so the sort of Steel types you will be able to trap depends on your choice of item. Overall it fills a niche and is great if you hate Electritar.
Bulky Pivot (Voltecta) @ Leftovers
Ability: Water Veil
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Focus Blast
- Rapid Spin

A simple bulky pivot set. Voltecta easily comes in on many physical attackers and gains momentum from there. Rapid Spin gives it utility and it can come in on common SR setters like Brawnkey and Aquatopus. Water Veil is crucial as it prevents it from being burned by them. The remaining moves give it the best coverage possible. You could run this with Assault Vest and Special Defense investment too, such a set would give you much more agency against Electritar, Koatric, and special attackers in general.

Offensive (Voltecta) @ Leftovers
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Rapid Spin / Focus Blast
- Calm Mind / Focus Blast
- Thunderbolt / Focus Blast

Voltecta can make use of Rapid Spin to outspeed the entire unboosted meta after one speed boost (yes, even Electritar). Its access to Calm Mind is fairly unique as well, making it into a capable sweeper with a good amount of setup opportunities. Focus Blast is slashed to hit predicted Eartharoo and prevent Ninjoth from trapping you. Running Focus Blast over Thunderbolt is an option too, and prevents you from being outright walled by anything while still being able to boost. OR you could drop CM altogether and get the best coverage as well as the option to Rapid Spin, while giving up the ability to boost through bulkier foes. I think testing will determine which of these options is the best.

Choice (Voltecta) @ Choice Scarf / Choice Specs
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Volt Switch
- Thunderbolt
- Focus Blast

Voltecta’s access to STAB Volt Switch plus its aforementioned good +1 Speed tier makes it a nice Scarfer too. And as a Specs user it can really work its nice coverage. Focus Blast is great coverage that lets you hit Eartharoo who walls your STABs, among lots of other things like Komodith, Giranium, etc. You can run Rapid Spin on this too but it’s a less consistent user of it than the other sets.
AV (Ostria) @ Assault Vest
Ability: Protean
EVs: 236 HP / 252 Atk / 20 SpA
Brave Nature
- Fake Out
- Sacred Fire
- High Jump Kick
- Steam Eruption

Fire and Fighting is really solid neutral coverage, missing out only on Flamepion. Steam Eruption is probably your best move to hit Flamepion with, and it also allows you to always OHKO Electritar with the 20 EVs, which is important (Fake Out into Sacred Fire kills it too, but sometimes you can’t afford to go for that. Going for straight up Sacred Fire is a roll). Besides that, it also does more to Brawnkey and Baloon, yadda yadda yadda. I guess Energy Ball is an option if you don’t want to be walled by Aquatopus.

Defensive Defog (Ostria) @ Heavy-Duty Boots / Leftovers
Ability: Shed Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Moonlight
- Sacred Fire
- Leaf Blade

Defensive Ostria is a status resistant specially bulky Flying-type defogger, so it competes with Mosqung naturally. It’s less passive though, due to its good Attack and ability to burn things. It’s Grass STAB lets it check Aquazelle much nicer. Grass / Fire is solid neutral coverage, missing out on the uncommon Fire types. Overall a pretty straightforward Defogger.
Utility Trapper (Ninjoth) @ Heavy-Duty Boots / Assault Vest
Ability: Liquid Ooze
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Defog / Fake Out
- Knock Off
- Pursuit
- Icicle Crash

Ninjoth’s niche is a strong STAB Pursuit, great for taking out things it can trap. It can also act as a Defog user. Overall an okay mon for trapping certain specific threats like Crazefly, Toados, choiced variants of Koatric, maybe Hyperoach, Ostria, and Albatrygon too. In a lot of games it will mostly just end up Knocking Off Brawnkey or something then doing nothing the rest of the game. SD Ninjoth might seem appealing, but it looks like it would struggle with Brawnkey, Chillyte, Glacida, and Aquatopus so it seems difficult to justify. All in all, I would say this mon’s niche is very narrow.
Choice Band (Herbigator) @ Choice Band
Ability: Shell Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Leaf Blade
- Earthquake / Head Smash
- Sunsteel Strike / Head Smash

Choice Band Herbigator is pretty darn strong. Its STAB coverage is pretty good, and with two of Earthquake, Head Smash, and Sunsteel Strike it can lay the hurt on all sorts of common defensive mons. Sunsteel Strike 2HKOs Baloon, Glacida, and Bellena, Earthquake OHKOs Komodith and 2HKOs Voltecta, and Head Smash can even have a chance of 2HKOing the bulkiest of Mega Chillyte, a true testament to this set’s power. Now of course Brawnkey can switch in easily, that shouldn’t be surprising. But Brawnkey is both prone to being worn down and can easily get the matchup flipped over if Leaf Blade crits.

Rock Polish Sweeper (Herbigator) @ Waterium Z
Ability: Suction Cups
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Rock Polish
- Leaf Blade
- Waterfall
- Sunsteel Strike / Earthquake

Herbigator faces competition in this role from Lemotic who has frankly better coverage, but Herbigator’s Attack is higher, especially since it can run an Adamant nature and still outspeed Electritar at +2. Its Special Attack is lower, so Herbigator is probably best going fully physical. Sunsteel Strike covers Bellena, Glacida, Mega Chillyte, and Baloon better, while Earthquake lets you OHKO Electritar and do more to Voltecta, Komodith, and Stuneleon. You could probably justify running Head Smash for Ostria and Hyperoach too, while doing even more to Mega Chillyte. Choice of ability is pretty arbitrary, but Suction Cups at least prevents you from being Roared out by Barracoth or something.

Although you could run a defensive set with Harvest on Herbigator, I think it is actually kind of a mediocre pick. Herbigator is not actually that bulky due to its low HP stat, its set of resistances aren’t too crucial, and it faces competition from Lemotic, Ostria, and Aquatopus, all of whom offer some kind of utility that Herbigator doesn’t. It is probably one of the safest answers to Aquazelle if you give it a Lum Berry though, at least until you run into an Aerilate set.
Defensive (Anteros) @ Leftovers / Shed Shell
Ability: Lightning Rod
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Shore Up
- Iron Head
- Lava Plume
- Toxic / Heal Bell / Teleport

As a defensive mon it is a little more niche than Giranium, but its lack of weaknesses to Fighting and Ground let it check certain things better, namely Koatric, offensive Giranium, Albatrygon, Eartharoo, Lemotic, Stuneleon in general, Herbigator, Voltecta, Toados, and others. Now, most of these mons could run coverage for Anteros, but in doing so would give up coverage for Giranium. Lava Plume is pretty good for hitting things in general and burning them, even if it is quite weak. It can play the cleric role like Giranium does too. Teleport is an interesting momentum-generating option that distinguishes it further, and lets you pivot out of potential Flamyle switch-ins. Lastly, Shed Shell to escape from Flamyle is a no-brainer. Flamyle traps this very effectively so it definitely should be considered.
Choice Band (Gladiaster) @ Choice Band
Ability: Drought
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bullet Punch
- Volt Tackle
- Iron Head / Eruption

Gladiaster's Drought-boosted V-create is very strong. With access to STAB priority as well, Choice Band is a great fit. Most of the time you’ll just be clicking V-create, but Volt Tackle lets you hit Water types. Last move is probably Iron Head to hit Rock types or Eruption to smack specially frail mons. I guess Rock Blast is okay but it probably does less to Flamepion than Eruption does. Icicle Crash shouldn’t be used as all of its potential targets are hit by Iron Head anyways (Bellena mostly). This set could be run Scarfed too, just scrap Bullet Punch and run Iron Head AND Eruption. Rock Head is probably usable to click Volt Tackle more fearlessly, but you lose out on so much V-create power that it’s not worth it. It also telegraphs whether you’re physical or special.

Choice Specs (Gladiaster) @ Choice Specs
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Eruption
- Flash Cannon
- Hidden Power [Ground]
- Volt Tackle

The special variant of Gladiaster is just as powerful. Eruption roasts those physically defensive mons foolish enough to switch in expecting a V-create. Flash Cannon covers Rock types and Bellena, while HP Ground gives you a more consistent move to use against Giranium and Flamepion. Volt Tackle lets you hit Water types like Falcola, Aquazelle, and Aquatopus, although often they take enough from Eruption anyways. Like the prior, this set can be run Scarfed too! All these options make Gladiaster have a fair amount of surprise factor, despite being somewhat one-dimensional.
Mixed Growth (Hyperoach) @ Normalium Z
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Growth
- Explosion
- Earth Power
- Judgment

Hyperoach is a great breaker. It’s balanced out by a middling speed and typing leaving it easily revenge killed. Growth sets seem the most consistent due to being able to hit physically and specially, preventing them from being checked so easily. The above set hits special walls hard with Z-Explosion and physical walls get smacked by (Z-)Judgment and Earth Power. HP Fire can be used and gets boosted by heavy sunlight and hits Anteros. Purely physical or special sets are certainly an option, but mixed sets seem the most effective at shredding walls. If you’re running physical, don’t run Swords Dance, the ability to bluff special with Growth is better.

Z-Conversion (Hyperoach) @ Normalium Z
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power / Mind Blown
- Hidden Power [Fire] / Earth Power
- Conversion
- Ice Fang / Growth

Although Hyperoach doesn’t meet the golden speed tier of being faster than Electritar at +1, Electritar doesn’t revenge kill it super well so it can still cut it as a sweeper. It’s probably best to become a Ground type, but you could become a Fire type too, although you would have to rely on Mind Blown which comes with huge drawbacks. Ground / Fire is good coverage, and Ice coverage hits Dragon and Flying types like Pidgeotine and Bellena. You could use Ice Beam instead, probably does more to Bellena but much less to Pidgeotine, while Growth lets you boost even more to break through things.

Choice Scarf (Hyperoach) @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Explosion
- Earth Power
- Return

Scarf Hyperoach can generate a lot of momentum for a team. Hyperoach has a pretty strong U-turn that lets it chip incoming switch-ins pretty heavily. Its STAB Explosion is quite nuclear and also generates momentum while potentially taking a foe with it. Earth Power covers Flamepion, Voltecta, Giranium, Komodith, basically everything that resists Hyperoach’s STAB options. Return is an option that lets you revenge kill things like Albatrygon easier without having to explode. Running HP Fire or Mind Blown on this set is an option that lets you hit Mega Chillyte and Anteros and gets a boost from Desolate Land. The biggest flaw with this set is that it is slower than Electritar, so make sure you pack counterplay for it.
Lugia Fish (Barracoth) @ Heavy-Duty Boots / Leftovers
Ability: Shadow Shield
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Roar
- Roost
- Waterfall / Substitute
- Toxic

Barracoth is super bulky and passive, meaning that it relies on Toxic to do most of its damage. It seems like it would form the cornerstone of stall teams in this meta. A super duper passive set with Substitute is an option, although you get walled by Steel-types in that case, meaning Flamyle is a necessary partner. In addition, getting statused can be a death sentence for Barracoth, so a cleric like Giranium or Anteros is a necessity too. If you’re running Leftovers, rigid hazard control is necessary too. Overall this mon needs a fair amount of support but could be very effective on certain builds.
Toad (Toados) @ Life Orb
Ability: Grassy Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Sludge Bomb
- Sky Uppercut
- Moongeist Beam
- Psystrike

Sky Uppercut is actually a great coverage move since it hits Eartharoo, Hyenix, SpDef Giranium, Ninjoth, Voltarak, and Beanium harder than HP Fighting would. Moongeist Beam lets you cover Flamepion and Voltecta, and it also lets you OHKO Electritar. And Psystrike lets you hit opposing Poison-types. Toados has a lot of wonky and weird options. Running a Grass move to take advantage of Grassy Surge is tempting, but it’s actually not necessary since there aren’t that many Ground-types. Utility moves like Encore or Toxic Spikes can definitely be considered though. Unburden is an option too, but it’s kinda difficult to get a sweep going sometimes. You either need to run manual Grassy Terrain or pair up with Chillyte (or I guess Electric Surge Flamyle) and even then you kinda lack effective ways to boost your power enough to sweep. Bulk Up is okay but it’s not saving you from 11 base defense (and your worse physical coverage).
Specs (Voltarak) @ Choice Specs
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Hidden Power [Fire] / Fiery Dance
- Switcheroo

Voltarak is a decent breaker thanks to its excellent STAB coverage, but its relative slowness and pretty mediocre typing defensively and vulnerability to hazards makes it difficult to bring into battle. HP Fire has more immediate power than Fiery Dance thanks to Technician. HP Ground for Giranium and Stuneleon is an option too, of course. Scrapping Switcheroo and running HP Ground and Fiery Dance is probably fine too. This mon is quite the niche breaker, but it could be effective in certain situations.

Voltarak @ Heavy-Duty Boots
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Milk Drink / Hidden Power [Ground] / Fiery Dance / Hidden Power [Fire]
- Toxic Spikes

Here’s the Toxic Spikes set. Voltarak might be slow but it can sure force switches. You can choose healing or coverage on this one. HP Ground is probably better on this one since Giranium and Stuneleon can remove your Toxic Spikes.
Rapid Spin (Mosqung) @ Heavy-Duty Boots
Ability: Comatose
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 0 Atk
- Strength Sap
- Rapid Spin
- Night Shade
- Toxic

The only mon immune to Aquazelle's Toxic. Mosqung struggles to beat Aquazelle unless it runs Thunderbolt, though. Besides that, it is a very bulky, passive spinner that doesn't care about status, but is held back a bit by its common weaknesses. Strength Sap is a great move too, but thanks to Mosqung’s huge HP stat, it may not end up healing as much as you think. Also can become setup fodder very easily. It’s great to throw in against passive defensive mons like defensive Baloon, Brawnkey, Bellena, Aquatopus, and others.
OTR (Flamepion) @ Life Orb
Ability: Sticky Hold
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Blaze Kick
- Spirit Shackle
- Close Combat

The slowest TR setter, Flamepion is a great OTR mon thanks to its perfect coverage. It has some tricks up its sleeve too, such as running special moves to defeat physical walls, but it barely needs them as the most prominent tank, Brawnkey, can’t touch it. There are a few mons like Giranium and Beanium who can outslow it and revenge it under TR, but they can hardly be considered switch-ins due to Close Combat.

Bulky SR (Flamepion) @ Leftovers / Heavy-Duty Boots
Ability: Static / Stealth Rock
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Roost
- Spirit Shackle
- Blaze Kick / Flamethrower / Toxic

Flamepion also has the uncommon Stealth Rock. With its reliable recovery, it can stick around for a while to keep rocks up, maybe trap and 1v1 a foe. Running a special fire move to hit physically frail things is a nice option too. I think Static is the better ability for this one for the occasional cheese, but Sticky Hold to ruin Trick is an option as well.
Snowballer (Hyenix) @ Life Orb / Fairium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Dark Pulse
- Fleur Cannon
- Hidden Power [Ground] / Drill Run / Blue Flare / Water Shuriken

Fleur Cannon hits every single Dark resist super effectively, so it really doesn't need other coverage too much. Hyenix is extremely vulnerable to priority which is perhaps the biggest flaw about it, but besides it it can absolutely obliterate things as it snowballs through the opposing team with Soul Heart. Last move can be whatever you want, from anti-Giranium Ground moves, anti-Anteros Blue Flare, Water Shuriken to outprioritize other priority users and frail scarfers, or any number of other choices.
Offensive (Rhinolite) @ Life Orb
Ability: No Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Bonemerang
- Fusion Flare
- Shadow Sneak

Rhinolite has a pretty solid STAB combo. Choice Band is totally viable too, of course. Fusion Flare does more to Brawnkey, Baloon, phys def Glacida, Anteros, Mega Chillyte. Some will suggest Drill Peck, but when super effective it barely outdamages a STAB Earthquake. Maybe with Flyinium and Mirror Move it could be a nice option, though. And Shadow Sneak gives you a priority option. Pretty solid offensive mon although it struggles with Brawnkey.
Defensive SR (Bellena) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Roost
- Play Rough
- Searing Shot

Bellena is a blanket check to special attackers with some utility. It has good bulk and some great resistances, letting it check things like Voltecta, Herbigator, Flamyle, Eartharoo, Falcola, and Koatric decently well. Stealth Rock is a great niche, and Bellena uses it well. Between Play Rough and Searing Shot it hits most things and can spread useful burns around.

Bulk Up (Bellena) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Play Rough
- Roost / Rest
- Spirit Shackle / Sleep Talk

The alternate Bellena set that turns it into a bulky setup sweeper. This set struggles with Fairy resists or Toxic depending on which moves you run. Spirit Shackle is gets nice neutral coverage with Play Rough, and if you can trap some setup fodder, you can turn a game around.

I think Bellena has maybe a little potential as a Choice Band or otherwise offensive mon. Banded Bolt Beak is cool, but Bellena’s coverage isn’t the most excellent, and its speed stat is poor meaning it can be outsped by a lot of defensive mons like Baloon with a little speed investment. Besides that it would compete with other breakers with more usable speed stats and better coverage. There’s also probably a funny Bulk Up + Weak Armor set using Bolt Beak, such a set would be easily revenge killed by Electritar and pretty gimmicky.
Clanger (Falcola) @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clangorous Soul
- Steam Eruption / Surf
- Energy Ball
- Substitute / Heat Wave

Falcola has good stats and decent coverage overall, but it struggles a little against certain specially bulky mons like Bellena. You don’t really need Heat Wave as it only really helps with Ostria and I guess Hyperoach and Anteros, so using Sub to avoid Toxic and get into Overgrow range is nice. There is probably a good Z-Move set too. Overall Falcola is a little one-dimensional but seems like it could be quite effective.
You just got Beaned (Beanium) @ Life Orb / Choice Specs
Ability: Berserk
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Power Gem
- Searing Shot / Fire Blast
- Superpower
- Light of Ruin / Teleport / Healing Wish

Beanium is a somewhat niche breaker that fits pretty nice on Trick Room oriented teams. It’s also slower than Flamepion and Kinesel and can be used to revenge them under their own Trick Room. This set faces competition from offensive Giranium variants but Beanium has better coverage and can actually hit more threats hard thanks to its Fire moves. Superpower is chosen over HP Ground or Fighting to generally do more to SpDef Giranium, opposing Beanium, Komodith, Eartharoo, Hyenix, SpDef or AV Ninjoth. Last move could be Light of Ruin to smack Bellena or Teleport (or Healing Wish) to gain momentum, I guess you could also use Energy Ball to take out Rhinolite and hit Water types a little harder.
Rock Polish Sweeper (Lemotic) @ Life Orb
Ability: Minus
EVs: 252 Atk / 84 SpA / 172 Spe
Naive Nature
- Rock Polish
- Diamond Storm
- Earthquake
- Energy Ball

These EVs let you outspeed Electritar at +2. Lemotic’s Ground / Rock / Grass coverage is really solid, and EdgeQuake in particular is unresisted by all except Lemotic itself. Compared to Herbigator, Lemotic’s higher Special Attack lets it run Energy Ball instead of Leaf Blade. Life Orb Energy Ball always 2HKOs Baloon and does much more to Brawnkey and Mega Chillyte. You could run Leaf Blade if you want and save on EVs, but then general physical tanks would be able to check you easier. Z-Moves are an option too, as the cut to longevity Life Orb causes can be counterproductive with Diamond Storm’s handy Defense boosts.

Defensive (Lemotic) @ Leftovers
Ability: Perish Body / Minus
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Diamond Storm
- Earthquake

Lemotic has some super fat wishes to pass around. Defensively it fits better as a special defensive wall, able to check special attackers like Koatric, Eartharoo, and Voltecta to a certain extent. The main flaw of Lemotic is that it’s weak to Fire, a common coverage type, and that its bulk isn’t actually that great overall. That said its set of resistances is fairly unique so it can cut a niche. Earthquake and Diamond Storm gives you the best in terms of neutral coverage, usually running a Grass move isn’t necessary. Refresh is a good option for outlasting Toxic stallers, but it’s difficult to slot. So is Heart Swap which would be a great anti-setup tool. Perish Body is a real double-edged sword of an ability, but it can be useful for preventing certain sweeps. For consistency in walling things, you wouldn’t want to run it though.
 
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Offensive (Koatric) @ Life Orb
Ability: Tangled Feet
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Boomburst
- Superpower
- Light of Ruin

Koatric is a little more niche than Electritar. It’s more unpredictable than Electritar is, but struggles more to cover everything in 4 moves. Being able to escape from Flamyle is nice though. Boomburst hits lots of things that resist Electric neutrally like Lemotic, Stuneleon. Superpower hits Giranium, Komodith, Eartharoo, Rhinolite, Beanium, and others. Light of Ruin is for Bellena and Gorilax, generally does the most to Voltecta too. Koatric can play around with its other options and is generally kinda flexible. Taunt and Toxic Spikes let you play as a lead, or let you set up on forced switches. Thunderbolt is an Electric STAB with higher PP, generally only hits Flamepion harder though. HP Fire hits Anteros and nothing else. Dragon Dance is a really interesting option. You would still need to be mixed to 2HKO the physical walls with Boomburst, but if you get a DD on a predicted switch you outspeed virtually everything. It comes at the cost of coverage though, as Koatric can’t cover everything with just 3 moves.
Corroder (Aquazelle) @ Leftovers
Ability: Corrosion
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Roost / Protect
- Steam Eruption

Aquazelle can just camp behind a Substitute, poisoning everything, maybe occasionally burning things to change it up. There are no Magic Guard, Magic Bounce, Immunity, Pastel Veil, or Poison Heal mons in this meta, making this set really effective. The only mon unaffected by your Toxic is Comatose Mosqung. This set seems really annoying to play against thanks to Aquazelle's excellent Speed putting it ahead of nearly everything, and those that outspeed it (Koatric, Electritar, Albatrygon) being pretty frail. Really disgusting mon tbh, pretty much necessitates a status absorber with Rest.

Offensive (Aquazelle) @ Choice Specs / Life Orb
Ability: Heatproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Hyper Voice
- Fusion Flare
- Thunderbolt / Toxic Spikes

Offensive Aquazelle seems really good too. Between its STABs it hits everything neutrally except Komodith which is solid. You might be tempted to run Aerilate but generally Fusion Flare or Hyper Voice cover Bug and Grass types adequately enough, and you don’t really need to hit Fighting types harder. On top of that, Fusion Flare covers Steel types too, hitting Komodith neutrally and Anteros. Thunderbolt lets you hit opposing Water types a little harder, although Toxic Spikes is fine too since you don’t really need the coverage much.
Sheer Force Attacker (Salamalix) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Stone Edge / Head Smash
- Sacred Fire
- Thousand Waves

I think this mon would play best as a fast sort of breaker. Salamalix struggles with physical tanks like Brawnkey so it seems like a niche pick. You could run a special attack to improve your Baloon matchup at least. Even from 49 base special attack you can really hurt Baloon. Toxic is an option too, to hit those physical tanks. Overall I’d say this mon needs a lot of support.
Defensive (Brawnkey) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Close Combat
- Haze
- Stealth Rock
- Sacred Fire

Brawnkey’s physical defense is so immense with Intimidate that it seems worth it to invest in Special Defense to catch those stray special attacks. It’s an excellent tank with a lot of longevity, balanced out by its tendency to be statused and lack of reliable recovery. Overall this set is very straightforward. Don’t use Haze too liberally as it can reset your Intimidate. Resetting your Close Combat drops are nice though.

DD (Brawnkey) @ Leftovers
Ability: Mold Breaker / Intimidate
EVs: 204 HP / 252 Atk / 52 Spe
Adamant Nature
- Dragon Dance
- Sky Uppercut
- Sacred Fire
- Substitute

This set is EV’d to outspeed uninvested Aquatopus and set up a Sub on it, although it can afford to run more speed. Brawnkey can set up on opposing defensive Brawnkey (although Haze slows it down) and Mold Breaks through Aquatopus. It has a little more trouble with Baloon though. Sky Uppercut over Close Combat simply for PP reasons, since Sacred Fire and CC both have 8 PP apiece. You could run a higher PP move over Sacred Fire too, but I think the burns are too crucial for helping you set up and wear things down. This set has a lot of surprise factor. Running Intimidate so as to not telegraph your set and set up easier against offenses is an option but you would then find yourself struggling with Aquatopus.
Substitute (Stuneleon) @ Black Sludge
Ability: Prankster
EVs: 96 HP / 252 SpA / 44 SpD / 116 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Thunderbolt
- Earth Power
- Toxic

Stuneleon is a weird one, feels like a very “anti-meta” mon. Stuneleon’s Prankster Substitute lets it stall out TR turns and Toxic damage, and with its solid defensive qualities it can set one up on something like Brawnkey or Baloon quite well too. The given EVs on this set allow Stuneleon’s Sub to never be broken by Brawnkey’s Sacred Fire, and also lets it outspeed uninvested Voltecta. I feel like Earth Power is necessary to pressure Komodith, Giranium, Voltecta, Electritar and opposing Stuneleon, as well as things that are immune to Toxic in general. Priority Toxic is nice for crippling offensive foes. I think Knock Off and Sludge Bomb are options too, with Knock Off just being a nice utility move but also doing a lot to Crazefly, and Sludge Bomb letting you pressure Bellena, Lemotic, Kinesel, and Baloon better. Thousand Arrows can be used over Earth Power to hit physically frail mons but overall most targets (besides SpDef Giranium) are weaker on the special side. If you’re using the physical moves, moving the special defense EVs to Attack and running a Rash nature might be worth it.

Defensive (Stuneleon) @ Black Sludge
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Thunderbolt
- Earth Power
- Toxic

This defensive set just has Moonlight over Sub. Again, you could run Knock Off, Thousand Arrows or Sludge Bomb. This is probably the better set to run Magnet Rise on, too. Prankster Magnet Rise lets you dunk on faster mons, especially Choiced mons, that try to use a Ground move on you. Stuneleon also has some wonky stuff like Prankster Yawn, Reflect, and Trick which could be fun to play around with.

Stuneleon probably has some good wallbreaker sets with its very wide offensive movepool on both sides of the spectrum, but the thing is, it has so many options I’m struggling to parse which ones would be more useful. That’s the sort of thing testing would help with.
Spikes (Chillyte) @ Mega Stone
Ability: Grassy Surge / Natural Cure
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Moonlight
- Spikes

Chillyte is the only Spikes setter in the metagame. The Ice / Ground coverage lets you hit a lot of things neutrally, although running a Fire move for Anteros is an option too. Orrr you could use Vacuum Wave, the meme option for doing like 70% to Electritar. This EV spread gives you a bit of special bulk too, but a more physical oriented set is an option if you don’t have another dedicated physical wall on your team. Choice of ability depends if you value switching in on Earthquake better + a little extra recovery or healing from status, which helps a lot against Toxic users. Grassy Surge also powers up Grass moves which makes it more difficult to switch in on Lemotic, so consider your options wisely.
Offensive Defogger (Eartharoo) @ Life Orb
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Hyper Voice
- Defog
- Secret Sword / Head Smash

Eartharoo hits everything at least neutrally with its STAB options, so it doesn’t need to rely on coverage a whole lot. That being said, Secret Sword is great, as it dunks Ninjoth, Hyenix, and opposing Eartharoo. Defog is an uncommon move that Eartharoo can use well. You could run Encore or Recover in the last slot, I guess. The meme option is of course Head Smash which obliterates Crazefly, Hyperoach, Ostria, Albatrygon, and Mosqung. Come to think of it Head Smash is probably more useful.
Offensive Spinner @ Heavy-Duty Boots
Ability: Galvanize / Gooey
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Rapid Spin
- Jump Kick
- Fusion Flare / Roost

Crazefly is another really weird one. It’s really difficult to spinblock due to the option to run Galvanize, meaning you don’t know if you should go into a Ghost or a Ground type when you’re facing one. On top of that it has some great power with Psycho Boost. Jump Kick is great coverage for Giranium, Ninjoth, Hyenix, and Komodith. Fusion Flare gives you a move to OHKO Electritar with and covers Anteros as well, who can spinblock you if you’re running Galvanize, although Roost to give yourself more longevity is nice too.

Defensive (Crazefly) @ Leftovers / Heavy-Duty Boots
Ability: Galvanize
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Roost
- Zen Headbutt
- Lunge / Jump Kick / Fusion Flare

Defensive Crazefly can blanket check special attackers to an extent, being able to take hits from Electritar, Koatric, Aquazelle, Scorpita, Eartharoo, Toados, Voltarak, and others… The thing is that the coverage from most of these can really hurt, making Crazefly a check at best, and it needs to go all out in special defense to improve its chances. A lot of the things it checks are weaker on the physical side, hence Zen Headbutt, but special Psychic STAB is an option as well. Last move is a tossup between Lunge for Dark types, Jump Kick for Dark and Steel types, or Fusion Flare for OHKOing Electritar mostly.
Fast Breaker (Electritar) @ Life Orb / Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Blue Flare
- Hidden Power [Ground]
- Flash Cannon

Electritar is dummy fast and quite strong too, although it lacks the juice to break certain specially bulky mons. It can easily run choice sets or Expert Belt, and it’s not even that vulnerable to priority thanks to its great defense, too. This thing seems like a top threat, but can be checked by something like bulky Giranium or Gorilax. Thunderbolt and Blue Flare have great coverage with each other, then you got your Hidden Power Ground for Giranium and Stuneleon, and Flash Cannon for Bellena. I guess you could run Surf instead to hit Fire types like Flamepion harder but that doesn’t seem worth it. Electritar also has omni-boost Z-moves, but it’s not outright powerful enough to sweep teams after a boost, usually.
Defensive (Aquatopus) @ Leftovers
Ability: Unaware
EVs: 252 HP / 240 SpD / 16 Spe
Jolly Nature
- Slack Off
- Liquidation
- Toxic
- Sacred Fire / Stealth Rock

Aquatopus is very physically bulky, and with Unaware, shuts down most physical sweepers handily. Again, I’m probably investing too much in special defense, but it seemed reasonable to prepare for mixed attackers trying to take advantage of the skewed defensive stats in this meta. The Speed EVs let you outspeed Hyperoach, Voltarak, Chillvark, and Crazefly, and smack em with Sacred Fire. If you’re not running Sacred Fire don’t even bother with the speed investment. A very straightforward mon, you just attempt to status things or attempt to set up SR. Aquatopus also gets Sticky Web but generally doesn’t fit on Sticky Web teams. You could use a wonky dual hazard lead set though.
Offensive (Scorpita) @ Choice Specs / Choice Scarf / Black Sludge / Life Orb / Normalium Z
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Flamethrower
- Earth Power
- Hidden Power [Fighting] / Hidden Power [Rock] / Hidden Power [Ice] / Aromatherapy / Charge Beam / Hold Hands

Yeahhhh, slash overload. I’m compressing all of its sets into one, since they all use Sludge Bomb, Flamethrower, and Earth Power. Scorpita gets such good coverage between those three moves that it doesn’t really need the fourth moveslot much, so run whatever you want really. HP Fighting does a bit more to Beanium, Salamalix, and Ninjoth, HP Rock does a bit more to Mosqung, HP Ice does a little more to Lemotic. Aromatherapy gives you status healing in a pinch, and Charge Beam is an option on non-choiced sets to try and get a mini-sweep going. And of course Z-Hold Hands is a solid option because of Scorpita’s nice speed tier and movepool. I’ll also mention that Scorpita seems inferior as a Corrosion staller to Aquazelle, but it does have the Baneful Bunker + Corrosion meme combo. This set can indeed poison Steel and Poison types using a contact move against Baneful Bunker. Offensive Teravolt sets are generally better due to bypassing Giranium’s Filter, as well as Unaware for stat-boosting sets.
Defensive (Baloon) @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Heal Order
- Moonblast / Play Rough
- Toxic
- Heart Swap / Anchor Shot / Spirit Shackle

Baloon is a good defensive mon thanks to its nice physical bulk and recovery. Moonblast is better than Play Rough I think, mainly because there’s a lot of burn spreaders and many targets are weaker on the special side. It can trap and Toxic stall, steal boosts with Heart Swap, or run coverage for Steel types. Definitely has a few options to play with.

Balloon of Fuck (Baloon) @ Leftovers
Ability: Symbiosis
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Anchor Shot
- Acupressure
- Rest
- Stored Power

This set is really cursed. If you can trap a foe who can’t do much to you like Aquatopus or Mosqung or something, you can set up freely to the absolute maximum, then sweep through the foe at +6 all stats. I’m pretty sure Acupressure is banned in some OMs strictly because of sets like this. This is why we need an Imposter user.

On the offensive side, Baloon has some cool options too, but idk how good they would ultimately be. It’s a bit slow for a DD or Z-Conversion user, and would get revenge killed by Electritar pretty easily. It would also need to go mixed or special to not lose to stuff like defensive Baloon. It also has Refrigerate Fake Out and Mach Punch which you can use to revenge kill physically frail things.
Literally Hatterene (Kinesel) @ Life Orb / Fairium Z
Ability: Trace
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Moonblast / Light of Ruin
- Psychic
- Thousand Waves / Blaze Kick

Kinesel’s coverage is very excellent, but it needs to go mixed in order to fully use it. Luckily it has no trouble doing so at all thanks to its great mixed offenses. Light of Ruin is absolutely nuclear, but it cuts your lifespan so much that it’s generally not worth it. Fairium is a great option if you run Light of Ruin though, as you bypass the recoil and hit insanely hard. Last move is either Thousand Arrows for Giranium or Blaze Kick for Anteros and Crazefly. Trace is probably the best ability since you could sometimes copy something good.
Defensive (Glacida) @ Leftovers
Ability: Triage
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed / Toxic
- Milk Drink
- Toxic Spikes
- Icicle Crash

Glacida’s mixed bulk is absolutely titanic, and its priority Milk Drink lets it be really annoying to take down. That being said its defensive typing isn’t the best. It is usually bulky enough to live a hit while poisoning or Leech Seeding a foe, then recovering up. There’s probably some highly engineered mixed defensive investment that’s optimal for it. Toxic Spikes gives it a bit of agency in the long term and Icicle Crash is just a solid STAB move that hits Leech Seed immunities nicely.
Meme Bird (Pidgeotine) @ Choice Scarf
Ability: Full Metal Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Multi-Attack
- U-turn
- Lovely Kiss
- Precipice Blades

Pidgeotine's access to U-turn is pretty uncommon, lending it to using a Scarf set. Its speed tier is good enough to make it work (read: faster than Electritar). Lovely Kiss is pretty funny too. Besides that Normal / Ground coverage is great, and unresisted in this metagame. Running this set non-choiced is an option too that makes Pidgeotine into a sort of breaker? You’d probably want to run something like Heal Block (to stallbreak) or Aeroblast (anti-Brawnkey tech) over U-turn in that case. Defensive Pidgeotine sets are certainly possible, but seem a little mediocre to me. Pidgeotine lacks reliable recovery and is vulnerable to Stealth Rock so it would get worn down real easily. It would probably have to run like a RestTalk set? Idk, it just doesn’t seem that good.
Defensive (Gorilax) @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish / Shore Up
- Protect / Toxic
- Psychic
- Aura Sphere

Gorilax has some fat Wishes. This fat, lazy gorilla just sits around and walls things. As a physical wall it faces competition from Brawnkey who boasts better bulk and utility, but as a special wall it’s not half bad. Shore Up is great too, and frees up a moveslot. Blue Flare is an option if you really want to be able to check Crazefly and Hyperoach better. Overall a good general check to special attackers like Electritar, Scorpita, Crazefly, and more. Not much more to say about it.
Suicide Lead (Albatrygon) @ Focus Sash
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- Rapid Spin
- Memento
- Drill Peck / Aeroblast / Beak Blast

Albatrygon is the definitive suicide lead for Sticky Web teams. Just set up your webs, spin away any opposing hazards, then Memento and go to your Chillvark, Hyperoach, Gladiaster or something and start breaking things. Choice of attacking move is somewhat arbitrary. Beak Blast is kinda unique but you need some crisp prediction to really make it work. Running HP Ground or Drill Run instead is an option to hit two of the most common hazard removers (Voltecta and Giranium) really hard.

Offensive Spinner (Albatrygon) @ Life Orb
Ability: Iron Barbs
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aeroblast
- Aura Sphere / Drill Run
- Rapid Spin
- Sticky Web

Despite Albatrygon’s Attack being higher than its Special Attack, I feel like it fits best as a special attacker due to its movepool and the quality of physical walls in the metagame. Most of the specially bulky mons in the meta are either weak to its STAB (Crazefly, Gorilax, Glacida, Mosqung) or are smacked by Aura Sphere (Giranium, Ninjoth, Beanium, Voltarak, Komodith and others). Drill Run can be used instead as it does more to SpDef Giranium and lets you hit Stuneleon although it generally does less otherwise. I’m pretty sure Aeroblast literally does more to Voltecta than Drill Run does. You could also perhaps slot Overheat to take out Anteros or Seed Flare to pressure Ground and Water types more but it seems unnecessary.
Sheer Force LO (Chillvark) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Focus Blast
- Surf
- Blue Flare

What resists Ice/Fighting/Water/Fire coverage? If you answered Water/Psychic, Water/Poison, or Water/Fairy types you would be correct, but none of those type combos exist in the metagame. Chillvark looks like one of the nuttiest wallbreakers you can use. Between Sheer Force boosted Ice Beam and Focus Blast you deal ridiculous amounts of damage, while you also have Surf for Flamepion and Blue Flare for random Bug types and such. I firmly believe this is the only Chillvark set really worth using. As a scarfer it’s slower than Electritar which really sucks but it has some surprise value, so maybe. Simple + Growth seems nice until you realize that a +2 Chillvark is only about 2% stronger than a +1 Sheer Force Chillvark. Losing out on so much initial power isn’t worth the extra power after multiple boosts. So yeah, Chillvark is one of the best wallbreakers in the metagame, and it kinda falls short in other roles.
Specs (Komodith) @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Flash Cannon
- Earth Power
- Overheat

I think Specs Komodith looks pretty good. Komodith has great coverage and is able to pressure most of the special walls in the metagame adequately. Beast Boost is a great ability that lets Komodith snowball through weakened teams as well. There’s no real reason to consider running anything else on this set; although Liquid Voice Boomburst seems cool, Komodith doesn’t really need Water coverage much, and you give up Beast Boost to get it.

Cromodith (Komodith) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Iron Head
- Rest
- Sleep Talk / Earthquake

Komodith has good bulk and resistances and with Special Defense investment it can take on things like Electritar adequately. This set also makes a great status absorber for Corrosion stallers. I’m pretty sure this set can also PP stall Aquatopus, but it struggles with Brawnkey unless it’s not running Haze for some reason. Heart Swap Baloon causes similar problems. Earthquake lets you actually check Electritar and Stuneleon better, but you lose out on Sleep Talk.

Offensive Bulk Up (Komodith) @ Dragonium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bulk Up
- Dragon Claw
- Earthquake
- Iron Head

This set seems nice against balanced teams, especially if you manage to wear their Brawnkey down somehow. Physical Dragon / Ground / Steel coverage is unresisted and very nice. This set struggles with the typical physical walls, and it is a little bit slow, so it might be worth running it on Sticky Web sort of builds.
Defensive (Giranium) @ Leftovers
Ability: Filter
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Defog
- Power Gem / Flash Cannon
- Aromatherapy

Defensive Giranium is something I think all special attackers need to prepare for to an extent. Its bulk and resistances are impossible to ignore, and Filter fits perfectly to reduce how bad its weaknesses are. Giranium can fill multiple roles for a team, as a hazard remover, cleric, and wall. It doesn’t benefit too much itself from Aromatherapy since it is generally immune to Toxic, but it supports its team a lot, especially when facing something like Aquazelle, or any of the many burn spreaders in the metagame. Shed Shell is also an option if you are concerned about Flamyle, although it generally can’t OHKO you unless it is Choice Banded.

Offensive (Giranium) @ Air Balloon / Life Orb
Ability: Filter
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Speed Swap
- Flash Cannon
- Power Gem
- Hidden Power [Ground] / Moonlight

Perhaps the only mon ever to make good use of Speed Swap. Running minimum speed on this lets you underspeed Flamepion and revenge it under Trick Room, and also leaves the opponent as slow as possible after you Speed Swap. HP Ground gets good coverage with its STABs, hitting opposing Steel types hard, but Moonlight to give yourself some longevity is fine too. A case could probably be made for BoltBeam coverage, but overall it doesn’t do as much against neutral targets. Maybe BoltBeam + Power Gem? But then you struggle against opposing Giranium.
Steel Remover (Flamyle) @ Choice Scarf / Choice Band
Ability: Magnet Pull
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Blaze Kick
- Bonemerang
- Power Whip
- Jump Kick

Flamyle's main purpose is to trap and remove troublesome Steel types. It’s a little weak, but it gets the job done. Jolly Scarf Bonemerang isn't a guaranteed OHKO on Electritar (it does 96.4% minimum) hence the Adamant nature. Its coverage lets it hit every sort of Steel type super effectively, it just lacks the power sometimes, so the sort of Steel types you will be able to trap depends on your choice of item. Overall it fills a niche and is great if you hate Electritar.
Bulky Pivot (Voltecta) @ Leftovers
Ability: Water Veil
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Focus Blast
- Rapid Spin

A simple bulky pivot set. Voltecta easily comes in on many physical attackers and gains momentum from there. Rapid Spin gives it utility and it can come in on common SR setters like Brawnkey and Aquatopus. Water Veil is crucial as it prevents it from being burned by them. The remaining moves give it the best coverage possible. You could run this with Assault Vest and Special Defense investment too, such a set would give you much more agency against Electritar, Koatric, and special attackers in general.

Offensive (Voltecta) @ Leftovers
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Rapid Spin / Focus Blast
- Calm Mind / Focus Blast
- Thunderbolt / Focus Blast

Voltecta can make use of Rapid Spin to outspeed the entire unboosted meta after one speed boost (yes, even Electritar). Its access to Calm Mind is fairly unique as well, making it into a capable sweeper with a good amount of setup opportunities. Focus Blast is slashed to hit predicted Eartharoo and prevent Ninjoth from trapping you. Running Focus Blast over Thunderbolt is an option too, and prevents you from being outright walled by anything while still being able to boost. OR you could drop CM altogether and get the best coverage as well as the option to Rapid Spin, while giving up the ability to boost through bulkier foes. I think testing will determine which of these options is the best.

Choice (Voltecta) @ Choice Scarf / Choice Specs
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Volt Switch
- Thunderbolt
- Focus Blast

Voltecta’s access to STAB Volt Switch plus its aforementioned good +1 Speed tier makes it a nice Scarfer too. And as a Specs user it can really work its nice coverage. Focus Blast is great coverage that lets you hit Eartharoo who walls your STABs, among lots of other things like Komodith, Giranium, etc. You can run Rapid Spin on this too but it’s a less consistent user of it than the other sets.
AV (Ostria) @ Assault Vest
Ability: Protean
EVs: 236 HP / 252 Atk / 20 SpA
Brave Nature
- Fake Out
- Sacred Fire
- High Jump Kick
- Steam Eruption

Fire and Fighting is really solid neutral coverage, missing out only on Flamepion. Steam Eruption is probably your best move to hit Flamepion with, and it also allows you to always OHKO Electritar with the 20 EVs, which is important (Fake Out into Sacred Fire kills it too, but sometimes you can’t afford to go for that. Going for straight up Sacred Fire is a roll). Besides that, it also does more to Brawnkey and Baloon, yadda yadda yadda. I guess Energy Ball is an option if you don’t want to be walled by Aquatopus.

Defensive Defog (Ostria) @ Heavy-Duty Boots / Leftovers
Ability: Shed Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Moonlight
- Sacred Fire
- Leaf Blade

Defensive Ostria is a status resistant specially bulky Flying-type defogger, so it competes with Mosqung naturally. It’s less passive though, due to its good Attack and ability to burn things. It’s Grass STAB lets it check Aquazelle much nicer. Grass / Fire is solid neutral coverage, missing out on the uncommon Fire types. Overall a pretty straightforward Defogger.
Utility Trapper (Ninjoth) @ Heavy-Duty Boots / Assault Vest
Ability: Liquid Ooze
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Defog / Fake Out
- Knock Off
- Pursuit
- Icicle Crash

Ninjoth’s niche is a strong STAB Pursuit, great for taking out things it can trap. It can also act as a Defog user. Overall an okay mon for trapping certain specific threats like Crazefly, Toados, choiced variants of Koatric, maybe Hyperoach, Ostria, and Albatrygon too. In a lot of games it will mostly just end up Knocking Off Brawnkey or something then doing nothing the rest of the game. SD Ninjoth might seem appealing, but it looks like it would struggle with Brawnkey, Chillyte, Glacida, and Aquatopus so it seems difficult to justify. All in all, I would say this mon’s niche is very narrow.
Choice Band (Herbigator) @ Choice Band
Ability: Shell Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Leaf Blade
- Earthquake / Head Smash
- Sunsteel Strike / Head Smash

Choice Band Herbigator is pretty darn strong. Its STAB coverage is pretty good, and with two of Earthquake, Head Smash, and Sunsteel Strike it can lay the hurt on all sorts of common defensive mons. Sunsteel Strike 2HKOs Baloon, Glacida, and Bellena, Earthquake OHKOs Komodith and 2HKOs Voltecta, and Head Smash can even have a chance of 2HKOing the bulkiest of Mega Chillyte, a true testament to this set’s power. Now of course Brawnkey can switch in easily, that shouldn’t be surprising. But Brawnkey is both prone to being worn down and can easily get the matchup flipped over if Leaf Blade crits.

Rock Polish Sweeper (Herbigator) @ Waterium Z
Ability: Suction Cups
EVs: 20 HP / 252 Atk / 236 Spe
Adamant Nature
- Rock Polish
- Leaf Blade
- Waterfall
- Sunsteel Strike / Earthquake

Herbigator faces competition in this role from Lemotic who has frankly better coverage, but Herbigator’s Attack is higher, especially since it can run an Adamant nature and still outspeed Electritar at +2. Its Special Attack is lower, so Herbigator is probably best going fully physical. Sunsteel Strike covers Bellena, Glacida, Mega Chillyte, and Baloon better, while Earthquake lets you OHKO Electritar and do more to Voltecta, Komodith, and Stuneleon. You could probably justify running Head Smash for Ostria and Hyperoach too, while doing even more to Mega Chillyte. Choice of ability is pretty arbitrary, but Suction Cups at least prevents you from being Roared out by Barracoth or something.

Although you could run a defensive set with Harvest on Herbigator, I think it is actually kind of a mediocre pick. Herbigator is not actually that bulky due to its low HP stat, its set of resistances aren’t too crucial, and it faces competition from Lemotic, Ostria, and Aquatopus, all of whom offer some kind of utility that Herbigator doesn’t. It is probably one of the safest answers to Aquazelle if you give it a Lum Berry though, at least until you run into an Aerilate set.
Defensive (Anteros) @ Leftovers / Shed Shell
Ability: Lightning Rod
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Shore Up
- Iron Head
- Lava Plume
- Toxic / Heal Bell / Teleport

As a defensive mon it is a little more niche than Giranium, but its lack of weaknesses to Fighting and Ground let it check certain things better, namely Koatric, offensive Giranium, Albatrygon, Eartharoo, Lemotic, Stuneleon in general, Herbigator, Voltecta, Toados, and others. Now, most of these mons could run coverage for Anteros, but in doing so would give up coverage for Giranium. Lava Plume is pretty good for hitting things in general and burning them, even if it is quite weak. It can play the cleric role like Giranium does too. Teleport is an interesting momentum-generating option that distinguishes it further, and lets you pivot out of potential Flamyle switch-ins. Lastly, Shed Shell to escape from Flamyle is a no-brainer. Flamyle traps this very effectively so it definitely should be considered.
Choice Band (Gladiaster) @ Choice Band
Ability: Drought
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bullet Punch
- Volt Tackle
- Iron Head / Eruption

Gladiaster's Drought-boosted V-create is very strong. With access to STAB priority as well, Choice Band is a great fit. Most of the time you’ll just be clicking V-create, but Volt Tackle lets you hit Water types. Last move is probably Iron Head to hit Rock types or Eruption to smack specially frail mons. I guess Rock Blast is okay but it probably does less to Flamepion than Eruption does. Icicle Crash shouldn’t be used as all of its potential targets are hit by Iron Head anyways (Bellena mostly). This set could be run Scarfed too, just scrap Bullet Punch and run Iron Head AND Eruption. Rock Head is probably usable to click Volt Tackle more fearlessly, but you lose out on so much V-create power that it’s not worth it. It also telegraphs whether you’re physical or special.

Choice Specs (Gladiaster) @ Choice Specs
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Eruption
- Flash Cannon
- Hidden Power [Ground]
- Volt Tackle

The special variant of Gladiaster is just as powerful. Eruption roasts those physically defensive mons foolish enough to switch in expecting a V-create. Flash Cannon covers Rock types and Bellena, while HP Ground gives you a more consistent move to use against Giranium and Flamepion. Volt Tackle lets you hit Water types like Falcola, Aquazelle, and Aquatopus, although often they take enough from Eruption anyways. Like the prior, this set can be run Scarfed too! All these options make Gladiaster have a fair amount of surprise factor, despite being somewhat one-dimensional.
Mixed Growth (Hyperoach) @ Normalium Z
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Growth
- Explosion
- Earth Power
- Judgment

Hyperoach is a great breaker. It’s balanced out by a middling speed and typing leaving it easily revenge killed. Growth sets seem the most consistent due to being able to hit physically and specially, preventing them from being checked so easily. The above set hits special walls hard with Z-Explosion and physical walls get smacked by (Z-)Judgment and Earth Power. HP Fire can be used and gets boosted by heavy sunlight and hits Anteros. Purely physical or special sets are certainly an option, but mixed sets seem the most effective at shredding walls. If you’re running physical, don’t run Swords Dance, the ability to bluff special with Growth is better.

Z-Conversion (Hyperoach) @ Normalium Z
Ability: Desolate Land
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Earth Power / Mind Blown
- Hidden Power [Fire] / Earth Power
- Conversion
- Ice Fang / Growth

Although Hyperoach doesn’t meet the golden speed tier of being faster than Electritar at +1, Electritar doesn’t revenge kill it super well so it can still cut it as a sweeper. It’s probably best to become a Ground type, but you could become a Fire type too, although you would have to rely on Mind Blown which comes with huge drawbacks. Ground / Fire is good coverage, and Ice coverage hits Dragon and Flying types like Pidgeotine and Bellena. You could use Ice Beam instead, probably does more to Bellena but much less to Pidgeotine, while Growth lets you boost even more to break through things.

Choice Scarf (Hyperoach) @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Explosion
- Earth Power
- Return

Scarf Hyperoach can generate a lot of momentum for a team. Hyperoach has a pretty strong U-turn that lets it chip incoming switch-ins pretty heavily. Its STAB Explosion is quite nuclear and also generates momentum while potentially taking a foe with it. Earth Power covers Flamepion, Voltecta, Giranium, Komodith, basically everything that resists Hyperoach’s STAB options. Return is an option that lets you revenge kill things like Albatrygon easier without having to explode. Running HP Fire or Mind Blown on this set is an option that lets you hit Mega Chillyte and Anteros and gets a boost from Desolate Land. The biggest flaw with this set is that it is slower than Electritar, so make sure you pack counterplay for it.
Lugia Fish (Barracoth) @ Heavy-Duty Boots / Leftovers
Ability: Shadow Shield
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Roar
- Roost
- Waterfall / Substitute
- Toxic

Barracoth is super bulky and passive, meaning that it relies on Toxic to do most of its damage. It seems like it would form the cornerstone of stall teams in this meta. A super duper passive set with Substitute is an option, although you get walled by Steel-types in that case, meaning Flamyle is a necessary partner. In addition, getting statused can be a death sentence for Barracoth, so a cleric like Giranium or Anteros is a necessity too. If you’re running Leftovers, rigid hazard control is necessary too. Overall this mon needs a fair amount of support but could be very effective on certain builds.
Toad (Toados) @ Life Orb
Ability: Grassy Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Sludge Bomb
- Sky Uppercut
- Moongeist Beam
- Psystrike

Sky Uppercut is actually a great coverage move since it hits Eartharoo, Hyenix, SpDef Giranium, Ninjoth, Voltarak, and Beanium harder than HP Fighting would. Moongeist Beam lets you cover Flamepion and Voltecta, and it also lets you OHKO Electritar. And Psystrike lets you hit opposing Poison-types. Toados has a lot of wonky and weird options. Running a Grass move to take advantage of Grassy Surge is tempting, but it’s actually not necessary since there aren’t that many Ground-types. Utility moves like Encore or Toxic Spikes can definitely be considered though. Unburden is an option too, but it’s kinda difficult to get a sweep going sometimes. You either need to run manual Grassy Terrain or pair up with Chillyte (or I guess Electric Surge Flamyle) and even then you kinda lack effective ways to boost your power enough to sweep. Bulk Up is okay but it’s not saving you from 11 base defense (and your worse physical coverage).
Specs (Voltarak) @ Choice Specs
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Hidden Power [Fire] / Fiery Dance
- Switcheroo

Voltarak is a decent breaker thanks to its excellent STAB coverage, but its relative slowness and pretty mediocre typing defensively and vulnerability to hazards makes it difficult to bring into battle. HP Fire has more immediate power than Fiery Dance thanks to Technician. HP Ground for Giranium and Stuneleon is an option too, of course. Scrapping Switcheroo and running HP Ground and Fiery Dance is probably fine too. This mon is quite the niche breaker, but it could be effective in certain situations.

Voltarak @ Heavy-Duty Boots
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Milk Drink / Hidden Power [Ground] / Fiery Dance / Hidden Power [Fire]
- Toxic Spikes

Here’s the Toxic Spikes set. Voltarak might be slow but it can sure force switches. You can choose healing or coverage on this one. HP Ground is probably better on this one since Giranium and Stuneleon can remove your Toxic Spikes.
Rapid Spin (Mosqung) @ Heavy-Duty Boots
Ability: Comatose
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
IVs: 0 Atk
- Strength Sap
- Rapid Spin
- Night Shade
- Toxic

The only mon immune to Aquazelle's Toxic. Mosqung struggles to beat Aquazelle unless it runs Thunderbolt, though. Besides that, it is a very bulky, passive spinner that doesn't care about status, but is held back a bit by its common weaknesses. Strength Sap is a great move too, but thanks to Mosqung’s huge HP stat, it may not end up healing as much as you think. Also can become setup fodder very easily. It’s great to throw in against passive defensive mons like defensive Baloon, Brawnkey, Bellena, Aquatopus, and others.
OTR (Flamepion) @ Life Orb
Ability: Sticky Hold
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Blaze Kick
- Spirit Shackle
- Close Combat

The slowest TR setter, Flamepion is a great OTR mon thanks to its perfect coverage. It has some tricks up its sleeve too, such as running special moves to defeat physical walls, but it barely needs them as the most prominent tank, Brawnkey, can’t touch it. There are a few mons like Giranium and Beanium who can outslow it and revenge it under TR, but they can hardly be considered switch-ins due to Close Combat.

Bulky SR (Flamepion) @ Leftovers / Heavy-Duty Boots
Ability: Static / Stealth Rock
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Roost
- Spirit Shackle
- Blaze Kick / Flamethrower / Toxic

Flamepion also has the uncommon Stealth Rock. With its reliable recovery, it can stick around for a while to keep rocks up, maybe trap and 1v1 a foe. Running a special fire move to hit physically frail things is a nice option too. I think Static is the better ability for this one for the occasional cheese, but Sticky Hold to ruin Trick is an option as well.
Snowballer (Hyenix) @ Life Orb / Fairium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Autotomize
- Dark Pulse
- Fleur Cannon
- Hidden Power [Ground] / Drill Run / Blue Flare / Water Shuriken

Fleur Cannon hits every single Dark resist super effectively, so it really doesn't need other coverage too much. Hyenix is extremely vulnerable to priority which is perhaps the biggest flaw about it, but besides it it can absolutely obliterate things as it snowballs through the opposing team with Soul Heart. Last move can be whatever you want, from anti-Giranium Ground moves, anti-Anteros Blue Flare, Water Shuriken to outprioritize other priority users and frail scarfers, or any number of other choices.
Offensive (Rhinolite) @ Life Orb
Ability: No Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Bonemerang
- Fusion Flare
- Shadow Sneak

Rhinolite has a pretty solid STAB combo. Choice Band is totally viable too, of course. Fusion Flare does more to Brawnkey, Baloon, phys def Glacida, Anteros, Mega Chillyte. Some will suggest Drill Peck, but when super effective it barely outdamages a STAB Earthquake. Maybe with Flyinium and Mirror Move it could be a nice option, though. And Shadow Sneak gives you a priority option. Pretty solid offensive mon although it struggles with Brawnkey.
Defensive SR (Bellena) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Roost
- Play Rough
- Searing Shot

Bellena is a blanket check to special attackers with some utility. It has good bulk and some great resistances, letting it check things like Voltecta, Herbigator, Flamyle, Eartharoo, Falcola, and Koatric decently well. Stealth Rock is a great niche, and Bellena uses it well. Between Play Rough and Searing Shot it hits most things and can spread useful burns around.

Bulk Up (Bellena) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Play Rough
- Roost / Rest
- Spirit Shackle / Sleep Talk

The alternate Bellena set that turns it into a bulky setup sweeper. This set struggles with Fairy resists or Toxic depending on which moves you run. Spirit Shackle is gets nice neutral coverage with Play Rough, and if you can trap some setup fodder, you can turn a game around.

I think Bellena has maybe a little potential as a Choice Band or otherwise offensive mon. Banded Bolt Beak is cool, but Bellena’s coverage isn’t the most excellent, and its speed stat is poor meaning it can be outsped by a lot of defensive mons like Baloon with a little speed investment. Besides that it would compete with other breakers with more usable speed stats and better coverage. There’s also probably a funny Bulk Up + Weak Armor set using Bolt Beak, such a set would be easily revenge killed by Electritar and pretty gimmicky.
Clanger (Falcola) @ Leftovers
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clangorous Soul
- Steam Eruption / Surf
- Energy Ball
- Substitute / Heat Wave

Falcola has good stats and decent coverage overall, but it struggles a little against certain specially bulky mons like Bellena. You don’t really need Heat Wave as it only really helps with Ostria and I guess Hyperoach and Anteros, so using Sub to avoid Toxic and get into Overgrow range is nice. There is probably a good Z-Move set too. Overall Falcola is a little one-dimensional but seems like it could be quite effective.
You just got Beaned (Beanium) @ Life Orb / Choice Specs
Ability: Berserk
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Power Gem
- Searing Shot / Fire Blast
- Superpower
- Light of Ruin / Teleport / Healing Wish

Beanium is a somewhat niche breaker that fits pretty nice on Trick Room oriented teams. It’s also slower than Flamepion and Kinesel and can be used to revenge them under their own Trick Room. This set faces competition from offensive Giranium variants but Beanium has better coverage and can actually hit more threats hard thanks to its Fire moves. Superpower is chosen over HP Ground or Fighting to generally do more to SpDef Giranium, opposing Beanium, Komodith, Eartharoo, Hyenix, SpDef or AV Ninjoth. Last move could be Light of Ruin to smack Bellena or Teleport (or Healing Wish) to gain momentum, I guess you could also use Energy Ball to take out Rhinolite and hit Water types a little harder.
Rock Polish Sweeper (Lemotic) @ Life Orb
Ability: Minus
EVs: 252 Atk / 84 SpA / 172 Spe
Naive Nature
- Rock Polish
- Diamond Storm
- Earthquake
- Energy Ball

These EVs let you outspeed Electritar at +2. Lemotic’s Ground / Rock / Grass coverage is really solid, and EdgeQuake in particular is unresisted by all except Lemotic itself. Compared to Herbigator, Lemotic’s higher Special Attack lets it run Energy Ball instead of Leaf Blade. Life Orb Energy Ball always 2HKOs Baloon and does much more to Brawnkey and Mega Chillyte. You could run Leaf Blade if you want and save on EVs, but then general physical tanks would be able to check you easier. Z-Moves are an option too, as the cut to longevity Life Orb causes can be counterproductive with Diamond Storm’s handy Defense boosts.

Defensive (Lemotic) @ Leftovers
Ability: Perish Body / Minus
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Diamond Storm
- Earthquake

Lemotic has some super fat wishes to pass around. Defensively it fits better as a special defensive wall, able to check special attackers like Koatric, Eartharoo, and Voltecta to a certain extent. The main flaw of Lemotic is that it’s weak to Fire, a common coverage type, and that its bulk isn’t actually that great overall. That said its set of resistances is fairly unique so it can cut a niche. Earthquake and Diamond Storm gives you the best in terms of neutral coverage, usually running a Grass move isn’t necessary. Refresh is a good option for outlasting Toxic stallers, but it’s difficult to slot. So is Heart Swap which would be a great anti-setup tool. Perish Body is a real double-edged sword of an ability, but it can be useful for preventing certain sweeps. For consistency in walling things, you wouldn’t want to run it though.

Read through this all a few days ago, and this is all some good theorymonning. From what I've also speculated and what little I've played of the meta, I can agree with almost all of this. Thanks for taking the time and effort to make the list!


Not much to say other than that. Voting has begun!
 
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