Hello, those of you who have been here for a while might remember me from the late ORAS days. After nearly 4 years I have returned to Smogon and Showdown with a new team I have been working on for a little while now. I have had some success with this team on the ladder while I am still getting back into the competitive mindset. However, I would still like feedback as I am still making small changes to keep up with the new meta (HA starters, Vish ban, and soon to be released DLC). So, allow me to introduce you to the team I have been working on:
Process:
So I decided to build a team around Tyranitar. I was watching videos on YouTube and came across one going into different competitive movesets. One move set covered was a Choice Band T-tar set. I was impressed after hearing about the insane damage calculations this thing can deal out and decided to make a team starting with T-tar.
Once I decided on Tyranitar, I began to think of what team members could benefit from it. Since T-tar sets up sandstorm, I decided to go all in on a Sand team. For this reason, I chose Hippowdon as a good team memeber. Like T-tar, Hippo gives me another sandstorm setter which is useful. In addition, Hippo also acts as a good physical wall that can take plenty of hits for T-tar and other team members.
No sand team is complete without a Sand Rush Excadrill so his inclusion was necessary. While T-tar may be the team I "built" around, Excadrill seems to steal most of the spotlight. Sand Rush turns Excadrill into a powerful sweeper that out speeds the metagame. The Steel typing also scares off pesky Fairy and Ice types the other two prefer not to deal with while a STAB Earthquake is deadly.
Everyone seems to run Cefable these days, it is just so versatile and useful. Due to most of this team being big and bulky, having Clef heal them with Wish-Teleport is much appreciated. I specifically ran my Clef to be Specially bulky to make Clef and Hippo the defensive backbone of my team.
Taking a look at this team, I noticed that Corviknight straight up wins against it. Body Press threatens T-tar and Excadrill, Iron Head hurts Clef, and Hippo can't do anything to flying types. I needed a Corviknight check so I chose Rotom-Heat. Rotom-H scares away Corviknights and is a devistating Special Attacker with Nasty Plot, something the team was lacking in up to this point.
I still was not happy with the Corviknight coverage and needed a second special attacker that did not rely on Nasty Plot. After doing some digging around, I settled on Duraludon. Duraludon has a high Special Attack stat and decent physical bulk allowing him to take a hit or two. Since I had a Stealth Rock setter in Hippo, I experimented with Substitute in the final move slot.
After testing this team, there were definitely a lot of flaws. For one, the team was especially weak to Water, Fighting and Grass types. Seismitoad especially ate up everyone's attacks and could just wall the entire team. I ran into some Shell Smash Blastoise which 6-0'd my team with little trouble. The team was also very slow with only Excadrill being speedy if sand was up. I needed to shake things up to make the team better. To help the with most of the problems mentioned above, I decided to axe Rotom and Duraludon. In their place I chose Dragapult, a quick mon who doesn't mind a Water or Grass attack and has a respectable Special move pool.
Fighting types were still troublesome even with Dragapult's immunity and Clef wasn't built to tank physical attacks. I also needed a strong Special Attacker and something that could still help out against opposing Corviknights. After a bit of research, I settled on Togekiss. Togekiss naturally quad resists fighting attacks and has a strong special attack stat. In addition, Flamethrower can catch opposing Corviknights off-guard and Nasty Plot make it even scarier.
Team:
rawr (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 98 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Heavy Slam/Earthquake
- Crunch
- Fire Punch
The centerpiece of this team. Tyranitar exudes power especially with a choice band. Here are just a few amusing calculations to show off its power.
252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO
252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
(Note that Stone Edge has a similar damage output for this one)
252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 252+ Def Toxapex: 196-232 (64.4 - 76.3%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery
252+ Atk Choice Band Tyranitar Heavy Slam (120 BP) vs. 252 HP / 252+ Def Clefable: 386-456 (97.9 - 115.7%) -- 87.5% chance to OHKO
252+ Atk Choice Band burned Tyranitar Stone Edge vs. 248 HP / 0 Def Rotom-Heat: 259-306 (85.4 - 100.9%) -- 43.8% chance to OHKO after sandstorm damage
Yes, T-tar has a lot of power that leaves a big dent in many mons opponents will send in to try and stop it. An Adamant nature and max Attack EVs are allotted to deal as much damage as possible. 160 Speed Evs are run to allow it to out speed common Grimmsnarl sets (which are 2HKO'd by Heavy Slam or Stone Edge even with Reflect up), though only 52 Evs are needed to out speed uninvested Corviknight sets. The rest are dumped into HP to give it as much bulk as possible, giving it as much bulk as possible. Stone edge is T-tar's primary STAB option which will do massive damage to whatever decides to switch in. Heavy Slam is an option to deal with Fairy types who like to switch into T-tar, especially if T-tar switched into a Ghost or Psychic type. Earthquake can be run instead if opponents seem to switch into Toxapex often. Crunch is another reliable STAB option that is a bit more reliable than Stone Edge. Fire Punch in used in the last slot to surprise incoming Ferrothorn or Corviknight that may be anticipating a Stone Edge.
SAND!!! (Hippowdon) (M) @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 16 Atk / 240 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind
Hippodown does what it does best, being a physical wall that eats up attacks. I prefer running both T-tar and Hippo so I have two sand setters in case one of them goes down early. This allows me to have a bit more freedom in how I play as I can take a extra risk with either T-tar or Hippo without worrying about Excadrill being hindered in the late game. 16 Attack Evs were chosen to guarantee an OKHO on Excadrill with minimum defense investment (4 Def Evs). HP was maxed out with the remaining Evs being dumped into Defense along with an Impish nature. Earthquake is Hippo's only attacking move which is useful for getting some good damage on opponents. Stealth Rocks is good for entry hazards which can hurt many incoming threats or break sashes. Slack Off gives Hippo longevity without having to overly rely on Clef for healing. Whirlwind is in the last slot to phase out set up sweepers or to send special attackers away that may try to switch in.
Drill Bit (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Excadrill is what I call the "Cleaner", a late-game sweeper that comes in once checks like Corviknight have been disposed of. A Jolly nature is used to maximize Exadrill's speed and to speed tie opposing Excadrill. Additionally, a Jolly nature with max Speed investment prevents the occasional trace Gardevoir from getting a speed boost and reverse sweeping and out speeds Modest Specs Kyurem without sand. A Life Orb with max Attack Evs deals as much damage as possible once Excadrill is sent in. Earthquake is Excadrill's main STAB option which 2HKOs opposing Toxapex and can OHKO Dragapult with Rocks up. Iron Head is another good STAB option which eliminates Fairy and Ice types and also has an good chance to OHKO Kyurem. Rapid Spin removes annoying hazards, especially Sticky Web which cripples him and Dragapult. In addition, the new speed boost to Rapid Spin can be used to give a slight speed boost if sand is about to end. Swords Dance is the final move which allows Excadrill to set up for an easier sweep if given the opportunity.
252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Toxapex: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Life Orb Excadrill Earthquake vs. 0 HP / 0 Def Dragapult: 277-328 (87.3 - 103.4%) -- 93.8% chance to OHKO after Stealth Rock
252 Atk Life Orb Excadrill Iron Head vs. 0 HP / 4 Def Kyurem: 382-452 (97.6 - 115.6%) -- 81.3% chance to OHKO
XTRA FLUFF (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Teleport
- Aromatherapy
- Wish
- Moonblast
Clefable here serves the role of a Special Tank that doubles as a cleric. Magic Guard is very helpful on this team as Clef is immune to sand and Stealth Rock damage which helps its survivability. Leftovers further help this to keep Clef from getting too worn down. A Calm nature is used to maximize Clefs special bulk with max Special Defense Evs. HP is also maximized to give Clef as much overall bulk as possible. Clef has enough bulk that Hydriegon has a low chance to OHKO with a +2 Flash Cannon which is quite impressive.
+2 252 SpA Life Orb Hydreigon Flash Cannon vs. 252 HP / 252+ SpD Clefable: 341-403 (86.5 - 102.2%) -- 12.5% chance to OHKO
Everyone runs Teleport now on Clef, it allows for safe Wish passing and can be used to get some momentum. Aromatherapy is used over Protect to heal status conditions such as Burn or Toxic that would otherwise cripple Clef's team mates. This does mean that Clef has a more difficult time healing itself but it does pay off to prevent Hippo from being Poisoned to death or T-tar losing Attack power from Burns. Wish tops off the team to keep them from getting too worn down. Moonblast is Clef's only attacking option but is still viable for taking on Dragon and occasional Fighting types.
Zoom-Zoom (Dragapult) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Draco Meteor
- Fire Blast
- Thunderbolt
Dragapult is primarily used as an opener and a Corviknight counter. I wanted to give it as much Special Attack as possible so I gave it a Modest nature over Timid. Since this does reduce its speed, I gave it a Choice Scarf which allows it to out speed a majority of the Metagame and can catch Zeraora or other Dragapult off guard. Both Special Attack and Speed have maximum investment to make Dragapult as fast and strong as possible. U-Turn is a great option to gain momentum and scout what the opponent is planning to do. Draco Meteor is Dragapult's only STAB option in this set but still hits hard. Fire Blast is good for coverage which can force out opposing Ferrothorn and Rillaboom. Thunderbolt is used in the last slot over Shadow Ball to do more consistent damage to Corviknight.
252+ SpA Dragapult Thunderbolt vs. 252 HP / 4 SpD Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery
This may not seem too interesting at first glance, but it does more damage than Corviknight can heal, likely forcing it out. Dragapult is equipped to handle common Defog Corviknight which typically run Body Press as their main attacking move. Specially bulky Bulk Up Corviknight can be handled by Hippo since Hippo shrugs off Brave Birds. Thunderbolt is also useful to surprise Pelipper which switch in anticipating a Fire Blast.
UwU (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 156 HP / 252 SpA / 100 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Flamethrower
- Air Slash
- Nasty Plot
This is an experimental Togekiss set that I have been running. The introduction of Grassy Surge Rillaboom gave rise to Grassy Seed Hawlucha which has all the tools to run right through my team. In order to try to combat this new threat, I had to innovate my Togekiss set. A Bold nature was chosen to give some more physical bulk to Togekiss, this was not too much of a sacrifice as it wasn't out speeding a lot anyway. 156 Evs in HP allows Togekiss to survive a +2 Acrobatics from Hawlucha and OHKO it in return with an Air Slash. This bulk also allows it to survive Gengar which would normally force it out with a potential sludge wave.
+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 156 HP / 0+ Def Togekiss: 297-349 (84.8 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Gengar Sludge Wave vs. 156 HP / 0 SpD Togekiss: 276-326 (78.8 - 93.1%) -- guaranteed 2HKO after Leftovers recovery
Max Special Attack investment is still used to allow Togekiss to deal as much damage as possible. The remaining Evs are dumped into Togekiss's speed. Surprisingly, the remaining 100 Evs allows Togekiss to out speed common Mandibuzz sets and can 2HKO them with +2 Air Slashes. Substitute is very useful, allowing Togekiss to avoid moves like Toxic and Thunderwave while giving it a chance to set up. In addition, Substitute can be used to get an attack off on a faster mon if Togekiss switches into something a favorable match up, setting up a substitute as the opponent is forced to switch. Flamethrower is used to deal good damage to Corviknight or to potentially burn Physical attackers. Air Slash is a useful STAB option as it likely makes the opponent flinch due to Serene Grace. Nasty Plot is the final move, allowing Togekiss to set up and deal massive damage with Air Slash or Flamethower.
Notable Threats:
Grassy Surge RIllaboom did not treat this team kindly. A good chunk of my team is either slower or weak to STAB Grass attacks which only gets worse in terrain. Excadrill and Dragapult outspeed it, however Excadrill cannot threaten it and needs it to be at half health to take it out with an Iron Head. Dragapult has a small chance to OHKO Rillaboom with Fire Blast but dies easily to a Knock Off. Only Togekiss can safely take on a Rillaboom, as long as Stealth Rocks are not up on my side.
To make matters worse, Rillaboom has an annoying partner in Hawlucha. Grassy Seed with Unburden allows it to out speed my entire team and spam Acrobatics. Hippo can be used, but a Taunt carrying Hawlucha shuts it down real quick and the proceeds to set up in its face. Togekiss is the only one who can take on a Hawlucha, however that is placing a lot on it as it has to take down Rillaboom and Hawlucha back to back and likely won't survive both.
The Dracovish ban removed one of the biggest threats to my team. It is absence rose a new threat, Choice Band Crawdaunt. Similar to Rillaboom, my team does not like taking water attacks at all. However, Crawdaunt has all the tools to sweep my team. Since my team is slow, Crawdaunt is likely to out speed most of my team. Crabhammer OHKOs T-tar, Hippo, Clef and potentially Togekiss while Aqua Jet has priority over Excadrill and OHKOs it as well. Dragapult can shrug off its water attacks and take it out with a Thunderbolt, however the damage is likely already done by then.
Notice how I keep mentioning Corviknight and have multiple mons sharing duties of dealing with it? That is because it is a big problem. Excadrill, Hippo and Clef do next to no damage to it and the different move sets mean I have to deal with it in different ways. Defog sets typically carry Body Press which threatens Excadrill and T-tar and have U-Turn to nope out of bad matchups. Bulk up sets can run Body Press as well, but most are likely to run either Brave Bird or Iron Head as well. Dragapult can handle Defog sets well and deal good damage in return. However, smart players are unlikely to stay in against Dragapult. Hippo can tank most sets and send them out with a Whirlwind though a single taunt shuts down this strategy. Figuring out what Corviknight set the opponent is running is important to know how to play around it as it will be a pain to deal with otherwise.
Take your pick, Shell Smashers are very dangerous to this team. Due to the lack of priority, Shell Smashers have the ability to out speed and pick apart my team. Since most have a White Herb, they are unlikely to go down in one hit. This means at least one mon is the sacrificial lamb to set up sand while Excadrill and Dragapult will both be needed to knockout the threat with at least one of them going down in the process.
Process:

So I decided to build a team around Tyranitar. I was watching videos on YouTube and came across one going into different competitive movesets. One move set covered was a Choice Band T-tar set. I was impressed after hearing about the insane damage calculations this thing can deal out and decided to make a team starting with T-tar.


Once I decided on Tyranitar, I began to think of what team members could benefit from it. Since T-tar sets up sandstorm, I decided to go all in on a Sand team. For this reason, I chose Hippowdon as a good team memeber. Like T-tar, Hippo gives me another sandstorm setter which is useful. In addition, Hippo also acts as a good physical wall that can take plenty of hits for T-tar and other team members.



No sand team is complete without a Sand Rush Excadrill so his inclusion was necessary. While T-tar may be the team I "built" around, Excadrill seems to steal most of the spotlight. Sand Rush turns Excadrill into a powerful sweeper that out speeds the metagame. The Steel typing also scares off pesky Fairy and Ice types the other two prefer not to deal with while a STAB Earthquake is deadly.




Everyone seems to run Cefable these days, it is just so versatile and useful. Due to most of this team being big and bulky, having Clef heal them with Wish-Teleport is much appreciated. I specifically ran my Clef to be Specially bulky to make Clef and Hippo the defensive backbone of my team.





Taking a look at this team, I noticed that Corviknight straight up wins against it. Body Press threatens T-tar and Excadrill, Iron Head hurts Clef, and Hippo can't do anything to flying types. I needed a Corviknight check so I chose Rotom-Heat. Rotom-H scares away Corviknights and is a devistating Special Attacker with Nasty Plot, something the team was lacking in up to this point.






I still was not happy with the Corviknight coverage and needed a second special attacker that did not rely on Nasty Plot. After doing some digging around, I settled on Duraludon. Duraludon has a high Special Attack stat and decent physical bulk allowing him to take a hit or two. Since I had a Stealth Rock setter in Hippo, I experimented with Substitute in the final move slot.





After testing this team, there were definitely a lot of flaws. For one, the team was especially weak to Water, Fighting and Grass types. Seismitoad especially ate up everyone's attacks and could just wall the entire team. I ran into some Shell Smash Blastoise which 6-0'd my team with little trouble. The team was also very slow with only Excadrill being speedy if sand was up. I needed to shake things up to make the team better. To help the with most of the problems mentioned above, I decided to axe Rotom and Duraludon. In their place I chose Dragapult, a quick mon who doesn't mind a Water or Grass attack and has a respectable Special move pool.






Fighting types were still troublesome even with Dragapult's immunity and Clef wasn't built to tank physical attacks. I also needed a strong Special Attacker and something that could still help out against opposing Corviknights. After a bit of research, I settled on Togekiss. Togekiss naturally quad resists fighting attacks and has a strong special attack stat. In addition, Flamethrower can catch opposing Corviknights off-guard and Nasty Plot make it even scarier.
Team:

rawr (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 98 HP / 252 Atk / 160 Spe
Adamant Nature
- Stone Edge
- Heavy Slam/Earthquake
- Crunch
- Fire Punch
252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 328-388 (93.1 - 110.2%) -- 62.5% chance to OHKO
252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
(Note that Stone Edge has a similar damage output for this one)
252+ Atk Choice Band Tyranitar Earthquake vs. 252 HP / 252+ Def Toxapex: 196-232 (64.4 - 76.3%) -- guaranteed 2HKO after sandstorm damage and Black Sludge recovery
252+ Atk Choice Band Tyranitar Heavy Slam (120 BP) vs. 252 HP / 252+ Def Clefable: 386-456 (97.9 - 115.7%) -- 87.5% chance to OHKO
252+ Atk Choice Band burned Tyranitar Stone Edge vs. 248 HP / 0 Def Rotom-Heat: 259-306 (85.4 - 100.9%) -- 43.8% chance to OHKO after sandstorm damage
Yes, T-tar has a lot of power that leaves a big dent in many mons opponents will send in to try and stop it. An Adamant nature and max Attack EVs are allotted to deal as much damage as possible. 160 Speed Evs are run to allow it to out speed common Grimmsnarl sets (which are 2HKO'd by Heavy Slam or Stone Edge even with Reflect up), though only 52 Evs are needed to out speed uninvested Corviknight sets. The rest are dumped into HP to give it as much bulk as possible, giving it as much bulk as possible. Stone edge is T-tar's primary STAB option which will do massive damage to whatever decides to switch in. Heavy Slam is an option to deal with Fairy types who like to switch into T-tar, especially if T-tar switched into a Ghost or Psychic type. Earthquake can be run instead if opponents seem to switch into Toxapex often. Crunch is another reliable STAB option that is a bit more reliable than Stone Edge. Fire Punch in used in the last slot to surprise incoming Ferrothorn or Corviknight that may be anticipating a Stone Edge.

SAND!!! (Hippowdon) (M) @ Rocky Helmet
Ability: Sand Stream
EVs: 252 HP / 16 Atk / 240 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Drill Bit (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Toxapex: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Life Orb Excadrill Earthquake vs. 0 HP / 0 Def Dragapult: 277-328 (87.3 - 103.4%) -- 93.8% chance to OHKO after Stealth Rock
252 Atk Life Orb Excadrill Iron Head vs. 0 HP / 4 Def Kyurem: 382-452 (97.6 - 115.6%) -- 81.3% chance to OHKO

XTRA FLUFF (Clefable) (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Teleport
- Aromatherapy
- Wish
- Moonblast
+2 252 SpA Life Orb Hydreigon Flash Cannon vs. 252 HP / 252+ SpD Clefable: 341-403 (86.5 - 102.2%) -- 12.5% chance to OHKO
Everyone runs Teleport now on Clef, it allows for safe Wish passing and can be used to get some momentum. Aromatherapy is used over Protect to heal status conditions such as Burn or Toxic that would otherwise cripple Clef's team mates. This does mean that Clef has a more difficult time healing itself but it does pay off to prevent Hippo from being Poisoned to death or T-tar losing Attack power from Burns. Wish tops off the team to keep them from getting too worn down. Moonblast is Clef's only attacking option but is still viable for taking on Dragon and occasional Fighting types.

Zoom-Zoom (Dragapult) @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Draco Meteor
- Fire Blast
- Thunderbolt
252+ SpA Dragapult Thunderbolt vs. 252 HP / 4 SpD Corviknight: 204-242 (51 - 60.5%) -- 89.1% chance to 2HKO after Leftovers recovery
This may not seem too interesting at first glance, but it does more damage than Corviknight can heal, likely forcing it out. Dragapult is equipped to handle common Defog Corviknight which typically run Body Press as their main attacking move. Specially bulky Bulk Up Corviknight can be handled by Hippo since Hippo shrugs off Brave Birds. Thunderbolt is also useful to surprise Pelipper which switch in anticipating a Fire Blast.

UwU (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 156 HP / 252 SpA / 100 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Flamethrower
- Air Slash
- Nasty Plot
+2 252+ Atk Hawlucha Acrobatics (110 BP) vs. 156 HP / 0+ Def Togekiss: 297-349 (84.8 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Gengar Sludge Wave vs. 156 HP / 0 SpD Togekiss: 276-326 (78.8 - 93.1%) -- guaranteed 2HKO after Leftovers recovery
Max Special Attack investment is still used to allow Togekiss to deal as much damage as possible. The remaining Evs are dumped into Togekiss's speed. Surprisingly, the remaining 100 Evs allows Togekiss to out speed common Mandibuzz sets and can 2HKO them with +2 Air Slashes. Substitute is very useful, allowing Togekiss to avoid moves like Toxic and Thunderwave while giving it a chance to set up. In addition, Substitute can be used to get an attack off on a faster mon if Togekiss switches into something a favorable match up, setting up a substitute as the opponent is forced to switch. Flamethrower is used to deal good damage to Corviknight or to potentially burn Physical attackers. Air Slash is a useful STAB option as it likely makes the opponent flinch due to Serene Grace. Nasty Plot is the final move, allowing Togekiss to set up and deal massive damage with Air Slash or Flamethower.
Notable Threats:

Grassy Surge RIllaboom did not treat this team kindly. A good chunk of my team is either slower or weak to STAB Grass attacks which only gets worse in terrain. Excadrill and Dragapult outspeed it, however Excadrill cannot threaten it and needs it to be at half health to take it out with an Iron Head. Dragapult has a small chance to OHKO Rillaboom with Fire Blast but dies easily to a Knock Off. Only Togekiss can safely take on a Rillaboom, as long as Stealth Rocks are not up on my side.

To make matters worse, Rillaboom has an annoying partner in Hawlucha. Grassy Seed with Unburden allows it to out speed my entire team and spam Acrobatics. Hippo can be used, but a Taunt carrying Hawlucha shuts it down real quick and the proceeds to set up in its face. Togekiss is the only one who can take on a Hawlucha, however that is placing a lot on it as it has to take down Rillaboom and Hawlucha back to back and likely won't survive both.

The Dracovish ban removed one of the biggest threats to my team. It is absence rose a new threat, Choice Band Crawdaunt. Similar to Rillaboom, my team does not like taking water attacks at all. However, Crawdaunt has all the tools to sweep my team. Since my team is slow, Crawdaunt is likely to out speed most of my team. Crabhammer OHKOs T-tar, Hippo, Clef and potentially Togekiss while Aqua Jet has priority over Excadrill and OHKOs it as well. Dragapult can shrug off its water attacks and take it out with a Thunderbolt, however the damage is likely already done by then.

Notice how I keep mentioning Corviknight and have multiple mons sharing duties of dealing with it? That is because it is a big problem. Excadrill, Hippo and Clef do next to no damage to it and the different move sets mean I have to deal with it in different ways. Defog sets typically carry Body Press which threatens Excadrill and T-tar and have U-Turn to nope out of bad matchups. Bulk up sets can run Body Press as well, but most are likely to run either Brave Bird or Iron Head as well. Dragapult can handle Defog sets well and deal good damage in return. However, smart players are unlikely to stay in against Dragapult. Hippo can tank most sets and send them out with a Whirlwind though a single taunt shuts down this strategy. Figuring out what Corviknight set the opponent is running is important to know how to play around it as it will be a pain to deal with otherwise.



Take your pick, Shell Smashers are very dangerous to this team. Due to the lack of priority, Shell Smashers have the ability to out speed and pick apart my team. Since most have a White Herb, they are unlikely to go down in one hit. This means at least one mon is the sacrificial lamb to set up sand while Excadrill and Dragapult will both be needed to knockout the threat with at least one of them going down in the process.