//For when quattro formaggio isn't enough//
// https://pokepast.es/df1b8980dd8a5c2d //
The idea behind this team is obvious. Back in the stone age before we had Kleavor and Samurott and we had to waste a turn to set up hazards, I had a version of this team that was far more ill-fated. Not least because Hatterene completely 1v6'd it.
Set up as many hazards as possible, cheese your way through Kingambit's few real counters and pray to the God King that he can sweep through what remains. We do have bad match-ups - Zamazenta is a serious pain in the proverbial posterior - but the King can beat near-anything with perfect prediction.
Anyway.
John Spinblock (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Focus Blast
What is the point of stacking hazards if Corviknight can rock up and Defog them? What's the use in Ceaseless Edge if Tusk takes 14% and Spins them away? Golden Joseph acts as an answer to many things that annoy this team: Toxapex, Iron Valiant, Tusk (ish), Corviknight and a few others. Make it Rain allows him to cut Zamazenta down to a biteable size to get worn down by the dark types. Opted for Tera Fighting for STAB Focus Blasts for Ting Lu, though I do think Tera Fairy or Water could also work. In truth, you don't really want to ever Tera with Joseph as there are two much better users.
John Rocks (Kleavor) @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- X-Scissor
- Close Combat
- Quick Attack
A modern suicide lead. Doesn't do a lot but reliably (90% of the time lol) gets Rocks up, and Quick Attack allows you to pick up fellow Focus Sash users and chip Urshifu down for Energy Ball to kill it if you mispredict on the lead. Often people assume you're Choiced and you can get off a surprise CC or powerful X-Scissor on something coming in. Most suspect Glimmora will be the suicide lead which can help get slightly more palletable lead matchups. I wish this Pokemon was better than it is, but at least he has a role.
John Spikes (Samurott-Hisui) @ Assault Vest
Ability: Sharpness
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Ceaseless Edge
- Knock Off
- Razor Shell
- Sacred Sword
AV Samurott is surprisingly useful; allowing it to be a switch-in to Walking Wake, Gholdengo, Dragapult and even survive hits from Iron Valiant and take 40-50% from Zapdos. Ceaseless Edge is obviously one of the best moves ever introduced, while Knock Off helps break bulky HDB users down over time. There's almost certainly some tweaking on EVs to do, but there's potential in this set IMO. This thing nearly always gets two sets of Spikes up every single game and helps glue the team together.
John Prio (Lokix) @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Sucker Punch
- U-turn
- Throat Chop
THE most underrated 'mon of the gen. Tinted Lens First Impression is amazing, and running HDB allows you to U-Turn out on Pex or Lando who come in to to take the hit, even if you mispredict. Between First Impression and Sucker Punch Lokix essentially stops you getting swept by anything not called BD Azu or Zamazenta, and helps chip things down into range of the King with FI and U-Turn largely. He's also the premier revenge killer of the team, threatening Samurott, Dragapult, Gholdengo, and anything that's taken chip from Spikes and Rocks.
John Cheese (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
The only reason teams like this work. The King allows you to play as badly as you want as long as you predict the last few turns perfectly. This set allows you to pull off some absolutely heinous things in the late game - I won an actual 1v6 yesterday - as a lot of people lock themselves into ground moves thinking they can sweep through Joseph and Glimmora with it too, before getting me a free +2 and getting themselves goobed by Kowtow Cleave. Iron Head > Low Kick for Zamazenta and Iron Valiant. With Spikes support, Sucker Punch at +2 is near unstoppable. With T Spikes up, they have to start attacking you and get swept by Sucker Punch.
It's ironic; usually the King is the one who gets checkmated. Instead, this King is the checkmate move himself. If you keep hazards up, there are very few teams that have a real answer for Kingambit.
John T Spikes (Glimmora) @ Choice Scarf
Ability: Toxic Debris
Tera Type: Grass
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Mortal Spin
- Power Gem
- Earth Power
- Energy Ball
The second carry threat of the team, Glimmora is able to pick up the pieces when Lokix and Kingambit punch holes and due to the make-up of the team, most people expect him to be a hazard setter. The truth is, he doesn't need to be - T Spikes are relatively useless in a Slowking-G meta, but he can get them up by switching into physical moves if you need them. This is the only 'mon other than Kingambit you might want to Tera. Tera Grass lets you get through Garganacl, OHKO Urshifu, survive Earthquakes, get through Tusk and make it a threat against rain. Mortal Spin is useful occasionally, but can be swapped out for a fourth special move or Memento. Scarf means it outspeeds +1 Dragonite, who otherwise can take this team apart.
//END//
// https://pokepast.es/df1b8980dd8a5c2d //
John Spinblock (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Focus Blast
John Rocks (Kleavor) @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- X-Scissor
- Close Combat
- Quick Attack
John Spikes (Samurott-Hisui) @ Assault Vest
Ability: Sharpness
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Ceaseless Edge
- Knock Off
- Razor Shell
- Sacred Sword
John Prio (Lokix) @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Sucker Punch
- U-turn
- Throat Chop
John Cheese (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
John T Spikes (Glimmora) @ Choice Scarf
Ability: Toxic Debris
Tera Type: Grass
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Mortal Spin
- Power Gem
- Earth Power
- Energy Ball
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Focus Blast
John Rocks (Kleavor) @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- X-Scissor
- Close Combat
- Quick Attack
John Spikes (Samurott-Hisui) @ Assault Vest
Ability: Sharpness
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Ceaseless Edge
- Knock Off
- Razor Shell
- Sacred Sword
John Prio (Lokix) @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Sucker Punch
- U-turn
- Throat Chop
John Cheese (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
John T Spikes (Glimmora) @ Choice Scarf
Ability: Toxic Debris
Tera Type: Grass
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Mortal Spin
- Power Gem
- Earth Power
- Energy Ball
The idea behind this team is obvious. Back in the stone age before we had Kleavor and Samurott and we had to waste a turn to set up hazards, I had a version of this team that was far more ill-fated. Not least because Hatterene completely 1v6'd it.
Set up as many hazards as possible, cheese your way through Kingambit's few real counters and pray to the God King that he can sweep through what remains. We do have bad match-ups - Zamazenta is a serious pain in the proverbial posterior - but the King can beat near-anything with perfect prediction.
Anyway.
John Spinblock (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Make It Rain
- Shadow Ball
- Focus Blast
What is the point of stacking hazards if Corviknight can rock up and Defog them? What's the use in Ceaseless Edge if Tusk takes 14% and Spins them away? Golden Joseph acts as an answer to many things that annoy this team: Toxapex, Iron Valiant, Tusk (ish), Corviknight and a few others. Make it Rain allows him to cut Zamazenta down to a biteable size to get worn down by the dark types. Opted for Tera Fighting for STAB Focus Blasts for Ting Lu, though I do think Tera Fairy or Water could also work. In truth, you don't really want to ever Tera with Joseph as there are two much better users.


John Rocks (Kleavor) @ Focus Sash
Ability: Sharpness
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Axe
- X-Scissor
- Close Combat
- Quick Attack
A modern suicide lead. Doesn't do a lot but reliably (90% of the time lol) gets Rocks up, and Quick Attack allows you to pick up fellow Focus Sash users and chip Urshifu down for Energy Ball to kill it if you mispredict on the lead. Often people assume you're Choiced and you can get off a surprise CC or powerful X-Scissor on something coming in. Most suspect Glimmora will be the suicide lead which can help get slightly more palletable lead matchups. I wish this Pokemon was better than it is, but at least he has a role.

John Spikes (Samurott-Hisui) @ Assault Vest
Ability: Sharpness
Tera Type: Fairy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Ceaseless Edge
- Knock Off
- Razor Shell
- Sacred Sword
AV Samurott is surprisingly useful; allowing it to be a switch-in to Walking Wake, Gholdengo, Dragapult and even survive hits from Iron Valiant and take 40-50% from Zapdos. Ceaseless Edge is obviously one of the best moves ever introduced, while Knock Off helps break bulky HDB users down over time. There's almost certainly some tweaking on EVs to do, but there's potential in this set IMO. This thing nearly always gets two sets of Spikes up every single game and helps glue the team together.


John Prio (Lokix) @ Heavy-Duty Boots
Ability: Tinted Lens
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Sucker Punch
- U-turn
- Throat Chop
THE most underrated 'mon of the gen. Tinted Lens First Impression is amazing, and running HDB allows you to U-Turn out on Pex or Lando who come in to to take the hit, even if you mispredict. Between First Impression and Sucker Punch Lokix essentially stops you getting swept by anything not called BD Azu or Zamazenta, and helps chip things down into range of the King with FI and U-Turn largely. He's also the premier revenge killer of the team, threatening Samurott, Dragapult, Gholdengo, and anything that's taken chip from Spikes and Rocks.


John Cheese (Kingambit) @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
The only reason teams like this work. The King allows you to play as badly as you want as long as you predict the last few turns perfectly. This set allows you to pull off some absolutely heinous things in the late game - I won an actual 1v6 yesterday - as a lot of people lock themselves into ground moves thinking they can sweep through Joseph and Glimmora with it too, before getting me a free +2 and getting themselves goobed by Kowtow Cleave. Iron Head > Low Kick for Zamazenta and Iron Valiant. With Spikes support, Sucker Punch at +2 is near unstoppable. With T Spikes up, they have to start attacking you and get swept by Sucker Punch.
It's ironic; usually the King is the one who gets checkmated. Instead, this King is the checkmate move himself. If you keep hazards up, there are very few teams that have a real answer for Kingambit.


John T Spikes (Glimmora) @ Choice Scarf
Ability: Toxic Debris
Tera Type: Grass
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Mortal Spin
- Power Gem
- Earth Power
- Energy Ball
The second carry threat of the team, Glimmora is able to pick up the pieces when Lokix and Kingambit punch holes and due to the make-up of the team, most people expect him to be a hazard setter. The truth is, he doesn't need to be - T Spikes are relatively useless in a Slowking-G meta, but he can get them up by switching into physical moves if you need them. This is the only 'mon other than Kingambit you might want to Tera. Tera Grass lets you get through Garganacl, OHKO Urshifu, survive Earthquakes, get through Tusk and make it a threat against rain. Mortal Spin is useful occasionally, but can be swapped out for a fourth special move or Memento. Scarf means it outspeeds +1 Dragonite, who otherwise can take this team apart.
//END//