Artwork by TuanHungTrainer
In the current Generation 9 National Dex OU metagame, the preference between the Eon twins (
&
) feels clearer than ever. Latios has firmly established himself as the more popular choice, largely due to his superior immediate power and the significant buff to Luster Purge this generation. With higher offensive presence and stronger pressure right from turn one, Latios fits naturally into a wide range of team styles, most notably bulky offense and certain balance structures.
Latios’s role as a consistent offensive threat makes him easy to justify during teambuilding. He demands little support, forces progress against common defensive cores, and punishes passive play effectively. As a result, when players consider using an Eon Pokémon in Gen 9, Latios is almost always the default option.
Latias, on the other hand, tends to be overlooked in comparison. While she lacks the same raw power and immediate threat level, this difference has often led to the assumption that Latias is simply a worse version of her brother, rather than a Pokémon with a distinct role. In a metagame that heavily rewards offensive momentum and damage output, her strengths are easier to ignore and harder to appreciate at first glance.
This RMT was built with the intention of challenging that mindset. Instead of competing with Latios in terms of brute force, the team is designed to highlight what Latias uniquely brings to the table in Gen 9 National Dex OU, and how she can still thrive despite the meta’s preference for her more aggressive counterpart. While Latios may dominate the spotlight, Latias does not have to remain in his shadow.
Latios’s role as a consistent offensive threat makes him easy to justify during teambuilding. He demands little support, forces progress against common defensive cores, and punishes passive play effectively. As a result, when players consider using an Eon Pokémon in Gen 9, Latios is almost always the default option.
Latias, on the other hand, tends to be overlooked in comparison. While she lacks the same raw power and immediate threat level, this difference has often led to the assumption that Latias is simply a worse version of her brother, rather than a Pokémon with a distinct role. In a metagame that heavily rewards offensive momentum and damage output, her strengths are easier to ignore and harder to appreciate at first glance.
This RMT was built with the intention of challenging that mindset. Instead of competing with Latios in terms of brute force, the team is designed to highlight what Latias uniquely brings to the table in Gen 9 National Dex OU, and how she can still thrive despite the meta’s preference for her more aggressive counterpart. While Latios may dominate the spotlight, Latias does not have to remain in his shadow.
The table below outlines the structure of this RMT
TABLE OF CONTENTS:
1. Team Introduction2. Team Breakdown
3. Pastel Smokes: The Story
4. Matchups & Battle Plan
5. Threats & Counterplay
6. Other Options
7. Replays
8. Importable
9. Peak Proof
10. Shoutouts
11. Outro
1. Team Introduction
PASTEL SMOKES is a team built around two Pokémon that are often overlooked in the current Generation 9 National Dex OU metagame: Mega Latias and Galarian Weezing. While the meta strongly favors immediate offensive pressure and straightforward threats, this team takes a more deliberate approach, emphasizing positioning, utility, and long-term planning.
The team is fundamentally built to support Mega Latias as its primary win condition, with the rest of the structure designed to enable her to consistently find endgame opportunities and close games.
Galarian Weezing serves as the team’s key enabler, providing unique defensive utility and disruption that reshape common matchups and create the conditions Mega Latias needs to succeed.
Together, these two Pokémon embody the core theme of the team: stepping out from the shadow of more popular alternatives and being reborn as legitimate threats through thoughtful and intentional teambuilding.
The team is fundamentally built to support Mega Latias as its primary win condition, with the rest of the structure designed to enable her to consistently find endgame opportunities and close games.
Galarian Weezing serves as the team’s key enabler, providing unique defensive utility and disruption that reshape common matchups and create the conditions Mega Latias needs to succeed.
Together, these two Pokémon embody the core theme of the team: stepping out from the shadow of more popular alternatives and being reborn as legitimate threats through thoughtful and intentional teambuilding.
2. Team Breakdown
Weezing-Galar
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Will-O-Wisp
- Pain Split
- Defog
Role & Explanation:
EV explanation:
A standard max HP / Defense investment gives
the physical bulk needed to stay on the field and consistently disrupt Regenerator cores and stall teams.
Notable Calculation:
(This calculation illustrates how reliably Weezing-Galar answers Mega Mawile, allowing the rest of the team to function far more comfortably)
Corviknight
Ability: Pressure
EVs: 248 HP / 204 Def / 56 SpD
Impish Nature
- Iron Defense
- U-turn
- Body Press
- Roost
Role & Explanation:
EV explanation:
248 HP / 204 Def follows the standard Smogon
spread, allowing it to comfortably survive two Close Combats from
even after Stealth Rock damage, as long as it enters the field at full HP. This gives
significantly more flexibility to pivot and stall out physical pressure. The remaining EVs are invested in Special Defense to improve its ability to check special attackers such as
and special
variants more reliably, while the odd HP number slightly minimizes Stealth Rock chip.
Notable Calculation:
Latias-Mega
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Aura Sphere
- Roost
Role & Explanation:
Once opposing Regenerator cores like
Notable Calculation:
(Latias can usually OHKO Cinderace after just one Calm Mind and one Rocky Helmet chip)
On first glance, this
set might look unconventional, if even viable. Anyone with an eye can see that this set does not fare well into
. The standard max offense Nasty Plot or Twave + hex
does really well into this, but the matchup is not the end-all-be-all for this as one might think. This
set actually does pretty well into Bold
and
, if you can catch it on the switch with a Calm Mind. Bold
usually doesn’t run special attack investment, so if you keep Calm Minding up, u can actually beat it in the long run.
For example, if
forces out a Pokémon like
and the opponent pivots into
,
can use that turn to set up. In situations where both sides commit to boosting, with
already at +3 Special Attack and Special Defense from Calm Mind, and
sitting at +4 Special Attack after two Nasty Plots, the matchup becomes far less one-sided than it appears on paper. At this point, both Pokémon can realistically threaten a 2HKO, but
's superior Speed gives her the crucial edge, allowing her to strike first. As long as Latias avoids a critical hit from Gholdengo, she will cleanly win the one-on-one, turning what initially looks like a hard stop into a favorable *and often winning* exchange.
For example, if
Boost War Calculations:
•
•
•
* Obviously, this provides the
’s not Z Ghost and Shadow Ball doesn’t Spdef drop us on one go, but this is good process that could work in practice. The idea of this
is not to beat every
set, cuz frankly, there’s no way it could. The way you want to use this is for it to chip the
heavily (sometimes even beating it), to open up your other threat that might have a hard time getting through it - for instance, in a similar way to the earlier
case, where a sufficiently chipped
becomes much easier to break through - a common practice in game planning.
Ogerpon-Wellspring
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Low Kick
Role & Explanation:
Notable calculations:
•
•
•
Zamazenta
Ability: Dauntless Shield
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat (Z)
- Crunch
- Stone Edge
- Heavy Slam
Role & Explanation:
Notable calculations:
•
•
(After Stealth Rock damage, Zamazenta can take down Corviknight or Alomomola with a Close Combat followed by a Z-Close Combat)
Ting-Lu
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Payback
- Stealth Rock
- Whirlwind
Role & Explanation:
Notable calculations:
•
•
3. Pastel Smokes: The Story
CHAPTER I
-
-
-
-
- 
The team was originally built around Hoopa and Mega Diancie as dedicated stallbreakers and the main offensive core. Defensive Zapdos and Assault Vest Alomomola provided pivot support to bring them in safely against bulkier teams.
Great Tusk served as the team’s Ground-type and Stealth Rock setter, while Swords Dance Ogerpon-Wellspring acted as a secondary wallbreaker to help overwhelm defensive cores.
This early version focused heavily on maintaining momentum with multiple breakers, but it lacked a solid defensive backbone and struggled in longer, more physical games.
CHAPTER II
-
-
-
-
- 
In practice, the team struggled against heavy physical pressure, especially from Ogerpon-Wellspring. Zapdos alone was not a reliable answer due to Hurricane’s inaccuracy, and Assault Vest Alomomola often gave Ogerpon-Wellspring free switch-ins. This made it clear that the team lacked a consistent physical backbone.
As a result, Alomomola was replaced by Defog Corviknight, which provided a far sturdier pivot alongside Zapdos and significantly improved the team’s ability to withstand sustained physical pressure.
Separately, Great Tusk was replaced by Ting-Lu to improve the team’s overall defensive structure, strengthening the matchup against special attackers, covering Tapu Koko, and offering a more reliable answer to Future Sight support while still maintaining Stealth Rock.
While these changes improved the team’s stability, they also highlighted how reactive the structure had become, often forced to patch specific matchups rather than dictate the flow of the game.
CHAPTER III
-
-
-
-
- 
Even after these changes, Ogerpon-Wellspring remained a problematic matchup, revealing deeper structural issues. In particular, the pressure it exerted highlighted how little defensive value Mega Diancie provided in practice. As a result, Mega Diancie was replaced by Mega Latias, which offered far greater defensive utility while still providing speed and useful support, prioritizing stability over immediate offensive power.
Separately, Corviknight adopted Iron Defense to better handle sustained physical pressure from a wide range of physical attackers. This change was not directly tied to the Ogerpon-Wellspring matchup, but rather aimed at strengthening the team’s overall physical backbone.
-
-
-
-
- 
With Corviknight no longer able to comfortably run Defog, the team was left without consistent hazard control. I considered both Hatterene and Galarian Weezing for this role; while both occupy the Fairy-type slot, Weezing-Galar ultimately proved to be the better fit due to its superior longevity, defensive disruption, and more reliable Defog support over longer games.
At this point, the team felt largely complete, yet there was still a lingering sense that something was missing (?)
CHAPTER IV
-
-
-
-
- 
The team was already on the slower side from the outset, but this became more pronounced as the structure grew increasingly defensive, particularly against faster offensive threats such as Mega Diancie.
To alleviate this issue, Zapdos was replaced by Zamazenta, supplying the team with reliable speed control while preserving its defensive integrity. This final adjustment helped balance the team’s overall tempo and prevented it from being consistently outpaced in faster matchups.
And with that, the team was complete: PASTEL SMOKES.
The team was originally built around Hoopa and Mega Diancie as dedicated stallbreakers and the main offensive core. Defensive Zapdos and Assault Vest Alomomola provided pivot support to bring them in safely against bulkier teams.
Great Tusk served as the team’s Ground-type and Stealth Rock setter, while Swords Dance Ogerpon-Wellspring acted as a secondary wallbreaker to help overwhelm defensive cores.
This early version focused heavily on maintaining momentum with multiple breakers, but it lacked a solid defensive backbone and struggled in longer, more physical games.
CHAPTER II
In practice, the team struggled against heavy physical pressure, especially from Ogerpon-Wellspring. Zapdos alone was not a reliable answer due to Hurricane’s inaccuracy, and Assault Vest Alomomola often gave Ogerpon-Wellspring free switch-ins. This made it clear that the team lacked a consistent physical backbone.
As a result, Alomomola was replaced by Defog Corviknight, which provided a far sturdier pivot alongside Zapdos and significantly improved the team’s ability to withstand sustained physical pressure.
Separately, Great Tusk was replaced by Ting-Lu to improve the team’s overall defensive structure, strengthening the matchup against special attackers, covering Tapu Koko, and offering a more reliable answer to Future Sight support while still maintaining Stealth Rock.
While these changes improved the team’s stability, they also highlighted how reactive the structure had become, often forced to patch specific matchups rather than dictate the flow of the game.
CHAPTER III
Even after these changes, Ogerpon-Wellspring remained a problematic matchup, revealing deeper structural issues. In particular, the pressure it exerted highlighted how little defensive value Mega Diancie provided in practice. As a result, Mega Diancie was replaced by Mega Latias, which offered far greater defensive utility while still providing speed and useful support, prioritizing stability over immediate offensive power.
Separately, Corviknight adopted Iron Defense to better handle sustained physical pressure from a wide range of physical attackers. This change was not directly tied to the Ogerpon-Wellspring matchup, but rather aimed at strengthening the team’s overall physical backbone.
With Corviknight no longer able to comfortably run Defog, the team was left without consistent hazard control. I considered both Hatterene and Galarian Weezing for this role; while both occupy the Fairy-type slot, Weezing-Galar ultimately proved to be the better fit due to its superior longevity, defensive disruption, and more reliable Defog support over longer games.
At this point, the team felt largely complete, yet there was still a lingering sense that something was missing (?)
CHAPTER IV
The team was already on the slower side from the outset, but this became more pronounced as the structure grew increasingly defensive, particularly against faster offensive threats such as Mega Diancie.
To alleviate this issue, Zapdos was replaced by Zamazenta, supplying the team with reliable speed control while preserving its defensive integrity. This final adjustment helped balance the team’s overall tempo and prevented it from being consistently outpaced in faster matchups.
And with that, the team was complete: PASTEL SMOKES.
4. Matchups & Battle Plan
Understanding both the metagame and the team’s own strengths is key to consistent success.
Against Hyper Offense 
and
are your main tools to disrupt the opponent’s early momentum. In many situations,
doesn’t need to stay at full HP; using U-turn to keep momentum and pivot into your attackers is often more valuable than repeatedly Roosting.
becomes very strong late-game once key targets are in range. Be especially careful around
teams.
------------------------------------------------------------
Against Offense / Bulky Offense 
and
handle this matchup quite comfortably in most cases, especially with the pressure
can put on common Regen cores. However, watch out for Pokémon that may carry Thunder Wave or Toxic such as
or
, and be particularly careful when facing
teams.
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Against Balance 
This matchup can be difficult to break through cleanly, but
and
are able to take turns applying pressure and slowly force progress if played patiently.
------------------------------------------------------------
Against Stall 
This team performs very well against more casual stall builds, including
stall and some
stall variants, largely thanks to the constant annoyance
provides.
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Against Sun 
and
can do a lot of work in this matchup.
’s effectiveness depends more on whether the opposing team carries
or not.
------------------------------------------------------------
Against Rain 
This is generally a favorable matchup.
and
give you strong counterplay into most rain structures. Play carefully around
, and more rarely
.
often has the opportunity to close out games late.
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Against Sand 
Some sand teams lack Fire-type coverage, allowing
to freely spread burns and occasionally even interfere with weather control against Sassy
. All six Pokémon contribute meaningfully in this matchup, with
being especially useful against
. Be cautious when facing
teams.
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Against Veil / Screens 
causes significant disruption here and can prevent dangerous setup options such as
’s Z-move.
is well-positioned to capitalize on the progress made by its teammates later in the game. Leading
is also an option and can immediately pressure
. Again, be very mindful of
teams.
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Against Trick Room 
Leading with
helps apply early pressure and limit free setup.
and
can temporarily act as stopgaps against
to stall out Trick Room turns.
is largely neutralized by
. Chipping
, often with
, is usually enough to bring it into range of
’s Heavy Slam. Keeping
healthy is important for dealing with
. With correct play, this matchup is very manageable.
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This matchup can be difficult to break through cleanly, but
------------------------------------------------------------
This team performs very well against more casual stall builds, including
------------------------------------------------------------
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This is generally a favorable matchup.
------------------------------------------------------------
Some sand teams lack Fire-type coverage, allowing
------------------------------------------------------------
------------------------------------------------------------
Leading with
5. Threats & Counterplay
While the team enjoys favorable matchups into most compositions, certain Pokémon remain consistently threatening. These threats largely revolve around their ability to pressure or outright break the Storm Shelter provided by Ting-Lu, forcing the team into unfavorable defensive sequences.
Claiming that Dragon Dance Kyurem is not a threat would be dishonest. With proper team support, Dragon Dance Kyurem is notoriously difficult to take down and can apply immense pressure throughout the game. Left unchecked, it can easily overwhelm defensive cores and force unfavorable sequences.
That said, the matchup is far from unwinnable. The key lies in denying Kyurem setup opportunities early and mid-game. Avoid allowing it to freely use Dragon Dance, and prioritize checking it with
and
rather than relying on
, which struggles to win PP wars against Kyurem. By playing patiently, maintaining careful positioning, and limiting Kyurem’s chances to boost, the team can eventually create openings to set up with
or
, turning the momentum around and closing the game on its own terms.
That said, the matchup is far from unwinnable. The key lies in denying Kyurem setup opportunities early and mid-game. Avoid allowing it to freely use Dragon Dance, and prioritize checking it with
Even with careful play, it is realistic to expect Volcarona to cost you at least two to three Pokémon over the course of the game.
In more favorable matchups, you can instead look to set up
Every time this monster enters the field, it threatens to claim a KO outright, making prolonged games extremely unfavorable. Because of this, the most reliable approach is to play proactively and aim to close the game early through
or
.
Keep in mind that
has access to Low Kick, which is crucial for punishing Kyurem.
Keep in mind that
After just a single Nasty Plot, this menace can realistically blow past the entire team if left unchecked. Rather than praying for misses, prioritize keeping Stealth Rock up to continuously chip it down and limit how freely it can pivot.
You can pivot into
if you’re confident Tornadus-T won’t set up, or look to preemptively boost with
and aim to win the one-on-one after a few Calm Minds.
In the worst-case scenario, where Tornadus-T gets even a single Nasty Plot, bring in
and punish it with Payback, sacking a less valuable Pokémon beforehand if necessary to bait out its Z-Move. Notably, Payback cleanly 2HKOs Tornadus, preventing it from spiraling out of control.
You can pivot into
In the worst-case scenario, where Tornadus-T gets even a single Nasty Plot, bring in
There isn’t much room for error against Iron Valiant, as it can easily run through the team. Playing around it with careful predictions and luring it into
’s Heavy Slam is your main line of counterplay.
Libero Cinderace is a major nuisance for this team. It outspeeds five members and can generate immense momentum with Will-O-Wisp and free U-turns, constantly chipping the team down. In particular, it repeatedly forces
to Roost whenever it pivots out with U-turn, making progress difficult.
The most effective way to deal with Cinderace is not to rely on hard-switching
every time. Instead, the optimal approach is to cycle between
/
and
, baiting U-turns and gradually wearing Cinderace down with Rocky Helmet chip. The goal is to bring it into
’s Psychic range, which it typically reaches after minimal chip, especially since
can usually secure the OHKO after just one Calm Mind and one Rocky Helmet chip.
If you find a setup opportunity with
while Cinderace is still alive, prioritize Roosting on its entries and continue stacking Calm Minds until you’re confident that
can either close the game itself or weaken the opposing team enough to allow
to clean in the endgame.
The most effective way to deal with Cinderace is not to rely on hard-switching
If you find a setup opportunity with
Hoopa-Unbound is a major threat, as it completely shuts down
and deals massive damage to the team regardless of whether it runs a Choice Band or mixed set. However, its low Speed and poor bulk make it highly vulnerable to revenge killing, so careful prediction and positioning are required to get the most out of it.
Diancie-Mega can be handled by
(after a few Calm Mind boosts) and
, provided you get a bit of luck and move first. It can also be checked by
and even
if you consider it the last remaining Pokémon on the opponent’s team that still struggles to break past a healthy
. When you see Diancie on the opposing team, you should always lead with
.
Greninja is often preserved until the late game as a cleaner, so it’s important to avoid letting the match drag on into a position where it can freely come in. Try to close the game early by pressuring with
,
, or
, rather than playing passively and giving Greninja its ideal endgame.
Ceruledge can be extremely difficult to contain when running Close Combat, as they can muscle past most conventional answers with proper positioning. However, outside of this specific set, Ceruledge is generally handled quite comfortably by a fully healthy
, which can wall it reliably and prevent it from making meaningful progress.
In some cases, while
does not directly pressure Ceruledge offensively, it plays an important role in denying Speed boosts, since Weak Armor only activates when Ceruledge takes physical damage. This prevents Ceruledge from freely gaining Speed boosts and limits its setup potential. Meanwhile,
and
can still threaten it offensively, provided Ceruledge is not running Endure.
In some cases, while
Heatran does not pose significant immediate offensive pressure to this team, but it can be annoying by spreading Toxic onto key members. To avoid giving it free turns, look to double switch from
or U-turn with
if you anticipate the opponent trying to pivot Heatran in safely.
Depending on matchup and game state, you can also afford to let either
or
absorb a Toxic. Otherwise, simply maintaining proactive double switches is often enough to deny Heatran meaningful progress.
Depending on matchup and game state, you can also afford to let either
Moltres plays a similar role to Heatran in this matchup, but is often even more troublesome due to its access to U-turn, which allows it to pivot out safely and bring teammates onto the field with minimal risk. This makes Moltres harder to punish directly, as it can repeatedly force passive turns while maintaining momentum for the opposing team.
Scizor-Mega, especially Swords Dance + Knock Off variants, can be pressured effectively by
. However, U-turn Scizor-Mega is significantly more annoying, particularly when paired with one or two of the threats mentioned above (Heatran or Moltres), where it functions as a constant momentum generator.
The key to dealing with Scizor-Mega is keeping Stealth Rock up and applying continuous offensive pressure, forcing it to Roost frequently and denying it opportunities to freely click U-turn. Using
to pivot with slow, safe U-turns can also help neutralize Scizor-Mega’s momentum advantage.
In certain situations, you may simply need to remove it immediately, and a Z–Close Combat from
cleanly shuts it down when it becomes too annoying.
The key to dealing with Scizor-Mega is keeping Stealth Rock up and applying continuous offensive pressure, forcing it to Roost frequently and denying it opportunities to freely click U-turn. Using
In certain situations, you may simply need to remove it immediately, and a Z–Close Combat from
The first three threats listed are by far the most difficult matchups for this team. However, they are also among the least common picks on the ladder, so you generally don’t really need to worry about randomly running into a Kyurem or Volcarona and getting swept out of nowhere.
6. Other Options
• Taunt prevents
from setting Stealth Rock or using recovery in stall matchups, forcing it to rely solely on Seismic Toss. This creates setup opportunities for
to sweep while
is gradually chipped down by status, Pain Split and even Rocky Helmet. Similarly, against stall, Taunt forces
and
to click Earthquake, eventually running them out of PP if they are stalled by
. In addition, Taunt blocks
from using Wish,
/
/
from using Teleport, and prevents
from setting hazards or using Leech Seed, reducing overall defensive pressure on the team.
• Toxic Spikes is a notable alternative on
, particularly against certain
–based hyper offense teams. In these matchups,
often serves as the sole form of hazard control through Magic Bounce, while the rest of the team lacks any reliable method of removing entry hazards. As a result, successfully setting up even a single layer of Toxic Spikes can be immediately game-deciding, as these hyper offense builds are forced to play the entire game under constant poison pressure with no way to clear it.
from setting Stealth Rock or using recovery in stall matchups, forcing it to rely solely on Seismic Toss. This creates setup opportunities for
is gradually chipped down by status, Pain Split and even Rocky Helmet. Similarly, against stall, Taunt forces • Toxic Spikes is a notable alternative on
If
forgoes Defog,
should become the team’s primary hazard control option. However, I don’t recommend this change, as it can lead to getting completely overwhelmed by Gholdengo hazard stack teams.
Additionally, Brave Bird prevents
from becoming setup fodder for
.
Additionally, Brave Bird prevents
• If Low Kick feels inconsistent in certain matchups, such as against the rare
, it can be replaced with Superpower for more reliable damage.
• Alternatively, Knock Off provides valuable utility by removing Heavy-Duty Boots, which synergizes well with
’s Stealth Rock to increase overall chip damage. Knock Off also allows
to break through certain
stall teams without overrelying on support from
.
• Alternatively, Knock Off provides valuable utility by removing Heavy-Duty Boots, which synergizes well with
This change might help you versus stall.
7. Replays
Versus Mega Latios + Kingambit (Peak 1867)Versus Slowking-Galar + Alomomola
Versus Mega Mawile + Dragonite
Versus Kingambit + Slowbro Sun
Versus Aurora Veil Mega Banette
Versus Mixed Hoopa-Unbound
Versus Mega Latios + Tyranitar
Versus Mega Scizor + Victini
Versus Dracozolt Sand
Versus casual Trick Room
Versus OU Trick Room
Versus Mega Charizard Y + Tyranitar
Versus Mega Latios + Specs Iron Valiant
Versus Mega Mawile + Hoopa-Unbound
Versus Tinkaton + Tapu Fini
Versus Hyper Offense [LOSS] My play on turn 18 cost me the entire game; however, this replay still shows how the team functions well against certain hyper offense teams.
There are a few other replays where I lost due to misplays, which are not included here.
8. Importable
Weezing-Galar @ Heavy-Duty Boots
Ability: Neutralizing Gas
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Will-O-Wisp
- Pain Split
- Defog
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 204 Def / 56 SpD
Impish Nature
- Iron Defense
- U-turn
- Body Press
- Roost
Latias-Mega @ Latiasite
Ability: Levitate
Tera Type: Dragon
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Aura Sphere
- Roost
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Low Kick
Zamazenta @ Fightinium Z
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Heavy Slam
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Payback
- Stealth Rock
- Whirlwind
Ability: Neutralizing Gas
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Strange Steam
- Will-O-Wisp
- Pain Split
- Defog
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 204 Def / 56 SpD
Impish Nature
- Iron Defense
- U-turn
- Body Press
- Roost
Latias-Mega @ Latiasite
Ability: Levitate
Tera Type: Dragon
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Aura Sphere
- Roost
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Low Kick
Zamazenta @ Fightinium Z
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Heavy Slam
Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Payback
- Stealth Rock
- Whirlwind
9. Peak Proof
10. Shoutouts
Many thanks to TuanHungTrainer for the beautiful artwork, which added a lot of character and personality to this team
.
Many thanks to JC98 for taking the time to go through this write-up and for the thoughtful input provided along the way
.
.Many thanks to JC98 for taking the time to go through this write-up and for the thoughtful input provided along the way
.11. Outro
Thanks for reading! I hope the explanations throughout the post were clear and helpful. If you have any thoughts, suggestions, or alternative approaches, I’d be happy to hear them.
Artwork by me
Attachments
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This team is good, goatneh approved
ignore the mention
GJ AND GRATZ!!