With Blaziken finally released, and Kyurem-Black and Zygarde gone, I've started experimenting with an eject pack pivot idea that's been bouncing around my head since the start of the generation.


Blaziken @ Eject Pack
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Close Combat
- Overheat
- U-turn
With Eject Pack, either Close Combat or Overheat becomes a single-use STAB pivoting move. Protect to activate speed boost if necessary, click the high power move, and leave before taking any damage. Naive max speed to outpace most of the meta after a single speed boost ( including Dragapult). Max attack EVs into Close Combat, as it is the more accurate, hence reliable, of the two STABs.
I've been using regular U-turn in the last slot to maintain Blaziken's utility as a pivot throughout the match, and grants more flexibility over when to use the Eject Pack.
Blaziken lures in ground and water types fairly often,so I paired it with allies that capitalise on them.

Kartana @ Razor Claw
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Swords Dance
- Psycho Cut
- Sacred Sword
Kartana forces out the waters and grounds (such as: Hippowdon, Garchomp, Swampert, Toxapex) that Blaziken lures in.
Razor claw boosts the critical hit rate of Leaf Blade and Psycho Cut to 50%, the latter making some of Kartana's usual switch-ins (such as: Buzzwole, Kommo-o, Amoonguss, Zapdos, Moltres ) far less effective when at lower health, and makes all Landorus-T inconsistent.
Psycho Cut is also non-contact, which is particularly useful in evading Static, Flame Body, Rocky Helmet, etc. from primary switch-ins.
Sacred Sword hits important steels such as Heatran and Ferrothorn, which don't care about Leaf Blade and Psycho Cut at all.
Sword Dance is used to apply additional pressure on the foe on a forced switch. Useful for Zapdos, Moltres, Buzzwole matchups in particular.
I have ran substitute and knock off in the past, but have been favouring preserving HP and healthy status for as long as possible.

Nihilego @ Power Herb
Ability: Beast Boost
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Meteor Beam
- Power Gem
- Sludge Bomb
- Dazzling Gleam
Nihilego doesn't appreciate ground or water types, but once they are weakened, it finds sweeping far easier.It makes a nice partner to Kartana, being able to switch into flying types that threaten Kartana (such as: Tornadus-T, Zapdos, Moltres, Mandibuzz). Its lower special attack EVs are necessary to give Nihilego a Beast Boost in speed. All leftover EVs are then placed into HP for increased longevity overall.
Before a sweep can be safely attempted, Nihilego will often be clicking sludge bomb to fish for poisons on some of its sturdier switchins (such as: Swampert, Gastrodon or Tyranitar). Once all its key checks are low enough or weakened, Nihilego's objective is to land a KO with Meteor beam.
Dazzling Gleam is nice for Garchomp.

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Protect
Swampert is the team's ground type and hazard setter. It serves as a catch-all option for current common electric types that naturally outspeed the team thus far, while also offering some offensive utility versus steel types. A strong STAB Earthquake is useful to whittle away at the opponent and dent steels, while flip turn allows further switchin opportunities for Nihilego and Kartana, luring in grass or flying types that either expect earthquake or intend to defog rocks. Protect is mainly a placeholder slot that has scouting utility and allows slow-paced recovery. However, it is often the case that Swampert gets worn down too quickly, be it via toxic or continuous hazard damage, for protect to be that worthwhile.

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Discharge
- Hurricane
- Defog
Team needed a ground immunity. I had been running Corviknight before, but it was getting destroyed by the likes of Pheromosa and Urshifu-SS. So I added Zapdos, initially for the paralysis opportunities from static and discharge.
I ran a physically defensive Tailwind set for a while, but have since changed it to what you see now. Zapdos is now fast and runs Hurricane over to hit grounds, most notably to hit Nidoking,which otherwise substitutes for free and destroys the team. It also makes life easier versus rain. Tailwind was also removed in favour of Defog, which is appreciated,as webs teams can cause the team problems.
Rest of the EVs went into defence, so Zap can live one CB Wicked Blow from full.

Persian @ Silk Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Feint
- Double-Edge
- Hypnosis
The team was struggling against rain, as Swift Swim Barraskewda outspeeds everything even in tailwind or at +2 speed.
Pheromosa and Magearna also remained problematic, sweeping if they were allowed an opening. So I have been experimenting with Persian, with a lot of success.
So I turned away from scarfers to control these threats and looked towards priority options. Technician STAB Fake Out is the main draw of the set. It's free damage against opposing offensive teams, and provides utility at stalling out weather turns and trick room.
Alongside STAB Feint, it also prevents Pheromosa and Barraskewda from making progress, forcing them out should they get a KO:
252 Atk Silk Scarf Technician Persian Fake Out vs. 0 HP / 0 Def Pheromosa: 169-199 (59.7 - 70.3%) -- guaranteed 2HKO
252 Atk Silk Scarf Technician Persian Feint vs. 0 HP / 0 Def Pheromosa: 127-150 (44.8 - 53%) -- 30.5% chance to 2HKO
252+ Atk Silk Scarf Technician Persian Fake Out vs. 0 HP / 4 Def Barraskewda: 129-153 (49 - 58.1%) -- 96.1% chance to 2HKO
252+ Atk Silk Scarf Technician Persian Feint vs. 0 HP / 4 Def Barraskewda: 97-115 (36.8 - 43.7%) -- guaranteed 3HKO
The last two moves are dedicated to things that want to switch in to Fake Out. Double Edge gives the set a far more powerful STAB move. Hypnosis is for ghosts,rocks and steels that are lured in,creating openings for the rest of the team.
Current team paste:
https://pokepast.es/95cf956d7ae99dc2







Blaziken @ Eject Pack
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Protect
- Close Combat
- Overheat
- U-turn
With Eject Pack, either Close Combat or Overheat becomes a single-use STAB pivoting move. Protect to activate speed boost if necessary, click the high power move, and leave before taking any damage. Naive max speed to outpace most of the meta after a single speed boost ( including Dragapult). Max attack EVs into Close Combat, as it is the more accurate, hence reliable, of the two STABs.
I've been using regular U-turn in the last slot to maintain Blaziken's utility as a pivot throughout the match, and grants more flexibility over when to use the Eject Pack.
Blaziken lures in ground and water types fairly often,so I paired it with allies that capitalise on them.

Kartana @ Razor Claw
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Swords Dance
- Psycho Cut
- Sacred Sword
Kartana forces out the waters and grounds (such as: Hippowdon, Garchomp, Swampert, Toxapex) that Blaziken lures in.
Razor claw boosts the critical hit rate of Leaf Blade and Psycho Cut to 50%, the latter making some of Kartana's usual switch-ins (such as: Buzzwole, Kommo-o, Amoonguss, Zapdos, Moltres ) far less effective when at lower health, and makes all Landorus-T inconsistent.
Psycho Cut is also non-contact, which is particularly useful in evading Static, Flame Body, Rocky Helmet, etc. from primary switch-ins.
Sacred Sword hits important steels such as Heatran and Ferrothorn, which don't care about Leaf Blade and Psycho Cut at all.
Sword Dance is used to apply additional pressure on the foe on a forced switch. Useful for Zapdos, Moltres, Buzzwole matchups in particular.
I have ran substitute and knock off in the past, but have been favouring preserving HP and healthy status for as long as possible.

Nihilego @ Power Herb
Ability: Beast Boost
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Meteor Beam
- Power Gem
- Sludge Bomb
- Dazzling Gleam
Nihilego doesn't appreciate ground or water types, but once they are weakened, it finds sweeping far easier.It makes a nice partner to Kartana, being able to switch into flying types that threaten Kartana (such as: Tornadus-T, Zapdos, Moltres, Mandibuzz). Its lower special attack EVs are necessary to give Nihilego a Beast Boost in speed. All leftover EVs are then placed into HP for increased longevity overall.
Before a sweep can be safely attempted, Nihilego will often be clicking sludge bomb to fish for poisons on some of its sturdier switchins (such as: Swampert, Gastrodon or Tyranitar). Once all its key checks are low enough or weakened, Nihilego's objective is to land a KO with Meteor beam.
Dazzling Gleam is nice for Garchomp.

Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Protect
Swampert is the team's ground type and hazard setter. It serves as a catch-all option for current common electric types that naturally outspeed the team thus far, while also offering some offensive utility versus steel types. A strong STAB Earthquake is useful to whittle away at the opponent and dent steels, while flip turn allows further switchin opportunities for Nihilego and Kartana, luring in grass or flying types that either expect earthquake or intend to defog rocks. Protect is mainly a placeholder slot that has scouting utility and allows slow-paced recovery. However, it is often the case that Swampert gets worn down too quickly, be it via toxic or continuous hazard damage, for protect to be that worthwhile.

Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Discharge
- Hurricane
- Defog
Team needed a ground immunity. I had been running Corviknight before, but it was getting destroyed by the likes of Pheromosa and Urshifu-SS. So I added Zapdos, initially for the paralysis opportunities from static and discharge.
I ran a physically defensive Tailwind set for a while, but have since changed it to what you see now. Zapdos is now fast and runs Hurricane over to hit grounds, most notably to hit Nidoking,which otherwise substitutes for free and destroys the team. It also makes life easier versus rain. Tailwind was also removed in favour of Defog, which is appreciated,as webs teams can cause the team problems.
Rest of the EVs went into defence, so Zap can live one CB Wicked Blow from full.

Persian @ Silk Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Feint
- Double-Edge
- Hypnosis
The team was struggling against rain, as Swift Swim Barraskewda outspeeds everything even in tailwind or at +2 speed.
Pheromosa and Magearna also remained problematic, sweeping if they were allowed an opening. So I have been experimenting with Persian, with a lot of success.
So I turned away from scarfers to control these threats and looked towards priority options. Technician STAB Fake Out is the main draw of the set. It's free damage against opposing offensive teams, and provides utility at stalling out weather turns and trick room.
Alongside STAB Feint, it also prevents Pheromosa and Barraskewda from making progress, forcing them out should they get a KO:
252 Atk Silk Scarf Technician Persian Fake Out vs. 0 HP / 0 Def Pheromosa: 169-199 (59.7 - 70.3%) -- guaranteed 2HKO
252 Atk Silk Scarf Technician Persian Feint vs. 0 HP / 0 Def Pheromosa: 127-150 (44.8 - 53%) -- 30.5% chance to 2HKO
252+ Atk Silk Scarf Technician Persian Fake Out vs. 0 HP / 4 Def Barraskewda: 129-153 (49 - 58.1%) -- 96.1% chance to 2HKO
252+ Atk Silk Scarf Technician Persian Feint vs. 0 HP / 4 Def Barraskewda: 97-115 (36.8 - 43.7%) -- guaranteed 3HKO
The last two moves are dedicated to things that want to switch in to Fake Out. Double Edge gives the set a far more powerful STAB move. Hypnosis is for ghosts,rocks and steels that are lured in,creating openings for the rest of the team.
Spectrier @ Choice Scarf
Ability: Grim Neigh
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Hex
- Will-O-Wisp
- Dark Pulse
Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Flamethrower
- Trick
- Mind Blown
Ability: Grim Neigh
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Hex
- Will-O-Wisp
- Dark Pulse
Blacephalon @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Flamethrower
- Trick
- Mind Blown
Current team paste:
https://pokepast.es/95cf956d7ae99dc2
Last edited: