It has been a long while since the prime of my competitive pokemon battling, which was admittedly just inconsistent laddering during Gen V. But, with the release of Sword and Shield the itch to play Pokemon has struck me just in time for the massive metagame shake-up brought to us by Pokemon Home. While consulting the viability rankings in the OU Subforum, and my own preferences in new and returning Pokemon, I put this team together and took it for a middling run of 18W7L before deciding that I might need some assistance in fine tuning my creation.
We begin with Magic Bounce Hatterene. Hazard Control has always been an essential part of competitive 6v6 singles, and Hatterene struck me as a great way to threaten the more passive Hazard Setters and Utility Pokemon of the tier (examples being Ferrothorn, Seismotoad, Grimmsnarl, Corsola-G, etc). From this starting point, I considered what support I would need to provide this elegant headwear with a body.
In a very simple sense, Hatterene is weak to Poison, Ghost and Steel type attacks, while being physically frail. To cover those weaknesses, I elected to enlist the aid of returning champion Incineroar and ol' reliable Ferrothorn. Incineroar's dominance in the USUM era of VGC had always impressed me at a distance, boasting impressive durability and flexibility with Fake Out and Intimidate. New additions of Parting Shot to maintain momentum and keep my team healthy in the face of offensive threats, as well as the much needed solution to a crippling Stealth Rock's weakness in Heavy-Duty Boots made it seem like a shoe-in.
Ferrothorn's overall bulk and team support has never failed to impress me - it can sponge hits that, by all rights, it should have no business surviving just on the merit of its fantastic typing and superlative defenses. When I learned that Knock Off and Parting Shot was an illegal combination for Incineroar, I decided to rely on Ferrothorn for my item removal in addition to its value as a hazard setter.
Desiring Wish Support to keep my defensive core healthy, as well as a Stealth Rocker, I saw the opportunity to easily complete both a Fire/Water/Grass and Fairy/Steel/Dragon core, which I've found to be an easy mnemonic when developing a team. Vaporeon's overall bulk, large wishes and water immunity seemed like an overall solid combination for the first role. Defensive Kommo-o came to mind as a way to misdirect the opponent, as it's more common usage as a Set-Up sweeper with Clamourous Soul would attract immediate switch ins to Specially Bulky checks or Haze users - giving me the opportunity to lay Rocks in the meantime. Bulletproof also provided it with many opportunities to switch in for free against Pokemon like Choice Specs Dragapault, Gengar, Chandelure and Aegislash and scare them out, rightfully or wrongfully.
The final slot on the team remained open, and I decided to invest in additional Hazard Control (since I was committed to a far more defensive play-style, keeping hazards off of my field was a priority). Of the available Rapid Spinners and Defoggers, Mandibuzz initially seemed like an attractive option. While it didn't have much offensive presence, its overall bulk and further resistance to Ghost and Dark type attacks seemed like an attractive option. However, after playing a game or two with this iteration of the team, some glaring weaknesses became apparent.
Mandibuzz exacerbated a Fairy Type weakness on the team, a weakness that Ferrothorn was hard pressed to solve on its own (since it already has quite a lot to deal with in this harsh, dangerous world). I decided to replace Mandibuzz with Corviknight as my defogger of choice. Without an outright weakness to Stealth Rocks, I was free to run Leftovers over Heavy-Duty Boots to provide more passive recovery on the bird, and its overall bulk was very comparable while having a slightly more favourable spread of resistances. In addition, upgrading the ability from Overcoat to Pressure and presenting a more threatening presence on the battlefield with its naturally higher offensive stats made it a satisfactory replacement in the role.
Relating to my realization that the type Fairy was just really good, I decided to switch Vaporeon out for a Defensive Clefable. Still able to provide Wish Support, Clefable had the advantages of a superior typing and a dramatically more powerful ability in Magic Guard, which let Clefable better check defensive Rotoms by absorbing Will-o-Wisps and avoiding the super-effective Volt Switches and Leaf Storms that had shredded the more exploitable Vaporeon. I generally found a Fairy STAB to be more broadly applicable on the ladder than a Water STAB, and the composition of my team otherwise allowed for an abundance of coverage for its Steel and Poison weaknesses.
THE TEAM
Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draining Kiss
- Psychic
- Calm Mind
- Mystical Fire
Three Attacks Calm Mind allows Hatterene to switch in and threaten various passive pokemon, particular examples being Ferrothorn, Seismitoad, Grimmsnarl and Corsola-G. Draining Kiss might lack in power compared to Dazzling Gleam, but Hatterene's ability to force out a support Pokemon while setting up a Calm Mind gives it the relevant stopping power while providing some much needed recovery - Hatterene, broadly speaking, always moves last. Soaking a hit and responding with a Draining Kiss goes some measure to keeping Hatterene healthy on the battlefield. Psychic is a flexible, middle of the road STAB attack and Mystical Fire gives Hatterene the tools to dispose of the Steel type pokemon that would otherwise resist it.
Min Speed lets Hatterene take Ferrothorn's Gyro Ball better, while running Modest and 31 Speed IVs doesn't let Hatterene outrun much of anything that I can think of.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Leech Seed
- Spikes
- Knock Off
Ferrothorn is an all purpose defensive check to a lot of pokemon, able to stand in front of the majority of physically offensive threats with no fear (and many specially offensive threats with only moderate fear). Spikes puts a lot of pressure on the opponent's health total, and its easy to get up a layer with the superlative defenses of Ferro'. Leech Seed provides more robust recovery, as well as allowing Ferrothorn to handle last pokemon standing situations that are hard to break (examples from the top of my head being Toxapex if Hatterene is down or enemy Defog Corviknights). Against the extremely relevant and powerful new additions to the metagame in Ferrothorn can handle many of them, such as CB Zero, Melmetal w/o Superpower (and against Superpower variants, it has a good chance of trading if it comes in fresh) and Dragon Dance Kyruem-B... assuming that Icicle Spear behaves. While not a perfect defensive situation, very few things are in the face of such powerful threats.
The real interesting option I've found on Ferrothorn is Body Press, which allows it to comfortably beat opposing Ferrothorns as well as pokemon like Bisharp who would otherwise feel comfortable setting up Swords Dance in front of it. It also provides a better option for threatening Corviknight, allowing it stall out Roosts between Leech Seed recovery, throwing Spike PP into the wind and hitting grounded Body Presses to demand recovery.
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Fake Out
- Darkest Lariat
- Parting Shot
- Flare Blitz
Investing in the maximum Special Bulk, Incineroar is an all purpose pivot that can break Sashes and Balloons with Focus Sash and maintain a favourable advantage state with Parting Shot. This is particularly relevant in that Incineroar underspeeds most Rotoms, allowing it to commonly come out ahead when non-Wash Rotoms attempt to Volt Switch to a partner. Against Rotom-Wash, a hard switch to Ferrothorn is usually a sufficient response to a possible Hydro Pump.
Incineroar is well suited to responding to the powerful ghost type options in Choice Specs Dragapault and Life Orb Aegislash. In both cases, Incineroar can come in on even the most powerful attacks and secure a likely KO with Darkest Lariat after hazard damage. In addition, while by no means ideal for the task, Incineroar has the natural bulk to take resisted hits from Melmetal and Kyruem-B and dent them sufficiently with Flare Blitz or Darkest Lariat for other members of the team to finish them off.
While the overall utility of Incineroar is exceptional, especially its ability to pivot and debuff the enemy with Intimidate and Parting shot, its offensive presence is lacking with this particular set up - it can't offer much in the way of damage, and Flare Blitz in particular shortens Incineroar's lifespan and demands a Wish or two to keep it chugging along.
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Clanging Scales
- Body Press
- Stealth Rock
- Protect
Defensive Kommo-o serves as my Rocker, relying on its threatening presence and niche immunities to switch in on more passive opponents and threaten to deliver a feigned Clamourous Soul to force a switch and get up hazards. Its good mixed bulk and resistances allow it to switch in frequently and take hits, using Protect to guarantee extra Leftovers recovery and scout for Choiced Moves - information is power, after all. Body Press is its best physical option, allowing it to entirely forgo its offensive stats. The combination of Clanging Scales and Body Press is not ideal, however, and I've been considering neglecting the Dragon STAB entirely for an option like Flash Cannon; thoughts?
Bulletproof is particularly notable in that it allows Kommo-o to have a dominating matchup against Cinderace, who would otherwise provide a real issue by freely threatening out defensive elements with Pyro Ball and Court Changing my hazards. Kommo-o can stay in with impunity, trashing the fire type with Body Press without fearing anything in return.
Kommo-o can comfortably fight toe to toe with most of the tier's middle quality physical attackers with hazard support - Dracovish, Conkledurr and Excadrill all being comfortably defeated in a one on one scenario, making him a reliable physical deterrent to all but the towering physical giants like Melmetal and Kyurem-B, whose presence demands the attention of other team members.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Moonblast
- Wish
- Protect
Clefable serves as another brick in the wall of defenses, absorbing Burns and Poisons aimed at other teammates and passing Wishes to keep my other pokemon healthy. Most importantly, Clefable carries Toxic to deal with enemy Fairy types with strong recovery, such as Togekiss, Sylveon and Unaware Clefable, who otherwise provide major issues to my team with their applicable resistances and resilience to being chipped down by Leech Seed and Hazards.
The exact nature of this set has changed dramatically from first principles, originally running a bulky offensive set with Thunderbolt and Life Orb over Leftovers and Toxic, but it was broadly less effective than committing to a specially defensive sponge.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn
Finally, we arrive at Corviknight. With its stellar defensive stats and reasonable uninvested offensive presence, Corviknight is able to take neutral and resisted hits with ease and, at worst, Pressure stall the foe even if it cannot directly threaten it.
While Corviknight offers many useful attributes to the team, both as a Ground Immunity, Defogger and answer to enemy Stall teams with Pressure, I have found it to be a weak link in many neutral situations. Corv is often something I rely upon to come into a predicted resisted or neutral physical move for a team-mate, but once they're in there's only so much they can do, usually resulting in a slow U-Turn out to bring in a different team member or react to a switch that could threaten Corviknight.
I've considered rebuilding this 'mon into the well known Sub-Bulk Up variant to provide the team with another definable End Game beyond wearing the opponent down, setting up safely with Hatterene after its counters have been removed or awkwardly body pressing my opponents to death, but the cost of losing Defog is not one I consider lightly, given how instrumental Hazards can be.
THE THREATS
Unsurprisingly, the new physical monster powerhouses that have entered the metagame are at the forefront of my mind when considering the threats posed by the OU metagame. I've explored how I've been reacting to most of these throughout this RMT, based on what I've experienced on the ladder. Terrakion has been notably absent from my experiences so far, but my memories of this physical powerhouse from Gen V OU demand that I don't sleep on it's potential threat.
Nasty Plot Togekiss w/Heal Bell can easily solo my whole team once it gets a boost. Hatterene, the only pokemon that combines the offensive presence to deal with Togekiss with the ability to survive Air Slashes, only has a real chance if the fight begins with Hatterene already boosted to +1. If the pair come in on each other and each press their boosting move, Hatterene can hit Togekiss with a pair of Psychics and come out victorious, so long as Togekiss can't secure a single Flinch. Not great odds. and in less favourable situations Hatterene doesn't have a chance.
Unaware Calm Mind Clefable can all but solo my team if it avoids a Toxic from my own Clefable. My physical attackers struggle against the fighting resistance, and are threatened in return with Moonblast. Ferrothorn is able to stay in on this 'mon, but can't threaten it and will eventually be broken by +6 Moonblasts. If its Leftovers are Knocked and it is successfully Leech Seeded, it can be fought against for a long time but eventually the bulk recovery of Wish or Softboiled will overpower Ferrothorn.
Swords Dance Unburden Hawlucha, if not immediately KO'd, can outspeed and shred every member of my team with its gigantic physical presence and speed. Corviknight is the only member of the team who can survive a hit from +2 Hawlucha, and must come in Healthy if its aiming to bring it down with Brave Bird - +2 Close Combat is a clean 2HKO.
To a lesser extent than Hawlucha, Sword Dance Mimikyu can set up in the face of many of my Pokemon and blow holes in the team. Ferrothorn is the most reasonable response to this Pokemon, able to hit back with Knock Off and Leech Seed to get it down fast enough to not be overwhelmed by further boosts. Its particularly troubling because, if my Kommo-o's set is scouted, Mimikyu is able to come in with impunity and set up without any fear of retaliation, which is another reason I've considered teching Flash Cannon over Clanging Scales.
The overall passivity of my team is a big weakness - as you can see, many of the most dangerous threats to this team are simply Pokemon that can safely switch onto the field and start boosting until the well-rounded defenses of my team crumble beneath the might of their attacks. While this team can play a good game with switches and overall chip damage, it struggles to push an advantage or push out foes with offensive pressure. Respeccing Corviknight into a Bulk Up variant could be a partial solution to this, but even that is an exploitable and passive late game option for many foes.
CONCLUDING THOUGHTS
So, that's the team - I'm reasonably proud of it, as a first attempt into the new format, but boy oh boy is this format hostile. I'm relying on part on my own experience playing on ladder as well as the (slightly out of date) resources describing the format in the OU section of Uncharted Territory to assess the place this team has in the metagame, but I know that my perspective is not complete and I could very well be missing important information and understanding about the format. That's why I've come to you all for your help, advice and feedback!
We begin with Magic Bounce Hatterene. Hazard Control has always been an essential part of competitive 6v6 singles, and Hatterene struck me as a great way to threaten the more passive Hazard Setters and Utility Pokemon of the tier (examples being Ferrothorn, Seismotoad, Grimmsnarl, Corsola-G, etc). From this starting point, I considered what support I would need to provide this elegant headwear with a body.
In a very simple sense, Hatterene is weak to Poison, Ghost and Steel type attacks, while being physically frail. To cover those weaknesses, I elected to enlist the aid of returning champion Incineroar and ol' reliable Ferrothorn. Incineroar's dominance in the USUM era of VGC had always impressed me at a distance, boasting impressive durability and flexibility with Fake Out and Intimidate. New additions of Parting Shot to maintain momentum and keep my team healthy in the face of offensive threats, as well as the much needed solution to a crippling Stealth Rock's weakness in Heavy-Duty Boots made it seem like a shoe-in.
Ferrothorn's overall bulk and team support has never failed to impress me - it can sponge hits that, by all rights, it should have no business surviving just on the merit of its fantastic typing and superlative defenses. When I learned that Knock Off and Parting Shot was an illegal combination for Incineroar, I decided to rely on Ferrothorn for my item removal in addition to its value as a hazard setter.
Desiring Wish Support to keep my defensive core healthy, as well as a Stealth Rocker, I saw the opportunity to easily complete both a Fire/Water/Grass and Fairy/Steel/Dragon core, which I've found to be an easy mnemonic when developing a team. Vaporeon's overall bulk, large wishes and water immunity seemed like an overall solid combination for the first role. Defensive Kommo-o came to mind as a way to misdirect the opponent, as it's more common usage as a Set-Up sweeper with Clamourous Soul would attract immediate switch ins to Specially Bulky checks or Haze users - giving me the opportunity to lay Rocks in the meantime. Bulletproof also provided it with many opportunities to switch in for free against Pokemon like Choice Specs Dragapault, Gengar, Chandelure and Aegislash and scare them out, rightfully or wrongfully.
The final slot on the team remained open, and I decided to invest in additional Hazard Control (since I was committed to a far more defensive play-style, keeping hazards off of my field was a priority). Of the available Rapid Spinners and Defoggers, Mandibuzz initially seemed like an attractive option. While it didn't have much offensive presence, its overall bulk and further resistance to Ghost and Dark type attacks seemed like an attractive option. However, after playing a game or two with this iteration of the team, some glaring weaknesses became apparent.
Mandibuzz exacerbated a Fairy Type weakness on the team, a weakness that Ferrothorn was hard pressed to solve on its own (since it already has quite a lot to deal with in this harsh, dangerous world). I decided to replace Mandibuzz with Corviknight as my defogger of choice. Without an outright weakness to Stealth Rocks, I was free to run Leftovers over Heavy-Duty Boots to provide more passive recovery on the bird, and its overall bulk was very comparable while having a slightly more favourable spread of resistances. In addition, upgrading the ability from Overcoat to Pressure and presenting a more threatening presence on the battlefield with its naturally higher offensive stats made it a satisfactory replacement in the role.
Relating to my realization that the type Fairy was just really good, I decided to switch Vaporeon out for a Defensive Clefable. Still able to provide Wish Support, Clefable had the advantages of a superior typing and a dramatically more powerful ability in Magic Guard, which let Clefable better check defensive Rotoms by absorbing Will-o-Wisps and avoiding the super-effective Volt Switches and Leaf Storms that had shredded the more exploitable Vaporeon. I generally found a Fairy STAB to be more broadly applicable on the ladder than a Water STAB, and the composition of my team otherwise allowed for an abundance of coverage for its Steel and Poison weaknesses.
THE TEAM
Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Draining Kiss
- Psychic
- Calm Mind
- Mystical Fire
Three Attacks Calm Mind allows Hatterene to switch in and threaten various passive pokemon, particular examples being Ferrothorn, Seismitoad, Grimmsnarl and Corsola-G. Draining Kiss might lack in power compared to Dazzling Gleam, but Hatterene's ability to force out a support Pokemon while setting up a Calm Mind gives it the relevant stopping power while providing some much needed recovery - Hatterene, broadly speaking, always moves last. Soaking a hit and responding with a Draining Kiss goes some measure to keeping Hatterene healthy on the battlefield. Psychic is a flexible, middle of the road STAB attack and Mystical Fire gives Hatterene the tools to dispose of the Steel type pokemon that would otherwise resist it.
Min Speed lets Hatterene take Ferrothorn's Gyro Ball better, while running Modest and 31 Speed IVs doesn't let Hatterene outrun much of anything that I can think of.
252 SpA Choice Specs Dragapult Shadow Ball vs. +1 252 HP / 4 SpD Hatterene: 212-252 (66.6 - 79.2%) -- guaranteed 2HKO
+1 252+ SpA Hatterene Draining Kiss vs. 0 HP / 4 SpD Dragapult: 354-416 (111.6 - 131.2%) -- guaranteed OHKO
252 SpA Choice Specs Hydreigon Flash Cannon vs. +1 252 HP / 4 SpD Hatterene: 166-196 (52.2 - 61.6%) -- guaranteed 2HKO
+1 252+ SpA Hatterene Draining Kiss vs. 0 HP / 32 SpD Hydreigon: 588-696 (180.9 - 214.1%) -- guaranteed OHKO
252+ SpA Life Orb Clefable Moonblast vs. +1 252 HP / 4 SpD Hatterene: 117-138 (36.7 - 43.3%) -- guaranteed 3HKO
+1 252+ SpA Hatterene Draining Kiss vs. 252 HP / 4 SpD Clefable: 153-180 (38.8 - 45.6%) (36 - 42.4% recovered) -- guaranteed 3HKO after Leftovers recovery
0 Atk Toxapex Gunk Shot vs. 252 HP / 0 Def Hatterene: 186-222 (58.4 - 69.8%) -- guaranteed 2HKO*
0 SpA Toxapex Sludge Wave vs. +1 252 HP / 4 SpD Hatterene: 84-98 (26.4 - 30.8%) -- guaranteed 4HKO
+1 252+ SpA Hatterene Psychic vs. 252 HP / 4 SpD Toxapex: 372-438 (122.3 - 144%) -- guaranteed OHKO
0 SpA Toxapex Scald vs. 252 HP / 4 SpD Hatterene: 51-61 (16 - 19.1%) -- possible 6HKO
252+ SpA Hatterene Psychic vs. 252 HP / 4 SpD Toxapex: 248-294 (81.5 - 96.7%) -- guaranteed 2HKO after Black Sludge recovery
*A Toxapex teching Gunk Shot or Sludge Wave for Fairies is unlikely to have a slot for Haze, while a more standard set can't really touch Hatt with Scald.
0 Atk Ferrothorn Gyro Ball (58 BP) vs. 252 HP / 0 Def Hatterene: 126-150 (39.6 - 47.1%) -- guaranteed 3HKO
0 Atk Ferrothorn Power Whip vs. 252 HP / 0 Def Hatterene: 127-151 (39.9 - 47.4%) -- guaranteed 3HKO
+1 252+ SpA Hatterene Mystical Fire vs. 252 HP / 232+ SpD Ferrothorn: 368-436 (104.5 - 123.8%) -- guaranteed OHKO
0 SpA Seismitoad Earth Power vs. +1 252 HP / 4 SpD Hatterene: 55-66 (17.2 - 20.7%) -- possible 5HKO
+1 252+ SpA Hatterene Psychic vs. 252 HP / 4 SpD Seismitoad: 316-373 (76.3 - 90%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Grimmsnarl Spirit Break vs. 252 HP / 0 Def Hatterene: 133-157 (41.8 - 49.3%) -- guaranteed 3HKO*
-1 252+ SpA Hatterene Draining Kiss vs. 92 HP / 0 SpD Grimmsnarl: 158-188 (44.6 - 53.1%) (37.2 - 44.3% recovered) -- 27.7% chance to 2HKO
-2 252+ SpA Hatterene Draining Kiss vs. 92 HP / 0 SpD Grimmsnarl: 120-144 (33.8 - 40.6%) (28.3 - 33.9% recovered) -- guaranteed 3HKO
-3 252+ SpA Hatterene Draining Kiss vs. 92 HP / 0 SpD Grimmsnarl: 96-114 (27.1 - 32.2%) (22.6 - 26.8% recovered) -- guaranteed 4HKO
If the Grimmsnarl can be baited into Taunting Ferrothorn, a fairly common scenario, Hatterene is well suited to getting into a fight with Grimmsnarl and winning on average even through the SpAtk drops. The Presence of Light Screens obviously changes the scenario slightly.
+1 252+ SpA Hatterene Draining Kiss vs. 0 HP / 4 SpD Dragapult: 354-416 (111.6 - 131.2%) -- guaranteed OHKO
252 SpA Choice Specs Hydreigon Flash Cannon vs. +1 252 HP / 4 SpD Hatterene: 166-196 (52.2 - 61.6%) -- guaranteed 2HKO
+1 252+ SpA Hatterene Draining Kiss vs. 0 HP / 32 SpD Hydreigon: 588-696 (180.9 - 214.1%) -- guaranteed OHKO
252+ SpA Life Orb Clefable Moonblast vs. +1 252 HP / 4 SpD Hatterene: 117-138 (36.7 - 43.3%) -- guaranteed 3HKO
+1 252+ SpA Hatterene Draining Kiss vs. 252 HP / 4 SpD Clefable: 153-180 (38.8 - 45.6%) (36 - 42.4% recovered) -- guaranteed 3HKO after Leftovers recovery
0 Atk Toxapex Gunk Shot vs. 252 HP / 0 Def Hatterene: 186-222 (58.4 - 69.8%) -- guaranteed 2HKO*
0 SpA Toxapex Sludge Wave vs. +1 252 HP / 4 SpD Hatterene: 84-98 (26.4 - 30.8%) -- guaranteed 4HKO
+1 252+ SpA Hatterene Psychic vs. 252 HP / 4 SpD Toxapex: 372-438 (122.3 - 144%) -- guaranteed OHKO
0 SpA Toxapex Scald vs. 252 HP / 4 SpD Hatterene: 51-61 (16 - 19.1%) -- possible 6HKO
252+ SpA Hatterene Psychic vs. 252 HP / 4 SpD Toxapex: 248-294 (81.5 - 96.7%) -- guaranteed 2HKO after Black Sludge recovery
*A Toxapex teching Gunk Shot or Sludge Wave for Fairies is unlikely to have a slot for Haze, while a more standard set can't really touch Hatt with Scald.
0 Atk Ferrothorn Gyro Ball (58 BP) vs. 252 HP / 0 Def Hatterene: 126-150 (39.6 - 47.1%) -- guaranteed 3HKO
0 Atk Ferrothorn Power Whip vs. 252 HP / 0 Def Hatterene: 127-151 (39.9 - 47.4%) -- guaranteed 3HKO
+1 252+ SpA Hatterene Mystical Fire vs. 252 HP / 232+ SpD Ferrothorn: 368-436 (104.5 - 123.8%) -- guaranteed OHKO
0 SpA Seismitoad Earth Power vs. +1 252 HP / 4 SpD Hatterene: 55-66 (17.2 - 20.7%) -- possible 5HKO
+1 252+ SpA Hatterene Psychic vs. 252 HP / 4 SpD Seismitoad: 316-373 (76.3 - 90%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Grimmsnarl Spirit Break vs. 252 HP / 0 Def Hatterene: 133-157 (41.8 - 49.3%) -- guaranteed 3HKO*
-1 252+ SpA Hatterene Draining Kiss vs. 92 HP / 0 SpD Grimmsnarl: 158-188 (44.6 - 53.1%) (37.2 - 44.3% recovered) -- 27.7% chance to 2HKO
-2 252+ SpA Hatterene Draining Kiss vs. 92 HP / 0 SpD Grimmsnarl: 120-144 (33.8 - 40.6%) (28.3 - 33.9% recovered) -- guaranteed 3HKO
-3 252+ SpA Hatterene Draining Kiss vs. 92 HP / 0 SpD Grimmsnarl: 96-114 (27.1 - 32.2%) (22.6 - 26.8% recovered) -- guaranteed 4HKO
If the Grimmsnarl can be baited into Taunting Ferrothorn, a fairly common scenario, Hatterene is well suited to getting into a fight with Grimmsnarl and winning on average even through the SpAtk drops. The Presence of Light Screens obviously changes the scenario slightly.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Leech Seed
- Spikes
- Knock Off
Ferrothorn is an all purpose defensive check to a lot of pokemon, able to stand in front of the majority of physically offensive threats with no fear (and many specially offensive threats with only moderate fear). Spikes puts a lot of pressure on the opponent's health total, and its easy to get up a layer with the superlative defenses of Ferro'. Leech Seed provides more robust recovery, as well as allowing Ferrothorn to handle last pokemon standing situations that are hard to break (examples from the top of my head being Toxapex if Hatterene is down or enemy Defog Corviknights). Against the extremely relevant and powerful new additions to the metagame in Ferrothorn can handle many of them, such as CB Zero, Melmetal w/o Superpower (and against Superpower variants, it has a good chance of trading if it comes in fresh) and Dragon Dance Kyruem-B... assuming that Icicle Spear behaves. While not a perfect defensive situation, very few things are in the face of such powerful threats.
The real interesting option I've found on Ferrothorn is Body Press, which allows it to comfortably beat opposing Ferrothorns as well as pokemon like Bisharp who would otherwise feel comfortable setting up Swords Dance in front of it. It also provides a better option for threatening Corviknight, allowing it stall out Roosts between Leech Seed recovery, throwing Spike PP into the wind and hitting grounded Body Presses to demand recovery.
252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Ferrothorn: 124-146 (35.2 - 41.4%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
252+ Atk Choice Band Melmetal Earthquake vs. 252 HP / 252+ Def Ferrothorn: 115-136 (32.6 - 38.6%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
252+ Atk Melmetal Superpower vs. 252 HP / 252+ Def Ferrothorn: 184-218 (52.2 - 61.9%) -- 97.7% chance to 2HKO after Leftovers recovery
-1 252+ Atk Melmetal Superpower vs. 252 HP / 252+ Def Ferrothorn: 124-146 (35.2 - 41.4%) -- 72.1% chance to 3HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 252 HP / 0 Def Melmetal: 142-168 (29.9 - 35.4%) -- guaranteed 3HKO after Leech Seed damage
252+ Def Ferrothorn Body Press vs. -1 252 HP / 0 Def Melmetal: 214-252 (45.1 - 53.1%) -- guaranteed 2HKO after Leech Seed damage
Superpower is something I've seen more commonly on Assault Vest Melmetal, but Choice Banded Superpower only does 18.8 - 22.3% to Hatterene. Having the soul read is very important in that scenario, because a missed prediction brings the house of cards containing the monster that is Melmetal crashing down.
252 Atk Teravolt Kyurem-Black Icicle Spear (3 hits) vs. 252 HP / 252+ Def Ferrothorn: 93-111 (26.4 - 31.5%) -- approx. 9.1% chance to 4HKO after Leftovers recovery
+1 252 Atk Teravolt Kyurem-Black Icicle Spear (3 hits) vs. 252 HP / 252+ Def Ferrothorn: 135-162 (38.3 - 46%) -- guaranteed 3HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Kyurem-Black: 194-230 (49.6 - 58.8%) -- 98.8% chance to 2HKO
252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Ferrothorn: 105-125 (29.8 - 35.5%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Dracovish: 97-115 (30.2 - 35.8%) -- guaranteed 3HKO after Leech Seed damage
252+ Atk Choice Band Dugtrio Earthquake vs. 252 HP / 252+ Def Ferrothorn: 135-159 (38.3 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Dugtrio: 168-198 (79.6 - 93.8%) -- guaranteed 2HKO
252 SpA Choice Specs Punk Rock Toxtricity Boomburst vs. 252 HP / 0 SpD Ferrothorn: 119-140 (33.8 - 39.7%) -- 28.8% chance to 4HKO after Leftovers recovery and Leech Seed recovery
252 SpA Choice Specs Punk Rock Toxtricity Overdrive vs. 252 HP / 0 SpD Ferrothorn: 102-120 (28.9 - 34%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
4 Atk Ferrothorn Knock Off (97.5 BP) vs. 4 HP / 0 Def Toxtricity: 90-106 (30.8 - 36.3%) -- guaranteed 3HKO after Stealth Rock and Leech Seed damage
While Ferrothorn doesn't immediately threaten Toxtricity, it can wear it down with Leech Seed and remove its Choice Item to lessen the threat it poses to my other team members that are more susceptible to powerful Electric and Poison moves.
EDIT:
252+ Def Ferrothorn Body Press vs. 252 HP / 24 Def Ferrothorn: 150-178 (42.6 - 50.5%) -- 2.3% chance to 2HKO after Stealth Rock and Leftovers recovery
0 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Ferrothorn: 18-21 (5.1 - 5.9%) -- possibly the worst move ever
The relevant mirror breaker calcs, which I completely neglected prior
252+ Atk Choice Band Melmetal Earthquake vs. 252 HP / 252+ Def Ferrothorn: 115-136 (32.6 - 38.6%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
252+ Atk Melmetal Superpower vs. 252 HP / 252+ Def Ferrothorn: 184-218 (52.2 - 61.9%) -- 97.7% chance to 2HKO after Leftovers recovery
-1 252+ Atk Melmetal Superpower vs. 252 HP / 252+ Def Ferrothorn: 124-146 (35.2 - 41.4%) -- 72.1% chance to 3HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 252 HP / 0 Def Melmetal: 142-168 (29.9 - 35.4%) -- guaranteed 3HKO after Leech Seed damage
252+ Def Ferrothorn Body Press vs. -1 252 HP / 0 Def Melmetal: 214-252 (45.1 - 53.1%) -- guaranteed 2HKO after Leech Seed damage
Superpower is something I've seen more commonly on Assault Vest Melmetal, but Choice Banded Superpower only does 18.8 - 22.3% to Hatterene. Having the soul read is very important in that scenario, because a missed prediction brings the house of cards containing the monster that is Melmetal crashing down.
252 Atk Teravolt Kyurem-Black Icicle Spear (3 hits) vs. 252 HP / 252+ Def Ferrothorn: 93-111 (26.4 - 31.5%) -- approx. 9.1% chance to 4HKO after Leftovers recovery
+1 252 Atk Teravolt Kyurem-Black Icicle Spear (3 hits) vs. 252 HP / 252+ Def Ferrothorn: 135-162 (38.3 - 46%) -- guaranteed 3HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Kyurem-Black: 194-230 (49.6 - 58.8%) -- 98.8% chance to 2HKO
252+ Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Ferrothorn: 105-125 (29.8 - 35.5%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Dracovish: 97-115 (30.2 - 35.8%) -- guaranteed 3HKO after Leech Seed damage
252+ Atk Choice Band Dugtrio Earthquake vs. 252 HP / 252+ Def Ferrothorn: 135-159 (38.3 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
252+ Def Ferrothorn Body Press vs. 0 HP / 0 Def Dugtrio: 168-198 (79.6 - 93.8%) -- guaranteed 2HKO
252 SpA Choice Specs Punk Rock Toxtricity Boomburst vs. 252 HP / 0 SpD Ferrothorn: 119-140 (33.8 - 39.7%) -- 28.8% chance to 4HKO after Leftovers recovery and Leech Seed recovery
252 SpA Choice Specs Punk Rock Toxtricity Overdrive vs. 252 HP / 0 SpD Ferrothorn: 102-120 (28.9 - 34%) -- possible 5HKO after Leftovers recovery and Leech Seed recovery
4 Atk Ferrothorn Knock Off (97.5 BP) vs. 4 HP / 0 Def Toxtricity: 90-106 (30.8 - 36.3%) -- guaranteed 3HKO after Stealth Rock and Leech Seed damage
While Ferrothorn doesn't immediately threaten Toxtricity, it can wear it down with Leech Seed and remove its Choice Item to lessen the threat it poses to my other team members that are more susceptible to powerful Electric and Poison moves.
EDIT:
252+ Def Ferrothorn Body Press vs. 252 HP / 24 Def Ferrothorn: 150-178 (42.6 - 50.5%) -- 2.3% chance to 2HKO after Stealth Rock and Leftovers recovery
0 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Ferrothorn: 18-21 (5.1 - 5.9%) -- possibly the worst move ever
The relevant mirror breaker calcs, which I completely neglected prior
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Fake Out
- Darkest Lariat
- Parting Shot
- Flare Blitz
Investing in the maximum Special Bulk, Incineroar is an all purpose pivot that can break Sashes and Balloons with Focus Sash and maintain a favourable advantage state with Parting Shot. This is particularly relevant in that Incineroar underspeeds most Rotoms, allowing it to commonly come out ahead when non-Wash Rotoms attempt to Volt Switch to a partner. Against Rotom-Wash, a hard switch to Ferrothorn is usually a sufficient response to a possible Hydro Pump.
Incineroar is well suited to responding to the powerful ghost type options in Choice Specs Dragapault and Life Orb Aegislash. In both cases, Incineroar can come in on even the most powerful attacks and secure a likely KO with Darkest Lariat after hazard damage. In addition, while by no means ideal for the task, Incineroar has the natural bulk to take resisted hits from Melmetal and Kyruem-B and dent them sufficiently with Flare Blitz or Darkest Lariat for other members of the team to finish them off.
While the overall utility of Incineroar is exceptional, especially its ability to pivot and debuff the enemy with Intimidate and Parting shot, its offensive presence is lacking with this particular set up - it can't offer much in the way of damage, and Flare Blitz in particular shortens Incineroar's lifespan and demands a Wish or two to keep it chugging along.
252 Atk Teravolt Kyurem-Black Icicle Spear (3 hits) vs. 252 HP / 0 Def Incineroar: 81-99 (20.5 - 25.1%) -- approx. 0% chance to 4HKO
252 Atk Teravolt Kyurem-Black Fusion Bolt vs. 252 HP / 0 Def Incineroar: 146-172 (37 - 43.6%) -- guaranteed 3HKO
-1 252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 0 Def Incineroar: 152-180 (38.5 - 45.6%) -- guaranteed 3HKO
252 SpA Rotom-Heat Volt Switch vs. 252 HP / 252+ SpD Incineroar: 76-91 (19.2 - 23%) -- possible 5HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Incineroar: 204-241 (51.7 - 61.1%) -- guaranteed 2HKO
4 Atk Incineroar Darkest Lariat vs. 0 HP / 0 Def Dragapult: 264-312 (83.2 - 98.4%) -- 68.8% chance to OHKO after 1 layer of Spikes
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Incineroar: 59-69 (14.9 - 17.5%) -- possible 6HKO
-1 0 Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Incineroar: 126-150 (31.9 - 38%) -- 95.6% chance to 3HKO
4 Atk Incineroar Darkest Lariat vs. 252 HP / 0 Def Aegislash-Blade: 360-426 (111.1 - 131.4%) -- guaranteed OHKO
252 Atk Teravolt Kyurem-Black Fusion Bolt vs. 252 HP / 0 Def Incineroar: 146-172 (37 - 43.6%) -- guaranteed 3HKO
-1 252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 0 Def Incineroar: 152-180 (38.5 - 45.6%) -- guaranteed 3HKO
252 SpA Rotom-Heat Volt Switch vs. 252 HP / 252+ SpD Incineroar: 76-91 (19.2 - 23%) -- possible 5HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Incineroar: 204-241 (51.7 - 61.1%) -- guaranteed 2HKO
4 Atk Incineroar Darkest Lariat vs. 0 HP / 0 Def Dragapult: 264-312 (83.2 - 98.4%) -- 68.8% chance to OHKO after 1 layer of Spikes
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Incineroar: 59-69 (14.9 - 17.5%) -- possible 6HKO
-1 0 Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0 Def Incineroar: 126-150 (31.9 - 38%) -- 95.6% chance to 3HKO
4 Atk Incineroar Darkest Lariat vs. 252 HP / 0 Def Aegislash-Blade: 360-426 (111.1 - 131.4%) -- guaranteed OHKO
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Clanging Scales
- Body Press
- Stealth Rock
- Protect
Defensive Kommo-o serves as my Rocker, relying on its threatening presence and niche immunities to switch in on more passive opponents and threaten to deliver a feigned Clamourous Soul to force a switch and get up hazards. Its good mixed bulk and resistances allow it to switch in frequently and take hits, using Protect to guarantee extra Leftovers recovery and scout for Choiced Moves - information is power, after all. Body Press is its best physical option, allowing it to entirely forgo its offensive stats. The combination of Clanging Scales and Body Press is not ideal, however, and I've been considering neglecting the Dragon STAB entirely for an option like Flash Cannon; thoughts?
Bulletproof is particularly notable in that it allows Kommo-o to have a dominating matchup against Cinderace, who would otherwise provide a real issue by freely threatening out defensive elements with Pyro Ball and Court Changing my hazards. Kommo-o can stay in with impunity, trashing the fire type with Body Press without fearing anything in return.
Kommo-o can comfortably fight toe to toe with most of the tier's middle quality physical attackers with hazard support - Dracovish, Conkledurr and Excadrill all being comfortably defeated in a one on one scenario, making him a reliable physical deterrent to all but the towering physical giants like Melmetal and Kyurem-B, whose presence demands the attention of other team members.
252 Atk Strong Jaw Dracovish Fishious Rend (170 BP) vs. 252 HP / 252+ Def Kommo-o: 100-118 (28.2 - 33.3%) -- 92.5% chance to 4HKO after Leftovers recovery
252 Atk Dracovish Outrage vs. 252 HP / 252+ Def Kommo-o: 188-224 (53.1 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Kommo-o Clanging Scales vs. 0 HP / 0 SpD Dracovish: 288-338 (89.7 - 105.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 252+ Def Kommo-o: 164-193 (46.3 - 54.5%) -- 8.2% chance to 2HKO after Leftovers recovery
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 252+ Def Kommo-o: 211-249 (59.6 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Def Kommo-o Body Press vs. 104 HP / 0 Def Conkeldurr: 145-172 (38.4 - 45.6%) -- 14.1% chance to 2HKO after Stealth Rock and burn damage
252+ Def Kommo-o Body Press vs. -1 104 HP / 0 Def Conkeldurr: 220-259 (58.3 - 68.7%) -- guaranteed 2HKO after Stealth Rock and burn damage
Protect allows Kommo-o to recover safely out of range, while the burn continues ticking on Conk.
+2 252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Kommo-o: 269-317 (75.9 - 89.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Def Kommo-o Body Press vs. 4 HP / 0 Def Excadrill: 422-498 (116.5 - 137.5%) -- guaranteed OHKO
252 Atk Dracovish Outrage vs. 252 HP / 252+ Def Kommo-o: 188-224 (53.1 - 63.2%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Kommo-o Clanging Scales vs. 0 HP / 0 SpD Dracovish: 288-338 (89.7 - 105.2%) -- guaranteed OHKO after Stealth Rock
252+ Atk Guts Conkeldurr Facade (140 BP) vs. 252 HP / 252+ Def Kommo-o: 164-193 (46.3 - 54.5%) -- 8.2% chance to 2HKO after Leftovers recovery
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 252+ Def Kommo-o: 211-249 (59.6 - 70.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Def Kommo-o Body Press vs. 104 HP / 0 Def Conkeldurr: 145-172 (38.4 - 45.6%) -- 14.1% chance to 2HKO after Stealth Rock and burn damage
252+ Def Kommo-o Body Press vs. -1 104 HP / 0 Def Conkeldurr: 220-259 (58.3 - 68.7%) -- guaranteed 2HKO after Stealth Rock and burn damage
Protect allows Kommo-o to recover safely out of range, while the burn continues ticking on Conk.
+2 252 Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Kommo-o: 269-317 (75.9 - 89.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Def Kommo-o Body Press vs. 4 HP / 0 Def Excadrill: 422-498 (116.5 - 137.5%) -- guaranteed OHKO
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Moonblast
- Wish
- Protect
Clefable serves as another brick in the wall of defenses, absorbing Burns and Poisons aimed at other teammates and passing Wishes to keep my other pokemon healthy. Most importantly, Clefable carries Toxic to deal with enemy Fairy types with strong recovery, such as Togekiss, Sylveon and Unaware Clefable, who otherwise provide major issues to my team with their applicable resistances and resilience to being chipped down by Leech Seed and Hazards.
The exact nature of this set has changed dramatically from first principles, originally running a bulky offensive set with Thunderbolt and Life Orb over Leftovers and Toxic, but it was broadly less effective than committing to a specially defensive sponge.
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 252+ SpD Clefable: 127-150 (32.2 - 38%) -- 1.3% chance to 3HKO after Leftovers recovery
252 SpA Chandelure Shadow Ball vs. 252 HP / 252+ SpD Clefable: 109-130 (27.6 - 32.9%) -- 85.3% chance to 4HKO after Leftovers recovery
252 SpA Chandelure Fire Blast vs. 252 HP / 252+ SpD Clefable: 151-178 (38.3 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Hydreigon Flash Cannon vs. 252 HP / 252+ SpD Clefable: 132-156 (33.5 - 39.5%) -- 20.4% chance to 3HKO after Leftovers recovery
252 SpA Rotom-Heat Overheat vs. 252 HP / 252+ SpD Clefable: 142-168 (36 - 42.6%) -- 94.6% chance to 3HKO after Leftovers recovery
252 SpA Chandelure Shadow Ball vs. 252 HP / 252+ SpD Clefable: 109-130 (27.6 - 32.9%) -- 85.3% chance to 4HKO after Leftovers recovery
252 SpA Chandelure Fire Blast vs. 252 HP / 252+ SpD Clefable: 151-178 (38.3 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Hydreigon Flash Cannon vs. 252 HP / 252+ SpD Clefable: 132-156 (33.5 - 39.5%) -- 20.4% chance to 3HKO after Leftovers recovery
252 SpA Rotom-Heat Overheat vs. 252 HP / 252+ SpD Clefable: 142-168 (36 - 42.6%) -- 94.6% chance to 3HKO after Leftovers recovery
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Brave Bird
- U-turn
Finally, we arrive at Corviknight. With its stellar defensive stats and reasonable uninvested offensive presence, Corviknight is able to take neutral and resisted hits with ease and, at worst, Pressure stall the foe even if it cannot directly threaten it.
While Corviknight offers many useful attributes to the team, both as a Ground Immunity, Defogger and answer to enemy Stall teams with Pressure, I have found it to be a weak link in many neutral situations. Corv is often something I rely upon to come into a predicted resisted or neutral physical move for a team-mate, but once they're in there's only so much they can do, usually resulting in a slow U-Turn out to bring in a different team member or react to a switch that could threaten Corviknight.
I've considered rebuilding this 'mon into the well known Sub-Bulk Up variant to provide the team with another definable End Game beyond wearing the opponent down, setting up safely with Hatterene after its counters have been removed or awkwardly body pressing my opponents to death, but the cost of losing Defog is not one I consider lightly, given how instrumental Hazards can be.
THE THREATS
Unsurprisingly, the new physical monster powerhouses that have entered the metagame are at the forefront of my mind when considering the threats posed by the OU metagame. I've explored how I've been reacting to most of these throughout this RMT, based on what I've experienced on the ladder. Terrakion has been notably absent from my experiences so far, but my memories of this physical powerhouse from Gen V OU demand that I don't sleep on it's potential threat.
Nasty Plot Togekiss w/Heal Bell can easily solo my whole team once it gets a boost. Hatterene, the only pokemon that combines the offensive presence to deal with Togekiss with the ability to survive Air Slashes, only has a real chance if the fight begins with Hatterene already boosted to +1. If the pair come in on each other and each press their boosting move, Hatterene can hit Togekiss with a pair of Psychics and come out victorious, so long as Togekiss can't secure a single Flinch. Not great odds. and in less favourable situations Hatterene doesn't have a chance.
Unaware Calm Mind Clefable can all but solo my team if it avoids a Toxic from my own Clefable. My physical attackers struggle against the fighting resistance, and are threatened in return with Moonblast. Ferrothorn is able to stay in on this 'mon, but can't threaten it and will eventually be broken by +6 Moonblasts. If its Leftovers are Knocked and it is successfully Leech Seeded, it can be fought against for a long time but eventually the bulk recovery of Wish or Softboiled will overpower Ferrothorn.
Swords Dance Unburden Hawlucha, if not immediately KO'd, can outspeed and shred every member of my team with its gigantic physical presence and speed. Corviknight is the only member of the team who can survive a hit from +2 Hawlucha, and must come in Healthy if its aiming to bring it down with Brave Bird - +2 Close Combat is a clean 2HKO.
To a lesser extent than Hawlucha, Sword Dance Mimikyu can set up in the face of many of my Pokemon and blow holes in the team. Ferrothorn is the most reasonable response to this Pokemon, able to hit back with Knock Off and Leech Seed to get it down fast enough to not be overwhelmed by further boosts. Its particularly troubling because, if my Kommo-o's set is scouted, Mimikyu is able to come in with impunity and set up without any fear of retaliation, which is another reason I've considered teching Flash Cannon over Clanging Scales.
The overall passivity of my team is a big weakness - as you can see, many of the most dangerous threats to this team are simply Pokemon that can safely switch onto the field and start boosting until the well-rounded defenses of my team crumble beneath the might of their attacks. While this team can play a good game with switches and overall chip damage, it struggles to push an advantage or push out foes with offensive pressure. Respeccing Corviknight into a Bulk Up variant could be a partial solution to this, but even that is an exploitable and passive late game option for many foes.
CONCLUDING THOUGHTS
So, that's the team - I'm reasonably proud of it, as a first attempt into the new format, but boy oh boy is this format hostile. I'm relying on part on my own experience playing on ladder as well as the (slightly out of date) resources describing the format in the OU section of Uncharted Territory to assess the place this team has in the metagame, but I know that my perspective is not complete and I could very well be missing important information and understanding about the format. That's why I've come to you all for your help, advice and feedback!
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