Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Knock Off
- Close Combat
- Grass Knot
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Stealth Rock
- Toxic
Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Fire Blast
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- U-turn
- Roost
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Teleport
- Protect
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Close Combat
- Quick Attack
Explainations:
Zeraora: Devised mainly to be a breaker, with Knock off there to help provide ultility in terms of removing items, along with Grass knot to act as a way to chunk most ground types that would commonly switch into Zeraora essentially for free otherwise. It helps deal with Toxapex, which would otherwise give this team a lot of issues.
Seismitoad: Its main role is to get up hazards and act as a physical sponge, as well as countering Dracovish. Toxic is on it as a means to whittle down mons and help wear them down for our other mons to pick them off. Earth Power and Scald are standard affair, as I prefer special toad due to most of the metagame being physical; it offering variety. Plus, scald burns are always a plus.
Dragapult: Scarfed so that we can outspeed Zeraoras and U-Turn out on them, as well as being able to outrun the majority of weather sweepers (Sand Rush Drill, Venu in sun) and blow the both of them back with Fire Blast. Fire Blast also helps against Corv and Ferrothorn should it be required to do so. U-turn for pivoting and momentum and Draco/Shadow ball for STAB.
Corviknight: The primary Excadrill answer on the team (as it can be an issue as well, as nothing necessarily switches easily into it) with Brave Bird to hit fighting types like Conk for SE damage, Defog to remove hazards and Roost to make sure it remains healthy enough to pivot in when required. U-Turn is for momentum and when predicting an answer to it will be switching in
Clefable: It's there as a pivot and to ensure the rest of the team remains healthy, as well as providing a free switch in thanks to Teleport. Protect is for move scouting purposes and Moonblast is so we at least have some offensive pressure as well as dealing with Dragon and fighting types.
Terrakion: It's there to come in and hit like an absolute truck. Primarily mons like Bisharp or other potential issues like Steel types thanks to CC. Stone Edge is there for mons like Mantine and other flying types if Zeraora is down (or just an easily spammable move in general). EQ is nice as coverage and hits Aegislash (another potential issue) harder than anything else. Quick attack for means to pick off weakened set up sweepers or just weakened mons in general (minus ghosts).
Aside from listed problems, other issues are set up sweepers and Bulk up Corviknight if Dragapult is unable to come in/is down. Any advice is appreciated on the team.
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Knock Off
- Close Combat
- Grass Knot
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Earth Power
- Stealth Rock
- Toxic
Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- U-turn
- Fire Blast
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Brave Bird
- U-turn
- Roost
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Teleport
- Protect
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Close Combat
- Quick Attack
Explainations:
Zeraora: Devised mainly to be a breaker, with Knock off there to help provide ultility in terms of removing items, along with Grass knot to act as a way to chunk most ground types that would commonly switch into Zeraora essentially for free otherwise. It helps deal with Toxapex, which would otherwise give this team a lot of issues.
Seismitoad: Its main role is to get up hazards and act as a physical sponge, as well as countering Dracovish. Toxic is on it as a means to whittle down mons and help wear them down for our other mons to pick them off. Earth Power and Scald are standard affair, as I prefer special toad due to most of the metagame being physical; it offering variety. Plus, scald burns are always a plus.
Dragapult: Scarfed so that we can outspeed Zeraoras and U-Turn out on them, as well as being able to outrun the majority of weather sweepers (Sand Rush Drill, Venu in sun) and blow the both of them back with Fire Blast. Fire Blast also helps against Corv and Ferrothorn should it be required to do so. U-turn for pivoting and momentum and Draco/Shadow ball for STAB.
Corviknight: The primary Excadrill answer on the team (as it can be an issue as well, as nothing necessarily switches easily into it) with Brave Bird to hit fighting types like Conk for SE damage, Defog to remove hazards and Roost to make sure it remains healthy enough to pivot in when required. U-Turn is for momentum and when predicting an answer to it will be switching in
Clefable: It's there as a pivot and to ensure the rest of the team remains healthy, as well as providing a free switch in thanks to Teleport. Protect is for move scouting purposes and Moonblast is so we at least have some offensive pressure as well as dealing with Dragon and fighting types.
Terrakion: It's there to come in and hit like an absolute truck. Primarily mons like Bisharp or other potential issues like Steel types thanks to CC. Stone Edge is there for mons like Mantine and other flying types if Zeraora is down (or just an easily spammable move in general). EQ is nice as coverage and hits Aegislash (another potential issue) harder than anything else. Quick attack for means to pick off weakened set up sweepers or just weakened mons in general (minus ghosts).
Aside from listed problems, other issues are set up sweepers and Bulk up Corviknight if Dragapult is unable to come in/is down. Any advice is appreciated on the team.