






Hey guys, It's versatility! You might know me on showdown as... versatility or versatileness. I usually hang out in the OU chat. Without much said, I'm here with my favorite team which has done very well for me and I'm glad that I get to use underutilized pokemon in Hawlucha and Klefki to achieve my purpose for the team.


I first started with Hawlucha himself, because of his ability to endgame sweep or even earlygame sweep if you pull it off correctly. He can freely set up on pokemon lacking a coverage move or phazing with substitute and proceed to sweep or break major holes the enemy team freely.
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Added Mega-Mane as a pivot that absorbed electric attacks and thunder waves headed for Hawlucha and gains a free +1 special attack which is also nice. It pokes much needed holes in things Hawlucha can't set up on or touch.
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Azumarill also serves as a priority spammer and wallbreaker, not having very many switchins that don't get 2HKO'd by it's coverage, which Hawlucha appreciates. It also goes well with the next member of the team very well synergy-wise.
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Klefki glued every part of my team together, providing a very good switchin to common mons including weavile, latis, and others due to it's excellent typing. It provides spikes, t-wave, and a good way to beat physical attackers in Foul Play.
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Sand was a core that tied everything together, providing a way to get hazards off on my side while keeping hazards on their side, a surprise tankchomp/gliscor/lando-t beating ice beam on t-tar, a pursuit user that beats latis and starmie to an extent, a third cleaner and holepunch in Excadrill's offensive presence and stealth rocks. This core provides a lot of utility to me as it provides many roles that other cores can't boast, which gives me versatility (ha) in my win conditions and gameplan against other teams.


Batman (Hawlucha) @ Sitrus Berry
Ability: Unburden
Shiny: Yes
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics
The legend himself, Batman can sweep entire teams just by setting up sub and swords dance. Normally I either sub-spam and swords dance when I can, but when I feel risky I switch it into not very effective hits to activate the sitrus berry right away, which allows it to threaten things like serperior immediately. It makes for a very good late-game wincon as it cleans up after the enemy has taken it's toll switching into attacks from my holepunches and hazards. Also this works as an early game holepuncher itself as it can set up on a lot of pokemon and proceed to instantly put holes in the enemy team that can be cleaned up later by my other pokemon.

Flash (Manectric) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch
Manectric makes for one of the best volt-switch pivots in the game as it brings instant pressure with good coverage in Ice/Electric/Fire. Nothing much said here because it threatens offense quite well for Batman and also volt switch into other members of the team to keep the momentum in my favour. It works well as a cleaner once the other members have unleashed their barrage on the enemy team.

Captain America (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Azumarill has no switchins and deals with bulky pokemon that my team so far has trouble with, cough cough Hippowdon. It's the standard choice band set with superpower to potentially ohko ferro on the switch which is always nice. It works as a holepuncher with aqua jet to do upwards of 50% on frail mons and uses its other attacks to punish switchins and bulky mons. It works VERY well with klefki as klefki paralyzes mons for it which makes its job of destroying mons very easy.

Batmobile Keys (Klefki) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Magnet Rise
- Spikes
- Foul Play
These are the keys in which the team's (batmobile's) engine runs. Without this the team arguably wouldn't be as effective in it's role. First move is "yellow magic" which makes fast mons slow for azumarill to click coverage move and kill. Also unintentionally causes rage quits and hax so there's that. Prankster Thunder Wave just cripples pokemon outright and it alone just stops threats that my team might not be able to stop on it's own. Magnet Rise lets it set up on bulky grounds that don't carry a coverage move. Spikes just adds extra hazards to punish the opponents for switching which works very well especially against opponents that don't carry removal. Foul Play hurts offensive pokemon that have a high attack stat and are paralyzed or are weak to dark and also are paralyzed. Overall this mon is the second most useful on the team with spikes support and priority thunder wave, after Hawlucha of course. Also it can absorb priority including scizor's bullet punch, conkeldurr's mach punch, and etc. which helps the sand core a ton against priority.

Wolverine (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head
- Earthquake
- Rock Slide
This thing is a monster when under sand. It can outright 6-0 offensive teams lacking priority with its coverage moves and power. Rapid Spin is there to remove any hazards on my side alone which helps immensely. Iron Head, Earthquake, Rock Slide is for coverage and maximum holepunching ability. Overall this mon provides a hazard remover and an insane offensive threat in the sand that is unparalleled by anything in the Overused metagame.

Hulk (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 156 Atk / 104 SpA
Brave Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
T-Tar's the lead to this team, taking special hits like a professional and punishing volt-switches, latis, starmie, and locked in attackers with pursuit doing great chip damage. It's goal is to get rocks up and doing as much possible before dying, which it does well with pursuit, stone edge, and ice beam. EV's are for doing optimal damage against tankchomp/gliscor/lando-t while ohko'ing latias, offensive starmie, latis on the switch with pursuit. Overall T-Tar is a good glue that serves as a secondary Latis check and a great special attack punisher with pursuit.
Flash (Manectric) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch
Batman (Hawlucha) @ Sitrus Berry
Ability: Unburden
Shiny: Yes
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics
Captain (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Batmobile Keys (Klefki) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Magnet Rise
- Spikes
- Foul Play
Wolverine (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head
- Earthquake
- Rock Slide
Hulk (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 156 Atk / 104 SpA
Brave Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Overheat
- Hidden Power [Ice]
- Volt Switch
Batman (Hawlucha) @ Sitrus Berry
Ability: Unburden
Shiny: Yes
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics
Captain (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Batmobile Keys (Klefki) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Magnet Rise
- Spikes
- Foul Play
Wolverine (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Iron Head
- Earthquake
- Rock Slide
Hulk (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 156 Atk / 104 SpA
Brave Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Attachments
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