Hello everybody! I'm back with another team featuring another underrated Mon, . Bax is an interesting Mon, being the pseudo with the highest atk, as well as having an op signature move and a good ability. It benefits from the snow that provides for easier setting up. This plus attack boosts from thermal exchange makes this thing a monster, and I hope to prove that with this team.
I wanted to use Bax, and slowking gave it easier entry and snow for a defence boost
magnezone helped against the steels, fairies, dragons and some ice types that Bax struggled against.
Clod is our special tank, sinc the team struggled against Mons like valiant, moth, and others
Talonflame checked many physical attackers including tusk, d-nite and others. It's job is to spread burn and remove any hazards.
CB pao is our breaker, cleaner and another Mon that benefits from snow and slowking 's future sights.
The Team
Baxcalibur @ Heavy-Duty Boots / Assault Vest
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Glaive Rush
- Dragon Dance
- Icicle Crash
- Earthquake
Bax is our wincon but works kinda as a breaker as well. Ice dragon is awesome offensively, only struggling against steels which is what e-quake is for. This type trio is practically unresistable. You could run assault vest and aqua tail over dd for extra bulk and tera water to give it a boost and resist steel.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Psychic
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Chilly Reception
- Future Sight
- Slack Off
- Chilling Water
Slowking acts as a pivot, to let in the team's attackers as well as giving future sight support. Phys defensive or even some SpAtk investment can be run on this set since we've already got a special wall. Chilling water helps against set up sweepers who've decided to set up on king ( moon, d-nite ect). Tera psychic is for an extra powerful future sight.
Magnezone @ Leftovers
Ability: Magnet Pull
Tera Type: Fire / Ground
EVs: 248 HP / 252 SpA / 8 Def
Bold Nature
IVs: 0 Atk
- Substitute
- Volt Switch
- Tera Blast
- Flash Cannon
The old mag drag combo, it's not seen much usage this gen so I wanted to try it out. Mag ( of course) deals with fairy, dragon and opposing steel types, thanks to it's ability that Bax struggles to KO. Mag now has an even easier time against steels thanks to tera. Ground tera can be run to stop volts from and opposing , since volt switch hits corv anyways and half the time it's going to U-turn out
Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Grass
EVs: 252 HP / 252 Def / 4 Atk
Bold Nature
- Roost
- Defog
- Will-O-Wisp
- U-turn
This slot was originally taken by , but talonflame surprised me. It's speed let's it willo slower attackers including hands, dozo to an extent, slither wing, azumarill, d-nite, quaquaval, bulky tusk and treads, and scizor. It's also another pivot with hazard removal as well. Tera grass to be neutral against rock and resist electric and water, although I haven't terastalised this thing yet. The main reason I'm using it over corv is since it's a better check to
Clodsire @ Black Sludge / Leftovers
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Earthquake
- Spikes
- Toxic Spikes
This thing acts as a special unaware sponge, and hazard setter. Tera dark is to beat who the team struggles against otherwise. Spikes and t-spikes will annoy the opponent while their switching to try and get around the team's defensive core ,but boots will be annoying. Leftys are probably better since you'll be chipped every turn with black sludge if you tera.
Chien-Pao @ Choice Band
Ability: Sword of Ruin
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Crunch
- Sacred Sword
- Ice Shard
Last but certainly not least, CB chien pao. The choice set fit better on the team because we've got Bax as an ice type setup sweeper, and we needed a solid breaker anyways. Sacred sword to beat , other , and any boosted Mon, BU corv can be annoying but sacred sword beats it. Shard over sucker punch so we don't need to deal with sucker punch mind games. Tera ice for a supercharged ice spinner, which we're running over icicle crash for more accuracy since if it misses, we get OHKOed.
Just a side note, this team is quite defensive so if we lose our main attackers, we're doomed. I'd love any opinions on how to give the team more offensive pressure.
Threats
can be a huge threat if it's running booster energy, but can tank an unboosted aura sphere and KO back with flash cannon.
is tough to beat since most of our team gets hit hard by body press, or gets beat by salt cure. Try to bait out a tera on another Mon so can hit hard with sacred sword.
All knock off users can be threatening since is our check to most of them, and won't be able to make repeated switch ins if rocks are chipping half of its health.
can sweep the team if your not careful. If you see it in team preview, then save your tera for clod to deal with it.
Pokepaste
https://pokepast.es/2d12d3997dc81a4c
Replays
https://replay.pokemonshowdown.com/gen9ou-1779217447-6hkfm39mdjynpvgvp3uogexxd4a43qtpw Vs hazard stack BO
https://replay.pokemonshowdown.com/gen9ou-1780932578 Vs another hazard stack
More replays coming soon...
Outro
I hope you all took the time to read what I'm saying, rather than just going straight to the team. As you all know (or most of you), threads take time to make!
And that's about it. Like I've said the team struggles once it loses it's 2 offensive Mons ( or 3 if you include magnezone ) so I'd love any help you could give to make the team work without it. The main Mon I'd replace to do this is possibly clod since the other members cover what it does to help the team. I hope you have fun using this terrible team and please send any advice you can give. Thanks in advance!