In the previous week or two it seems like there's been somewhat of a rise of bisharps and hippo+exca cores. There also seems to have been a shift from double ghost cores to double dark so I decided to make a team based around conk.
Team building process was pretty lazy I just went conk + clef/corv core + water absorber + dark(replaced by duggy to trap clef) + scarf
ClefableLure (Conkeldurr) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Earthquake
- Mach Punch
Standard guts set. I decided to go for CC over drain punch so I could 2HKO 252/252 hippo, corviknight and mandibuzz. Mandibuzz has a chance to survive knock off + close combat. Knock off is for the ghosts and it's spammable. EQ is mainly for pex but it also makes for less riskier predictions vs certain team comps with ghosts. Have been debating replacing this with facade to hit clef harder. Mach punch is pretty much mandatory and has a chance to OHKO excadrill.
I should probably just go 252 speed for the speed tie with other conks but I've yet to find anything faster than neutral uninvested seismitoad that seems relevant.
Maxed out speed evs and after testing facade quite a bit I feel like earthquake is more valuable
ExcadrillLure (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 72 Def / 48 SpD / 136 Spe
Bold Nature
IVs: 0 Atk
- Teleport
- Wish
- Protect
- Moonblast
Kind of feels pointless to talk about clef as it has to be on every team. Without drain punch conk gets worn down pretty quickly with wish and teleport clefable can heal conk up and get him back in safely. Protect + wish are standard and moonblast for threatening kommo-o, hydreigon etc. 136 SpD is a jump point and I dumped the rest in defense.
Conk seems to be an issue and Clef is 2HKO'd by knock off + facade/earthquake. 136 Speed evs outspeeds max speed adamant conk but sacrifices considerable bulk. 72 def evs is a jump point and I dumped the rest into SpD.
BraveBird (Corviknight) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- U-turn Iron Head
- Defog
- Roost
- Body Press
Standard Defog corvi, best defogger in the tier. The team can sometimes struggle with CM clef, especially if I either use duggy to kill something else or I want to keep duggy to trap something else, so I opted for iron head over brave bird. I've honestly debated dropping u-turn for brave bird so I have an easier time with kommo-o/ opposing conks and it'd do a smidge more damage to stuff like gyarados who would otherwise set up in my face. Though u-turning to scarf pult is generally the optimal play.
Clefables, Sylveon togekiss and gardevoir have been giving me issues so I decided to drop defog for iron head. Togekiss can be pp stalled out of flamethrower/fire blast, sylveon isn't very threatening and gardevoir is super rare but I believe it's worth the loss of momentum just for clefable but maybe not. Going to test as is for now anyway.
Seismitoad (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 168 Def / 88 SpD
Bold Nature
- Earthquake
- Clear Smog
- Recover
- Scald
I've tried a couple of different options in this slot, it was originally pex but my team was 6-0'd by zeraora so I switched to toad. Gastro holds up better in longer games vs rain. 168 Def evs and a bold nature ensure gastro is never 3HKO'd by scarf Darm as nothing else likes taking a flare blitz. Have been thinking about running Yawn so calm mind clef doesn't get a free turn but unsure what to drop.
Clear smog has proven very situational but once or twice I managed to stop clef from setting up and sometimes kommo-o. Yawn is looking more appealing atm but might test clear smog a little longer.
BanMePls (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Reversal
- Earthquake
- Sucker Punch
-Stealth Rock Stone Edge
Duggy is the glue of this team and it's really important to save it for clefable and to a lesser extent stuff like kyurem who can eat a mach punch and OHKO conkeldurr. Duggy is absolutely ridiculous. There have been games where I've trapped clef, took 70% from moonblast and got a wish + tele back into duggy with an intact sash to trap something else. Pretty situational but clef is on every team and it goes down almost the same way every time.
Pretty niche but it's quite difficult to switch into a centiskorch with this team and threaten it. Duggy's EQ only does 48.2-56.6%. The 4th move is very rarely clicked so I said I'd throw on stone edge.
YEET (Dragapult) @ Choice Scarf
Ability: Infiltrator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Fire Blast
- U-turn
- Draco Meteor
Just when you think the designs for dragons can't get any stupider..reeeee..enter dragapult. Scarf to outspeed all the weather sweepers. Tbolt for rain(thunder doesn't seem to get any relevant 2HKOs except for a 50% chance on phys def pex), fire blast for venusaur/excadrill, u-turn for momentum and draco for deeps. Haven't missed shadow ball as of yet.
Have been considering dropping u-turn for shadow ball, thoughts?
Threats:
Calm mind Clefable
SD Bisharp
Conkeldurr
Gardevoir
Team building process was pretty lazy I just went conk + clef/corv core + water absorber + dark(replaced by duggy to trap clef) + scarf
ClefableLure (Conkeldurr) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Earthquake
- Mach Punch
Standard guts set. I decided to go for CC over drain punch so I could 2HKO 252/252 hippo, corviknight and mandibuzz. Mandibuzz has a chance to survive knock off + close combat. Knock off is for the ghosts and it's spammable. EQ is mainly for pex but it also makes for less riskier predictions vs certain team comps with ghosts. Have been debating replacing this with facade to hit clef harder. Mach punch is pretty much mandatory and has a chance to OHKO excadrill.
Maxed out speed evs and after testing facade quite a bit I feel like earthquake is more valuable
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 252+ Def Hippowdon: 219-258 (52.1 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery.
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 0 Def Mandibuzz: 327-385 (77.1 - 90.8%) -- guaranteed 2HKO.
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 48 Def Corviknight: 312-367 (78 - 91.7%) -- guaranteed 2HKO after Leftovers recovery.
252+ Atk Guts Conkeldurr Mach Punch vs. 0 HP / 4 Def Excadrill: 342-404 (94.7 - 111.9%) -- 68.8% chance to OHKO
252+ Atk Guts Conkeldurr Knock Off (97.5 BP) vs. 252 HP / 4 Def Clefable: 118-139 (29.9 - 35.2%) -- 24.6% chance to 3HKO
252+ Atk Guts Conkeldurr Earthquake vs. 252 HP / 4 Def Clefable: 244-288 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 0 Def Mandibuzz: 327-385 (77.1 - 90.8%) -- guaranteed 2HKO.
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 48 Def Corviknight: 312-367 (78 - 91.7%) -- guaranteed 2HKO after Leftovers recovery.
252+ Atk Guts Conkeldurr Mach Punch vs. 0 HP / 4 Def Excadrill: 342-404 (94.7 - 111.9%) -- 68.8% chance to OHKO
252+ Atk Guts Conkeldurr Knock Off (97.5 BP) vs. 252 HP / 4 Def Clefable: 118-139 (29.9 - 35.2%) -- 24.6% chance to 3HKO
252+ Atk Guts Conkeldurr Earthquake vs. 252 HP / 4 Def Clefable: 244-288 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery
ExcadrillLure (Clefable) @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 72 Def / 48 SpD / 136 Spe
Bold Nature
IVs: 0 Atk
- Teleport
- Wish
- Protect
- Moonblast
Kind of feels pointless to talk about clef as it has to be on every team. Without drain punch conk gets worn down pretty quickly with wish and teleport clefable can heal conk up and get him back in safely. Protect + wish are standard and moonblast for threatening kommo-o, hydreigon etc. 136 SpD is a jump point and I dumped the rest in defense.
Conk seems to be an issue and Clef is 2HKO'd by knock off + facade/earthquake. 136 Speed evs outspeeds max speed adamant conk but sacrifices considerable bulk. 72 def evs is a jump point and I dumped the rest into SpD.
BraveBird (Corviknight) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- U-turn Iron Head
- Defog
- Roost
- Body Press
Standard Defog corvi, best defogger in the tier. The team can sometimes struggle with CM clef, especially if I either use duggy to kill something else or I want to keep duggy to trap something else,
Clefables, Sylveon togekiss and gardevoir have been giving me issues so I decided to drop defog for iron head. Togekiss can be pp stalled out of flamethrower/fire blast, sylveon isn't very threatening and gardevoir is super rare but I believe it's worth the loss of momentum just for clefable but maybe not. Going to test as is for now anyway.
0 Atk Corviknight Brave Bird vs. 0 HP / 4 Def Gyarados: 139-165 (41.9 - 49.8%) -- guaranteed 3HKO after Leftovers recovery
Seismitoad (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 168 Def / 88 SpD
Bold Nature
- Earthquake
- Clear Smog
- Recover
- Scald
I've tried a couple of different options in this slot, it was originally pex but my team was 6-0'd by zeraora so I switched to toad. Gastro holds up better in longer games vs rain. 168 Def evs and a bold nature ensure gastro is never 3HKO'd by scarf Darm as nothing else likes taking a flare blitz. Have been thinking about running Yawn so calm mind clef doesn't get a free turn but unsure what to drop.
Clear smog has proven very situational but once or twice I managed to stop clef from setting up and sometimes kommo-o. Yawn is looking more appealing atm but might test clear smog a little longer.
252 Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 168+ Def Gastrodon: 135-159 (31.6 - 37.3%) -- guaranteed 4HKO after Leftovers recovery
BanMePls (Dugtrio) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Reversal
- Earthquake
- Sucker Punch
-
Duggy is the glue of this team and it's really important to save it for clefable and to a lesser extent stuff like kyurem who can eat a mach punch and OHKO conkeldurr. Duggy is absolutely ridiculous. There have been games where I've trapped clef, took 70% from moonblast and got a wish + tele back into duggy with an intact sash to trap something else. Pretty situational but clef is on every team and it goes down almost the same way every time.
Pretty niche but it's quite difficult to switch into a centiskorch with this team and threaten it. Duggy's EQ only does 48.2-56.6%. The 4th move is very rarely clicked so I said I'd throw on stone edge.
252 Atk Dugtrio Stone Edge vs. 252 HP / 0 Def Centiskorch: 520-612 (128.7 - 151.4%) -- guaranteed OHKO
YEET (Dragapult) @ Choice Scarf
Ability: Infiltrator
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Fire Blast
- U-turn
- Draco Meteor
Just when you think the designs for dragons can't get any stupider..reeeee..enter dragapult. Scarf to outspeed all the weather sweepers. Tbolt for rain(thunder doesn't seem to get any relevant 2HKOs except for a 50% chance on phys def pex), fire blast for venusaur/excadrill, u-turn for momentum and draco for deeps. Haven't missed shadow ball as of yet.
Have been considering dropping u-turn for shadow ball, thoughts?
Threats:
Calm mind Clefable
SD Bisharp
Conkeldurr
Gardevoir
Last edited: