Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 36 Def / 220 SpA
Modest Nature
IVs: 0 Atk
- Fire Blast
- Moonblast
- Moonlight
- Thunderbolt
A major threat to unprepared teams. Clefable is bulky enough to withstand many offensive threats and KO with its coverage. The Def EVs ensure that it survives a Jolly Mold Breaker Excadrill Iron Head at full HP and gets to Fire Blast back.
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Icicle Crash
- Flare Blitz
Probably the most broken Mon right now, needs little explanation. Great Revenge killer, gets a lot of KOs with the right predictions and chips away with U-turn.
Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fishious Rend
- Outrage
- Earthquake
- Psychic Fangs
The scariest wallbreaker in the game, only reliably walled by Water Absorb, and situationally Defensive Tox and Ferrothorn. Can get sneaky KOs with correct predicts, as almost everyone expects Fishious Rend.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Scald
- Baneful Bunker
- Gunk Shot
One of the slots I'm suspicious about. Walls meta mons well and gets sneaky Gunk Shots on fairy types, but it's hard to switch out to another Pokemon on this team.
Excadrill @ Focus Sash
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Earthquake
- Rapid Spin
Sets up Hazards, spins 'em. Focus Sash is a well known set, with Mold Breaker to get through Magic Bounce. This is another slot I'm suspicious about, and I wonder if a Defoger is better, as Rapid Spin is often blocked by ubiquitous Pokes like Dragapult.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Trick
- Volt Switch
- Overheat
Volt Turn is almost always good. Tricking a Scarf onto a utility Pokemon or surprising sweepers with a Scarfed Will-O-Wisp, countering Corviknight and being able to KO Darm are more than enough to earn a spot on the team.
Issues with the team:
A severe weakness to Seismitoad
Seismitoad is extremely hard to deal with for all members except mayyybe Clefable. I've tried Rotom-Leaf over Heat, but it's too situational and the triple Fire weakness on the team is too hard to get over.
Hazards after Exca is down are a problem
If Spins get blocked or rocks get set up after Exca gets KO'd, hazards start becoming an issue with Darm and Rotom, who usually want to be switching in and out with U-turn and Volt Switch.
Strengths:
Teams that are unprepared for the offensive core of Clefable-Darm-Draco often get demolished.
These are all threats on their own and Clefable specifically shines, as teams that don't have an answer just get run over.
Except for holes mentioned above, it plays like a fairly balanced team with plenty of options.
I think that I'd keep the Offensive core trio and am very open to suggestions for the other three Pokes.
Let me know what y'all think!
Ability: Magic Guard
EVs: 252 HP / 36 Def / 220 SpA
Modest Nature
IVs: 0 Atk
- Fire Blast
- Moonblast
- Moonlight
- Thunderbolt
A major threat to unprepared teams. Clefable is bulky enough to withstand many offensive threats and KO with its coverage. The Def EVs ensure that it survives a Jolly Mold Breaker Excadrill Iron Head at full HP and gets to Fire Blast back.
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Icicle Crash
- Flare Blitz
Probably the most broken Mon right now, needs little explanation. Great Revenge killer, gets a lot of KOs with the right predictions and chips away with U-turn.
Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fishious Rend
- Outrage
- Earthquake
- Psychic Fangs
The scariest wallbreaker in the game, only reliably walled by Water Absorb, and situationally Defensive Tox and Ferrothorn. Can get sneaky KOs with correct predicts, as almost everyone expects Fishious Rend.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Toxic
- Scald
- Baneful Bunker
- Gunk Shot
One of the slots I'm suspicious about. Walls meta mons well and gets sneaky Gunk Shots on fairy types, but it's hard to switch out to another Pokemon on this team.
Excadrill @ Focus Sash
Ability: Mold Breaker
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Earthquake
- Rapid Spin
Sets up Hazards, spins 'em. Focus Sash is a well known set, with Mold Breaker to get through Magic Bounce. This is another slot I'm suspicious about, and I wonder if a Defoger is better, as Rapid Spin is often blocked by ubiquitous Pokes like Dragapult.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Trick
- Volt Switch
- Overheat
Volt Turn is almost always good. Tricking a Scarf onto a utility Pokemon or surprising sweepers with a Scarfed Will-O-Wisp, countering Corviknight and being able to KO Darm are more than enough to earn a spot on the team.
Issues with the team:
A severe weakness to Seismitoad
Seismitoad is extremely hard to deal with for all members except mayyybe Clefable. I've tried Rotom-Leaf over Heat, but it's too situational and the triple Fire weakness on the team is too hard to get over.
Hazards after Exca is down are a problem
If Spins get blocked or rocks get set up after Exca gets KO'd, hazards start becoming an issue with Darm and Rotom, who usually want to be switching in and out with U-turn and Volt Switch.
Strengths:
Teams that are unprepared for the offensive core of Clefable-Darm-Draco often get demolished.
These are all threats on their own and Clefable specifically shines, as teams that don't have an answer just get run over.
Except for holes mentioned above, it plays like a fairly balanced team with plenty of options.
I think that I'd keep the Offensive core trio and am very open to suggestions for the other three Pokes.
Let me know what y'all think!