forregon 9 (pokepast.es)

you may note that this is called forregon 9. forregon is a nice play on pory2+forre, and 9 is in reference to the fact that this is the 9th iteration of the team (technically 11th as i was experimenting with 'skarmadon", and made the switch from superpower to eq on tar to deal with suparachi better). i went through such banger ideas as shell bell 25 hp ivs infernape, resttalk guts machamp, spikes/rapid spin/counter/protect forre and scarf gliscor. this was the variant i was by far the most happy with, and i dont think im personally capable of taking the team any further, though others might be able to.
its basically tss dpp edition, team somewhat talks for itself once you know the mon choices, so ill get into those in order of when i picked them;
pory 2: beats heatran, gyarados, magnets, flygon and natcurers while being capable of just being a decent mon that has recover (eg, it can absolutely work as a swampert answer if the zapdos is down). switch this thing into gyara immedietely, every time. same philosophy for heatran (obv try to shake it up, team is fortunately robust enough that you can, but the default should def be pory for its ability to recover). because we have a fairly defensive empoleon and a forretress, the team appreciates being able to trap the magnets. wish i could slot twave for extra gar checking, but your odds between discharge paraing, focus blast missing when it needs to hit multiple times and just recover spamming if it comes down to it arent awful
forre: both of porys stabs hit ground immune pokemon. this makes spikes stacking pretty nifty. spin support also means that switching around and trying to break pory that way, by never giving it a free turn is a lot more annoying. thanks to counter, this forre set can 1v1 any physical pokemon that cant boost its attack without attacking (and even then, you have gyro ball for the cases of ttar and dnite). especially metagross, banders and pert (and also skarmory, who you counter for unrelated reasons). opting to not run assurance thanks to pursuit support from ttar. protect and boom would be lovely, but we cant fit it. biggest problem mons for forre are gyarados, scizor, and lucario setting up on it and not letting you click counter (and obviously special threats, but you shouldnt be taking those with forre) which i hope the rest of the team can beat. very much appreciates the magnezone, heatran and gyara countering from pory.
ttar: was band for the longest time while this team was struggling to find its 6th before being freed to not be the only physical attacker (gliscor was previously gengar/nape who had pacing diff issues). ttar is mandatory. sand is nice for 2/3rds of the team, rock slide hits flying types that hover over spikes, and most importantly, ttar has pursuit. this gives forre free spinning. it also allows you to deal with latias, who between emp and ttar and auxiliary help from pory this team should cover nicely. chosen to be the speed control of the team, try to get into endgames where this guy can win by spamming shit. try not to overload, ttar is marginally the best mon on the team but cant be the electric resist, the latias switchin and the heatran mixup all at once, especially if forre hasnt gotten opportunities. eq on scarf over superpower is for suparachi, gross and emergency nape checl, obviously can be dodgy in endgame cleanups when theres a flying but like... 2nd superpower isnt great into flyers either and half the team is a designated flying type check. the more pressing issue is clef, but gliscor is like... the second best mon into clef after breloom, so maybe were fine? crunch does 52% so it can still beat non twave variants that gliscor may struggle with
zapdos: i figured an electric and a ghost, and didnt want to doubledip with rotom so i went with zapdos and gar (i later cut gar, because realistically this team doesnt need spinblocking that much on account of forre is not a one time spiker). this teams main method of dealing with water types, fighting types, setup steel types, ground types and also breloom check #1. designated lead because it doesnt take spikes damage and is also solid into most common leads (or you can switch out to a mon thats great into them). appreciates forre spinning, can be the gyara check if the heatran boomed the pory
empoleon: teams rocker and designated steel type. i dislike overloading forre with the burden of being the only steel type to punish dnites outrages, to set up stealth rock, its not a good idea and wont do half of what you want it to do. in comes bulky emp. was originally metagross, but i wanted a water resist. grass knot is incredibly tempting, but roar is probably the better move on account of dealing with fuckass substitute users, dealing with suicune after numerous calm minds and grass knot does like 25, we can double switch to zapdos so we have an option against water types and we have spikes on this team. M.A.D relationship with ground types. this is your jirachi check (iron head does like 1.3% after leftovers), but *PLEASE* make sure their team comp doesnt call for suparachi, esp if you need the emp for other things
gliscor: the culmination of a lot of teambuilding desires (electric resist/immune, second breloom/fighting answer, physical offence for special walls, steel breaker, reliable tar answer (mixedtar/ddtar that could beat forre and emp was beating this teams ass for a bit), stallbreaker). this is a wincon, but dont be afraid to switch it out like 5 times after an SD if you need to. does it suck ass into levitaters not named flygon? yeah. but like, you have roost, you dont take spikes damage, youre sand immune you have lefties... honestly, dont even view this as an sd gliscor, but rather a gliscor that can click sd. dont hide it in the back the whole game waiting for the sweep opportunity, let it come out and be a part of your strong defensive core. also has perfect defensive synergy with empoleon, so thats nice
probably my fav team ive built for the comp so far. def the one i spent the longest on
edit: you can get 2 additional attack on the gliscor by using a jolly nature and going to 280 with a different spread of evs. do that