Played a bunch of HO throughout SwSh, so I decided to try something new for my first team in gen 9. It's been pretty successful but I feel like it's missing a little oomph to push it over the edge.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Taunt
Considered using Great Tusk as my rock setter, but appreciate having intimidate, and having Lando opens up my Tusk for a more offensive role. Terra type water for the resist to ice and water types that otherwise threaten to ohko him. went for rocky helmet over leftovers because I already have good longevity on the team as a whole and enjoy the extra chip that is sometime crucial in getting mons onto ko range for Kingambit. Obvious EQ stab option doesn't need much explanation. I run taunt to cripple defensive mons that Lando wouldn't otherwise be able to damage and to stop set up sweepers. U-turn is another reason I chose Lando over Great Tusk because I enjoy having a bulky mon that can pivot and synergize with Rotom.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Trick
- Thunder Wave
Rotom-W forms a great defensive core with Lando-T and is a great switch in for a lot of Kingambit's checks. Scarf Rotom takes a lot of opponents by surprise while still providing solid bulk, esspecially with its great defensive typing. The team can sometimes struggle with particularly bulky teams, so being able to cripple stall pokemon with choice scarf, or pokemon who want to set up, is extremely useful. Skeledirge already runs Will-O-wisp, opening up the slot for thunder wave, which comes in clutch to cripple potential sweepers and just comes in clutch sometimes. Since im not investing anything into SpA, I'm opting to run hydro pump over surf, despite the lower accuracy. Terra steel is just a solid defensive type, especially with levitate.
Skeledirge (F) @ Heavy-Duty Boots
Ability: Unaware
Shiny: Yes
Tera Type: Fairy
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off
Skeliderge acts a solid tank that switches in to a lot of mon that threaten Kingambit or Iron Valiant. With torch song, she is sometimes able to snowball and become an offensive threat to unprepared teams. Wil o wisp and hex area great combo. Hex also works well since there are usually a few pokemon already paralyzed. Slack off is there to add longevity. Hazards can be a big problem, so I run boots in case I'm not able to spin them away. Terra fairy great for resisting dark types who switch in. At the end of the day, unaware is the reason I'm running her. It allows me to set up rocks or t-wave and then switch in without having to worry about any huge stats.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Fighting
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
Defensive Lando allows me to run a more offensive set, which I prefer in Great Tusk. I also appreciate having hazard removal that also applies offensive pressure, as opposed to something like corv. Duo STAB in close combat and headlong rush is pretty self explanatory. Rapid spin also pretty straight forward. I do a lot of pivoting with this team and its nice to avoid the chips damage. Knock of is a nice utility move thats also good for predicting ghost types switching in. Terra fighting is to lose the ground weakness while keeping a strong STAB.
Kingambit (M) @ Leftovers
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Fairy
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
The main win con in 90% of my games. Since I have strong priority, chose to run bulk over speed. SD is a great set up, especially if they are trying to predict the sucker punch. Iron head is a great Stab option and hurts fairies that resist dark. Terra fairy turn the fighting weakness into an advantage and Kangambit's attacks are usually boosted enough that it's not missing the STAB. Leftovers and high bulk makes it easier for Kingambit to switch in and stay healthy.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Psyshock
Iron Valiant is an alternative win con to Kingambit. Booster energy allows it to come in at the end for sweeps, but also is useful for revenge killing when there's one particular mon I need to clear to allow someone else to sweep. It also frees them up to switch moves as opposed to choice items. Invested fully in SpA as it is the only real special wallbreaker on the team, but I run close combat for the versatility. Psyshock is another option to help break through specially bulky pokemon. Terra fairy keeps a solid defensive typing a keeps a STAB moonblast.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Shiny: Yes
Tera Type: Water
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Taunt
Considered using Great Tusk as my rock setter, but appreciate having intimidate, and having Lando opens up my Tusk for a more offensive role. Terra type water for the resist to ice and water types that otherwise threaten to ohko him. went for rocky helmet over leftovers because I already have good longevity on the team as a whole and enjoy the extra chip that is sometime crucial in getting mons onto ko range for Kingambit. Obvious EQ stab option doesn't need much explanation. I run taunt to cripple defensive mons that Lando wouldn't otherwise be able to damage and to stop set up sweepers. U-turn is another reason I chose Lando over Great Tusk because I enjoy having a bulky mon that can pivot and synergize with Rotom.
Rotom-Wash @ Choice Scarf
Ability: Levitate
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Trick
- Thunder Wave
Rotom-W forms a great defensive core with Lando-T and is a great switch in for a lot of Kingambit's checks. Scarf Rotom takes a lot of opponents by surprise while still providing solid bulk, esspecially with its great defensive typing. The team can sometimes struggle with particularly bulky teams, so being able to cripple stall pokemon with choice scarf, or pokemon who want to set up, is extremely useful. Skeledirge already runs Will-O-wisp, opening up the slot for thunder wave, which comes in clutch to cripple potential sweepers and just comes in clutch sometimes. Since im not investing anything into SpA, I'm opting to run hydro pump over surf, despite the lower accuracy. Terra steel is just a solid defensive type, especially with levitate.
Skeledirge (F) @ Heavy-Duty Boots
Ability: Unaware
Shiny: Yes
Tera Type: Fairy
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off
Skeliderge acts a solid tank that switches in to a lot of mon that threaten Kingambit or Iron Valiant. With torch song, she is sometimes able to snowball and become an offensive threat to unprepared teams. Wil o wisp and hex area great combo. Hex also works well since there are usually a few pokemon already paralyzed. Slack off is there to add longevity. Hazards can be a big problem, so I run boots in case I'm not able to spin them away. Terra fairy great for resisting dark types who switch in. At the end of the day, unaware is the reason I'm running her. It allows me to set up rocks or t-wave and then switch in without having to worry about any huge stats.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Fighting
Jolly Nature
- Headlong Rush
- Close Combat
- Knock Off
- Rapid Spin
Defensive Lando allows me to run a more offensive set, which I prefer in Great Tusk. I also appreciate having hazard removal that also applies offensive pressure, as opposed to something like corv. Duo STAB in close combat and headlong rush is pretty self explanatory. Rapid spin also pretty straight forward. I do a lot of pivoting with this team and its nice to avoid the chips damage. Knock of is a nice utility move thats also good for predicting ghost types switching in. Terra fighting is to lose the ground weakness while keeping a strong STAB.
Kingambit (M) @ Leftovers
Ability: Supreme Overlord
Shiny: Yes
Tera Type: Fairy
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head
The main win con in 90% of my games. Since I have strong priority, chose to run bulk over speed. SD is a great set up, especially if they are trying to predict the sucker punch. Iron head is a great Stab option and hurts fairies that resist dark. Terra fairy turn the fighting weakness into an advantage and Kangambit's attacks are usually boosted enough that it's not missing the STAB. Leftovers and high bulk makes it easier for Kingambit to switch in and stay healthy.
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Close Combat
- Thunderbolt
- Psyshock
Iron Valiant is an alternative win con to Kingambit. Booster energy allows it to come in at the end for sweeps, but also is useful for revenge killing when there's one particular mon I need to clear to allow someone else to sweep. It also frees them up to switch moves as opposed to choice items. Invested fully in SpA as it is the only real special wallbreaker on the team, but I run close combat for the versatility. Psyshock is another option to help break through specially bulky pokemon. Terra fairy keeps a solid defensive typing a keeps a STAB moonblast.