After stealing teams from here for a while and climbing to about 1600, i decided it was time to make my own to see how far i could climb with that. Here is the team, i will explain my building process below
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Drain Punch
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- U-turn
- Hidden Power [Ice]
- Brave Bird
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Defog
- Soft-Boiled
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Hidden Power [Fire]
- Knock Off
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Haze
- Recover
- Scald
Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Focus Blast
- Hidden Power [Ice]
Team building process:
I started with a core of Tapu Koko and Hawlucha, a standard OU core that had swept my teams too many times not to give it a shot.
I like the physical set for Koko, volt switch is to inconsistent especially since many of the switches are bulky ground types, the physical set allows for u-turn to hit much harder, gigavolt havoc allows Koko to Ohko many pokemon that opponents will assume check, i ran brave bird over taunt, allowing it to ohko mega medichan, 62% chance to ohko mega lopunny, without wasting z-move, tangrowth and mega venusaur are 2hko and tapu bulu takes 75-90% allowing Koko to kill it with some chip damage, hp ice will get good chip damage on bulky ground switches
Hawlucha is the standard set, with its unburden boost it only needs 154 speed to outspeed +2 lando-t and most variants of volcarona, since they often run bulk, the rest is put into HP allowing it to set up a swords dance on most physical attackers after the electric seed boost, drain punch for sustain and 100% accuracy, acrobatics is 110 base power since you are not holding an item, high jump kick for insane damage, but prefer acro or drain for the accuarcy
Mew is our hazard control, so defog is essential, ice beam hits ground types that our team has trouble with so far, soft boiled is essential for recovery, and will-o-wisp allows it to wall many physical threats with the bulk it runs. 290 speed is needed to outspeed adamant lando-t and zygarde, both of which do very well into our team so far, pretty basic set,
Tangrowth walls so much of the meta game, good base stats assault vest and regenerator allow it to tank hits from most special attackers, eating even hp ice/fire for breakfast, giga drain provides recovery while saying in and is tangrowths stab move, knock off provides utility for the team, earthquake hits electric types which it walls so hard like tapu koko and mega manectric, hidden power fire deals with ferrothorn
Toxapex can handle almost anything tangrowth cant and vice versa, strong poison fire or ice special attack coming in? no problem toxapex takes nothing, recover allows toxapex to stall out many mons, scald is to burn physical attacks, haze prevents set up sweepers, toxic allows it to check tangrowth and get consistent chip damage against most things that it cant damage with scald, the double regenerator core allows both tanks to stay healthy while switching between the 2, allows for a lot of mind games with opponents
Our mega is alakazam, which has always been one of my favorite pokemon, timid max speed max spA allows it to hit hard and fast, outspeeding everything in the teir except mega aerodactyl, its massive special attack and great coverage allows it to sweep often times if hawlucha isnt up to the task, psychic is the obvious stab move, shadowball hits psychic types like lele and other Zams, and ghost types such as gengar, focus blast hits dark and steel, hidden power ice is for more coverage against offensive variants of lando-t and zygarde, outspeeding even a +1 adamant zygarde
So far the biggest threats i have noticed are some variants of lando-t or a sub zygarde sets, flying z move landorus-t was a big issue for the team, which is why i added hp ice on alakazam instead of hp fire, sub zygarde could come in on several things and set up a sub, it can then KO most of my checks while i break the sub, i havent had as many issues since i started running HP ice, but i still have to play around set up ground sweepers more than i would like, thanks for your feedback!
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Drain Punch
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Wild Charge
- U-turn
- Hidden Power [Ice]
- Brave Bird
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 156 Def / 112 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Will-O-Wisp
- Defog
- Soft-Boiled
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Hidden Power [Fire]
- Knock Off
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Haze
- Recover
- Scald
Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Focus Blast
- Hidden Power [Ice]
Team building process:
I started with a core of Tapu Koko and Hawlucha, a standard OU core that had swept my teams too many times not to give it a shot.
I like the physical set for Koko, volt switch is to inconsistent especially since many of the switches are bulky ground types, the physical set allows for u-turn to hit much harder, gigavolt havoc allows Koko to Ohko many pokemon that opponents will assume check, i ran brave bird over taunt, allowing it to ohko mega medichan, 62% chance to ohko mega lopunny, without wasting z-move, tangrowth and mega venusaur are 2hko and tapu bulu takes 75-90% allowing Koko to kill it with some chip damage, hp ice will get good chip damage on bulky ground switches
Hawlucha is the standard set, with its unburden boost it only needs 154 speed to outspeed +2 lando-t and most variants of volcarona, since they often run bulk, the rest is put into HP allowing it to set up a swords dance on most physical attackers after the electric seed boost, drain punch for sustain and 100% accuracy, acrobatics is 110 base power since you are not holding an item, high jump kick for insane damage, but prefer acro or drain for the accuarcy
Mew is our hazard control, so defog is essential, ice beam hits ground types that our team has trouble with so far, soft boiled is essential for recovery, and will-o-wisp allows it to wall many physical threats with the bulk it runs. 290 speed is needed to outspeed adamant lando-t and zygarde, both of which do very well into our team so far, pretty basic set,
Tangrowth walls so much of the meta game, good base stats assault vest and regenerator allow it to tank hits from most special attackers, eating even hp ice/fire for breakfast, giga drain provides recovery while saying in and is tangrowths stab move, knock off provides utility for the team, earthquake hits electric types which it walls so hard like tapu koko and mega manectric, hidden power fire deals with ferrothorn
Toxapex can handle almost anything tangrowth cant and vice versa, strong poison fire or ice special attack coming in? no problem toxapex takes nothing, recover allows toxapex to stall out many mons, scald is to burn physical attacks, haze prevents set up sweepers, toxic allows it to check tangrowth and get consistent chip damage against most things that it cant damage with scald, the double regenerator core allows both tanks to stay healthy while switching between the 2, allows for a lot of mind games with opponents
Our mega is alakazam, which has always been one of my favorite pokemon, timid max speed max spA allows it to hit hard and fast, outspeeding everything in the teir except mega aerodactyl, its massive special attack and great coverage allows it to sweep often times if hawlucha isnt up to the task, psychic is the obvious stab move, shadowball hits psychic types like lele and other Zams, and ghost types such as gengar, focus blast hits dark and steel, hidden power ice is for more coverage against offensive variants of lando-t and zygarde, outspeeding even a +1 adamant zygarde
So far the biggest threats i have noticed are some variants of lando-t or a sub zygarde sets, flying z move landorus-t was a big issue for the team, which is why i added hp ice on alakazam instead of hp fire, sub zygarde could come in on several things and set up a sub, it can then KO most of my checks while i break the sub, i havent had as many issues since i started running HP ice, but i still have to play around set up ground sweepers more than i would like, thanks for your feedback!