First time in Gen 8, and first time posting on this thread, so if I'm missing anything (I did read the rules, promise!), please let me know!
Galvantula (F) @ Wise Glasses
Ability: Compound Eyes
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Bug Buzz
- Sticky Web
- Energy Ball
Galvantula is extremely important to this team. Main purpose: throw down a Sticky Web or too to slow down the opposition. I'm not sold on the item, still playing around with it, but at the moment, two Thunders is enough to knock out a predicted Hatterene after the switch. Galvantula's speed and accuracy-boosted Thunder help deal with Gyarados and Toxipex. Energy ball is on there to deal with Quagsire and Seismitoad if they switch in predicting a Thunder.
Kommo-o (M) @ Throat Spray
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Clangorous Soul
- Clanging Scales
- Aura Sphere
- Flamethrower
Pretty standard set from what I can tell. Kommo-o is my special endgame sweeper. Setup with one Clangorous Soul, another boost with Throat Spray, and if Sticky Webs are down, he's faster than just about everything. I chose Soundproof as his ability to help safeguard against Ditto, the Ditto with usually try and hit me with a Clanging Scales, which won't work and locks them into a useless move. Flamethrower is for steel types like Aegislash and his best attack against Fairy types.
Eldegoss @ Big Root
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Leech Seed
- Rapid Spin
- Sleep Powder
The cleric (and hazard clearer). Regenerator and Big Root Leech Seed allow Eldegoss to switch in and out multiple times to clear hazards and status problems with the rest of the team. Sleep powder is great for stopping a troublesome opponent temporarily and allowing a teammate with an advantage to switch in. Side benefit, if leech seed is up, by the time the opponent has woken up, it has lost a big chunk of its health.
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Earthquake
- Scald
- Stockpile
- Recover
I've loved Quagsire since, well, forever, and he's even better now with access to Stockpile. Unaware makes Quagsire an awesome physically defensive wall right out of the gate, and a Stockpile or two makes him seemingly invincible if he can avoid getting poisoned. He can check almost any physical attacker and cripple with a burn, lessening the threat to the rest of the team.
Aegislash (M) @ Iron Ball
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- King's Shield
- Shadow Ball
- Steel Beam
- Shadow Sneak
Aegislash fills a role as a spin-blocker and specially defensive wall. King's Shield helps check physical attackers too, and makes spinners like Excadrill think twice about trying to take it out. Shadow sneak helps revenge kill Dragapult, and Steel Beam hits HARD to take out Fairy-types that would threaten Kommo-o. Shadow Ball is a generally solid coverage move that deals decent damage.
Gyarados @ Assault Vest
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Waterfall
- Power Whip
- Ice Fang
Physical late-game sweeper. I opted to use Assault Vest to try and increase his longetivity, but it does prevent access to Dragon Dance, making it extremely important that Webs stay up. As we all know, after a Moxie boost or two, Gyarados can pretty much run rampant through any team. Ice fang was included to deal with Dragon-types without getting locked into Outrage, and Power Whip is for Quagsire and Seismitoad.
This team has seemed to perform pretty well so far, but I feel like I need a more reliable way to deal with G-Corsola. Right now, I throw Eldegoss out there to seed it and put it to sleep to prevent it from healing, but that doesn't already work. It hasn't bitten me hard as of yet, but it feels like it's just a matter of time!
I'm also a little concerned about my 'special wall' being weak to fire and somewhat unable to really punish spinners like Excadrill.
Thanks in advance for the help, I really appreciate it!
Galvantula (F) @ Wise Glasses
Ability: Compound Eyes
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Bug Buzz
- Sticky Web
- Energy Ball
Galvantula is extremely important to this team. Main purpose: throw down a Sticky Web or too to slow down the opposition. I'm not sold on the item, still playing around with it, but at the moment, two Thunders is enough to knock out a predicted Hatterene after the switch. Galvantula's speed and accuracy-boosted Thunder help deal with Gyarados and Toxipex. Energy ball is on there to deal with Quagsire and Seismitoad if they switch in predicting a Thunder.
Kommo-o (M) @ Throat Spray
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Clangorous Soul
- Clanging Scales
- Aura Sphere
- Flamethrower
Pretty standard set from what I can tell. Kommo-o is my special endgame sweeper. Setup with one Clangorous Soul, another boost with Throat Spray, and if Sticky Webs are down, he's faster than just about everything. I chose Soundproof as his ability to help safeguard against Ditto, the Ditto with usually try and hit me with a Clanging Scales, which won't work and locks them into a useless move. Flamethrower is for steel types like Aegislash and his best attack against Fairy types.
Eldegoss @ Big Root
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Leech Seed
- Rapid Spin
- Sleep Powder
The cleric (and hazard clearer). Regenerator and Big Root Leech Seed allow Eldegoss to switch in and out multiple times to clear hazards and status problems with the rest of the team. Sleep powder is great for stopping a troublesome opponent temporarily and allowing a teammate with an advantage to switch in. Side benefit, if leech seed is up, by the time the opponent has woken up, it has lost a big chunk of its health.
Quagsire (M) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Earthquake
- Scald
- Stockpile
- Recover
I've loved Quagsire since, well, forever, and he's even better now with access to Stockpile. Unaware makes Quagsire an awesome physically defensive wall right out of the gate, and a Stockpile or two makes him seemingly invincible if he can avoid getting poisoned. He can check almost any physical attacker and cripple with a burn, lessening the threat to the rest of the team.
Aegislash (M) @ Iron Ball
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- King's Shield
- Shadow Ball
- Steel Beam
- Shadow Sneak
Aegislash fills a role as a spin-blocker and specially defensive wall. King's Shield helps check physical attackers too, and makes spinners like Excadrill think twice about trying to take it out. Shadow sneak helps revenge kill Dragapult, and Steel Beam hits HARD to take out Fairy-types that would threaten Kommo-o. Shadow Ball is a generally solid coverage move that deals decent damage.
Gyarados @ Assault Vest
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Waterfall
- Power Whip
- Ice Fang
Physical late-game sweeper. I opted to use Assault Vest to try and increase his longetivity, but it does prevent access to Dragon Dance, making it extremely important that Webs stay up. As we all know, after a Moxie boost or two, Gyarados can pretty much run rampant through any team. Ice fang was included to deal with Dragon-types without getting locked into Outrage, and Power Whip is for Quagsire and Seismitoad.
This team has seemed to perform pretty well so far, but I feel like I need a more reliable way to deal with G-Corsola. Right now, I throw Eldegoss out there to seed it and put it to sleep to prevent it from healing, but that doesn't already work. It hasn't bitten me hard as of yet, but it feels like it's just a matter of time!
I'm also a little concerned about my 'special wall' being weak to fire and somewhat unable to really punish spinners like Excadrill.
Thanks in advance for the help, I really appreciate it!