I put apostrophes around peaked in the title because I really couldn't be assed to get higher than 1550 on the alt when I already had hit 1660 on my main using the team. You can get a lot higher than 1550 with the team, I just couldn't be bothered to do it a second time.
was my original starting point, because I have been liking FC dragon teams recently, and decided to start off with one of them. I chose
over
or
because Triple Arrows is a broken move. I started out with just a basic TArrows/MSpin/Knock/SSap set, but you can really customize the movepool, the team is able to function without most of the pieces on Korai, and I haven't found myself using it that often.
After I added
, I knew that I would need a check to
, so I decided that I would add a levitating Steel-type. I originally had
as my levitate pokemon, but decided ultimately to run
as my levitate pokemon, freeing
up to be a Magic Guard set.
is just running a generic Plot set, and realistically could be using one of several different abilities, which makes it a lot harder for my opponent to guess what exactly I'm up to.
is running a fairly generic support set, mainly just there to spinblock and stave off
while providing chip with Scure/Saxe.
After that, I added
to provide a SpDef mon, and decided to use MG Eviolite because MG means that hazards aren't an issue for it, and Eviolite makes it incredibly hard to kill. MSpin is just there to poison stuff like TH
formes, TTurvy is setup control, and Shore/PShot are fairly self-explanatory.
was my choice for Ghost-type, inspired by the sets used on teams like QT's Gardevoir Balance and Chessking345's Pixi Flutter Stack, I used a Spikes/Knock/Pain Split/Fairy move set for my
, but decided on using MGLO instead of something like Ice Scales or Pixilate so I could be sure I wouldn't be taking hazard or poison chip.
I finished off the team with Imp because it's the BH ladder, they're gonna try and cheese, and decided on boots
as my Imp to truly punish any attempts to use hazards vs me.







Firefighter (Koraidon) @ Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Triple Arrows
- Mortal Spin
- Knock Off
- Strength Sap
As stated in the teambuilding blurb, it's a basic FC set, modeled after FC
's standard set. It walls stuff, it spreads poison, it removes items, it flinches down a Celesteela from full because Triple Arrows is stupid, it does it all. It's a decent check to
, but it isn't perfect, so against the chicken, you'll need to get up hazards and keep them up to put it on a timer. Improofed by
if it's healthy, and by
if you have cloak still on it and dont want to lose hazard progress.

Swat (Arceus-Steel) @ Fist Plate
Ability: Magic Guard
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revelation Dance
- Judgment
- Nasty Plot
- Shore Up
Nasty Plot
is such a fun set to use, and I've been loving it recently. You can realistically run MGuard, MBounce, GaG, WBB, or Levitate on it, making it a nightmare for my opponents to guess what ability I'm using. Combine that with its solid damage output, ability to ignore Normalize, and the ease of improofing, and it's an amazing set. It's used here as an improof for
and as a secondary spinblocker that also threaten solid damage while keeping hazards up. Improofed by itself/
/
/
This and
also act as your checks to fairies like
,
and 

Janitor (Melmetal) @ Covert Cloak
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 SpA
- Salt Cure
- Rapid Spin
- Stone Axe
- Shore Up
The designated
check of the team, a secondary MSpin blocker, and another way to force progress all rolled up into one package, this set is really just a utility machine. You could switch out Rapid Spin for Topsy Turvy or Haze for more setup control, but Rapid Spin is nice for punishing low ladder webs teams.
also acts as a Nuzzle absorber for the team, and as a check to King's Rock Population Bomb sets in case you run into The Guy Who Has Many Alts . Improofed by
if you want to set up, or by
if you want to keep hazards up. This and
also act as your checks to fairies like
,
and 

Canine (Chansey) (F) @ Eviolite
Ability: Magic Guard
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
IVs: 0 Atk / 0 Spe
- Mortal Spin
- Topsy-Turvy
- Shore Up
- Parting Shot
The pink blob itself,
makes any special attacker not using Secret Sword/Psystrike incredibly sad, while also spreading poison and being deceptively hard to kill on the physical side thanks to Eviolite. As mentioned above, all of the moves are pretty self-explanatory, with Mortal Spin being chosen over Ruination simply so I could improof it a little easier. Improofed by
,
, and
if you don't need to keep hazards up.

Inventor (Flutter Mane) @ Life Orb
Ability: Magic Guard
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Knock Off
- Pain Split
- Spikes
Until recently, people have looked at Flutter Mane and thought "this is just an offensive pokemon" and used it as such, without considering the unique potential it has for support. Sure, it can fire off strong Moonblasts, but it can also use Spikes and Knock Off to cripple pokemon in the long term, or even things like Encore or Nuzzle. Pain Split even makes it hard to stop her with a blob or with Imp. The set I've chosen is one that can force a lot of progress while spinbocking and being deceptively hard to kill for only having 55 HP. Improofed by itself, or
/
if desperate.

Backup (Blissey) (F) @ Heavy-Duty Boots
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 SpA
- Block
- Shore Up
- Haze
- Heal Bell
The final member of the Heist Stoppers, Big Imp both acts as scouting and as anti-cheese, both of which are godsends for anyone trying to deal with the hellhole known as the BH ladder. Block Imp lets you troll anyone leaving their Imps in on yours, and also acts as an emergency Improof for
.
Your primary win conditions all revolve around hazards, and being able to use them combined with
or
to break down walls over time. Get up hazards early, knock boots/eviolite/leftovers/cloak, and win the war of attrition. If you see a chicken, you will have to play aggressively in order to clock it down before you get overwhelmed. Your plan to deal with offensive threats is keep hazard pressure up and use things like Imposter and faster mons to chip them down and prevent them from getting enough time to break you.
Now, just as with every team, there are some bad matchups. Most teams don't have the capability to break your walls in a game, but there are some pokemon and sets that can scare you.
The chicken theoretically can break the team if given enough time, but you can prevent this by just denying it the time it needs. Hitting a Mortal Spin on a predicted switch on
will put it on a very fast clock, as will stacking hazards. Just put it on a clock and it will eventually stop ticking.
/
Random Power Trip/Stored Power pokemon have the potential to sweep you, just because you don't have an airtight mu into ladder cheese. You can mostly beat them, but if they've got the right coverage or are played properly, you're in for a bad time.
Unburden mons can potentially sweep if they have perfect coverage, but Unburden is a MU fish that you just have to accept.
Secret Sword mons can shred your setup control in
and potentially sweep you, but that both requires the SSword pokemon to be selfproofed, and for the opponent to play competently, which I haven't seen combined yet.
Uhh I don't really have much planned out for this, so just go stop the nefarious hazards from stealing your games? Also, bonus replays of the team vs high ladder.
https://replay.pokemonshowdown.com/gen9balancedhackmons-2336225081-0c2n2hej4a8vqnrhmmclqnbckufd89hpw vs Geneku
https://replay.pokemonshowdown.com/gen9balancedhackmons-2337070357-l0y9ft1kacwh2o6noi1qiv8dkpk4faipw vs HarvestBlissVictim
Teambuilding Process:




After I added








After that, I added




I finished off the team with Imp because it's the BH ladder, they're gonna try and cheese, and decided on boots

The Team






The Sets

Firefighter (Koraidon) @ Heavy-Duty Boots
Ability: Fur Coat
Tera Type: Fighting
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Triple Arrows
- Mortal Spin
- Knock Off
- Strength Sap
As stated in the teambuilding blurb, it's a basic FC set, modeled after FC





Swat (Arceus-Steel) @ Fist Plate
Ability: Magic Guard
Tera Type: Steel
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Revelation Dance
- Judgment
- Nasty Plot
- Shore Up
Nasty Plot










Janitor (Melmetal) @ Covert Cloak
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Impish Nature
IVs: 0 SpA
- Salt Cure
- Rapid Spin
- Stone Axe
- Shore Up
The designated









Canine (Chansey) (F) @ Eviolite
Ability: Magic Guard
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD
IVs: 0 Atk / 0 Spe
- Mortal Spin
- Topsy-Turvy
- Shore Up
- Parting Shot
The pink blob itself,





Inventor (Flutter Mane) @ Life Orb
Ability: Magic Guard
Tera Type: Ghost
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Knock Off
- Pain Split
- Spikes
Until recently, people have looked at Flutter Mane and thought "this is just an offensive pokemon" and used it as such, without considering the unique potential it has for support. Sure, it can fire off strong Moonblasts, but it can also use Spikes and Knock Off to cripple pokemon in the long term, or even things like Encore or Nuzzle. Pain Split even makes it hard to stop her with a blob or with Imp. The set I've chosen is one that can force a lot of progress while spinbocking and being deceptively hard to kill for only having 55 HP. Improofed by itself, or



Backup (Blissey) (F) @ Heavy-Duty Boots
Ability: Imposter
Tera Type: Normal
EVs: 252 HP / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 SpA
- Block
- Shore Up
- Haze
- Heal Bell
The final member of the Heist Stoppers, Big Imp both acts as scouting and as anti-cheese, both of which are godsends for anyone trying to deal with the hellhole known as the BH ladder. Block Imp lets you troll anyone leaving their Imps in on yours, and also acts as an emergency Improof for

The Gameplan
Your primary win conditions all revolve around hazards, and being able to use them combined with


Threats
Now, just as with every team, there are some bad matchups. Most teams don't have the capability to break your walls in a game, but there are some pokemon and sets that can scare you.







Conclusion
Uhh I don't really have much planned out for this, so just go stop the nefarious hazards from stealing your games? Also, bonus replays of the team vs high ladder.
https://replay.pokemonshowdown.com/gen9balancedhackmons-2336225081-0c2n2hej4a8vqnrhmmclqnbckufd89hpw vs Geneku
https://replay.pokemonshowdown.com/gen9balancedhackmons-2337070357-l0y9ft1kacwh2o6noi1qiv8dkpk4faipw vs HarvestBlissVictim