Hello and welcome to my third RMT ever! My starting point for this team was the stallbreaking core of Heatran + Gholdengo, with heatran trapping and removing Spdef guys letting gholdengo clean up. With Ghold on the team hazradstacking came natrually, and so did the ghostspam aspect of the team. anyways here's the team breakdown:
Heatran
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Ghost
EVs: 252 HP / 24 Def / 92 SpA / 100 SpD / 40 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
As I said above, Heatran was the starting point of the team. Magma Strom + Taunt let's me break stall guys or chip Ting-Lu for the ghosts. I put Rocks on heatran over Tusk because Tusk has better things to do and Heatran doesn't. I decided to use SpDef on Heatran because Darkrai could be annoying for the team, I know I'm not actually max SpDef, that because running modest on Heatran is awesome. The exact EVs are speed for adamant Gambit and the rest are wiggly bars. Tera Ghost is for Blissey in a pinch.
Gholdengo
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 184 Def / 40 SpA / 32 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover
Gholdengo is mainly here to break fatter teams with Nasty Plot + Recover combo. Since I don't have psyshock I'll be relaying on Heatran to break Blissey. I decided to go Physdef on Ghold for extra insurance against Zama, but with a modest nature so I won't get bored. Gholdengo is also here to guard the hazards so air balloon is needed for the Tusk mu.
Ogerpon
Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- U-turn
- Knock Off
- Spikes
Next I needed a Ground type switch-in, as both Heatran and Ghold are weak to it and I also wanted a spiker so I setteled on Wellspring. The set itself (like most of my sets) is standard, but Knock works nicley with the team, removing Boots and letting hazard damage rack up
Great Tusk
Great Tusk @ Rocky Helmet
Ability: Protosynthesis
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Headlong Rush
- Knock Off
- Ice Spinner
- Rapid Spin
The team so far lacked a Ground type, and with Heatran and Wellspring being susceptible to hazards, it was a good excuse to use the best mon in the tier. The team so far doesnt have any hazard weak pokemon, so spin isn't important enough that I felt I need an offensive Tusk. Rockey Helmte is nice for stacking chip with hazards and overall a good item. Since I already had rocks on the team I had the space to give Tusk Knock-Off which works really nicely with the team, removing boots from birds.
Dragapult
Dragapult @ Choice Specs
Ability: Clear Body
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
For the next slot I wanted an extra ghost type for more insurance against spin, and I also need something fast since my team so far is really slow. Looking at the ghost types there is one obvious answer to this problem, which is dragapult. Because I already had Tusk for both spin and checking Gambit, I felt like I could afford to be specs on my Dragapult. The set is mostly standard except the ability, I chose Clear Body because my mu into webs otherwise is horrid and it lets me ignore it, Don't get me wrong the mu is still bad, but at least it's playable like this.
Iron Valiant
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
Lastly I needed another fasst mon since I like to have two on offensive teams, and a cleaner so I can win more easily. With the support I already had with Heatran and Dragapult breaking, and Ghold cleaning more defensive teams, Iron Valiant seemed good by being an offense killer that benefited from special walls being weakend and from ogerpon and tusk knocking off key targets like Pecharunt and Moltres so they're in range for Valiant in the end game. I went with CM on Valiant to take advantage of special walls being broken. Moonblast, Shadow ball and CM are given, but for the last move I went with Encore to punish cheese, and setup more easily. there is a case for Vacuum Wave as the last attack since I don't have priority on the team, but I really don't like cheese so Encore it is.
If you're here, thanks for reading all the way through :)