I thought of making a hazard spam team one day while laddering on Showdown and came up with this. Not sure if this kind of team has been posted before, but I'll put it here anyway.
The Lineup:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Haze
- Recover
Since this is a hazard spam team, Toxapex seemed like a natural choice. Toxic Spikes is the main move here, crippling grounded switch-ins that aren't Steel or Poison types. Scald can punish common Defoggers like Corviknight with a burn, Haze stops setup sweepers like Hawlucha from sweeping through this team, and Recover is rather obvious.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Knock Off
- Protect
Ferrothorn forms a solid hazard-stacking defensive core with Toxapex, and can switch in on the electric, ground, and psychic mons that threaten it out. Spikes continues the hazard stacking and wears down grounded answers to Ferrothorn. Leech Seed saps the health of other Pokemon and gives Ferrothorn better recovery. Knock Off is a useful utility move that removes items and can remove the Heavy-Duty Boots that Cinderace and Rotom-Heat carry. Protect builds up Leftovers and Leech Seed recovery while poison and Leech Seed continue to wear down the opponent.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Teleport
- Moonblast
- Wish
- Protect
Clefable acts as the main specially defensive pivot and the status absorber for this team. With Wish and Teleport, Clefable supports her hazard-stacking teammates in case their hazards are removed and/or they need a slow switch in. Protect bypasses Wish's two turns to heal Clefable and complements Toxic Spikes well. Moonblast is self-explanatory.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Excadrill is the utility mon of this team: it provides Stealth Rock to hurt airborne foes upon switching in, hazard control, and Iron Head for CM Clefable (more on that later). Earthquake is also just a strong, reliable move that dents most mons.
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Will-O-Wisp
- Hex
- Draco Meteor
Dragapult acts as the team's spinblocker (mostly from opposing Excadrill), revenge killer, and momentum grabber with U-turn. Will-O-Wisp helps spread burns to Pokemon not affected by Toxic Spikes and Hex is just a hard hitting move in general with all the status that's likely to go around. Draco Meteor most notably revenge kills Nasty Plot Hydreigon and can hit things resistant to Hex.
Get Out of the Kitchen (Rotom-Heat) @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Nasty Plot
- Overheat
- Thunder Wave
Rotom-Heat forms a threatening VoltTurn core with Dragapult and can switch into most mons that threaten it, like Clefable. Volt Switch also hurts common Defoggers like Corviknight, Mandibuzz, and Pelipper. Nasty Plot allows Rotom-Heat to break past Clefable and Toxapex while also allowing it to be a late-game wincon. Overheat is a strong move that hits steels immune to Toxic Spikes. Thunder Wave was chosen over Will-O-Wisp and Toxic because I already have Pokemon that can poison and burn, and Thunder Wave slows down offensive threats and can prevent a sweep in a pinch.
Threats:
-Cinderace: Naturally, Court Change is very annoying for this team, and Cinderace's powerful Pyro Balls force out Excadrill, our only hazard remover. U-turn easily grabs momentum for the opponent and can make regaining it very difficult. Taunt can shut down hazards and status moves, and Sucker Punch prevents Dragapult from revenge killing it. All these possibilities make Cinderace imo the most threatening Pokemon to our team. Play around it very carefully.
-CM Clefable: Since this team mostly relies on passive damage and hazards to wear down the opposition, Magic Guard users like Clefable can be very annoying. Combine that with Calm Mind and coverage with either Flamethrower or Thunderbolt, and this Pokemon is a nightmare for this team. Only Rotom-Heat and Excadrill can really even hurt it, and Excadrill isn't a safe switch-in for Flamethrower variants.
-Conkelldurr: It threatens the main defensive core (Ferrothorn, Toxapex, and Clefable), and can 2HKO the rest of the team. Dragapult is immune to its fighting moves and revenge kills it with Hex, but be wary of directly switching it in to a Knock Off.
-CM Hatterene: Magic Bounce is even more annoying than Magic Guard, and its large defense investment means it always survives an Iron Head from Excadrill without prior damage. But since it has no reliable recovery, it can easily be worn down by hazards and toxic damage.
This is my first RMT, so there may be some (glaring) holes in this team. All feedback is greatly appreciated!
*Moves highlighted in purple are essential to the team imo.
The Lineup:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Haze
- Recover
Since this is a hazard spam team, Toxapex seemed like a natural choice. Toxic Spikes is the main move here, crippling grounded switch-ins that aren't Steel or Poison types. Scald can punish common Defoggers like Corviknight with a burn, Haze stops setup sweepers like Hawlucha from sweeping through this team, and Recover is rather obvious.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Knock Off
- Protect
Ferrothorn forms a solid hazard-stacking defensive core with Toxapex, and can switch in on the electric, ground, and psychic mons that threaten it out. Spikes continues the hazard stacking and wears down grounded answers to Ferrothorn. Leech Seed saps the health of other Pokemon and gives Ferrothorn better recovery. Knock Off is a useful utility move that removes items and can remove the Heavy-Duty Boots that Cinderace and Rotom-Heat carry. Protect builds up Leftovers and Leech Seed recovery while poison and Leech Seed continue to wear down the opponent.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Teleport
- Moonblast
- Wish
- Protect
Clefable acts as the main specially defensive pivot and the status absorber for this team. With Wish and Teleport, Clefable supports her hazard-stacking teammates in case their hazards are removed and/or they need a slow switch in. Protect bypasses Wish's two turns to heal Clefable and complements Toxic Spikes well. Moonblast is self-explanatory.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Iron Head
Excadrill is the utility mon of this team: it provides Stealth Rock to hurt airborne foes upon switching in, hazard control, and Iron Head for CM Clefable (more on that later). Earthquake is also just a strong, reliable move that dents most mons.
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Will-O-Wisp
- Hex
- Draco Meteor
Dragapult acts as the team's spinblocker (mostly from opposing Excadrill), revenge killer, and momentum grabber with U-turn. Will-O-Wisp helps spread burns to Pokemon not affected by Toxic Spikes and Hex is just a hard hitting move in general with all the status that's likely to go around. Draco Meteor most notably revenge kills Nasty Plot Hydreigon and can hit things resistant to Hex.
Get Out of the Kitchen (Rotom-Heat) @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Nasty Plot
- Overheat
- Thunder Wave
Rotom-Heat forms a threatening VoltTurn core with Dragapult and can switch into most mons that threaten it, like Clefable. Volt Switch also hurts common Defoggers like Corviknight, Mandibuzz, and Pelipper. Nasty Plot allows Rotom-Heat to break past Clefable and Toxapex while also allowing it to be a late-game wincon. Overheat is a strong move that hits steels immune to Toxic Spikes. Thunder Wave was chosen over Will-O-Wisp and Toxic because I already have Pokemon that can poison and burn, and Thunder Wave slows down offensive threats and can prevent a sweep in a pinch.
Threats:
-Cinderace: Naturally, Court Change is very annoying for this team, and Cinderace's powerful Pyro Balls force out Excadrill, our only hazard remover. U-turn easily grabs momentum for the opponent and can make regaining it very difficult. Taunt can shut down hazards and status moves, and Sucker Punch prevents Dragapult from revenge killing it. All these possibilities make Cinderace imo the most threatening Pokemon to our team. Play around it very carefully.
-CM Clefable: Since this team mostly relies on passive damage and hazards to wear down the opposition, Magic Guard users like Clefable can be very annoying. Combine that with Calm Mind and coverage with either Flamethrower or Thunderbolt, and this Pokemon is a nightmare for this team. Only Rotom-Heat and Excadrill can really even hurt it, and Excadrill isn't a safe switch-in for Flamethrower variants.
-Conkelldurr: It threatens the main defensive core (Ferrothorn, Toxapex, and Clefable), and can 2HKO the rest of the team. Dragapult is immune to its fighting moves and revenge kills it with Hex, but be wary of directly switching it in to a Knock Off.
-CM Hatterene: Magic Bounce is even more annoying than Magic Guard, and its large defense investment means it always survives an Iron Head from Excadrill without prior damage. But since it has no reliable recovery, it can easily be worn down by hazards and toxic damage.
This is my first RMT, so there may be some (glaring) holes in this team. All feedback is greatly appreciated!
*Moves highlighted in purple are essential to the team imo.