I've only experimented in competitive in Gen 8 Ubers, after it felt like it was mostly solved with the core of Necrozma-DM, Yveltal, Eternatus and ever present Calarex-S suffice to say I'm a complete noob. I really like the idea of Hex since Ghosts are among my favorite types in the games. I'm basing this team around the current OU format but I'd love any advice for others.
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera: Water
EVs: 252 Hp / 4 Atk / 252 Spa
Nature: Quiet
- Calm Mind
- Draining Kiss
- Psyshock
- Nuzzle
Currently my lead, purely for preventing hazards on the first few turns. I'm not a huge fan of Eject Pack personally though I'm sure it's because I don't know how to utilize it properly yet. Potential Set-up with Nuzzle for status spread.
Corviknight (F) @ Leftovers
Ability: Pressure
Tera: Fighting
Evs: 248 HP / 8 Atk / Def 252
Nature: Impish
- Body Press
- Defog
- U-turn
- Roost
Classic(?) Corviknight exuding more hazard control and protecting against physical attackers. Would love to swap potentially Toxapex or Glimmora for toxic or toxic spikes. My general distain off using and facing Gholdengo is why I'm stuck on preventing hazards in general.
Dragapult @ Life Orb
Ability: Infiltrator
Tera: Ghost
Evs: Spa 252 / Spd 4 / Spd 252
Nature: Timid
- Hex
- Draco Meteor
- U-turn
- Will-o-wisp
Boy I did not expect getting this boy of the field to seem so difficult. I picked Dragapult as my hexer because of the speed stat. Life Orb seemed like the best item although some type of berry might be better. Will-o-wisp as needed to taste.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera: Fairy
Evs: Hp 252 / Def / 184 / Spd 72
- Earthquake
- Protect
- Stealth Rock
- Toxic
Toxic'd Toxic'd Toxic'd, become unstoppable. Jokes aside the reliability of Poison Heal Gliscor is something I adore. But it does show off that I'm taking recommended stats without understanding exactly how useful they are. Rocks in mid game seem ok at best
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera: Ground
Evs: 252 hp / 252 Atk / 4 Spd
Nature: Adamant
- Bulk Up
- Knock Off
- Rapid Spin
- Close Combat
First team I've used Tusk on. Doubling up on ground seems like a bad idea but I thought having another bulky one with Knock slotted freed up Gliscor to status and retain stab Earthquake. Booster Energy hasn't worked out since I've felt I'd had to use it up before it's really relevant.
Kingambit @ Heavy Duty Boots
Ability: Supreme Overlord
Tera: Dark
Evs: 248 Hp, 252 Atk/ 8 Spd
Nature: Adamant
- Swords Dance
- Sucker Punch
- Iron Head
- Substitute
I put the least thought into this one since I haven't evolved a Bisharp on console yet. The general idea was to abuse Supreme Overlord. Swapping in Kowtow Cleave somewhere in my last 2 slots to take advantage of Tera Dark more effectively is probably the move I guess.
In short I've moved far away from the hex idea in order to get at least something resembling viable. My other attempts in Hyper Offense with Glimmora and Stall with Toxapex have fallen completely flat. At least this has gotten me some wins.
I humbly request your assistance, thank you for your time!
Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera: Water
EVs: 252 Hp / 4 Atk / 252 Spa
Nature: Quiet
- Calm Mind
- Draining Kiss
- Psyshock
- Nuzzle
Currently my lead, purely for preventing hazards on the first few turns. I'm not a huge fan of Eject Pack personally though I'm sure it's because I don't know how to utilize it properly yet. Potential Set-up with Nuzzle for status spread.
Corviknight (F) @ Leftovers
Ability: Pressure
Tera: Fighting
Evs: 248 HP / 8 Atk / Def 252
Nature: Impish
- Body Press
- Defog
- U-turn
- Roost
Classic(?) Corviknight exuding more hazard control and protecting against physical attackers. Would love to swap potentially Toxapex or Glimmora for toxic or toxic spikes. My general distain off using and facing Gholdengo is why I'm stuck on preventing hazards in general.
Dragapult @ Life Orb
Ability: Infiltrator
Tera: Ghost
Evs: Spa 252 / Spd 4 / Spd 252
Nature: Timid
- Hex
- Draco Meteor
- U-turn
- Will-o-wisp
Boy I did not expect getting this boy of the field to seem so difficult. I picked Dragapult as my hexer because of the speed stat. Life Orb seemed like the best item although some type of berry might be better. Will-o-wisp as needed to taste.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera: Fairy
Evs: Hp 252 / Def / 184 / Spd 72
- Earthquake
- Protect
- Stealth Rock
- Toxic
Toxic'd Toxic'd Toxic'd, become unstoppable. Jokes aside the reliability of Poison Heal Gliscor is something I adore. But it does show off that I'm taking recommended stats without understanding exactly how useful they are. Rocks in mid game seem ok at best
Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera: Ground
Evs: 252 hp / 252 Atk / 4 Spd
Nature: Adamant
- Bulk Up
- Knock Off
- Rapid Spin
- Close Combat
First team I've used Tusk on. Doubling up on ground seems like a bad idea but I thought having another bulky one with Knock slotted freed up Gliscor to status and retain stab Earthquake. Booster Energy hasn't worked out since I've felt I'd had to use it up before it's really relevant.
Kingambit @ Heavy Duty Boots
Ability: Supreme Overlord
Tera: Dark
Evs: 248 Hp, 252 Atk/ 8 Spd
Nature: Adamant
- Swords Dance
- Sucker Punch
- Iron Head
- Substitute
I put the least thought into this one since I haven't evolved a Bisharp on console yet. The general idea was to abuse Supreme Overlord. Swapping in Kowtow Cleave somewhere in my last 2 slots to take advantage of Tera Dark more effectively is probably the move I guess.
In short I've moved far away from the hex idea in order to get at least something resembling viable. My other attempts in Hyper Offense with Glimmora and Stall with Toxapex have fallen completely flat. At least this has gotten me some wins.
I humbly request your assistance, thank you for your time!