Hi Everyone
First, I apologize for future errors/mistakes. I'm just doing my best in English!
That said, I'm here to have your thoughts on a team I just built, but I feel like it has a good potential (the wrong thing is probably me!). I'v never played hard so I can't tell you how far this team could go on the ladder. It's my first time creating a thread like that and I hope getting better with your advices... I'll explain all my choices one by one. Let's go for it!
Here are the fellows :
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Taunt
My (suicide) lead. Most of the time the first mon I send, I think he's the most satisfying lead for such a team. I mean for a HO team, I think a suicid lead is the best solution. Terrakion is most of the time intimidating for opponents. Taunt is for keeping pressure and avoid an early defog because SR are crucial for this team. A good speed tier with a good attack, Terrakion easly puts SR and deal some damages before dying. Does well against hippowdon, less against excadrill but maybe I should replace stone edge by earthquake. Focus sash logically for a suicid lead
Grimmsnarl @ Light Clay
Ability: Prankster
Shiny: No
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Thunder Wave
Grimmsnarl is logically (I think!) here to build up situation for the others mons, more particularly for Haxorus and Hawlucha. Decent defensives stats coupled with his doubler type, I think he can be sent many times before dying. So yes, I have 2 mons with taunt, but this one besides preventing defog will prevent set up but remain weak against Bisharp. I'm less convinced by thunder wave and do not know is it's really worth, but priority on this move put pressure on common high speed mons (particularly Dragapult and other scarf)
Ferrothorn @ Leftovers
Ability: Iron Barbs
Shiny: No
EVs: 252 HP / 252 Def
Impish Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Knock Off
- Thunder Wave
My physical wall. Most of the times, he'll put spikes later in the game, mostly when Terrakion is down. But for the others moves I'm not convinced. Knock off is not that worth, he does not have that much power, there are a few pokemons who fears it (Aegislash, dragapult), but some times I need to remove an item. Double T wave, a little like double taunt, is here for keeping pressure and make the opponent switch. But I'm trying to see if leech seed is not best 'cause after knock off, Ferro can not heal. Gyro ball can be useful to finish off annoying pokemons for my team when they're weakened such as Zeraora. I don't play power whip because it would've been only for seismitoad, but the following deals with him easily
Keldeo @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Toxic
- Secret Sword
- Calm Mind
A mix offensive/defensive element of my team. A correct natural bulk, he becomes hard to hit on special after a CM without super effective move, so most of the time he will bait for a switch on Zeraora. Toxic is for seismitoad, gastrodon or even Mandibuzz because these kind of tanks are hard to kill quickly, powerfull on switch, but useless on other bulky mons like ferro, Toxapex or Corviknight. HPump is powerful enough on Corviknight to put at range for a kill by another mon, particularly if he plays brave bird and if he does not, I can set up. Lefto logically suits here
Haxorus @ Life Orb
Ability: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake
With a 147 attack stat is the higher of the metagame, even more than Melmetal, Rhyperion Darmanitan or Conkeldurr. I think his weakness is his move pool in term of power but remain good enough with his coverage, so I compensate with life orb for maximum damage. Poison Jab is obviously for Clefable, and less frequently Togekiss. Hatterene is also vulnerable to it : +1 252 Atk Life Orb Mold Breaker Haxorus Poison Jab vs. 252 HP / 204+ Def Hatterene: 291-343 (91.5 - 107.8%) -- 43.8% chance to OHKO after Leftovers recovery. (Calc on Hatterene CM +204 EV Def). His poor bulk is compensated by screens so he can set up with DD. Also, getting hit by knock off is not a great issue for him so I can hard switch on that kind of move without a problem and after a DD, damages remains good. Mold Breaker is just perfect for rotom or other annoying abilities
Hawlucha @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance
Final fellow! A great threat with unburden, he can outspeed everything. As it is with Haxorus, he's a good offensive element with Grimmsnarl because of the set up under screens. Besides his ability with unburden, he can switch on earthquake His coverage is pretty good and after a SD he deals greats damages and even without, Hawlucha can sweep a weakened team.
So to resume, this team is based on a quick hazard setting. Getting the advantage on hazards, Grimmsnarl and Terrakion prevent hazard removing and setting. The goal is the weakening of the team. The 2 sweepers Haxorus and Hawlucha need some conditions to make a good job : screens for setting up, weakened/fainted counters. In this way, there are Ferro for hard switch on physical threats/continuing hazards and Keldeo toxic CM who can come and go many times.
I know this team has many weaknesses such as absence of defog/spin, or lacking of possibilities to taking down tanks as Toxapex
I tried my best to explain you my thinking for this team. I'm not a really good player but I'm here to progress. I hope this thread is clear for you and I'm waiting for you thoughts to discuss about it!
Thank you!
First, I apologize for future errors/mistakes. I'm just doing my best in English!
That said, I'm here to have your thoughts on a team I just built, but I feel like it has a good potential (the wrong thing is probably me!). I'v never played hard so I can't tell you how far this team could go on the ladder. It's my first time creating a thread like that and I hope getting better with your advices... I'll explain all my choices one by one. Let's go for it!
Here are the fellows :
Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Stone Edge
- Taunt
My (suicide) lead. Most of the time the first mon I send, I think he's the most satisfying lead for such a team. I mean for a HO team, I think a suicid lead is the best solution. Terrakion is most of the time intimidating for opponents. Taunt is for keeping pressure and avoid an early defog because SR are crucial for this team. A good speed tier with a good attack, Terrakion easly puts SR and deal some damages before dying. Does well against hippowdon, less against excadrill but maybe I should replace stone edge by earthquake. Focus sash logically for a suicid lead
Grimmsnarl @ Light Clay
Ability: Prankster
Shiny: No
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Thunder Wave
Grimmsnarl is logically (I think!) here to build up situation for the others mons, more particularly for Haxorus and Hawlucha. Decent defensives stats coupled with his doubler type, I think he can be sent many times before dying. So yes, I have 2 mons with taunt, but this one besides preventing defog will prevent set up but remain weak against Bisharp. I'm less convinced by thunder wave and do not know is it's really worth, but priority on this move put pressure on common high speed mons (particularly Dragapult and other scarf)
Ferrothorn @ Leftovers
Ability: Iron Barbs
Shiny: No
EVs: 252 HP / 252 Def
Impish Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Knock Off
- Thunder Wave
My physical wall. Most of the times, he'll put spikes later in the game, mostly when Terrakion is down. But for the others moves I'm not convinced. Knock off is not that worth, he does not have that much power, there are a few pokemons who fears it (Aegislash, dragapult), but some times I need to remove an item. Double T wave, a little like double taunt, is here for keeping pressure and make the opponent switch. But I'm trying to see if leech seed is not best 'cause after knock off, Ferro can not heal. Gyro ball can be useful to finish off annoying pokemons for my team when they're weakened such as Zeraora. I don't play power whip because it would've been only for seismitoad, but the following deals with him easily
Keldeo @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Toxic
- Secret Sword
- Calm Mind
A mix offensive/defensive element of my team. A correct natural bulk, he becomes hard to hit on special after a CM without super effective move, so most of the time he will bait for a switch on Zeraora. Toxic is for seismitoad, gastrodon or even Mandibuzz because these kind of tanks are hard to kill quickly, powerfull on switch, but useless on other bulky mons like ferro, Toxapex or Corviknight. HPump is powerful enough on Corviknight to put at range for a kill by another mon, particularly if he plays brave bird and if he does not, I can set up. Lefto logically suits here
Haxorus @ Life Orb
Ability: Mold Breaker
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake
With a 147 attack stat is the higher of the metagame, even more than Melmetal, Rhyperion Darmanitan or Conkeldurr. I think his weakness is his move pool in term of power but remain good enough with his coverage, so I compensate with life orb for maximum damage. Poison Jab is obviously for Clefable, and less frequently Togekiss. Hatterene is also vulnerable to it : +1 252 Atk Life Orb Mold Breaker Haxorus Poison Jab vs. 252 HP / 204+ Def Hatterene: 291-343 (91.5 - 107.8%) -- 43.8% chance to OHKO after Leftovers recovery. (Calc on Hatterene CM +204 EV Def). His poor bulk is compensated by screens so he can set up with DD. Also, getting hit by knock off is not a great issue for him so I can hard switch on that kind of move without a problem and after a DD, damages remains good. Mold Breaker is just perfect for rotom or other annoying abilities
Hawlucha @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance
Final fellow! A great threat with unburden, he can outspeed everything. As it is with Haxorus, he's a good offensive element with Grimmsnarl because of the set up under screens. Besides his ability with unburden, he can switch on earthquake His coverage is pretty good and after a SD he deals greats damages and even without, Hawlucha can sweep a weakened team.
So to resume, this team is based on a quick hazard setting. Getting the advantage on hazards, Grimmsnarl and Terrakion prevent hazard removing and setting. The goal is the weakening of the team. The 2 sweepers Haxorus and Hawlucha need some conditions to make a good job : screens for setting up, weakened/fainted counters. In this way, there are Ferro for hard switch on physical threats/continuing hazards and Keldeo toxic CM who can come and go many times.
I know this team has many weaknesses such as absence of defog/spin, or lacking of possibilities to taking down tanks as Toxapex
I tried my best to explain you my thinking for this team. I'm not a really good player but I'm here to progress. I hope this thread is clear for you and I'm waiting for you thoughts to discuss about it!
Thank you!
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