Okay so this team is basically just a hyper offense thing with like half the team having some kind of sweeping potential. I just really like hawlucha so when i made this it was pretty much just a way to make him good. Peak i got with this was about 1400 but i dont really know how to improve this while keeping hawlucha to get higher.
Yes I know this team has no hazard removal and only 1 poke with boots but the idea is to just kill them so fast it doesn't matter(this may be stupid), also hawlucha doesn't really care about hazards so I dont.
https://pokepast.es/7c9d9780a6328684
Samurott-Hisui (F) @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Razor Shell
- Ceaseless Edge
- X-Scissor
- Sacred Sword
There to set up spikes and threaten most things off the start with ceaseless edge tera dark(not that i often tera it) and coverage. Need spikes to break sashes for when hawlucha/iron valiant sweep. Max spe+atk evs because I really don't care if this dies, i just want to get as much damage off as possible and set up spikes and adamant since with the scarf this outspeeds almost anything anyway and gets spikes up so i just wanted more damage.
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 88 Atk / 168 Def
Impish Nature
- Body Press
- Iron Defense
- Heavy Slam
- Crunch
Tanky, can put out decent damage and synergises pretty well with grassy terrain. This thing survives for ages with leftovers and grassy terrain and can set up with iron defense and put out good damage with body press. No speed investment because zamazenta outspeeds most things anyway and benefits more from the extra bulk and defence so body press does more.
Rillaboom @ Leftovers
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Swords Dance
Rillaboom is basically just here to set up grassy terrain because it benefits the rest of the team however it can still output decent damage with SD tera grass grassy glide and can stop sweepers. U-turn is just there to swap to hawlucha really so I can bring it in damageless. No speed investment because i usually want u-turn to go second to switch in hawlucha easier.
Hawlucha (M) @ Grassy Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Close Combat
- Swords Dance
- Throat Chop
Ace of the team. After Grassy seed activates, the def boost usually allows it to get off an SD and then with 2x speed from unburden and 2x attack from SD this thing just sweeps with 110bp acrobatics and CC. Throat chop just there to deal with goldengo. Tera flying as acrobatics usually seems to perform better than CC. Max atk and speed evs because its just a sweeper and can usually survive 1 neutral hit anyway. Adamant not jolly because it goes to 670 spe anyway after unburden which outspeeds any scarf users.
Skeledirge (F) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
- Torch Song
- Slack Off
- Flame Charge
- Shadow Ball
Another way to stop setup sweepers. 132 speed evs as that gives it 201 which lets it outspeed iron treads and some other things by 1 speed after a flame charge. Helps to deal with threats to the team like goldengo etc. with torch song + flame charge allowing it to kinda set up. Tera grass allows it to take EQs and water moves which it really needs as it is the only thing on my team which can heal itself if in a long match
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Tera Blast
- Moonblast
- Knock Off
Mixed Iron valiant so its less easily counterable by intimidate and physical walls. Tera steel tera blast for clefable and other fairies. Quark drive speed not scarf because this thing has good enough coverage that it can usually stay alive for a while and 1 hit lots of things after spikes. I ran this instead of an attack boosting set because i really wanted to run it mixed since skeledirge is the only other mon on the team which can hit for special damage
Yes I know this team has no hazard removal and only 1 poke with boots but the idea is to just kill them so fast it doesn't matter(this may be stupid), also hawlucha doesn't really care about hazards so I dont.
https://pokepast.es/7c9d9780a6328684
Samurott-Hisui (F) @ Choice Scarf
Ability: Sharpness
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Razor Shell
- Ceaseless Edge
- X-Scissor
- Sacred Sword
There to set up spikes and threaten most things off the start with ceaseless edge tera dark(not that i often tera it) and coverage. Need spikes to break sashes for when hawlucha/iron valiant sweep. Max spe+atk evs because I really don't care if this dies, i just want to get as much damage off as possible and set up spikes and adamant since with the scarf this outspeeds almost anything anyway and gets spikes up so i just wanted more damage.
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fire
EVs: 252 HP / 88 Atk / 168 Def
Impish Nature
- Body Press
- Iron Defense
- Heavy Slam
- Crunch
Tanky, can put out decent damage and synergises pretty well with grassy terrain. This thing survives for ages with leftovers and grassy terrain and can set up with iron defense and put out good damage with body press. No speed investment because zamazenta outspeeds most things anyway and benefits more from the extra bulk and defence so body press does more.
Rillaboom @ Leftovers
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Grassy Glide
- High Horsepower
- U-turn
- Swords Dance
Rillaboom is basically just here to set up grassy terrain because it benefits the rest of the team however it can still output decent damage with SD tera grass grassy glide and can stop sweepers. U-turn is just there to swap to hawlucha really so I can bring it in damageless. No speed investment because i usually want u-turn to go second to switch in hawlucha easier.
Hawlucha (M) @ Grassy Seed
Ability: Unburden
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Acrobatics
- Close Combat
- Swords Dance
- Throat Chop
Ace of the team. After Grassy seed activates, the def boost usually allows it to get off an SD and then with 2x speed from unburden and 2x attack from SD this thing just sweeps with 110bp acrobatics and CC. Throat chop just there to deal with goldengo. Tera flying as acrobatics usually seems to perform better than CC. Max atk and speed evs because its just a sweeper and can usually survive 1 neutral hit anyway. Adamant not jolly because it goes to 670 spe anyway after unburden which outspeeds any scarf users.
Skeledirge (F) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Grass
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
- Torch Song
- Slack Off
- Flame Charge
- Shadow Ball
Another way to stop setup sweepers. 132 speed evs as that gives it 201 which lets it outspeed iron treads and some other things by 1 speed after a flame charge. Helps to deal with threats to the team like goldengo etc. with torch song + flame charge allowing it to kinda set up. Tera grass allows it to take EQs and water moves which it really needs as it is the only thing on my team which can heal itself if in a long match
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Tera Blast
- Moonblast
- Knock Off
Mixed Iron valiant so its less easily counterable by intimidate and physical walls. Tera steel tera blast for clefable and other fairies. Quark drive speed not scarf because this thing has good enough coverage that it can usually stay alive for a while and 1 hit lots of things after spikes. I ran this instead of an attack boosting set because i really wanted to run it mixed since skeledirge is the only other mon on the team which can hit for special damage


