Hi welcoem to my new team - king of the hill, slowking is a pokemon that's forever been in the shadow of it's evolutionary counterpart and even earlier in gen 8 that was still the case until the need for a more specially orientated bro was required. With access to a newly buffed teleport allowing it to take a hit for a teammate to switch in, a new item in heavy duty boot that allows it to ignore hazards, access to stab future sight to help said the teammate breakthrough easier, as well as former traits in a solid defensive typing, access to the fantastic ability regenerator which heals on switch out and reliable recovery as a cherry on top slowking is now a premier support pokemon in the metagame. Slowking is finally on top of the out hill.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Future Sight
- Slack Off
- Teleport
I've already highlighted many of the things that's made our dear little slow brother a force to be reconded with so i'll try to not rehash it too much, put simply slowking is a special tank that can take a hit while immediately then switching out after so a teammate safely while it's ability heal in in mean time, with the added bonus of future sight allowing teammates to more easily breakthrough threats later as it hits. The eves and nature are simple, a sassy nature with 0-speed ivs make slowking as slow as possible, it wants to take and go last which to be fair even a fully invested timid slowking, would probably be anyways but better to be sure. Ontops oif this the eves are 252 in hp and special defence to make slowking as specially bulky as possible as after all it's a special tank thats job is to take special base hits so it's teammates don't have to. Heavy duty boots as prievously mentioned allows slowking to avoid taking damage from hazards including poison damage from toxic spikes which would utterly cripple slowking so it's the natural choice for something that's coming in to take a hit, it heals anyways through by move or ability so leftovers are not required. The move choice are as follows - scald is a great stab move that might burn something, this is especially great for slowking as physically he's lacking and a burn on the likes of bisharp coming in greatly makes his life easier and provides added opportunities to set up a future sight, future sight allows slowking to help wall breakers on the team muscle past threats easier as it hits the opponet when said wall breaker is now hopefully in and could as an example help garchomp net a ko it couldn't otherwise gain as it sets up from a scale shot boost, slack off is reliable recovery and reliable recovery is always nice, finaly teleport allows slowking to tank a hit for it's team mate and switch out safely for a team mate which is always nice for a tank.
Garchomp @ bright powder
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Scale Shot
- Earthquake
Garchomp is back in out after the crowned tundra and it's come back with avengance, not because of it's old traits geting better but rather the other dlc that came before. The isle of armour gave it access to scale shot, a move at the cost of defence raises it's speed one stage while being roughly the power of dragon claw typically with another bonus of note, these type of multi-hit moves also are great at dealing with pokemon behind a sub in a pinch. With the ability now to boost it's already solid speed tier while attack garchomp is poised to sweep the metagame as it boosts while attacking and further boosts it's attack with it's classic swords dance antics. A jolly nature with max speed eves allows garchomp to be as fast as possible with the rest going into attack to hit as hard as it can while proitising speed over attack boosting nature to outpace the large amount of scarf base 100 pokemon after a boost. Bright powder is a rarely seen item and on garchomp it's pure yuk in combination with it's ability sand veil under sand giving an obnoxious level of evasion from attacks that would normally be 100% accuracy allowing it to net aditional set up atttacks and boosts it might normally get. For move choice garchomp is using - Scale shot is great dragon stab with average power comparable to dragon claw but with the added bonus of raising speed at the cost of defence which is great for garchomp to sweep especially behind a sub with it's evasion raised allowing it to further it's speed or attack or even even just attack again, earthquake is reliable ground stab, substitute allows garchomp to set up while being protected behind a sub, garchomp is not only naturally bulky but as mentioned previously it's harder to hit, so less chances that sub will break and more chances to set up and sweep, finaly swords dance allows garchomp to boost it's attack which is even more important with no item to boost it's attack such as life orb and for reasons mentioned beofr eopertunities to set up a swords dance are further enhanced on his janky garchomp set :P .
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
With garchomp going to have a hard time breaking past steels like skarmory and corviknight, heatran makes for a natural choice to metal these bird down to size. With an offensive set heatran keep up the pressure for the team as well, while trapping and crippling would be threats with toxic taunt and magma storm for great effect. For the more ofensive heatran a tmid nature with all eves in special attack and speed allow heatran to outpace as many slow threat as possible while having as much attacking power as it can, leftovers allow for more passive recovery which is more important for heatran and it's longevity than the added power of say life orb. The move set is simple - magmastorm is powerful fire stab that traps the opponets and then chips away at their health which is great even if something switches in to tank a hit like tyranitar as it's chipped away at anyways as at least once before a proper counter can come in, earthpower is great stab along side fire as it healps deal with a top threat to heatran if it lacked it over say flash cannon and thats other heatrans, taunt allows heatran to prevent slow bulky threats from setting up, toxic allows heatran to cripple threats adding additional chip damage to wear down threats for the team.
Hippowdon @ rocky helmet
Ability: Sand Stream
EVs: 252 HP / 8 Atk / 248 Def
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic
For garchomp i need some way of having sandstorm set up and hippowdown is a great way to achieve this as well as giving the team a solid physical tank to compliment slowking. For a physical tank we have the standard eves 252 in hp, 8 in attack to allow earthquake to net a ko on some threats it wouldn't otherwise and the rest in defence with an impish nature to be as bulky as can be. The move set is pretty simple a standard hippodwn build as follows - stealth rock is stealth rock, a greta hazard to have up for chipping switch-ins and hippowdon can reliably find opportunities to set it up, earthquake is solid ground stab that stops hippowdon being taun bait and with a solid attacking stat makes hippowdon far from being passive, slack off is reliable recovery and there is no arguing with the value of being able to recover in a pinch which is great when running rocky helmet for additional chip, rounding this off is toxic to chiple threats and wear down their health.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flamethrower
- Draco Meteor
- U-turn
Dracopult is a great pokemon but it's a bit on the frail side so it makes it a great pokemon to get in via telelport. a solid user of choice specs because of it's decent special attack, move pool and amazing speed tier it's a speed controlling threat that's ready to sweep with the added bonus of having u-turn to switch out in a pinch.
for a specs set on a pokemon thats so fast but with only an okay special attacking stat makes modest an option but with wanting more speed control and the boost from specs a timid nature was preferred to outpace as many threats as possible and tie at worse with other dracopults so max special attack eves and speed are naturaly a must for dracopult. The move choice is pretty simple - draco meteor is powerful dragon stab that can ko a variety of weakened threats and even more if future sight is involved, shadow ball is reliable ghost stab and ghost stab has a wide coverage range making it a great stab to reliably spawm off a chocie locked pokemon, U-turn is great on a pokemon that is potentially going to be locked into a move in an unfavorable match-up when in doubt u-turn out.
Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost
To help deal with dragons and bulky water typings tapu koko joins the team as just the mon for that job. With the ability to heal pivot out on a whim even in the face of ground types tapu koko has a pretty unrivaled flexibility as a pivot with it's electrical moves further boosted by the terrain it sets. For a pivot, heavy-duty boots make for a great item choice to avoid hazards as they often find themselves switching in and koko is susceptible to all of them. For a specially orientated pivot naturally a timid nature on something so fast is a must to capitalize on that amazing speed tier of 130 of kokos with eves in speed and special attack for max speed and as much damage output as possible. The move set is pretty standard - Voltswitch allows koko to switch out in a pinch and with the boost get the ko on those pesky bulky water types that are being worn down or get out from an unfavorable match-up as well, U-turn as a second pivot move seems odd but in a metagame full of electric immune pokemon you keep the momentum up when you switch out of that less than desirable match-up as it comes in in a situation where volturn would fail so gives additional flexibility as a pivoting pokemon, dazzling gleam is great fairy stab and can help pick off the likes of weakened dragons, fighting and dark types too, roost is reliable recovery and you can't argue with reliable recovery for additional longevity.
Slowking @ Heavy-Duty Boots

Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Scald
- Future Sight
- Slack Off
- Teleport
I've already highlighted many of the things that's made our dear little slow brother a force to be reconded with so i'll try to not rehash it too much, put simply slowking is a special tank that can take a hit while immediately then switching out after so a teammate safely while it's ability heal in in mean time, with the added bonus of future sight allowing teammates to more easily breakthrough threats later as it hits. The eves and nature are simple, a sassy nature with 0-speed ivs make slowking as slow as possible, it wants to take and go last which to be fair even a fully invested timid slowking, would probably be anyways but better to be sure. Ontops oif this the eves are 252 in hp and special defence to make slowking as specially bulky as possible as after all it's a special tank thats job is to take special base hits so it's teammates don't have to. Heavy duty boots as prievously mentioned allows slowking to avoid taking damage from hazards including poison damage from toxic spikes which would utterly cripple slowking so it's the natural choice for something that's coming in to take a hit, it heals anyways through by move or ability so leftovers are not required. The move choice are as follows - scald is a great stab move that might burn something, this is especially great for slowking as physically he's lacking and a burn on the likes of bisharp coming in greatly makes his life easier and provides added opportunities to set up a future sight, future sight allows slowking to help wall breakers on the team muscle past threats easier as it hits the opponet when said wall breaker is now hopefully in and could as an example help garchomp net a ko it couldn't otherwise gain as it sets up from a scale shot boost, slack off is reliable recovery and reliable recovery is always nice, finaly teleport allows slowking to tank a hit for it's team mate and switch out safely for a team mate which is always nice for a tank.
Garchomp @ bright powder

Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Scale Shot
- Earthquake
Garchomp is back in out after the crowned tundra and it's come back with avengance, not because of it's old traits geting better but rather the other dlc that came before. The isle of armour gave it access to scale shot, a move at the cost of defence raises it's speed one stage while being roughly the power of dragon claw typically with another bonus of note, these type of multi-hit moves also are great at dealing with pokemon behind a sub in a pinch. With the ability now to boost it's already solid speed tier while attack garchomp is poised to sweep the metagame as it boosts while attacking and further boosts it's attack with it's classic swords dance antics. A jolly nature with max speed eves allows garchomp to be as fast as possible with the rest going into attack to hit as hard as it can while proitising speed over attack boosting nature to outpace the large amount of scarf base 100 pokemon after a boost. Bright powder is a rarely seen item and on garchomp it's pure yuk in combination with it's ability sand veil under sand giving an obnoxious level of evasion from attacks that would normally be 100% accuracy allowing it to net aditional set up atttacks and boosts it might normally get. For move choice garchomp is using - Scale shot is great dragon stab with average power comparable to dragon claw but with the added bonus of raising speed at the cost of defence which is great for garchomp to sweep especially behind a sub with it's evasion raised allowing it to further it's speed or attack or even even just attack again, earthquake is reliable ground stab, substitute allows garchomp to set up while being protected behind a sub, garchomp is not only naturally bulky but as mentioned previously it's harder to hit, so less chances that sub will break and more chances to set up and sweep, finaly swords dance allows garchomp to boost it's attack which is even more important with no item to boost it's attack such as life orb and for reasons mentioned beofr eopertunities to set up a swords dance are further enhanced on his janky garchomp set :P .
Heatran @ Leftovers

Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic
With garchomp going to have a hard time breaking past steels like skarmory and corviknight, heatran makes for a natural choice to metal these bird down to size. With an offensive set heatran keep up the pressure for the team as well, while trapping and crippling would be threats with toxic taunt and magma storm for great effect. For the more ofensive heatran a tmid nature with all eves in special attack and speed allow heatran to outpace as many slow threat as possible while having as much attacking power as it can, leftovers allow for more passive recovery which is more important for heatran and it's longevity than the added power of say life orb. The move set is simple - magmastorm is powerful fire stab that traps the opponets and then chips away at their health which is great even if something switches in to tank a hit like tyranitar as it's chipped away at anyways as at least once before a proper counter can come in, earthpower is great stab along side fire as it healps deal with a top threat to heatran if it lacked it over say flash cannon and thats other heatrans, taunt allows heatran to prevent slow bulky threats from setting up, toxic allows heatran to cripple threats adding additional chip damage to wear down threats for the team.
Hippowdon @ rocky helmet

Ability: Sand Stream
EVs: 252 HP / 8 Atk / 248 Def
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic
For garchomp i need some way of having sandstorm set up and hippowdown is a great way to achieve this as well as giving the team a solid physical tank to compliment slowking. For a physical tank we have the standard eves 252 in hp, 8 in attack to allow earthquake to net a ko on some threats it wouldn't otherwise and the rest in defence with an impish nature to be as bulky as can be. The move set is pretty simple a standard hippodwn build as follows - stealth rock is stealth rock, a greta hazard to have up for chipping switch-ins and hippowdon can reliably find opportunities to set it up, earthquake is solid ground stab that stops hippowdon being taun bait and with a solid attacking stat makes hippowdon far from being passive, slack off is reliable recovery and there is no arguing with the value of being able to recover in a pinch which is great when running rocky helmet for additional chip, rounding this off is toxic to chiple threats and wear down their health.
Dragapult @ Choice Specs

Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flamethrower
- Draco Meteor
- U-turn
Dracopult is a great pokemon but it's a bit on the frail side so it makes it a great pokemon to get in via telelport. a solid user of choice specs because of it's decent special attack, move pool and amazing speed tier it's a speed controlling threat that's ready to sweep with the added bonus of having u-turn to switch out in a pinch.
for a specs set on a pokemon thats so fast but with only an okay special attacking stat makes modest an option but with wanting more speed control and the boost from specs a timid nature was preferred to outpace as many threats as possible and tie at worse with other dracopults so max special attack eves and speed are naturaly a must for dracopult. The move choice is pretty simple - draco meteor is powerful dragon stab that can ko a variety of weakened threats and even more if future sight is involved, shadow ball is reliable ghost stab and ghost stab has a wide coverage range making it a great stab to reliably spawm off a chocie locked pokemon, U-turn is great on a pokemon that is potentially going to be locked into a move in an unfavorable match-up when in doubt u-turn out.
Tapu Koko @ Heavy-Duty Boots

Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost
To help deal with dragons and bulky water typings tapu koko joins the team as just the mon for that job. With the ability to heal pivot out on a whim even in the face of ground types tapu koko has a pretty unrivaled flexibility as a pivot with it's electrical moves further boosted by the terrain it sets. For a pivot, heavy-duty boots make for a great item choice to avoid hazards as they often find themselves switching in and koko is susceptible to all of them. For a specially orientated pivot naturally a timid nature on something so fast is a must to capitalize on that amazing speed tier of 130 of kokos with eves in speed and special attack for max speed and as much damage output as possible. The move set is pretty standard - Voltswitch allows koko to switch out in a pinch and with the boost get the ko on those pesky bulky water types that are being worn down or get out from an unfavorable match-up as well, U-turn as a second pivot move seems odd but in a metagame full of electric immune pokemon you keep the momentum up when you switch out of that less than desirable match-up as it comes in in a situation where volturn would fail so gives additional flexibility as a pivoting pokemon, dazzling gleam is great fairy stab and can help pick off the likes of weakened dragons, fighting and dark types too, roost is reliable recovery and you can't argue with reliable recovery for additional longevity.