Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Usually my lead of choice, choice scarf escadrille allows me to outspend other leads and set up rocks, or as an anti lead to take out other escadrilles and cinderace. It's a fairly basic ev spread and move pool to hit toxapex, other excadrill, iron head for fairies and rapid spin to clean up any hazards that are starting to stack up. I use scarf over sash just personally because scarf lets me hit first, usually drill can live a hit from other leads, then get out giving it more longevity, at least how i play it.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Icicle Crash
- Knock Off
- Ice Shard
Secondary lead and generally good pokemon is life orb weevile. Although I usually like band for it's sheer power, life orb allows it to use its great coverage while still giving it a boost in strength. knock off gives it great stab and a way to slow down stall like clefable and corviknight. Low kick easily gets rid of bisharp and non scarf terrakion. Icicle crash and ice shard are coverage and priority that round out its move pool
Mew @ Leftovers
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Taunt
- Psychic
- Aura Sphere
Special mew is actually a good check to seismitoad it can taunt to stop rocks or toxic, or even let the toxic happen to synchronize it and toxic seismitoad. Nasty plot allows it to set up for psychic and take out poison types, and aura sphere covers those trying to bring in bishop for free. Leftovers gives it recovery to stay healthy and ev and nature spread focuses on speed and then special attack.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 64 HP / 220 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Nasty Plot
- Overheat
- Volt Switch
Rotom is a check to corviknight, that's a big part of why its on the team as corviknight is a big threat. Nasty plot lets it recover the lost stat to overheat and also gives it a boost to discharge and volt switch, hitting mandibuzz hard and giving it a way to switch out of bad situations. The ev spread is a mess, I have no clue why I made it like it is but it's worked so far so i guess it's fine. levitate gives me an earthquake immune pokemon except for those with mold breaker and leftovers provides good passive recovery.
Dragapult @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Dragon Darts
- Phantom Force
I like this set up physical set as it hits hard and fast. clear body prevents intimidate users like incineror and sticky web from stopping its set up. It also has good coverage with dragon darts, hitting twice and breaking sash, and phantom force, doing around 70% to magic guard clefable after one dd. Substitute gives it change to live a super effective hit or switch in on a choice mon and allow it extra time to set up. It's and overall strong pokemon that can be relied on to provide good damage.
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak
One of my favorite pokemon this gen and one I think is wholly being underused, mimikyu is a great setup sweeper. swords dance and disguise allow it the chance to boost its attack and then with life orb, make it a very scary mon to switch into. play rough gets rid of fighting pokemon like conkeldur and shadow sneak lets it clean up pokemon with prior damage. Jolly nature makes sure it gets the most out of its meh speed tier and shadow claw does good reliable damage with cries thrown in for good measure.
It's a pretty basic team but i've managed to do well with it in the mid 1400's, i'm not really looking to change it except for the rotom ev's
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
Usually my lead of choice, choice scarf escadrille allows me to outspend other leads and set up rocks, or as an anti lead to take out other escadrilles and cinderace. It's a fairly basic ev spread and move pool to hit toxapex, other excadrill, iron head for fairies and rapid spin to clean up any hazards that are starting to stack up. I use scarf over sash just personally because scarf lets me hit first, usually drill can live a hit from other leads, then get out giving it more longevity, at least how i play it.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Icicle Crash
- Knock Off
- Ice Shard
Secondary lead and generally good pokemon is life orb weevile. Although I usually like band for it's sheer power, life orb allows it to use its great coverage while still giving it a boost in strength. knock off gives it great stab and a way to slow down stall like clefable and corviknight. Low kick easily gets rid of bisharp and non scarf terrakion. Icicle crash and ice shard are coverage and priority that round out its move pool
Mew @ Leftovers
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Taunt
- Psychic
- Aura Sphere
Special mew is actually a good check to seismitoad it can taunt to stop rocks or toxic, or even let the toxic happen to synchronize it and toxic seismitoad. Nasty plot allows it to set up for psychic and take out poison types, and aura sphere covers those trying to bring in bishop for free. Leftovers gives it recovery to stay healthy and ev and nature spread focuses on speed and then special attack.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 64 HP / 220 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Nasty Plot
- Overheat
- Volt Switch
Rotom is a check to corviknight, that's a big part of why its on the team as corviknight is a big threat. Nasty plot lets it recover the lost stat to overheat and also gives it a boost to discharge and volt switch, hitting mandibuzz hard and giving it a way to switch out of bad situations. The ev spread is a mess, I have no clue why I made it like it is but it's worked so far so i guess it's fine. levitate gives me an earthquake immune pokemon except for those with mold breaker and leftovers provides good passive recovery.
Dragapult @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Dragon Darts
- Phantom Force
I like this set up physical set as it hits hard and fast. clear body prevents intimidate users like incineror and sticky web from stopping its set up. It also has good coverage with dragon darts, hitting twice and breaking sash, and phantom force, doing around 70% to magic guard clefable after one dd. Substitute gives it change to live a super effective hit or switch in on a choice mon and allow it extra time to set up. It's and overall strong pokemon that can be relied on to provide good damage.
Mimikyu @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak
One of my favorite pokemon this gen and one I think is wholly being underused, mimikyu is a great setup sweeper. swords dance and disguise allow it the chance to boost its attack and then with life orb, make it a very scary mon to switch into. play rough gets rid of fighting pokemon like conkeldur and shadow sneak lets it clean up pokemon with prior damage. Jolly nature makes sure it gets the most out of its meh speed tier and shadow claw does good reliable damage with cries thrown in for good measure.
It's a pretty basic team but i've managed to do well with it in the mid 1400's, i'm not really looking to change it except for the rotom ev's
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