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Teambuilding Process


I started to build this team from M-Medi+Hydra core. M-Medi is walled by fat Psychics like Reuni and Mew. Hydra is able to deal with them, and it has an ability to check Ash-Gren, another threatening to M-Medi mon. Hydra also threatens some Ghosts, allowing M-Medi to spam HJK more freely. In return, M-Medi pressures Fairies like Clefable with its strong Zen Headbutt, allowing Hydra to spam Dark Pulse more freely. M-Medi also can KO threatening to Hydra and faster than it mons like Kyu-B and weakened non-Scarf Tapu Lele.



Late-game sweepers are natural partners to wallbreakers, so I need one. Something that appreciates Steels being smashed by my wallbreaking core. To fill this role, I chose CM Clef. Alongside with being my primary wincon, Clef compresses some other roles. It is my rocker, stallbreaker, thanks to its amazing ability, and check to some dangerous Fightings like Lucha and M-Cross. Scaring off M-Sab is appreciated by both M-Medi and Hydra. Clef's defensive utility in couple with being not too passive is definitely helpful for my team.




Now I need a sturdy defensive backbone to support my offensive core. Pex immediately came on my mind. It improves my matchup vs Volc, acts as my main Fairy switch-in and a defensive Ash-Gren answer, cripples opposing team with Toxic and Scald burn and stops certain setup sweepers with Haze. It also further improves my matchup vs Fightings.





Pex is only one part of my defensive backbone, I need a mon to complete it. As the second part of my defensive core, I chose Tang. It creates a consistent Regenerator core with Pex, checks stuff like Ash-Gren, Zyg, Tapu Koko, Drill, etc, and improves my matchup vs Rain. Ground resist is also great.






Ok, last mon. My team lacks of Ground to absorb Volt Switch, hazard and Speed control, so my last mon is Lando. It compresses these roles very well, offensively pressures threatening for my team mons like M-Zam, and generates momentum with U-turn. Intimidate helps my team to take on physical attacks more easily.
In-depth Look

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt
Standart M-Medi set. HJK is the strongest its attack, dealing incredible amounts of damage to anything that doesn't resist it or immune. Zen Headbutt is the secondary STAB, hitting most of HJK resists. Ice Punch beats Lando and other Flyings. Fake Out is M-Medi's form of priority and revenge killing tool and allows to put mons into KO range of any other M-Medi attack. Jolly is for outpacing less than 100 base Speed mons.

Hydreigon @ Darkinium Z
Ability: Levitate
Shiny: Yes
EVs: 244 SpA / 32 SpD / 232 Spe
Modest Nature
- Dark Pulse
- Earth Power
- Flash Cannon
- Roost
Standart Darkinium Z Hydra. Dark Pulse is the main move, which with Darkinium Z turns into strong one-time nuke which blows out most of M-Medi's checks. Earth Power is the move that makes Hydra an offensive Heatran check. Flash Cannon pressures Fairies. Roost allows Hydra to consistently check non-Ice Beam Ash-Gren and Heatran. Modest is for more power.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Calm Mind is Clef's sweeping and stallbreaking tool. Moonblast is this set's only attack, hitting pretty hard after some boost and with STAB. Soft-Boiled increases Clef's longevity and further helps with sweeping and stallbreaking. Stealth Rock is necessary on every team, and Clef is a great setter thanks to its bulk and reliable recovery. Max HP and Def in conjunction with Bold nature allow to take on physical attackers more easily. Magic Guard is another thing that makes Clef a good stallbreaker.

Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
- Haze
- Scald
- Recover
- Toxic
Mixed Def Pex with standart moveset. Scald is for not being completely shutted down by Taunt and is for burns. Haze eliminates all stats boost, allowing Pex to stop setup sweepers like Volc. Recover alongside with Regenerator increases Pex's longevity. Toxic is another way to beat opposing sweepers, cleaners, and defensive mons. Payapa Berry allows Pex to survive one Psychic-type attack and use Toxic/Haze.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Grass Knot
- Knock Off
- Hidden Power [Fire]
- Earthquake
AV Tang with standart spread. Grass Knot > Giga Drain because this Tang lacks of HP Ice and needs a way to beat Zyg. Knock Off provides a great utility by knocking out opposing mons' items. HP Fire is for M-Sciz and Kart. Earthquake is for Heatran. AV allows Tang to easily sponge neutral special hits. Regenerator is necessary, as Tang wants to be healthy as long as possible.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 96 Atk / 212 Def / 200 Spe
Jolly Nature
- Defog
- Earthquake
- Rock Slide
- U-turn
Bulky Scarf Lando. Defog is my team's form of hazard control. EQ is Lando's most spammable move. Rock Slide has a great synergy with EQ, hitting airborne mons. U-turn allows Lando to generate momentum for my team. Choice Scarf is for Speed control. Bulk spread because my team needs more physical bulk.
Threatlist
,
,
: I haven't a Psychic-types switch-in and can pressure them only offensively. M-Zam is the biggest threat for my team, as the only mon which outpaces it, Scarf Lando, is easy to worn down.
: Psychium Z Volc is able to break past my only Volc answer, Pex, and then sweep the rest of my team.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Stealth Rock
Calm Mind is Clef's sweeping and stallbreaking tool. Moonblast is this set's only attack, hitting pretty hard after some boost and with STAB. Soft-Boiled increases Clef's longevity and further helps with sweeping and stallbreaking. Stealth Rock is necessary on every team, and Clef is a great setter thanks to its bulk and reliable recovery. Max HP and Def in conjunction with Bold nature allow to take on physical attackers more easily. Magic Guard is another thing that makes Clef a good stallbreaker.

Toxapex @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 92 Def / 164 SpD
Calm Nature
- Haze
- Scald
- Recover
- Toxic
Mixed Def Pex with standart moveset. Scald is for not being completely shutted down by Taunt and is for burns. Haze eliminates all stats boost, allowing Pex to stop setup sweepers like Volc. Recover alongside with Regenerator increases Pex's longevity. Toxic is another way to beat opposing sweepers, cleaners, and defensive mons. Payapa Berry allows Pex to survive one Psychic-type attack and use Toxic/Haze.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Grass Knot
- Knock Off
- Hidden Power [Fire]
- Earthquake
AV Tang with standart spread. Grass Knot > Giga Drain because this Tang lacks of HP Ice and needs a way to beat Zyg. Knock Off provides a great utility by knocking out opposing mons' items. HP Fire is for M-Sciz and Kart. Earthquake is for Heatran. AV allows Tang to easily sponge neutral special hits. Regenerator is necessary, as Tang wants to be healthy as long as possible.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 96 Atk / 212 Def / 200 Spe
Jolly Nature
- Defog
- Earthquake
- Rock Slide
- U-turn
Bulky Scarf Lando. Defog is my team's form of hazard control. EQ is Lando's most spammable move. Rock Slide has a great synergy with EQ, hitting airborne mons. U-turn allows Lando to generate momentum for my team. Choice Scarf is for Speed control. Bulk spread because my team needs more physical bulk.
Threatlist





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