So, I want to start off by saying I'm not that good. Sometimes I make extremely dumb decisions in battle. But I am very proud of this team, I'm asking for help in slightly changing the moves and possibly finding a better fitting pokemon to replace Seismitoad. I'd love some help so please rate this.
P.S. I know I don't have defog, don't judge me I didn't know where to put it. If someone can figure out how to configure this team so it can still easily counter everything a ground type does and still has the ability to fight a fire type, that would be absolutely amazing. (preferably by switching Seismitoad.)
P.S.S (Thanks in advance to anyone either viewing or helping me.)
P.S.S.S I will leave the Pokepaste at the bottom of my post.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Team
Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz
Most of you guys probably recognize this Mew build. Yup, suicide Mew. I've been using this guy to secure Stealth Rock and Spikes. At the beginning of the match, I know there is always a possibility of their first pokemon having Defog but if it doesn't I can flare blitz away any pesky Rotom or other defoggers. I have Taunt on him so others rock setters won't be able to set up or Defog and just have to attack me (Mew can take some hard hits.) I know Flare Blitz damages myself as well, but that's fine because I want this Mew to setup possibly take out a pokemon and then die. (Btw, this is a Specially Defensive Lead)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Dragapult doesn't have an extremely important purpose and I almost never actually need to send him out but... he is still extremely effective at dealing with anyone and everyone. I gave him Will-O-Wisp so that he can burn the opponent causing Hex's damage to be doubled. Because the opponent is burned Spell tag activates and makes ghost type moves 1.2 times more effective. This combination makes that attack do 158 damage PLUS burn damage. I have Draco Meteor on there because it's insanely powerful. And U-turn is there for me to switch quickly and tank damage with my Seismitoad. (My build is a Fast special sweeper and I haven't really found anything that counters him other than a Dynamax ice type.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Fire Punch
- Spirit Break
My Grimmsnarl is a little similar to my Mew in the way I set him up. I have been using him for Dual Shields so that my Hawlucha can have full freedom to sweep and I don't have to be worried and have roost. I usually wait for Mew to die and then toss in Grimmsnarl. Grimsnarl's ability Prankster allows you to boost the priority of status moves like Reflect and Light Screen. After I get down my shields I tend to spirit break them until Grimsnarl dies. He's not necessarily a suicide because he usually survives. I have Light Clay as his item because of Reflect and Light Screen lasting longer. (My build for Grimsnarl is a bulky physical sweeper)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack
My Hawlucha is arguably the most important member of the team. He absolutely destroys with extremely powerful moves. I have a Power Herb because it lets you use two-turn moves in one turn (single use.) allowing me to sky attack first (Grimmsnarl's shields are up so I don't die.) After I sky attack the Power Herb breaks. Activating my ability Unburden. Unburden doubles my speed when I have no item (And Acrobatics damage gets doubled.) With this extreme speed, protection and damage. I can absolutely shred the enemy team. However, Hawlucha is still extremely vulnerable to Toxtricity's overdrive and nuzzle so you have to take Toxtricty down fast. (My Hawlucha build is a Fast Physical Sweeper.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off
My Seismitoad is the only member of my team that is super effective against fire types. I have water absorb and leftovers to heal myself and tank out damage. My seismitoad has Stealth Rock (Just in case I haven't already killed their defoggers. (Which I probably will because of Hawlucha and possibly Dragapult)) I also have Earth Power and Scald as my SpA moves. The combination of these should be quite powerful against most pokemon that are a threat to Seismitoad. I don't have anything in particular on Seismitoad that defeats grass types which are my main concern with him. Seismitoad is the pokemon on the team that I think could be removed, I'm asking for help in adding another ground type here which can take his role. Particularly one that has the ability to use a water type move (Or giving a different pokemon a water type move.) My Seismitoad is a Bulky Special Sweeper.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch
My Machamp is extremely powerful and hard to kill. I think we all know what the Machamp build is so I won't go over it in-depth. The Flame Orb activates Guts and Facade. Guts multiplies my damage output by 1.5 and when I use Facade it gets doubled effectively letting me do 210 damage in one hit. I also have Knock-off to counter pesky ghost and psychic types that could otherwise kill me. I decided on bullet punch because it's a priority move and it DESTROYS fairy types.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Threats
1. Toxtricity is extremely powerful and if he gets overdrive off he can kill Hawlucha
2. I don't have many moves that counter fire types. So any fire type could be quite effective.
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz
Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off
Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch
P.S. I know I don't have defog, don't judge me I didn't know where to put it. If someone can figure out how to configure this team so it can still easily counter everything a ground type does and still has the ability to fight a fire type, that would be absolutely amazing. (preferably by switching Seismitoad.)
P.S.S (Thanks in advance to anyone either viewing or helping me.)
P.S.S.S I will leave the Pokepaste at the bottom of my post.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Team
Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz
Most of you guys probably recognize this Mew build. Yup, suicide Mew. I've been using this guy to secure Stealth Rock and Spikes. At the beginning of the match, I know there is always a possibility of their first pokemon having Defog but if it doesn't I can flare blitz away any pesky Rotom or other defoggers. I have Taunt on him so others rock setters won't be able to set up or Defog and just have to attack me (Mew can take some hard hits.) I know Flare Blitz damages myself as well, but that's fine because I want this Mew to setup possibly take out a pokemon and then die. (Btw, this is a Specially Defensive Lead)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Dragapult doesn't have an extremely important purpose and I almost never actually need to send him out but... he is still extremely effective at dealing with anyone and everyone. I gave him Will-O-Wisp so that he can burn the opponent causing Hex's damage to be doubled. Because the opponent is burned Spell tag activates and makes ghost type moves 1.2 times more effective. This combination makes that attack do 158 damage PLUS burn damage. I have Draco Meteor on there because it's insanely powerful. And U-turn is there for me to switch quickly and tank damage with my Seismitoad. (My build is a Fast special sweeper and I haven't really found anything that counters him other than a Dynamax ice type.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Fire Punch
- Spirit Break
My Grimmsnarl is a little similar to my Mew in the way I set him up. I have been using him for Dual Shields so that my Hawlucha can have full freedom to sweep and I don't have to be worried and have roost. I usually wait for Mew to die and then toss in Grimmsnarl. Grimsnarl's ability Prankster allows you to boost the priority of status moves like Reflect and Light Screen. After I get down my shields I tend to spirit break them until Grimsnarl dies. He's not necessarily a suicide because he usually survives. I have Light Clay as his item because of Reflect and Light Screen lasting longer. (My build for Grimsnarl is a bulky physical sweeper)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack
My Hawlucha is arguably the most important member of the team. He absolutely destroys with extremely powerful moves. I have a Power Herb because it lets you use two-turn moves in one turn (single use.) allowing me to sky attack first (Grimmsnarl's shields are up so I don't die.) After I sky attack the Power Herb breaks. Activating my ability Unburden. Unburden doubles my speed when I have no item (And Acrobatics damage gets doubled.) With this extreme speed, protection and damage. I can absolutely shred the enemy team. However, Hawlucha is still extremely vulnerable to Toxtricity's overdrive and nuzzle so you have to take Toxtricty down fast. (My Hawlucha build is a Fast Physical Sweeper.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off
My Seismitoad is the only member of my team that is super effective against fire types. I have water absorb and leftovers to heal myself and tank out damage. My seismitoad has Stealth Rock (Just in case I haven't already killed their defoggers. (Which I probably will because of Hawlucha and possibly Dragapult)) I also have Earth Power and Scald as my SpA moves. The combination of these should be quite powerful against most pokemon that are a threat to Seismitoad. I don't have anything in particular on Seismitoad that defeats grass types which are my main concern with him. Seismitoad is the pokemon on the team that I think could be removed, I'm asking for help in adding another ground type here which can take his role. Particularly one that has the ability to use a water type move (Or giving a different pokemon a water type move.) My Seismitoad is a Bulky Special Sweeper.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch
My Machamp is extremely powerful and hard to kill. I think we all know what the Machamp build is so I won't go over it in-depth. The Flame Orb activates Guts and Facade. Guts multiplies my damage output by 1.5 and when I use Facade it gets doubled effectively letting me do 210 damage in one hit. I also have Knock-off to counter pesky ghost and psychic types that could otherwise kill me. I decided on bullet punch because it's a priority move and it DESTROYS fairy types.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Threats
1. Toxtricity is extremely powerful and if he gets overdrive off he can kill Hawlucha
2. I don't have many moves that counter fire types. So any fire type could be quite effective.
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Flare Blitz
Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Reflect
- Light Screen
- Taunt
- Spirit Break
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- Close Combat
- Sky Attack
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off
Machamp @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Facade
- Bullet Punch