So... wow. This team took me way farther than I ever thought it would. I don't think I've ever come close to peaking this high on any ladder.
That said, there's always room for improvement, so that's why I'm posting about it here.
Danny (Infernape) (M) @ Focus Sash
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Endeavor
-Overheat Flare Blitz
'Ey, chump! Over here!
Infernape here is my lead. His job is to shut down hazard setters, set up rocks, and (depending on the type matchup) punch a few holes in the opposing team. I've found that he's especially good at dealing with Skarmory. Taunt forces it to use Brave Bird, the recoil breaks Sturdy, and then he can just burn it to cinders withOverheat Flare Blitz. This move also helps it prevent potential spinners/ defoggers from removing his hazards.
Viktor (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head
Strike fast and hard, little man, or never strike at all.
I'll never forget the flying monotype team I encountered lower down on the ladder. Back when I was still testing out my team, I encountered a scarfed Togekiss that singlehandedly demolished me. Anything that wasn't OHKO'd was flinchhaxed into oblivion. "Never again!" I vowed.
So, in a nutshell, that's why this guy is here. His purpose is to get the leg up on Scarf users that every team in monotype seems to have. Besides the aforementioned Togekiss, he's also good at handling Scarf Chandelure, Scarf Staraptor, and a lot of threats that would speed creep him otherwise. He's also my primary check to Mega Pinsir, since he takes neutral damage from Aerilate Quick Attack.
Ito (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 8 HP / 252 Atk / 248 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Ice Punch
You're just asking for trouble, buddy.
Conkeldurr's the rock of my team, for lack of a better word. He's a hell of a good status absorber, since burns only make him stronger and he doesn't really mind being paralyzed since he's already slow. Ice Punch provides coverage against a lot of Flying threats, particularly the near- ubiquitous Landorus and Landorus-T. Knock Off provides essential coverage against Psychic teams (especially Slowbro, who tends to give my team a VERY hard time) and Ghost teams.
Charles (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power[Electric] Grass
Come forth, knave, and feel the merciless sting of my blade!
Keldeo has the distinction of being the only Special based attacker on my team. Scald and Secret Sword are his primary STAB moves, of course. Scald is an invaluable tool against Doublade and Aegislash, which laugh at most forms of physical offense. Icy Wind is a nice move to spam against Flying teams, as well, as the slowing effect is invaluable to my other teammates. If Keldeo goes down, one of my other sweepers can come in and get the guaranteed first strike, continuing my offensive momentum.
I decided to switch from HP Electric to HP Grass, since the latter tends to be more spammable against Water monos (which often include Gastrodon).
Li Hua (Medicham-Mega) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Psycho Cut
- Bullet Punch
Without a strong mind, a strong body is useless.
By far the hardest hitter of my team, Mega Medicham provides two key assets to my team; strong priority, and immediate, earth- shattering power. Bullet Punch OHKOs Mega Diancie, which is always nice, and as for High Jump Kick... yeesh. She's cleared entire teams with that move. I opted to go for Psycho Cut instead of Zen Headbutt, since I hate hax and her power is insane either way.
Guillermo (Hawlucha) (M) @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 HP
- Swords Dance
- Substitute
- Acrobatics
- High Jump Kick
If you don't believe in yourself, who's going to believe in you?
Hawlucha's my cleanup sweeper, and, more often than not, my team MVP. I can't tell you how many times this little guy has come in and saved my team from imminent defeat.
The EV/IV setup gives Hawlucha exactly 296 HP, so he'll eat his Sitrus Berry after two subs. Instead of going with the traditional 12 HP EVs, I decided to "cheat" by lowering the IV number, so I could max out both Attack and Speed. Who says you can't have your cake and eat it too?
As for the nature, I know Adamant is standard on most Hawlucha sets, but I think Jolly is really the way to go in this metagame. Jolly allows him to get the drop on meta-defining threats like Gengar, Latios and Keldeo, all of whom can speed creep Adamant variants.
Furthermore, it should be said that Hawlucha can absolutely wreck Mega Sableye. Substitute blocks any incoming WoW, and 110 BP Acrobatics gets the OHKO after a couple dances.
And that's my team! Any and all advice is greatly appreciated.
That said, there's always room for improvement, so that's why I'm posting about it here.
Danny (Infernape) (M) @ Focus Sash
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Endeavor
-
'Ey, chump! Over here!
Infernape here is my lead. His job is to shut down hazard setters, set up rocks, and (depending on the type matchup) punch a few holes in the opposing team. I've found that he's especially good at dealing with Skarmory. Taunt forces it to use Brave Bird, the recoil breaks Sturdy, and then he can just burn it to cinders with
Viktor (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head
Strike fast and hard, little man, or never strike at all.
I'll never forget the flying monotype team I encountered lower down on the ladder. Back when I was still testing out my team, I encountered a scarfed Togekiss that singlehandedly demolished me. Anything that wasn't OHKO'd was flinchhaxed into oblivion. "Never again!" I vowed.
So, in a nutshell, that's why this guy is here. His purpose is to get the leg up on Scarf users that every team in monotype seems to have. Besides the aforementioned Togekiss, he's also good at handling Scarf Chandelure, Scarf Staraptor, and a lot of threats that would speed creep him otherwise. He's also my primary check to Mega Pinsir, since he takes neutral damage from Aerilate Quick Attack.
Ito (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 8 HP / 252 Atk / 248 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Mach Punch
- Ice Punch
You're just asking for trouble, buddy.
Conkeldurr's the rock of my team, for lack of a better word. He's a hell of a good status absorber, since burns only make him stronger and he doesn't really mind being paralyzed since he's already slow. Ice Punch provides coverage against a lot of Flying threats, particularly the near- ubiquitous Landorus and Landorus-T. Knock Off provides essential coverage against Psychic teams (especially Slowbro, who tends to give my team a VERY hard time) and Ghost teams.
Charles (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power
Come forth, knave, and feel the merciless sting of my blade!
Keldeo has the distinction of being the only Special based attacker on my team. Scald and Secret Sword are his primary STAB moves, of course. Scald is an invaluable tool against Doublade and Aegislash, which laugh at most forms of physical offense. Icy Wind is a nice move to spam against Flying teams, as well, as the slowing effect is invaluable to my other teammates. If Keldeo goes down, one of my other sweepers can come in and get the guaranteed first strike, continuing my offensive momentum.
I decided to switch from HP Electric to HP Grass, since the latter tends to be more spammable against Water monos (which often include Gastrodon).
Li Hua (Medicham-Mega) (F) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Psycho Cut
- Bullet Punch
Without a strong mind, a strong body is useless.
By far the hardest hitter of my team, Mega Medicham provides two key assets to my team; strong priority, and immediate, earth- shattering power. Bullet Punch OHKOs Mega Diancie, which is always nice, and as for High Jump Kick... yeesh. She's cleared entire teams with that move. I opted to go for Psycho Cut instead of Zen Headbutt, since I hate hax and her power is insane either way.
Guillermo (Hawlucha) (M) @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 HP
- Swords Dance
- Substitute
- Acrobatics
- High Jump Kick
If you don't believe in yourself, who's going to believe in you?
Hawlucha's my cleanup sweeper, and, more often than not, my team MVP. I can't tell you how many times this little guy has come in and saved my team from imminent defeat.
The EV/IV setup gives Hawlucha exactly 296 HP, so he'll eat his Sitrus Berry after two subs. Instead of going with the traditional 12 HP EVs, I decided to "cheat" by lowering the IV number, so I could max out both Attack and Speed. Who says you can't have your cake and eat it too?
As for the nature, I know Adamant is standard on most Hawlucha sets, but I think Jolly is really the way to go in this metagame. Jolly allows him to get the drop on meta-defining threats like Gengar, Latios and Keldeo, all of whom can speed creep Adamant variants.
Furthermore, it should be said that Hawlucha can absolutely wreck Mega Sableye. Substitute blocks any incoming WoW, and 110 BP Acrobatics gets the OHKO after a couple dances.
And that's my team! Any and all advice is greatly appreciated.
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