National Dex Balance Team: EggNog
I'll make sure to go in depth to clarify my thought process for picking each of these team members and will clarify on sets/moves, and will have a link to the paste here and down below at the bottom, as well as my personal opinion of a threat list and what standard Pokemon gets checked by each team member. I hope you enjoy, and please provide any feedback you have!
The Team
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Sucker Punch
- Knock Off
The first member of the team is Mega Mawile. I almost always build balance so I went in knowing the general structure of the team, and Mega Mawile fits onto balance teams well. Not a whole lot to discuss here as it was my first pokemon. As for set details, the moves are standard, with 252 Adamant for pure damage, 140 speed in order to outrun Corviknight, and the rest in HP for general bulk.
Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 128 HP / 140 Atk / 240 Spe
Adamant Nature
- Close Combat/Drain Punch
- Ice Punch
- Toxic/Thunder Punch
- Roost
The second member of my team is Buzzwole. I wanted a very reliable physical wall that has offensive capabilities, and buzzwole fits that to a tee. The fact that this is a UU is unbelievable to me as it's capable of checking premier physical attackers in the tier, with notable mentions like Kartana, Weavile, and Garchomp, as well as Mega Lopunny and most Landorus-T sets. Buzzwole's explanation is a bit longer so I decided to condense it into spoilers just so it looks more orderly.
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Future Sight
- Sludge Bomb
- Ice Beam
The third member is Galar-Slowking, one of the best special walls in the tier. Buzzwole is able to fend off the majority of physical attackers in the tier, while Galar-Slowking is able to fend off the majority of special attacks in the tier. Interestingly, both Buzzwole and Galar-Slowking are in Nat Dex UU, which can be seen as a blessing because the majority of teams are less worried about breaking these two, granting a higher chance of a more favorable matchup.
The explanation is shorter for these so I don't need a spoiler. The EVs maximize Glowking's potential to soak up special attacks with regenerator for recovery. Its moves give it a very wide variety of coverage options, the most important three being Flamethrower (hitting things like scizor and ferrothorn), Future Sight (great for controlling your opponents switches, as well as being a very strong attack), and Sludge Bomb (your strongest one turn attack, also threatens things like Clefable and Tapu Fini). The final move is much less important, I went with ice beam just for extra coverage, especially against Dragons.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt
My fourth member is Tapu Fini. Both Buzzwole and Galar-Slowking are very capable walls, but there are several threats in the tier they don't check (primarily Ash-Greninja), and Fini is a mixed wall capable of filling these holes.
I decided to go for a very standard Tapu Fini build. This is the standard smogon Fini set which maximizes HP, outrun Modest Heatran and 2HKO offensive Heatran back with Scald, live a +2 Acrobatics from Hawlucha and OHKO back (unless it has a +1 SpD boost), and the rest is put in SpD bulk. Fini's moveset is also very standard with Defog as the team's hazard remover, Moonblast and Scald for STAB offensive options, and Taunt to stop setup opportunities and recovery opportunities.
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Final Gambit
Victini is the member I'm least confident about on the team, but I do believe it fits well. The teams form of speed control in Scarf Victini, it's capable of 2HKOing essentially everything in the tier. Mawile's biggest threats to stop it are bulky steel types which Victini absolutely tears through. The set details are fairly standard with maximized attack and speed. I'm running V-Create for the insane amount of damage it does, and combined with scarf, every offensive threat (other than Heatran) is going to be OHKOd, and most defensive walls will be 2HKOd even after the attack drop, and still outsped with scarf even after speed drop. Bolt Strike is primarily just for bulky water types like Fini and Toxapex. U-Turn is used for momentum, with Final Gambit providing a similar service.\
I debated between Victini and Magnezone, and you can see my thought process below the "threat list".
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock
I may or may not have forgotten about hazards until the end, but Garchomp fits the team very well regardless. Providing stealth rock support, as well as being a very threatening breaker/sweeper, Garchomp is a easy addition onto most teams. Another standard set, Garchomp is running maximum attack and speed for maximizing opportunities to do damage, Earthquake for STAB, Stone Edge for coverage, Stealth Rock for hazards, and Swords Dance to sweep/break. I'm running Rockium Z because I believe its coverage is more viable than running Z-Outrage/Scale Shot, and missing Stone Edges isn't exactly fun.
Team Paste Again
I'll make sure to go in depth to clarify my thought process for picking each of these team members and will clarify on sets/moves, and will have a link to the paste here and down below at the bottom, as well as my personal opinion of a threat list and what standard Pokemon gets checked by each team member. I hope you enjoy, and please provide any feedback you have!
The Team
Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Sucker Punch
- Knock Off
The first member of the team is Mega Mawile. I almost always build balance so I went in knowing the general structure of the team, and Mega Mawile fits onto balance teams well. Not a whole lot to discuss here as it was my first pokemon. As for set details, the moves are standard, with 252 Adamant for pure damage, 140 speed in order to outrun Corviknight, and the rest in HP for general bulk.
Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 128 HP / 140 Atk / 240 Spe
Adamant Nature
- Close Combat/Drain Punch
- Ice Punch
- Toxic/Thunder Punch
- Roost
The second member of my team is Buzzwole. I wanted a very reliable physical wall that has offensive capabilities, and buzzwole fits that to a tee. The fact that this is a UU is unbelievable to me as it's capable of checking premier physical attackers in the tier, with notable mentions like Kartana, Weavile, and Garchomp, as well as Mega Lopunny and most Landorus-T sets. Buzzwole's explanation is a bit longer so I decided to condense it into spoilers just so it looks more orderly.
The EVs lets it take Fire Fang from +2 Adamant Garchomp after rocks, making it a very valuable answer. The rest of the set can be changed quite dramatically, it currently outruns Modest Heatran, but changing it from Adamant to Jolly lets you outrun Timid Heatran, so it's entirely your choice what set to run. Buzzwole is extremely capable, and switching into Landorus-T is a very free way to gain chip, unless of course, it is Z-Fly. The attack investment makes it more viable against standard Mega Scizor sets able to usually 2HKO after rocks from full.
Item choice is up to preference, I enjoy rocky helmet for reasons listed above, and the ability to deal large amounts of damage to multi-hit moves like triple axel from Weavile and Mega Lopunny, Surging Strikes from Urshifu, and Double Iron Bash from Melmetal, and for all of these Pokemon, Buzzwole is the best on the team to switch into them. Leftovers or Heavy Duty Boots are both viable options to switch into as well, but I prefer helmet. For the moveset, I prefer CC for damage, although drain punch is viable as well, Ice Punch for things like Garchomp and Landorus, and Roost is a given for sustainability. You can decide between Toxic and T-Punch based on what you want to hit, thunder punch doesn't really do enough to warrant it so I find toxic much more useful.
Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Flamethrower
- Future Sight
- Sludge Bomb
- Ice Beam
The third member is Galar-Slowking, one of the best special walls in the tier. Buzzwole is able to fend off the majority of physical attackers in the tier, while Galar-Slowking is able to fend off the majority of special attacks in the tier. Interestingly, both Buzzwole and Galar-Slowking are in Nat Dex UU, which can be seen as a blessing because the majority of teams are less worried about breaking these two, granting a higher chance of a more favorable matchup.
The explanation is shorter for these so I don't need a spoiler. The EVs maximize Glowking's potential to soak up special attacks with regenerator for recovery. Its moves give it a very wide variety of coverage options, the most important three being Flamethrower (hitting things like scizor and ferrothorn), Future Sight (great for controlling your opponents switches, as well as being a very strong attack), and Sludge Bomb (your strongest one turn attack, also threatens things like Clefable and Tapu Fini). The final move is much less important, I went with ice beam just for extra coverage, especially against Dragons.
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Moonblast
- Scald
- Taunt
My fourth member is Tapu Fini. Both Buzzwole and Galar-Slowking are very capable walls, but there are several threats in the tier they don't check (primarily Ash-Greninja), and Fini is a mixed wall capable of filling these holes.
I decided to go for a very standard Tapu Fini build. This is the standard smogon Fini set which maximizes HP, outrun Modest Heatran and 2HKO offensive Heatran back with Scald, live a +2 Acrobatics from Hawlucha and OHKO back (unless it has a +1 SpD boost), and the rest is put in SpD bulk. Fini's moveset is also very standard with Defog as the team's hazard remover, Moonblast and Scald for STAB offensive options, and Taunt to stop setup opportunities and recovery opportunities.
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Final Gambit
Victini is the member I'm least confident about on the team, but I do believe it fits well. The teams form of speed control in Scarf Victini, it's capable of 2HKOing essentially everything in the tier. Mawile's biggest threats to stop it are bulky steel types which Victini absolutely tears through. The set details are fairly standard with maximized attack and speed. I'm running V-Create for the insane amount of damage it does, and combined with scarf, every offensive threat (other than Heatran) is going to be OHKOd, and most defensive walls will be 2HKOd even after the attack drop, and still outsped with scarf even after speed drop. Bolt Strike is primarily just for bulky water types like Fini and Toxapex. U-Turn is used for momentum, with Final Gambit providing a similar service.\
I debated between Victini and Magnezone, and you can see my thought process below the "threat list".
Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock
I may or may not have forgotten about hazards until the end, but Garchomp fits the team very well regardless. Providing stealth rock support, as well as being a very threatening breaker/sweeper, Garchomp is a easy addition onto most teams. Another standard set, Garchomp is running maximum attack and speed for maximizing opportunities to do damage, Earthquake for STAB, Stone Edge for coverage, Stealth Rock for hazards, and Swords Dance to sweep/break. I'm running Rockium Z because I believe its coverage is more viable than running Z-Outrage/Scale Shot, and missing Stone Edges isn't exactly fun.
Team Paste Again
Corviknight: Probably the biggest threat to the team, and that's not great because of how common it is. However, the team still has multiple answers to it. Fini is great for shutting down corviknights ability to setup iron defense, and then most members on the team can kill it from there. However, if it does get the opportunity to set up iron defense and fini is dead, it can be trouble.
Clefable: Also very annoying to deal with, setting up Calm Mind can be very problematic for the team. Fini is capable of taunting, to stop setup and recovery, but will get hit hard by CM Thunder sets. Galar Slowking is a good switch after taunt as it can absorb hits and deal large amounts of damage with sludge.
Mega Medicham: This team doesn't really have anything that wants to switch into a Zen-Headbutt. Easy enough to scare it out afterwards, but it still causes havoc.
Tapu Lele: Same as above, however, Glowking can easily switch into anything that's not psyshock.
Clefable: Also very annoying to deal with, setting up Calm Mind can be very problematic for the team. Fini is capable of taunting, to stop setup and recovery, but will get hit hard by CM Thunder sets. Galar Slowking is a good switch after taunt as it can absorb hits and deal large amounts of damage with sludge.
Mega Medicham: This team doesn't really have anything that wants to switch into a Zen-Headbutt. Easy enough to scare it out afterwards, but it still causes havoc.
Tapu Lele: Same as above, however, Glowking can easily switch into anything that's not psyshock.
I wanted to put this after because this is where my ideas came from. Offensively, Magnezone isn't as threatening to alot of the walls that Victini can obliterate. Additionally, it's not a very good form of speed control, and this is ultimately why I decided why to pick Victini over Magnezone. However, Magnezone is a much better facilitator for a Mega Mawile sweep as it guarantees the ability to clean up bulky steel types that Mawile can't plow through. Additionally, and the reason I put this after the "Threat List" section, Magnezone is a good answer for Clefable, Corviknight, and Tapu Lele, three of the biggest threats to this team. An alternative format of this team could consist of either
Team 1: Default
Team 2: Replace Scarf Victini with Scarf Magnezone
Team 3: Replace Scarf Victini with Specs Magnezone and replace Garchomp with Scarf Landorus-Therian
Per Team 3: This follows on the idea of facilitating the Mega Mawile sweep, while preserving rocks, providing a ground immunity, and a form of speed control. I do believe this could be an equally viable team. This also gives a good special breaker in Magnezone, something that the team doesn't have. If you read this far, I would appreciate your thoughts on it.
Team 1: Default
Team 2: Replace Scarf Victini with Scarf Magnezone
Team 3: Replace Scarf Victini with Specs Magnezone and replace Garchomp with Scarf Landorus-Therian
Per Team 3: This follows on the idea of facilitating the Mega Mawile sweep, while preserving rocks, providing a ground immunity, and a form of speed control. I do believe this could be an equally viable team. This also gives a good special breaker in Magnezone, something that the team doesn't have. If you read this far, I would appreciate your thoughts on it.











