I had some success, and fun using hazard stack in SV OU, so I attempted NatDex, but since the choice are much broader, I knew that there will be more threats that can thwarts my attempt to abuse hazards. After taking some suggestions from others, this is what I can come up with:
Garchomp @ Leftovers
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Toxic
- Protect
- Stealth Rock
The standard TankChomp set. Used as a Rock setter and also to deal with any contact move users. Toxic in case I want to wear something down that isn't Steel, Poison, Poison Heal and Magic Guard. Have trouble with Raging Bolt.
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Sacred Sword
- Flip Turn
Since Stall has Mega Sableye, Hamurott is more valuable as he can set Spikes without fearing Magic Bounce, though the only fear are those said Magic Bounce users 1HKO or 2HKO with super effective attacks or Edge missing. I used Scarf because Hamurott's middling speed hold it back from setting spikes effectively without being KO'ed beforehand
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast
The spinblocker of the team. Though less of a blocker, and more of an attacker.
Latios (M) @ Latiosite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Luster Purge
- Aura Sphere
- Mystical Fire
- Roost
The standard Mega wallbraker set, used to threaten defoggers and also wallbreaks in some occasional cases. The only Flying of the team. Quite scared of Knock Offs and Pursuit Trapper.
Terapagos-Terastal @ Heavy-Duty Boots
Ability: Tera Shell
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tera Starstorm
- Ice Beam
- Flamethrower
- Rapid Spin
Backup Rapid Spinner and sometimes cleaner if I managed to wear my opponents down and net a Rapid Spin.
Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Ice Fang
The main hazard abuser. Close Combat for STAB. Crunch for Ghosts. Stone Edge for Bird (anything that isn't part-Steel). Ice Fangs for Lando and Gliscor. Can be swapped for Heavy Slam to deal with Fairies.
Hope to see your analysis and suggestions to tweak this team to be usable on my road to high ladder. The main key of this team remain to be Hamurott. And sorry if this team and post came out lame, since this is my first to do an RMT.
Garchomp @ Leftovers
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Toxic
- Protect
- Stealth Rock
The standard TankChomp set. Used as a Rock setter and also to deal with any contact move users. Toxic in case I want to wear something down that isn't Steel, Poison, Poison Heal and Magic Guard. Have trouble with Raging Bolt.
Samurott-Hisui @ Choice Scarf
Ability: Sharpness
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Razor Shell
- Ceaseless Edge
- Sacred Sword
- Flip Turn
Since Stall has Mega Sableye, Hamurott is more valuable as he can set Spikes without fearing Magic Bounce, though the only fear are those said Magic Bounce users 1HKO or 2HKO with super effective attacks or Edge missing. I used Scarf because Hamurott's middling speed hold it back from setting spikes effectively without being KO'ed beforehand
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Shadow Ball
- Make It Rain
- Focus Blast
The spinblocker of the team. Though less of a blocker, and more of an attacker.
Latios (M) @ Latiosite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Luster Purge
- Aura Sphere
- Mystical Fire
- Roost
The standard Mega wallbraker set, used to threaten defoggers and also wallbreaks in some occasional cases. The only Flying of the team. Quite scared of Knock Offs and Pursuit Trapper.
Terapagos-Terastal @ Heavy-Duty Boots
Ability: Tera Shell
Tera Type: Stellar
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tera Starstorm
- Ice Beam
- Flamethrower
- Rapid Spin
Backup Rapid Spinner and sometimes cleaner if I managed to wear my opponents down and net a Rapid Spin.
Zamazenta @ Heavy-Duty Boots
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Crunch
- Stone Edge
- Ice Fang
The main hazard abuser. Close Combat for STAB. Crunch for Ghosts. Stone Edge for Bird (anything that isn't part-Steel). Ice Fangs for Lando and Gliscor. Can be swapped for Heavy Slam to deal with Fairies.
Hope to see your analysis and suggestions to tweak this team to be usable on my road to high ladder. The main key of this team remain to be Hamurott. And sorry if this team and post came out lame, since this is my first to do an RMT.