National Dex NatDex offensive hazard stack team

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.
 
Team looks cool, I would probably try and incorporate knock off in some way on the team to help the hazards do their job in the long run! I think you can get away with dropping sacred sword on samu for knock, or perhaps you can role compress a couple mons into great tusk and get another knock off mon!
 
Team looks cool, I would probably try and incorporate knock off in some way on the team to help the hazards do their job in the long run! I think you can get away with dropping sacred sword on samu for knock, or perhaps you can role compress a couple mons into great tusk and get another knock off mon!
I did swap chomp for tusk, but 4/6 of the whole team were weak to fairy, with gholdengo being the only resist. Not sure if this is a great idea, but thanks for advice anyway
 
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I wonder if I can swap Latios for Charizard-Y since the Sun boost to Tusk is nice, and no clue if I should keep the standard set up gholdengo or use something else.
 
Hey, cool team here! I actually like the concept of hazard stack + Mega Latios as a breaker. And, I have quite a few suggestions on how you could flesh this team out.

offensive hazard stack (click)
:samurott-hisui: :latios-mega:
No changes, just options for both. Scarf Samurott-H's moves are a bit flexible. Any combination of Knock Off, Flip Turn, and Sacred Sword will do. We only have one Knock Off user on this team, which is fine, but Samurott-H could help add another if you want. Mega Latios is also fine as-is but consider Flip Turn on it to if you want more momentum.

:garchomp:
Unotuched!

:gholdengo:
Instead of doing an offensive spread, I opted for a bulkier one to help versus Ogerpon-Wellspring, Urshifu-Rapid, Iron Valiant, Tapu Lele, and Mega Latios. The EV spread lets Gholdengo outpace Jolly Kingambit and live +2 Knock Off from Waterpon as well as avoid the 2HKO by Scarf Urshifu's Surging Strikes.

:zamazenta:
Same moves, but I feel Darkinium Z is better to help with the Gholdengo matchup for this team, since Mega Latios can be better opened up that way. Heavy Slam over Ice Fang is something to note if want to take out Clefable because this team is a bit weak to it.

:terapagos: -> :tornadus-therian:
Torn-T offers a few things over Terapagos to note like Knock Off, pivoting, speed, and a Fighting resistance. Defog is on here if the hazards become truly problematic, but you'll likely not use it much.

Overall, this version of the team is shakier into things like Mega Lopunny, so Torn-T could easily be Zapdos but then your Knock Off user is forced to be Scarf Samurott-H, which isn't the best.

defensive hazard stack (click)
:samurott-hisui: :latios-mega:
Same as above. Not many changes, but I went with Flip Turn to help bring in Mega Latios.

:gholdengo: -> :sinistcha:
Sinistcha is a better spinblocker because you actually check Iron Treads and Great Tusk, but you miss out on blocking Defog. It also helps to check Wogerpon, Shifu, and Lando-T.

:garchomp: / :great tusk: -> :iron treads:
Spinner to avoid removing your own hazards. Being the Steel mon, it helps versus Tapu Lele, Raging Bolt, and Torn-T. Feel free to run Assault Vest if you feel the recovery isn't as meaningful.

:clefable::moltres: -> :zamazenta::terapagos:
Clefable sets rocks and is great at removing items. Paired with Moltres, they can handle Yard, Heatran, MLop, Kyurem, and more. The Moltres spread isn't anything specific it just hits a jump point and outspeeds other Moltres, which has helped me in general.

This version of the team, while slower, I feel is the better version. The defensive core is solid, and you can make some serious progress with hazards, Knock Off, and Mega Latios.

Tell me how whichever team (or both) go for you, and any thoughts you have on them.
 
Sinistcha carried two of my match, mega Tyranitar become a set-up fodder thanks for strength sap. Moltres is the MVP for disabling M-Punny, M-Tyranitar, M-Scizor, Offensive Chomp and other phys attackers thanks for the lucky burn procs.

Though I mostly was on the shorter stick of RNG due to the unlucky full paralysis and freeze (from Freeze Dry, Ice Punch and Ice Beam). Defensive counterpart definitely has some advantages. I was so close to win on offensive counterpart, but internet sometimes decides to be silly, and I lose from timeout...

Good help though!

https://replay.pokemonshowdown.com/gen9nationaldex-2607998121
https://replay.pokemonshowdown.com/gen9nationaldex-2608019969 proof
 
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