There was a time before Home came out when I wanted to share a piece of something I had accomplished. Then Dynamaxing got banned shortly after. Needless to say, that ice age didn't last very long. But now that Home's out, and I'm well used to Dynamax not being allowed, here's a little something new I came up with.
Similar to the previous generation, I hit a solid high point (in this case, 1600) before slipping under after a mean streak of losses, so I might need a bit of guidance to help me get back up there
Nora (Froslass) (F) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Spikes
- Shadow Ball
- Destiny Bond
This was kind of an on & off thing I shared on the previous RMT, and a lot of you might be doubting this, but hear me out. Now that Jirachi's back and holding a stun gun to everyone's neck, this would prove to be the only way to guarantee I can level the playing field against it. Speedy scarf users would usually expect a sash and try to score a flinch or other opportunity for damage, only to fall for a mutually assured destruction The other big move is Switcheroo, which shuts down any other beefcakes hoping to take advantage of the fact that she normally hits like paper. Spikes give me an edge on the hazard game, and it leaves Shadow Ball as her attacking move. Other benefits include outpacing +speed Polteageist and Cloyster after a Shell Smash by just 1 POINT and KOing them with Shadow Ball, because it's super effective on one and melts the already poor special defense of the other
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Extrasensory
Home's first blessing. Even with Aurora Veil no longer being AS exclusive, turns out she's still the best user for it. The other moves round out for STAB, coverage, or both. Freeze-Dry and Moonblast are pretty straightforward, but I can get why Extrasensory might seem unorthodox. At the time, I thought of how Poison-types usually like to step on her, and I wanted to give her a way to fight back. Psyshock wasn't cutting it, since Galarian-Weezing takes that right on the chin. And we'll talk about my ground coverage later, which admittedly doesn't always get the job done (also because Weezing usually floats over that)
Cocytus (Kyurem-Black) @ Leftovers
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Icicle Spear
- Fusion Bolt
Home's second blessing. We all knew Dragon Dance was finally going to turn this thing into a menace, and it's kind of a bittersweet feeling that he's in proper Ubers now. There's a huge modification to what's usually recommended though: Substitute, and his HP investment. This investment gives him 405 HP, which gives him a little bit of needed bulk, but more importantly, 101 HP subs. The main target here is Galarian-Corsola, whose Night Shade can't break the bean bag in one hit, and other status moves can't touch. I didn't want Outrage to be pulling any confusion shenanigans, or to be deadlocked against fairies, so I went with the standard-issue bolt-beam coverage for moves
Umaro (Darmanitan-Galar) (M) @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn
Pretty much THE only thing that's been left unchanged since my very first team's iteration. I'm hoping I don't need to explain too much about it, besides why there are two scarf bearers on the team, which is because Froslass is either giving up the scarf to something else, getting KO'd very quickly, or both. Flare Blitz hurts him hard when I need him against Steel, but it's the only way I can properly put a dent in Melmetal while he's still here. Earthquake's there over something like Superpower to act as my other poison killer, unless someone can change my mind
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Rapid Spin
- Recover
- Roar
I'm sure this might be the second-most confusing thing to most of you. It doesn't help that we're stuck with just four moves to put on a Pokemon. The basic gist of this is the usual physical wall, but you're probably wondering why there are no safety boots. With the current moveset, while he can't touch any of the ghosties like this, he can at least take away portions of a physical attacker's (such as Mimikyu) health, then tell him to shove off if he tries to get a boost. Froslass and my 6th pick lay out hazards too, so pushing things around has been a nice thing to have
Woolly Bully (Piloswine) (F) @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 16 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Ice Shard
The chief beef. Covering the special attacks and setting up the other side of hazards is the hairball's role. Rock Slide is there to krump any outlying fire-types with safety boots on that Earthquake can't hit, and Ice Shard acts as my only way to get a priority attack off. The EV spread was a little something pulled from 7th gen, which mentioned something about Rock Slide guaranteeing a KO on Volcarona (who's coming back once the first half of the DLC comes out, so maybe that spread will become relevant again)
Problems:
Similar to the previous generation, I hit a solid high point (in this case, 1600) before slipping under after a mean streak of losses, so I might need a bit of guidance to help me get back up there
Nora (Froslass) (F) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Spikes
- Shadow Ball
- Destiny Bond
This was kind of an on & off thing I shared on the previous RMT, and a lot of you might be doubting this, but hear me out. Now that Jirachi's back and holding a stun gun to everyone's neck, this would prove to be the only way to guarantee I can level the playing field against it. Speedy scarf users would usually expect a sash and try to score a flinch or other opportunity for damage, only to fall for a mutually assured destruction The other big move is Switcheroo, which shuts down any other beefcakes hoping to take advantage of the fact that she normally hits like paper. Spikes give me an edge on the hazard game, and it leaves Shadow Ball as her attacking move. Other benefits include outpacing +speed Polteageist and Cloyster after a Shell Smash by just 1 POINT and KOing them with Shadow Ball, because it's super effective on one and melts the already poor special defense of the other
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Extrasensory
Home's first blessing. Even with Aurora Veil no longer being AS exclusive, turns out she's still the best user for it. The other moves round out for STAB, coverage, or both. Freeze-Dry and Moonblast are pretty straightforward, but I can get why Extrasensory might seem unorthodox. At the time, I thought of how Poison-types usually like to step on her, and I wanted to give her a way to fight back. Psyshock wasn't cutting it, since Galarian-Weezing takes that right on the chin. And we'll talk about my ground coverage later, which admittedly doesn't always get the job done (also because Weezing usually floats over that)
Cocytus (Kyurem-Black) @ Leftovers
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Icicle Spear
- Fusion Bolt
Home's second blessing. We all knew Dragon Dance was finally going to turn this thing into a menace, and it's kind of a bittersweet feeling that he's in proper Ubers now. There's a huge modification to what's usually recommended though: Substitute, and his HP investment. This investment gives him 405 HP, which gives him a little bit of needed bulk, but more importantly, 101 HP subs. The main target here is Galarian-Corsola, whose Night Shade can't break the bean bag in one hit, and other status moves can't touch. I didn't want Outrage to be pulling any confusion shenanigans, or to be deadlocked against fairies, so I went with the standard-issue bolt-beam coverage for moves
Umaro (Darmanitan-Galar) (M) @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn
Pretty much THE only thing that's been left unchanged since my very first team's iteration. I'm hoping I don't need to explain too much about it, besides why there are two scarf bearers on the team, which is because Froslass is either giving up the scarf to something else, getting KO'd very quickly, or both. Flare Blitz hurts him hard when I need him against Steel, but it's the only way I can properly put a dent in Melmetal while he's still here. Earthquake's there over something like Superpower to act as my other poison killer, unless someone can change my mind
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Rapid Spin
- Recover
- Roar
I'm sure this might be the second-most confusing thing to most of you. It doesn't help that we're stuck with just four moves to put on a Pokemon. The basic gist of this is the usual physical wall, but you're probably wondering why there are no safety boots. With the current moveset, while he can't touch any of the ghosties like this, he can at least take away portions of a physical attacker's (such as Mimikyu) health, then tell him to shove off if he tries to get a boost. Froslass and my 6th pick lay out hazards too, so pushing things around has been a nice thing to have
Woolly Bully (Piloswine) (F) @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 16 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Ice Shard
The chief beef. Covering the special attacks and setting up the other side of hazards is the hairball's role. Rock Slide is there to krump any outlying fire-types with safety boots on that Earthquake can't hit, and Ice Shard acts as my only way to get a priority attack off. The EV spread was a little something pulled from 7th gen, which mentioned something about Rock Slide guaranteeing a KO on Volcarona (who's coming back once the first half of the DLC comes out, so maybe that spread will become relevant again)
Problems:
- Steel, obviously. There's no saving something from death against Melmetal, whose breaks through everything, though letting Avalugg die at least puts him down 36%, allowing Darmanitan to Flare Blitz him
- Scarf-Darmanitan's still not the fastest thing in the world, because other viable scarf users tend to get the jump on him. Maybe it's time to invest in a better ice shard user?
- Ninetales is my only true special attacker, leaving me fairly open to burns, Intimidate, and beefy boyz like Conkeldurr
Nora (Froslass) (F) @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Spikes
- Shadow Ball
- Destiny Bond
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Extrasensory
Cocytus (Kyurem-Black) @ Leftovers
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Icicle Spear
- Fusion Bolt
Umaro (Darmanitan-Galar) (M) @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Rapid Spin
- Recover
- Roar
Woolly Bully (Piloswine) (F) @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 16 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Ice Shard
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Switcheroo
- Spikes
- Shadow Ball
- Destiny Bond
Fimbulvetr (Ninetales-Alola) (F) @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Extrasensory
Cocytus (Kyurem-Black) @ Leftovers
Ability: Teravolt
EVs: 56 HP / 200 Atk / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Icicle Spear
- Fusion Bolt
Umaro (Darmanitan-Galar) (M) @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn
Burgundy (Avalugg) (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Rapid Spin
- Recover
- Roar
Woolly Bully (Piloswine) (F) @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 16 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Ice Shard