Hey there! Hope y'all are having a good day. It's the first time I'm asking for help in the forums, so I hope I've done everything correctly. Reading the rules is very different from actually following them lol.
I had no idea behind making this team, I just wanted to put the pokémons I liked together and see what would work, but I realized the pokémon I chose at one point all had the capacity of being offensive, but in the team I was making they weren't, so I made it a theme, though I don't follow it through with the whole team.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Poison Jab
- Ice Punch
- Fire Punch
Explanation:
Conkeldurr holds a special place in my heart. I've been using him with assault vest and guts for a long time, he's saved the game countless times. Usually people think he's Iron Fist Choice Band or Sheer Force Life Orb, which adds in to the "Not a Hyper-Offensive team" gig. He's a huge wall to be dealt with, having both special defense and normal defense with a huge HP, which this team really needs.
Moves:
- Drain Punch - STAB Regen
- Poison Jab - To deal with fairy-types and some grass-type leech seed users.
- Ice Punch - To deal with dragon types and venussaur.
- Thunder Punch - To deal with rain teams.

Araquanid @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Sticky Web
- Infestation
- Scald
- Giga Drain
Explanation:
Araquanid is suposed to be a second lead, in case the oposing lead is something that counters Excadrill. He's able to enter after you see a slowbro or slowking because of water absorb, enabling him to use infestation and disabling teleport, which allows for a nice sticky web set. Using heavy duty boots, as rocks always deal a lot of damage on him and he's suposed to be a defensive pivot. He's also a very good example of the team's theme.
Moves:
- Scald - STAB and Burn.
- Sticky Web - Helps a lot Conkeldurr and Excadrill.
- Infestation - STAB, doesn't let slower pokémon get away, which is amazing against teleport users.
- Giga Drain - Screws Water + Ground pokémon, which I've fought more often than not.

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Overheat
- Volt Switch
- Protect
Explanation:
Rotom is here to do two things. First is forcing ground-types in the field, that way I can put araquanid in and sticky web. Second is overheating ferrothorn, since he screws the team hard. He techincally fits the team because of the choice scarf/specs set he has. I put choice scarf on him initially, and have been having a bad time with trick instead of protect. Sometimes trick worked in my favour, specially predicting a switch-in to a sword's dance Blaziken or something, but it's not that reliable.
Moves:
- Defog - I can't let dragonite step on stealth rock.
- Overheat - STAB, only fire move he learns.
- Volt Switch - STAB, useful for Pivot.
- Protect - Because who knows what'll happen next.

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Stealth Rock
- Toxic
Explanation:
Excadrill is... Excadrill. I mean, I needed a ground type and he's pretty fast, and because of his sand force/rush set he fits the theme. Though I wish I'd find a sinergetic special attack ground type as opposed to excadrill's physical attack, he's pretty good in dealing with other Rotom-Heats. I have him on leftovers, but it's not that great. He's the pokémon I'm trying to find a replacement for. I've tried seismitoad before, but the set I tried wasn't that great. I'm probably going to try out swampert, as he'd probably fit the description as well, but I'm open to try gastrodon too.
Moves:
- Earthquake - STAB, good ground move.
- Iron Head - STAB, flinch is fun part 2.
- Stealth Rock - He's a lead afterall.
- Toxic - I needed status moves.

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Dual Wingbeat
- Dragon Claw
- Earthquake
Explanation:
Dragonite is usually the star of this team. He doesn't represent the theme, but it kinda works as he has multiscale. While full HP, because of multiscale, he doesn't die to any dragon types common in OU, such as Dragapult and Hydreigon, and and he also doesn't die to ice punches and ice beams from enemies I've fought in the ladder before. This allows him to activate weakness policy sweep if the enemy isn't seeing it coming. It is a bit of a gimmick, but it still works a lot of the time.
That happens more often than I'd like to admit.
Moves:
- Agility - Used the turn Weakness Policy is suposed to activate.
- Dragon claw - STAB, while outrage is stronger, it makes me unable to set in front of more than one fairy type.
- Earthquake - To deal with anoying steel-types
- Dual Wingbeat - STAB, Double hit to deal with substitute.

Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Beat Up
Explanation:
Not a lot to say about him to be honest, he's the one pokémon I put because I ran out of ideas. Bisharp is suposed to enter after you see an incineroar, pangoro, urshifu, or any of those pesky parting shot users. It could be any other defiant user though. I use the standard smogon choice band set, but instead of using adamant I'm used to having him jolly. 262 speed is very good, as it allows him to outspeed nidoking, rillaboom if he doesn't use grassy glide and specially tapu-fini, which I find hard to deal with.
Moves:
- Iron Head - STAB, flinch is fun.
- Knock Off - STAB, very satisfying to knock off choice items.
- Sucker Punch - STAB, the team needed prio moves, bisharp will do.
- Stone Edge - The team also needed a rock move, bisharp will do.
To conclude, I honestly think that this team has a lot of potential and a unique theme. Dragonite is a gimmick, there's no denying, but changing agility with dragon dance might make him a little bit more viable in higher ELO, altough I don't seem to need it for now. Thank you for sticking through, tough! Here's your prize:
https://pokepast.es/7cead77cbe12e8a9
I had no idea behind making this team, I just wanted to put the pokémons I liked together and see what would work, but I realized the pokémon I chose at one point all had the capacity of being offensive, but in the team I was making they weren't, so I made it a theme, though I don't follow it through with the whole team.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Poison Jab
- Ice Punch
- Fire Punch
Explanation:
Conkeldurr holds a special place in my heart. I've been using him with assault vest and guts for a long time, he's saved the game countless times. Usually people think he's Iron Fist Choice Band or Sheer Force Life Orb, which adds in to the "Not a Hyper-Offensive team" gig. He's a huge wall to be dealt with, having both special defense and normal defense with a huge HP, which this team really needs.
Moves:
- Drain Punch - STAB Regen
- Poison Jab - To deal with fairy-types and some grass-type leech seed users.
- Ice Punch - To deal with dragon types and venussaur.
- Thunder Punch - To deal with rain teams.

Araquanid @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Sticky Web
- Infestation
- Scald
- Giga Drain
Explanation:
Araquanid is suposed to be a second lead, in case the oposing lead is something that counters Excadrill. He's able to enter after you see a slowbro or slowking because of water absorb, enabling him to use infestation and disabling teleport, which allows for a nice sticky web set. Using heavy duty boots, as rocks always deal a lot of damage on him and he's suposed to be a defensive pivot. He's also a very good example of the team's theme.
Moves:
- Scald - STAB and Burn.
- Sticky Web - Helps a lot Conkeldurr and Excadrill.
- Infestation - STAB, doesn't let slower pokémon get away, which is amazing against teleport users.
- Giga Drain - Screws Water + Ground pokémon, which I've fought more often than not.

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Overheat
- Volt Switch
- Protect
Explanation:
Rotom is here to do two things. First is forcing ground-types in the field, that way I can put araquanid in and sticky web. Second is overheating ferrothorn, since he screws the team hard. He techincally fits the team because of the choice scarf/specs set he has. I put choice scarf on him initially, and have been having a bad time with trick instead of protect. Sometimes trick worked in my favour, specially predicting a switch-in to a sword's dance Blaziken or something, but it's not that reliable.
Moves:
- Defog - I can't let dragonite step on stealth rock.
- Overheat - STAB, only fire move he learns.
- Volt Switch - STAB, useful for Pivot.
- Protect - Because who knows what'll happen next.

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 Atk / 252 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Stealth Rock
- Toxic
Explanation:
Excadrill is... Excadrill. I mean, I needed a ground type and he's pretty fast, and because of his sand force/rush set he fits the theme. Though I wish I'd find a sinergetic special attack ground type as opposed to excadrill's physical attack, he's pretty good in dealing with other Rotom-Heats. I have him on leftovers, but it's not that great. He's the pokémon I'm trying to find a replacement for. I've tried seismitoad before, but the set I tried wasn't that great. I'm probably going to try out swampert, as he'd probably fit the description as well, but I'm open to try gastrodon too.
Moves:
- Earthquake - STAB, good ground move.
- Iron Head - STAB, flinch is fun part 2.
- Stealth Rock - He's a lead afterall.
- Toxic - I needed status moves.

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Dual Wingbeat
- Dragon Claw
- Earthquake
Explanation:
Dragonite is usually the star of this team. He doesn't represent the theme, but it kinda works as he has multiscale. While full HP, because of multiscale, he doesn't die to any dragon types common in OU, such as Dragapult and Hydreigon, and and he also doesn't die to ice punches and ice beams from enemies I've fought in the ladder before. This allows him to activate weakness policy sweep if the enemy isn't seeing it coming. It is a bit of a gimmick, but it still works a lot of the time.
That happens more often than I'd like to admit.
- Agility - Used the turn Weakness Policy is suposed to activate.
- Dragon claw - STAB, while outrage is stronger, it makes me unable to set in front of more than one fairy type.
- Earthquake - To deal with anoying steel-types
- Dual Wingbeat - STAB, Double hit to deal with substitute.

Bisharp @ Choice Band
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Iron Head
- Beat Up
Explanation:
Not a lot to say about him to be honest, he's the one pokémon I put because I ran out of ideas. Bisharp is suposed to enter after you see an incineroar, pangoro, urshifu, or any of those pesky parting shot users. It could be any other defiant user though. I use the standard smogon choice band set, but instead of using adamant I'm used to having him jolly. 262 speed is very good, as it allows him to outspeed nidoking, rillaboom if he doesn't use grassy glide and specially tapu-fini, which I find hard to deal with.
Moves:
- Iron Head - STAB, flinch is fun.
- Knock Off - STAB, very satisfying to knock off choice items.
- Sucker Punch - STAB, the team needed prio moves, bisharp will do.
- Stone Edge - The team also needed a rock move, bisharp will do.
To conclude, I honestly think that this team has a lot of potential and a unique theme. Dragonite is a gimmick, there's no denying, but changing agility with dragon dance might make him a little bit more viable in higher ELO, altough I don't seem to need it for now. Thank you for sticking through, tough! Here's your prize:
https://pokepast.es/7cead77cbe12e8a9