This team is kind of odd with some unique EV spreads, however, I find it to work great for shaking up your opponent and catching them off guard with some unique strategies and items.
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Obstagoon @ Choice Scarf
Ability: Guts
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Switcheroo
- Knock Off
- Obstruct
- Close Combat
This is probably one of the whackiest 'mons on the team, but Obstagoon is a very versatile threat. He can shut down strategies with switcheroo choice scarf, almost walling the versatility of 'mons like Dusclops, and ruining trick room teams by boosting their speed. Generally, the choice scarf can either force a switch or lock a mon into a move it doesn't want, which adds a lot of fun versatility and strategy to the team. He has Guts to eat status moves, as status is a little bit of a problem for this team, and has just enough Speed to outspeed all base 90 Pokemon and many more when he's scarfed, as most base 95 speed 'mons are not necessary to outspeed. You might think he needs Flame Orb burn or Adamant to do enough damage to be useful, however:
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 344-408 (108.5 - 128.7%) -- guaranteed OHKO
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 0 HP / 4 Def Indeedee: 434-512 (166.2 - 196.1%) -- guaranteed OHKO
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 252 HP / 96+ Def Eviolite Dusclops: 122-146 (42.9 - 51.4%) -- 9.8% chance to 2HKO (removes eviolite)
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 4 HP / 0 Def Dracovish: 135-160 (41.9 - 49.6%) -- guaranteed 3HKO
Knock off bullies 'mons and gets rid of vital items and takes away half their health in an instant. Obstruct adds to that versatility, and changes many 2HKOs to 1HKOs with the right predictions. The goal of this set isn't necessarily to get kills, but more to mess with the strategy of the opponent and shut down walls and set-up, and it does that very well.
Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Fang
- Fishious Rend
- Psychic Fangs
- Leech Life
This is a pretty standard set, and we all know or have experienced the utter damage of Banded Fishious Rend. Jolly and max speed to outspeed as many other pokemon as possible, and coverage moves not only to cover his own weaknesses but also the weaknesses of many other pokemon on the team. I would put calcs below here, but I'm sure you know the damage this thing can do, especially with Tailwind setup from Whimsicott.
Whimsicott @ Mago Berry
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 128 Def / 8 SpA / 120 SpD
Timid Nature
IVs: 0 Atk
- Leech Seed
- Tailwind
- Moonblast
- Protect
This one is really whacky, and probably the set I'm least married to. Whimsicott is so versatile it's hard to pin down 4 moves and the right EV spread, I kept having trouble with not quite enough Speed, not quite enough Defense, not quite enough Sp. Def, etc, so I tried to do all of them, and it honestly works super well. The basic idea of this set is to survive long enough to set up tailwind for the rest of the team and maybe a leech seed or two, Moonblast can get kills in the right situations but that isn't the primary focus here. I've found Timid adds a nice amount of Spe, while max HP and split defensive investment adds a good amount of bulk and survivability. Poison moves will always OHKO, so I've thought about Focus Sash, but Tailwind will get up regardless of any OHKO so to me focus sash feels not as good here as the primary goal to set up Tailwind. This set works well for me, but I'm open to experimenting more and seeing what works.
Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play
This is another 'mon who I'm not married to, I'd be open to switching him out for anything that might work better. It's a pretty standard set with dual screens and light clay to set up for the powerhouses of the team, and T-Wave to cripple pokemon that might be a problem. If anything else would work better in the slot, lmk, though I do find Light Screen setup to be very good with this team (as many 'mons here have a deficit in Sp. Def)
Duraludon-Gmax @ Life Orb
Ability: Light Metal
Shiny: Yes
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Flash Cannon
- Snarl
This is the second powerhouse of the team, and he also works great with Tailwind/T-wave setup. Snarl is to help with Special Def and put -1 on threats like Sylveon or surprise special Dragapult, Dragon Pulse and Flash Cannon are for stab and more coverage, and Thunderbolt is to surprise Gyarados, Charizard, or Lapras and provide more coverage for the team's weaknesses. 220 Spe again allows him to outspeed most of the 'mons he needs to outspeed, with the 36 HP adding a touch extra bulk to survive, but I'm not married to that spread and believe it could be open to improvement. I think trying out max Spe and Timid would be worthwhile here.
Incineroar @ Weakness Policy
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Protect
- Acrobatics / U-Turn
- Darkest Lariat
- Flare Blitz
This is a very odd Incineroar set as well, but I've found it to be very surprising and tricky. With Incineroar's bulk, he can tank a lot of super effective hits and smack back with +2 moves that delete Pokemon in return. The right reads make Acrobatics insanely powerful, but U-Turn adds synergy with Intimidate, I've tried out both and find both useful for different reasons. Tailwind/T-Wave from Whimsicott and Grimmsnarl help with his mediocre Speed, and max Atk and HP ensure high damage and high survivability. I'm also not married to Incineroar here, and have tried multiple mons in this slot, though I think Incineroar works best here.
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The goal of this team is essentially to use Obstagoon, Whimsicott, and Grimmsnarl to mess with the opponent enough to set up for Dracovish, Duralodon, and Incineroar to come in at the end for a late game sweep. If the right things get set up in the first few turns, it's forgivable to lose Obstagoon, Whimsicott, or Grimmsnarl early on and still sweep through the opponent in the end game with the heavy hitters, and in fact that's how most games go. I like how the team is set-up and think some Pokemon like Whimsicott, Obstagoon, and Dracovish are a little irreplaceable in what they do for the team, but I think there are definitely ways to improve it, and I'd like to test out different spreads to see if they work better. Any feedback is appreciated!
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Obstagoon @ Choice Scarf
Ability: Guts
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Switcheroo
- Knock Off
- Obstruct
- Close Combat
This is probably one of the whackiest 'mons on the team, but Obstagoon is a very versatile threat. He can shut down strategies with switcheroo choice scarf, almost walling the versatility of 'mons like Dusclops, and ruining trick room teams by boosting their speed. Generally, the choice scarf can either force a switch or lock a mon into a move it doesn't want, which adds a lot of fun versatility and strategy to the team. He has Guts to eat status moves, as status is a little bit of a problem for this team, and has just enough Speed to outspeed all base 90 Pokemon and many more when he's scarfed, as most base 95 speed 'mons are not necessary to outspeed. You might think he needs Flame Orb burn or Adamant to do enough damage to be useful, however:
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 344-408 (108.5 - 128.7%) -- guaranteed OHKO
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 0 HP / 4 Def Indeedee: 434-512 (166.2 - 196.1%) -- guaranteed OHKO
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 252 HP / 96+ Def Eviolite Dusclops: 122-146 (42.9 - 51.4%) -- 9.8% chance to 2HKO (removes eviolite)
252+ Atk Obstagoon Knock Off (97.5 BP) vs. 4 HP / 0 Def Dracovish: 135-160 (41.9 - 49.6%) -- guaranteed 3HKO
Knock off bullies 'mons and gets rid of vital items and takes away half their health in an instant. Obstruct adds to that versatility, and changes many 2HKOs to 1HKOs with the right predictions. The goal of this set isn't necessarily to get kills, but more to mess with the strategy of the opponent and shut down walls and set-up, and it does that very well.
Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Ice Fang
- Fishious Rend
- Psychic Fangs
- Leech Life
This is a pretty standard set, and we all know or have experienced the utter damage of Banded Fishious Rend. Jolly and max speed to outspeed as many other pokemon as possible, and coverage moves not only to cover his own weaknesses but also the weaknesses of many other pokemon on the team. I would put calcs below here, but I'm sure you know the damage this thing can do, especially with Tailwind setup from Whimsicott.
Whimsicott @ Mago Berry
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 128 Def / 8 SpA / 120 SpD
Timid Nature
IVs: 0 Atk
- Leech Seed
- Tailwind
- Moonblast
- Protect
This one is really whacky, and probably the set I'm least married to. Whimsicott is so versatile it's hard to pin down 4 moves and the right EV spread, I kept having trouble with not quite enough Speed, not quite enough Defense, not quite enough Sp. Def, etc, so I tried to do all of them, and it honestly works super well. The basic idea of this set is to survive long enough to set up tailwind for the rest of the team and maybe a leech seed or two, Moonblast can get kills in the right situations but that isn't the primary focus here. I've found Timid adds a nice amount of Spe, while max HP and split defensive investment adds a good amount of bulk and survivability. Poison moves will always OHKO, so I've thought about Focus Sash, but Tailwind will get up regardless of any OHKO so to me focus sash feels not as good here as the primary goal to set up Tailwind. This set works well for me, but I'm open to experimenting more and seeing what works.
Grimmsnarl @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Foul Play
This is another 'mon who I'm not married to, I'd be open to switching him out for anything that might work better. It's a pretty standard set with dual screens and light clay to set up for the powerhouses of the team, and T-Wave to cripple pokemon that might be a problem. If anything else would work better in the slot, lmk, though I do find Light Screen setup to be very good with this team (as many 'mons here have a deficit in Sp. Def)
Duraludon-Gmax @ Life Orb
Ability: Light Metal
Shiny: Yes
EVs: 36 HP / 252 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Thunderbolt
- Flash Cannon
- Snarl
This is the second powerhouse of the team, and he also works great with Tailwind/T-wave setup. Snarl is to help with Special Def and put -1 on threats like Sylveon or surprise special Dragapult, Dragon Pulse and Flash Cannon are for stab and more coverage, and Thunderbolt is to surprise Gyarados, Charizard, or Lapras and provide more coverage for the team's weaknesses. 220 Spe again allows him to outspeed most of the 'mons he needs to outspeed, with the 36 HP adding a touch extra bulk to survive, but I'm not married to that spread and believe it could be open to improvement. I think trying out max Spe and Timid would be worthwhile here.
Incineroar @ Weakness Policy
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Protect
- Acrobatics / U-Turn
- Darkest Lariat
- Flare Blitz
This is a very odd Incineroar set as well, but I've found it to be very surprising and tricky. With Incineroar's bulk, he can tank a lot of super effective hits and smack back with +2 moves that delete Pokemon in return. The right reads make Acrobatics insanely powerful, but U-Turn adds synergy with Intimidate, I've tried out both and find both useful for different reasons. Tailwind/T-Wave from Whimsicott and Grimmsnarl help with his mediocre Speed, and max Atk and HP ensure high damage and high survivability. I'm also not married to Incineroar here, and have tried multiple mons in this slot, though I think Incineroar works best here.
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The goal of this team is essentially to use Obstagoon, Whimsicott, and Grimmsnarl to mess with the opponent enough to set up for Dracovish, Duralodon, and Incineroar to come in at the end for a late game sweep. If the right things get set up in the first few turns, it's forgivable to lose Obstagoon, Whimsicott, or Grimmsnarl early on and still sweep through the opponent in the end game with the heavy hitters, and in fact that's how most games go. I like how the team is set-up and think some Pokemon like Whimsicott, Obstagoon, and Dracovish are a little irreplaceable in what they do for the team, but I think there are definitely ways to improve it, and I'd like to test out different spreads to see if they work better. Any feedback is appreciated!