Dracovish @ Choice Scarf
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 160 HP / 96 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Stealth Rock
- Spikes
Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Rain Dance
- Aromatherapy
Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Scald
- Recover
- Knock Off
- Toxic Spikes
Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 252 HP / 176 SpD / 80 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Thunder Wave
- Reflect
- Light Screen
This basic idea of the team is to use the wall core of pex ferrothorn and clefable to chip away at everything with hazards and sweep with dracovish or excadrill. Clefable acts as a cleric with both aromatherapy and wish, allowing for insane longevity. Since fishous rend does at least 50% to most mons in the meta( Only mon I know of that takes less than 50% is ferrothorn), with hazards up it has next to no switch ins. With rapid spin excadrill, i basically have a scarf life orb drill that is not choice locked. Since ferrothorn is the primary counter to both my offensive threats and has no reliable recovery, getting hazards on the field will allow me to chip away at the ferro until it is in fishous rend range. Rotom plays a utility role, its normally my lead to bluff a volt switch, allowing me to get either of my screens up or an overheat into incoming ground type. From there i can go into drill behind reflect predicting rocks, allowing me to rapid spin to get +1 and proceed to punch holes in his team. Fish combined with ferro allows me to bring it on on any fire move aimed at ferro. Clef helps out if fish gets burned or worn down.
Thank you and any advice would be greatly appreciated
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 160 HP / 96 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Stealth Rock
- Spikes
Clefable @ Babiri Berry
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Rain Dance
- Aromatherapy
Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Scald
- Recover
- Knock Off
- Toxic Spikes
Rotom-Heat @ Light Clay
Ability: Levitate
EVs: 252 HP / 176 SpD / 80 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Thunder Wave
- Reflect
- Light Screen
This basic idea of the team is to use the wall core of pex ferrothorn and clefable to chip away at everything with hazards and sweep with dracovish or excadrill. Clefable acts as a cleric with both aromatherapy and wish, allowing for insane longevity. Since fishous rend does at least 50% to most mons in the meta( Only mon I know of that takes less than 50% is ferrothorn), with hazards up it has next to no switch ins. With rapid spin excadrill, i basically have a scarf life orb drill that is not choice locked. Since ferrothorn is the primary counter to both my offensive threats and has no reliable recovery, getting hazards on the field will allow me to chip away at the ferro until it is in fishous rend range. Rotom plays a utility role, its normally my lead to bluff a volt switch, allowing me to get either of my screens up or an overheat into incoming ground type. From there i can go into drill behind reflect predicting rocks, allowing me to rapid spin to get +1 and proceed to punch holes in his team. Fish combined with ferro allows me to bring it on on any fire move aimed at ferro. Clef helps out if fish gets burned or worn down.
Thank you and any advice would be greatly appreciated