I was an ass, missclicked and posted this into the wrong forum without paying attention.
To anyone who is interested in the final team, after the changes scroll to the bottom. --> Tapeworm, Pendulum Swing
Intro
Here's a pretty standard/basic OU HO team. Setup screens for hawlucha/dragapult to set up and sweep. I was able to take this to 1500s, then went on an epic losing streak, so now back at ~1450; which I know isn't great. The team is very good at applying pressure very quickly. Once Hawlucha sets up a SD and has unburden, it's very hard for your opponent to have answer for it as everything either dies or loses a considerable % of hp. As with many strategies, the goal is to open a door and exploit that opening. For this team, Hawlucha is the abuser of that opening and can bring many teams down. Fun fact, scarf ditto cannot beat hawlucha since it holds scarf and doesn't get the unburden boost.
The Sauce
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance
The brainless mon to click 2 buttons and sweep the team. SD behind screens and then sky attack for screen nuke + unburden speed boost. The goal is to outspeed and hit everything like a truck. Biggest targets I go for after unburden and SD are: zera, ferro, drill, dragapult, and scarf hydreigon. It's not a perfect strategy that gets itself open to a lot of counter play, but the payoff is worth it. Also, it can set up SD in front of wishport clef behind light screen which helps a lot. This is the team's dedicated mid-game sweeper once at least one defensive mon is taken out.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 80 Atk / 148 SpD / 28 Spe
Serious Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Screen setter/some form of hazard control (not really). I almost always lead with grimm to taunt hazards or early bulk up zera. The only purpose of this thing is for screens and taunting setup/hazard mons. Gets checked by mandibuzz with defog, but spirit break forces it out pretty quickly. It's also a safe pivot against dragons and the team's ghost resist. It gets hit pretty hard against banded u-turn/pyroball cinderace leads, but setting up a reflect is helpful. It can mess with stall oriented teams and completely shuts down toxapex allowing safe pivots.
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Shadow Ball
I understand shadow ball is an odd choice, but the idea is to bait the opponent into thinking I'm a special life orb set, then punishing with steel wing on the clef switch in. It has a lot of breaking potential after 1 DD, but is hard walled by physical bulk like corviknight, ferro, hippowdon. After a DD it can begin to pressure almost any mon that doesn't resist dragon/steel. Also dragon darts loves to crit on at least one dart. This is generally the team's early or late game sweeper. It's good in the early game as dragon darts can put holes in many mons and baiting clef into steel wing is a big bonus. In the late game once gengar, clef, ferro, corviknight have been taken out, this mon can freely set up and sweep. It can also serve as a counter to sub nasty plot hydreigon due to infiltrator.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Knock Off
The physical wall of the team. This is my physical life-orb zera check. Barbs+Rocky Helmet wear zera down fast, which allows mach punch conk to revenge if needed. It's also a very good deterrent to dracovish. While it doesn't have unlimited switch ins to either mon, it can deal a decent amount of damage. SR for hazards, Leech Seed for recovery and forcing mons out, power whip for drill/toad/dracovish, knock off for obvious reasons.
Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 156 SpA / 136 SpD / 216 Spe (base 250 speed for band dracovish)
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Flamethrower
- Dazzling Gleam
The weakest link of the team. The role togekiss is supposed to fill is to counter dark spam and absorb fighting type hits. However, zera, all rotom forms, gyroball ferro, mamoswine, scarf dracovish (which I feel like is becoming more common), specs kyurem, and drill all cause togekiss many problems. Nasty plot is here to help set up on the opponents switch out, and crank up air slash's power. It's great for countering opposing conk and other common fighting types. Keldeo can give it a hard time with icy wind, but 2-3 airslashes is all it takes.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 58 HP / 252 Atk / 198 Spe
Adamant Nature
- Mach Punch
- Knock Off
- Drain Punch
- Facade
Standard OU conk, nothing special. Mach punch to revenge many things in the tier. Knock off predict and crush every ghost type, as well as getting rid of key items. Drain Punch for free recovery against ferro switch ins. Facade for anything that resists fighting/dark. This mainly serves as a way to revenge and put sizable holes in the opponent's team. It has base 175 speed which is only for outspeeding other conkeldurrs with mach punch. It really appreciates screens support and allows it to fight for longer. It pairs well with togekiss being able to hard counter steel types.
The Building Process
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Hawlucha: I would argue hawlucha to be one of the premier screen abusers in the tier. It greatly benefits from screen support, allowing it to get up a SD in front of almost anything with screens in place. After one SD all you need to do is click acrobatics or close combat and watch almost everything drop. Again, it's not hard to understand why Hawlucha would be placed onto an HO team.
Grimmsnarl: The best screen setter in OU. Can taunt away hazard leads, or early set-up abusers like zera. The dark typing makes it perfect as a ghost resist, and the fairy typing allows it to put dents in the dark types it can't taunt with spirit break. Not too hard to understand why Grimmsnal is on an OU HO team.
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Dragapult: Dragapult was added as another set-up sweeper. I realized early on that gengar was going to be a pretty big problem for this team, and dragapult is a very strong counter to gengar. I also added dragapult to the team since I thought it was the best DD abuser, and it knows steel wing which can crush fairy types. Dragapult is a very hard mon to predict and shadow ball makes it even harder to predict. Obviously once DD is shown, the opponent knows exactly what set it is.
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Ferrothorn: The team now needed some defense. Zera , Dracovish, Drill, Bisharp would run through the team without it. Rocky helmet is fantastic at wearing down opponents when paired with iron barbs. Hazards can go a long way especially against specs kyurem. All in all, needed a fat defensive mon to shrug off common physical threats in OU.
Togekiss: Togekiss was added as a special wall. Air slash is a really gimpy way to wear down mons, but it's strong flamethrower coverage mixed with dazzle makes it a hard mon for the opponent to comfortably switch into. The 4x fighting resist makes it the perfect conk switch in (unless it has poison jab then it's screwed). I didn't add substitute as I was mainly concerned with coverage options. Dazzling Gleam is a great fairy stab that can put the beating down on dragon/dark types that would otherwise shrug off air slash/flamethrower.
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Conkeldurr: Finally Conk. As previously said, conk is a great partner to togekiss and grimmsnarl as it is able to counter steel types that would otherwise cause issues. Conk can also easily pressure zera after it has taken damage from ferro using mach punch. Conk can also put some damage onto corviknight allowing togekiss to clean it up with flamethrower. Basically, I needed a stronger knock off user other than ferro, and a strong priority abuser on the team that could counter steel types.
Threats
Dragapult, Zera, Hippowdon, Toxapex, Sub/Scarf Hydreigon, Togekiss. These are the 6 mons that give this team the most trouble.
Opposing dragapult is able to tear apart my team especially if it is specs. It outspeeds my own dragapult, destroys hawlucha, and dents ferro. The only safe switch in is grimm which resists and is immune to dragapult STABs. No one on the team except grimm can switch into dragapult.
Zera is a massive OU threat since it has an unholy speed tier, and can have many coverage options. Plasma fists destroys hawlucha and togekiss. It can be hard to pivot around since the only "safe" switch in is ferro to weaken it for mach punch conk. While hawlucha and dragapult can outspeed it after one boost, its' presence makes that difficult. God forbid it's calm mind with focus blast cause then ferro drops much quicker.
Hippowdon is probably the biggest threat for this team. Its' sky high defense makes it the perfect check to conkeldurr, hawlucha, and dragapult allowing it to slack off most of the damage. The ability to whirlwind hawlucha after an SD is a pretty sad sight to see, as getting in hawlucha can sometimes be a tough time. This team has no answers to hippowdon which is the biggest problem. Hippowdon isn't impossible for this team to ko as it just needs to be worn down, but wearing it down is a process.
Toxapex is an issue for the exact same issues as hippowdon except now it resists fighting types and can haze away all stat boosts. The only reason why toxapex isn't as big of an issue as hippowdon is because of togekiss. Togekiss airslash can put dents in toxapex and after 1 flinch can pressure it to switch out. Having flinches as a strat for wearing down a mon proves how much of an issue it is. Like I said earlier, taunting with grimmsnarl shuts down pex and forces it out.
Sub Hydreigon is pretty scary. Flash cannon makes switching in togekiss very risky and nasty plot cranks the power up to unholy levels. Scarf hydreigon is more of an issue since it outspeeds dragapult, and can drop draco meteor on hawlucha before unburden. Conk and Hawlucha are my answers to hydreigon, and togekiss is great at pressuring it, but flash cannon makes that much harder to play around. DD dragapult can help too.
Togekiss is another big issue for this team, but it is manageable with some preplanning. It's 2 stab attacks threaten the entire team (air slash/dazzle), and they often run flamethrower for ferro. The safest way to beat this mon is to steel wing with dragapult, and revenge with hawlucha. Togekiss isn't a safe switch in for itself because most togekiss sets run max speed, and outspeed this team's togekiss. While it is easily exploited due to its' poor physical defense, it can wipe the team if unchecked. However, after 1 dd as dragapult it will be an ohko with steel wing.
Trick Room
Adding in this section because trick room is a very big problem for this team. As with HO teams, speed is top priority. Common trick room setters like reuniclus and hatterene are problematic (especially hatterene as this team is pretty weak to fairy). The team's answer is ferro, but ferro is not a perfect answer. The lack of gyro ball means hatterene is unaffected by ferro's hits, and if hatterene has mystical fire, it's over. Unfortunately, there isn't really a winning mathcup against TR teams. Both reuniclus and hatterene counter this team's setup sweepers. Togekiss isn't a safe option either as reuniclus can run thunder. Pretty much, TR is bad match-up for this team. It's not impossible to win, but the match-up is very unfavorable.
Team Issues
The biggest issue with this team is the lack of a fast special attacker and togekiss. The entire team is physical offense, which is surprising I've made it this far with only physical offense. A common issue with this team is a problem all HO teams face. Once the defensive pivot is taken out, the rest of team can crumble. Once ferro is eliminated, it's hard for the team to sponge hits. Screens help a lot with this, but grimm can only take so many hits as well. Hazards aren't too much of an issue as no one on the team is weak to SR. -12% on hawlucha and dragapult is a bummer, but it's not the end of the world. Spikes can be a little more problematic if stacked but by the time one spike layer goes up from ferro, hawlucha/togekiss is switching in.
Conclusion
The team is pretty good and I've had a lot of fun playing with it. I think a possible fix to the team would be to make togekiss a scarfer with max speed and special attack. It would be able to counter the dragons that give dragapult a problem and could be used to revenge zera/rotom if they have been worn down into dazzle/flamethrower range. Issue is with no hazard control, the number of switch ins it has is very limited. Clefable would probably be able to patch all of togekiss's problems. Another possible fix would be to swap Facade out for EQ on conk, allowing it to pressure poison types.
I am open to all suggestions (even if it is to delete the team entirely), and criticism helps a lot. Thanks for reading!
New Sauce
To anyone who is interested in the final team, after the changes scroll to the bottom. --> Tapeworm, Pendulum Swing
Intro
Here's a pretty standard/basic OU HO team. Setup screens for hawlucha/dragapult to set up and sweep. I was able to take this to 1500s, then went on an epic losing streak, so now back at ~1450; which I know isn't great. The team is very good at applying pressure very quickly. Once Hawlucha sets up a SD and has unburden, it's very hard for your opponent to have answer for it as everything either dies or loses a considerable % of hp. As with many strategies, the goal is to open a door and exploit that opening. For this team, Hawlucha is the abuser of that opening and can bring many teams down. Fun fact, scarf ditto cannot beat hawlucha since it holds scarf and doesn't get the unburden boost.
The Sauce
Hawlucha @ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance
The brainless mon to click 2 buttons and sweep the team. SD behind screens and then sky attack for screen nuke + unburden speed boost. The goal is to outspeed and hit everything like a truck. Biggest targets I go for after unburden and SD are: zera, ferro, drill, dragapult, and scarf hydreigon. It's not a perfect strategy that gets itself open to a lot of counter play, but the payoff is worth it. Also, it can set up SD in front of wishport clef behind light screen which helps a lot. This is the team's dedicated mid-game sweeper once at least one defensive mon is taken out.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 80 Atk / 148 SpD / 28 Spe
Serious Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Screen setter/some form of hazard control (not really). I almost always lead with grimm to taunt hazards or early bulk up zera. The only purpose of this thing is for screens and taunting setup/hazard mons. Gets checked by mandibuzz with defog, but spirit break forces it out pretty quickly. It's also a safe pivot against dragons and the team's ghost resist. It gets hit pretty hard against banded u-turn/pyroball cinderace leads, but setting up a reflect is helpful. It can mess with stall oriented teams and completely shuts down toxapex allowing safe pivots.
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Dragon Dance
- Dragon Darts
- Steel Wing
- Shadow Ball
I understand shadow ball is an odd choice, but the idea is to bait the opponent into thinking I'm a special life orb set, then punishing with steel wing on the clef switch in. It has a lot of breaking potential after 1 DD, but is hard walled by physical bulk like corviknight, ferro, hippowdon. After a DD it can begin to pressure almost any mon that doesn't resist dragon/steel. Also dragon darts loves to crit on at least one dart. This is generally the team's early or late game sweeper. It's good in the early game as dragon darts can put holes in many mons and baiting clef into steel wing is a big bonus. In the late game once gengar, clef, ferro, corviknight have been taken out, this mon can freely set up and sweep. It can also serve as a counter to sub nasty plot hydreigon due to infiltrator.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Knock Off
The physical wall of the team. This is my physical life-orb zera check. Barbs+Rocky Helmet wear zera down fast, which allows mach punch conk to revenge if needed. It's also a very good deterrent to dracovish. While it doesn't have unlimited switch ins to either mon, it can deal a decent amount of damage. SR for hazards, Leech Seed for recovery and forcing mons out, power whip for drill/toad/dracovish, knock off for obvious reasons.
Togekiss @ Heavy-Duty Boots
Ability: Serene Grace
EVs: 156 SpA / 136 SpD / 216 Spe (base 250 speed for band dracovish)
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Flamethrower
- Dazzling Gleam
The weakest link of the team. The role togekiss is supposed to fill is to counter dark spam and absorb fighting type hits. However, zera, all rotom forms, gyroball ferro, mamoswine, scarf dracovish (which I feel like is becoming more common), specs kyurem, and drill all cause togekiss many problems. Nasty plot is here to help set up on the opponents switch out, and crank up air slash's power. It's great for countering opposing conk and other common fighting types. Keldeo can give it a hard time with icy wind, but 2-3 airslashes is all it takes.
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 58 HP / 252 Atk / 198 Spe
Adamant Nature
- Mach Punch
- Knock Off
- Drain Punch
- Facade
Standard OU conk, nothing special. Mach punch to revenge many things in the tier. Knock off predict and crush every ghost type, as well as getting rid of key items. Drain Punch for free recovery against ferro switch ins. Facade for anything that resists fighting/dark. This mainly serves as a way to revenge and put sizable holes in the opponent's team. It has base 175 speed which is only for outspeeding other conkeldurrs with mach punch. It really appreciates screens support and allows it to fight for longer. It pairs well with togekiss being able to hard counter steel types.
The Building Process
Hawlucha: I would argue hawlucha to be one of the premier screen abusers in the tier. It greatly benefits from screen support, allowing it to get up a SD in front of almost anything with screens in place. After one SD all you need to do is click acrobatics or close combat and watch almost everything drop. Again, it's not hard to understand why Hawlucha would be placed onto an HO team.
Grimmsnarl: The best screen setter in OU. Can taunt away hazard leads, or early set-up abusers like zera. The dark typing makes it perfect as a ghost resist, and the fairy typing allows it to put dents in the dark types it can't taunt with spirit break. Not too hard to understand why Grimmsnal is on an OU HO team.
Dragapult: Dragapult was added as another set-up sweeper. I realized early on that gengar was going to be a pretty big problem for this team, and dragapult is a very strong counter to gengar. I also added dragapult to the team since I thought it was the best DD abuser, and it knows steel wing which can crush fairy types. Dragapult is a very hard mon to predict and shadow ball makes it even harder to predict. Obviously once DD is shown, the opponent knows exactly what set it is.
Ferrothorn: The team now needed some defense. Zera , Dracovish, Drill, Bisharp would run through the team without it. Rocky helmet is fantastic at wearing down opponents when paired with iron barbs. Hazards can go a long way especially against specs kyurem. All in all, needed a fat defensive mon to shrug off common physical threats in OU.
Togekiss: Togekiss was added as a special wall. Air slash is a really gimpy way to wear down mons, but it's strong flamethrower coverage mixed with dazzle makes it a hard mon for the opponent to comfortably switch into. The 4x fighting resist makes it the perfect conk switch in (unless it has poison jab then it's screwed). I didn't add substitute as I was mainly concerned with coverage options. Dazzling Gleam is a great fairy stab that can put the beating down on dragon/dark types that would otherwise shrug off air slash/flamethrower.
Conkeldurr: Finally Conk. As previously said, conk is a great partner to togekiss and grimmsnarl as it is able to counter steel types that would otherwise cause issues. Conk can also easily pressure zera after it has taken damage from ferro using mach punch. Conk can also put some damage onto corviknight allowing togekiss to clean it up with flamethrower. Basically, I needed a stronger knock off user other than ferro, and a strong priority abuser on the team that could counter steel types.
Threats
Dragapult, Zera, Hippowdon, Toxapex, Sub/Scarf Hydreigon, Togekiss. These are the 6 mons that give this team the most trouble.
Opposing dragapult is able to tear apart my team especially if it is specs. It outspeeds my own dragapult, destroys hawlucha, and dents ferro. The only safe switch in is grimm which resists and is immune to dragapult STABs. No one on the team except grimm can switch into dragapult.
Zera is a massive OU threat since it has an unholy speed tier, and can have many coverage options. Plasma fists destroys hawlucha and togekiss. It can be hard to pivot around since the only "safe" switch in is ferro to weaken it for mach punch conk. While hawlucha and dragapult can outspeed it after one boost, its' presence makes that difficult. God forbid it's calm mind with focus blast cause then ferro drops much quicker.
Hippowdon is probably the biggest threat for this team. Its' sky high defense makes it the perfect check to conkeldurr, hawlucha, and dragapult allowing it to slack off most of the damage. The ability to whirlwind hawlucha after an SD is a pretty sad sight to see, as getting in hawlucha can sometimes be a tough time. This team has no answers to hippowdon which is the biggest problem. Hippowdon isn't impossible for this team to ko as it just needs to be worn down, but wearing it down is a process.
Toxapex is an issue for the exact same issues as hippowdon except now it resists fighting types and can haze away all stat boosts. The only reason why toxapex isn't as big of an issue as hippowdon is because of togekiss. Togekiss airslash can put dents in toxapex and after 1 flinch can pressure it to switch out. Having flinches as a strat for wearing down a mon proves how much of an issue it is. Like I said earlier, taunting with grimmsnarl shuts down pex and forces it out.
Sub Hydreigon is pretty scary. Flash cannon makes switching in togekiss very risky and nasty plot cranks the power up to unholy levels. Scarf hydreigon is more of an issue since it outspeeds dragapult, and can drop draco meteor on hawlucha before unburden. Conk and Hawlucha are my answers to hydreigon, and togekiss is great at pressuring it, but flash cannon makes that much harder to play around. DD dragapult can help too.
Togekiss is another big issue for this team, but it is manageable with some preplanning. It's 2 stab attacks threaten the entire team (air slash/dazzle), and they often run flamethrower for ferro. The safest way to beat this mon is to steel wing with dragapult, and revenge with hawlucha. Togekiss isn't a safe switch in for itself because most togekiss sets run max speed, and outspeed this team's togekiss. While it is easily exploited due to its' poor physical defense, it can wipe the team if unchecked. However, after 1 dd as dragapult it will be an ohko with steel wing.
Trick Room
Adding in this section because trick room is a very big problem for this team. As with HO teams, speed is top priority. Common trick room setters like reuniclus and hatterene are problematic (especially hatterene as this team is pretty weak to fairy). The team's answer is ferro, but ferro is not a perfect answer. The lack of gyro ball means hatterene is unaffected by ferro's hits, and if hatterene has mystical fire, it's over. Unfortunately, there isn't really a winning mathcup against TR teams. Both reuniclus and hatterene counter this team's setup sweepers. Togekiss isn't a safe option either as reuniclus can run thunder. Pretty much, TR is bad match-up for this team. It's not impossible to win, but the match-up is very unfavorable.
Team Issues
The biggest issue with this team is the lack of a fast special attacker and togekiss. The entire team is physical offense, which is surprising I've made it this far with only physical offense. A common issue with this team is a problem all HO teams face. Once the defensive pivot is taken out, the rest of team can crumble. Once ferro is eliminated, it's hard for the team to sponge hits. Screens help a lot with this, but grimm can only take so many hits as well. Hazards aren't too much of an issue as no one on the team is weak to SR. -12% on hawlucha and dragapult is a bummer, but it's not the end of the world. Spikes can be a little more problematic if stacked but by the time one spike layer goes up from ferro, hawlucha/togekiss is switching in.
Conclusion
The team is pretty good and I've had a lot of fun playing with it. I think a possible fix to the team would be to make togekiss a scarfer with max speed and special attack. It would be able to counter the dragons that give dragapult a problem and could be used to revenge zera/rotom if they have been worn down into dazzle/flamethrower range. Issue is with no hazard control, the number of switch ins it has is very limited. Clefable would probably be able to patch all of togekiss's problems. Another possible fix would be to swap Facade out for EQ on conk, allowing it to pressure poison types.
I am open to all suggestions (even if it is to delete the team entirely), and criticism helps a lot. Thanks for reading!
New Sauce
Hawlucha@ Power Herb
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 80 Atk / 148 SpD / 28 Spe
Serious Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Toxic
- Volt Switch
- Nasty Plot
Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Final Gambit
- Toxic Spikes
- Encore
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shadow Sneak
- Iron Head
- Close Combat
- Swords Dance
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 80 Atk / 148 SpD / 28 Spe
Serious Nature
- Light Screen
- Reflect
- Spirit Break
- Taunt
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Toxic
- Volt Switch
- Nasty Plot
Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Final Gambit
- Toxic Spikes
- Encore
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shadow Sneak
- Iron Head
- Close Combat
- Swords Dance
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