
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind
- Snarl
- Recover
- Will-O-Wisp
The reason for choosing Sabeleye is because I wanted to build a team based around a set up mon that doesn't get effected by statuses but can also deal some damage I decided to go with sabeleye. The role of Sabeleye is to deflect any status moves and any entry hazards that the opponent might set up but also to set up while crippling physical attackers with will o wisp (Sabeleye is the usually lead I use for this team). I went with 248 hp and 252 def to live physical attacks when prankster is gone so I can still will o wisp sort of reliably and I just kind of dumped the rest on sp def so calm mind is more effective. Snarl is there for some stab damage and to decrease the damage that Sabeleye takes from special attacks since without any set up Sabeleye is a little weak to special attack. Recover is here so Sabeleye has more staying power and makes it a bulky mon that has the potential to sweep. Will o wisp is handy to take advantage of sabeleye's investment in hp and def then safely recover or calm mind predicting a switch or allowing Sabeleye to recover if it doesn't take much damage from the attack.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Roar
- Stealth Rock
My next option was to choose a mon that can check the only real threat to Sabeleye (fairy) so I went with heatran that can take a hit from any fairy type attack that come in heatrans way.heatrans role is to be a check to sabeleye's fairy type attack but to also do some spread damage. 248 hp with 192 sp def and calm nature give heatran some special bulk and 68 speed investment let it outspeed mega venasaur mandibuzz and suicuine. Lava plume is there for stab and to possibly burn anything that toxic doesn't effect, roar is here for anything that dares set up and to get Rock damage and possibly poisoning more mons so that roar rocks and toxic is a really dangerous combination.

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Toxic
- Protect
- Volt Switch
- Hydro Pump
The only real reason I chose rotom was is so it can help with heatrans huge ground weakness but then I realized these first 3 mons make a good defensive core with Sabeleye dealing with heatrans fighting weakness, heatran dealing with sabeleye's fairy weakness, and finally Rotom helps with heatrans ground weakness and heatran helps rotoms grass weakness. The role of Rotom is to give some momentum on the team with volt switch and to scout any moves with protect. For the first move I debated on toxic or will o but I decided to go with toxic to take more advantage of protect. Hydro pump is to obviously provide stab and ruin any ground types day.

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 248 Atk / 8 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hidden Power [Ice]
- Gunk Shot
- Drain Punch
At this point I started to notice that my team was looking a little slow and didn't have any physical attackers so I chose hoopa unbound with its great coverage and choice scarf potential. The role of hoopa is to be a revenge killer or to be a mid game sweeper.248 atk hasty nature 8 spa let hoopa take advantage of its physical potential but also preserve its sp attack so hidden power ice still has its use of destroying dragonite garchomp and gliscor and 252 speed let hoopa use its choice scarf to its full use. Hyper space fury is a phenomenal move providing stab ,destroying protects and never missing the only draw back is the lose of attack but hoopa is not taking any physical hits anyways. Hidden power ice is there for garchomp and gliscor and dragonite and to provide coverage. Gunk shot deals with any fairy types in case heatran falls and there's no way to take down fairies.

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Roost
- Dragon Dance
- Dragon Claw
- Extreme Speed
Dragonite was chosen to provide more sweepers for the team and take advantage of the extra Rock damage (zygarde was originally here but I switched to dragonite because the pseudo proved to work more efficiently). The role of dragonite is to set up while using multiscale and Lum berry to kind of shield dragonite from anything that will stop its sweep and the investment is there to maximize dragonite said sweeping potential. Roost is the first move to provide sustain and get dragonite back to multiscale range,dragon dance is the bread and butter of this set to raise its speed and give it more power to destroy

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
Since this team was looking to be more defensive then defensive I decided to choose clef able to be a set up sweeper that got access to thunder wave and soft boiled to really give it a bulky set up look. The investment is used to let clefable live physical attacks and Magic guard lets clefable come in more safely since it only gets damaged by direct attacks.the role of clefable is to be an annoying fat blur that won't take damage from anything. Calm mind gives clefable more special defense that makes clefable a more well rounded wall and let it fire back hard. Moon blast provides stab and has the potential to lower the opponents special attack. Thunder wave and soft boiled gives clefable that annoying aspect to it
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