Hi everyone,
Ever since Iron Crown dropped to UU I decided to try to make a team around it. It's one of my favorite setup sweepers, but because of the ground types and Kingambit it didn't do well and dropped to UU, where it did well, to nobody's surprise. I tried to fit it onto other teams; Psychic Seed on Psychic Terrain, Booster setup on Balance/HO, Iron Defense Calm Mind to boost both defenses, and even an assault vest pivot set. I finally settled on a Weakness Policy Calm Mind/Agility Set that I came across on the forums (credit to This Post by Goro Yagami) and paired it with Grimmsnarl and 4 other great pokemon.
The Team
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Set Explanations
Grimmsnarl @ Light Clay
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Parting Shot
Reflect and Light Screen are great for screens, and Grimm is a classic pick for any Screens HO team. Taunt is used to shut down hazard leads such as and shut down setup sweepers such as opposing :Iron Crowns: planning to take advantage of Grimm being somewhat passive. Parting Shot is to make sure that the mon switching in takes little damage with screens and -1 attack stats from the opponent and can force switches, giving mons crucial turns to either set up or get free damage. I used Grimmsnarl compared to Ninetales-Alola because you don't instantly lose to Scizor and because of Grimm's bulk, after reflect Scizor 4HKOs (252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Grimmsnarl through Reflect: 102-121 (25.8 - 30.7%) -- guaranteed 4HKO).
Iron Crown @ Weakness Policy
Ability: Quark Drive
Tera Type: Fairy
EVs: 200 HP / 176 Def / 124 Spe
Bold Nature
IVs: 20 Atk
- Agility
- Calm Mind
- Stored Power
- Focus Blast
This is the Iron Crowns set mentioned above. I made a change by replacing Tachyon Cutter with Focus Blast, as it hits dark types and steel types which normally give Stored Power a hard time. The plan is to Parting Shot/hard switch into a Knock off from or a -1 Earthquake from to activate Weakness Policy. If they switch, it's a free Agility/CM/damage. The only downside to using Weakness Policy that I can see is that it's harder to play around , as after a Weakness Policy proc it 2HKO's with FocusMiss Blast vs non-Leftovers Mandibuzz and has a 78.5% chance to 2HKO Leftovers Mandibuzz. In these cases, you can either Tera or straight up gamble.
Garchomp @ Loaded Dice
Ability: Rough Skin
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Stone Edge
This is the standard offensive Garchomp. Scale Shot makes your already alright speed into a nice 499, and after 2 scale shots you're at 666 speed, outspeeding even the fabled Scarf Greninja. Swords Dance is there to take advantages of forced switches/passive mons, but you still hit hard even unboosted. EQ is Garchomp's best STAB, and Stone edge hits pesky birds like and . Pretty basic Garchomp set.
Ogerpon (F) @ Life Orb
Ability: Defiant
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Horn Leech
- Knock Off
Ogerpon is a solid pick for any HO team. Packing a solid speed stat and a nice base 120 attack, it hits hard. Defiant discourages Defog from literally anything but and punishes Webs teams hard, especially if you Tera for the speed boost. Horn Leech + Life Orb ensures that it heals from the previous turn's LO chip and Play Rough and Knock Off are good moves that hit hard.
Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough
Azumarill is a solid Belly Drum option and an even better priority user. Aqua Jet and Play Rough are its stabs, and once again, Knock Off hits hard reliably. Belly Drum works well with screens because Azumarill becomes one tanky rabbit, and it rarely goes to less than 25% health, meaning that you'll reliably get off your Belly Drum. After a Belly Drum, you'd just click Aqua Jet for maximum priority damage or click Knock or Play Rough to hinder walls. Beware of TankChomp since you'll be taking around 28-29% recoil per turn from Helmet+Rough Skin and 12% after Helmet's knocked off.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Dazzling Gleam
- Substitute
- Energy Ball
Iron moth is the team's Scizor answer. It can switch in with screens, but even without screens it can take hits from Scizor reliably, and can take advantage of the switch with Substitute or predict a switch with any other attacks. Dazzling Gleam hits Garchomp, which usually comes in after Scizor, Fiery Dance is solid STAB, and Energy Ball hits Ground types for super effective damage. The Moth is EV'd to get a Booster Speed boost, but under webs it gets a SpA boost instead as Booster procs after webs.
Weaknesses/Bad Matchups
- : Since Bullet Punch hits before Reflect goes up, you'd want to end the game quickly so Grimmsnarl sustains minimum damage, which should be fine as this team is a HO team anyways. Even Iron Moth, a textbook Scizor counter, gets worn down by hazard, substitute, and Bullet Punch switch-in damage.
-Sticky Webs teams: This team has little to no hazard control and no boots users. However, it's a hyper offense team, meaning that speed boosts are instrumental to the team style. Ogerpon can give webs teams a scare, but ultimately gets outsped and killed. Azumarill and Iron Crown helps the most, as Azu has priority and Crown has Agility to boost speed.
- : Mandibuzz defogs screens and can nail +2 Ogerpon with a devastating Foul Play, while Ogerpon struggles to hit it as Mandibuzz is too fat for even +2 Ogerpon's Play Rough to kill. You can switch out Play Rough or Knock for Encore to solve this problem. Mandibuzz also outspeeds and kills Azumarill (mandibuzz runs 16 speed EVs now). I guess you can predict Mandibuzz by clicking Play Rough, but that seems unreliable.
Thanks for reading! Be sure to give feedback!
Ever since Iron Crown dropped to UU I decided to try to make a team around it. It's one of my favorite setup sweepers, but because of the ground types and Kingambit it didn't do well and dropped to UU, where it did well, to nobody's surprise. I tried to fit it onto other teams; Psychic Seed on Psychic Terrain, Booster setup on Balance/HO, Iron Defense Calm Mind to boost both defenses, and even an assault vest pivot set. I finally settled on a Weakness Policy Calm Mind/Agility Set that I came across on the forums (credit to This Post by Goro Yagami) and paired it with Grimmsnarl and 4 other great pokemon.
The Team
-----
Set Explanations
Grimmsnarl @ Light Clay
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Parting Shot
Reflect and Light Screen are great for screens, and Grimm is a classic pick for any Screens HO team. Taunt is used to shut down hazard leads such as and shut down setup sweepers such as opposing :Iron Crowns: planning to take advantage of Grimm being somewhat passive. Parting Shot is to make sure that the mon switching in takes little damage with screens and -1 attack stats from the opponent and can force switches, giving mons crucial turns to either set up or get free damage. I used Grimmsnarl compared to Ninetales-Alola because you don't instantly lose to Scizor and because of Grimm's bulk, after reflect Scizor 4HKOs (252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Grimmsnarl through Reflect: 102-121 (25.8 - 30.7%) -- guaranteed 4HKO).
Iron Crown @ Weakness Policy
Ability: Quark Drive
Tera Type: Fairy
EVs: 200 HP / 176 Def / 124 Spe
Bold Nature
IVs: 20 Atk
- Agility
- Calm Mind
- Stored Power
- Focus Blast
This is the Iron Crowns set mentioned above. I made a change by replacing Tachyon Cutter with Focus Blast, as it hits dark types and steel types which normally give Stored Power a hard time. The plan is to Parting Shot/hard switch into a Knock off from or a -1 Earthquake from to activate Weakness Policy. If they switch, it's a free Agility/CM/damage. The only downside to using Weakness Policy that I can see is that it's harder to play around , as after a Weakness Policy proc it 2HKO's with Focus
Garchomp @ Loaded Dice
Ability: Rough Skin
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Scale Shot
- Earthquake
- Stone Edge
This is the standard offensive Garchomp. Scale Shot makes your already alright speed into a nice 499, and after 2 scale shots you're at 666 speed, outspeeding even the fabled Scarf Greninja. Swords Dance is there to take advantages of forced switches/passive mons, but you still hit hard even unboosted. EQ is Garchomp's best STAB, and Stone edge hits pesky birds like and . Pretty basic Garchomp set.
Ogerpon (F) @ Life Orb
Ability: Defiant
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Horn Leech
- Knock Off
Ogerpon is a solid pick for any HO team. Packing a solid speed stat and a nice base 120 attack, it hits hard. Defiant discourages Defog from literally anything but and punishes Webs teams hard, especially if you Tera for the speed boost. Horn Leech + Life Orb ensures that it heals from the previous turn's LO chip and Play Rough and Knock Off are good moves that hit hard.
Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough
Azumarill is a solid Belly Drum option and an even better priority user. Aqua Jet and Play Rough are its stabs, and once again, Knock Off hits hard reliably. Belly Drum works well with screens because Azumarill becomes one tanky rabbit, and it rarely goes to less than 25% health, meaning that you'll reliably get off your Belly Drum. After a Belly Drum, you'd just click Aqua Jet for maximum priority damage or click Knock or Play Rough to hinder walls. Beware of TankChomp since you'll be taking around 28-29% recoil per turn from Helmet+Rough Skin and 12% after Helmet's knocked off.
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Dazzling Gleam
- Substitute
- Energy Ball
Iron moth is the team's Scizor answer. It can switch in with screens, but even without screens it can take hits from Scizor reliably, and can take advantage of the switch with Substitute or predict a switch with any other attacks. Dazzling Gleam hits Garchomp, which usually comes in after Scizor, Fiery Dance is solid STAB, and Energy Ball hits Ground types for super effective damage. The Moth is EV'd to get a Booster Speed boost, but under webs it gets a SpA boost instead as Booster procs after webs.
Weaknesses/Bad Matchups
- : Since Bullet Punch hits before Reflect goes up, you'd want to end the game quickly so Grimmsnarl sustains minimum damage, which should be fine as this team is a HO team anyways. Even Iron Moth, a textbook Scizor counter, gets worn down by hazard, substitute, and Bullet Punch switch-in damage.
-Sticky Webs teams: This team has little to no hazard control and no boots users. However, it's a hyper offense team, meaning that speed boosts are instrumental to the team style. Ogerpon can give webs teams a scare, but ultimately gets outsped and killed. Azumarill and Iron Crown helps the most, as Azu has priority and Crown has Agility to boost speed.
- : Mandibuzz defogs screens and can nail +2 Ogerpon with a devastating Foul Play, while Ogerpon struggles to hit it as Mandibuzz is too fat for even +2 Ogerpon's Play Rough to kill. You can switch out Play Rough or Knock for Encore to solve this problem. Mandibuzz also outspeeds and kills Azumarill (mandibuzz runs 16 speed EVs now). I guess you can predict Mandibuzz by clicking Play Rough, but that seems unreliable.
Thanks for reading! Be sure to give feedback!
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