Back once again with the ill behavior! What's going on, ya'll? It's been a few months. I'm a big fan of the banlist idea Game Freak has implemented and I personally hope they build on it. That said, I've created a team based around Sneasel, Cobalion, and Coalossal that I took all the way to Master Ball Tier in Online Doubles Yesterday. With all that said, let's get into it.
It all started when my Fire/Water/Grass Core Team consisting of Talonflame, Lapras, and Decidueye was absolutely wrecked by a team of Sneasal and Coalossal after Sneasel used Surf to activate Coalossal's Steam Engine and Weakness policy. This nearly invalidated my tailwind and made me lose the match almost instantly (I blame it on the use of Decidueye, but it's all good, sometimes you get outplayed). I noticed the team the other player used was lacking proper support so I decided to take this "meme" all the way to Master Ball Tier with a better supporting cast. This team went 8-3 to enter the Master Ball Tier (after 2-4 with the FWG team and starting in Great Ball Tier), and won 2 more within the tier itself so far. Here's what I came up with.
Sneasel @ Focus Sash
Ability: Inner Focus
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Fake Out
- Beat Up
- Surf
- Taunt
So why Sneasel over Weavile? 2 Reasons: it has Inner Focus and less Attack. Sneasel essentially grounds the team as the instigator of most things. Fake Out to flinch things (obviously), Beat Up to Justify Cobalion, Surf to rev-up Coalossal's Steam Engine and prove that it's Policy is Weak, and Taunt to shut down Trick Room or other things if necessary. This EV spread gives you 162 HP and 183 Speed, making this thing reasonably bulky (for a Sneasel) with naturally high speed. Jolly Nature also mitigates Surf Damage significantly towards Coalossal. You wouldn't believe the amount of people that will use Fake Out on Sneasel without realizing that it has Inner Focus which allows it to shrug any flinches off. This works crucially alongside Focus Sash for people who think they can OHKO it instead of using Fake Out, allowing Sneasel to do it's job towards Coalossal or Cobalion unless the other player knows to gang up on Sneasel turn 1 (which I surprisingly haven't seen people do at all yet).
Cobalion @ Assault Vest
Ability: Justified
Level: 50
EVs: 4 HP / 192 Atk / 60 SpD / 252 Spe
Jolly Nature
- Iron Head
- Bounce
- Stone Edge
- Sacred Sword
I used Cobalion because it's the only one of the musketeers I actually caught in the Wormhole in Ultra Sun (I don't have the game the musketeers are native to). It also provides the only Fairy coverage on the team. It might have less Attack than Terrakion, but it has much more Defense and Sp. Def. (with an Assault Vest) which gives it better longevity to utilize Justified. I use Sacred Sword over Close Combat because I'm not a fan of losing defensive stats on a bulky attacker like this (plus it ignores Defensive boosts the other trainer might have, which comes in handy sometimes). All the max moves will provide either more Defense, more Speed, weather change/residual damage, or more Attack. A great bulky abuser of Justified for sure.
Coalossal-Gmax @ Weakness Policy
Ability: Steam Engine
Level: 50
Gigantamax: Yes
EVs: 116 HP / 196 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Meteor Beam
- Solar Beam
- Protect
Coalossal seems like a terrible idea seeing as Water and Fighting types are able to go kinda crazy with the implementation of the banlist. It doesn't just seem like a bad idea, it is a bad idea...but hear me out. Sneasel's non-stab Surf does at most 10% HP (15% with a crit, but let's be positive here) when Gigantamaxed with this Nature and EV/IV spread. That means you only have to sacrifice about a 5th of Colossal's health to double it's Sp. Atk. and quadruple it's Speed. This gives Coalossal 262 Sp. Atk. and 328 Speed with this EV spread. This is important because this is the lowest amount of Speed investment after Steam Engine's activation necessary to out-speed Urshifu with max-Speed investment and Jolly Nature after it gets a Tailwind boost. 262 Sp. Atk. also does serious damage or OHKOs many things that are currently used Online (not to mention G-Max Volcalith doing residual damage to many things as well).
Gastrodon @ Rindo Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Scald
- Recover
- Protect
Gastrodon provides Storm Drain support for Coalossal and Arcanine while also providing 30% burns for anything trying to get saucy. This EV spread allows it to survive a Freeze-Dry from a full Sp. Atk. Invested Modest Lapras (before Weakness Policy activation) and a Timid A-Ninetails. Rindo Berry allows you to survive one grass attack from basically everything using a Grass move on it. I gave it min-Speed to use it as a Trick Room abuser if Sneasel was unable to stop a Trick Room user earlier in the match. It's a pretty standard Gastrodon as far as I know.
Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 220 HP / 68 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Snarl
- Heat Wave
- Will-O-Wisp
- Protect
Ah yes, the lesser Incineroar. This is your typical Arcanine support set. Typical Fast/Bulky EV spread, typical supporting attacks, and typical Intimidate. Nothing new to see here.
Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 236 HP / 172 Def / 100 SpD
Relaxed Nature
IVs: 0 Atk
- Follow Me
- Helping Hand
- Moonblast
- Protect
Clefairy is the best support in Series 6 in my opinion. It's bulk with Eviolite is pretty good. It also get's Follow Me, which is the better rage powder since it cannot be blocked by Safety Goggles or other nonsense. Moonblast is used here so it isn't completely passive. Helping Hand boosts your allies moves. The reason I chose Clefairy over Amoongus or even Clefable is because of Friend Guard, which makes all moves used by the opposing team 25% less effective.
The biggest threats against this team are any players that don't have a smooth brain. If they see Sneasel and double up on it turn 1, you lose. If they somehow get Trick Room off before you can taunt the Trick Room user, you probably lose. If they have G-Weezing and you don't start with Cobalion and Gastrodon to get rid of Neutralizing Gas, you probably lose. Out of all the matches I've played so far, these 3 scenarios will equate to a loss if they happen.
I'm looking forward to seeing more spicy teams like this posted up for Online use. Have a great rest of the Series!
It all started when my Fire/Water/Grass Core Team consisting of Talonflame, Lapras, and Decidueye was absolutely wrecked by a team of Sneasal and Coalossal after Sneasel used Surf to activate Coalossal's Steam Engine and Weakness policy. This nearly invalidated my tailwind and made me lose the match almost instantly (I blame it on the use of Decidueye, but it's all good, sometimes you get outplayed). I noticed the team the other player used was lacking proper support so I decided to take this "meme" all the way to Master Ball Tier with a better supporting cast. This team went 8-3 to enter the Master Ball Tier (after 2-4 with the FWG team and starting in Great Ball Tier), and won 2 more within the tier itself so far. Here's what I came up with.
Sneasel @ Focus Sash
Ability: Inner Focus
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Fake Out
- Beat Up
- Surf
- Taunt
Cobalion @ Assault Vest
Ability: Justified
Level: 50
EVs: 4 HP / 192 Atk / 60 SpD / 252 Spe
Jolly Nature
- Iron Head
- Bounce
- Stone Edge
- Sacred Sword
Coalossal-Gmax @ Weakness Policy
Ability: Steam Engine
Level: 50
Gigantamax: Yes
EVs: 116 HP / 196 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Meteor Beam
- Solar Beam
- Protect
Gastrodon @ Rindo Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Scald
- Recover
- Protect
Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 220 HP / 68 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Snarl
- Heat Wave
- Will-O-Wisp
- Protect
Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 236 HP / 172 Def / 100 SpD
Relaxed Nature
IVs: 0 Atk
- Follow Me
- Helping Hand
- Moonblast
- Protect
Ability: Inner Focus
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Fake Out
- Beat Up
- Surf
- Taunt
Cobalion @ Assault Vest
Ability: Justified
Level: 50
EVs: 4 HP / 192 Atk / 60 SpD / 252 Spe
Jolly Nature
- Iron Head
- Bounce
- Stone Edge
- Sacred Sword
Coalossal-Gmax @ Weakness Policy
Ability: Steam Engine
Level: 50
Gigantamax: Yes
EVs: 116 HP / 196 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Meteor Beam
- Solar Beam
- Protect
Gastrodon @ Rindo Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Scald
- Recover
- Protect
Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 220 HP / 68 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Snarl
- Heat Wave
- Will-O-Wisp
- Protect
Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 236 HP / 172 Def / 100 SpD
Relaxed Nature
IVs: 0 Atk
- Follow Me
- Helping Hand
- Moonblast
- Protect
Sneasel @ Focus Sash
Ability: Inner Focus
Level: 50
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Fake Out
- Beat Up
- Surf
- Taunt
So why Sneasel over Weavile? 2 Reasons: it has Inner Focus and less Attack. Sneasel essentially grounds the team as the instigator of most things. Fake Out to flinch things (obviously), Beat Up to Justify Cobalion, Surf to rev-up Coalossal's Steam Engine and prove that it's Policy is Weak, and Taunt to shut down Trick Room or other things if necessary. This EV spread gives you 162 HP and 183 Speed, making this thing reasonably bulky (for a Sneasel) with naturally high speed. Jolly Nature also mitigates Surf Damage significantly towards Coalossal. You wouldn't believe the amount of people that will use Fake Out on Sneasel without realizing that it has Inner Focus which allows it to shrug any flinches off. This works crucially alongside Focus Sash for people who think they can OHKO it instead of using Fake Out, allowing Sneasel to do it's job towards Coalossal or Cobalion unless the other player knows to gang up on Sneasel turn 1 (which I surprisingly haven't seen people do at all yet).
Cobalion @ Assault Vest
Ability: Justified
Level: 50
EVs: 4 HP / 192 Atk / 60 SpD / 252 Spe
Jolly Nature
- Iron Head
- Bounce
- Stone Edge
- Sacred Sword
I used Cobalion because it's the only one of the musketeers I actually caught in the Wormhole in Ultra Sun (I don't have the game the musketeers are native to). It also provides the only Fairy coverage on the team. It might have less Attack than Terrakion, but it has much more Defense and Sp. Def. (with an Assault Vest) which gives it better longevity to utilize Justified. I use Sacred Sword over Close Combat because I'm not a fan of losing defensive stats on a bulky attacker like this (plus it ignores Defensive boosts the other trainer might have, which comes in handy sometimes). All the max moves will provide either more Defense, more Speed, weather change/residual damage, or more Attack. A great bulky abuser of Justified for sure.
Coalossal-Gmax @ Weakness Policy
Ability: Steam Engine
Level: 50
Gigantamax: Yes
EVs: 116 HP / 196 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Meteor Beam
- Solar Beam
- Protect
Coalossal seems like a terrible idea seeing as Water and Fighting types are able to go kinda crazy with the implementation of the banlist. It doesn't just seem like a bad idea, it is a bad idea...but hear me out. Sneasel's non-stab Surf does at most 10% HP (15% with a crit, but let's be positive here) when Gigantamaxed with this Nature and EV/IV spread. That means you only have to sacrifice about a 5th of Colossal's health to double it's Sp. Atk. and quadruple it's Speed. This gives Coalossal 262 Sp. Atk. and 328 Speed with this EV spread. This is important because this is the lowest amount of Speed investment after Steam Engine's activation necessary to out-speed Urshifu with max-Speed investment and Jolly Nature after it gets a Tailwind boost. 262 Sp. Atk. also does serious damage or OHKOs many things that are currently used Online (not to mention G-Max Volcalith doing residual damage to many things as well).
Gastrodon @ Rindo Berry
Ability: Storm Drain
Level: 50
EVs: 252 HP / 108 Def / 148 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Scald
- Recover
- Protect
Gastrodon provides Storm Drain support for Coalossal and Arcanine while also providing 30% burns for anything trying to get saucy. This EV spread allows it to survive a Freeze-Dry from a full Sp. Atk. Invested Modest Lapras (before Weakness Policy activation) and a Timid A-Ninetails. Rindo Berry allows you to survive one grass attack from basically everything using a Grass move on it. I gave it min-Speed to use it as a Trick Room abuser if Sneasel was unable to stop a Trick Room user earlier in the match. It's a pretty standard Gastrodon as far as I know.
Arcanine @ Sitrus Berry
Ability: Intimidate
Level: 50
EVs: 220 HP / 68 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Snarl
- Heat Wave
- Will-O-Wisp
- Protect
Ah yes, the lesser Incineroar. This is your typical Arcanine support set. Typical Fast/Bulky EV spread, typical supporting attacks, and typical Intimidate. Nothing new to see here.
Clefairy @ Eviolite
Ability: Friend Guard
Level: 50
EVs: 236 HP / 172 Def / 100 SpD
Relaxed Nature
IVs: 0 Atk
- Follow Me
- Helping Hand
- Moonblast
- Protect
Clefairy is the best support in Series 6 in my opinion. It's bulk with Eviolite is pretty good. It also get's Follow Me, which is the better rage powder since it cannot be blocked by Safety Goggles or other nonsense. Moonblast is used here so it isn't completely passive. Helping Hand boosts your allies moves. The reason I chose Clefairy over Amoongus or even Clefable is because of Friend Guard, which makes all moves used by the opposing team 25% less effective.
The biggest threats against this team are any players that don't have a smooth brain. If they see Sneasel and double up on it turn 1, you lose. If they somehow get Trick Room off before you can taunt the Trick Room user, you probably lose. If they have G-Weezing and you don't start with Cobalion and Gastrodon to get rid of Neutralizing Gas, you probably lose. Out of all the matches I've played so far, these 3 scenarios will equate to a loss if they happen.
I'm looking forward to seeing more spicy teams like this posted up for Online use. Have a great rest of the Series!
Last edited: