I was going to wait before posting this but since Aegislash is being suspected I might as well put this out there before it gets potentially banned. This team is HO centered around a Slash set my friend made. But it got to the point where the team sets up for Slash to sweep or the other way around. Anyways, I'm in a hurry so i should cut the bs.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Autotomize
- Flash Cannon
- Shadow Ball
- Shadow Sneak
This set's purpose is to give Slash Shell Smash boosts without defense drops, and sweep. The EV's allow it to outspeed jolly mega-Aerodactyl by one point after one Autotomize. I may change the spread since mega-Aero isn't common, as well as making Slash more bulkier (I've been tinkering with spreads for a while now). Flash Cannon and Shadow Ball are the main Stabs to use, and Shadow Sneak is used to out prioritize Talonflame. Modest nature seems weird but with a 150 base Attack, it's not a huge issue to me. Slash is to come in late game and sweep, or if i have an opportunity to dent holes in the opponent I take it and set up.
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
This is the standard Conk set (please excuse lack of originality) and is to provide coverage for Slash, namely special walls (I'M LOOKING AT YOU BLISSEY AND CHANSEY). Guts allows Conk to be the status absorber of the team, and with AV it is extremely bulky. Drain Punch makes up for any HP lost as well as dealing heavy damage off his high base attack. Mach Punch is the obvious priority Stab. Ice Punch gives me coverage against Flying and bulky Ground types, and Knock Off can hinder a switch in, as well as getting rid of Lefties, Eviolites, and other items that may potentially give the team issues.
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Hidden Power [Ice]
- Psychic
Landorus provides the extra power that can help the squad plow through the opponent. With LO and Sheer Force, Lando is still a huge threat as it was back in Gen 5 (hopefully it won't get banned again). The EV spread and nature is self explanatory, fast and strong special attacker. Earth Power is the ideal Stab with HP Ice for coverage. Psychic allows me to deal with mega-Venu and other bulky Poison types that can halt my team. Sludge wave allows me to hit Fairies and is also the neutral play if i expect a switch to happen. Alongside Thundurus, the two can definitely put pressure on the opponent.
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Grass Knot
- Focus Blast
Thundurus acts as both Offensive mon and support. Support because T-Wave neuters most if not all Scarfed mons the opponent has, allowing my team to be faster and gain momentum. Thunderbolt is the Stab move, and Focus Blast nails Ferro and other Steel or Rock switch ins. At first i had Volt Switch before Grass Knot, but it wasn't doing me any good. Also, Grass Knot allows me to hit Hippodwon and Quagsire, and any other heavy and bulky mon that attempts to wall my team. LO makes Thundurus thrust out a lot of damage.
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 80 HP / 96 Def / 80 SpD / 252 Spe
Timid Nature
- Dark Void
- Stealth Rock
- Spikes
- Magic Coat
This Smeargle was made to support the team with hazards with minimal trouble (imo). The EV spread is Smogon's (originalityyy). I have Dark Void over Spore because Spore is predictable and Void isn't. It helps me get past Mandibuzz and Grass types. And before anyone starts saying "are you stupid, Void has 80 accuracy" ask yourself: what lands more often, Stone Miss or Dark Void? Stealt Rocks and Spikes are the hazards that can hurt the opponent upon switch in, especially since a lot of my mons put pressure on him/her. Magic Coat allows me to bounce back Taunts or faster hazards, and alerts the opponent to make a decision: whether to stay in and attempt to still set up, or to attack before i set up too many of my own hazards. There is a little bit of mind games involved.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
Excadrill is my rapid spinner and revenge killer with the Scarf. Jolly nature allows me to outspeed the Adamant Scarf-drills, and yes I'm aware of the power drop. however, the Jolly nature has saved me many a time, and it'll take a lot of convincing to make me switch to Adamant. EQ with Mold Breaker is like HP Death. Levitating mons just die. Rotom is gone. Gengar is gone. Lati@s are dented. Rock Slide allows me to outspeed and kill mega-Pinsir (ASSUMING I DON'T MISS ASDGHJK) and Iron Head is second Stab, and flinch chances ;) not a Jirachi, but it's good enough.
The idea of this team is to set up hazards as much as possible, try and get rid of spinners and defoggers (or shut them down), and proceed to help Slash sweep. If that's not possible, Slash blasts holes into the opponent alongside with Conk, allowing for the Genies to wreak havoc, and Excadrill cleaning up.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Autotomize
- Flash Cannon
- Shadow Ball
- Shadow Sneak
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Hidden Power [Ice]
- Psychic
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 80 HP / 96 Def / 80 SpD / 252 Spe
Timid Nature
- Dark Void
- Stealth Rock
- Spikes
- Magic Coat
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Grass Knot
- Focus Blast
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
I hope you guys like this team (it's like the first HO team i made this gen that is pretty successful). Feedback is appreciated :) and hopefully Slash stays in OU. See you guys around.
Goon Squad







Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Autotomize
- Flash Cannon
- Shadow Ball
- Shadow Sneak
This set's purpose is to give Slash Shell Smash boosts without defense drops, and sweep. The EV's allow it to outspeed jolly mega-Aerodactyl by one point after one Autotomize. I may change the spread since mega-Aero isn't common, as well as making Slash more bulkier (I've been tinkering with spreads for a while now). Flash Cannon and Shadow Ball are the main Stabs to use, and Shadow Sneak is used to out prioritize Talonflame. Modest nature seems weird but with a 150 base Attack, it's not a huge issue to me. Slash is to come in late game and sweep, or if i have an opportunity to dent holes in the opponent I take it and set up.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
This is the standard Conk set (please excuse lack of originality) and is to provide coverage for Slash, namely special walls (I'M LOOKING AT YOU BLISSEY AND CHANSEY). Guts allows Conk to be the status absorber of the team, and with AV it is extremely bulky. Drain Punch makes up for any HP lost as well as dealing heavy damage off his high base attack. Mach Punch is the obvious priority Stab. Ice Punch gives me coverage against Flying and bulky Ground types, and Knock Off can hinder a switch in, as well as getting rid of Lefties, Eviolites, and other items that may potentially give the team issues.

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Hidden Power [Ice]
- Psychic
Landorus provides the extra power that can help the squad plow through the opponent. With LO and Sheer Force, Lando is still a huge threat as it was back in Gen 5 (hopefully it won't get banned again). The EV spread and nature is self explanatory, fast and strong special attacker. Earth Power is the ideal Stab with HP Ice for coverage. Psychic allows me to deal with mega-Venu and other bulky Poison types that can halt my team. Sludge wave allows me to hit Fairies and is also the neutral play if i expect a switch to happen. Alongside Thundurus, the two can definitely put pressure on the opponent.

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Grass Knot
- Focus Blast
Thundurus acts as both Offensive mon and support. Support because T-Wave neuters most if not all Scarfed mons the opponent has, allowing my team to be faster and gain momentum. Thunderbolt is the Stab move, and Focus Blast nails Ferro and other Steel or Rock switch ins. At first i had Volt Switch before Grass Knot, but it wasn't doing me any good. Also, Grass Knot allows me to hit Hippodwon and Quagsire, and any other heavy and bulky mon that attempts to wall my team. LO makes Thundurus thrust out a lot of damage.

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 80 HP / 96 Def / 80 SpD / 252 Spe
Timid Nature
- Dark Void
- Stealth Rock
- Spikes
- Magic Coat
This Smeargle was made to support the team with hazards with minimal trouble (imo). The EV spread is Smogon's (originalityyy). I have Dark Void over Spore because Spore is predictable and Void isn't. It helps me get past Mandibuzz and Grass types. And before anyone starts saying "are you stupid, Void has 80 accuracy" ask yourself: what lands more often, Stone Miss or Dark Void? Stealt Rocks and Spikes are the hazards that can hurt the opponent upon switch in, especially since a lot of my mons put pressure on him/her. Magic Coat allows me to bounce back Taunts or faster hazards, and alerts the opponent to make a decision: whether to stay in and attempt to still set up, or to attack before i set up too many of my own hazards. There is a little bit of mind games involved.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
Excadrill is my rapid spinner and revenge killer with the Scarf. Jolly nature allows me to outspeed the Adamant Scarf-drills, and yes I'm aware of the power drop. however, the Jolly nature has saved me many a time, and it'll take a lot of convincing to make me switch to Adamant. EQ with Mold Breaker is like HP Death. Levitating mons just die. Rotom is gone. Gengar is gone. Lati@s are dented. Rock Slide allows me to outspeed and kill mega-Pinsir (ASSUMING I DON'T MISS ASDGHJK) and Iron Head is second Stab, and flinch chances ;) not a Jirachi, but it's good enough.
The idea of this team is to set up hazards as much as possible, try and get rid of spinners and defoggers (or shut them down), and proceed to help Slash sweep. If that's not possible, Slash blasts holes into the opponent alongside with Conk, allowing for the Genies to wreak havoc, and Excadrill cleaning up.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Autotomize
- Flash Cannon
- Shadow Ball
- Shadow Sneak
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Hidden Power [Ice]
- Psychic
Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 80 HP / 96 Def / 80 SpD / 252 Spe
Timid Nature
- Dark Void
- Stealth Rock
- Spikes
- Magic Coat
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Grass Knot
- Focus Blast
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head
I hope you guys like this team (it's like the first HO team i made this gen that is pretty successful). Feedback is appreciated :) and hopefully Slash stays in OU. See you guys around.