
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Return
- Drain Punch
This pokemon is the inspiration to the reasosn I built my team and is the main win condition on this team. The evs are a basic cookie cutter 252/252/4 nothing really special. Adamant is chosen as slurpuff needs all the power it can get to clean up late game. Belly drum is the set up move boosting slurpuff's attack to +6 at the cost of half of it's health which is where the sitrus berry activates bringing it's health to 75 and activating unburden. Play rough is the stab move ohkoing many threats after belly drum and beating down walls after some prior damage. Return is chosen to bully fire types and poison types capable of eating up a play rough and is better for when i don't want to go for play rough and miss. Drain punch rounds out the set and hits every steel not named doublade for heavy damage and beats escavalier with some prior damage

Glalie @ Glalite
Ability: Inner Focus
EVs: 204 Atk / 52 SpA / 252 Spe
Naive Nature
- Freeze Dry
- Double Edge
- Super Fang
- Explosion
As unaware quagsire alomomola and steel types are a general pain for slurpuff if not worn down that is what this monster does best. Glalieite allows glalie to mega evolve into the monster that is it's mega. Double-edge is here for a powerful and accurate stab and glalie doesn't really care for recoil as it's a wall breaker anyway. Freeze dry hits water types namely alomomola and quagsire for heavy damage aiding slurpuff further. Super fang is here to hit many slurpuff and glalie checks and bring them down to 50%. Explosion rounds out the set allowing glalie to get heavy damage off when i don't need it anymore.

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 204 Def / 52 SpD
Timid Nature
- Spikes
- Thunder Wave
- Scald
- Taunt
Hazards are much appreciated by the 2 above pokes and qwilfish provides spikes support for them. Black sludge is chosen to provide passive recovery and discourage trick users 248 hp gives a rock number and black sludge number 52 speed outspeeds 44 gligar so i can taunt it before it uses defog. 204 maximize qwilfish's physical bulk alongside intimidate supporting it. Spikes provide hazard support which can make a 2hko and ohko thus is a staple on this set. Taunt is for some stall breaking and blocks defog from gligar so i can scald it or set up spikes on it. Thunder Wave cripples fast threats that need speed and catches serperior on the switch. Scald is a staple on all bulky waters and provides a physical defense buffer alongside intimidate.

Mesprit @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Psyshock
- Ice Beam
- Healing Wish
Mesprit is here to replace audino and provide rocks which is honestly really important for mega bird and moltres as well as fletchinder and the other flying types. Pyshock hits the tiers many defoggers very hard and thus is needed. Healing wish is something mesprit is also helping my team out for and it can help bring back a weakened teammate when I really need to and can really change the game

Moltres @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- Flamethrower
- U-turn
Taking Bouffalant's spot is Scarfed Moltres which is another serperior check but fits on this team's playstyle so much better. Scarf is to outspeed serperior and bully offensive teams which are honestly really threatening atm. Fire blast and hurricane serve as the stab moves with great power and coverage. Flamethrower is for when I am not ballsy and don't want to miss fire blast and provides a reliable stab when I want to clean up late game. U-turn finishes the set scouting typical moltres switch ins and act accordingly

Hitmonlee @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Rapid Spin
The last member of the squad. This is really your standard hitmonlee set so no real need to explain the evs item and ability choice. Rapid spin is the first move allowing hitmonlee to remove hazards without removing your own hazards and gives hitmonlee something to do after it wall breaks. High jump kick is an absurdly powerful move when backed up by reckless life orb and it's base 120 attack. Knock off hits ghost types that dare block high jump kick and smacks around cresselia for good damage and is in general an amazing move. Mach punch revenge kills weakened threats allowing it to clean up frail teams.
Last edited: