Team premise
I haven't play much pokemon this generation and haven't really gotten into the grove of making team but this team feels like one of the better teams I've made so far this generation even though its some what generic. The basic premise around the team is I wanted to use spec hex dragapult as I have had a lot of fun using the shadow tag set with Wilo wisp and Hex and I want to see how effective it could be with Spec and some else inflicting the status condition.
The team
Dragapult
Dragapult @ Choice Specs
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- Fire Blast
- U-turn --->other option I'm thinking of are Thunder bolt/Surf/Shadow ball/Toxic/Wilo Wisp
Dragapult is the main focal point of this team blasting of 130 power hexes after the enemy's have been affected by the toxic spikes, I think having a 130 base power hex is very power full as not many pokemon can switch into that and due to its insanely high speed it will move first most of the time. Draco meteor means that the Dragapult can still do things before the spikes are up and the other two moves are interchangeable coverage moves/fillers.
Toxapex
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
Toxapex provides a nice pivot for the team and is the toxic spike setter for the team. Scald provides another way to status the enemy haze to prevent set up sweepers. Pex make a nice wall core with clef and ferro as they cover each others weaknesses Ferro covers pex's weakness to electric and psychic and rotom-H covers it ground weakness
Clefable
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect
Clef provides another nice pivot as its use of Teleport can give free switches to Dragapult and with it's use of wish any teleport it can heal Ferro and Rotom-H aswell as it walling a lot of special threats. And clef works well with Ferro and pex as they both resist its weaknesses of poison and steel clefs can also switch into any dark types that want to switch into Dragapult that also helps the team
Ferrothorn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Body Press
- Knock Off/Spikes/Power Whip
- Leech Seed
Ferro does what Ferro does best walls a lot of the offensive threats in the tier sets up hazards and completes the defensive core with clef and Pex. I am currently unsure of weather to run Spikes or Knock Off but at the moment if am preferring the utility of Knock Off although the extra Hazards would be very beneficial for Dragapult Hex spam as due to it high speed dragapult can force a lot of switches so the spikes might be better but Body press is needed for dealing with Bisharp.
Rotom-Heat
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Overheat
- Volt Switch
- Will-O-Wisp
Rotom-H is a very common pairing with clef as it very much appreciate the wish support the clef can provide for it on my team rotom-H provides hazard removal in the form of defog as will as being a useful pivot and being a semi counter to zeraora one of the team biggest problems. and so because of this I am running Will-O-Wisp over the more popular Toxic to help deal with Zeraora
Bisharp
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Swords Dance
Bisharp is the win condition for this team along side Dragapult. Hopefully after Dragapult has caused chaos Bisharp can come in and sweep the rest of the enemy's team. Bisharp also provides strong priority in Sucker punch to allowed the team to get out of sticky situations.
Weaknesses/treats to the team
Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Bulk Up
Zeraora can be a massive problem for this team as the only real switch in to it is Rotom-H which even that Isn't .very good as Rotom-H as no sustainability , Wish clef does help but Zeraora is still a massive threat, Bisharp can revenge kill it with Sucker Punch but bulk up variants can even get around that although bulk up variants are rare
.
Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage
Dracovish is also a big problem for this team although a lot less so that Zeraora. A lot of the time Dracovish can collect as kill or two against my team but with when running a balance team with out toad its pretty hard not to.
Suggestions
Over all the team is very fun to use but I think it could use to minor re-works any suggestions are welcome although preferable no changing of the main idea of the team Spec Hex + T Spikes
Pokepaste
https://pokepast.es/dd0d29d22ba8c0af
I haven't play much pokemon this generation and haven't really gotten into the grove of making team but this team feels like one of the better teams I've made so far this generation even though its some what generic. The basic premise around the team is I wanted to use spec hex dragapult as I have had a lot of fun using the shadow tag set with Wilo wisp and Hex and I want to see how effective it could be with Spec and some else inflicting the status condition.
The team
Dragapult

Dragapult @ Choice Specs
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hex
- Fire Blast
- U-turn --->other option I'm thinking of are Thunder bolt/Surf/Shadow ball/Toxic/Wilo Wisp
Dragapult is the main focal point of this team blasting of 130 power hexes after the enemy's have been affected by the toxic spikes, I think having a 130 base power hex is very power full as not many pokemon can switch into that and due to its insanely high speed it will move first most of the time. Draco meteor means that the Dragapult can still do things before the spikes are up and the other two moves are interchangeable coverage moves/fillers.
Toxapex

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
Toxapex provides a nice pivot for the team and is the toxic spike setter for the team. Scald provides another way to status the enemy haze to prevent set up sweepers. Pex make a nice wall core with clef and ferro as they cover each others weaknesses Ferro covers pex's weakness to electric and psychic and rotom-H covers it ground weakness
Clefable

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Teleport
- Wish
- Protect
Clef provides another nice pivot as its use of Teleport can give free switches to Dragapult and with it's use of wish any teleport it can heal Ferro and Rotom-H aswell as it walling a lot of special threats. And clef works well with Ferro and pex as they both resist its weaknesses of poison and steel clefs can also switch into any dark types that want to switch into Dragapult that also helps the team
Ferrothorn

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Body Press
- Knock Off/Spikes/Power Whip
- Leech Seed
Ferro does what Ferro does best walls a lot of the offensive threats in the tier sets up hazards and completes the defensive core with clef and Pex. I am currently unsure of weather to run Spikes or Knock Off but at the moment if am preferring the utility of Knock Off although the extra Hazards would be very beneficial for Dragapult Hex spam as due to it high speed dragapult can force a lot of switches so the spikes might be better but Body press is needed for dealing with Bisharp.
Rotom-Heat

Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Overheat
- Volt Switch
- Will-O-Wisp
Rotom-H is a very common pairing with clef as it very much appreciate the wish support the clef can provide for it on my team rotom-H provides hazard removal in the form of defog as will as being a useful pivot and being a semi counter to zeraora one of the team biggest problems. and so because of this I am running Will-O-Wisp over the more popular Toxic to help deal with Zeraora
Bisharp

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Swords Dance
Bisharp is the win condition for this team along side Dragapult. Hopefully after Dragapult has caused chaos Bisharp can come in and sweep the rest of the enemy's team. Bisharp also provides strong priority in Sucker punch to allowed the team to get out of sticky situations.
Weaknesses/treats to the team

Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Bulk Up
Zeraora can be a massive problem for this team as the only real switch in to it is Rotom-H which even that Isn't .very good as Rotom-H as no sustainability , Wish clef does help but Zeraora is still a massive threat, Bisharp can revenge kill it with Sucker Punch but bulk up variants can even get around that although bulk up variants are rare

Dracovish @ Choice Band
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fishious Rend
- Crunch
- Psychic Fangs
- Outrage
Dracovish is also a big problem for this team although a lot less so that Zeraora. A lot of the time Dracovish can collect as kill or two against my team but with when running a balance team with out toad its pretty hard not to.
Suggestions
Over all the team is very fun to use but I think it could use to minor re-works any suggestions are welcome although preferable no changing of the main idea of the team Spec Hex + T Spikes
Pokepaste
https://pokepast.es/dd0d29d22ba8c0af
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