I pieced together this team with various sets I've been playing around with a couple weeks ago. Since then, I've used this team to win a week of
BLT and also reached #1 on the ladder.
The team plays very slow, relying on rotating fake outs to set up Urshifu or Heatran behind a substitute, or set up Moltres with agility and/or nasty plot. Having three electric weaknesses, it's biggest weakness is electric spam, but it is still fairly manageable as this team makes it very easy to control board position.
Urshifu-Rapid-Strike @ Leftovers
Ability: Unseen Fist
EVs: 156 HP / 12 Def / 244 SpD / 96 Spe
Adamant Nature
- Surging Strikes
- Drain Punch
- Substitute
- Protect
- 4 Atk Kartana Leaf Blade vs. 156 HP / 12 Def Urshifu-Rapid Strike: 324-384 (85.2 - 101%) -- 6.3% chance to OHKO
- 252+ Atk Rillaboom Grassy Glide vs. 156 HP / 12 Def Urshifu-Rapid Strike in Grassy Terrain: 314-372 (82.6 - 97.8%) -- guaranteed 2HKO after Grassy Terrain recovery
- out speeds max speed neutral nature Heatran
A couple of issues I encountered while teambuilding with Urshifu-R and/or saw commonly in the suspect thread was that it commonly has to choice lock itself into a move, and that it is too frail. I wanted to create a set which allows Urshifu to last on the field for a long time, while avoiding being a sitting duck. This set allows Urshifu to continually set up substitutes while it's partner fakes out (meaning it's hard to stop it from getting behind a sub), and can almost always use surging strikes three or more times. Thanks to it's critting ability, it isn't crippled by an early intimidate and can still be a threat behind a sub without having to switch out.
Moltres-Galar @ Leftovers
Ability: Berserk
EVs: 252 HP / 168 Def / 88 Spe
Calm Nature
IVs: 0 Atk
- Fiery Wrath
- Nasty Plot
- Agility
- Protect
- +1 252+ SpA Necrozma Meteor Beam vs. 252 HP / 0+ SpD Moltres-Galar: 318-376 (82.8 - 97.9%) -- guaranteed 2HKO
- out speeds max speed boosting nature choice scarf Tapu Lele after agility
- calm nature for optimal EV usage, rest dumped in HP and defense
Moltres was a later addition to the team, but it's immunities to ground and psychic proved to be extremely valuable. I once again opted to go with a bulkier set, because the team focuses on longevity rather than just getting one powerful hit. Not having a flying move was annoying particularly against opposing Urshifu's, but otherwise I found the double setup moves to be very useful. Oftentimes, after setting up agility and 2-3 nasty plots with the help of rotating fake outs and follow me, Moltres is able to brute force through whole teams on it's own. Otherwise, it provides a useful switch in and solid check to psyspam teams, which would otherwise be difficult for this team.
Rillaboom @ Assault Vest
Ability: Grassy Surge
EVs: 244 HP / 92 Def / 128 SpD / 44 Spe
Adamant Nature
- Fake Out
- Grassy Glide
- Wood Hammer
- U-turn
- I forget what this spread does but I wanted to focus on bulk instead of full attack
- speed creeps Tapu Fini and other Rillaboom (for faster fake out)
There isn't too much to say about Rillaboom, it's one of the easiest pokemon to add to a team right now without thinking. On this team, it of course provides fake out and u-turn which are necessary for positioning and setting up. It also provides a strong grass type attack in wood hammer, which can take care of most things that resist surging strikes and eruption.
Blastoise @ Safety Goggles
Ability: Rain Dish
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
- Fake Out
- Follow Me
- Flip Turn
- Life Dew
- Sample spread
- 4 Atk Miracle Seed Kartana Leaf Blade vs. 248 HP / 168+ Def Blastoise: 306-360 (84.7 - 99.7%) -- guaranteed 2HKO
Despite already having a "bulky" water type, the addition of Blastoise was necessary, as it is one of the only pokemon that offers the combination of fake out and follow me. I chose safety goggles because while I have two pokemon that can substitute in front of it, having two pokemon that can switch into it's spore (or in this case redirect it) was important as well. Flip turn allows blastoise to continually switch in and out to maintain favorable position. I chose life dew for the last slot because it helps to maintain Blastoise's longevity while also being able to help one of my other setup mons out of a sticky situation.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Toxic
- Substitute
- Protect
This set may seem counter-intuitive because substitute takes away from eruption's power, but most of the time it's possible to get Heatran behind a substitute without taking any damage and restore it to almost full health with the combination of grassy terrain and leftovers. Getting it behind a sub means it's able to launch multiple high-powered eruptions. I originally tried flash cannon and earth power (not at the same time) in the other attacking slot, but I determined toxic was necessary for stalling through other bulky pokemon with recovery like Zapdos or Porygon2.
Hitmontop (M) @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Fake Out
- Close Combat
- Triple Axel
- Sucker Punch
I wanted another fake out user, and intimidate would also useful for reducing damage to my setup pokemon. I feel that Hitmontop is a pretty slept on intimidate user, and it has pretty good coverage that gives it an advantage over Incineroar on this team. STAB close combat is able to hit threats like Heatran and Kartana super effectively. While Urshifu and Rillaboom can do a lot of damage to Zygarde, Hitmontop's triple axel is the only way to hit it super effectively (and also deals with Zapdos).