Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Ice Beam
- Shock Wave
- Focus Blast
The star of the show: Quiver Dance Pheromosa. This set is fairly standard at this point, and is a surprisingly potent cleaner in this metagame that is able to take advantage of the menace that is its U-turn variant. There isn't really too much to say about this set, as I'm sure you are all fairly familiar with the makeup of it. Ice Beam + Shock Wave gives Pheromosa BoltBeam coverage, and Focus Blast is a reliable STAB option able to batter special walls such as Blissey and Tyranitar. Additionally, due to Pheromosa's amazing speed tier, this set can work as a strong special breaker even without Quiver Dance to enable Rillaboom for an endgame of its own. It is greatly supported with strong pivoting options, which makes it a perfect set to build around with a more momentum based team.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Drain Punch
- Knock Off
- U-turn
Rillaboom is arguably the most important component to this team, able to invite in things like Zapdos, Moltres, Heatran, and Mandibuzz. It is supremely good at forcing switches, and is an extremely potent wallbreaker that can take games just as readily as Pheromosa. It makes phenomenal use of the Toxic Spikes support Weezing-Galar lays out for it, and is a great revenge killer for the same reason. It provides my team with Grassy Terrain support as well, which Incineroar, Swampert, and Weezing-Galar make great use of.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Defog
- Roost
Zapdos is a team member I was more reluctant on adding due to how polarizing Regieleki was in my initial build, but one that compresses a good U-turn deterrent, Melmetal check, a Flying-type, removal, and a Toxapex check all in one package. It pairs very well with Rillaboom and Swampert, providing them with a good emergency switch-in and also a Defog user if the team needs to alleviate hazard pressure. Its STAB Hurricanes, even uninvested, sting Ground-type switch-ins. Most prominently, however, is the fact that it invites in Blissey and Tyranitar, which Pheromosa terrifies with the threat of STAB CC/U-turn, giving it a Quiver Dance opportunity. While providing me with a good defensive backbone, it gives me useful utility that cannot go unstated.
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Parting Shot
- Knock Off
- Overheat
- Will-O-Wisp / Toxic
Incineroar's role on my team is to act as a specially bulky defensive pivot that can dish out Knock Off pressure and status. Incineroar seems like an extremely odd option, but it's ultimately one that I adore to bits, as it puts out a lot of pressure against Ferrothorn while providing my team with additional Knock Off utility and a good Spectrier counter as Incineroar is impervious to Will-O-Wisp and resistant to Shadow Ball/Hex/Dark Pulse. Will-O-Wisp support is also greatly helpful for alleviating pressure off of Rillaboom, providing it with easier hard switch-in opportunities; though, I've had good success with Toxic as well. In this build, I chose Overheat over Flare Blitz, since Incineroar taking Rocky Helmet/Iron Barbs/Rough Skin chip damage is severely detrimental for it, and it is capable of pressuring Landorus-T much more readily on the switch-in. Incineroar pairs phenomenally with Grassy Terrain support as well.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Flip Turn
- High Horsepower
- Scald
- Stealth Rock
Swampert in tandem with Zapdos and Incineroar is, simply put, amazing. It provides me with a good Electric immunity and an incredible option against Landorus-T/Heatran that my team can struggle with. It is my Stealth Rock setter as well, and with Grassy Terrain support, it has surprising longevity and rounds out my FWG. Swampert's strong defensive and offensive matchups can force a myriad of switches on vital opponents like Heatran and Landorus-T, while also being able to pressure them reliably. Most Swamperts tend to run Toxic, but I've found Scald to be a better option on this team for its ability to reliably pressure Landorus-T and threaten burns on Ferrothorn. High Horsepower is a given due to Grassy Terrain mitigating the power of Earthquake.
Weezing-Galar @ Black Sludge
Ability: Neutralizing Gas
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Pain Split / Toxic
- Strange Steam / Sludge Bomb
- Flamethrower
Weezing-Galar is the other star of the show, and an amazing backbone to the team that also provides me with a Fairy-type and a badass Toxic Spikes setter thanks to Neutralizing Gas mitigating abilities such as Regenerator, Misty Surge, Levitate, and Magic Guard. Something about it that is also awesome is that it has access to Fire-type coverage, allowing for it to pressure Ferrothorn and non-Smart Strike Kartanas effectively. It is my Urshifu-SS answer as well, and reliably checks it and the myriad of Dragon-types in the tier with Strange Steam. Toxic Spikes is a core component to the make of my build, allowing for me to dish out major pressure with the many forced switches my team is able to create with its polarizing matchups and momentum options. Weezing-Galar also greatly appreciates the terrain support, gaining a neutrality to Earthquake and more recovery.
Pain Split can be slotted out for Toxic against Flying-type Pokemon like Landorus-T, Moltres, and Zapdos, but I find Pain Split to be better simply because it lets Weezing-Galar survive much longer, especially with the aid of Grassy Terrain. Sludge Bomb lets it pressure Tapu Fini and Clefable as well, but 9/10 you will want Strange Steam, as Toxic Spikes pressures the both of them anyway.