Garbodor @
Air Balloon
Trait: Aftermath
EVs: 160 HP / 252 Def / 96 Spd
Bold Nature
- Spikes
-
Recycle
- Pain Split
- Toxic Spikes / Substitute
So I've heard you like hazard spamming? Then this is the set for you! What, why not Scolipede? Well for one, Garbo is bulkier and can stick around for a while, long enough to get most layers down. Second is access to Recycle, which combined with Air Balloon allows it to troll some leads or anti-leads. Garbo's speed allows it to outpace most Ground-type SR users, thus whenever they pop the Balloon after you set up Spikes on them, Garbo can Recycle it right back the next turn to dodge their Earthquake, repeating the cycle over again while setting up yet another layer. Mindgames will ensue as they try to determine whether they should pop the soon-to-be-Recycled Balloon or chance the Earthquake to quickly dispatch you before more layers come down. This Garbodor is also one of the few hazard setters to fearlessly set up in front of Choice Band Sawk, so long as you keep that Balloon intact.
Spikes because they're Spikes. Recycle is what makes this set tick. Pain Split allows you to troll the SR leads further, and improves survivability in general. Toxic Spikes are yet another type of hazard you can set down. Substitute is primarily there to soak up Golurk's Dynamicpunches without confusing yourself, but is a bit ineffective as the Balloon would still pop, not to mention Golem and Piloswine have mutli-hit moves that strike through Substitute. Speed EVs for the fastest of Golurks (provided they do not run Jolly) but more can be used to outpace 'wall Misdreavus' before Taunt. Defense is emphasized over HP to improve Pain Split's effectiveness, and allows Garbodor to take physical hits slightly better, at the cost of taking slightly more from special attacks.