Sup guys, I've been using this team for a while on the suspect test (only at 2000 COIL right now due to time constraints tho) and it's done pretty well.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Pain Split
- Hydro Pump
- Volt Switch
- Will-O-Wisp
It does a really good at countering T-Flame with its typing and most other physical attackers (Bisharps, M-Lop, M-Meta, etc.) with Will-o-Wisp. It also does a fantastic job at hitting Lando-T with Hydro Pumps and gains me some momentum with Volt Switches. The speed EVs allow it to outspeed the typical Rotom-W set.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def/ 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock
A retooling of the stall breaker set. Since stall relies on either M-Sableye or the rare M-Latias (which gets refresh) these days, I nixed toxic in order to get a strong Stealth Rock setter that also stops others (Hippowdon, T-Tar, Ferrothorn, Skarm) in their place. Magma Storm hits everything pretty hard and keeps switch ins from switching out on predicted moves. EP also hits opposing Heatran and other Flash Fire users for good damage.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
The king of cleaning up and revenge killing. This little guy just destroys Talonflame, Zard, and even M-Aero by outspeeding them and nailing them with rock slides. EQ and Iron Head provide great power as STAB moves, while rapid spin gets rid of Hazards for D-Nite.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Outrage
THE Setup Sweeper. Dragonite just absolutely destroys several major threats after one DD. An Adamant nature, while failing to let me outspeed M-Lop after a DD, does allow me to absolutely destroy other frailer mons. Extremespeed provides reliable priority and a potential win condition if I can get Dragonite to +3 or above. EQ takes out threats like Heatran and M-Meta (after a DD), while Outrage is a good STAB that makes up for the fact that Dragonite's Lum Berry fails to augment its damage potential. Lum usually allows me to get DDs up in peace, but it also lets me recover from confusion.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
The perfect compliment to Dragonite and the infamous Drag-Mag core. An extremely strong trapper that takes out Dragonite's switch ins (Read: Ferrothorn). It fails to reach the speed-tier that Excadrill does though, so its utility as a revenge killer/scarfer falls short when facing Pokemon like Alakazam and Mega Lopunny, though it does need the speed in order to land KOs on speedier steel types like Bisharp. It does check non-max speed Talonflame as well, since T-flame is either forced to switch or die to T-bolt/Volt Switch. Volt Switch also grabs momentum against popular switches, like Grass types.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Taunt
- Hyper Voice
- Hidden Power [Ground]
- Psyshock
A compliment to Drag-Mag that makes up a Dragon-Fairy-Steel core. Taunt also shuts down popular stall mons. Trace allows me to get a M-Sableye's ability and potentially burn/taunt it indirectly. Hyper Voice always OHKOs non-specially defensive sets and usually OHKOs them otherwise. HP ground prevents being walled by Heatran and others, while still avoiding Focus Blast's poor accuracy. Psyshock is a secondary STAB move that hits Mega-Venu and Blissey hard. Defense is there so it doesn't die if a physical attacker decided to tap it.
Issues I'm currently having and can't figure out how to fix well:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Pain Split
- Hydro Pump
- Volt Switch
- Will-O-Wisp
It does a really good at countering T-Flame with its typing and most other physical attackers (Bisharps, M-Lop, M-Meta, etc.) with Will-o-Wisp. It also does a fantastic job at hitting Lando-T with Hydro Pumps and gains me some momentum with Volt Switches. The speed EVs allow it to outspeed the typical Rotom-W set.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def/ 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Stealth Rock
A retooling of the stall breaker set. Since stall relies on either M-Sableye or the rare M-Latias (which gets refresh) these days, I nixed toxic in order to get a strong Stealth Rock setter that also stops others (Hippowdon, T-Tar, Ferrothorn, Skarm) in their place. Magma Storm hits everything pretty hard and keeps switch ins from switching out on predicted moves. EP also hits opposing Heatran and other Flash Fire users for good damage.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
The king of cleaning up and revenge killing. This little guy just destroys Talonflame, Zard, and even M-Aero by outspeeding them and nailing them with rock slides. EQ and Iron Head provide great power as STAB moves, while rapid spin gets rid of Hazards for D-Nite.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Outrage
THE Setup Sweeper. Dragonite just absolutely destroys several major threats after one DD. An Adamant nature, while failing to let me outspeed M-Lop after a DD, does allow me to absolutely destroy other frailer mons. Extremespeed provides reliable priority and a potential win condition if I can get Dragonite to +3 or above. EQ takes out threats like Heatran and M-Meta (after a DD), while Outrage is a good STAB that makes up for the fact that Dragonite's Lum Berry fails to augment its damage potential. Lum usually allows me to get DDs up in peace, but it also lets me recover from confusion.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
The perfect compliment to Dragonite and the infamous Drag-Mag core. An extremely strong trapper that takes out Dragonite's switch ins (Read: Ferrothorn). It fails to reach the speed-tier that Excadrill does though, so its utility as a revenge killer/scarfer falls short when facing Pokemon like Alakazam and Mega Lopunny, though it does need the speed in order to land KOs on speedier steel types like Bisharp. It does check non-max speed Talonflame as well, since T-flame is either forced to switch or die to T-bolt/Volt Switch. Volt Switch also grabs momentum against popular switches, like Grass types.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Taunt
- Hyper Voice
- Hidden Power [Ground]
- Psyshock
A compliment to Drag-Mag that makes up a Dragon-Fairy-Steel core. Taunt also shuts down popular stall mons. Trace allows me to get a M-Sableye's ability and potentially burn/taunt it indirectly. Hyper Voice always OHKOs non-specially defensive sets and usually OHKOs them otherwise. HP ground prevents being walled by Heatran and others, while still avoiding Focus Blast's poor accuracy. Psyshock is a secondary STAB move that hits Mega-Venu and Blissey hard. Defense is there so it doesn't die if a physical attacker decided to tap it.
Issues I'm currently having and can't figure out how to fix well:
- Running 2 scarfers/3 steel types isn't the best situation.
- Chansey walls me since I lack Knock Off or a physical fighting-type coverage option.