Incineroar @ Muscle Band
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Blaze Kick
- Fake Out
- Darkest Lariat
- Parting Shot
Xurkitree @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Dazzling Gleam
- Energy Ball
- Volt Switch
Tapu Koko @ Assault Vest
Ability: Electric Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Electroweb
- Dazzling Gleam
- Volt Switch
Sableye @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Encore
- Quash
- Will-O-Wisp
- Toxic
Dracovish @ Life Orb
Ability: Strong Jaw
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Psychic Fangs
- Crunch
- Ice Fang
Glaceon @ Never-Melt Ice
Ability: Snow Cloak
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Helping Hand
- Icy Wind
- Yawn
THE EXPLANATIONS:
Incineroar: This is mostly here since it has intimidate,which can be really strong. Darkest lariat and Blaze kick are there as strong STAB moves, fake out for a free flinch, and parting shot to pivot out. I run 4 speed EV to beat other Incineroars with 0 speed EV.Muscle band is there for some free damage
Sableye: This is there as a strong prankster support loom. Quash is there since making things go last, especially really fast and frail things that need to die like regieleki, is really nice. This also pairs very well with fishious rend on dracovish. Will-o-Wisp is there to just nerf physical attackers, and toxic to chip away at really bulky mons.. Encore is hilarious, like locking mons into moves like tailwind, trick room,focus energy, just making them completely useless for those 3 turns
Dracovish: This is a damage dealer, as mentioned, fishious rend with quash slaps. Psychic fangs to pair with strong jaw and also to remove screens. Crunch and Ice fang are just some nice coverage moves.Life orb over band since storm drain exists, and I dont want to be locked into fishious rend
Tapu-Koko: This is there mainly to set up electric terrain for Xurkitree, and also to do some nice chip damage to both enemies with hyper voice, electroweb and dazzling gleam. Electroweb is also some nice speed control. Volt switch just to be able to get out and do some STAB boosted chip. Assault vest for some free SpD
Xurkitree: Another big damage dealer, scarfed to outspeed as many things as possible and rising voltage on electric terrain with STAB and an incredible base SpA stat, and Beast Boost, makes this absolutely sweep if left unchecked.After a beast boost, it can even one shot resisted hits. Volt switch incase i get a bad matchup and want to swap out, dazzling gleam and energy ball are just some nice coverage moves.
Glaceon: This is here to get rid of annoying ground types for xurkitree. Icy wind is free chip with some speed control. Helping hand is there to help my mons with multi hit moves, like dazzling gleam and hyper voice on tapu koko. Freeze dry to get rid of water ground mons who arent as scared of ice type moves as pure ground mons. Yawn to make this have to swap out or become completely useless. Never melt ice just to boost my ice type moves damage
How can I make this team better?
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Blaze Kick
- Fake Out
- Darkest Lariat
- Parting Shot
Xurkitree @ Choice Scarf
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Dazzling Gleam
- Energy Ball
- Volt Switch
Tapu Koko @ Assault Vest
Ability: Electric Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Electroweb
- Dazzling Gleam
- Volt Switch
Sableye @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Encore
- Quash
- Will-O-Wisp
- Toxic
Dracovish @ Life Orb
Ability: Strong Jaw
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fishious Rend
- Psychic Fangs
- Crunch
- Ice Fang
Glaceon @ Never-Melt Ice
Ability: Snow Cloak
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Freeze-Dry
- Helping Hand
- Icy Wind
- Yawn
THE EXPLANATIONS:
Incineroar: This is mostly here since it has intimidate,which can be really strong. Darkest lariat and Blaze kick are there as strong STAB moves, fake out for a free flinch, and parting shot to pivot out. I run 4 speed EV to beat other Incineroars with 0 speed EV.Muscle band is there for some free damage
Sableye: This is there as a strong prankster support loom. Quash is there since making things go last, especially really fast and frail things that need to die like regieleki, is really nice. This also pairs very well with fishious rend on dracovish. Will-o-Wisp is there to just nerf physical attackers, and toxic to chip away at really bulky mons.. Encore is hilarious, like locking mons into moves like tailwind, trick room,focus energy, just making them completely useless for those 3 turns
Dracovish: This is a damage dealer, as mentioned, fishious rend with quash slaps. Psychic fangs to pair with strong jaw and also to remove screens. Crunch and Ice fang are just some nice coverage moves.Life orb over band since storm drain exists, and I dont want to be locked into fishious rend
Tapu-Koko: This is there mainly to set up electric terrain for Xurkitree, and also to do some nice chip damage to both enemies with hyper voice, electroweb and dazzling gleam. Electroweb is also some nice speed control. Volt switch just to be able to get out and do some STAB boosted chip. Assault vest for some free SpD
Xurkitree: Another big damage dealer, scarfed to outspeed as many things as possible and rising voltage on electric terrain with STAB and an incredible base SpA stat, and Beast Boost, makes this absolutely sweep if left unchecked.After a beast boost, it can even one shot resisted hits. Volt switch incase i get a bad matchup and want to swap out, dazzling gleam and energy ball are just some nice coverage moves.
Glaceon: This is here to get rid of annoying ground types for xurkitree. Icy wind is free chip with some speed control. Helping hand is there to help my mons with multi hit moves, like dazzling gleam and hyper voice on tapu koko. Freeze dry to get rid of water ground mons who arent as scared of ice type moves as pure ground mons. Yawn to make this have to swap out or become completely useless. Never melt ice just to boost my ice type moves damage
How can I make this team better?
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