Skarmory @ Leftovers
Ability: spikes
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Roost
- Protect
- Brave Bird
Skarmory is my lead and one of the most important Pokemon on the team due to how easily it sets up entry hazards. Since it's the team member that's most vulnerable to Tail Glow Xurkitree and Substitute Heatran, I gave it Protect. Protect scouts for what move Xurkitree will use (since it's almost always Choiced) and wastes Heatran's precious Magma Storm PP.
Cofagrigus @ Leftovers
Ability: willowisp
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Toxic Spikes
- Shadow Ball
- Haze
- Pain Split
Cofagrigus fulfills multiple roles as a spin blocker, Toxic Spikes setter, and a good counter to physical Trick Room sweepers including Stakataka. Minimum speed to underspeed Alolan Marowak and KO it with Shadow Ball after Spikes and Stealth Rock damage. Shadow Ball over Hex since Marowak-A can't be burned and Toxic Spikes aren't always guaranteed to be on the field with Poisons like Toxapex being so common. Haze gets rid of stat boosts and can be used multiple times without switching unlike a trademarked Haze.
Muk-Alola @ Assault Vest
Ability: taunt
EVs: 252 HP / 60 Atk / 192 SpD / 4 Spe
Careful Nature
- Pursuit
- Knock Off
- Poison Jab
- Shadow Sneak
Muk absorbs Toxic Spikes and is a great counter to Psychic and Ghost types like Mega Alakazam and Gengar. But the main reason I use it is for the rather underrated trademark Taunt. It pretty much shuts down Defoggers like Zapdos, Mew, and Skarmory. And they also can't heal themselves or set their own entry hazards, or do anything else other than attack or switch in which case they'll get their items knocked off or Pursuited. Clerics like Chansey and Magearna also fall prey to Muk since they can't use Aromatherapy or Heal Bell to cure Burns and Poison.
Excadrill @ Leftovers
Ability: substitute
EVs: 172 HP / 120 Atk / 216 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Rapid Spin
- Rock Slide
There are many Substitute users I could choose from, but I chose Excadrill for several reasons. First, I needed a Spinner since I don't want Defog removing entry hazards I set up. I also needed a Pokemon that can create 101 HP Subs that can't be broken with a single Seismic Toss or Night Shade. This gives me a free chance to attack or Swords Dance. Having STAB Earthquake means that the most common Haze and Heart Swap users (Toxapex and Magearna) will take a lot of damage if they try to switch in. And finally, Excadrill's type combination lets it resist both U-Turn and Volt Switch, which are often used to break Subs while switching to a counter.
Chansey @ Eviolite
Ability: wish
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Soft-Boiled
- Seismic Toss
- Protect
- Heal Bell
It's Chansey. Not much to say here. Wish is a super useful trademark and is especially important for a defensive team like this. Protect can be used to scout for Banded Pursuit users. If she doesn't switch, Chansey can take a Pursuit even if the opponent has used Swords Dance.
Tapu Fini @ Assault Vest
Ability: trick
EVs: 248 HP / 64 Def / 12 SpA / 176 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Nature's Madness
- Scald
- Taunt
The sixth slot has changed multiple times, but I settled on Tapu Fini. Originally I gave it a Reflect trademark to take on the likes of Buzzwhole, Conkeldurr, and Kommo-o. But after seeing
Imperator Romanum's Trick Vest set, I tried it out and it worked really well. It allows me to shut down Defoggers/clerics without having to switch to Muk every time one appeared.
Keep in mind that Assault Vest only prevents you from
selecting a status move, not using it. If Fini tricks Assault Vest on the same turn the opponent has already chosen a status move, they'll still be able to use it for that turn. So Muk's job is still needed if I absolutely don't want the opponent to Defog or heal.