This is probably a bad idea.
...I peaked, like, sub 1500, though that's more of a skill issue than anything.
The main idea in this team was to have a secondary lead in case my webs setter
was countered - say, by
,
,
- that would be able to threaten opposing anti-leads with an immediate attack; the game plan afterwards to set up webs, weaken mons that threaten or wall
, and then use
's power and bulk to sweep. Hazards stacking with three mons is really, really funny, though not quite viable.
Anyways - the team!
why did i do this
Galvantula @ Focus Sash
Ability: Compound Eyes
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Bug Buzz
- Thunder Wave
Our webs setter. I chose this over
mostly for the better power with :thunder: and reliability with twave over stun spore. Not much to say here - the game plan is to throw webs out and leave. Thunder works great with compound eyes; thunder wave for a bit of momentum if they lead with a setup mon.
Deoxys-Speed @ Focus Sash
Ability: Pressure
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Superpower
- Taunt
- Psycho Boost
Mainly for opposing
leads. Rocks for the hazard stack, psycho boost for tusk and co., taunt for opposing leads (that aren't faster), and superpower for the
that, once every while, still lead into
- though it hits most dark types in general. Once every while, a taunt -> superpower read wins against late-game
.
is very nice to have (such as for the gambit case), though
power would help against hitting dark types with a terrible attack stat. Knock off over rocks is probably better, as the team has no item removal at the moment, but because Deoxys dies so early into a game, I find that I get little value out of it - not sure if I should be aiming to keep it alive longer.
Glimmora @ Power Herb
Ability: Toxic Debris
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mortal Spin
- Meteor Beam
- Sludge Wave
- Dazzling Gleam
The final lead. Used to set up tspikes and have immediate pressure with meteor beam; mortal spin is useful as a secondary spinner to let a slight bit of pressure off of
. I try to keep this alive for as long as possible - works as an alright special breaker, especially for things
can't hit. Dazzling gleam is chosen over earth power for better coverage against dark and dragon types; same idea for tera fairy, as I want to hit faster dragons like
harder.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Water
EVs: 120 HP / 196 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Nasty Plot
- Recover
- Shadow Ball
Every hazards team needs this thing. Token spinblocker on the team; pretty standard attacking set - works as a special breaker, especially against fairies. Tera water works as a general defensive tera, resisting ground and fire; 120 HP EVs lets it live
's pulse and +atk
's temper flare, while 192 speed lets it outspeed
with webs.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 84 HP / 188 Atk / 238 Spe
Jolly Nature
- Rapid Spin
- Temper Flare
- Ice Spinner
- Headlong Rush
This guy serves as a spinner and utility mon that also happens to do some hefty damage to most mons with headlong.
Tusk is EV'd to live unboosted
's rain and temper flare to 2HKO balloon
or OHKO on a spinblock. I don't like opposing Gholdengo much.
188 attack kills
; I threw the rest into speed. Unfortunately, the reduced does hurt a bit, as it can't kill defensive
.
Kyurem @ Loaded Dice
Ability: Pressure
Tera Type: Ground
EVs: 96 HP / 252 Atk / 48 SpA / 112 Spe
Adamant Nature
- Dragon Dance
- Icicle Spear
- Scale Shot
- Draco Meteor
The main physical breaker and sweeper. First three moves are the standard dice Kyurem set; icicle spear hits most things scale shot doesn't.
This is a set that I need a lot of help with. 96 HP allows Kyurem to live
's moonblast,
's +2 sucker,
's ddarts, and some other stuff I don't remember. 112 Speed was to outspeed
and
and unboosted
at +1. I had 48 EVs left over, so I threw that into SpA and filled the last slot with draco. Maybe not the most optimal set, but I can't figure out how to get value out of webs, so there.
Threats:
There's... a lot of them.
It's pretty much 6-0'd by
, especially when paired with
; I genuinely have no idea how to fix this.
Even after getting rid of wake, most sun teams still threaten this quite hard -
in sun does 70-80% to
.
Clear body
poses a big threat as well - physical ddance and
sets can be played around with sacs into tusk, and special
/
sets are pretty much dependent on my
to kill.
Walls such as unaware
and
are annoying to deal with, albeit manageable;
restricts play significantly, as hard switching
risks a toxic and nothing else kills it.
is really annoying - there's not much counterplay I have, except switch
in early and hope you have enough momentum to win.
There's probably some others I can't think of right now.
Completely loses to most stall teams with a decent player - for example, there's no good way to break
and
,
does significant damage on switch-in,
nearly 6-0's this.
Help on improving this joke of a team would be very, very appreciated <3
...I peaked, like, sub 1500, though that's more of a skill issue than anything.
The main idea in this team was to have a secondary lead in case my webs setter






Anyways - the team!
why did i do this

Galvantula @ Focus Sash

Ability: Compound Eyes
Tera Type: Poison
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Sticky Web
- Bug Buzz
- Thunder Wave
Our webs setter. I chose this over


Deoxys-Speed @ Focus Sash

Ability: Pressure
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Superpower
- Taunt
- Psycho Boost
Mainly for opposing







Glimmora @ Power Herb

Ability: Toxic Debris
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mortal Spin
- Meteor Beam
- Sludge Wave
- Dazzling Gleam
The final lead. Used to set up tspikes and have immediate pressure with meteor beam; mortal spin is useful as a secondary spinner to let a slight bit of pressure off of




Gholdengo @ Air Balloon

Ability: Good as Gold
Tera Type: Water
EVs: 120 HP / 196 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Make It Rain
- Nasty Plot
- Recover
- Shadow Ball
Every hazards team needs this thing. Token spinblocker on the team; pretty standard attacking set - works as a special breaker, especially against fairies. Tera water works as a general defensive tera, resisting ground and fire; 120 HP EVs lets it live




Great Tusk @ Heavy-Duty Boots

Ability: Protosynthesis
Tera Type: Ground
EVs: 84 HP / 188 Atk / 238 Spe
Jolly Nature
- Rapid Spin
- Temper Flare
- Ice Spinner
- Headlong Rush
This guy serves as a spinner and utility mon that also happens to do some hefty damage to most mons with headlong.
Tusk is EV'd to live unboosted


188 attack kills



Kyurem @ Loaded Dice

Ability: Pressure
Tera Type: Ground
EVs: 96 HP / 252 Atk / 48 SpA / 112 Spe
Adamant Nature
- Dragon Dance
- Icicle Spear
- Scale Shot
- Draco Meteor
The main physical breaker and sweeper. First three moves are the standard dice Kyurem set; icicle spear hits most things scale shot doesn't.
This is a set that I need a lot of help with. 96 HP allows Kyurem to live







Threats:
There's... a lot of them.
It's pretty much 6-0'd by


Even after getting rid of wake, most sun teams still threaten this quite hard -



Clear body





Walls such as unaware






There's probably some others I can't think of right now.
Completely loses to most stall teams with a decent player - for example, there's no good way to break




Help on improving this joke of a team would be very, very appreciated <3
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