I made this team partially as an excuse to run this joke gyarados set, but its turned out not to be complete garbage (holds up decently until late 1300s). Some of the mons perform well and some poorly, but I think I'll go into that more in individual descriptions. Currently the thin that seems to be this team's downfall is the inabillity to put on physical pressure outside the steel and ground typings. This is a problem in several cases but is particularly pronounced against calm mind mega latis, which also take advantage of a psychic weakness. Here are the sets:
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 236 HP / 20 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Earthquake
- Thunder Wave
Surprisingly, this fat support gyara set is one of the better performing mons on this team, though I do acknowledge that there may be better uses of a mega slot. The EVs are exactly what is needed to live specs bolt from tapu koko in terrain, which is what I assumed the realistic worst case scenario is for a special hit. It does a glorious job of spreading status, and tends not to die in the lategame. even uninvested, eq is a respectable hit, and a big punish for anything weak to ground. I also occasionally leave gyara unmega'd if intimidate feels more useful than the extra bulk in a matchup. I would sooner remove all of the other mons from this team than this gyara. It doesnt feel like a complete throw and is pretty fun.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Flamethrower
- Wish
- Moonblast
Clefable is the rocks setter on this team and has been pretty disappointing. It gets up rocks and sometimes survives for a bit, but I suspect there may be better options for a rocker. Its a full defensive set with wish for passing and flamethrower to give this team much needed fire coverage. I dont know what to say besides, im not sure I know how to use clef effectively. I may want to replace this.
Excadrill @ Expert Belt
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance
Excadrill is half of my hazard removal and a good wallbreaker. It is also 70% of this team's physical damage. I honestly cant complain about how this mon has worked out. With good predictions it can deal a lot of damage to threats throughout the game.
Tornadus-Therian @ Flyinium Z
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Hurricane
- Defog
- U-turn
- Taunt
Ive been using tornadus mainly as hazard removal and a way to get rid of things that threaten the rest of my team but either cant OHKO torn, or cant outspeed and survive a z-hurricane. Im considering replacing this mon with a different veryfast mon, maybe some sort of scarfer. The issue with this is that losing such a fast defogger could hurt me.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Rash Nature
- Giga Drain
- Knock Off
- Earthquake
- Hidden Power [Fire]
I dont think I need to describe what tangrowth does, do I? Its job is to be fat, hit hardish, remove items, and not die. Has been working out ok. Between tang and gyarados, I can switch in to a lot of threats
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Hidden Power [Ice]
- Nature's Madness
My other fast mon. Koko is my win con in a lot of games, and is specs because damage is nice, and in the lategame, my opponent's threats are often paralyzed, also use it to put on pressure and u-turn. hp ice is for things that are 4x weak to ice (lando and zygarde most commonly), and natures madness needs to be replaced imo, I just don't know what with.
SOME THINGS I AM CONSIDERING:
-Potentially replacing torn with a z-bug scolipede to deal with psychic types and add some physical power to this team
-Maybe running lando in the place of clef as a hazard setter + remover
-As mentioned above, putting a scarfer on the team feels like it could pay off.
Thanks.