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I'm confident (ish) in this team's quality, but I just wanted to get a secondary opinion on it.
The Team
is the first member of the defensive core. Knock off forces progress as well as removing items, which makes gem goblin pretty annoying. Will-o-wisp causes burn, which cripples physical attackers, neutralizes lefties, and causes residual damage. Protect allows you to mega evolve safely, as well as rack up some burn damage. Recover brings it reliable recovery and longevity. Sableye's ability, (magic bounce) allows it to have incredible synergy with ghold, bouncing back any hazards that ghold can then keep on the field. Mixed spread avoids a 2HKO from Life Orb Nidoking's Earth Power, assuming Mega Sableye uses Knock Off after the first Earth Power.
is the second member of the defensive core. Night shade provides the only consistant damage that depression coral deals, making depression coral not as passive (still kinda passive tho). Will-o-wisp causes burn, which cripples physical attackers, neutralizes lefties, and causes residual damage. Stealth rock adds yet another source of chip. Strength sap gives the CWDDE (Coral Who Drank a Depresso Espresso) a reliable (ish) healing move, which also helps it against physical attackers. Eviolite can literally make this mf be banned from LC. Spread is a standard spdef spread. Cursed body makes you have the power of hax and disruption on your side.
is a pseudo-member of the defensive core (you'll see what I mean). Matcha gotcha is literally a goated move. Slightly more powerful giga drain with scald added on? Hell yeah. Shadow ball gives it reliable ghost stab (you could use hex, but I prefer shadow ball). Calm mind is what makes the role of the frappache lattache matchache become kinda unclear at first sight. Calm mind allows the spooky matcha to become almost monolithic, as well as allowing it to be a bulky wincon agaisnt ghost, ground, rock, psychic, and water teams. Strength sap gives it reliable recovery. Spread is a standard physdef spread which outspeeds adamant azumarill. Lefties gives it some nice extra recovery. Heatproof patches up a mild fire weakness of the team.
is the special wallbreaker and z user of the team. This mon is the reason why I say that ghost isn't completely garbage yet. Make it rain has a goated name, provides special steel stab, and is still kinda spammable despite the deboosts. Shadow ball is good ghost stab. Nasty plot makes the bezos pesos guy be actually terrifying. Recover gives cheese string guy some reliable recovery and longevity. Spread is a pretty standard ghold spread. Ghostium z haha funny nuke button go brr. In a more serious note, ghostium z breaks through sableye at +2. Honestly, I legit don't know what gamefreak was thinking when designing this thing's ability. It allows gholdengo to switch into a status move, not care about it, and gain momentum from the switch.
is the physical wallbreaker and revenge killer of the team (can also be used as a cleaner). Mimikyu is near mandatory for ghost teams, as it deals with dark types. Shadow sneak gives scary pikachu a priority move, which is what allows it to revenge kill and clean up games. Play rough gives it reliable fairy stab. Drain punch gives it good coverage, as well as some recovery (also sorta negates life orb recoil) . Swords dance makes the fakeachu be lore accurate (makes it very scary). Spread is a pretty standard mimikyu spread, not too adventurous. Life orb is a standard item which gives it a big damage boost. Disguise almost guarantees setting up 1 sd.
is the scarfer and main wincon of the team. Flamethrower is horseless headman's (can't take credit for that joke) most reliable fire stab. Shadow ball is the best ghost stab blacklight mf gets. Psychic gives hellclown good coverage. Trick cripples defensive mons with scarf. Spread is a standard spread. Scarf makes this thing be the J A N I T O R. Beast boost is a broken ability that boosts this thing's spa if it gets a kill.
I'm confident (ish) in this team's quality, but I just wanted to get a secondary opinion on it.
The Team
is the first member of the defensive core. Knock off forces progress as well as removing items, which makes gem goblin pretty annoying. Will-o-wisp causes burn, which cripples physical attackers, neutralizes lefties, and causes residual damage. Protect allows you to mega evolve safely, as well as rack up some burn damage. Recover brings it reliable recovery and longevity. Sableye's ability, (magic bounce) allows it to have incredible synergy with ghold, bouncing back any hazards that ghold can then keep on the field. Mixed spread avoids a 2HKO from Life Orb Nidoking's Earth Power, assuming Mega Sableye uses Knock Off after the first Earth Power.
is the second member of the defensive core. Night shade provides the only consistant damage that depression coral deals, making depression coral not as passive (still kinda passive tho). Will-o-wisp causes burn, which cripples physical attackers, neutralizes lefties, and causes residual damage. Stealth rock adds yet another source of chip. Strength sap gives the CWDDE (Coral Who Drank a Depresso Espresso) a reliable (ish) healing move, which also helps it against physical attackers. Eviolite can literally make this mf be banned from LC. Spread is a standard spdef spread. Cursed body makes you have the power of hax and disruption on your side.
is a pseudo-member of the defensive core (you'll see what I mean). Matcha gotcha is literally a goated move. Slightly more powerful giga drain with scald added on? Hell yeah. Shadow ball gives it reliable ghost stab (you could use hex, but I prefer shadow ball). Calm mind is what makes the role of the frappache lattache matchache become kinda unclear at first sight. Calm mind allows the spooky matcha to become almost monolithic, as well as allowing it to be a bulky wincon agaisnt ghost, ground, rock, psychic, and water teams. Strength sap gives it reliable recovery. Spread is a standard physdef spread which outspeeds adamant azumarill. Lefties gives it some nice extra recovery. Heatproof patches up a mild fire weakness of the team.
is the special wallbreaker and z user of the team. This mon is the reason why I say that ghost isn't completely garbage yet. Make it rain has a goated name, provides special steel stab, and is still kinda spammable despite the deboosts. Shadow ball is good ghost stab. Nasty plot makes the bezos pesos guy be actually terrifying. Recover gives cheese string guy some reliable recovery and longevity. Spread is a pretty standard ghold spread. Ghostium z haha funny nuke button go brr. In a more serious note, ghostium z breaks through sableye at +2. Honestly, I legit don't know what gamefreak was thinking when designing this thing's ability. It allows gholdengo to switch into a status move, not care about it, and gain momentum from the switch.
is the physical wallbreaker and revenge killer of the team (can also be used as a cleaner). Mimikyu is near mandatory for ghost teams, as it deals with dark types. Shadow sneak gives scary pikachu a priority move, which is what allows it to revenge kill and clean up games. Play rough gives it reliable fairy stab. Drain punch gives it good coverage, as well as some recovery (also sorta negates life orb recoil) . Swords dance makes the fakeachu be lore accurate (makes it very scary). Spread is a pretty standard mimikyu spread, not too adventurous. Life orb is a standard item which gives it a big damage boost. Disguise almost guarantees setting up 1 sd.
is the scarfer and main wincon of the team. Flamethrower is horseless headman's (can't take credit for that joke) most reliable fire stab. Shadow ball is the best ghost stab blacklight mf gets. Psychic gives hellclown good coverage. Trick cripples defensive mons with scarf. Spread is a standard spread. Scarf makes this thing be the J A N I T O R. Beast boost is a broken ability that boosts this thing's spa if it gets a kill.