





Introduction
After being annoyed by the fact that hazard removal is limited and the only viable rapid spinners are all ground types, I decided to look at the list of rapid spinners available in SV. I came across two mons that I was interested in, Hitmontop and Hitmonchan (sorry Hitmonlee fans, it didn't look as good as its cousins). After trying out both, I found that Hitmonchan can be great in the right scenarios. Thus, this team was created to enable Hitmonchan's rapid spin while also trying out a few other ideas, which you can find below. It is a more defensive team that can enable heavy hitters such as Roaring Moon and Hoopa-Unbound, while defensively checking a lot of the metagame.
Teambuilding Process

First, I decided to try out Hitmontop as a spinner to see how well it would work in SV.


Then, I decided I needed a fast breaker for the team, one that could deal effectively with ghost and psychic types. Roaring Moon was chosen as an effective mon for the job.



I then realised I needed hazards and a way to deal with opposing moon as they would run over my team without proper preparation. I remembered that tinkaton has a niche of being great against moon, so I decided to slot it in as well with stealth rocks.




I needed a way to deal with physical threats effectively as mons like tusk would overun the team. Dondozo was the most defensive wall I could think of.





I then needed a way to properly beat stall and a mon that was good against special hits. I chose hoopa unbound with assault vest because it could dismantle a lot of cores effectively and was able to be a special wall.






For the final team member, I realised I had not put an electric immunity or ground immunity. Instead of replacing a mon I thought, why not do both at the same time? Gliscor was chosen over Lando-T due to its better defensive presence.






I found that while Hitmontop worked well, it did lack offensive power. I decided to swap it out for hitmonchan because I would still have a boosted mach punch for gambit while being more offensively threatening.
The Team
Hitmonchan @ Leftovers
Ability: Iron Fist
Tera Type: Ice
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Mach Punch
- Ice Punch
- Knock Off
The main appeal of this team, Hitmonchan is a rapid spinner that can deal great damage to a variety of mons that could threaten it's rapid spin attempts. Rapid Spin of course removes hazards from the field while giving Htimonchan a speed boost. Mach punch is great priority that can revenge kill weakened opponents or can 2hit ko gambit, which is massive. Ice punch allows for chan to threaten flying types, especially gliscor and lando-T, and with tera ice can even pick up a suprise ko on them. Finally, Knock off can threaten ghost and psychic types that could be problematic for hitmonchan while removing items which means that chan can get some guarenteed progress. Overall, while this mon does have its flaws and can sometimes feel like deadweight in some matches, it can also do amazingly by offering up hazard removal and can threaten lots of the opposing team.
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Acrobatics
- Earthquake
The roaring moon on this team is a standard booster acro tera flying set, not much more to say. What can be said? Knock deals with problematic ghost and psychic types that can wall hitmonchan, acrobatics is a strong move that can become even stronger with tera flying, dd can help boost up moon's speed and also make it a powerful wallbreaker, and earthquake can deal with pesky steel types that might wall the other moves such as gambit. There isn't much to explain here, moon is just an amazing mon that can either break open holes on the opposing team, or straight up sweep.
Tinkaton @ Air Balloon
Ability: Mold Breaker
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Play Rough
- Gigaton Hammer
A more niche pick, Tinkaton fills the niche of stealth rocker and dragon check for the team. With mold breaker, it can destroy hatterene as it can set stealth rock in its face and t-wave it, which severly cripples its utility. It can also use gigaton hammer to destroy opposing fairy types that can do great damage to neutral targets. Play rough gives it a good fairy stab to destroy dragons such as wake and kyurem. Air balloon allows it to take one hit from moon and fire back with a play rough without worrying about earthquake. It also allows it to pivot into ground types such as ting-lu and tusk, though tusk is a bit of an issue for it still. Tera flying can even be used to ensure that a ground type is worse against tinkaton. Overall, tinkaton gives nice defensive utility while checking a lot of problematic mons that can threaten this team.
Dondozo @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Rest
- Curse
- Waterfall
- Order Up
The first unusual part of this team (If you don't count Hitmonchan), this dondozo set is unique in its ability to deal with some mons that it usually would struggle with. Order Up is Dondozo's signature move which is a 80 bp dragon move that does not make contact with the opponent. In doubles, if commander from tatsugiri is active, then it raises a stat every time it is used based on the form of tatsugiri. However, in singles it is mostly useless. However, I found that against some mons such as gouging fire and roaring moon. It does 30% to bulky gouging fire and 70% to roaring moon, which is good to include in one move. It means that these mons which could break past dondozo given enough time can not do so. It also means something like raging bolt, walking wake or kyurem will get smacked hard switching in, taking 50-60% from it. The tera type of fire means that will-o-wisp can not stop dondozo and is a good defensive typing. The rest of the set is somewhat standard, curse to boost up, waterfall as a good stab move and rest for dondozo to play the long game. Although it can sometimes be overwhelmed, dondozo can be really amazing on this team.
Hoopa-Unbound @ Assault Vest
Ability: Magician
Tera Type: Fighting
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Future Sight
- Knock Off
- Drain Punch
- Thunderbolt
Next up we have Hoopa-Unbound, the dedictaed special wall and stall breaker of the team. It has worked very well for me with this set using assault vest. Future sight can set up quite a few nasty spots for teams as mons like blissey do not want to take a physical hit, or something like tusk does not want to take a future sight but has to switch into a knock off. This allows for hoopa to effectively break through cores as it can force a lot of messy scenarios. Knock off is a great offensive move that can also allow for progress against boots teams. Drain punch gives decent recovery while also threatening steel types like gambit that may want to switch into Hoopa, and with tera fighting it can do more damage while resisting u-turns and not getting ohko'd by +2 gambit sucker punch. Finally, thunderbolt allows you to hit various flying types such as skarm or corv while being amazing against mons such as dondozo and primarina. Overall, Hoopa-Unbound is an integral part of this team as it can help break through various opponents while providing some special defensive backbone. The ev's could definetely be optimized to improve damage output, so some help their is appreciated.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Steel
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Protect
- Earthquake
- Toxic
- Tailwind
This gliscor set is a unique one that I developed after looking through gliscor's movepool. Since I have two knock off users and a stealth rocker, the fourth moveslot was left open to other moves. While I could have chosen something like facade or sd, I decided to try out tailwind and it has been decent. With this move, you can outspeed any unboosted mon at a speed stat of 452. This means that some slower scarfers such as Lando-T are also outsped, which means gliscor can get off a toxic or e-quake easily. It also means you do not have to invest in EV's in speed so they can be dedicated in defenses or attack, in this case I chose to put it in sp.Defense, which has saved me a few times. The rest of the set is standard, protect, toxic and e-quake are good moves on gliscor while tera steel allows for a good defensive type while resisting kyurem's freeze dry. Overall, gliscor is a great defensive mon that can be an emergency check to a lot of mons with a fast move that will catch the opponent off guard.
Conclusion
Overall, this team is one I am proud of. I make many gimmick teams using unconventional moves/mons, but this one has worked out great. It does need tweaking, and I hope that I can improve it further so it can do even better.