With Gengar no longer having Levitate (and Focus Miss being a historically game-losing move), I wanted to take a stab at making Mismagius work. Realizing Mis's speed tier is right below serviceable for a setup sweeper, I opted to throw together a Sticky Webs team that aims to set up Mismagius and give it a good shot at cleaning up.
The BARD (Masquerain) @ Choice Scarf
Ability: Intimidate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Whirlwind
- Sticky Web
- U-turn
- Air Slash
A difficult choice comes up immediately when you look at the Sticky Web options- every single one is weak and slow. Masquerain at least maintains ground immunity, giving it switch-in options, and its lack of bulk isn't really worsened for the double ice and rock weakness. The choice scarf means it can only do one job at a time, but, it gets the jump on a whole lot of mons by surprising them with its speed. It nails Brelooms and chunks non-scarfed Infernapes as well as being an absolute pain for other grass types. U-turn keeps momentum going if throwing out sticky webs wouldn't end up in my favor. EV's are to ensure odd health for worst-case scenario rocks, and max speed. I'd be down to hear a better option but Shuckle's usefulness is gone with a single Taunt and the other Webbers are slow and frail too.
The WITCH (Mismagius) @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 24 SpD / 232 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Dazzling Gleam
- Mystical Fire
- Nasty Plot
Heaviest SpA hitter and intended sweeper. Gets utility out of spinblocking and dodging ground moves, but doesn't take hits well and generally wants hazards gone so it can ensure tanking at least one hit from a revenge killer, and hit back like a truck. If Webs doesn't go up or gets removed this mon has a much harder time doing its job because of its poor speed. EV's are to outspeed Jolly Chomp and give it slightly better SpDef since one Nasty Plot gives it great SpA. Also I've considered Power Gem to give it a way around Gliscor but the prediction Mystical Fires on steel-type switch-ins are too necessary for it to do well.
The WARRIOR (Mamoswine) @ Leftovers
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock
Standard Mamo set. I tried to use Donphan for role compression as a spinner too, but he just didn't have speed or damage. Mamoswine not only tanks Ice moves for the squad, he can take advantage of switch-outs to throw up rocks or just do his wallbreaking thing. This guy is the team's saving grace against dragons and Gliscor, though defensive gliscors with protect have the potential to kill him or weaken him too much, so it's vital to know what you're up against.
The HOPE (Starmie) @ Leftovers
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Thunderbolt
- Grass Knot
- Rapid Spin
Slight speed control and heavy-hitter (I refuse to use Hydro Pump if a 100% accuracy move is available). Rapid Spin takes advantage of switch-outs, and grass knot surprises Gastrodon, Quagsire, or other mons that Thunderbolt doesn't hit. This mon wasn't my first choice but I needed something that resisted water and ground that could also shoot water back. If nothing else, this thing 2HKO's Gliscor and can sometimes get surprise burns that ruin Atk mon's days. I had used Feraligatr and Azumarill previously, but both of those mons failed where Starmie fills a niche precisely because they were slow. I considered scarf Washtom but didn't think I could get away with lacking coverage or hazards removal.
The KNIGHT (Heatran) @ Leftovers
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Earth Power
- Dragon Pulse
Somewhat standard Heatran. Thing dies to physical, but it eats Special attacks for breakfast and hits back hard, something vital for the current team. It runs Dragon Pulse as a surprise for the powerful Lati's, Chomps, and Dragonites that think he's setup fodder. Not much fire gets thrown around the current metagame (and even less with him being in team preview) so he runs flame body, which has a decent chance to neuter U-turners like Infernape, Scizor, etc. Overall, Heatran is gel that allows the team to work as it is.
The TOAD (Breloom) @ Leftovers
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
You'd be surprised what Rock Tomb forces out with its guaranteed speed drop. A predicted Infernape gets eviscerated, flying types are forced to go back out, Ice type answers suddenly have to rely on Ice Shard and hope for a crit instead of OHKOing with Crash or forcing Breloom out instead. Latios get's 3HKO'd by it as well, meaning that lategame below 75%, it can no longer switch in and throw out a STAB Psychic or Draco with impunity. Rest of the set is standard Technician Breloom for hitting hard and finishing off whatever Rock Tomb puts in KO range.
Overall: The team struggles with speed if Webs can't stay on the field, and it doesn't have a lot of bulk. Blissey laughs at the team meaning Stall completely shuts it down. With predictions, the team can outplay a lot of stuff, but it takes a lot of effort and gets hard walled if the predictions don't go well. It still gets results, though, owing to its high base power attackers and surprise coverage moves with minor tech. The only mon that must stay is Mismagius, any and all others are fair game to replace.
Thanks for taking a look at the team and looking forward to hearing feedback/improvements!
EDIT:
Here's a replay showing the team pull off a win with predictions:
https://replay.pokemonshowdown.com/gen8bdspou-1468701539
Here's a Mismagius sweep:
https://replay.pokemonshowdown.com/gen8bdspou-1468767429

The BARD (Masquerain) @ Choice Scarf
Ability: Intimidate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Whirlwind
- Sticky Web
- U-turn
- Air Slash
A difficult choice comes up immediately when you look at the Sticky Web options- every single one is weak and slow. Masquerain at least maintains ground immunity, giving it switch-in options, and its lack of bulk isn't really worsened for the double ice and rock weakness. The choice scarf means it can only do one job at a time, but, it gets the jump on a whole lot of mons by surprising them with its speed. It nails Brelooms and chunks non-scarfed Infernapes as well as being an absolute pain for other grass types. U-turn keeps momentum going if throwing out sticky webs wouldn't end up in my favor. EV's are to ensure odd health for worst-case scenario rocks, and max speed. I'd be down to hear a better option but Shuckle's usefulness is gone with a single Taunt and the other Webbers are slow and frail too.

The WITCH (Mismagius) @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 24 SpD / 232 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Dazzling Gleam
- Mystical Fire
- Nasty Plot
Heaviest SpA hitter and intended sweeper. Gets utility out of spinblocking and dodging ground moves, but doesn't take hits well and generally wants hazards gone so it can ensure tanking at least one hit from a revenge killer, and hit back like a truck. If Webs doesn't go up or gets removed this mon has a much harder time doing its job because of its poor speed. EV's are to outspeed Jolly Chomp and give it slightly better SpDef since one Nasty Plot gives it great SpA. Also I've considered Power Gem to give it a way around Gliscor but the prediction Mystical Fires on steel-type switch-ins are too necessary for it to do well.

The WARRIOR (Mamoswine) @ Leftovers
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock
Standard Mamo set. I tried to use Donphan for role compression as a spinner too, but he just didn't have speed or damage. Mamoswine not only tanks Ice moves for the squad, he can take advantage of switch-outs to throw up rocks or just do his wallbreaking thing. This guy is the team's saving grace against dragons and Gliscor, though defensive gliscors with protect have the potential to kill him or weaken him too much, so it's vital to know what you're up against.

The HOPE (Starmie) @ Leftovers
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Thunderbolt
- Grass Knot
- Rapid Spin
Slight speed control and heavy-hitter (I refuse to use Hydro Pump if a 100% accuracy move is available). Rapid Spin takes advantage of switch-outs, and grass knot surprises Gastrodon, Quagsire, or other mons that Thunderbolt doesn't hit. This mon wasn't my first choice but I needed something that resisted water and ground that could also shoot water back. If nothing else, this thing 2HKO's Gliscor and can sometimes get surprise burns that ruin Atk mon's days. I had used Feraligatr and Azumarill previously, but both of those mons failed where Starmie fills a niche precisely because they were slow. I considered scarf Washtom but didn't think I could get away with lacking coverage or hazards removal.

The KNIGHT (Heatran) @ Leftovers
Ability: Flame Body
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Earth Power
- Dragon Pulse
Somewhat standard Heatran. Thing dies to physical, but it eats Special attacks for breakfast and hits back hard, something vital for the current team. It runs Dragon Pulse as a surprise for the powerful Lati's, Chomps, and Dragonites that think he's setup fodder. Not much fire gets thrown around the current metagame (and even less with him being in team preview) so he runs flame body, which has a decent chance to neuter U-turners like Infernape, Scizor, etc. Overall, Heatran is gel that allows the team to work as it is.

The TOAD (Breloom) @ Leftovers
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
You'd be surprised what Rock Tomb forces out with its guaranteed speed drop. A predicted Infernape gets eviscerated, flying types are forced to go back out, Ice type answers suddenly have to rely on Ice Shard and hope for a crit instead of OHKOing with Crash or forcing Breloom out instead. Latios get's 3HKO'd by it as well, meaning that lategame below 75%, it can no longer switch in and throw out a STAB Psychic or Draco with impunity. Rest of the set is standard Technician Breloom for hitting hard and finishing off whatever Rock Tomb puts in KO range.
Overall: The team struggles with speed if Webs can't stay on the field, and it doesn't have a lot of bulk. Blissey laughs at the team meaning Stall completely shuts it down. With predictions, the team can outplay a lot of stuff, but it takes a lot of effort and gets hard walled if the predictions don't go well. It still gets results, though, owing to its high base power attackers and surprise coverage moves with minor tech. The only mon that must stay is Mismagius, any and all others are fair game to replace.
Thanks for taking a look at the team and looking forward to hearing feedback/improvements!
EDIT:
Here's a replay showing the team pull off a win with predictions:
https://replay.pokemonshowdown.com/gen8bdspou-1468701539
Here's a Mismagius sweep:
https://replay.pokemonshowdown.com/gen8bdspou-1468767429
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