This team started, I think, around Coalossal. I always like an Assault Vest user and its stats lend themselves to that fairly well.
Coalossal @ Assault Vest
Ability: Flame Body
EVs: 252 HP/ 228 Atk/ 28 SpA
Brave Nature
- Heavy Slam
- Explosion
- Overheat
- Stone Edge
Coalossal has been very good vs Togekiss in particular. But it also is EV trained to OHKO Rillabloom w/ Overheat, and beats lots of stuff like Rotom-H and M, Charizard, Volcarona, Aegislash, and Magnezone. Heavy Slam works well w/ such a heavy mon, tho Dynamax blocks it. Explosion is a move I like I'm not too sure about it though. Overheat uses Coalossal's equal base SpA for a strong hit, and I usually won't need it again because this is physical based. Stone Edge is maybe the most important, for G-max Volcalith, STAB, and 4x weaks. Things I've considered are using Burn Up or Heat Crash over Overheat. It also gets Earthquake and even Scald so there are some options. Water and ground are huge 4x weaknesses that often make me not bring Coalossal, Hopefully people will know if I have them covered enough, and what to do if not.
Darmanitan-Galar @ Choice Band
Ability: Gorilla Tactics
EVs: 4 HP/ 252 Atk/ 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Icicle Crash
- U-Turn
This might be overkill but I really like this one for it's power, it can even OHKO p2 most of the time(still shocked it's not all the time p2 is ridiculous.) OHKOing Toxapex is really good too. I used to have Ice Punch, but the extra power and decent flinch is worth the loss of acc and piddly freeze chance. Superpower over Flare Blitz for p2, I already have 2 fire attacks anyways. This is usually brought w/ para support, since it is slower than the common scarf ones.
Gyarados @ Life Orb
Ability: Intimidate
EVs: 4 HP/ 252 Atk/ 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Power Whip
- Bounce
A really good mon that has probably done the most of all of them in my battles. Very good at Dynamaxing w/ that Max Airstream. I'm considering 4 attacks, as I don't set up all that much w. this. Maybe Stone Edge for mirrors or Crunch for Dragapult. Power Whip is a very strange move they gave Gyara, and it really helps to have some grass coverage for Rotom-W and Quagsire
Porygon2 @ Eviolite
Ability: Download
EVs: 244 HP/ 252 Def/ 12 SpD
Bold Nature
- Recover
- Ice Beam
- Tri-attack
- Discharge
A very defensive mon cause I rarely can switch in on stuff it feels like. I had T-Wave for the needed para support but changed to hit Gyara which threatens me. Not T-bolt though it's just a tiny bit stronger w/o investment, for a whole 20% para chance. Mostly feel this works well, Gyara helps to cover the weakness to Cinderace, and I've seen some that for w.e reason don't run HJK, too. Usual attacks, nothing fancy.
Rotom-M @ Sitrus Berry
Ability: Levitate
EVs: 252 HP/ 252 Def/ 4 SpA
Bold Nature
- Thunder Wave
- Thunderbolt
- Volt Switch
- Leaf Storm
I was using Quagsire but had trouble w/ Gyara plus Toxic is harder to stall w/ now and Quagsire has a weak EQ, it was really just for Counter and may as well be Pyukumuku. This mon also gives para support reliably, unlike p2 because it has another move for Gyara. The rarer Mow form can take a hit from Gyara better than Wash(Power Whip) or heat ofc. A little boring w. redundant coverage though, can't hit Rillabloom. Open to suggestions to replace.
Cinderace @ Focus Sash
Abillity: Libero
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
- Pyro Ball
- Sucker Punch
- Gunk Shot
- High Jump Kick
The most common mon, but I like it ok it's not just a necessary evil. Gunk Shot is a very unusual move that OHKOs Primarina in particular. I've had trouble w. those. Sucker Punch is important for Dragapult, and ofc in general priority is strong. Sash for a frail mon. Though it's about useless when Gigantamxing, I often use that up on Gyara so it's vaild. Usual other 2 moves.
So there it is. Hopefully, after w/e changes, Coalossal is kept. Besides Gyara I've noticed some weakness to Dragapult and Mimikyu. AAnd espescially to Corsola-galar. I haven't played that much(on cart) but am 18-9 so that's good. Showdown more losses than wins so it's a bit volatile. I keep thinking it's more I bring the wrong ones than the team, hopefully someone has input thanks.
Coalossal @ Assault Vest
Ability: Flame Body
EVs: 252 HP/ 228 Atk/ 28 SpA
Brave Nature
- Heavy Slam
- Explosion
- Overheat
- Stone Edge
Coalossal has been very good vs Togekiss in particular. But it also is EV trained to OHKO Rillabloom w/ Overheat, and beats lots of stuff like Rotom-H and M, Charizard, Volcarona, Aegislash, and Magnezone. Heavy Slam works well w/ such a heavy mon, tho Dynamax blocks it. Explosion is a move I like I'm not too sure about it though. Overheat uses Coalossal's equal base SpA for a strong hit, and I usually won't need it again because this is physical based. Stone Edge is maybe the most important, for G-max Volcalith, STAB, and 4x weaks. Things I've considered are using Burn Up or Heat Crash over Overheat. It also gets Earthquake and even Scald so there are some options. Water and ground are huge 4x weaknesses that often make me not bring Coalossal, Hopefully people will know if I have them covered enough, and what to do if not.
Darmanitan-Galar @ Choice Band
Ability: Gorilla Tactics
EVs: 4 HP/ 252 Atk/ 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Icicle Crash
- U-Turn
This might be overkill but I really like this one for it's power, it can even OHKO p2 most of the time(still shocked it's not all the time p2 is ridiculous.) OHKOing Toxapex is really good too. I used to have Ice Punch, but the extra power and decent flinch is worth the loss of acc and piddly freeze chance. Superpower over Flare Blitz for p2, I already have 2 fire attacks anyways. This is usually brought w/ para support, since it is slower than the common scarf ones.
Gyarados @ Life Orb
Ability: Intimidate
EVs: 4 HP/ 252 Atk/ 252 Spe
Jolly Nature
- Waterfall
- Dragon Dance
- Power Whip
- Bounce
A really good mon that has probably done the most of all of them in my battles. Very good at Dynamaxing w/ that Max Airstream. I'm considering 4 attacks, as I don't set up all that much w. this. Maybe Stone Edge for mirrors or Crunch for Dragapult. Power Whip is a very strange move they gave Gyara, and it really helps to have some grass coverage for Rotom-W and Quagsire
Porygon2 @ Eviolite
Ability: Download
EVs: 244 HP/ 252 Def/ 12 SpD
Bold Nature
- Recover
- Ice Beam
- Tri-attack
- Discharge
A very defensive mon cause I rarely can switch in on stuff it feels like. I had T-Wave for the needed para support but changed to hit Gyara which threatens me. Not T-bolt though it's just a tiny bit stronger w/o investment, for a whole 20% para chance. Mostly feel this works well, Gyara helps to cover the weakness to Cinderace, and I've seen some that for w.e reason don't run HJK, too. Usual attacks, nothing fancy.
Rotom-M @ Sitrus Berry
Ability: Levitate
EVs: 252 HP/ 252 Def/ 4 SpA
Bold Nature
- Thunder Wave
- Thunderbolt
- Volt Switch
- Leaf Storm
I was using Quagsire but had trouble w/ Gyara plus Toxic is harder to stall w/ now and Quagsire has a weak EQ, it was really just for Counter and may as well be Pyukumuku. This mon also gives para support reliably, unlike p2 because it has another move for Gyara. The rarer Mow form can take a hit from Gyara better than Wash(Power Whip) or heat ofc. A little boring w. redundant coverage though, can't hit Rillabloom. Open to suggestions to replace.
Cinderace @ Focus Sash
Abillity: Libero
EVs: 252 Atk/ 4 SpD/ 252 Spe
Jolly Nature
- Pyro Ball
- Sucker Punch
- Gunk Shot
- High Jump Kick
The most common mon, but I like it ok it's not just a necessary evil. Gunk Shot is a very unusual move that OHKOs Primarina in particular. I've had trouble w. those. Sucker Punch is important for Dragapult, and ofc in general priority is strong. Sash for a frail mon. Though it's about useless when Gigantamxing, I often use that up on Gyara so it's vaild. Usual other 2 moves.
So there it is. Hopefully, after w/e changes, Coalossal is kept. Besides Gyara I've noticed some weakness to Dragapult and Mimikyu. AAnd espescially to Corsola-galar. I haven't played that much(on cart) but am 18-9 so that's good. Showdown more losses than wins so it's a bit volatile. I keep thinking it's more I bring the wrong ones than the team, hopefully someone has input thanks.
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