https://pokepast.es/400f968da181fb78
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Ice Punch
- Thunder Punch
Melmetal's purpose for the team is to abuse the future sight set up by Slowking as well as be a glue type mon for fairy and dragon type attacks, but Tapu koko was the mon I had in mind for melmetal since this team would find its matchup vs LO/specs koko a lot more problematic otherwise. I decided to give Melmetal max attack since even with max sp def and a careful nature Melmetal doesn't get much more sp def(249 vs 227 iirc) than the spread above so I decided more attack would be more beneficial.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 152 Def / 108 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Future Sight
- Slack Off
- Scald
Slowking's role on the team is offensive pressure in future sight, pivoting with teleport, as well as a good switch in to tapu lele as well as nidoking. Slowking can also contribute to the hex sweep endgame by getting a burn with scald if need be. The EVs allow slowking to be guaranteed to survive 2 choice banded liquidations in the rain from barraskewda.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Defog
- Roost
- Hurricane
The team needed a defoger as well as a ground type immunity, plus something to comfortably switch into rillaboom or kartana as well as being able to spread status via static as well as provide momentum for the team, so naturally Zapdos was the best option, I thought about Moltres but being 4x weak to stealth rocks if the heavy duty boots got knocked off was not a trade off I was happy with.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Shadow Ball
- Thunder Wave
Dragapult is the most important member of the team as the team centers around hex and status. But besides that pult's phenomenal speed tier was also greatly needed for this team as it is very slow without it. Thunder wave is there for when you force a switch and want to capitalize on that, but also contribute towards the endgame. Shadow ball is there to improve my mu with offensive archetypes such as rain where I may not be able inflict status upon the opposing team due to offensive pressure, draco meteor and hex are obvious as they are phenomenal moves that hit like a truck if the right conditions are met or if the opponent does not have a solid switch in.
Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Facade
- Close Combat
- Switcheroo
Obstagoon came to mind because I was looking for a mon that could provide immense offensive pressure as well as inflict status for hex at the same time. I'm running adamant nature on goon because adamant will net 2hkos on mons like toxapex and dang near one shot anything that doesn't resist facade or have amazing physical bulk. Goon can also abuse future sight pretty well if needed. One other thing I really liked about goon was the fact that it provided an immunity to future sight as well as ghost type moves, which this team doesn't handle too well otherwise.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 192 Def / 68 Spe
Impish Nature
- U-turn
- Toxic
- Earthquake
- Stealth Rock
I chose landorus because I needed a hazard setter, as well as an electric immunity. At first I thought of hippowdon but landorus was much more practical since it can do everything hippo can do in being immune to electric type attacks, spreading hazards, spreading status and tanking attacks PLUS being able to maintain momentum if need be. With that in mind lando was an easy pick.
Any suggestions for refinement would be greatly appreciated!
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 252 Atk / 244 SpD / 12 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Ice Punch
- Thunder Punch
Melmetal's purpose for the team is to abuse the future sight set up by Slowking as well as be a glue type mon for fairy and dragon type attacks, but Tapu koko was the mon I had in mind for melmetal since this team would find its matchup vs LO/specs koko a lot more problematic otherwise. I decided to give Melmetal max attack since even with max sp def and a careful nature Melmetal doesn't get much more sp def(249 vs 227 iirc) than the spread above so I decided more attack would be more beneficial.
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 152 Def / 108 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Future Sight
- Slack Off
- Scald
Slowking's role on the team is offensive pressure in future sight, pivoting with teleport, as well as a good switch in to tapu lele as well as nidoking. Slowking can also contribute to the hex sweep endgame by getting a burn with scald if need be. The EVs allow slowking to be guaranteed to survive 2 choice banded liquidations in the rain from barraskewda.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 220 Def / 40 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Defog
- Roost
- Hurricane
The team needed a defoger as well as a ground type immunity, plus something to comfortably switch into rillaboom or kartana as well as being able to spread status via static as well as provide momentum for the team, so naturally Zapdos was the best option, I thought about Moltres but being 4x weak to stealth rocks if the heavy duty boots got knocked off was not a trade off I was happy with.
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hex
- Shadow Ball
- Thunder Wave
Dragapult is the most important member of the team as the team centers around hex and status. But besides that pult's phenomenal speed tier was also greatly needed for this team as it is very slow without it. Thunder wave is there for when you force a switch and want to capitalize on that, but also contribute towards the endgame. Shadow ball is there to improve my mu with offensive archetypes such as rain where I may not be able inflict status upon the opposing team due to offensive pressure, draco meteor and hex are obvious as they are phenomenal moves that hit like a truck if the right conditions are met or if the opponent does not have a solid switch in.
Obstagoon @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Facade
- Close Combat
- Switcheroo
Obstagoon came to mind because I was looking for a mon that could provide immense offensive pressure as well as inflict status for hex at the same time. I'm running adamant nature on goon because adamant will net 2hkos on mons like toxapex and dang near one shot anything that doesn't resist facade or have amazing physical bulk. Goon can also abuse future sight pretty well if needed. One other thing I really liked about goon was the fact that it provided an immunity to future sight as well as ghost type moves, which this team doesn't handle too well otherwise.
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 192 Def / 68 Spe
Impish Nature
- U-turn
- Toxic
- Earthquake
- Stealth Rock
I chose landorus because I needed a hazard setter, as well as an electric immunity. At first I thought of hippowdon but landorus was much more practical since it can do everything hippo can do in being immune to electric type attacks, spreading hazards, spreading status and tanking attacks PLUS being able to maintain momentum if need be. With that in mind lando was an easy pick.
Any suggestions for refinement would be greatly appreciated!
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