So the idea I was going for was to play passivley for a bit amassing status conditions and switch-in damage on the opponent, then switch safely on to Dragapult and use the boosted stab hex to sweep the openent's team. So here it is-
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Thunder Wave
- Draco Meteor
- U-turn
Dragapult is the main win condition with his hex boosted by stab, status and spell tag combined with its amazing speed stat. Draco meteor is a bit of a last resort burst option to get one more KO or deal some big damage. Because of its speed, T-wave is nice to have to slow down threats, as well as a power booster for hex. U-turn allows Dragapult to be able to switch out more effectivley, but for the most part I think if Dragapult comes in at the right time, it will have no need to switch out.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic
This is just a pretty generic Toxapex set, not much to explain about it. The physical def Toxapex is really good at tanking hit on the switch-in, and he can force the game to slow down which is amazing for this team, as pex can just pivot around safely while landing a few toxics. Haze is very good on this team because it gets rid of swords dance buffs on bisharp, which I have been finding very difficult to deal with while using this team.
Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Will-O-Wisp
- Stealth Rock
- Strength Sap
Another great defensive mon to slow down the game and shut down a lot of physical attackers as well as landing a status condition. Night shade usally does some reliable damage no matter what the matchup.(Besides normal obviously) Because of the eviolite, most attacks do barely any damage to this tank and it can safeely set up rocks. Corsola has really been struggling against mons that use knock off though as its defense goes way down.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Knock Off
This team has a lot of ghost types, so Zeraora is able to outspeed almost any other pokemon with no scarf, and land a supereffective move. Plasma fists is the best stab move for Zeraora, close combat takes care of bulky rock types as well as dark types(which are a huge threat to the team), play rough covers more dark types, and knock off covers other ghost types but I find it especially helpful when I know they are going to switch out to not get one shot, then knock off weakens the pokemon coming in by getting rid of its item. Volt Absorb helps a ton when I'm expecting a tunderbolt or something to hit my toxapex, as I can switch to zera and take the regen on pex. Zeraora is pretty important to keep alive, so the boots allow me to switch it in and out with little worry.
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stone Edge
- Swords Dance
Cobalion may seem a bit random, but I think it fits in very nicely as when I'm expecting a dark move on one of my ghosts, I can simply switch to cobalion and it'll get an attack boost. I'm running shuca berry rn as the team has a pretty big weakness to ground, so cobalion can tank an earthquake then hit back with a super-effective move, as pretty much every earthquake-user is weak to one of cobalion's moves. The stab iron head also helps with the Clefable problem I have been having, since literally everyone runs clefable now lol. Swords dance can turn cobalion into a potential sweeper if given a free turn to setup.
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Sludge Wave
- Focus Blast
- Trick
I was using hatterene before with trick room, but then I realized that kinda made no sense as trick room would screw over the rest of my speedy team. So I switched to gengar because it's a great special attacker with psychic coverage, and it also has a stab sludge bomb to counter clefable. Fighting coverage is very important for this team, so having another quick fighting move to take out threats like bisharp, excadrill, and tyranitar is super helpful. Trick can choice lock some oponents and force a switch, so it a nice suprise to have. Kinda sucks that I can't have levitate on this tho lol.(Last time I played showdown was back when he sill had levitate)
Well that's all, I've noticed pretty much every team I have lost too lately has had a bisharp, excadrill, or clefable that gets a bit out of control, so that's the main weakness rn. Another thing is that dragapult has been really tough to get going, and isn't being quite as useful as I'd hoped, so any suggestions ona better set for a hex Dragapult?Thanks, I appreciate any feedback!
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Thunder Wave
- Draco Meteor
- U-turn
Dragapult is the main win condition with his hex boosted by stab, status and spell tag combined with its amazing speed stat. Draco meteor is a bit of a last resort burst option to get one more KO or deal some big damage. Because of its speed, T-wave is nice to have to slow down threats, as well as a power booster for hex. U-turn allows Dragapult to be able to switch out more effectivley, but for the most part I think if Dragapult comes in at the right time, it will have no need to switch out.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic
This is just a pretty generic Toxapex set, not much to explain about it. The physical def Toxapex is really good at tanking hit on the switch-in, and he can force the game to slow down which is amazing for this team, as pex can just pivot around safely while landing a few toxics. Haze is very good on this team because it gets rid of swords dance buffs on bisharp, which I have been finding very difficult to deal with while using this team.
Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Will-O-Wisp
- Stealth Rock
- Strength Sap
Another great defensive mon to slow down the game and shut down a lot of physical attackers as well as landing a status condition. Night shade usally does some reliable damage no matter what the matchup.(Besides normal obviously) Because of the eviolite, most attacks do barely any damage to this tank and it can safeely set up rocks. Corsola has really been struggling against mons that use knock off though as its defense goes way down.
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Knock Off
This team has a lot of ghost types, so Zeraora is able to outspeed almost any other pokemon with no scarf, and land a supereffective move. Plasma fists is the best stab move for Zeraora, close combat takes care of bulky rock types as well as dark types(which are a huge threat to the team), play rough covers more dark types, and knock off covers other ghost types but I find it especially helpful when I know they are going to switch out to not get one shot, then knock off weakens the pokemon coming in by getting rid of its item. Volt Absorb helps a ton when I'm expecting a tunderbolt or something to hit my toxapex, as I can switch to zera and take the regen on pex. Zeraora is pretty important to keep alive, so the boots allow me to switch it in and out with little worry.
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stone Edge
- Swords Dance
Cobalion may seem a bit random, but I think it fits in very nicely as when I'm expecting a dark move on one of my ghosts, I can simply switch to cobalion and it'll get an attack boost. I'm running shuca berry rn as the team has a pretty big weakness to ground, so cobalion can tank an earthquake then hit back with a super-effective move, as pretty much every earthquake-user is weak to one of cobalion's moves. The stab iron head also helps with the Clefable problem I have been having, since literally everyone runs clefable now lol. Swords dance can turn cobalion into a potential sweeper if given a free turn to setup.
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Sludge Wave
- Focus Blast
- Trick
I was using hatterene before with trick room, but then I realized that kinda made no sense as trick room would screw over the rest of my speedy team. So I switched to gengar because it's a great special attacker with psychic coverage, and it also has a stab sludge bomb to counter clefable. Fighting coverage is very important for this team, so having another quick fighting move to take out threats like bisharp, excadrill, and tyranitar is super helpful. Trick can choice lock some oponents and force a switch, so it a nice suprise to have. Kinda sucks that I can't have levitate on this tho lol.(Last time I played showdown was back when he sill had levitate)
Well that's all, I've noticed pretty much every team I have lost too lately has had a bisharp, excadrill, or clefable that gets a bit out of control, so that's the main weakness rn. Another thing is that dragapult has been really tough to get going, and isn't being quite as useful as I'd hoped, so any suggestions ona better set for a hex Dragapult?Thanks, I appreciate any feedback!
Dragapult @ Spell Tag
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Thunder Wave
- Draco Meteor
- U-turn
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic
Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Will-O-Wisp
- Stealth Rock
- Strength Sap
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Knock Off
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stone Edge
- Swords Dance
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Sludge Wave
- Focus Blast
- Trick
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Thunder Wave
- Draco Meteor
- U-turn
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic
Corsola-Galar @ Eviolite
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Night Shade
- Will-O-Wisp
- Stealth Rock
- Strength Sap
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Knock Off
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stone Edge
- Swords Dance
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Sludge Wave
- Focus Blast
- Trick
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