SS OU Gen 8 Ou Dragapult Hex sweep

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

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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Ok, hi! Hex Spam can be devastating if played correctly. But there's few changes I want to make:
Dragapult @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Will-O-Wisp gets chip damage on things trying to switch into you and cripples any physical attackers. Dragapult is so fast that it doesn't really care about slowing opponents down, so paralysis isn't much help to it. And why Leftovers? Because this Dragapult is a pivot, so it will be switching in and out repeatedly with U-turn, which means taking a lot of hazard damage. Leftovers mitigates that, and helps with any other chip damage you might take. This set is the most spammed Dragapult set of SPL, so with that many top players using it week in-week out, you can be sure it's good!

A minor change for Toxapex:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
A team wanting to be built around Hex likes a ton of status being spread. And what better way to spread them than with an entry hazard? Toxic Spikes can rapidly poison and wear down an entire team, putting your opponent under massive pressure to clear them. It can often outright beat certain Hyper Offenses by letting you simply stall them out.

Next, Galaran Corsola is... Just bad. It's very passive and exploitable by many common moves like Knock Off, Toxic, Substitute, Taunt and more. As a Stealth Rock setter it loses to every Defogger in OU, as a wall it loses to every special attacker ever. So I would like to suggest a replacement:
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Taunt
- Recover
Jellicent makes for a great all-purpose special wall, and even uninvested its boosted Hexs sting. After all, the more Hex users the merrier. Will-O-Wisp spreads even more status while indirectly shoring up Jellicent's dubious Physical Defense. Taunt allows you to cripple passive walls, and the Speed EVs make you faster than any Corviknight which does not specifically dump bulk for speed, letting you shut it down. Recover>Strength Sap for dealing with those special breakers, and you won't heal much off burned mons anyway. Water Absorb is always useful to have when Dracovish is on the prowl (though be wary of Crunch, which will hurt a lot).

Next, I'm going to replace Zeraora with a different Electric type that's a tad more on-theme, as it were.
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Volt Switch
- Defog
Who says you have to get STAB on Hex? At this point, your opponent is going to run out of mons to deal with the Hexs quickly. Volt Switch makes Rotom-H into a great pivot and completes a Volt Turn core with Dragapult, while Defog lets it clear hazards, something your current team cannot do.

Next, I think this team needs a more sturdy backbone. Rather than using Gengar, who stacks too many weaknesses:
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Stealth Rock
- Knock Off
- Power Whip
Ferrothorn, who blanket walls physical attackers and sets Rocks, before dishing out some heavy damage. It works extremely well with Toxapex and pretty well with Jellicent too. Not to mention it wearing everything down with Leech Seed. Leech Seed, Toxic Spikes, burns... This team is going to wear everything down before cleaning house with Hexes lategame.

Lastly, forum rules prevent me from changing more than 3 of your mons, so I'm just going to suggest a small tweak to Cobalion, who is giving you a vital Dark resist ATM, though he is hard walled by Toxapex, which makes an outright sweeping set very hard.
Cobalion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Stone Edge
- Close Combat
- Quick Attack
Choice Band Cobalion is only an ok set, but it is very hard for teams lacking Toxapex to switch into and Cobalion's strong Speed makes it very good at dismantling opposing offensive teams, while it's high Defense lets it absorb Knock Offs. Quick Attack allows you pick off weakened mons with priority. Try it! It shouldn't be terrible, but it is somewhat outclassed by Terrakion, though Iron Head helps with that.

Hope you enjoy these changes! I'd like someone else to second them too if possible. In case you need inspiration for his to improve this team further, here is a top-level replay of this strategy in action:
https://replay.pokemonshowdown.com/smogtours-gen8ou-476220
 
Heyyos dope team you've got here! I was gna refrain from rating until the suspect test in OU concluded but your team looks like it won't largely be affected by the suspect testing so I think I can come up with some fixes for you to work on and try out! Your team feels like it's everywhere yet nowhere, a jack of all trade master of none issue. I notice your team's aim is to focus on spreading cancerous statuses such as Twave so that you break opposing teams with Hex Pult so I'll focus my rates around that aim!

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Personally, I understand that you want to opt for a more balanced team with the addition of defensive usage mons like Corsola-G and Toxapex and I think it's pretty smart since your aim is to spread statuses but I think we can do some switches to make the team more cohesive and I think the first change that you can opt for is to change Corsola-G to our commonly used and abused friend Clefable. This change is twofold because 1. Corsola-G just piles on your weakness to darkspam and knock off in general and Clef is self sustainable enough to come in on darkspam and 2. it gives your team a much needed soft pivot because your team has no real way of gaining momentum. We will opt to use Stealth Rock Clefable because you lack the all important hazard that is needed to chip away at your opponent and Stealth Rocks on Clef is pivotal. We will also be running sufficient speed EVs to outspeed max speed Adamant Conkeldurr because your team can potentially be slapped across the face by it.

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>>>
823-gi.png

Cobalion is a cute and interesting choice for your team, considering that this slot would much preferably be used for a mon with a stronger defensive backbone and since Excadrill straight up cleans your team up if it gets up 1 Rapid Spin, the change from offensive Cobalion to SpDef Corviknight is much more stronger for your team for three good reasons - 1. It rounds up your team nicely with a sweet dragon (Dragapult) fairy (Clefable) steel (Corviknight) core and 2. provides you with a good defensive slow pivot mon in the form of U-turn and 3. it gives you the all-important move Defog for defensively oriented teams like ours. This change means that you now have a reliable way to remove hazards which means Zeraora has no longer a reason to run Heavy-Duty Boots and so...

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Let's change out Heavy-Duty Boots on Zeraora for Life Orb! This change is pretty obvious because zeraora wants the much needed power boost to combat the speed unboosted meta effectively. This change is pretty key because it turns some potential 3HKO into 2HKO, some examples to list are:
Heavy-Duty Boots
252 Atk Zeraora Close Combat vs. 252 HP / 252+ Def Ferrothorn: 142-168 (40.3 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Zeraora Close Combat vs. 0 HP / 4 Def Kyurem: 258-304 (65.9 - 77.7%) -- guaranteed 2HKO
252 Atk Zeraora Plasma Fists vs. 252 HP / 88 Def Clefable: 171-202 (43.4 - 51.2%) -- guaranteed 3HKO after Leftovers recovery
Life Orb
252 Atk Life Orb Zeraora Close Combat vs. 252 HP / 252+ Def Ferrothorn: 185-218 (52.5 - 61.9%) -- 98.8% chance to 2HKO after Leftovers recovery
252 Atk Life Orb Zeraora Close Combat vs. 0 HP / 4 Def Kyurem: 335-395 (85.6 - 101%) -- 6.3% chance to OHKO
252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 88 Def Clefable: 222-263 (56.3 - 66.7%) -- guaranteed 2HKO after Leftovers recovery
As you can see from this, the Life Orb is absolutely necessary on your team in order to properly pressure against offensive and defensive teams alike. Since you are running Clefable on this team already and Close Combat as coverage, there is no reason to run Knock Off so you can opt to run Bulk Up to allow you to muscle past defensive teams as well as serve as a wincon for your team once Dragapult has weakened your opponent's team.

094.png

Rlly rlly rlly small change here but I think Sludge Bomb is much more effective over Sludge Wave for your team since you want to be able to status those that hasn't been statused. On top of that, I think running Shadow Ball over Psychic is very important because there is no reason to forgo STAB over a better chance to hit Bulletproof Kommo-o. If you really have severe issues with Kommo-o, you can run Dazzling Gleam over Focus Blast because I rlly moves that have lesser than 100% accuracy. If you have no issues with Kommo-o, I think running Thunderbolt is actually rlly good to catch rain team opponents off guard and it helps your advance your team's aim but this is based on your comfort around the last move on Gengar.

Personally, I think your team is actually already pretty decently built. The Dragapult set is just fine because you really want to be able to cripple your switch ins and if we think about it, the only switch in to Dragapult that would like to be burnt instead of paralysed is Excadrill and even then, you already have other ways to deal with Excadrill so Twave + Spell Tag is good enough to subtly break down teams for your mons to sweep. Running Substitute on your Dragapult and coupling it with Leftovers might be another way for you to try playing Dragapult that you might enjoy cause Substitute allows you to apply more pressure on your opponent. All you need to do is play with the statuses and play patiently!

Hope you enjoy my rate and advice, good luck with the team and stay safe amidst the pandemic. /cheers/
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Softboiled
- Thunder Wave

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Iron Head
- Roost
- Defog
- U-turn

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Bulk Up

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Dazzling Gleam / Thunderbolt
- Trick

Dragapult @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- Substitute[/quote]
 
Heyyos dope team you've got here! I was gna refrain from rating until the suspect test in OU concluded but your team looks like it won't largely be affected by the suspect testing so I think I can come up with some fixes for you to work on and try out! Your team feels like it's everywhere yet nowhere, a jack of all trade master of none issue. I notice your team's aim is to focus on spreading cancerous statuses such as Twave so that you break opposing teams with Hex Pult so I'll focus my rates around that aim!

222-g.png
>>>
036.png

Personally, I understand that you want to opt for a more balanced team with the addition of defensive usage mons like Corsola-G and Toxapex and I think it's pretty smart since your aim is to spread statuses but I think we can do some switches to make the team more cohesive and I think the first change that you can opt for is to change Corsola-G to our commonly used and abused friend Clefable. This change is twofold because 1. Corsola-G just piles on your weakness to darkspam and knock off in general and Clef is self sustainable enough to come in on darkspam and 2. it gives your team a much needed soft pivot because your team has no real way of gaining momentum. We will opt to use Stealth Rock Clefable because you lack the all important hazard that is needed to chip away at your opponent and Stealth Rocks on Clef is pivotal. We will also be running sufficient speed EVs to outspeed max speed Adamant Conkeldurr because your team can potentially be slapped across the face by it.

638.png
>>>
823-gi.png

Cobalion is a cute and interesting choice for your team, considering that this slot would much preferably be used for a mon with a stronger defensive backbone and since Excadrill straight up cleans your team up if it gets up 1 Rapid Spin, the change from offensive Cobalion to SpDef Corviknight is much more stronger for your team for three good reasons - 1. It rounds up your team nicely with a sweet dragon (Dragapult) fairy (Clefable) steel (Corviknight) core and 2. provides you with a good defensive slow pivot mon in the form of U-turn and 3. it gives you the all-important move Defog for defensively oriented teams like ours. This change means that you now have a reliable way to remove hazards which means Zeraora has no longer a reason to run Heavy-Duty Boots and so...

807.png

Let's change out Heavy-Duty Boots on Zeraora for Life Orb! This change is pretty obvious because zeraora wants the much needed power boost to combat the speed unboosted meta effectively. This change is pretty key because it turns some potential 3HKO into 2HKO, some examples to list are:
As you can see from this, the Life Orb is absolutely necessary on your team in order to properly pressure against offensive and defensive teams alike. Since you are running Clefable on this team already and Close Combat as coverage, there is no reason to run Knock Off so you can opt to run Bulk Up to allow you to muscle past defensive teams as well as serve as a wincon for your team once Dragapult has weakened your opponent's team.

094.png

Rlly rlly rlly small change here but I think Sludge Bomb is much more effective over Sludge Wave for your team since you want to be able to status those that hasn't been statused. On top of that, I think running Shadow Ball over Psychic is very important because there is no reason to forgo STAB over a better chance to hit Bulletproof Kommo-o. If you really have severe issues with Kommo-o, you can run Dazzling Gleam over Focus Blast because I rlly moves that have lesser than 100% accuracy. If you have no issues with Kommo-o, I think running Thunderbolt is actually rlly good to catch rain team opponents off guard and it helps your advance your team's aim but this is based on your comfort around the last move on Gengar.

Personally, I think your team is actually already pretty decently built. The Dragapult set is just fine because you really want to be able to cripple your switch ins and if we think about it, the only switch in to Dragapult that would like to be burnt instead of paralysed is Excadrill and even then, you already have other ways to deal with Excadrill so Twave + Spell Tag is good enough to subtly break down teams for your mons to sweep. Running Substitute on your Dragapult and coupling it with Leftovers might be another way for you to try playing Dragapult that you might enjoy cause Substitute allows you to apply more pressure on your opponent. All you need to do is play with the statuses and play patiently!

Hope you enjoy my rate and advice, good luck with the team and stay safe amidst the pandemic. /cheers/
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Softboiled
- Thunder Wave

Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 176 SpD / 80 Spe
Careful Nature
- Iron Head
- Roost
- Defog
- U-turn

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Play Rough
- Bulk Up

Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Dazzling Gleam / Thunderbolt
- Trick

Dragapult @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- Substitute
[/QUOTE]

Thank you so much for all the suggestions and effort put into the rate! A lot of your changes make sense to me, and I think that adding a corviknight will allow for much safer switching. And because of this life orb zeraora is a better option which I think would be a great alternative wincon. Looks like I have a ton of testing to do lol

Edit- I was actually just looking at the newest team rate post(the sand one), and I saw one of the item choices for Dragapult was metronome, and this seems like a really good item to help break through walls and sweep through a few pokemon once it gets going. Is the metronome worth using over leftovers or spell tag?
 
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Ok, hi! Hex Spam can be devastating if played correctly. But there's few changes I want to make:
Dragapult @ Leftovers
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Draco Meteor
- U-turn
Will-O-Wisp gets chip damage on things trying to switch into you and cripples any physical attackers. Dragapult is so fast that it doesn't really care about slowing opponents down, so paralysis isn't much help to it. And why Leftovers? Because this Dragapult is a pivot, so it will be switching in and out repeatedly with U-turn, which means taking a lot of hazard damage. Leftovers mitigates that, and helps with any other chip damage you might take. This set is the most spammed Dragapult set of SPL, so with that many top players using it week in-week out, you can be sure it's good!

A minor change for Toxapex:
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Scald
- Recover
- Haze
- Toxic Spikes
A team wanting to be built around Hex likes a ton of status being spread. And what better way to spread them than with an entry hazard? Toxic Spikes can rapidly poison and wear down an entire team, putting your opponent under massive pressure to clear them. It can often outright beat certain Hyper Offenses by letting you simply stall them out.

Next, Galaran Corsola is... Just bad. It's very passive and exploitable by many common moves like Knock Off, Toxic, Substitute, Taunt and more. As a Stealth Rock setter it loses to every Defogger in OU, as a wall it loses to every special attacker ever. So I would like to suggest a replacement:
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Taunt
- Recover
Jellicent makes for a great all-purpose special wall, and even uninvested its boosted Hexs sting. After all, the more Hex users the merrier. Will-O-Wisp spreads even more status while indirectly shoring up Jellicent's dubious Physical Defense. Taunt allows you to cripple passive walls, and the Speed EVs make you faster than any Corviknight which does not specifically dump bulk for speed, letting you shut it down. Recover>Strength Sap for dealing with those special breakers, and you won't heal much off burned mons anyway. Water Absorb is always useful to have when Dracovish is on the prowl (though be wary of Crunch, which will hurt a lot).

Next, I'm going to replace Zeraora with a different Electric type that's a tad more on-theme, as it were.
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Volt Switch
- Defog
Who says you have to get STAB on Hex? At this point, your opponent is going to run out of mons to deal with the Hexs quickly. Volt Switch makes Rotom-H into a great pivot and completes a Volt Turn core with Dragapult, while Defog lets it clear hazards, something your current team cannot do.

Next, I think this team needs a more sturdy backbone. Rather than using Gengar, who stacks too many weaknesses:
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Stealth Rock
- Knock Off
- Power Whip
Ferrothorn, who blanket walls physical attackers and sets Rocks, before dishing out some heavy damage. It works extremely well with Toxapex and pretty well with Jellicent too. Not to mention it wearing everything down with Leech Seed. Leech Seed, Toxic Spikes, burns... This team is going to wear everything down before cleaning house with Hexes lategame.

Lastly, forum rules prevent me from changing more than 3 of your mons, so I'm just going to suggest a small tweak to Cobalion, who is giving you a vital Dark resist ATM, though he is hard walled by Toxapex, which makes an outright sweeping set very hard.
Cobalion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Stone Edge
- Close Combat
- Quick Attack
Choice Band Cobalion is only an ok set, but it is very hard for teams lacking Toxapex to switch into and Cobalion's strong Speed makes it very good at dismantling opposing offensive teams, while it's high Defense lets it absorb Knock Offs. Quick Attack allows you pick off weakened mons with priority. Try it! It shouldn't be terrible, but it is somewhat outclassed by Terrakion, though Iron Head helps with that.

Hope you enjoy these changes! I'd like someone else to second them too if possible. In case you need inspiration for his to improve this team further, here is a top-level replay of this strategy in action:
https://replay.pokemonshowdown.com/smogtours-gen8ou-476220

Thanks so much for the detailed response! This is my first team so I see there’s tons of room to improve this team.(Which I was expecting) I definitely like the idea of toxic spikes, and I also think I want to add rotom, as this will provide ground immunity and a strong pivot. I appreciate the rate a ton! I’ll be testing this stuff out. My only question is why terrakion is considered to be a better pick than Cobalion.
 
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Thanks so much for the detailed response! This is my first team so I see there’s tons of room to improve this team.(Which I was expecting) I definitely like the idea of toxic spikes, and I also think I want to add rotom, as this will provide ground immunity and a strong pivot. I appreciate the rate a ton! I’ll be testing this stuff out. My only question is why terrakion is considered to be a better pick than Cobalion.
I mention Cobalion is hard walled by Toxapex, but Terrakion gets Earthquake, so it breezes past it. Plus instead of Cobalion's so-so Attack and Defense, Terrakion just piles on heaps of Attack to do insane amounts of damage. It's an outstanding breaker, and a big part of why Cobalion is a UU staple, instead of being usable in OU. Cobalion boasts a better defensive typing, and Iron Head for Fairies. So while it can dissuade Fairies trying to switch into it, Terrakion hits so hard that even neutral hits dissuade most mons switching into it. Cobalion also has to share its typing with Lucario, rather than Terrakion's unique offensive typing. Overall, Cobalion is usually relegated to using Stealth Rock and Volt Switch on the rare occasions it is used in OU.
As for zbr's rate I agree with most of what they said, with one exception.
Don't use Life Orb Zeraora. The power you get from it is good, the recoil however greatly limits its longevity to keep threatening the opposing team. After a few rounds of Life Orb recoil and Rocks, Zeraora is pushed into range of priority moves it would otherwise live, and can even end up KOing itself with Life Orb. Especially on a Bulk Up set which needs longevity, don't run Life Orb. Life Orb is fine for mons that don't mind being worn down, have recovery moves, or have little to no defensive utility anyway. Rather like Bisharp, Zeraora needs to keep alive in order to keep doing damage. Every 2HKO is 20% health lost. The most stark example is against Bulk Up Corviknight, where Zeraora's recoil actually ends up losing it the 1v1 if it comes in as Corv starts to set up, as Corv can simply stall it out.
Instead, Expert Belt is almost as strong and comes without recoil, or Leftovers reduces hazard chip while giving you recovery as you set up and attack. Leftovers is superior to Boots as you heal for more by staying in than the hazard damage you take coming in. Either works, but Zeraora is certainly a mon that needs to attack more than 9-10 times a a battle at best.
 
I mention Cobalion is hard walled by Toxapex, but Terrakion gets Earthquake, so it breezes past it. Plus instead of Cobalion's so-so Attack and Defense, Terrakion just piles on heaps of Attack to do insane amounts of damage. It's an outstanding breaker, and a big part of why Cobalion is a UU staple, instead of being usable in OU. Cobalion boasts a better defensive typing, and Iron Head for Fairies. So while it can dissuade Fairies trying to switch into it, Terrakion hits so hard that even neutral hits dissuade most mons switching into it. Cobalion also has to share its typing with Lucario, rather than Terrakion's unique offensive typing. Overall, Cobalion is usually relegated to using Stealth Rock and Volt Switch on the rare occasions it is used in OU.
As for zbr's rate I agree with most of what they said, with one exception.
Don't use Life Orb Zeraora. The power you get from it is good, the recoil however greatly limits its longevity to keep threatening the opposing team. After a few rounds of Life Orb recoil and Rocks, Zeraora is pushed into range of priority moves it would otherwise live, and can even end up KOing itself with Life Orb. Especially on a Bulk Up set which needs longevity, don't run Life Orb. Life Orb is fine for mons that don't mind being worn down, have recovery moves, or have little to no defensive utility anyway. Rather like Bisharp, Zeraora needs to keep alive in order to keep doing damage. Every 2HKO is 20% health lost. The most stark example is against Bulk Up Corviknight, where Zeraora's recoil actually ends up losing it the 1v1 if it comes in as Corv starts to set up, as Corv can simply stall it out.
Instead, Expert Belt is almost as strong and comes without recoil, or Leftovers reduces hazard chip while giving you recovery as you set up and attack. Leftovers is superior to Boots as you heal for more by staying in than the hazard damage you take coming in. Either works, but Zeraora is certainly a mon that needs to attack more than 9-10 times a a battle at best.
Yeah that makes sense, Terrakion is more of a threat and still has solid def and spdef at 90. Ferrothorn already provides a good switch-in to fairies so for now I'm opting to use terrakion. I'll see what item works out for Zeraora, thanks for your help!
 
Is the metronome on dragapult worth using over leftovers or spell tag?
no. For your team you need sustain for pult because it will probably come in a few times here and there to try and status as much opponents as you can. Also metronome is more of a late game item and since pult is a bit on the weaker end due to your utilization of hex as the offensive move, it’s wiser to just use spell tag if you’re not using substitute. On top of that, your end game aim should be to clean up with pult or zeraora (if you’re following my rate) so having metronome isn’t that better of an option over spell tag / lefties.
 
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