Team
Mawile @ Mawilite
Ability: Intimidate
Tera Type: Steel
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Knock Off
- Sucker Punch
Mega Mawile is one of the main damage dealers. Its main job is to help handle fast Pokemon with its strong Sucker Punch or set up on more defensive Pokemon to potentially sweep. I can also use Knock Off to remove items like Leftovers or Heavy Duty Boots to allow the hazards my other Pokemon set up to have more impact. Intimidate can also be used before Mega Evolving to help it take physical hits better and provide more opportunities to set up. It's one of the two Pokemon that has to stay on the team.
Empoleon @ Leftovers
Ability: Competitive
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Surf
- Roost
- Stealth Rock
- Flip Turn
Empoleon is the other Pokemon that has to stay on the team. It sets up Stealth Rock mainly. It also acts as a special wall that can easily come in on the Psychic and Fairy types that threaten Quaquaval, as well as special attacking Ice types that threaten Gliscor, Raging Bolt, and Sinistcha. Competitive also allows it to have decent damage output against Sticky Web teams.
Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Earthquake
- Protect
- Knock Off
- Spikes
Gliscor is here mainly to come in on the Ground type Pokemon that threaten Mawile and Empoleon. It also sets up Spikes to further wear down Pokemon that try to switch into Mawile and Raging Bolt, as well as having Knock Off to potentially remove Heavy Duty Boots if given the chance. Protect is obviously here to make sure the Toxic Orb activates. Once activated, Gliscor can also be used to absorb Knock Off and status moves.
Quaquaval @ Assault Vest
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Aqua Step
- Knock Off
- Rapid Spin
Quaquaval is my only form of hazard control. This team would prefer to stop hazards from going up in the first place, but its relatively low speed forces Quaquaval to have to use Rapid Spin majority of the time. Assault Vest is chosen because it allows Quaquaval to easily deal with special attacking Fire types, like Volcarona and Heatran. The team's glaring weakness to Volcarona forces Quaquaval to run Assault Vest over Heavy Duty Boots. Knock Off is used to remove items like Leftovers and Heavy Duty Boots. The other moves allow it to potentially sweep depending on how the game is going.
Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderclap
- Thunderbolt
- Volt Switch
- Draco Meteor
Raging Bolt is the team's main way of dealing with Corviknight and Skarmory, as well as other Flying and Water types. Timid nature was chosen to outspeed opposing Modest Raging Bolt if necessary. Choice Specs was chosen as the item to allow Raging Bolt to be a strong wallbreaker with a very strong priority move to help stop potential sweepers. Draco Meteor was chosen over Dragon Pulse for the higher damage output. Bolt's typing also allows it to switch in on the Fire types that the team somewhat struggles with.
Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Matcha Gotcha
- Shadow Ball
- Strength Sap
Finally, Sinistcha was chosen due to its typing allowing it to block Rapid Spin, tank Ground moves, and give the team an additional immunity to Spore. I chose to run
the Calm Mind set to have another potential win condition once Mawile and Raging Bolt having weakened the rest of the team. Heavy Duty Boots as the item allows
Sinistcha to ignore entry hazards, while Heatproof allows it to negate its weakness to Fire type moves. Strength Sap combined with Matcha Gotcha's burn chance
allow Sinistcha to deal with many physical attackers.
What can I do to improve this team without removing Mawile and Empoleon? I've noticed that Blaziken is a huge threat to this team as well, but I'm not sure how to
fix that issue.
Ability: Intimidate
Tera Type: Steel
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Knock Off
- Sucker Punch
Mega Mawile is one of the main damage dealers. Its main job is to help handle fast Pokemon with its strong Sucker Punch or set up on more defensive Pokemon to potentially sweep. I can also use Knock Off to remove items like Leftovers or Heavy Duty Boots to allow the hazards my other Pokemon set up to have more impact. Intimidate can also be used before Mega Evolving to help it take physical hits better and provide more opportunities to set up. It's one of the two Pokemon that has to stay on the team.


Empoleon @ Leftovers
Ability: Competitive
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Surf
- Roost
- Stealth Rock
- Flip Turn
Empoleon is the other Pokemon that has to stay on the team. It sets up Stealth Rock mainly. It also acts as a special wall that can easily come in on the Psychic and Fairy types that threaten Quaquaval, as well as special attacking Ice types that threaten Gliscor, Raging Bolt, and Sinistcha. Competitive also allows it to have decent damage output against Sticky Web teams.


Gliscor @ Toxic Orb
Ability: Poison Heal
Tera Type: Water
EVs: 244 HP / 36 Def / 228 SpD
Careful Nature
- Earthquake
- Protect
- Knock Off
- Spikes
Gliscor is here mainly to come in on the Ground type Pokemon that threaten Mawile and Empoleon. It also sets up Spikes to further wear down Pokemon that try to switch into Mawile and Raging Bolt, as well as having Knock Off to potentially remove Heavy Duty Boots if given the chance. Protect is obviously here to make sure the Toxic Orb activates. Once activated, Gliscor can also be used to absorb Knock Off and status moves.


Quaquaval @ Assault Vest
Ability: Moxie
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Aqua Step
- Knock Off
- Rapid Spin
Quaquaval is my only form of hazard control. This team would prefer to stop hazards from going up in the first place, but its relatively low speed forces Quaquaval to have to use Rapid Spin majority of the time. Assault Vest is chosen because it allows Quaquaval to easily deal with special attacking Fire types, like Volcarona and Heatran. The team's glaring weakness to Volcarona forces Quaquaval to run Assault Vest over Heavy Duty Boots. Knock Off is used to remove items like Leftovers and Heavy Duty Boots. The other moves allow it to potentially sweep depending on how the game is going.


Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderclap
- Thunderbolt
- Volt Switch
- Draco Meteor
Raging Bolt is the team's main way of dealing with Corviknight and Skarmory, as well as other Flying and Water types. Timid nature was chosen to outspeed opposing Modest Raging Bolt if necessary. Choice Specs was chosen as the item to allow Raging Bolt to be a strong wallbreaker with a very strong priority move to help stop potential sweepers. Draco Meteor was chosen over Dragon Pulse for the higher damage output. Bolt's typing also allows it to switch in on the Fire types that the team somewhat struggles with.


Sinistcha @ Heavy-Duty Boots
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Matcha Gotcha
- Shadow Ball
- Strength Sap
Finally, Sinistcha was chosen due to its typing allowing it to block Rapid Spin, tank Ground moves, and give the team an additional immunity to Spore. I chose to run
the Calm Mind set to have another potential win condition once Mawile and Raging Bolt having weakened the rest of the team. Heavy Duty Boots as the item allows
Sinistcha to ignore entry hazards, while Heatproof allows it to negate its weakness to Fire type moves. Strength Sap combined with Matcha Gotcha's burn chance
allow Sinistcha to deal with many physical attackers.
What can I do to improve this team without removing Mawile and Empoleon? I've noticed that Blaziken is a huge threat to this team as well, but I'm not sure how to
fix that issue.