Once Honchkrow dropped to RU I immediately knew that I had to make a team around it. After all it's a combination of a crow and the mafia. How could anyone resist making a team around it? Well apparently everyone in UU but that's besides the point. I instantly thought that the hazard stacking approach would be one of the more beneficial options as it would help Honchkrow get its initial kill and start the Moxie boosts. The problem is that my team building skills in standard play are pretty lacking. I've put a lot of thought into this team, trying to figure out which Pokémon are needed and which are just holding the team back but I just can't seem to find the 5 I need to make this team idea work with Honchkrow.
Like I said, Honchkrow is here because I'm really excited to use it. It has a sky high attack stat and some good coverage moves to boot.
I knew once I decided to make a team around Honchkrow that I wanted hazard stacking. That way Honchkrow can more easily get that first kill it needs to start those Moxie boosts. I decided to go with Bronzong as my rocker because I figured it could work as a decent switch in to some of the bigger threats in the tier like Tyrantrum or Mega Steelix (although the latter also walls Bronzong to an extent). And Accelgor was picked because I knew I wanted Spikes right away and Accelgor is a great lead option, being able to get up the Spikes and either knock itself out with Final Gambit or Encore the thing setting up rocks against it.
What's hazard stacking without a ghost-type? I had originally had Gourgeist-Super in this slot because I felt it would force more switches against Blastoise which at this point my team struggled to take down quickly. But after a few battles I realized that my team had no switchins to an offensive Venusaur. Bronzong would work okay as a switch in but the Hidden Power Fires start to rack up damage without reliable recovery. So I ditched Gourgeist and added Spiritomb as it resists Poison and can take special hits better than Gourgeist could.
Jolteon's here for Volt Switch primarily. Being able to get some big damage on something and then switch into Honchkrow afterward to either force the switch or get the Moxie boost sounded really appealing to me. Not to mention Jolteon gets Volt Absorb so if I'm really feeling an electric-type attack coming my way then Jolteon can come in and get healed.
I needed a spinner and Blastoise is and exceptional spinner. Sure it can be a bit of set up fodder and it does get forced out by Volt Switchers but its bulk and typing more than make up for it in my opinion. I've got Bronzong already who doesn't care about any grass moves that hurt Blastoise, and while Jolteon really isn't the most reliable switch in it can be semi-reliable if I need Blastoise to not get Thunderbolted.
Really just Fire-type moves in general barring once Blastoise goes. It was actually the fact that a Typhlosion basically swept this team that really made me realize that this team needed some serious work.
Venusaur is kind of the bane of this team's existance. Particularly when they carry Hidden Power Fire.
The trick sets are particularly problematic as my only safe switchin is Bronzong and once it's given a Choice item then it's basically either death fodder or setup fodder for something.
TEAM BUILDING PROCESS

Like I said, Honchkrow is here because I'm really excited to use it. It has a sky high attack stat and some good coverage moves to boot.


I knew once I decided to make a team around Honchkrow that I wanted hazard stacking. That way Honchkrow can more easily get that first kill it needs to start those Moxie boosts. I decided to go with Bronzong as my rocker because I figured it could work as a decent switch in to some of the bigger threats in the tier like Tyrantrum or Mega Steelix (although the latter also walls Bronzong to an extent). And Accelgor was picked because I knew I wanted Spikes right away and Accelgor is a great lead option, being able to get up the Spikes and either knock itself out with Final Gambit or Encore the thing setting up rocks against it.

What's hazard stacking without a ghost-type? I had originally had Gourgeist-Super in this slot because I felt it would force more switches against Blastoise which at this point my team struggled to take down quickly. But after a few battles I realized that my team had no switchins to an offensive Venusaur. Bronzong would work okay as a switch in but the Hidden Power Fires start to rack up damage without reliable recovery. So I ditched Gourgeist and added Spiritomb as it resists Poison and can take special hits better than Gourgeist could.

Jolteon's here for Volt Switch primarily. Being able to get some big damage on something and then switch into Honchkrow afterward to either force the switch or get the Moxie boost sounded really appealing to me. Not to mention Jolteon gets Volt Absorb so if I'm really feeling an electric-type attack coming my way then Jolteon can come in and get healed.

I needed a spinner and Blastoise is and exceptional spinner. Sure it can be a bit of set up fodder and it does get forced out by Volt Switchers but its bulk and typing more than make up for it in my opinion. I've got Bronzong already who doesn't care about any grass moves that hurt Blastoise, and while Jolteon really isn't the most reliable switch in it can be semi-reliable if I need Blastoise to not get Thunderbolted.
THE SETS
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Brave Bird
- Superpower
- Pursuit
Not too much to say about this Honchkrow set really. Adamant Max Attack + Life Orb to hit as hard as possible without locking myself into a move. Moxie because that's scary to face. The 29 IVs in HP are just so I take 1 less damage from Life Orb recoil from attacks. Sucker Punch is there because Honchkrow isn't very fast so it needs the priority. Brave Bird's there for STAB. The last two moves were kind of difficult to decide on. I wanted Superpower, Pursuit and Heat Wave but I only had two slots left. I ultimately decided to drop Heat Wave for two reasons: 1 because while Honchkrow probably won't be taking a hit anyway due to all the Life Orb and Brave Bird recoil I didn't really want to lower one of my defenses just for a move that's probably just for Mega Steelix, which leads me to the other reason. If I keep my hazards up on my opponents side of the field then Superpower is still a guaranteed 2HKO on Mega Steelix even after the attack drop. On top of that Heat Wave wouldn't be a 2HKO on Registeel while Superpower is. The only Pokémon in the tier that I feel Heat Wave would be more beneficial for is Escavalier but I feel that in the end it's worth it to have Superpower and Pursuit, just so I'm able to get a surprise kill on the switch and get a free Moxie boost.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Reflect
Bronzong's main role is to set up rocks and make Tyrantrum switch out for more hazards damage. Gyro Ball and Earthquake as the attacking moves because one's STAB and the other's for steel-types. Reflect is kind of just there as a filler move. I considered Toxic but at this point I already put it on Blastoise and I didn't want another Toxic user. I also considered Psyshock to hit Virizion but Gyro Ball only does about 3% less and I wanted something a bit more utility.
Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Final Gambit
- Bug Buzz
- Encore
I needed hazards to stack and what better Pokémon to stack them than Accelgor? Qwilfish? Well... maybe. But I wanted Spikes right away, and while Qwilfish has the advantage of being able to live past the first couple turns of the battle Accelgor makes sure the Spikes get up right away. All I have to do is make sure they stay up after it faints. Not to mention Accelgor can shut down Stealth Rock leads with Encore and once the Spikes have been set I can Final Gambit against a Rapid Spinner and stop their spin.
Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Dark Pulse
- Pain Split
- Calm Mind
A Ghost-type is pretty much necessary on any decent hazard stacking in order to more easily stop any of those Rapid Spinners from doing their jobs and that's basically the long and short of why I wanted Spiritomb. The moveset is kind of... well admittedly I've never used Spiritomb in standard play and coming up with a moveset was difficult. I kinda feel like with this moveset I'm trying to make Spiritomb be two different sets which I don't necessarily like. Like I said earlier I had originally put Gourgeist-Super on here which while I liked it I really wanted a better switchin to Venusaur and I couldn't think of anything else to get rid of.
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / SpD 4 / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Signal Beam
- Hidden Power [Ice]
Momentum is a very nice thing to have, and sure U-turn is a more reliable form of momentum but I needed a Pokémon that doesn't get walled by Alomomola. Or any of the other water-types for that matter. One of the more difficult decisions when making this Jolteon was whether to go with Hidden Power Grass for the likes of Seismitoad or Hidden Power Ice for the likes of Flygon. In the end I decided to go with Ice. While Jolteon's initial purpose aside from momentum was killing the bulky water-types I realized that while I have a ghost for the Rapid Spinners I really didn't have much for the Defoggers, and while the Electric coverage is great for Golbat and Togetic it doesn't really do the trick against Flygon and I don't want anything to get rid of my hazards if I can help it.
Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Refresh
- Scald
- Toxic
Blastoise is here to make sure that the hazards on my side of the field don't stay for long. Really this Blastoise is about as standard as Blastoise come, I guess. Rapid Spin to get rid of hazards, Refresh to heal itself, Scald because 30% of the time it burns every time, and Toxic for the stuff I can't burn or opposing walls.
THREATLIST

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Brave Bird
- Superpower
- Pursuit
Not too much to say about this Honchkrow set really. Adamant Max Attack + Life Orb to hit as hard as possible without locking myself into a move. Moxie because that's scary to face. The 29 IVs in HP are just so I take 1 less damage from Life Orb recoil from attacks. Sucker Punch is there because Honchkrow isn't very fast so it needs the priority. Brave Bird's there for STAB. The last two moves were kind of difficult to decide on. I wanted Superpower, Pursuit and Heat Wave but I only had two slots left. I ultimately decided to drop Heat Wave for two reasons: 1 because while Honchkrow probably won't be taking a hit anyway due to all the Life Orb and Brave Bird recoil I didn't really want to lower one of my defenses just for a move that's probably just for Mega Steelix, which leads me to the other reason. If I keep my hazards up on my opponents side of the field then Superpower is still a guaranteed 2HKO on Mega Steelix even after the attack drop. On top of that Heat Wave wouldn't be a 2HKO on Registeel while Superpower is. The only Pokémon in the tier that I feel Heat Wave would be more beneficial for is Escavalier but I feel that in the end it's worth it to have Superpower and Pursuit, just so I'm able to get a surprise kill on the switch and get a free Moxie boost.

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Reflect
Bronzong's main role is to set up rocks and make Tyrantrum switch out for more hazards damage. Gyro Ball and Earthquake as the attacking moves because one's STAB and the other's for steel-types. Reflect is kind of just there as a filler move. I considered Toxic but at this point I already put it on Blastoise and I didn't want another Toxic user. I also considered Psyshock to hit Virizion but Gyro Ball only does about 3% less and I wanted something a bit more utility.

Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Final Gambit
- Bug Buzz
- Encore
I needed hazards to stack and what better Pokémon to stack them than Accelgor? Qwilfish? Well... maybe. But I wanted Spikes right away, and while Qwilfish has the advantage of being able to live past the first couple turns of the battle Accelgor makes sure the Spikes get up right away. All I have to do is make sure they stay up after it faints. Not to mention Accelgor can shut down Stealth Rock leads with Encore and once the Spikes have been set I can Final Gambit against a Rapid Spinner and stop their spin.

Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Dark Pulse
- Pain Split
- Calm Mind
A Ghost-type is pretty much necessary on any decent hazard stacking in order to more easily stop any of those Rapid Spinners from doing their jobs and that's basically the long and short of why I wanted Spiritomb. The moveset is kind of... well admittedly I've never used Spiritomb in standard play and coming up with a moveset was difficult. I kinda feel like with this moveset I'm trying to make Spiritomb be two different sets which I don't necessarily like. Like I said earlier I had originally put Gourgeist-Super on here which while I liked it I really wanted a better switchin to Venusaur and I couldn't think of anything else to get rid of.

Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / SpD 4 / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Signal Beam
- Hidden Power [Ice]
Momentum is a very nice thing to have, and sure U-turn is a more reliable form of momentum but I needed a Pokémon that doesn't get walled by Alomomola. Or any of the other water-types for that matter. One of the more difficult decisions when making this Jolteon was whether to go with Hidden Power Grass for the likes of Seismitoad or Hidden Power Ice for the likes of Flygon. In the end I decided to go with Ice. While Jolteon's initial purpose aside from momentum was killing the bulky water-types I realized that while I have a ghost for the Rapid Spinners I really didn't have much for the Defoggers, and while the Electric coverage is great for Golbat and Togetic it doesn't really do the trick against Flygon and I don't want anything to get rid of my hazards if I can help it.

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Refresh
- Scald
- Toxic
Blastoise is here to make sure that the hazards on my side of the field don't stay for long. Really this Blastoise is about as standard as Blastoise come, I guess. Rapid Spin to get rid of hazards, Refresh to heal itself, Scald because 30% of the time it burns every time, and Toxic for the stuff I can't burn or opposing walls.
THREATLIST



Really just Fire-type moves in general barring once Blastoise goes. It was actually the fact that a Typhlosion basically swept this team that really made me realize that this team needed some serious work.

Venusaur is kind of the bane of this team's existance. Particularly when they carry Hidden Power Fire.

The trick sets are particularly problematic as my only safe switchin is Bronzong and once it's given a Choice item then it's basically either death fodder or setup fodder for something.
CONCLUSION
I honestly feel like the idea for this team is pretty solid but for the life of me I can't seem to find the right Pokémon to make the idea a reality. Thank you to anyone who takes the time to help me with this team!