This is a team I've been testing. Reached 1500 on the ladder with it.
Kommo-o @ Throat Spray
Ability: Soundproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Clangorous Soul
- Clanging Scales
- Drain Punch
- Flamethrower
Kommo is the sweeper/late game cleaner. I run a mixed attacker set with drain punch for longevity. This combined with screens can potentially allow a second clangorous soul. I run flamethrower over flash cannon due to the popularity of corviknight. This mon suffers from 4 moveslot syndrome, so something is going to wall it regardless of what it runs. Thus, it relies on it's teammates to deal with fairy types. Soundproof lets it setup in the face of mons like pixilate sylveon and toxticity, as well as force ditto to lock itself into something much weaker that a +2 clanging scales, which my team is equipped to handle. In sylveon's case specifically, it can slowly recover HP with drain punch while they mystical fire. If they try to wish+protect, I can go for another clangorous soul. It can PP stall a slyveon if absolutely necessary. Had this happen twice, so I felt it was worth mentioning.
Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draining Kiss
- Psychic
- Mystical Fire
Offensive trick room hatt. TR lets it be a solo sweeper and/or speed control mons that outspeed its teammates. Draining kiss gives it some longevity, especially handy if screens are up. Magic bounce lets it function as an anti-status/anti-hazard user, to attempt to keep hazards off the field or bounce back statuses like will o wisp and t-wave. Scares out toxapex, and denies hazards while usually getting a free turn to set up TR. Should hatt go down before TR ends, it usually lets crawdaunt come in to drop big damage. it's biggest threat seems to be bisharp, as mystical fire gives defiant users a +2 boost. But assuming iron head doesn't flinch, and screens are up, it can put bis in range of crawdaunt's aqua jet. But if I don't have to make that play, Kommo can switch in and threaten bis with drain punch.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Close Combat
- Knock Off
The wallbreaker. Crawdaunt's power and offensive typing lets it punch holes in the opposing team or just delete them. It breaks through fat mons that would otherwise cause trouble for the rest of the team, such as clefable, corviknight, and ferrothorn. Even if it doesn't OHKO, it can still remove items with knock off. In fact, the prevalence of dracovish has been a boon to crawdaunt. Now that more people are running water absorb seismitoad, crawdaunt can easily bait toad to switch in, only to eat a massively damaging knock off instead. Even if by miracle it doesn't kill, toad doesn't outspeed anyway. The opponent is then forced to decide if they sack toad or switch in another mon to eat the hit, which just lets crawdaunt remove another item and get more damage out. Aqua jet is also very clutch for chipping or cleaning up faster mons in the late game. Close combat is just for coverage, though it honestly doesn't get used much. Toxapex is only a problem if physically defensive, and hatterne can handle pex anyway.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Taunt
- Spirit Break
Grimmsnarl's job is to set up screens for a potential sweep from hatt or kommo. Taunt lets it shut down stall or set up attempts. Spirit break is chosen over darkest lariant for the spatk drop, and chip against opposing dragons and dark types. It also provides a more reliable psychic immunity than crawdaunt, who is usually to frail to risk switching into anything. It's typing and bulk also let it deal with dragapult and hydreigon, who otherwise that threaten kommo. Excadrill can switch into the steel and poison types that threaten grimmsnarl.
Excadrill @ Heavy-Duty Boots
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
The rocker and spinner of the team. Between grimm's taunt, hatt's magic bounce, and drill's rapid spin, I think I've got pretty good hazard control, which is vital for preserving gengar's focus sash. Heavy duty boots are chosen over sash as it would be broken upon entry if hazards are up anyway. Stealth rock is used over swords dance as I've found that the chip damage is too crucial for wearing down the opposing team and helping to net KOes. Besides that, it can switch in on fairy, steel, electric and poison types, which can otherwise prove problematic for its teammates, and threaten with EQ or iron head.
Gengar (M) @ Focus Sash
Ability: Cursed Body
Happiness: 160
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Thunderbolt
- Nasty Plot
Gengar is strong and fast on it's own, but with a nasty plot, it becomes a terrifying wallbreaker. It also provides a fighting immunity and serves as a spinblocker. Once faster threats and priority have been removed, gengar can safely set up a nasty plot and proceed to wallbreak or sweep lategame. Against faster threats that gengar can OHKO like dragapult, the focus sash lets gengar live one hit and KO back. Thunderbolt is used to hit corviknight and toxapex for super effective damage, being able to heavily dent if not KO them after a nasty plot. Gengar's high damage and wallbreaking potential let it deal with fat fairy types in particular, who again, can be a problem for its teammates.
And just as a cool side-note, this team has 2 dragon immunities, 2 psychic immunities, 1 poison & electric immunity, and a normal & fighting immunity.
Kommo-o @ Throat Spray
Ability: Soundproof
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Clangorous Soul
- Clanging Scales
- Drain Punch
- Flamethrower
Kommo is the sweeper/late game cleaner. I run a mixed attacker set with drain punch for longevity. This combined with screens can potentially allow a second clangorous soul. I run flamethrower over flash cannon due to the popularity of corviknight. This mon suffers from 4 moveslot syndrome, so something is going to wall it regardless of what it runs. Thus, it relies on it's teammates to deal with fairy types. Soundproof lets it setup in the face of mons like pixilate sylveon and toxticity, as well as force ditto to lock itself into something much weaker that a +2 clanging scales, which my team is equipped to handle. In sylveon's case specifically, it can slowly recover HP with drain punch while they mystical fire. If they try to wish+protect, I can go for another clangorous soul. It can PP stall a slyveon if absolutely necessary. Had this happen twice, so I felt it was worth mentioning.
Hatterene (F) @ Life Orb
Ability: Magic Bounce
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draining Kiss
- Psychic
- Mystical Fire
Offensive trick room hatt. TR lets it be a solo sweeper and/or speed control mons that outspeed its teammates. Draining kiss gives it some longevity, especially handy if screens are up. Magic bounce lets it function as an anti-status/anti-hazard user, to attempt to keep hazards off the field or bounce back statuses like will o wisp and t-wave. Scares out toxapex, and denies hazards while usually getting a free turn to set up TR. Should hatt go down before TR ends, it usually lets crawdaunt come in to drop big damage. it's biggest threat seems to be bisharp, as mystical fire gives defiant users a +2 boost. But assuming iron head doesn't flinch, and screens are up, it can put bis in range of crawdaunt's aqua jet. But if I don't have to make that play, Kommo can switch in and threaten bis with drain punch.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Close Combat
- Knock Off
The wallbreaker. Crawdaunt's power and offensive typing lets it punch holes in the opposing team or just delete them. It breaks through fat mons that would otherwise cause trouble for the rest of the team, such as clefable, corviknight, and ferrothorn. Even if it doesn't OHKO, it can still remove items with knock off. In fact, the prevalence of dracovish has been a boon to crawdaunt. Now that more people are running water absorb seismitoad, crawdaunt can easily bait toad to switch in, only to eat a massively damaging knock off instead. Even if by miracle it doesn't kill, toad doesn't outspeed anyway. The opponent is then forced to decide if they sack toad or switch in another mon to eat the hit, which just lets crawdaunt remove another item and get more damage out. Aqua jet is also very clutch for chipping or cleaning up faster mons in the late game. Close combat is just for coverage, though it honestly doesn't get used much. Toxapex is only a problem if physically defensive, and hatterne can handle pex anyway.
Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Light Screen
- Reflect
- Taunt
- Spirit Break
Grimmsnarl's job is to set up screens for a potential sweep from hatt or kommo. Taunt lets it shut down stall or set up attempts. Spirit break is chosen over darkest lariant for the spatk drop, and chip against opposing dragons and dark types. It also provides a more reliable psychic immunity than crawdaunt, who is usually to frail to risk switching into anything. It's typing and bulk also let it deal with dragapult and hydreigon, who otherwise that threaten kommo. Excadrill can switch into the steel and poison types that threaten grimmsnarl.
Excadrill @ Heavy-Duty Boots
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock
The rocker and spinner of the team. Between grimm's taunt, hatt's magic bounce, and drill's rapid spin, I think I've got pretty good hazard control, which is vital for preserving gengar's focus sash. Heavy duty boots are chosen over sash as it would be broken upon entry if hazards are up anyway. Stealth rock is used over swords dance as I've found that the chip damage is too crucial for wearing down the opposing team and helping to net KOes. Besides that, it can switch in on fairy, steel, electric and poison types, which can otherwise prove problematic for its teammates, and threaten with EQ or iron head.
Gengar (M) @ Focus Sash
Ability: Cursed Body
Happiness: 160
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Thunderbolt
- Nasty Plot
Gengar is strong and fast on it's own, but with a nasty plot, it becomes a terrifying wallbreaker. It also provides a fighting immunity and serves as a spinblocker. Once faster threats and priority have been removed, gengar can safely set up a nasty plot and proceed to wallbreak or sweep lategame. Against faster threats that gengar can OHKO like dragapult, the focus sash lets gengar live one hit and KO back. Thunderbolt is used to hit corviknight and toxapex for super effective damage, being able to heavily dent if not KO them after a nasty plot. Gengar's high damage and wallbreaking potential let it deal with fat fairy types in particular, who again, can be a problem for its teammates.
And just as a cool side-note, this team has 2 dragon immunities, 2 psychic immunities, 1 poison & electric immunity, and a normal & fighting immunity.
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