Midnight Lycanroc Counter set team

This team has been made in the PU tier on Showdown. This is also my first team in a while, so play nice in the comments.

Hitmontop @ Eject Button
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Fake Out
- Rapid Spin
- Mach Punch
Hitmontop is my Rapid spin user with a set abusing technician plus fake-out. I want this thing to be fast, so I put max investment into speed.
Bullet punch is there for coverage, and mach punch is there for a STAB move. I specifically put 3 high priority moves to mainly annoy my opponents, but to serve dual purpose, as they are all weak moves that get a boost from technician.

Lycanroc-Midnight @ Assault Vest
Ability: No Guard
EVs: 4 HP / 252 Def / 252 SpD
Brave Nature
- Counter
- Stone Edge
- Fire Fang
- Facade
My edgy werewolf boy has a set that is based around counter. Everything about this set is (supposed) to maximize the potential damage Counter can dish out. Beyond that, I have Stone Edge for STAB, Fire Fang for coverage, and Facade in case of any incidents where my Lycanroc would get a status condition like Burn or paralysis. The Assault vest is to allow more damage taken from special attacks in case my opponents get smart.

Sandslash-Alola @ Life Orb
Ability: Snow Cloak
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Metal Claw
- Ice Punch
Sandslash (Alola), or A-Slash, is running a swords dance sweeping set. Admittingly, there is no ability A-Slash has that benefits this team, but the set should (hopefully) help it out instead. X-scissor is for coverage, and metal claw + ice punch are for STAB. It's also the answer for Grass types, Flying types, etc. All around, A-Slash is to deal with types that my other Pokémon might have difficulty with.

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP / 240 Def / 16 SpD
Modest Nature
IVs: 0 Atk
- Toxic
- Scorching Sands
- Stealth Rock
- Psychic
This claydol set is more defensive, hense the Stealth Rock, and I'm using it for a special wall for any special attackers that might harmm my team, as well as a special counter to any physical walls in the tier. Toxic is there for some extra chip damage, along with helping to widdle down some of the stronger walls. This is overall a support mon, with stealth rocks for extra chip damage.

Druddigon @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Outrage
- Rock Tomb
- Gunk Shot
Druddigon is my wall breaker. This thing has sheer force along with a Life orb to make its moves even stronger. Iron head and Gunk Shot are there for coverage against Fairy/Ice types, Outrage is for stab, and Rock tomb is for coverage/speed control. Overall, Druddigon is one of my best pokemon on this team as far as physical might is concerned (I think).

Aromatisse @ Sitrus Berry
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Nasty Plot
- Energy Ball
Aromatisse was originally here to fill the spot, but I adapted it to become a special attacking beast, hopefully. This a nasty plot set that has T-Bolt and Energy ball for coverage along with Moonblast for stab. Overall, this Aromatisse is to handle physical tanks that Claydol might not be able to handle. T-Bolt is for Water/Flying types, and Energy ball is for Water, Rock, Ground , etc.

That's all I got for now. If there's anything you'd like for me to change, leave it in the comments below.
 
I would suggest switching out toxic for teleport on Claydol, for a pivot into an attacker and so u can get stealth rocks up again later if defogged or rapid spinned.
 
I would recommend putting at least some strong move on hitmontop, that being close combat or triple axel (which is boosted by technician). As it is right now, stealth rock setters can just set the rocks back up and hit you hard, and not be threatened by your weak mover.
In addition, this is more of a suggestion, but you could swap facade for mega kick, losing only 20 bp while burned and being a strong option outside of that.
Also, won’t sheer force on Driddigon stop Rock Tomb’s speed drop?
 
I would recommend putting at least some strong move on hitmontop, that being close combat or triple axel (which is boosted by technician). As it is right now, stealth rock setters can just set the rocks back up and hit you hard, and not be threatened by your weak mover.
In addition, this is more of a suggestion, but you could swap facade for mega kick, losing only 20 bp while burned and being a strong option outside of that.
Also, won’t sheer force on Driddigon stop Rock Tomb’s speed drop?
True. Never thought of that.
 
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