Okay so you may be asking "Wait what the hell is an Azelf doing here?". The answer is that I wanted to try some different HO leads, and I thought there was no better time to try it than with this team in particular. Azelf has a few things that make it unique amongst HO leads: a blistering speed tier that puts it above every other HO lead outside of Ribombee (and makes it faster than every rocker
and defogger in the tier, and most interestingly puts it speed wise above Mew, which would be its direct competition for this very specific niche ), the combination of Taunt + Boom with that speed that serves to help it prevent both opposing hazards
and Defog, and Levitate which helps it match up well vs the Grounds. In terms of the set, it's pretty basic, with rocks being rocks, Taunt and Boom helping it keep momentum and prevent hazards/Defog, and finally Psychic to give it a strong spammable offensive move that hits most rockers/leads at least neutrally. Skill Swap is an option to counterlead Stall and M-Diancie teams but the team has more than enough outs for the latter (and Azelf can force a kill/rocks vs it anyways). Originally I wanted to put Ice Beam but since it doesn't get Ice Beam for some reason, I figured Psychic was best, but u can go HP Ice if you really, really hate Grounds. In terms of spreads, I've chosen to go max Speed and SpA to maximize power, but u can go max HP to improve the Lopunny MU.
Grimmsnarl is the screener of choice on the team both because it's the best screener, because I'm doing something diff with Koko, and because it helps shore up the team vs both Lop and Greninja which are otherwise massive threats. Set and spread are pretty standard, with max Spdef being nice here to buffer vs Fairies and Gren but max Def can be used to buffer vs Lop and Rilla
And here's where things start to get super heat. See, originally I wanted to a normal Screens team with Koko as the screener but then I realized not only is Koko ass at screens, but also it has a set that can readily
abuse screens: Calm Mind Z. With Calm Mind, Koko turns from an offensive pivot or screener into a terrifying setup sweeper and wincon that can blow through its typical Ground checks with boosted Gleams and Twinkle Tackles, win CM wars vs the likes of Clef, boost alongside Latis, and stick around a deceptively long time with Roost. Set and spread are self explanatory, with Fairium Z being the Z of choice thanks to having no immunities unlike Elec-Z and helping it beat Grounds.
The heat only continues with Koko's required partner in crime in Mega Medicham. As always, Mega Medicham serves to help breath through the bulky Grasses and Normals that Koko struggles with, and in turn Koko breaks through the bulky Waters and Fairies that can wall out Medicham as well as help deal with the faster mons that can threaten Medicham. That dynamic is one that fortunately hasn't changed much. However, the twist comes in the move choice. Here, Medicham forgoes Fake Out in favor of a new, more dangerous option: Bulk Up. Medicham forces a
ton of switches just through its existence, and it can take advantage of those forced switches, as well as Grimmsnarl's screens, to set up and make it not only nearly unwallable (fun fact +1 HJK just flat out 2HKOs Latias-Mega and goddamn
Gliscor. The only things that wall this are Slowbro and Sableye and both get blown the fuck up by Koko), but also really hard to revenge on the physical side (Rilla Glide does 81 at most after 1 Bulk Up and just dies to HJK/Zen and that is
without screens). In terms of the set, it's all pretty self explanatory sans the last move. I've chosen to forego coverage for the last move in favor of priority in the form of Bullet Punch, letting it murk would be revenge killers in Weavile and Diancie
Originally this slot was Hawlucha to abuse Koko's screens and improve certain MUs, but the GOAT
Avery suggested a far more interesting (and imo viable) option in Serperior, and more specifically,
stallbreaker Serperior to well, break Stall as well as provide a secondary form of speed control and a wincon that readily exploits Koko and especially Medicham's ability to blow through its checks. The spread is pretty standard, but the set is where things get interesting. LEaf Storm and HP Fire are standard fare, but instead of Sub or Leech Seed or Glare, this Serp instead has Taunt and Synthesis to not only stick around a long time, but annoy the everloving
shit out of fat teams. You can go Glare over Taunt or Synth to improve certain MUs but u lose the Stall MU so it's dicey. Also lefties are nice for longevity
And finally, rounding out the team is Volcarona, who's here to provide the team with a Fighting and Fairy resist, secondary Grass resist, and something that can just click the funny Quiver button behind Screens and win. In terms of coverage, I've elected to go STABs + HP Ground to cover Heatran because the team doesn't have enough Tran answers and because it helps Serp a ton (and because it really doesn't need coverage for Pex). Timid> Modest because +1 Modest misses key speed tiers and Boots because Boots.