Yo, it's one of your local Sneasel cultists presenting to you all a webs team I have enjoyed a lot in this current meta. With tier shifts just around the corner, I figured that some people may be feeling weary of the meta and just looking for fun teams to use in the meantime, so what better way to spice things up than with an optimized Sneasel team full of Life Orb spam?!
Slurpuff: This is the web setter of choice for the team. It's running a Red Card here since focus sash isn't always guaranteed to activate its Unburden and card can help it generate momentum for the team once it explodes. Endeavor can be useful in some matchups to keep things weakened for some of the other mons on the team. Magic Coat is there to prevent hazards and tends to have the upper hand against other leads. The EV spread seems weird, but I opted for a bulkier variant since its natural bulk allows it to set up webs against most of the tier without needing sash; the spread lets it live a specs Keldeo hydro pump, but the hp also lets it live any hit from mons like Jirachi/Cobalion so that it's able to prevent rocks from these mons rather well. The card can let it come in on most neutral moves and can even come in handy in dealing with opposing set up.
Jirachi: Rachi is almost always the follow up to puff's boom in that its role on the team is to keep up your hazards and prevent defog. This thing is truly what makes the team work in that Meteor Beam allows it to take out the most common hazard removal mons like Salamence, Rotoms, and Moltres, and its coverage options allows it to keep up pressure as well after performing its role. Only defoggers above 100 base speed can deny this role from being fulfilled, which are rare. This set is rather potent and serene grace Shadow Ball can make this thing difficult to switch into if the opponent tries playing around Mbeam. Against teams that run multiple mons that learn defog (Molt + Rotom-w, etc.), you may have to guess which one is the removal. Rotom-wash is the most troublesome of the the common removers, so Mbeam timimg becomes crucial in this matchup since rotom can live any hit from rachi
unboosted, so you really have to time it perfectly; sometimes you can continuously Mbeam boost to prevent defog, but this is the least likely scenario.
Mimikyu: Its primary role here is to prevent rapid spin from mons like Tentacruel and Regieleki, but having priority and disguise really helps the team out a lot. Disguise comes in handy against most weather teams, and is overall useful as a "bail out" for troublesome situations. This is also a priority user, so this thing can be a wincon in most matchups, but sometimes it's forced onto the field to keep up your hazards.
Diggersby: Another priority user with an insane damage output, can also be a wincon in some matchups, but serves as a breaker in other matchups. This also improves the Zygarde matchup since it's able to live a banded Thousand Arrows and naturally helps with Regieleki since it can be problematic for most offense teams that rely on setting up. An extra ghost resist never hurts to have as well.
Sneasel: Sneasel was added here mainly because it was able to outspeed Thundy-I, but it's proven to be quite the menace in UU considering its speed tier and stab combination. It's running Aerial Ace here in that +2 in combo with Life Orb gets good rolls against some of its checks like Buzzwole and Keldeo after rocks, and helps open the way for Diggs and Nido to do their thing on this team. Sneasel tends to have an advantage in webs mirror matches where the opponent sets up webs, its a very strong pick for the team overall.
Nidoking: The focus of the team here is running a Hone Claws set that makes it a very capable wallbreaker for the team. Nido often paves a way for mons like mimi and diggs to clean late game, and the HP investment allows it to take on Thundy-t and unboosted dd Mence for the team. No other ground or poison type in the tier seem to come close to the amount of things that this HC set can break, and almost always puts in work anytime it comes on to the field even if it doesn't always gets to set up and just needs to damage something to put them in range of one of your priority attacks.
HO teams are bound to have bad matchups, but this team does do well against most balance, BO, HO builds; only weather, stall, trick room, and really bulky builds tend to be tougher matchups, but they can be winnable. Most rain matchups rely on Mimi and how they play Barraskewda if present, and against sun Mimi will usually be used early on to stop Torkoal's spin, and helps with Venusaur as well. Puff can lead against most teams, though if the opponent has something that threatens it super-effectively like a Nidoking/Roserade/offensive Aegislash/etc. leading with something else tends to be more ideal when you consider that puff isn't sash here. If they have a fast defogger, webs likely go up later on in the match. Sneasel could probably run Ice Shard here if you wanted to improve the matchup against faster defoggers, but aerial ace is nice to have in my experiences with the team. That's about it!
Hope y'all enjoy and thank you for reading!