

I just wanted to use Obstagoon.


Obstagoon @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Close Combat
- Bulk Up
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Body Press
- Stealth Rock
- Earthquake
- Iron Defense
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 30 Spe
- Teleport
- Moonblast
- Wish
- Protect
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Aura Sphere
- Calm Mind
- Thunderbolt
Jellicent @ Lum Berry
Ability: Water Absorb
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Strength Sap
- Taunt
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Roost
- Defog
- U-turn
- Iron Head
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Close Combat
- Bulk Up
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Body Press
- Stealth Rock
- Earthquake
- Iron Defense
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 30 Spe
- Teleport
- Moonblast
- Wish
- Protect
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Aura Sphere
- Calm Mind
- Thunderbolt
Jellicent @ Lum Berry
Ability: Water Absorb
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Strength Sap
- Taunt
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Roost
- Defog
- U-turn
- Iron Head
Team Members:



Obstagoon's here as a wallbreaker and the Pokemon the team is built around.
Obstagoon @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Facade
- Knock Off
- Close Combat
- Bulk Up

Kommo-o acts as the hazard setter and overall defensive pivot, not really much to explain here.
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Body Press
- Stealth Rock
- Earthquake
- Iron Defense

Im sure you know what Clefable does. 240 in Def is so Clef can wish pass in front of Pyro Balling
Cinderace, since I come across that situation quite often.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 30 Spe
- Teleport
- Moonblast
- Wish
- Protect
Im using Calm Mind Zeraora since I find it easier to set up and sweep with, since the metagame is more
physical. Though it is walled by Dragapult, I think the rest of the team is equiped to handle it.
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Aura Sphere
- Calm Mind
- Thunderbolt


Jellicent acts as a water imunnity, taunt user, and just overall sponge. It also helps handle the fighting
types that obstagoon struggles to deal with (all of them). 136 in Spe is so Jellicent outspeeds Conkeldurr
so that it can comfortably take it on and Colbur Berry is to take minimal damage from knock off. With
Strength Sap it can neutralize most unboosted physical threats.
Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Strength Sap
- Taunt

Corviknight acts as a defensive pivot and defoger. Im using Iron Head over Brave Bird
since I find it to be more useful in more situations (mostly because of Clefable).
Corviknight @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Roost
- Defog
- U-turn
- Iron Head
I really enjoy using this team but it undoubtedly has flaws, any help is appreciated :)