I built a team around the meta tyrant, Kingambit. The main focus is to break down their team with a combination of hazards and chip damage to allow my Kingambit to sweep late game.
https://pokepast.es/2b1b102678d3dd14
Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Flying
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Low Kick
The main win condition of the team. Its purpose is mainly to be supported and sweep into the late game but can also serve to check certain pokemon like
and
. Tera Flying is to turn the ground weakness into an immunity and also resist Fighting moves as well. Max HP and leftovers for bulk and longevity and an Adamant nature for max damage. Standard Swords Dance and Kowtow Cleave, Sucker Punch for priority and Low Kick for opposing
.
Ogerpon-Wellspring (F) @ Wellspring Mask
Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Encore
- Ivy Cudgel
- Wood Hammer
serves as the Water Absorb which helps against opposing rain teams and
. Spikes are to apply pressure with hazards which can force them into
which this has a good matchup against. Encore is to cripple walls like
or
that only run water STAB or just used a recovery move. This also helps with the hazard stack aspect of the team by adding more spikes. Ivy Cudgel is good STAB and Wood Hammer is used for the same immediate power as Power Whip without the chance of missing. Ogerpon is not the win condition of the team so the recoil damage is less important.
Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Recover
runs a defensive set to target mons like defensive Dragon dance
that only run Extreme Speed and Earthquake. It also functions as another Ground immunity for this team as it has 3 ground weaknesses w/out the balloon. It also serves to as a stallbreaker as it walls
and
with the balloon. It can setup mons like
, :Blissey; and
. Tera Fairy is to increase the power of Dazzling Gleam and can serve as a surprise OHKO on
or a chipped
. Shadow Ball for STAB, Dazzling Gleam as Fairy coverage, Nasty Plot for stallbreaking and Recover for ... recovery.
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Stealth Rock
- Knock Off
- Rapid Spin
serves as the hazard removal and setter of the team, playing an extremely pivotal role. It checks
and opposing
. Tera Water is useful to absolve the Water, Ice and Fairy weaknesses. I run max attack and speed to hit as hard as possible and act as a secondary wall breaker to Kingambit. This is complimented by Headlong Rush, 120 BP STAB move. Knock Off is to remove opposing
or
, Rapid Spin for hazard removal and Stealth Rock for hazard setting.
Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 84 Def / 172 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Recover
- Toxic
- Haze
The Pex. The special sponge of the team. It is an excellent counter to both physical and special
, can switch into Specs
Earth Power(to allow a switch into Zapdos/Gholdengo) and is a serviceable check to
. I also often use it to check lead
as Surf is often a 2HKO. It can also cripple opposing set up sweepers like
and can sponge hits from
. Surf is for water STAB and is needed to break the Substitute of
. Haze is to stop setup sweepers, Toxic is for reliable chip, and Recover is standard.
Zapdos @ Heavy-Duty Boots
Ability: Static
Tera Type: Steel
EVs: 104 HP / 252 SpA / 152 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Discharge
- Volt Switch
runs Boots to mitigate the damage from Stealth Rock and Static to punish contact users like
and
. I run a slightly bulky set with enough speed to outspeed
and maximum Special attack to punish passive pokemon like opposing
or
. Tera Steel to offset its Rock and Ice weakness. Hurricane is to hit opposing
and
, Discharge is used to fish for Paralysis and good STAB and Volt Switch is used to pivot out of walls like
.
Overall, this team has been performing well for me at around 1300 to 1400 and I'm climbing steadily. I do struggle with HO as they can unleash a lot of pressure at once constantly. I am welcome to any suggested changes to this team as I am a relatively new player.
https://pokepast.es/2b1b102678d3dd14
Kingambit @ Leftovers

Ability: Supreme Overlord
Tera Type: Flying
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Low Kick
The main win condition of the team. Its purpose is mainly to be supported and sweep into the late game but can also serve to check certain pokemon like




Ogerpon-Wellspring (F) @ Wellspring Mask

Ability: Water Absorb
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Encore
- Ivy Cudgel
- Wood Hammer






Gholdengo @ Air Balloon

Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Dazzling Gleam
- Nasty Plot
- Recover








Great Tusk @ Heavy-Duty Boots

Ability: Protosynthesis
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Stealth Rock
- Knock Off
- Rapid Spin





Toxapex @ Leftovers

Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 84 Def / 172 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Recover
- Toxic
- Haze
The Pex. The special sponge of the team. It is an excellent counter to both physical and special







Zapdos @ Heavy-Duty Boots

Ability: Static
Tera Type: Steel
EVs: 104 HP / 252 SpA / 152 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Discharge
- Volt Switch









Overall, this team has been performing well for me at around 1300 to 1400 and I'm climbing steadily. I do struggle with HO as they can unleash a lot of pressure at once constantly. I am welcome to any suggested changes to this team as I am a relatively new player.