Here’s My Pokepaste: https://pokepast.es/0d14012f3ad7df0f
Greetings, good people of the internet, I have returned with yet another crappy team that I have made which centers around the newly introduced restricted legendary of ho-oh. Normally, formats like VGC wouldn’t appreciate defensive teams to the slightest since double battles are considerably more fast-paced and most matches can end within 7 turns; I would still like to give this team a shot however (it is a prototype after all) and see what monstrosity I can cook up inside the teambuilder

Birb (Ho-Oh) @ Clear Amulet
Ability: Regenerator
Level: 50
Tera Type: Steel
EVs: 252 HP / 76 Atk / 148 Def / 4 SpD / 28 Spe
Careful Nature
- Sacred Fire
- Iron Head
- Brave Bird
- Protect
Ho-oh is the first part of my defensive core. Being a fire type and access to the ability regenerator, it fits the perfect role of a bulky attacker who pivots around its teammates to gain maximum potential out of its ability and type combo. I snatched this set from the VGC repository but still added some of my own creativity with tera-steel iron head. Overall it’s as basic as ho-oh can get, and I don’t see any reasons to change it.

Sinistcha-Masterpiece @ Rocky Helmet
Ability: Hospitality
Level: 50
Tera Type: Water
EVs: 244 HP / 166 Def / 98 SpD
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Shadow Ball
- Rage Powder
- Life Dew
Most people will use rillaboom for the grass type of choice, both providing fake out pressure and recovery with grassy terrain. Instead, I recruited sinistcha for this slot instead, since hospitality is also a great ability that benefits from the constant switching ins and outs and I feel that my team would’ve appreciated redirection and healing moves like life dew just a little more (I could always slap in strength sap tho).

Cow (Tauros-Paldea-Aqua) @ Choice Band
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Wave Crash
- Close Combat
- High Horsepower
Probably my most controversial pick here. The only reason I picked Tauros over urshifu-r is because it gets intimidate and choice band wave crash does slightly more damage than mystic water urshifu does (keep in mind this is only an experimental set). But if using urshifu-r provides more benefit than hehe-funny-cow-with-intimidate does, I’ll be happy to switch mon.

Tornadus @ Covert Cloak
Ability: Prankster
Level: 50
Tera Type: Dark
EVs: 252 HP / 100 Def / 4 SpA / 124 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Bleakwind Storm
- Tailwind
- Taunt
- Icy Wind
Tornadus doesn’t need much explaining. My core has a very crowded speed tier so I suppose it’s best for them to get some speed control and tailwind support.

Chien-Pao @ Focus Sash
Ability: Sword of Ruin
Level: 50
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Spinner
- Sucker Punch
- Sacred Sword
- Protect
Chien-pao fits this team in so many ways, as my defensive core excels at introducing frail attackers, and they can in return benefit from Chien-pao’s ability to deal massive damage. Also bonus points for sword of ruin also synergizing with the whole cycling in and out gimmick

Isshin Ashina (Kingambit) @ Safety Goggles
Ability: Defiant
Level: 50
Tera Type: Dragon
EVs: 244 HP / 252 Atk / 4 Def / 4 SpD / 4 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Protect
- Iron Head
This is an alternative for Chien-pao when facing against trick room teams. With the great matchup into calyrex-i which is the primary trick room abuser as of now, kingambit turns into a formidable sweeper which adds some huge bursts of damage for my defensive backbone.
Greetings, good people of the internet, I have returned with yet another crappy team that I have made which centers around the newly introduced restricted legendary of ho-oh. Normally, formats like VGC wouldn’t appreciate defensive teams to the slightest since double battles are considerably more fast-paced and most matches can end within 7 turns; I would still like to give this team a shot however (it is a prototype after all) and see what monstrosity I can cook up inside the teambuilder

Birb (Ho-Oh) @ Clear Amulet
Ability: Regenerator
Level: 50
Tera Type: Steel
EVs: 252 HP / 76 Atk / 148 Def / 4 SpD / 28 Spe
Careful Nature
- Sacred Fire
- Iron Head
- Brave Bird
- Protect
Ho-oh is the first part of my defensive core. Being a fire type and access to the ability regenerator, it fits the perfect role of a bulky attacker who pivots around its teammates to gain maximum potential out of its ability and type combo. I snatched this set from the VGC repository but still added some of my own creativity with tera-steel iron head. Overall it’s as basic as ho-oh can get, and I don’t see any reasons to change it.

Sinistcha-Masterpiece @ Rocky Helmet
Ability: Hospitality
Level: 50
Tera Type: Water
EVs: 244 HP / 166 Def / 98 SpD
Bold Nature
IVs: 0 Atk
- Matcha Gotcha
- Shadow Ball
- Rage Powder
- Life Dew
Most people will use rillaboom for the grass type of choice, both providing fake out pressure and recovery with grassy terrain. Instead, I recruited sinistcha for this slot instead, since hospitality is also a great ability that benefits from the constant switching ins and outs and I feel that my team would’ve appreciated redirection and healing moves like life dew just a little more (I could always slap in strength sap tho).

Cow (Tauros-Paldea-Aqua) @ Choice Band
Ability: Intimidate
Level: 50
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Wave Crash
- Close Combat
- High Horsepower
Probably my most controversial pick here. The only reason I picked Tauros over urshifu-r is because it gets intimidate and choice band wave crash does slightly more damage than mystic water urshifu does (keep in mind this is only an experimental set). But if using urshifu-r provides more benefit than hehe-funny-cow-with-intimidate does, I’ll be happy to switch mon.

Tornadus @ Covert Cloak
Ability: Prankster
Level: 50
Tera Type: Dark
EVs: 252 HP / 100 Def / 4 SpA / 124 SpD / 28 Spe
Calm Nature
IVs: 0 Atk
- Bleakwind Storm
- Tailwind
- Taunt
- Icy Wind
Tornadus doesn’t need much explaining. My core has a very crowded speed tier so I suppose it’s best for them to get some speed control and tailwind support.

Chien-Pao @ Focus Sash
Ability: Sword of Ruin
Level: 50
Tera Type: Ghost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Spinner
- Sucker Punch
- Sacred Sword
- Protect
Chien-pao fits this team in so many ways, as my defensive core excels at introducing frail attackers, and they can in return benefit from Chien-pao’s ability to deal massive damage. Also bonus points for sword of ruin also synergizing with the whole cycling in and out gimmick

Isshin Ashina (Kingambit) @ Safety Goggles
Ability: Defiant
Level: 50
Tera Type: Dragon
EVs: 244 HP / 252 Atk / 4 Def / 4 SpD / 4 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Protect
- Iron Head
This is an alternative for Chien-pao when facing against trick room teams. With the great matchup into calyrex-i which is the primary trick room abuser as of now, kingambit turns into a formidable sweeper which adds some huge bursts of damage for my defensive backbone.