Here I am again creating teams with (I assume) unpopular choices. Now as much I dislike stall, I couldn’t help but make this one since I wanted to have an excuse to use Bastiodon and Scream Tail.
Rhyperior/Necrosma (Bastiodon) @ Leftovers
Ability: Solid Rock/Prism Armor
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Metal Burst
- Iron Defense
- Stealth Rock
Speaking of, bastiodon serves a niche here as being a solid rock setter and a decent body presser. Metal Burst can hit ghost types, mons that might resist or take little from body press, or things that use strong moves against you before you can set up with iron defense. I’m unsure if Rhyperior or Necrozma would be better, or if I should do something completely different. I chose those two simply because their abilities can make hit taking easier since it bastiodon can worry a little less about being hit by super effective moves- mostly assuming it has already clicked Iron Defense- to overall increase longevity. Rhyperior is if you want more HP and even more Def than you already have, while Necrozma is if you want more SpDef. Again, I’m not certain which one is particularly better.
Houndstone (Corviknight) @ Leftovers/Rocky Helmet
Ability: Fluffy
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Defog
- U-turn
- Roost
Corviknight as always is a great physical wall. Flying-Steel makes it able to wall many common things like Roaring Moon, Great Tusk, etc. It being flying also helps out in protecting the rest of its team, being able to switch into suspected ground type attacks. Fluffy is great since it cranks up its hit taking capabilities even more so now it’s quite difficult for even the strongest physical attackers to wear it down without fire or electric type coverage.
Deoxys-Defense (Alomomola) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect
Once again, alomomola is an already great pokemon only being boosted more. Wish can be especially useful for healing up some of the team that might have a harder time regaining health. I chose deoxys-def since it’s high defensive stats boosts it’s survivability with an increase in both defenses.
Tornadus-Therian (Great Tusk) @ Assault Vest
Ability: Regenerator
Tera Type: Ground
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Close Combat
- Rapid Spin
- Knock Off
This admittedly is just the sample set for Great Tusk, but hey it works well so why not just use it here too. I was originally going to use Swampert instead with RegenVest, but after consideration Great Tusk would be a lot better since it can remove hazards and provide more overall coverage to the team. It’s great at dealing with stuff like Gholdengo since it can attack pretty quickly for strong damage and switch out if needed or if the job gets done. Earthquake feels better over Headlong Rush imo since I don’t want to include two moves that can lower both defenses in the case that it fails to KO something and takes much more damage than anticipated.
Skeledirge (Scream Tail) @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Dazzling Gleam
- Wish
- Protect
- Calm Mind
Scream Tail is much better than I originally thought it’d be when making this. Skeledirges stat spread is very good for it as it adds to the more important stats like increasing Def, adding more Hp, and boosting up SpAtk even more. On top of that, unaware is excellent for dealing with set-up special sweepers while being able to retaliate back with even stronger attacks with calm mind. Wish is also good for the same reason that Alomomola’s.
Regice (Garganacl) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Curse
- Salt Cure
- Recover
- Earthquake
And now finally, Garganacl is a pretty useful member thanks to its utility. Salt Cure lets it deal great DoT to the enemy, even more so if they’re unable to remove stealth rock. While purifying salt is of course excellent for preventing statuses and adding a bit more against ghosts. Regice is nice thanks to its monstrous SpDef patching up holes in that lacking apartment of Garg. I used this team a bit and while I admittedly never had to use Curse yet, I’m sure it can still be great to have.
And that’s all I have! I hope this team turns out to be truly better than I originally envisioned. If there’s anything modifications that could be made then please let me know so I can get better at team building in the future.
Rhyperior/Necrosma (Bastiodon) @ Leftovers
Ability: Solid Rock/Prism Armor
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Body Press
- Metal Burst
- Iron Defense
- Stealth Rock
Speaking of, bastiodon serves a niche here as being a solid rock setter and a decent body presser. Metal Burst can hit ghost types, mons that might resist or take little from body press, or things that use strong moves against you before you can set up with iron defense. I’m unsure if Rhyperior or Necrozma would be better, or if I should do something completely different. I chose those two simply because their abilities can make hit taking easier since it bastiodon can worry a little less about being hit by super effective moves- mostly assuming it has already clicked Iron Defense- to overall increase longevity. Rhyperior is if you want more HP and even more Def than you already have, while Necrozma is if you want more SpDef. Again, I’m not certain which one is particularly better.
Houndstone (Corviknight) @ Leftovers/Rocky Helmet
Ability: Fluffy
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Defog
- U-turn
- Roost
Corviknight as always is a great physical wall. Flying-Steel makes it able to wall many common things like Roaring Moon, Great Tusk, etc. It being flying also helps out in protecting the rest of its team, being able to switch into suspected ground type attacks. Fluffy is great since it cranks up its hit taking capabilities even more so now it’s quite difficult for even the strongest physical attackers to wear it down without fire or electric type coverage.
Deoxys-Defense (Alomomola) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn
- Wish
- Protect
Once again, alomomola is an already great pokemon only being boosted more. Wish can be especially useful for healing up some of the team that might have a harder time regaining health. I chose deoxys-def since it’s high defensive stats boosts it’s survivability with an increase in both defenses.
Tornadus-Therian (Great Tusk) @ Assault Vest
Ability: Regenerator
Tera Type: Ground
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Close Combat
- Rapid Spin
- Knock Off
This admittedly is just the sample set for Great Tusk, but hey it works well so why not just use it here too. I was originally going to use Swampert instead with RegenVest, but after consideration Great Tusk would be a lot better since it can remove hazards and provide more overall coverage to the team. It’s great at dealing with stuff like Gholdengo since it can attack pretty quickly for strong damage and switch out if needed or if the job gets done. Earthquake feels better over Headlong Rush imo since I don’t want to include two moves that can lower both defenses in the case that it fails to KO something and takes much more damage than anticipated.
Skeledirge (Scream Tail) @ Leftovers
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Dazzling Gleam
- Wish
- Protect
- Calm Mind
Scream Tail is much better than I originally thought it’d be when making this. Skeledirges stat spread is very good for it as it adds to the more important stats like increasing Def, adding more Hp, and boosting up SpAtk even more. On top of that, unaware is excellent for dealing with set-up special sweepers while being able to retaliate back with even stronger attacks with calm mind. Wish is also good for the same reason that Alomomola’s.
Regice (Garganacl) @ Leftovers
Ability: Purifying Salt
Tera Type: Water
EVs: 252 HP / 52 Def / 204 SpD
Careful Nature
- Curse
- Salt Cure
- Recover
- Earthquake
And now finally, Garganacl is a pretty useful member thanks to its utility. Salt Cure lets it deal great DoT to the enemy, even more so if they’re unable to remove stealth rock. While purifying salt is of course excellent for preventing statuses and adding a bit more against ghosts. Regice is nice thanks to its monstrous SpDef patching up holes in that lacking apartment of Garg. I used this team a bit and while I admittedly never had to use Curse yet, I’m sure it can still be great to have.
And that’s all I have! I hope this team turns out to be truly better than I originally envisioned. If there’s anything modifications that could be made then please let me know so I can get better at team building in the future.