Introduction:
This is a team that I've had relative success with, utilizing sticky webs and multiple scarfers for speed control. I built around ribombee, adding mons with a respectable (but not spectacular) speed tier as I saw fit. Here's the team.
The Team:
Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Quiver Dance
- Stun Spore
This was my inspiration for the team, and I've begun to hate it through my use of it. This punk is fast, annoying, and deceptively strong. Sash guarantees that you'll get to use webs (unless prankster taunt), and ribombee's speed almost guarantees that you'll get another move off. Stun spore is a great coverage move, slowing down any leadoff threats. Quiver dance is for the posers who go hatterene to bounce back webs. Simply QD up as much as you desire, and then flex on them with moonblast. If you set up and they swap to ditto to reverse sweep with scarf, ya got a focus sash. This mon is stupidly easy to use.
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Earthquake
- U-turn
As if I'd make a team without adamant darm. This bad boi OHKOs everything, and what it doesn't OHKO, it weakens with fast uturn into corv. With a scarf and the opponent affected by a web, darmanitan becomes one of the fastest pokemon in the tier, outspeeding nearly everything. Darm kinda sucks to dynamax, because scarf is the only thing that makes darm outspeed relevant threats, so I'd withhold dynamaxing this particular mon.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Swords Dance
- Rock Slide
This is the only real "sweeper" of the team. Exca is pretty much a living sash, being my counter to ditto, sweepers, stall mons, etc. Earthquake is used for strong STAB, rock slide is used for Zard, Swords Dance is used for set up, and Rapid Spin is for hazard removal/speed boosting. Don't dynamax this it's a bad idea. Jolly Exca gets pretty fast while the oppo is under webs, so this can catch quite a few prevalent mons. Please don't swap into this to spin, just defog with corv instead. This spin is mainly if they put hazards up on you, not to bust your sash for no reason.
Toxtricity @ Air Balloon
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Wave
- Volt Switch
Toxtricity is the electric coverage for the team, being the only mon to beat water types. As such, toxtricity is invaluable to the success of the team, earning it an air balloon for its efforts. Master has given dobby an air balloon; dobby is freeeee! Toxtricity can also run specs on this team, but I prefer balloon for better Earthquake switch-ins. Toxtricity is incredibly specially powerful, and this is one of the standards sets for it. Modest can also be run to hit even harder, but I prefer timid.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
- Defog
- Brave Bird
- Roost
- Iron Head
Corviknight is my favorite member of the team. This doesn't make it a better member, but it is my favorite. Corvi's incredible typing and great defenses allow it to tank a hit from almost any mon, allowing it to defog hazards away. Roost allows it to recover health effectively, with leftovers serving as passive recovery. Iron head gives for some much-needed fairy coverage (toxtricity ain't enough), and defog helps keep exca's sash intact.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Surf
Hydreg is the nasty dyna-abuser of the team. Scarfing this mon is honestly free wins. It outspeeds everything with webs up, and if they try and switch to something like ferro to eat dark pulses, you can just dynamax that boi. This mon can take 4 or 5 lives every game, easily, and most people don't have more than 1 counter to it. It eats up mons like dragapult, ferro, etc. This beats everything.
Weaknesses:
this team just loses to stall. It has 2 boosting mons, but they fail to beat corsola. But stall sucks so whatever
this team lowkey loses to faster mons if webs aren't up. Scarfed dragapult just wins with no webs up cuz they can dynamax you to death
Strengths:
this team favors hard switches and toxapex. It beats toxapex so hard. If they bring toxapex, bring this team. I recognize that this is at odds with what I just said about losing to stall, but whatever.
Improvements: this team needs more than just hydre and darm as wincons. Please help tie it together, and maybe give it a rocker too
Importable:
This is a team that I've had relative success with, utilizing sticky webs and multiple scarfers for speed control. I built around ribombee, adding mons with a respectable (but not spectacular) speed tier as I saw fit. Here's the team.
The Team:
Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Quiver Dance
- Stun Spore
This was my inspiration for the team, and I've begun to hate it through my use of it. This punk is fast, annoying, and deceptively strong. Sash guarantees that you'll get to use webs (unless prankster taunt), and ribombee's speed almost guarantees that you'll get another move off. Stun spore is a great coverage move, slowing down any leadoff threats. Quiver dance is for the posers who go hatterene to bounce back webs. Simply QD up as much as you desire, and then flex on them with moonblast. If you set up and they swap to ditto to reverse sweep with scarf, ya got a focus sash. This mon is stupidly easy to use.
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Earthquake
- U-turn
As if I'd make a team without adamant darm. This bad boi OHKOs everything, and what it doesn't OHKO, it weakens with fast uturn into corv. With a scarf and the opponent affected by a web, darmanitan becomes one of the fastest pokemon in the tier, outspeeding nearly everything. Darm kinda sucks to dynamax, because scarf is the only thing that makes darm outspeed relevant threats, so I'd withhold dynamaxing this particular mon.
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Swords Dance
- Rock Slide
This is the only real "sweeper" of the team. Exca is pretty much a living sash, being my counter to ditto, sweepers, stall mons, etc. Earthquake is used for strong STAB, rock slide is used for Zard, Swords Dance is used for set up, and Rapid Spin is for hazard removal/speed boosting. Don't dynamax this it's a bad idea. Jolly Exca gets pretty fast while the oppo is under webs, so this can catch quite a few prevalent mons. Please don't swap into this to spin, just defog with corv instead. This spin is mainly if they put hazards up on you, not to bust your sash for no reason.
Toxtricity @ Air Balloon
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Wave
- Volt Switch
Toxtricity is the electric coverage for the team, being the only mon to beat water types. As such, toxtricity is invaluable to the success of the team, earning it an air balloon for its efforts. Master has given dobby an air balloon; dobby is freeeee! Toxtricity can also run specs on this team, but I prefer balloon for better Earthquake switch-ins. Toxtricity is incredibly specially powerful, and this is one of the standards sets for it. Modest can also be run to hit even harder, but I prefer timid.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
- Defog
- Brave Bird
- Roost
- Iron Head
Corviknight is my favorite member of the team. This doesn't make it a better member, but it is my favorite. Corvi's incredible typing and great defenses allow it to tank a hit from almost any mon, allowing it to defog hazards away. Roost allows it to recover health effectively, with leftovers serving as passive recovery. Iron head gives for some much-needed fairy coverage (toxtricity ain't enough), and defog helps keep exca's sash intact.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Surf
Hydreg is the nasty dyna-abuser of the team. Scarfing this mon is honestly free wins. It outspeeds everything with webs up, and if they try and switch to something like ferro to eat dark pulses, you can just dynamax that boi. This mon can take 4 or 5 lives every game, easily, and most people don't have more than 1 counter to it. It eats up mons like dragapult, ferro, etc. This beats everything.
Weaknesses:
this team just loses to stall. It has 2 boosting mons, but they fail to beat corsola. But stall sucks so whatever
this team lowkey loses to faster mons if webs aren't up. Scarfed dragapult just wins with no webs up cuz they can dynamax you to death
Strengths:
this team favors hard switches and toxapex. It beats toxapex so hard. If they bring toxapex, bring this team. I recognize that this is at odds with what I just said about losing to stall, but whatever.
Improvements: this team needs more than just hydre and darm as wincons. Please help tie it together, and maybe give it a rocker too
Importable:
Ribombee @ Focus Sash
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Quiver Dance
- Stun Spore
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Earthquake
- U-turn
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Swords Dance
- Rock Slide
Toxtricity @ Air Balloon
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Wave
- Volt Switch
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
- Defog
- Brave Bird
- Roost
- Iron Head
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Surf
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Moonblast
- Quiver Dance
- Stun Spore
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Superpower
- Earthquake
- U-turn
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Swords Dance
- Rock Slide
Toxtricity @ Air Balloon
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Wave
- Volt Switch
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature
- Defog
- Brave Bird
- Roost
- Iron Head
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Fire Blast
- Surf