First post on the forums. This is a team I have been having a lot of fun using and messing around with because of its capability to wall blissey and swampert with Articuno. This team's biggest weakness atm is dealing with metagross, but i'll cover all of that as we go along
Birb (Skarmory) @ Leftovers
Ability: Keen Eye
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Spikes
- Roar
- Taunt
- Toxic
Although this is a fairly standard skarm lead set, I like the option of taunt as a starter because in skarm v skarm if you outspeed / win speed tie then you deny them a free turn which forces them to switch out. side note, never use struggle in this scenario because it gives them a free turn for spikes and you take more residual damage. this set has a decent chance to survive mag t bolt without magnet, and is the corner stone of this team's biggest advantage in setting up spikes. even just one layer can do so much for this team.
no rox pls (Articuno) @ Leftovers
Ability: Pressure
EVs: 252 HP / 114 SpA / 136 SpD / 8 Spe
Calm Nature
- Ice Beam
- Rest
- Sleep Talk
- Roar
I love this set. It's probably my favorite special wall to play with in this generation because it's one of the few things that laughs at most swampert variants. swampert also rarely ever carries rock slide so it makes this set all the more dangerous. it's role on this team is invaluable for a multitude of reasons. the first big one is it's immunity to spikes, as while this means it gains a 4 times weakness to rock, and also means that it loses a lot harder to things like metagross and ddance ttar, those both lose to spikes's damage adding up. salamence doesnt fancy taking an ice beam to the face either, and even if im really scared of a physical sweeper i just use sleep talk roar, because if articuno outspeeds the target and gets roar with sleep talk it ignores the negative prio, and this set always outspeeds fast ttar.
TierKing (Tyranitar) (M) @ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Hidden Power [Bug]
i like fast ttar a lot because it's still so utterly massive that it will just survive hits you would think would kill it. the lum berry was something i was against at first but because this team lacks a good status taker outside of resting articuno it works really well on ttar because it gives him a free ddance, which means he'll outspeed defensive starmie, offensive gengar, and only loses in speed to dug and everything else past that. the moves are fairly standard on this set, but the sand he provides is a huge source of chip damage for this team and he's also invaluable.
Nefarious (Gengar) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe
Timid Nature
- Will-O-Wisp
- Taunt
- Thunderbolt
- Ice Punch
man, gengar is honestly great. defensive gengar is genuinely so crazy that it even exists is just one of the quirks of this gen. its role as a spin blocker and toxic absorber are massively helped by the fact that its also immune to spikes. dusclops came close to being on this team because it checks other gengar, but i had to cave in and i needed to be hit by spikes less while also not letting my team get checked by more ice beams and rock slides. this just checked all the boxes.
The Thing (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP / 216 Atk / 32 SpA / 8 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Psychic
- Refresh
probably the best physically defensive mon that this team has. its massive natural bulk does wonders because it just also hits gengar with psychic fairly hard. levitate and rapid spin are also just a fantastic combination because it gets past things like jolteon predicting you to switch into a starmie only for you to bring this out. jolteon hp ice does check this but that's why you bring out something like metagross as a double switch in. the use of refresh helps against skarm and defensive gengar as well since they both tend to expect claydol to have explosion. leftovers helps this guy stay in more then he would without getting rid of one of his precious moves. probably the best rapid spinner in the game that is immune to spikes on top of that.
Metagross @ Leftovers
Ability: Clear Body
Hidden Power: Fire
EVs: 252 HP / 176 Atk / 80 Def
Adamant Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion
this is honestly a filler spot, there are a lot of mons that could fill this spot. but bulky metagross just fits the best in my opinion because of two main issues this team has; choice band metagross and all heracross sets. nothing besides gengar switches into focus punch / mega horn safely, and gengar in turn cant do anything to the swords dance set. articuno cannot deal damage to metagross and cannot tank a hit from non special attacking variants. so bulky metagross just fits the bill, albeit at the cost of having the team be slightly more weakened to mag. meteor mash is also just an insane move, and i think that this just compensates for the team having less special sweepers.
let me know what you guys think, and feel free to leave suggestions for changes :P
Birb (Skarmory) @ Leftovers
Ability: Keen Eye
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Spikes
- Roar
- Taunt
- Toxic
Although this is a fairly standard skarm lead set, I like the option of taunt as a starter because in skarm v skarm if you outspeed / win speed tie then you deny them a free turn which forces them to switch out. side note, never use struggle in this scenario because it gives them a free turn for spikes and you take more residual damage. this set has a decent chance to survive mag t bolt without magnet, and is the corner stone of this team's biggest advantage in setting up spikes. even just one layer can do so much for this team.
no rox pls (Articuno) @ Leftovers
Ability: Pressure
EVs: 252 HP / 114 SpA / 136 SpD / 8 Spe
Calm Nature
- Ice Beam
- Rest
- Sleep Talk
- Roar
I love this set. It's probably my favorite special wall to play with in this generation because it's one of the few things that laughs at most swampert variants. swampert also rarely ever carries rock slide so it makes this set all the more dangerous. it's role on this team is invaluable for a multitude of reasons. the first big one is it's immunity to spikes, as while this means it gains a 4 times weakness to rock, and also means that it loses a lot harder to things like metagross and ddance ttar, those both lose to spikes's damage adding up. salamence doesnt fancy taking an ice beam to the face either, and even if im really scared of a physical sweeper i just use sleep talk roar, because if articuno outspeeds the target and gets roar with sleep talk it ignores the negative prio, and this set always outspeeds fast ttar.
TierKing (Tyranitar) (M) @ Lum Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Hidden Power [Bug]
i like fast ttar a lot because it's still so utterly massive that it will just survive hits you would think would kill it. the lum berry was something i was against at first but because this team lacks a good status taker outside of resting articuno it works really well on ttar because it gives him a free ddance, which means he'll outspeed defensive starmie, offensive gengar, and only loses in speed to dug and everything else past that. the moves are fairly standard on this set, but the sand he provides is a huge source of chip damage for this team and he's also invaluable.
Nefarious (Gengar) @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 44 Def / 8 SpA / 112 SpD / 96 Spe
Timid Nature
- Will-O-Wisp
- Taunt
- Thunderbolt
- Ice Punch
man, gengar is honestly great. defensive gengar is genuinely so crazy that it even exists is just one of the quirks of this gen. its role as a spin blocker and toxic absorber are massively helped by the fact that its also immune to spikes. dusclops came close to being on this team because it checks other gengar, but i had to cave in and i needed to be hit by spikes less while also not letting my team get checked by more ice beams and rock slides. this just checked all the boxes.
The Thing (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP / 216 Atk / 32 SpA / 8 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Psychic
- Refresh
probably the best physically defensive mon that this team has. its massive natural bulk does wonders because it just also hits gengar with psychic fairly hard. levitate and rapid spin are also just a fantastic combination because it gets past things like jolteon predicting you to switch into a starmie only for you to bring this out. jolteon hp ice does check this but that's why you bring out something like metagross as a double switch in. the use of refresh helps against skarm and defensive gengar as well since they both tend to expect claydol to have explosion. leftovers helps this guy stay in more then he would without getting rid of one of his precious moves. probably the best rapid spinner in the game that is immune to spikes on top of that.
Metagross @ Leftovers
Ability: Clear Body
Hidden Power: Fire
EVs: 252 HP / 176 Atk / 80 Def
Adamant Nature
- Meteor Mash
- Earthquake
- Protect
- Explosion
this is honestly a filler spot, there are a lot of mons that could fill this spot. but bulky metagross just fits the best in my opinion because of two main issues this team has; choice band metagross and all heracross sets. nothing besides gengar switches into focus punch / mega horn safely, and gengar in turn cant do anything to the swords dance set. articuno cannot deal damage to metagross and cannot tank a hit from non special attacking variants. so bulky metagross just fits the bill, albeit at the cost of having the team be slightly more weakened to mag. meteor mash is also just an insane move, and i think that this just compensates for the team having less special sweepers.
let me know what you guys think, and feel free to leave suggestions for changes :P