Celesteela: Vital glue for the team. This Defense-based spread allows you to take on Landorus-T and most Fake-Speed users, especially Diggersby, which fails to KO with Fire Punch after it gets burned by Beak Blast. As for the moves, Beak Blast is mandatory for revenge burns and solid STAB, Roost keeps you healthy, Heavy Slam is consistent damage, and Flamethrower allows you to better check Scizor and Ferrothorn, in addition to fishing for burns on targets that know not to make contact. Safety Goggles are a fairly recent addition but this team lacks a Spore absorber outside of Mega Sableye, which can't take on most users outside Ferrothorn. For additional options, you can drop Heavy Slam for Anchor Shot (annoying but typically lower damage and pairs better with Leech Seed sets), Flamethrower for Defog (more reliable hazard removal but I often found Cele is too pressured in most matches to consistently check things and Defog), and Safety Goggles for Leftovers (what I ran for most of the time, recommended if you aren't afraid of Spore).
Mega Sableye: Spin-blocker, hazard-blocker, Chansey-blocker, cock-blocker. Sableye is a real dick, and I lead with it every game, which has never screwed me over in the dozens of matches I've played. If you can safely Mega turn 1, do so (with Recover if need be). Otherwise, Parting Shot into something more apt to take on the opposing lead, and try to Mega at your earliest convenience. If they lead a Dark type, don't forget about the Prankster nerf, and hard switch into Toxapex (Greninja) or Bewear (Tyranitar). Physically defensive was mandatory to take on Marshadow, but when it finally leaves the ladder, you might experiment with a mixed spread. 8 Speed creeps Ferrothorn and more importantly opposing Sableye, allowing you to phaze them with Magic Bounced Parting Shot. Moves are fairly self explanatory: Parting Shot for momentum, Recover for healing, Knock Off for outstalling Leftovers, and Spectral Thief for checking setup sweepers. You have no idea how many random ToT Marshadows I've counter-boosted, and because it goes through Subs, you can check things like non-Shore Up SubDD/Coil Zygarde. You also do pretty well against variants of Silvally, but some extra SpDef would help tank Moongeist. As for other options, the only thing I really wished I had was Will o' Wisp, but I really don't see any way to fit it into the set. Possibly drop Parting Shot, but it's so nice as a lead that I wouldn't swap it out.
Chansey: Everyone's favorite wad of used gum. I probably don't need to tell you this, but Chansey is an amazing blanket check to most special attackers, and even a lot of physical attackers (you can safely Transform on Kyurem-B as it DDs and start firing back). EVs are standard, item is non-negotiable, but the moveset is really down to personal preference. I've settled on Slack Off (because Chansey is fat as fuck and never exercised a day in its life), Transform for destroying sweeps in progress and possibly sweeping on your own terms, Whirlwind so you have a way to check Sub setup and things you can't transform into (as well as a way to phaze Heatran and other Steels), and Toxic as your "damage" move. Other options are near endless, but I've used Glare over Toxic (dropped it after a game versus betathunder where I paralyzed his whole team but couldn't kill anything, so it went on for hundreds of turns until he forfeited...sorry about that), Heal Bell over Whirlwind (nice but Heatran is annoying), and I could see Seismic Toss in there somewhere. One thing I wouldn't use is Rapid Spin, because I've found that Chansey is the easiest-to-spinblock Pokemon ever, but if you can make it work, go for it.
Toxapex: Sleeper threat that counters a lot of supposedly uncounterable threats. A SpDef spread handily shuts down every variant of Greninja outside Protean Extrasensory, which still doesn't do too much. You may wonder why I need a secondary Greninja check when I already have Chansey, but Regenerator allows it to switch in for free without being forced to Recover, a very valuable tool in a team where Chansey is the only other check for most special attackers, so taking the pressure of it is really nice. Vitally, Toxapex might just be the only true defensive stop to the infamous mixed Zard-Y, which blows away Chansey with V-Create. Earthquake could be an issue, but I've never seen anyone run it. The moveset is pretty much set in stone, and funnily enough, it uses no new STAB moves whatsoever. Recover is Recover, Haze stops Nasty Plot Greninja and other random shit (Volcarona if anyone would use it), Toxic reliably hits Greninja and many switchins, and Scald finishes for burns and does a bit of chip damage, especially useful for Heatran, which you check unless they run offensive Earth Power. Black Sludge is further recovery, and I don't see any reason to run something else other than maybe Shucca Berry as an incredibly bad Alo-wak answer. I don't know what you'd run for moves other than maybe Toxic Spikes over Toxic (Greninja and Zard-Y become much more annoying but you gain additional pressure), or Toxic Thread if you're using Toxapex on balance rather than full stall. Never run Steam Eruption over Scald--you'll need all the PP you can get. I'd honestly recommend checking out Toxapex, it's a very consistent wall that people aren't acknowledging right now.
Excadrill: This is where you start to scratch your head.
Excadrill on stall? What the hell? Trust me, it's great! First, I'll address the question "
why not Steelix," which is a valid point, but I prefer physically defensive (!!) Excadrill for a number of reasons. The first is your Speed tier, which obviously blows Steelix out of the water. The second is Mold Breaker, which allows you to setup Rocks against Magic Bounce, Earthquake Levitate users, and OHKO Mimikyu through Disguise. The third, relatedly, is your significantly higher base Attack, which even uninvested does a huge chunk to neutral targets and OHKOs many that are weak to you. Finally, because Drill has much better HP than Steelix, it actually takes special hits better despite marginally lower SpDef, allowing you to switch into most Magearna variants. With that out of the way, onto the set! As stated, this is full physically defensive, which makes up for Drill's incredibly subpar base 60 Defense and ensures you can repeatedly switch into most Tapu Koko variants, the real reason this is on the team. Play Rough does, at most, about 25% when Banded, less if Life Orb/Magnet. U-turn does very little and Bolt Strike is obviously ineffective. Because people are so infatuated with physical Tapu Koko, Excadrill is an incredibly reliable SR setter, getting a free switch on Koko 90% of the time (I have seen invested HP Fire--you've been warned). Drill is also one of this team's half-checks for Kyurem-B, as it eats Dragon Hammer and Fusion Bolt, with Icicle Crash failing to net a OHKO even at +1, allowing you to fire back with Anchor Shot for some solid damage. The moves are Stealth Rock for hazard pressure, Shore Up for unexpected recovery, Anchor Shot for trapping Pokemon that can't beat you and dealing consistent Steel damage (OHKOs Mimiku), and Earthquake for additional (Mold Breaker) STAB. Leftovers is mandatory for repeated Koko switchins, as it will U-turn nearly every time. I wouldn't run any different moves for defensive Drill, honestly, as Rapid Spin and Toxic would both be nice, but IMO Rocks + recovery + dual STAB is pretty much necessary. Consider Precipice Blades over EQ if you like to miss, or Thousand Waves if you're a freak.
Bewear: And here we reach the revolving door slot of my team! Originally, Tsareena was here, because I need hazard removal and I though a second priority check wouldn't hurt. Then, it became Sylveon, which was the most reliable spinner I've used, but regrettably, I kept getting stomped by Tyranitar. Eventually, I arrived at this unassuming fluffball. Don't be fooled by its appearance, however, Bewear is a legitimate threat in the metagame. Like most of my team, I run fully physically defensive, which combined with Fluffy and a neat Fighting typing allows it to stop many physical attackers cold. Not only do you you handily take on almost every Tyranitar variant, but a shocking list of physical attackers, even those that hit you super effectively. It can:
- Never be 2HKOd by unboosted non-Band/LO Marshadow's Storm Throw (no longer relevant but still shocking)
- Sometimes survive 2 Brave Bird's from Choice Band Aerodactyl, and only take around 33% from non-damage item sets
- Take around half from a Snorlax Espeed that already setup to +6, and living any coverage move
- Almost always survive max Attack V-Create from Alolan Marowak on a critical hit (remember Fluffy's Fire weakness?)
As for moves, Milk Drink is my recovery move of choice (because I find it amusing that a stuffed animal drinks milk to heal), Circle Throw does good damage uninvested and phazes the opponent (like TTar that snapped up too many Defense boosts with Diamond Storm), Rapid Spin is the only hazard removal on the team in its current form, and Toxic is mainly to hit Marshadow, which somehow you wall, but you may want to switch it to a different move post-ban. Leftovers is...you know why Leftovers is here, at this point. Other options include Body Slam (which I first had but never clicked so I swapped it), Extreme Speed (does decent damage even uninvested thanks to your solid base Attack), Drain Punch (for more reliable damage/recovery), Bulk Up (for greater offensive phazing pressure), Swords Dance (much greater offensive pressure), and Glare (scum). I'd swap Toxic or Spin out, possibly both, but Circle Throw + recovery is vital IMO.
Threatlist:
- Marowak-Alola: V-Create is brutal. Sableye is just straight up OHKO'd, post Mega, despite maximum investment. Best chance is pivot around with Toxapex and Celesteela, hoping your opponent chokes. Instant loss at matchup.
- Mega Charizard X: Remember what I said about V-Create? Toxapex may be able to take them from Zard Y, but X is a menace, as Dragon Claw does a huge chunk and even resisted, V-Create does nearly half. Similarly impossible.
- Kyurem-Black: There are no real counters to this thing, and hopefully it's on its way out. It can't outright OHKO very many Pokemon on the team, but I usually have to trade mon-for-mon to deal with it. Doable but aggravating.
- Sub DD Shore Up Zygarde: Really specific but I lost a tour to this. Playing smart with Spectral Thief and Recover is really the only way, as most of your team struggles to break the Sub and Transform fails.
- Mega Pidgeot: Hard to play around, but not a death sentence like Alolan Marowak or Zard X. Chansey walls, but you've got to pick a sleep fodder, as Safety Goggles won't save you and Mega Sableye is chunked by Hurricane.
- Heatran: Can be dealt with, but it's annoying, as offensive variants outpace Excadrill and it can't be burned or poisoned. Best bet is to Knock Off Leftovers on the switch, and wear down with Toxapex + hazards.
- Tapu Fini: Needs to be stalled out, which isn't especially hard as it is known to use Moonlight + Steam Eruption, two low-BP loves. Best option is to wear out Misty Terrain with Toxapex + Chansey and then force a switch.
- EDIT: Thundurus/Thundurus-T: Forget to put these in the post originally, but yeah, huge problem for the team unless you play around All-out Pummeling. Chansey actually eats +2 from Thund-I, but basically you need to win the subsequent speed tie after Transforming.
Replays:
- [1] The most recent incarnation of this team. OM Room has a really solid offensive squad with some of the biggest threats, like Tapu Koko, QD Ghost Silvally and Diggersby, but the matchup was still strongly in my favor. While this battle ends in a forfeit after turn 22, I think it still shows off a lot of the strengths of the team, like Transform Chansey tanking +2 Earth Power from Heatran after losing the Speed tie, then KOing back, or Mega Sableye safely switching into Ghost Silvally to Spectral Thief, or Celesteela stopping Diggersby cold despite its appropriate Fire coverage.
- [2] Another relatively short match at 52 turns, this replay shows the earliest version of the team. Mainly I wanted to show off the trapping potential of Excadrill, which eliminates Magearna with relative ease, all while setting up Rocks. Then, Sableye is able to shut down Marshadow with a little help from Celesteela. Also Greninja is unable to do anything, which is the benefit of Toxapex.
- [3] My match against betathunder's terrifying Future Sight + Doom Desire team. I will admit I got a lot of para-hax here, but not all of it was to my advantage, given I was trying to PP stall at points. This is the longest game where the whole replay actually saves, so I just wanted to provide an example of the longevity that the team has, even against teams that exert a lot of pressure.
- [4] Back to the short replays, at 33 turns. My opponent is use the hyperest of hyper offense, pressuring me greatly with Kyurem-B, Dugtrio, and Mega Pidgeot, but my walls were able to hold regardless. The real highlight here is demonstrating how gross Bewear is, with +2 Guts-boosted Ursaring Extreme Speed on a critical hit doing a mere 60% and low health Dugtrio Reversal doing less than a third.
- [5] Another replay of the original version of the team, against yoman. I actually lose this match due to a few key chokes and major misclick near the end, but I still think it shows the defensive pressure the team keeps up even against some of the strongest threats in the meta, like mixed Zard Y. Solid match on my opponent's part, and well deserved win.
- [6] I lose this one decisively and the replay breaks after 209, while I'm pretty sure the actually battle reached 300, but I just wanted to put this in to shoutout Jeran, who fought me three times for 500-600 combined turns of stall, and methodically dismantled me very time. If I played this better, I probably could have turned the PP stall in my favor, but I was pretty clearly outclassed here. This also shows off Syvleon, who is absent in the other replays.
- I saved a few others, search Jajoken and look for recent STABmons games.