TONE
I don't have to take this. I'm going for a walk.
Like I said, the team started with Beheeyem. A powerful wallbreaker capable of 2HKOing the entire metagame and also capitalizes on the recent trend of Dark-types like Skuntank not being as common as before.
The best way to utilize a strong wallbreaker was to pair it with momentum. Choice Scarf Primeape is the most common scarfer for good reason and helps get Beheeyem in safely with U-Turn while dealing with Steel-types that resist Beeheyem's Psychic.
Next I decided to complement Beheeyem and Primeape with a wincon and settled for Silvally-Fairy. SD makes for a solid breaker and provides more momentum into Beheeyem with U-Turn.
While the team did have 2 Fighting resists, neither had recovery and I wanted to prevent Earthquake from being spammable, so I opted for Oricorio-Sensu, another possible win con and a means of dealing with opponsing Ghost-Types that prevents Primeape from clicking Close Combat as well as being a solid response to Victreebel.
Next was a Stealth Rock setter and it essentially came down to either Regirock or Mudsdale, but ultimately decided on Mudsdale to have a better response to Pokemon like Lycanroc while still checking stuff like Dodrio.
At this point, hail was a pretty big problem as well as stuff like Omastar getting out of hand. Eelektross was here originally, but ultimately decided on Lanturn as it gave me a Water resist that still provided momentum.
The Team
Beheeyem @ Choice Specs
Ability: Analytic
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Signal Beam
- Hidden Power [Fire]
Choice Specs Beheeyem is no slouch in the power department as I mentioned, having the ability to 2HKO essentially the entire metagame, making for a fantastic wallbreaker and soft Fighting check. Notable is that I'm running Psychic and Psyshock on the same set for 2 reasons. One is I really don't tend click Trick in my case to attempt to cripple something especially in a situation where your opponent can be aggressive and switch into a Pokemon holding a Z crystal and make going for Trick a waste, and reason 2 is mainly for specific targets, Psychic helps for Gurdurr, Psyshock helps against AV Hitmonchan, Calm Mind users such as Clefairy and Oricorio-E, etc. Signal Beam for Dark-types like A-Persian and HP Fire deals with Ferroseed, Alola Sandslash, and the rare Bronzor. Speed is enough to outspeed uninvested base 50s like Regirock and Audino.
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake
First member of my momentum core, Scarf Primeape does Scarf Primeape things. Helps Beheeyem tremendously by handling Steel-Types with Close Combat, grabbing momentum with U-Turn and just being a very solid revenge killer in general. Stone Edge hits Flying types like Dodrio and Oricorio whereas Earthquake nails Qwilfish and Skuntank without taking Rocky Helmet or Aftermath damage, respectively.
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Flame Charge
- U-turn
Part 2 of my momentum core, Silvally-Fairy benefits from Primeape dealing with Steel-types making it's job as a SD sweeper easier. Flame Charge does hit Steels, but the main use is for that added speed to outspeed things like A-Persian, Lycanroc, and slow Shell Smash users such as Carracosta. U-Turn helps maintain momentum providing more opportunities to bring in Beheeyem while also dealing with Dark-types that are immune to Beheeyem's Psychic STAB.
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Revelation Dance
- Hurricane
Oricorio-Sensu's role is to provide another Fighting check with recovery as well as taking advantage of the holes Beheeyem makes by being a bulky wincon with Calm Mind. This also helps against Victreebel and can setup on Fighting types such as Gurdurr as they switch out or passive mons such as Ferroseed and can do a lot of damage with a boosted Supersonic Skystrike. Revelation Dance helps against Flying resists such as Lanturn and Eelektross.
Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Rock Slide
Mudsdale's role is simple: Get up Stealth Rock, spread Toxic, and tank hits when needed. While I did ultimately wanted to go Regirock, Mudsdale helped out a bit better against mons like Lycanroc while still checking Normal-types like Dodrio and Kangaskhan and other physical threats like Hitmonchan and Scyther, plus the added Defense boost from Stamina makes up for the lack of a true Normal resist. Pretty straightforward in terms of what this mon is intended to do.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 172 SpA / 136 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
The final part of my momentum core. I wanted to complete the Voltturn core with something slow and bulky enough to take special attacks. AV Lanturn fills this role out for me as it provided the team with a better response to Omastar as I didn't have a Water resist prior. HP Grass deals with Omastar, Carracosta, Quagsire, and Gastrodon quite nicely and Lanturn won't miss out on being unable to deal with Ferroseed since that is covered by the first 3 mons.
Threatlist:
Hail: Not much of a surprise that team is very Hail weak. Lanturn can check the latter, but if Lanturn is lost, Blizzard is literally free. My Alola Sandslash check is Mudsdale and it drops to Z Icicle Crash with some chip damage. It also outspeeds everything on my team with Hail up, so that too is problematic.
Normal-types: While not as pressing as Hail, the Normal resist is Mudsdale and since it lacks recovery it can be easily worn down throughout the course of a match. Primeape, however, is able to check both Stoutland and Kangaskhan offensively with Close Combat.
Hazard Stack: As this team has no removal, Spike stack, especially Toxic Spikes while not as prominent, can be a pain to deal with. The best option to combat this is to go aggressive from the start and limit the amount of Spikes they can lay to keep the damage from momentum to a minimum.
Thanks for giving the team a look at and I hope you guys enjoy the team. TONE out.
Beheeyem @ Choice Specs
Ability: Analytic
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Signal Beam
- Hidden Power [Fire]
Choice Specs Beheeyem is no slouch in the power department as I mentioned, having the ability to 2HKO essentially the entire metagame, making for a fantastic wallbreaker and soft Fighting check. Notable is that I'm running Psychic and Psyshock on the same set for 2 reasons. One is I really don't tend click Trick in my case to attempt to cripple something especially in a situation where your opponent can be aggressive and switch into a Pokemon holding a Z crystal and make going for Trick a waste, and reason 2 is mainly for specific targets, Psychic helps for Gurdurr, Psyshock helps against AV Hitmonchan, Calm Mind users such as Clefairy and Oricorio-E, etc. Signal Beam for Dark-types like A-Persian and HP Fire deals with Ferroseed, Alola Sandslash, and the rare Bronzor. Speed is enough to outspeed uninvested base 50s like Regirock and Audino.
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake
First member of my momentum core, Scarf Primeape does Scarf Primeape things. Helps Beheeyem tremendously by handling Steel-Types with Close Combat, grabbing momentum with U-Turn and just being a very solid revenge killer in general. Stone Edge hits Flying types like Dodrio and Oricorio whereas Earthquake nails Qwilfish and Skuntank without taking Rocky Helmet or Aftermath damage, respectively.
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Flame Charge
- U-turn
Part 2 of my momentum core, Silvally-Fairy benefits from Primeape dealing with Steel-types making it's job as a SD sweeper easier. Flame Charge does hit Steels, but the main use is for that added speed to outspeed things like A-Persian, Lycanroc, and slow Shell Smash users such as Carracosta. U-Turn helps maintain momentum providing more opportunities to bring in Beheeyem while also dealing with Dark-types that are immune to Beheeyem's Psychic STAB.
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Revelation Dance
- Hurricane
Oricorio-Sensu's role is to provide another Fighting check with recovery as well as taking advantage of the holes Beheeyem makes by being a bulky wincon with Calm Mind. This also helps against Victreebel and can setup on Fighting types such as Gurdurr as they switch out or passive mons such as Ferroseed and can do a lot of damage with a boosted Supersonic Skystrike. Revelation Dance helps against Flying resists such as Lanturn and Eelektross.
Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Rock Slide
Mudsdale's role is simple: Get up Stealth Rock, spread Toxic, and tank hits when needed. While I did ultimately wanted to go Regirock, Mudsdale helped out a bit better against mons like Lycanroc while still checking Normal-types like Dodrio and Kangaskhan and other physical threats like Hitmonchan and Scyther, plus the added Defense boost from Stamina makes up for the lack of a true Normal resist. Pretty straightforward in terms of what this mon is intended to do.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 172 SpA / 136 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
The final part of my momentum core. I wanted to complete the Voltturn core with something slow and bulky enough to take special attacks. AV Lanturn fills this role out for me as it provided the team with a better response to Omastar as I didn't have a Water resist prior. HP Grass deals with Omastar, Carracosta, Quagsire, and Gastrodon quite nicely and Lanturn won't miss out on being unable to deal with Ferroseed since that is covered by the first 3 mons.
Threatlist:
Hail: Not much of a surprise that team is very Hail weak. Lanturn can check the latter, but if Lanturn is lost, Blizzard is literally free. My Alola Sandslash check is Mudsdale and it drops to Z Icicle Crash with some chip damage. It also outspeeds everything on my team with Hail up, so that too is problematic.
Normal-types: While not as pressing as Hail, the Normal resist is Mudsdale and since it lacks recovery it can be easily worn down throughout the course of a match. Primeape, however, is able to check both Stoutland and Kangaskhan offensively with Close Combat.
Hazard Stack: As this team has no removal, Spike stack, especially Toxic Spikes while not as prominent, can be a pain to deal with. The best option to combat this is to go aggressive from the start and limit the amount of Spikes they can lay to keep the damage from momentum to a minimum.
Beheeyem @ Choice Specs
Ability: Analytic
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Signal Beam
- Hidden Power [Fire]
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Flame Charge
- U-turn
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Revelation Dance
- Hurricane
Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Rock Slide
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 172 SpA / 136 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
Ability: Analytic
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Psyshock
- Signal Beam
- Hidden Power [Fire]
Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Stone Edge
- Earthquake
Silvally-Fairy @ Fairy Memory
Ability: RKS System
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Multi-Attack
- Flame Charge
- U-turn
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Revelation Dance
- Hurricane
Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Rock Slide
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 172 SpA / 136 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Ice Beam
- Hidden Power [Grass]
So yeah this might be a bit lenghty so don't expect any one-liners from me.
Megazard 2xTheTap Akir Slowbroth dibs Chloe Jmash MaroGod ShuckleDeath Specs TJ tondas HJAD UberSkitty PTF Taskr Chrisloud1 Teddeh GeneralAnnoyance @g Anty Magnemite Robert Alfons @LST EviGaro Many tom holland Raiza Xiri Luthier RawMelon tlenit1 Toy Time King jonago Oathkeepre gum MamboTND Ktütverde Urusius
If I missed anyone, I'm sorry about that. I wouldn't do it on purpose.
Megazard 2xTheTap Akir Slowbroth dibs Chloe Jmash MaroGod ShuckleDeath Specs TJ tondas HJAD UberSkitty PTF Taskr Chrisloud1 Teddeh GeneralAnnoyance @g Anty Magnemite Robert Alfons @LST EviGaro Many tom holland Raiza Xiri Luthier RawMelon tlenit1 Toy Time King jonago Oathkeepre gum MamboTND Ktütverde Urusius
If I missed anyone, I'm sorry about that. I wouldn't do it on purpose.
Thanks for giving the team a look at and I hope you guys enjoy the team. TONE out.