To preface this a little, I'm interested in hyper offense and that's the ultimate goal of this team. Now to break down the mon's and their roles.
Weavile (M) @ King's Rock
Ability: Pickpocket
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Fling
- Icicle Crash
- Throat Chop
This is a strong lead with a lot of garchomp or other dragon types. Also provides me with a Fake out, not to mention a method of flinching inside Psychic Terrain with Fling. Also deals with A Marowak nice with throat chop.
Magnezone @ Choice Specs
Ability: Analytic
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
- Volt Switch
So this mon is kind of Koko slayer. I can ohko koko with thunderbolt in his own terrain. This also is a way to deal with celesteela's/water types like goldduck/peliper.
Milotic (F) @ Adrenaline Orb
Ability: Competitive
Level: 50
Shiny: Yes
EVs: 100 HP / 4 Def / 252 SpA / 4 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Protect
I feel like this is a really solid mon for this team with the high amount of intimidate users. Destroy's arcanine, garchomp, can swap into garadaos, etc. Provides me with a safe water type that can also become hyper offensive with an intimidate being swapped in/used.
Pheromosa @ Fightinium Z
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Lunge
- High Jump Kick
- Poison Jab
- Protect
This is one of my counter to trick rooms. Most trick room setters with the exception of a few are normal type, more commonly oranguru and porygon 2. Pheramosa ohko's with Fightinium Z on oranguru and P2. Also provides strong pressure on all tapu's with poison jab. HJK deals with common rock's like gigalith. If it gets a Beast Boost and lives, basically can sweep a game.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Bone
- Flare Blitz
- Protect
- Bonemerang
One of the meta mon's in my team. Good answer to trick room making use of it and can ohko celesteela's/ A marowaks/ etc. Also proects from opposing electric moves with Lightning rod if i have milotic out or something that's super weak to electric moves.
Drampa @ Life Orb
Ability: Cloud Nine
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Energy Ball
- Flamethrower
- Ice Beam
- Dragon Pulse
This mon is up for tweaking, but so far its proved useful for its role. It's my answer to weather with C9, Works really well if my opponent sets trick room for me, is an answer to gastrodon as well as other dragon types.
So that's the team. It feels strong with playing against whats common, but I do feel like something is missing or maybe its missing the HO play style mark. Any questions/comments/constructive criticism is greatly appreciated. I'm still kind of new to VGC.
Weavile (M) @ King's Rock
Ability: Pickpocket
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Fling
- Icicle Crash
- Throat Chop
This is a strong lead with a lot of garchomp or other dragon types. Also provides me with a Fake out, not to mention a method of flinching inside Psychic Terrain with Fling. Also deals with A Marowak nice with throat chop.
Magnezone @ Choice Specs
Ability: Analytic
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]
- Volt Switch
So this mon is kind of Koko slayer. I can ohko koko with thunderbolt in his own terrain. This also is a way to deal with celesteela's/water types like goldduck/peliper.
Milotic (F) @ Adrenaline Orb
Ability: Competitive
Level: 50
Shiny: Yes
EVs: 100 HP / 4 Def / 252 SpA / 4 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Recover
- Protect
I feel like this is a really solid mon for this team with the high amount of intimidate users. Destroy's arcanine, garchomp, can swap into garadaos, etc. Provides me with a safe water type that can also become hyper offensive with an intimidate being swapped in/used.
Pheromosa @ Fightinium Z
Ability: Beast Boost
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Lunge
- High Jump Kick
- Poison Jab
- Protect
This is one of my counter to trick rooms. Most trick room setters with the exception of a few are normal type, more commonly oranguru and porygon 2. Pheramosa ohko's with Fightinium Z on oranguru and P2. Also provides strong pressure on all tapu's with poison jab. HJK deals with common rock's like gigalith. If it gets a Beast Boost and lives, basically can sweep a game.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Shadow Bone
- Flare Blitz
- Protect
- Bonemerang
One of the meta mon's in my team. Good answer to trick room making use of it and can ohko celesteela's/ A marowaks/ etc. Also proects from opposing electric moves with Lightning rod if i have milotic out or something that's super weak to electric moves.
Drampa @ Life Orb
Ability: Cloud Nine
Level: 50
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Energy Ball
- Flamethrower
- Ice Beam
- Dragon Pulse
This mon is up for tweaking, but so far its proved useful for its role. It's my answer to weather with C9, Works really well if my opponent sets trick room for me, is an answer to gastrodon as well as other dragon types.
So that's the team. It feels strong with playing against whats common, but I do feel like something is missing or maybe its missing the HO play style mark. Any questions/comments/constructive criticism is greatly appreciated. I'm still kind of new to VGC.