Aurora (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Calm Mind
Kiki (Klefki) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Sting (Tentacruel) @ Black Sludge
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 112 Def / 144 Spe
Timid Nature
- Scald
- Rapid Spin
- Haze
- Knock Off
Chomper (Krookodile) @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Crunch
- Stone Edge
Icarus (Togekiss) (F) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Air Slash
- Heal Bell
- Roost
- Defog
Cerberus (Hydreigon) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Dark Pulse
- Roost
- Draco Meteor
Suicune is the Pokemon I tried to build around. Calm Mind turns Suicune into a threatening bulky sweeper, boosting both its Special Attack and Special Defense. Rest is Suicune's main form of recovery, healing it instantly in one turn and clearing all its status conditions. Sleep Talk prevents Suicune from becoming overly passive when using Rest, providing it the chance to use any of its other moves while asleep. Scald is Suicune's only attacking move, being able to spread burns and weaken opposing Pokemon. The given Speed investment allows Suicune to outspeed Adamant Scizor and hit it before it can U-turn out. The rest of the EVs are placed in HP and Defense to maximize Suicune's defensive capabilities.
Suicune can switch into the Fire- and Steel-types that Klefki generally hates dealing with, while they in return appreciate its ability to switch into Grass-type attacks. Spikes gives Klefki a way of supporting its teammates with entry hazards, punishing grounded foes that switch in and out of play. Thunder Wave cripples fast offensive threats like Mega Aerodactyl with paralysis and gives Klefki a way of easily spreading status. Toxic cripples defensive Pokemon that may try stalling Klefki out, such as Hippowdon, and Alomomola and is also good for crippling various setup sweepers like Latias. Play Rough is Klefki's best source of damage against Latias, and it is also useful for pressuring Fighting- and Dark-type Pokemon like Hydreigon and Terrakion. Heavy investment in HP alongside maximum investment in Special Defense with a positive nature nearly maximizes Klefki's special bulk, allowing it to check threats like Togekiss, Latias, and Hydreigon as reliably as possible.
Knock Off removes the item from common Tentacruel switch-ins, such as Blissey and Empoleon, which can be useful for wearing them down over time. 144 EVs invested in Speed and a Timid nature allows Tentacruel to outspeed Rotom-C and Rotom-C, as well as threats such as Mamoswine and Nidoking. The remaining EVs are placed in HP and Defense to maximize Tentacruel’s physical bulk. Black Sludge is a means of passive recovery, increasing Tentacruel's longevity. Tentacruel makes a great partner to Togekiss due to their ability to take on Dragon-types like Hydreigon and Fighting-types Tentacruel shouldn’t be taking on due to its lack of recovery, such as Terrakion and Heracross.
With the ability to fulfill many roles, Krookodile is a big threat in the UnderUsed metagame and is capable of fitting onto multiple team archetypes such as this one. Knock Off is a powerful STAB attack that burdens most foes with the removal of their items. Earthquake is a very powerful secondary STAB attack that reliably revenge kills Pokemon like Infernape, Mega Manectric, and Terrakion. Stone Edge nails Flying-types that may try switching in on Earthquake, such as Mega Aerodactyl, Togekiss, and Moltres. Crunch OHKOes many mons after Stealth Rock, allowing Krookodile to revenge kill it reliably. It also deals greater damage to most Celebi sets, which usually run a Colbur Berry, than Knock Off. Full investment in Attack maximizes Krookodile's offensive presence, and 252 EVs invested in Speed with a Jolly nature make it as fast as possible. A Choice Scarf further boosts Krookodile's Speed, allowing it to outrun prominent threats like Latias, Mega Manectric, and Starmie. I chose Intimidate as its ability as it lowers foes' Attack stats, which allows Krookodile to switch in more easily.
Air Slash is Togekiss's best STAB option IMO, as it is a decently powerful move that comes with a 60 percent flinch chance. Roost is necessary for Togekiss, as it needs a form of recovery to sustain itself throughout a match. Heal Bell is a useful option to support Togekiss's team. Togekiss can also remove hazards via Defog, as its unique typing gives it a good matchup against common Stealth Rock setters like Seismitoad and Hippowdon. 96 Speed EVs allow Togekiss to outspeed Modest Primarina and paralyzed Mega Aerodactyl. The remaining EVs are dumped into Defense to maximize Togekiss's physical bulk. Togekiss was chosen because it is such a good support mon to most of the team, especially Tentacruel.
Taunt shuts down a large portion of specially defensive threats that can otherwise wall Hydreigon and attempt to cripple it, such as Blissey and Empoleon. Dark Pulse is a consistent STAB attack without drawbacks, hitting decently hard with the given investment. Roost provides Hydreigon with a reliable method of sustaining itself throughout a match, allowing it to consistently stallbreak. Draco Meteor is a powerful STAB attack that Hydreigon can use to muscle past offensive Pokemon like Nidoking. The given investment and nature maximize Hydreigon's power while giving it as much Speed as possible. Levitate is especially useful on this set, as Hydreigon can easily utilize it to shut down defensive Ground-types like Swampert and Hippowdon. Hydreigon was used to chip down bulky walls and allow Suicune to finish off. Suicune also appreciates Hydreigon being able to prevent the setting of entry hazards like Stealth Rock or Toxic Spikes with Taunt.
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Calm Mind
Kiki (Klefki) (F) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Sting (Tentacruel) @ Black Sludge
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 112 Def / 144 Spe
Timid Nature
- Scald
- Rapid Spin
- Haze
- Knock Off
Chomper (Krookodile) @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Crunch
- Stone Edge
Icarus (Togekiss) (F) @ Leftovers
Ability: Serene Grace
Shiny: Yes
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Air Slash
- Heal Bell
- Roost
- Defog
Cerberus (Hydreigon) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Dark Pulse
- Roost
- Draco Meteor
Suicune is the Pokemon I tried to build around. Calm Mind turns Suicune into a threatening bulky sweeper, boosting both its Special Attack and Special Defense. Rest is Suicune's main form of recovery, healing it instantly in one turn and clearing all its status conditions. Sleep Talk prevents Suicune from becoming overly passive when using Rest, providing it the chance to use any of its other moves while asleep. Scald is Suicune's only attacking move, being able to spread burns and weaken opposing Pokemon. The given Speed investment allows Suicune to outspeed Adamant Scizor and hit it before it can U-turn out. The rest of the EVs are placed in HP and Defense to maximize Suicune's defensive capabilities.
Suicune can switch into the Fire- and Steel-types that Klefki generally hates dealing with, while they in return appreciate its ability to switch into Grass-type attacks. Spikes gives Klefki a way of supporting its teammates with entry hazards, punishing grounded foes that switch in and out of play. Thunder Wave cripples fast offensive threats like Mega Aerodactyl with paralysis and gives Klefki a way of easily spreading status. Toxic cripples defensive Pokemon that may try stalling Klefki out, such as Hippowdon, and Alomomola and is also good for crippling various setup sweepers like Latias. Play Rough is Klefki's best source of damage against Latias, and it is also useful for pressuring Fighting- and Dark-type Pokemon like Hydreigon and Terrakion. Heavy investment in HP alongside maximum investment in Special Defense with a positive nature nearly maximizes Klefki's special bulk, allowing it to check threats like Togekiss, Latias, and Hydreigon as reliably as possible.
Knock Off removes the item from common Tentacruel switch-ins, such as Blissey and Empoleon, which can be useful for wearing them down over time. 144 EVs invested in Speed and a Timid nature allows Tentacruel to outspeed Rotom-C and Rotom-C, as well as threats such as Mamoswine and Nidoking. The remaining EVs are placed in HP and Defense to maximize Tentacruel’s physical bulk. Black Sludge is a means of passive recovery, increasing Tentacruel's longevity. Tentacruel makes a great partner to Togekiss due to their ability to take on Dragon-types like Hydreigon and Fighting-types Tentacruel shouldn’t be taking on due to its lack of recovery, such as Terrakion and Heracross.
With the ability to fulfill many roles, Krookodile is a big threat in the UnderUsed metagame and is capable of fitting onto multiple team archetypes such as this one. Knock Off is a powerful STAB attack that burdens most foes with the removal of their items. Earthquake is a very powerful secondary STAB attack that reliably revenge kills Pokemon like Infernape, Mega Manectric, and Terrakion. Stone Edge nails Flying-types that may try switching in on Earthquake, such as Mega Aerodactyl, Togekiss, and Moltres. Crunch OHKOes many mons after Stealth Rock, allowing Krookodile to revenge kill it reliably. It also deals greater damage to most Celebi sets, which usually run a Colbur Berry, than Knock Off. Full investment in Attack maximizes Krookodile's offensive presence, and 252 EVs invested in Speed with a Jolly nature make it as fast as possible. A Choice Scarf further boosts Krookodile's Speed, allowing it to outrun prominent threats like Latias, Mega Manectric, and Starmie. I chose Intimidate as its ability as it lowers foes' Attack stats, which allows Krookodile to switch in more easily.
Air Slash is Togekiss's best STAB option IMO, as it is a decently powerful move that comes with a 60 percent flinch chance. Roost is necessary for Togekiss, as it needs a form of recovery to sustain itself throughout a match. Heal Bell is a useful option to support Togekiss's team. Togekiss can also remove hazards via Defog, as its unique typing gives it a good matchup against common Stealth Rock setters like Seismitoad and Hippowdon. 96 Speed EVs allow Togekiss to outspeed Modest Primarina and paralyzed Mega Aerodactyl. The remaining EVs are dumped into Defense to maximize Togekiss's physical bulk. Togekiss was chosen because it is such a good support mon to most of the team, especially Tentacruel.
Taunt shuts down a large portion of specially defensive threats that can otherwise wall Hydreigon and attempt to cripple it, such as Blissey and Empoleon. Dark Pulse is a consistent STAB attack without drawbacks, hitting decently hard with the given investment. Roost provides Hydreigon with a reliable method of sustaining itself throughout a match, allowing it to consistently stallbreak. Draco Meteor is a powerful STAB attack that Hydreigon can use to muscle past offensive Pokemon like Nidoking. The given investment and nature maximize Hydreigon's power while giving it as much Speed as possible. Levitate is especially useful on this set, as Hydreigon can easily utilize it to shut down defensive Ground-types like Swampert and Hippowdon. Hydreigon was used to chip down bulky walls and allow Suicune to finish off. Suicune also appreciates Hydreigon being able to prevent the setting of entry hazards like Stealth Rock or Toxic Spikes with Taunt.
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