I originally built this team around Meowstic F and made several small edits as I tested the team. This is the team I’ve had the most success with, any suggestions on how to improve it further?
Meowstic-F @ Chesto Berry
Ability: Competitive
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Barrier
- Rest
This is the most successful set I could come up with.
Calm Mind and Barrier are there to give Stored Power it’s power.
Rest and Chesto Berry are to heal because by the time I’m at +6 defense and +2 sp. attack/defense, I’m usually in or close to red health.
This set can clean late game if it can set up (preferably against a neutral or resisted physical attacker) and there are no dark types.
I used to run Signal Beam and leftovers over Rest and Chesto, but leftovers didn’t heal enough and a Sitrus or Pinch Berry would only heal me once.
Hitmonchan @ Black Belt
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Ice Punch
- Throat Chop
- Mach Punch
Drain Punch gets 108 power from Black Belt and Iron Fist.
Ice Punch coveres flying types (except Swanna) and is usefull against Claydol and grass types.
Throat Chop hits ghost types that might try to block an expected Rapid Spin and can damage psychic types in a pinch.
Mach Punch gets 57 power from Black Belt and Iron Fist.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Shadow Ball
- Will-O-Wisp
- Destiny Bond
Ice Beam and Shadow Ball are strong STAB.
Will-O-Wisp is good for crippling physical attackers like Primeape and Scyther that might give me trouble.
Destiny Bond is for luring out dark types that are immune to Meowstic, but Sableye still give this team trouble.
Lurantis @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Signal Beam
- Aromatherapy
- Defog
Leaf Storm + Contrary lets Lurantis hit hard.
Signal Beam is because Lurantis doesn’t have very many good special attacks, but it can hit some common dark types.
Aromatherapy is good for removing burns from my phisical attackers or paralysis from anyone.
Defog is for Hazards. I don’t use any, so I don’t have to worry about removing any that I set up and it can’t be blocked by ghost types. I also like having a Defoger that isn’t weak to Stealth Rocks.
Togedemaru @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zing Zap
- Iron Head
- U-turn
- Encore
Rocky Helmet and Iron Barbs do a lot of residual damage.
Zing Zap and Iron Head are STAB, the flinch chance is nice.
U-Turn is to pivot.
Encore is to disrupt anything my opponent might try.
Simisear @ Grassium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Focus Blast
- Grass Knot
- Nasty Plot
Simisear is my lead. It hits hard, but is made out of glass.
Flamethrower instead of Fire Blast for accuracy.
Focus Blast covers rock and normal and hits dark for Meowstic.
Grass Knot covers ground and water. Bloom Doom can OHKO light water types like Lanturn and Qwilfish. It also OHKOs Jellicent, who would just barely live +2 Grass Knot.
Nasty Plot lets Simisear set up and dent my opponent’s team, assuming they have something fast that can take it down or live a hit.
I experimented with a Salac Berry Gluttony set, but Grassium Z is more useful.