Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic
- Toxic Spikes
Investment is physically defensive to complement specially defensive Celesteela. Scald is helpful for the Heatran matchup, as well as stopping Toxapex from becoming too passive, recover+regenerator is a potent combination, toxic and toxic spikes spread poison, giving me plenty of chip damage.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 28 Def / 232 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Leech Seed
- Protect
- Flamethrower
Investment for special defense, with just enough defense to live a HJK from mega Medicham. Leech seed is there for much-needed recovery, and racks up lots of chip damage with toxic. Flamethrower is there for Kartana, Ferrothorn, and mega Venusaur, which are immune to the toxic+leech seed combination.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Heal Bell
- Soft-Boiled
Chansey is a must for all stall teams, and finds a role in this team as a counter to Koko, which murders Skarmory and is too much for the CelePex core to handle, as well as being the team's cleric.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Toxic
- Roost
- Whirlwind
Here to complement Chansey, soaking up physical attacks it would otherwise struggle with, and punishing U-turn users such as Lando-T and mega Scizor with Rocky Helmet. Whirlwind and Spikes is a very annoying combination to face, especially when combined with Garchomp's rocks and Pex's toxic spikes. Whirlwinding a defogger out and then setting spikes forces my opponent to switch the defogger back in, or else let me get up triple spikes and take lots of entry damage on their other Pokémon, making their plays predictable.
Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 4 Def / 4 SpA / 4 SpD / 248 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Roost
As you can maybe see, I wasn't really sure where to go with the investment here. It's fast enough to outspeed a non-scarved jolly Kartana and act as some form of speed control, but I wasn't sure how to spread the rest.
Calm mind turns this thing into an utter menace, offensively and defensively. Ice beam is for Gliscor, Kart, and Lando-T, as well as threatening Tangrowth and Tapu Bulu. I bring Thunderbolt over Psyshock for Skarmory and Celesteela, which my team struggles with otherwise, and it improves the Greninja matchup. Can outstall Mega Sableye, which is important because nothing else in my team really can.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 6 Def / 10 SpD / 240 Spe
Jolly Nature
- Stealth Rock
- Fire Fang
- Earthquake
- Dragon Claw
Speed control. It's just fast enough to outspeed a mega Charizard X after one DD, which, though uncommon, presents a real problem for the rest of my team. My lead in general as well.
Stealth rock helps me get passive damage, Fire Fang is for Ferrothorn, a common lead, Earthquake and Dragon claw are STAB, EQ helping with the Magearna matchup. This is the one Mon on my team that I feel is just a bit lacking, especially in the moveset.
Overall, the team struggles a bit with Zeraora if I lose Garchomp, and has an all-round weakness to Black Kyurem.
Any help is appreciated.