The team:
Megacham (Medicham-Mega) @ Medichamite
Ability: Pure Power
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Bulk Up
- Psycho Cut
- Close Combat
A setup sweeper that after just 2 Bulk Ups, hits almost 1200 Atk. CC for STAB OHKOing everything in the format, and Psycho Cut for alternate STAB, to hit everything resisting Fighting. A problem is with this is that it can be outsped and KOed by any speedy Pokemon.
Bullet Puch was added because I struggle with Mega Lopunnies, so I wanted a way to surprise KO after chip from, eg:
Aloamomoalao (Alomomola) @ Rocky Helmet
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Flip Turn
- Toxic
- Wish
- Protect
Defensive pivot, and the team's source of healing. Standard Mola set, Helmet chips physical attackers when switching in, Toxic to neutralise set up + wall Pokemon.
Elsa (Ninetales-Alola) @ Light Clay
Ability: Snow Warning
Shiny: Yes
Tera Type: Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Encore
- Heal Bell
I usually lead this. An Aurora Veil supporter pairing extremely well with Mola, reducing damage and removing conditions for it, whilst being able to come in more safely with its Flip Turn. Blizzard for damage, and I have been in games where I have bluff Veiled against a 4x Ice weakness switch, then OHKOed when they stay in next time. Encore to punish Subs and set-ups.
Hat boi (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Ruination
- Earthquake
My Specially Defensive pivot. If I had to change one Pokemon in my team, I would change this, as it doesn't do as much as the other members. It has still been useful to bait in hazard clearers though.
Nice mohawk (Tapu Koko) @ Choice Specs
Ability: Electric Surge
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
Was a mediocre SpA sweeper until I gave it HP Fire, letting it surprise KO Ferrothorn that I was struggling with before. Now it does a solid 60% to anything not resisting Volt Switch, along with pivoting, or 2HKOing with T-bolt. Gleam for second STAB. Additionally setting up Terrain for:
Quaking Earth (Iron Treads) @ Steelium Z
Ability: Quark Drive
Shiny: Yes
Tera Type: Stellar
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Steel Roller
- Earthquake
- Knock Off
Physical revenge killer and hazard remover: Steel Roller just for Corkscrew Crash as it often 1-shots at neutral -1 Atk. Still useable when against Rillaboom, other Tapus or in Mohawk's terrain. Knock Off to punish switches, and Earthquake for secondary STAB. A really good lead against Ferrothorn, Knock Off to remove its annoying item, and Earthquake to get it low and force it out.
My main problem is that my Pokemon synergise too well together; if one faints, my team falls apart.
Things I would like:
- A better answer for Mega Lopunny
- Having a faster Mega
- Having a Specially Defensive pivot that can actually pivot, and contribute
- A way for my team to still function if one of its pieces faints.