Never done this before so anyways...
Lead: Aggron
Support Baton Passer: Drifblim
Special Sweeper: Arcanine
Staller: Jumpluff
Wildcard / Anti-Wall: Cofagrigus
Physical Sweeper: Absol
This team revolves around an early-mid game sunny day theme, and then stall and anti-stall later. It also assumes the enemy will try to use super-effective moves one turn in advance (as opposed to predicting a switch). I try to avoid using any OU (not sure if Absol is..?)
[Lead Stealth Rocker] Aggron @ Custap Berry
EVs: 252 HP / 252 Atk / 6 Def
Brave/Relaxed Nature
Ability: Sturdy
-Metal Burst
-Stone Edge/Fire Punch
-Heavy Slam
-Stealth Rock
A very slow lead, but it's meant to deal with the two infamous leads Azelf and Aerodactyl (which my friend uses a lot). Against those two, Heavy Slam (predicting Taunt) is STAB + 120 base, which should take care of Aerodactyl. Azelf usually has a Focus Sash, so he will probably explode out, which won't do much against steel. Against other leads, Taunt for enemies that try to first turn non-offensive, and then simply Metal Burst for anyone else that will likely all out attack. After Custap activates, use Stealth Rock.
[Second Setup] Drifblim @ Starf Berry
EVs: 252 Def / 6 HP / 252 Spd
Timid Nature
Ability: Unburden
-Calm Mind
-Sunny Day
-Substitute
-Baton Pass
Assuming that close combat or earthquake is used against Aggron to abuse the x4 damage, switch in Drifblim to negate either. At this point, it either gets lucky and goes first and uses substitute, or it gets hit and possibly uses Starf Berry (Unburden then kicks in). If it gets the sub, Sunny Day then Calm Mind up. If its too low, Sunny Day, then Baton Pass Starf and Unburden to Arcanine (assuming the enemy ground has swapped out)
[Third Special Sweeper] Arcanine @ Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Rash/Naive Nature
Ability: Flash Fire
-Flamethrower
-Solarbeam
-Hidden Power [Ice]
-Morning Sun
Special Sweep, possibly with Calm Minds and Unburden from Drifblim (and a sub if he's lucky). Flamethrower/Solarbeam/HP Ice provides almost perfect neutral coverage, except for Fire where it'll probably be a war of attrition between frail sweepers. Solarbeam needs no turn to charge, so water/ground/rock walls swapping in get shredded. Morning Sun with Sunny Day for dire times. When an earthquaker or equivalent swaps in, we get off the Solarbeam and switch to Jumpluff
[Fourth Staller] Jumpluff @ Wide Lens
EVs: 252 Spd / 6 Def / 252 HP
Ability: Leaf Guard/Chlorophyll
Jolly Nature
-Substitute
-Leech Seed
-Grass Knot
-Sleep Powder
Negates ground that was supposed to kill Arcanine. Proceed to sub-powder-seed the enemy. Sunny Day gives Leaf Guard or Chlorophyll. Not sure which one is better. If they swap in a heavy wall, try grass knotting (I took grass knot over toxic because generally most earthquakers are fairly heavy, so initially it will be good, and any steel walls that swap in are immune to it like Skarmory or Bronzong). If the wall is too annoying and has things that can hurt Jumpluff, swap to Cofragrigus. Wide Lens is so that Sleep Powder hits more accurately, as the first sleep can be a critical point.
[Fifth Wildcard] Cofagrigus @ Heat Rock
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
Ability: Mummy
-Sunny Day
-Will-O-Wisp
-Shadow Ball
-Hidden Power [ Fighting ]
Most steel walls prefer earthquake to deal with fire, so we have high def for that. Low HP allows us to Pain Split potentially high HP walls like Blissey and such. Defense oriented walls get will-o-wisp'ed and hex'ed. I decided on Sunny Day here in case Drifblim was gone, as he is somewhat suicidal. When a psychic/dark type enemy swaps in trying to use Shadowball, switch to Absol.
OR
[Fifth Wildcard Rapidspinner] Claydol @ Heat Rock
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Rapid Spin
-Sunny Day
-Shadow Ball
-Earth Power
Seeing as 3 of our team is weak to stealth rocks, a Rapid Spinner seems like a good idea. Claydol doesn't have the ability to take down high HP opponents like Cofagrigus, but it clears Stealth Rock, which is a big issue. Shadow Ball is for ghosts who try to spin block, and also for common psychic walls like Cresselia and Bronzong. Earthpower for STAB, although it could be replaced with something else. It's unfortunate that Claydol has no status moves like T-Wave.
[Sixth Physical Sweeper] Absol @ Lum Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly/Adamant Nature
Ability: Super Luck/Justified
-Night Slash/Sucker Punch
-Superpower
-Psycho Cut
-Swords Dance
Physical sweeper, as most psychics have bad defense I think (not sure). I can either have Super Luck and Night Slash for the critical hits, or Sucker Punch and Justified. Justified is in the case where the enemy tries to Crunch/other dark move Cofagrigus. Superpower to deal with darks that swapped in, psycho cut for fightings that swap in, and swords dance for boost whenever possible. Lum Berry to remove statuses.
Threat that I can kind of see:
Stone Edge/Rock Slide screws up Drifblim, Arcanine, and Jumpluff. I'd probably have to switch directly to Cofagrigus in that case. Most Stone Edge users aren't actually rock I believe, but most of them are heavy so Pain Split with hopes I guess.
Lead: Aggron
Support Baton Passer: Drifblim
Special Sweeper: Arcanine
Staller: Jumpluff
Wildcard / Anti-Wall: Cofagrigus
Physical Sweeper: Absol
This team revolves around an early-mid game sunny day theme, and then stall and anti-stall later. It also assumes the enemy will try to use super-effective moves one turn in advance (as opposed to predicting a switch). I try to avoid using any OU (not sure if Absol is..?)
[Lead Stealth Rocker] Aggron @ Custap Berry
EVs: 252 HP / 252 Atk / 6 Def
Brave/Relaxed Nature
Ability: Sturdy
-Metal Burst
-Stone Edge/Fire Punch
-Heavy Slam
-Stealth Rock
A very slow lead, but it's meant to deal with the two infamous leads Azelf and Aerodactyl (which my friend uses a lot). Against those two, Heavy Slam (predicting Taunt) is STAB + 120 base, which should take care of Aerodactyl. Azelf usually has a Focus Sash, so he will probably explode out, which won't do much against steel. Against other leads, Taunt for enemies that try to first turn non-offensive, and then simply Metal Burst for anyone else that will likely all out attack. After Custap activates, use Stealth Rock.
[Second Setup] Drifblim @ Starf Berry
EVs: 252 Def / 6 HP / 252 Spd
Timid Nature
Ability: Unburden
-Calm Mind
-Sunny Day
-Substitute
-Baton Pass
Assuming that close combat or earthquake is used against Aggron to abuse the x4 damage, switch in Drifblim to negate either. At this point, it either gets lucky and goes first and uses substitute, or it gets hit and possibly uses Starf Berry (Unburden then kicks in). If it gets the sub, Sunny Day then Calm Mind up. If its too low, Sunny Day, then Baton Pass Starf and Unburden to Arcanine (assuming the enemy ground has swapped out)
[Third Special Sweeper] Arcanine @ Life Orb
EVs: 6 HP / 252 SAtk / 252 Spd
Rash/Naive Nature
Ability: Flash Fire
-Flamethrower
-Solarbeam
-Hidden Power [Ice]
-Morning Sun
Special Sweep, possibly with Calm Minds and Unburden from Drifblim (and a sub if he's lucky). Flamethrower/Solarbeam/HP Ice provides almost perfect neutral coverage, except for Fire where it'll probably be a war of attrition between frail sweepers. Solarbeam needs no turn to charge, so water/ground/rock walls swapping in get shredded. Morning Sun with Sunny Day for dire times. When an earthquaker or equivalent swaps in, we get off the Solarbeam and switch to Jumpluff
[Fourth Staller] Jumpluff @ Wide Lens
EVs: 252 Spd / 6 Def / 252 HP
Ability: Leaf Guard/Chlorophyll
Jolly Nature
-Substitute
-Leech Seed
-Grass Knot
-Sleep Powder
Negates ground that was supposed to kill Arcanine. Proceed to sub-powder-seed the enemy. Sunny Day gives Leaf Guard or Chlorophyll. Not sure which one is better. If they swap in a heavy wall, try grass knotting (I took grass knot over toxic because generally most earthquakers are fairly heavy, so initially it will be good, and any steel walls that swap in are immune to it like Skarmory or Bronzong). If the wall is too annoying and has things that can hurt Jumpluff, swap to Cofragrigus. Wide Lens is so that Sleep Powder hits more accurately, as the first sleep can be a critical point.
[Fifth Wildcard] Cofagrigus @ Heat Rock
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
Ability: Mummy
-Sunny Day
-Will-O-Wisp
-Shadow Ball
-Hidden Power [ Fighting ]
Most steel walls prefer earthquake to deal with fire, so we have high def for that. Low HP allows us to Pain Split potentially high HP walls like Blissey and such. Defense oriented walls get will-o-wisp'ed and hex'ed. I decided on Sunny Day here in case Drifblim was gone, as he is somewhat suicidal. When a psychic/dark type enemy swaps in trying to use Shadowball, switch to Absol.
OR
[Fifth Wildcard Rapidspinner] Claydol @ Heat Rock
EVs: 252 HP / 252 Def / 6 SAtk
Bold Nature
-Rapid Spin
-Sunny Day
-Shadow Ball
-Earth Power
Seeing as 3 of our team is weak to stealth rocks, a Rapid Spinner seems like a good idea. Claydol doesn't have the ability to take down high HP opponents like Cofagrigus, but it clears Stealth Rock, which is a big issue. Shadow Ball is for ghosts who try to spin block, and also for common psychic walls like Cresselia and Bronzong. Earthpower for STAB, although it could be replaced with something else. It's unfortunate that Claydol has no status moves like T-Wave.
[Sixth Physical Sweeper] Absol @ Lum Berry
EVs: 6 HP / 252 Atk / 252 Spd
Jolly/Adamant Nature
Ability: Super Luck/Justified
-Night Slash/Sucker Punch
-Superpower
-Psycho Cut
-Swords Dance
Physical sweeper, as most psychics have bad defense I think (not sure). I can either have Super Luck and Night Slash for the critical hits, or Sucker Punch and Justified. Justified is in the case where the enemy tries to Crunch/other dark move Cofagrigus. Superpower to deal with darks that swapped in, psycho cut for fightings that swap in, and swords dance for boost whenever possible. Lum Berry to remove statuses.
Threat that I can kind of see:
Stone Edge/Rock Slide screws up Drifblim, Arcanine, and Jumpluff. I'd probably have to switch directly to Cofagrigus in that case. Most Stone Edge users aren't actually rock I believe, but most of them are heavy so Pain Split with hopes I guess.
Last edited: