Hey man, I have a new team now and I think its enough creative (honestly, I started with that old team and completely swapped a buncha stuff except for Craw). I'm gonna submit this instead, its a rain TR (damage/wallbreak) as much as you can with trick room, sweep with Pert).
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Crabhammer
- Knock Off
- Aqua Jet
- Superpower
Mimikyu @ Red Card
Ability: Disguise
EVs: 4 HP/ 252 Atk / 252 SpD
Brave N
ature
IVs: 0 Spe
- Trick Room
- Play Rough
- Toxic
- Destiny Bond
Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Focus Blast
- Thunderbolt
Zygarde @ Choice Band
Ability: Aura Break
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Thousand Arrows
- Outrage
- Extreme Speed
- Iron Tail
Pelipper @ Choice Specs
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Hydro Pump
- Hurricane
- Surf
- U-turn
Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock
I started with Band Crawdaunt. I wanted to think of ways to make him better, so I started with trick room, which allowed me to improve it's bulk a little bit through HP investment and outslow a bunch in trick room.
Next, I chose my first trick room setter, Fairium Magearna, which can survive most first hits and get many clean kills with trick room.
The next thing I did to improve Craw was add Pelipper. I noticed on my old teams I had been inclined to autoclick knock off, which ends up being punished hard by Z move users and resisted mons. Under rain, Crawdaunt has a 100BP move with 50% greater power from rain, 372 atk, and adaptability. Only defensive mons that resist water can stomach a hit. On Pelipper itself, I made it a specs pelipper, which has very spammable STABs that also hit like a truck. Under TR, it outslows much of the metagame's top threats and can OHKO them (like Zygarde). This forms a formidable wallbreaking duo that can kill physical and specially defensive threats.
Because I added Pelipper, I wanted to get another rain abuser to justify its use. Swampert seemed like a logical choice, and even though it obviously doesn't work under trick room, what often happens is fast mons are severely weakened under trick room. I send Pelipper out near the end of trick room, let it wallbreak then die, and have Swampert clean up the rest with 2-3 turns of Rain speed boost.
Banded Zygarde helps beat threats like Zapdos and Celesteela. Its also insanely hard to switch into and one of the few mons who can take a hit.
Finally, Mimikyu with red card sets up trick room for free and helps prevent your opponent from winning vs setup sweepers like Hawlucha, Reuniculus, Zygarde, and a lot of other top tier threats. Taunt prevent mons who are prepared for destiny bond from stalling out with non-attacking moves.
Weaknesses are Ash Greninja by a lot (Need to weaken then pick off with ESpeed), Ferrothorn (walls a lot of the team), and Koko. Play carefully around these threats.
https://pokepast.es/9aefc55f7c49015e
The secret ingredient isn’t all that surprising, after all, Hydreigon is by far one of the best Pokémon ranked C+ or below. Nonetheless, Hydreigon is still a unique pick, seeing some use in OLT as an offensive check to powerhouses such as Heatran, Ash-Greninja, and Reuniclus. I also tried to view the ingredient as somewhat of suboptimal choices, so I sparkled some rather unique EVs on Mega Scizor and Landorus-T that really fitted this team, the different EVs doesn’t make them C-level Pokémon, but it alludes to the theme a little bit.
After I decided on Hydreigon, my initial idea was building a strong defensive core to support it. Mega Scizor was a standout pick, handling several threatening physical attackers as well as Mega Latios and Mega Alakazam while punishing Tapu Bulu that could threaten Hydreigon. Tangrowth is then picked as a Regenerator pivot, being a solid secondary check to Zygarde and Kartana while being a decent stop to Tapu Koko and several Water-types. Heatran takes on Tapu Lele and can cripple Volcarona with Toxic, it also acts as a Stallbreaker of sorts, alleviating the matchup against said archetype, not to mention its role as a Stealth Rock setter. Landorus-T was picked as an offensive pivot but still capable of diminishing physical attacker via Intimidate, just giving the team some speed really. Tapu Koko rounds things off as a reliable Defogger capable of being an offensive check to the likes of Gyarados and Hawlucha.
Building the team on itself wasn’t actually all that tough. Everything seemed to fit so well, and I still think this is quite a well-structured squad.
The team does have a couple weaknesses, but nothing that can’t be played around: Corkscrew Crash Heatran can be threatening provided it can catch Hydreigon correctly, Magnezone can trap Mega Scizor to pave a way for Mega Latios or Mega Alakazam, but it also can be played around by being somewhat careful with Mega Scizor, not to mention that neither appreciates a Toxic. Hidden Power Ground Volcarona kind of just wins, so Heatran must be able to catch it with a Toxic and it's tricky to play around.
Aggron-Mega (M) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 232 Atk / 28 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Avalanche
- Fire Punch
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Stealth Rock
- Soft-Boiled
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
- Leech Seed
- Knock Off
- Spikes
- Power Whip
Zygarde @ Leftovers
Ability: Aura Break
EVs: 236 HP / 68 Atk / 4 Def / 168 SpD / 32 Spe
Careful Nature
- Thousand Arrows
- Dragon Dance
- Rest
- Sleep Talk
Greninja @ Waterium Z
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Toxic Spikes
- Hydro Pump
- Gunk Shot
- Hidden Power [Fire]
Latios (M) @ Dragonium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Draco Meteor
- Roost
this team was a team i built around mega aggron. i thought it was a pretty fire pick in this meta, and max attack has the capability to put in major work imo, and it can come in on mons like mega lati, torn, bulu etc. its coverage is actually really hard to resist, and u outspeed mons like celesteela and 2hko with fire punch too. this was inspired by a super old tdk team which i saw with maggron, and i noticed how even atm it had very few mons which want to come into it, and u have the capability to tank most hits. you also are a good initial switchin to mons like kyube and are one of the best mawile checks in the tier. wish clef fits super well with aggron giving wishes and helping with grounds and fightings. ferro gives spikes and helps compensate for maggron being a little worse vs special attackers w/ a more spdef heavy set. the second wincon i decided to pair this up was with resttalk zyg, since aggron abuses tf out of the clef/tang/latis which come in on zygarde so yeah. at this point, i felt i was kinda slow so i fit in latios w dragonium z. this gives me a ground resist though i have ways to deter eqs, a secondary zyg check. i think cm sets are a little slept on, since when u boost u begin to take stuff like clef moonblast comfortably, and cm is just a nice af move, you also take advantage of tang and provide a secondary check to bulu kinda + ur a threat esp with spikes support. z draco helps with ttar and also vs a lot of stuff as a nuke, like celesteela heatran stuff too. greninja in last was to give nice ass tspikes support, helping lati break bulu w/ +1 psychics and also helping zygarde vs bulu tang etc, and this also can help a lot vs stall teams. z move was chosen to help vs sab too. while dual z seems a bit awkward, its actually been pretty fire in practice, since ur opponent kind of thinks that ur not z lati or smthing or ur not z gren and then u reveal the z move. it isnt like gren really needs an item that bad + weakening knocks for lati is good too, so i think its honestly superior to anything else (lorb sucks on both, only thing i could see is maybe metronome greninja but u might have a slight problem w sab being able to stall out pumps in the long run idk, metronome seems not bad but i prefer dual z, since having the flexibility depending on matchup is nice af (you dont need to click z vs a pex team for eg, but vs a team w no good gren checks z helps a lot). maybe ur slightly celesteela weak but every mon can kinda cripple/heavily damage it bar clef and zygarde is reliable w/ rest talk if u need it too, and i won vs it when testing.
Swampert @ Choice Band
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Ice Punch
- Superpower
- Stealth Rock
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Def / 164 SpD
Sassy Nature
- Spikes
- Leech Seed
- Power Whip
- Knock Off
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Ice Beam
Latios @ Dragonium Z
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psychic
- Roost
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Ice Beam
- Thunder Wave
- Soft-Boiled
- Encore
uh i wont make late descriptions a point but ill do it tmrw morning and heres some basic stuff. the team relies on cb pert + dragonium lati to weaken ferro for gren to win and twave clef means that you can flinch down pex easily. double ice attack water kills beats grasses weak to ice so yeah if you use this team correctly it shouldnt be too hard. band pert is rly neat rn bc you do 50 to nearly everything and its rly easy to predict with. the team overall is p good defensively too. spikes makes grasses not come in much at all and you wear down regen stuff like tang which get ice punched by pert n forced out. cb rocks pert is actually rly heat bc you beat all foggers and force out a lot while bluffing other sets. this team rly looks like some kind of a mega latios offense and norm people wont expect the z which literally bops common mlati checks. celes last just fixed the bulu/zam weakness.
Thanks for the quick response friend. I thought that was how it worked but just wanted to make surethanks for the kind words; each “episode” is divided into four phases:
building: this is where you have a chance to participate by building a team around the secret ingredient
challenging: put your team to the test against high level battlers known as iron chefs
voting: vote for the best team for every category
awarding: the panel of judges vote to deare the winner of every episode
currently we’re in the voting phase, so you’ll have to wait until the next episode to submit a team - but feel free to vote, as every vote helps us out!