Amaranth
UPL Champion
Pheromosa @ Fightinium Z
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Focus Blast
- Ice Beam
- U-turn
- Protect
Gothitelle @ Iapapa Berry
Ability: Shadow Tag
EVs: 252 HP / 228 Def / 28 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Helping Hand
- Psyshock
- Protect
Stakataka @ Shuca Berry
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Trick Room
- Gyro Ball
- Stone Edge
- Ally Switch
Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 120 Atk / 20 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Flare Blitz
- Knock Off
- U-turn
Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Muddy Water
- Ice Beam
- Hydro Pump
Abomasnow-Mega @ Abomasite
Ability: Soundproof
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Blizzard
- Energy Ball
- Focus Blast
- Protect
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Focus Blast
- Ice Beam
- U-turn
- Protect
Gothitelle @ Iapapa Berry
Ability: Shadow Tag
EVs: 252 HP / 228 Def / 28 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Helping Hand
- Psyshock
- Protect
Stakataka @ Shuca Berry
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Trick Room
- Gyro Ball
- Stone Edge
- Ally Switch
Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 252 HP / 120 Atk / 20 Def / 116 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Flare Blitz
- Knock Off
- U-turn
Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Moonblast
- Muddy Water
- Ice Beam
- Hydro Pump
Abomasnow-Mega @ Abomasite
Ability: Soundproof
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Blizzard
- Energy Ball
- Focus Blast
- Protect
Trick Room is obviously the most intuitive way to build around a 151 base speed pokemon. No but really I figured Pheromosa only ever works on hyper offense but Phero + Deo-A has already been done and Phero rain looks boring so I went with the other way of doing hyper offense. The other 4 kinda just came together after some experimentation as they cover just enough defensively and they're really really good offensively
Gothitelle + Pheromosa is actually a pretty sick combo for getting TR up, as phero's Z-move can straight up OHKO a lot of things and as the other pokemon has to target Pheromosa back, Goth gets to set TR for free and I get to send in an attacker that threatens whatever is on the field. All-Out Pummeling is basically fake out as long as it kills the target, but if your opponent leads bulky things that don't get OHKO'd by Phero, you can just U-Turn out and set room on the bulky things that fail to threaten Gothitelle. Sometimes you're happy nuking whatever TR check is on the other side with HH Z-Move too, and just setting TR later on; either way once the room goes up between Stakataka, Abomasnow, and Specs Fini you have ways to threaten anything imaginable; STag is great to help you pick up kills and make sure your opponent isn't able to pivot out and survive the TR turns with no casualties (and helping hand makes for some really powerful Blizzards and Muddy Waters too which is great to clean teams up sometimes). Pheromosa also really helps with setting room again once it runs out, because all the interactions that are true at lead are also true later on - as long as it has kill pressure on something, your opponent is really incentivized to target it and let your setter do what he needs to.
This is definitely not the most efficient idea I've ever had but it is one of the most fun while also being somewhat competitively viable, something about running Pheromosa in a full TR team amuses me
Gothitelle + Pheromosa is actually a pretty sick combo for getting TR up, as phero's Z-move can straight up OHKO a lot of things and as the other pokemon has to target Pheromosa back, Goth gets to set TR for free and I get to send in an attacker that threatens whatever is on the field. All-Out Pummeling is basically fake out as long as it kills the target, but if your opponent leads bulky things that don't get OHKO'd by Phero, you can just U-Turn out and set room on the bulky things that fail to threaten Gothitelle. Sometimes you're happy nuking whatever TR check is on the other side with HH Z-Move too, and just setting TR later on; either way once the room goes up between Stakataka, Abomasnow, and Specs Fini you have ways to threaten anything imaginable; STag is great to help you pick up kills and make sure your opponent isn't able to pivot out and survive the TR turns with no casualties (and helping hand makes for some really powerful Blizzards and Muddy Waters too which is great to clean teams up sometimes). Pheromosa also really helps with setting room again once it runs out, because all the interactions that are true at lead are also true later on - as long as it has kill pressure on something, your opponent is really incentivized to target it and let your setter do what he needs to.
This is definitely not the most efficient idea I've ever had but it is one of the most fun while also being somewhat competitively viable, something about running Pheromosa in a full TR team amuses me