Hello, I created this team a couple days ago because I relaized I didn't have any weather central teams and wanted to use Hippowdon and Excadrill together. Feel free to use this team if you want to.
Gengar
@ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Shadow Ball
- Thunderbolt
- Sludge Wave
Gengar is mainly here to punch holes mid to late game. It kills psychic type threats like Latios, Latias, Alakazam, Metagross, Mew and the list goes on and on. This pokemon serves as a revenge killer that is basically guaranteed a kill and outspeeds everything not scarfed. Dazzling Gleam hits fighting types that are commonly used and dark types like Weavile who would normally outspeed. Shadow Ball hits psychic types as stated and is stab so it's just solid overall. Thunderbolt is mainly for pesky flying types and water types that aren't covered that well on my team like Gyarados and Keldeo. Sludge Wave is stab and hits grass types like Serperior and Breloom and also kills stally fairy types like Clefable and Sylveon.
Hippowdon
@ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge
Hippowdon is my main source of setting up rocks and sand but also counters Pokemon like Talonflame and speedy electric types like Raikou and Manectric. It's sole purpose is to be a bit of a wall, set up rocks and set up sand. It's recommended to keep Hippowdon alive so that it can switch in as fodder and set up sand for Excadrill. Stealth Rock is there for obvious reasons. Earthquake hits poison, rock and steel types and is also stab. Slack Off is to recover HP in combination with leftovers so that it can put up more sand. Stone Edge is there to solely hit Talonflame because it is so commonly used.
Excadrill
@ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Excadrill is on my team mainly to sweep using the sand Hippowdon set up and spin away rocks for Charizard. The Life Orb allows him to do as much damage as possible. Earthquake is his main form of damage due to being stab and high damage. Iron Head is there to hit fairies like Clefable or Azumarill if you're feeling lucky. Rock Slide is there for Talonflame, Staraptor and other flying types. Rapid Spin is to get rocks off the field for Charizard because that 50% is game changing.
Azumarill
@ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Azumarill is on my team to hit ground types like Landorus and to 1v1 fighting types like Lopunny. I have Assault Vest Azumarill because I don't want him to take too much damage from special attacks, this team is fairly weak to Landorus and Garchomp so I want Azumarill healthy. Aqua jet is priority and I have no priority at all, it's also stab and finishes off ground type threats. Waterfall is a great move and is the best physical water stab. Play Rough hits really hard and is my fairy move for Dark and Fighting types as stated. Knock Off is there mainly because I have no other Knock Off users on this team and getting rid of an item is very useful when making predictions.
Ferrothorn
@ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Protect
- Gyro Ball
- Stealth Rock
Ferrothorn is mainly on this team as a physical wall, as a backup option of getting up rocks in case Hippowdon dies and just taking pressure off of other team members. Being my second Dragon this takes a lot of the pressure off Azumarill. It has Leech Seed because in combination with Leftovers your opponent will be doing hardly any damage at all. Protect is there to stall out turns and works well in combination with Leech Seed because it allows you to drain more health from your opponent. Gyro Ball is a great move on Ferrothorn because it's stab and hits fast attackers hard. Stealth Rock is there to ease the pressure off of Hippowdon since it already has a use in setting up sand and walling physical attacks.
Charizard Y
@ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Flamethrower
- Solar Beam
- Roost
Charizard is on the team to kill Ferrothorn, Serperior, Breloom, Scizor, and a ton of other Pokemon. Charizard Y just hits hard in general and is able to wall water types... Surprisingly well. Your opponent will expect Charizard X because the team already has sand on it but won't expect it at all when you mega evolve and dish out EXTREME damage with Flamethrower to whatever Pokemon. Focus Blast is there to go for against a Heatran switch in, because people love to make that play since they think they'll get a Flash Fire boost. Flamethrower is better than Fire Blast to me because it can't miss and Fire Blast tends to miss at the worst times, Flamethrower hits hard enough and is boosted by Drought and is stab. Solar Beam is great on this Pokemon because when in the Sun it doesn't take two turns to activate, meaning that it attacks instantly. Since Charizard is weak to Water types it's great to be able to counter them with a super effective 120 damage attack. Roost is to get back HP that you may lose from staying in on attack, since Charizard is going to have to almost always take damage to dish out any.
So that's the team, please leave any questions, thoughts or concerns below and alert me of any weaknesses or questionable sets. Thanks for reading!
@ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Shadow Ball
- Thunderbolt
- Sludge Wave
Gengar is mainly here to punch holes mid to late game. It kills psychic type threats like Latios, Latias, Alakazam, Metagross, Mew and the list goes on and on. This pokemon serves as a revenge killer that is basically guaranteed a kill and outspeeds everything not scarfed. Dazzling Gleam hits fighting types that are commonly used and dark types like Weavile who would normally outspeed. Shadow Ball hits psychic types as stated and is stab so it's just solid overall. Thunderbolt is mainly for pesky flying types and water types that aren't covered that well on my team like Gyarados and Keldeo. Sludge Wave is stab and hits grass types like Serperior and Breloom and also kills stally fairy types like Clefable and Sylveon.
Hippowdon
@ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge
Hippowdon is my main source of setting up rocks and sand but also counters Pokemon like Talonflame and speedy electric types like Raikou and Manectric. It's sole purpose is to be a bit of a wall, set up rocks and set up sand. It's recommended to keep Hippowdon alive so that it can switch in as fodder and set up sand for Excadrill. Stealth Rock is there for obvious reasons. Earthquake hits poison, rock and steel types and is also stab. Slack Off is to recover HP in combination with leftovers so that it can put up more sand. Stone Edge is there to solely hit Talonflame because it is so commonly used.
Excadrill
@ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Excadrill is on my team mainly to sweep using the sand Hippowdon set up and spin away rocks for Charizard. The Life Orb allows him to do as much damage as possible. Earthquake is his main form of damage due to being stab and high damage. Iron Head is there to hit fairies like Clefable or Azumarill if you're feeling lucky. Rock Slide is there for Talonflame, Staraptor and other flying types. Rapid Spin is to get rocks off the field for Charizard because that 50% is game changing.
Azumarill
@ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Azumarill is on my team to hit ground types like Landorus and to 1v1 fighting types like Lopunny. I have Assault Vest Azumarill because I don't want him to take too much damage from special attacks, this team is fairly weak to Landorus and Garchomp so I want Azumarill healthy. Aqua jet is priority and I have no priority at all, it's also stab and finishes off ground type threats. Waterfall is a great move and is the best physical water stab. Play Rough hits really hard and is my fairy move for Dark and Fighting types as stated. Knock Off is there mainly because I have no other Knock Off users on this team and getting rid of an item is very useful when making predictions.
Ferrothorn
@ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Protect
- Gyro Ball
- Stealth Rock
Ferrothorn is mainly on this team as a physical wall, as a backup option of getting up rocks in case Hippowdon dies and just taking pressure off of other team members. Being my second Dragon this takes a lot of the pressure off Azumarill. It has Leech Seed because in combination with Leftovers your opponent will be doing hardly any damage at all. Protect is there to stall out turns and works well in combination with Leech Seed because it allows you to drain more health from your opponent. Gyro Ball is a great move on Ferrothorn because it's stab and hits fast attackers hard. Stealth Rock is there to ease the pressure off of Hippowdon since it already has a use in setting up sand and walling physical attacks.
Charizard Y
@ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Blast
- Flamethrower
- Solar Beam
- Roost
Charizard is on the team to kill Ferrothorn, Serperior, Breloom, Scizor, and a ton of other Pokemon. Charizard Y just hits hard in general and is able to wall water types... Surprisingly well. Your opponent will expect Charizard X because the team already has sand on it but won't expect it at all when you mega evolve and dish out EXTREME damage with Flamethrower to whatever Pokemon. Focus Blast is there to go for against a Heatran switch in, because people love to make that play since they think they'll get a Flash Fire boost. Flamethrower is better than Fire Blast to me because it can't miss and Fire Blast tends to miss at the worst times, Flamethrower hits hard enough and is boosted by Drought and is stab. Solar Beam is great on this Pokemon because when in the Sun it doesn't take two turns to activate, meaning that it attacks instantly. Since Charizard is weak to Water types it's great to be able to counter them with a super effective 120 damage attack. Roost is to get back HP that you may lose from staying in on attack, since Charizard is going to have to almost always take damage to dish out any.
So that's the team, please leave any questions, thoughts or concerns below and alert me of any weaknesses or questionable sets. Thanks for reading!
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