2xTheTap
YuGiOh main
Hey, money12wolf - made you your CB Hitmonchan squad. I was initially skeptical seeing this moveset, but I was pleasantly surprised by its performance in my tests, as a Choice Band turns 3-4HKOes into 2HKOes against typical switch-ins to AV Hitmonchan (for example, Palossand, Qwilfish, specially defensive Clefairy, and Gourgeist-XL all live hits from AV Hitmonchan, but can't stomach a CB-boosted Earthquake or Ice Punch). This team can be deceptive at preview - your opponent basically won't be able to tell at first glance which Pokemon will be removing entry hazards (Hitmonchan or Skuntank), which Pokemon is using a Choice Scarf (Mesprit or Oricorio-Sensu), what EV spread Ferroseed is using (that, and people won't suspect Knock Off), and what item or EV spread Lanturn is using (AV is possible here too), etc. This variability keeps you unpredictable in battle, and at the same time, allows for a degree of customizability if you needed to use this team multiple times in a tour (ex. changing your scarfer, changing your hazard removal option, changing your Ferroseed and Lanturn spreads, adding Spikes to Ferroseed while using Stealth Rock on Mesprit to shift the focus of the team to stacking hazards, etc.). You can also optionally change out Hitmonchan for CB Passimian for a more powerful breaker with momentum and Knock Off so that Ferroseed can use a different slot, or use Choice Scarf Primeape over Hitmonchan while using both Spikes and SR, as well as a different Mesprit set and spread. The number of options here yielded 5 different versions of the team, but I'll just give the original to you here. Anyway, hope you enjoy the team (and Merry Christmas!).Can I request a team around Choice Band Hitmonchan.
Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Rock Slide
I really don't what kind of team i want. If I have to pick one, it will probably be Bulky Offense. Feel free to change things if needed.
TEAM: GUESS THE HAZARD REMOVER
This team is built around your CB Hitmonchan; I changed the set right off the bat, using Earthquake over Rock Slide for Qwilfish. Thunderpunch is an option for Qwilfish that also hits Swanna, but Earthquake secures the 2HKO on Qwilfish with maximum Defense investment when SR is up. It's important to note too, that Earthquake does not incur damage from Qwilfish's Rocky Helmet, or Aftermath damage from opposing Skuntank. As you can see from the damage calculations below, the difference in nature (Adamant over Jolly) on Hitmonchan is relevant only in match-ups against Pyroar, Kabutops, and Sawsbuck (changing the nature to Adamant increases the chance to OHKO these three by roughly 50% with Mach Punch), and against Palossand (Adamant increases the chance to 2HKO it with Ice Punch by about 50%). Also, keep in mind that SR needs to be up for CB Hitmonchan to OHKO Jynx with Mach Punch, no matter which spread you choose.
Here are some other calculations that are relevant in understanding how to use this team:
Next, I wanted to keep Hitmonchan safe from Flying-types, namely Swanna and Oricorio-Sensu, so I added bulky pivot Lanturn to switch into Flying moves on its behalf. Not only does Lanturn bring in Hitmonchan for free via its slow Volt Switch, but it also rids Hitmonchan of status effects that may have been inflicted by opposing defensive Pokemon like Weezing or Sableye. Its bulky pivot set was used over Assault Vest, as I needed Lanturn to be able to take an Earthquake or two from Archeops and Magmortar. The given EV spread turns AV Magmortar's Earthquake into a 3HKO with SR damage factored in (calc below), while providing both a Leftovers number and a jump point in Special Defense. This also lets you survive Alolan Dugtrio's EQ (but not LO), as well as a +2 LO Psyshock from Alolan Raichu (assuming no SR).
0 Atk Magmortar Earthquake vs. 40 HP / 220 Def Lanturn: 158-186 (39.4 - 46.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Given how much this team relies on Hitmonchan for breaking, I basically wanted to cover each of its weaknesses well. With Flying-types being covered sufficiently by Lanturn, outside of Archeops and Articuno, I added Skuntank to account for Psychic-types, as well as to provide the team with Defog support given the team's overall lack of reliable recovery. Initially, I was using a bulkier specially defensive spread on Skuntank, but Many suggested that it should be faster than neutral-natured base 80s here, given that Pokemon like Passimian were looking very annoying at preview because it simply pivots on predicted Mesprit switch-ins and OHKOes each component of my team's defensive backbone - this basically meant using max Speed Adamant Skuntank. The standard configuration that your opponent assumes upon seeing Skuntank + Hitmonchan at preview is AV Hitmonchan and CB or Black Glasses Skuntank, but that will lead your opponent to make misplays that this team can easily capitalize on. Finally, Skuntank improves the team's match-ups against Grass-types that would otherwise give Lanturn problems, like Shiftry, Alolan Exeggutor, and Lilligant.
My next pick was Ferroseed for a couple of reasons: firstly, a Fairy resist was nice for keeping stuff like Clefairy at bay, so that Hitmonchan could lock into its Fighting STAB moves more easily (although this tactic doesn't quite work against other Fairy-types like NP Fightinium Z Mr. Mime or Flamethrower Silvally-Fairy). Secondly, I also wanted a Pokemon that could keep up pressure by inflicting residual damage, so that Hitmonchan could easily clean with its powered up Mach Punch; Ferroseed accomplishes this effectively via Iron Barbs, Leech Seed, and setting entry hazards. I opted for a fully physically defensive spread, as I felt the team handled Jynx well enough here with Skuntank and CB Hitmonchan. That, and the team needed a more reliable switch-in to Carracosta, so that I wouldn't have to keep Hitmonchan healthy enough to live through a boosted Aqua Jet. Ferroseed also handles physically offensive Normal-types like Kangaskhan and serves as a direct switch-in for physical threats like Lycanroc (lacking Fire Fang) and physically offensive Skuntank (this in turn aids in preserving Mesprit). I also chose Knock Off over Protect here because this is an effective tactic in reducing the damage output of breakers like Magmortar and Drampa on the turn that they switch into Ferroseed by potentially removing items like Choice Specs and Life Orb. If Magmortar is carrying an Assault Vest, removing it via Ferroseed's Knock Off on a predicted switch also makes it easier to KO Magmortar with Lanturn's Scald, which happened in a few of my test matches (this brings Scald's damage against AV Magmortar up from a 3HKO with SR to a 2HKO when AV is removed with this method).
Ferroseed's Fire weakness is covered nicely by Lanturn, but its weakness to Fighting moves remained unaccounted for until I added Mesprit. Mesprit + Lanturn + Ferroseed share awesome type synergy together and bring a huge amount of utility to the team in just three slots. For example, Mesprit's U-turn forms a VoltTurn core with Lanturn's Volt Switch, which provides you with enough momentum to bring in Hitmonchan in order to break something or for Oricorio-Sensu to set up a Substitute. Using Mesprit to U-turn against Skuntank switch-ins so that Hitmonchan can come in to wallbreak will be one of the easiest plays you can make with this team, and once you remove Skuntank or other Sucker Punch users with Hitmonchan, Oricorio-Sensu can setup and attack without fear of reprisal. Mesprit's Healing Wish is great here in tandem with Ferroseed's Leech Seed and Lanturn's Heal Bell; this setup provides the team with some longevity, which allows Oricorio-Sensu and CB Hitmonchan to come back for a second round of wallbreaking.
Finally, while Hitmonchan is indeed powerful with a Choice Band, it still doesn't break Pokemon like Musharna, Weezing, defensive Tangela, defensive Mesprit, or Sableye. Gastrodon can also give the team some problems if Hitmonchan has been fainted, so Oricorio-Sensu was the perfect addition for my sixth slot. It forces out most of these defensive answers to Hitmonchan (unless you see a Thunderbolt Weezing, which will stay in as you Substitute), which you can capitalize on by setting up with Oricorio-Sensu and blasting something with a +1 SSSS from behind a Substitute. Oricorio-Sensu is the team's wincon, so it is ideal to bring it out once Hitmonchan has broken most of its checks with CB Mach Punch, so that it doesn't have to play around Sucker Punch users. Lilligant is covered sufficiently here with Oricorio-Sensu capitalizing on Quiver Dances via its ability, Dancer, while both it and Ferroseed take on Normalium Z variants just fine. If you're facing a variant with HP Fire, Skuntank and CB Hitmonchan can at least strike it with powerful, STAB priority.
As far as weaknesses go, Articuno (SubRoost) and Passimian (CB) were fairly troubling to the team. Eelektross, LO Electivire and LO EQ Magmortar were annoying too, but to a lesser extent (basically things that can break through Ferroseed + Lanturn by themselves can be troublesome). Articuno is arguably the worst of these, but luckily it isn't too common. I've had some nice results with the team despite these shortcomings, and I hope you do too!
Here are some other calculations that are relevant in understanding how to use this team:
vs defensive Pokemon:
-1 252+ Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 252+ Def Qwilfish: 166-196 (49.7 - 58.6%) -- 99.6% chance to 2HKO
-1 252 Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 252+ Def Qwilfish: 150-178 (44.9 - 53.2%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Hitmonchan Earthquake vs. 248 HP / 8 Def Qwilfish: 214-252 (64.2 - 75.6%) -- guaranteed 2HKO
252+ Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Palossand: 188-222 (50.2 - 59.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Palossand: 172-204 (45.9 - 54.5%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Gourgeist-Super: 158-188 (42.2 - 50.2%) -- 91.8% chance to 2HKO after Stealth Rock
252 Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 4 Def Eviolite Clefairy: 167-197 (48.5 - 57.2%) -- 94.1% chance to 2HKO
vs offensive Pokemon:
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 4 Def Golurk: 304-358 (95.2 - 112.2%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Absol: 306-362 (112.9 - 133.5%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0- Def Shiftry: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Shiftry: 306-362 (95.3 - 112.7%) -- 68.8% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Cacturne: 306-362 (108.8 - 128.8%) -- guaranteed OHKO
252 Atk Choice Band Hitmonchan Earthquake vs. 0 HP / 4 Def Skuntank: 388-458 (111.8 - 131.9%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Raticate-Alola: 540-640 (185.5 - 219.9%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Pyroar: 266-314 (84.9 - 100.3%) -- 6.3% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Lycanroc: 288-342 (98.9 - 117.5%) -- 93.8% chance to OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Pyroar: 290-344 (92.6 - 109.9%) -- 56.3% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Bibarel: 306-360 (102.3 - 120.4%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Sawsbuck: 300-354 (99.6 - 117.6%) -- 93.8% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Sawsbuck: 272-324 (90.3 - 107.6%) -- 43.8% chance to OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kabutops: 216-254 (82.7 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kabutops: 194-230 (74.3 - 88.1%) -- 6.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Jynx: 247-292 (91.1 - 107.7%) -- 50% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Jynx: 226-267 (83.3 - 98.5%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Zangoose: 306-362 (106.6 - 126.1%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kangaskhan: 270-318 (76.9 - 90.5%) -- 18.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kangaskhan: 246-290 (70 - 82.6%) -- guaranteed 2HKO
(vs. Offensive Mesprit switching in)
252+ Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 0 Def Mesprit: 134-158 (44.5 - 52.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 0 Def Mesprit: 122-144 (40.5 - 47.8%) -- 59% chance to 2HKO after Stealth Rock
(vs. Silvally-Fairy switching in)
252 Atk Choice Band Hitmonchan Earthquake vs. 0 HP / 0 Def Silvally-Fairy: 147-174 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock
-1 252+ Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 252+ Def Qwilfish: 166-196 (49.7 - 58.6%) -- 99.6% chance to 2HKO
-1 252 Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 252+ Def Qwilfish: 150-178 (44.9 - 53.2%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Hitmonchan Earthquake vs. 248 HP / 8 Def Qwilfish: 214-252 (64.2 - 75.6%) -- guaranteed 2HKO
252+ Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Palossand: 188-222 (50.2 - 59.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Palossand: 172-204 (45.9 - 54.5%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 252 HP / 252+ Def Gourgeist-Super: 158-188 (42.2 - 50.2%) -- 91.8% chance to 2HKO after Stealth Rock
252 Atk Choice Band Hitmonchan Earthquake vs. 252 HP / 4 Def Eviolite Clefairy: 167-197 (48.5 - 57.2%) -- 94.1% chance to 2HKO
vs offensive Pokemon:
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 4 Def Golurk: 304-358 (95.2 - 112.2%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Absol: 306-362 (112.9 - 133.5%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0- Def Shiftry: 342-404 (106.5 - 125.8%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Shiftry: 306-362 (95.3 - 112.7%) -- 68.8% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Cacturne: 306-362 (108.8 - 128.8%) -- guaranteed OHKO
252 Atk Choice Band Hitmonchan Earthquake vs. 0 HP / 4 Def Skuntank: 388-458 (111.8 - 131.9%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Raticate-Alola: 540-640 (185.5 - 219.9%) -- guaranteed OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Pyroar: 266-314 (84.9 - 100.3%) -- 6.3% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Lycanroc: 288-342 (98.9 - 117.5%) -- 93.8% chance to OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Pyroar: 290-344 (92.6 - 109.9%) -- 56.3% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 4 Def Bibarel: 306-360 (102.3 - 120.4%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Sawsbuck: 300-354 (99.6 - 117.6%) -- 93.8% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Sawsbuck: 272-324 (90.3 - 107.6%) -- 43.8% chance to OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kabutops: 216-254 (82.7 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kabutops: 194-230 (74.3 - 88.1%) -- 6.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Jynx: 247-292 (91.1 - 107.7%) -- 50% chance to OHKO
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Jynx: 226-267 (83.3 - 98.5%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Zangoose: 306-362 (106.6 - 126.1%) -- guaranteed OHKO
252+ Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kangaskhan: 270-318 (76.9 - 90.5%) -- 18.8% chance to OHKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Mach Punch vs. 0 HP / 0 Def Kangaskhan: 246-290 (70 - 82.6%) -- guaranteed 2HKO
(vs. Offensive Mesprit switching in)
252+ Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 0 Def Mesprit: 134-158 (44.5 - 52.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Iron Fist Hitmonchan Ice Punch vs. 0 HP / 0 Def Mesprit: 122-144 (40.5 - 47.8%) -- 59% chance to 2HKO after Stealth Rock
(vs. Silvally-Fairy switching in)
252 Atk Choice Band Hitmonchan Earthquake vs. 0 HP / 0 Def Silvally-Fairy: 147-174 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock
Next, I wanted to keep Hitmonchan safe from Flying-types, namely Swanna and Oricorio-Sensu, so I added bulky pivot Lanturn to switch into Flying moves on its behalf. Not only does Lanturn bring in Hitmonchan for free via its slow Volt Switch, but it also rids Hitmonchan of status effects that may have been inflicted by opposing defensive Pokemon like Weezing or Sableye. Its bulky pivot set was used over Assault Vest, as I needed Lanturn to be able to take an Earthquake or two from Archeops and Magmortar. The given EV spread turns AV Magmortar's Earthquake into a 3HKO with SR damage factored in (calc below), while providing both a Leftovers number and a jump point in Special Defense. This also lets you survive Alolan Dugtrio's EQ (but not LO), as well as a +2 LO Psyshock from Alolan Raichu (assuming no SR).
0 Atk Magmortar Earthquake vs. 40 HP / 220 Def Lanturn: 158-186 (39.4 - 46.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Given how much this team relies on Hitmonchan for breaking, I basically wanted to cover each of its weaknesses well. With Flying-types being covered sufficiently by Lanturn, outside of Archeops and Articuno, I added Skuntank to account for Psychic-types, as well as to provide the team with Defog support given the team's overall lack of reliable recovery. Initially, I was using a bulkier specially defensive spread on Skuntank, but Many suggested that it should be faster than neutral-natured base 80s here, given that Pokemon like Passimian were looking very annoying at preview because it simply pivots on predicted Mesprit switch-ins and OHKOes each component of my team's defensive backbone - this basically meant using max Speed Adamant Skuntank. The standard configuration that your opponent assumes upon seeing Skuntank + Hitmonchan at preview is AV Hitmonchan and CB or Black Glasses Skuntank, but that will lead your opponent to make misplays that this team can easily capitalize on. Finally, Skuntank improves the team's match-ups against Grass-types that would otherwise give Lanturn problems, like Shiftry, Alolan Exeggutor, and Lilligant.
My next pick was Ferroseed for a couple of reasons: firstly, a Fairy resist was nice for keeping stuff like Clefairy at bay, so that Hitmonchan could lock into its Fighting STAB moves more easily (although this tactic doesn't quite work against other Fairy-types like NP Fightinium Z Mr. Mime or Flamethrower Silvally-Fairy). Secondly, I also wanted a Pokemon that could keep up pressure by inflicting residual damage, so that Hitmonchan could easily clean with its powered up Mach Punch; Ferroseed accomplishes this effectively via Iron Barbs, Leech Seed, and setting entry hazards. I opted for a fully physically defensive spread, as I felt the team handled Jynx well enough here with Skuntank and CB Hitmonchan. That, and the team needed a more reliable switch-in to Carracosta, so that I wouldn't have to keep Hitmonchan healthy enough to live through a boosted Aqua Jet. Ferroseed also handles physically offensive Normal-types like Kangaskhan and serves as a direct switch-in for physical threats like Lycanroc (lacking Fire Fang) and physically offensive Skuntank (this in turn aids in preserving Mesprit). I also chose Knock Off over Protect here because this is an effective tactic in reducing the damage output of breakers like Magmortar and Drampa on the turn that they switch into Ferroseed by potentially removing items like Choice Specs and Life Orb. If Magmortar is carrying an Assault Vest, removing it via Ferroseed's Knock Off on a predicted switch also makes it easier to KO Magmortar with Lanturn's Scald, which happened in a few of my test matches (this brings Scald's damage against AV Magmortar up from a 3HKO with SR to a 2HKO when AV is removed with this method).
Ferroseed's Fire weakness is covered nicely by Lanturn, but its weakness to Fighting moves remained unaccounted for until I added Mesprit. Mesprit + Lanturn + Ferroseed share awesome type synergy together and bring a huge amount of utility to the team in just three slots. For example, Mesprit's U-turn forms a VoltTurn core with Lanturn's Volt Switch, which provides you with enough momentum to bring in Hitmonchan in order to break something or for Oricorio-Sensu to set up a Substitute. Using Mesprit to U-turn against Skuntank switch-ins so that Hitmonchan can come in to wallbreak will be one of the easiest plays you can make with this team, and once you remove Skuntank or other Sucker Punch users with Hitmonchan, Oricorio-Sensu can setup and attack without fear of reprisal. Mesprit's Healing Wish is great here in tandem with Ferroseed's Leech Seed and Lanturn's Heal Bell; this setup provides the team with some longevity, which allows Oricorio-Sensu and CB Hitmonchan to come back for a second round of wallbreaking.
Finally, while Hitmonchan is indeed powerful with a Choice Band, it still doesn't break Pokemon like Musharna, Weezing, defensive Tangela, defensive Mesprit, or Sableye. Gastrodon can also give the team some problems if Hitmonchan has been fainted, so Oricorio-Sensu was the perfect addition for my sixth slot. It forces out most of these defensive answers to Hitmonchan (unless you see a Thunderbolt Weezing, which will stay in as you Substitute), which you can capitalize on by setting up with Oricorio-Sensu and blasting something with a +1 SSSS from behind a Substitute. Oricorio-Sensu is the team's wincon, so it is ideal to bring it out once Hitmonchan has broken most of its checks with CB Mach Punch, so that it doesn't have to play around Sucker Punch users. Lilligant is covered sufficiently here with Oricorio-Sensu capitalizing on Quiver Dances via its ability, Dancer, while both it and Ferroseed take on Normalium Z variants just fine. If you're facing a variant with HP Fire, Skuntank and CB Hitmonchan can at least strike it with powerful, STAB priority.
As far as weaknesses go, Articuno (SubRoost) and Passimian (CB) were fairly troubling to the team. Eelektross, LO Electivire and LO EQ Magmortar were annoying too, but to a lesser extent (basically things that can break through Ferroseed + Lanturn by themselves can be troublesome). Articuno is arguably the worst of these, but luckily it isn't too common. I've had some nice results with the team despite these shortcomings, and I hope you do too!
Pokepaste
Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Close Combat
- Ice Punch
- Earthquake
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Healing Wish
- Psychic
- Ice Beam
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Defog
- Sucker Punch
- Poison Jab
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heal Bell
- Toxic
- Scald
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Knock Off
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Substitute
- Revelation Dance
Hitmonchan @ Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Close Combat
- Ice Punch
- Earthquake
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Healing Wish
- Psychic
- Ice Beam
Skuntank @ Black Sludge
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Defog
- Sucker Punch
- Poison Jab
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 220 Def / 248 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heal Bell
- Toxic
- Scald
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Knock Off
Oricorio-Sensu @ Flyinium Z
Ability: Dancer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hurricane
- Substitute
- Revelation Dance
Replays from ladder:
https://replay.pokemonshowdown.com/gen7pu-675298909
https://replay.pokemonshowdown.com/gen7pu-675002610
alternate versions: https://replay.pokemonshowdown.com/gen7pu-675263850
https://replay.pokemonshowdown.com/gen7pu-675259775
Last edited: