Kiyo
the cowboy kid
Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Endeavor
- Head Smash
Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Quick Attack
Gorebyss @ White Herb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Baton Pass
Vileplume @ Life Orb
Ability: Effect Spore
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Moonlight
Trapinch @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Crunch
- Rock Slide
- Superpower
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Endeavor
- Head Smash
Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Facade
- U-turn
- Quick Attack
Gorebyss @ White Herb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Shell Smash
- Surf
- Ice Beam
- Baton Pass
Vileplume @ Life Orb
Ability: Effect Spore
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Moonlight
Trapinch @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Crunch
- Rock Slide
- Superpower
Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch
Lead Archeops is amazing right now, with this set hazards are rarely on the field for the team to deal with and it usually gets them up aswell or at the very least weakens an important poke on the opponent's team. Swellow is really only countered by bulky rock and steel types which you can typically lure and u-turn into trapinch on. Gorebyss has the ability to set up on a lot of physically oriented mons due to its good defense stat and can pass to literally any member of this team (Archeops is usually dead at this point) but it can also clean up late game without needing to pass. Vileplume was added for a few reasons; the overall great defensive typing and natural bulk is a huge plus, and it also happens that the best answer to life orb plume is Dragalge which also happens to get trapped by Trapinch more easily than you'd expect. Hariyama was pretty much tacked on at the end as glue for the team, it provides a pretty reliable switch in to offensive fire types and can also take advantage of being passed a shell smash. I've laddered quite a bit with this team the past day or so and it's outperformed my expectations (which to be fair were low for a team with a trapinch on it) plus it's really fun to use. Trapinch is a Lord.