Swen (Swanna) @ Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hurricane
- Scald
- Defog
- Roost
Next Prez (Rotom-Frost) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Volt Switch
- Thunderbolt
- Trick
Steal ur Steel (Probopass) @ Leftovers
Ability: Magnet Pull
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Power Gem
- Earth Power
- Stealth Rock
Bismark (Stoutland) @ Choice Band
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Facade
- Superpower
- Pursuit
LightSwitch (Chinchou) @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Volt Switch
- Rest
- Sleep Talk
MomenFerno (Monferno) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Mach Punch
So here's a voltturn balance team with the SwanChou core. Monf is Jolly, cause i need the speed, so I made it LO. forst/ferno/chin/probo is this Voltturn core Monf doubles as breaker together with stoutland and Probo functions as a rocker/normal resist/muk counter/steel check.
So here's a fun team i whipped up:
Swanna @ Life Orb
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost
Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 176 HP / 252 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Rest
- Sleep Talk
Arbok @ Black Sludge
Ability: Shed Skin
EVs: 200 HP / 252 Def / 56 Spe
Impish Nature
- Gunk Shot
- Coil
- Earthquake
- Rest
Metang @ Eviolite
Ability: Clear Body
EVs: 208 HP / 232 Atk / 68 Spe
Adamant Nature
- Pursuit
- Meteor Mash
- Stealth Rock
- Earthquake
Leafeon @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Leaf Blade
- Knock Off
- Swords Dance
- Rock Smash
Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Psychic
- Thunder Wave
- Hidden Power [Fighting]
- Signal Beam
Chinchou is the standard set with enough speed for neutral max speed base 45 speed mons. This walls the majority of threats that Swanna has trouble with like Regice, Electric types, and some faster water types. Swanna is also standard and is used as my defogger and Monferno check. I decided I needed a good grass check that could also deal with CroMuk so I decided to experiment a little bit with Arbok. Arbok is running a spread that lets it switch in and beat pretty much every grass type in the tier other than Banded Leafeon and some Cacturnes. 56 Speed EVs give Arbok enough speed for neutral natured max speed Cacturne. This set also setups on and beats both Muk and Trapinch barring crits and misplays. At this point I was looking pretty weak to Psychic and Normal types and I needed a rocker so Metang seemed like a natural fit. Metang also checks freeze dry users not named Lapras for my core of water types. Pursuit is nice for trapping Psychic types that threaten Arbok. The EV spread is stolen from pancake but idk how well it works tbh. At this point I was looking quite weak to EdgeQuake so I added SD Leafeon. Rock Smash is so I don't get 6-0ed by Pawniard. For the last slot I was looking for a revenge killer since my team was kinda slow and i experimented with a lot of common scarfers like Mime, Dodrio, Rotom, etc. but I always felt really weak to Sucker Punch and priority in general. So Focus Sash Kadabra is added as a catch all check to fast sweepers. HP fighting helps vs Pawniard which I'm weak to and Signal Beam gives me coverage vs Psychics as well and hitting Cacturne for an OHKO. This isn't the best team I've ever built as it's pretty weak to Ghosts and other random threats like Rapidash but it works well vs current metagame trends such as Trapping + Muk.
Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Hurricane
- Scald
- Substitute
Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Volt Switch
- Sleep Talk
- Scald
Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Stealth Rock
- Baton Pass
- Play Rough
- Taunt
Leafeon @ Yache Berry
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Leaf Blade
- Synthesis
Vullaby (F) @ Eviolite
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Roost
- U-turn
- Defog
- Foul Play
Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Megahorn
After some disapointing trials with defog swanna, i chose to go on with sub swanna. I first picked Mawile as my Stealth Rocker, providing a nice normal resist to the Swanchou core and also a muk/leafeon switchin. I chose taunt just to prevent Muk/Duosion/Clefairy for set-uping on me. That's where the build unfortunalty starts to look like lst's one, but i added Sd Leafeon aswell in order to handle Golem better, that's also why i put synthesis > a last offensive filler. Then i thought i needed something to remove hazards because sub swanna, and i realised that cm grumpig/beheyeem/sd bouff can both be horrible. Thus i went into Vullaby, that also helps checking muk/leafeon/cac, as well as providing some slow momentum for swanna. Lastly i figured that the team lacked a strong revenge killer and i had some trouble dealing with some steels, so i added Scarf Rapidash ; Adamant because it gives nice extra power, still outspeeds scarf mime and i'm lucky enough to win ties against scarf Chatot.
Also plz excuse me if my english is terrible
Swanna @ Leftovers
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Roost
- Substitute
- Hurricane
Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 248 HP / 180 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Rest
- Sleep Talk
- Volt Switch
Mienfoo @ Eviolite
Ability: Regenerator
EVs: 248 HP / 84 Def / 176 Spe
Jolly Nature
- Drain Punch
- Calm Mind
- Substitute
- Baton Pass
Vibrava @ Eviolite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- U-turn
- Roost
- Defog
- Earthquake
Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Play Rough
- Toxic
- Knock Off
- Stealth Rock
Electrode @ Life Orb
Ability: Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Taunt
- Hidden Power [Ice]
- Thunderbolt
You've heard of Calm Mind pass to Articuno but here is Calm Mind pass to Swanna! like Articuno, Swanna really likes the boosts that Calm Mind gives because Water/Flying Coverage is nearly unresisted so with enough boosts Swanna can power through defensive teams like nobody's business. Sub Swanna abuses this strategy the most and Leftovers gives Swanna much needed passive recovery. Not to mention Mienfoo acts as a decent Rock and Dark resist, The speed lets Mienfoo outspeed Naive or Hasty Cacturne as the team can be pretty weak to it otherwise. Vibrava came next as I still needed hazard removal to benefit Swanna and Vibrava helps me against Monferno and Golem too. Mawile is my rocker and switch in to Normal attacks, Flying attacks and Leafeon. Lastly I wanted something else to abuse the Calm Mind boosts and Electrode fit the slot because Mawile can't take Boomburst's too well, it can check fast mons like Floatzel and Taunt gives me an emergency answer to Set-up sweepers like Clefairy and Duosion.
OKOK. These teams are too similar LOL. I used sub Swan, cuz its not a great defogger. God Chinchou. Vibrava for hazard removal, mostly for Golem. Metang for rocks, inspired by Rawmelon good cores post w/ brava. Also, it can beat trapper-cromuk :o. Weak to Pawn, so Monferno. Adamant SD w/ eviolite so I can still switch into things. Last mon scarf-frostom, helps with the lack of speed and some issues with stall teams (notably w/ Munchlax lol). Trick is cool.
Swanna @ Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Scald
- Roost
- Substitute
Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Rest
- Sleep Talk
Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Roost
- Defog
Metang @ Eviolite
Ability: Clear Body
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Bullet Punch
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick
Two votes this week!
I started off with the given core (only changing Chinchou's set). I then added a Monferno to check grass types, Pawniard etc, and to pressure the enemy team along with Swanna. I then added CB Leafeon to act as another grass check, a somewhat electric check, a wallbreaker, and a solid check / anti-lead to Golem. Next I added Grumpig to help out Swanna with checking Monferno, to act as speed control, to check psychics, and to give the team a solid ice resist that can switch into freeze dry. Finally I added tank Golem as a rock setter, normal / bird check, breaker, and another check to Rotom-F.
It's a fun team overall but, because it lacks a healing wish user, it must be played carefully against type spam (notably normal or Flying). The team is also pretty weak to nasty plot Mime / sub CM Grumpig.
Swanna @ Life Orb
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hurricane
- Scald
- Defog
- Roost
Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 176 SpD / 80 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Rest
- Sleep Talk
Monferno @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Swords Dance
Leafeon @ Choice Band
Ability: Leaf Guard
Happiness: 0
EVs: 240 Atk / 16 Def / 252 Spe
Jolly Nature
- Bullet Seed
- Leaf Blade
- Knock Off
- Frustration
Grumpig @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Thunder Wave
Golem @ Leftovers
Ability: Sturdy
EVs: 248 HP / 16 Atk / 232 SpD / 12 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Stealth Rock
- Sucker Punch / Protect