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  1. Accelgor @ Focus Sash
  2. Ability: Sticky Hold
  3. EVs: 252 HP / 4 Atk / 252 Spe
  4. Jolly Nature
  5. - Spikes
  6. - U-turn
  7. - Final Gambit
  8. - Encore
  9.  
  10. Steelix @ Steelixite
  11. Ability: Sturdy
  12. EVs: 252 HP / 16 Atk / 168 SpD / 84 Spe
  13. Adamant Nature
  14. - Heavy Slam
  15. - Earthquake
  16. - Stealth Rock
  17. - Roar
  18.  
  19. Spiritomb @ Black Glasses
  20. Ability: Infiltrator
  21. EVs: 212 HP / 252 Atk / 44 Spe
  22. Adamant Nature
  23. - Will-O-Wisp
  24. - Sucker Punch
  25. - Pursuit
  26. - Taunt
  27.  
  28. Cobalion @ Leftovers
  29. Ability: Justified
  30. EVs: 220 Atk / 36 SpD / 252 Spe
  31. Jolly Nature
  32. - Swords Dance
  33. - Substitute
  34. - Close Combat
  35. - Iron Head
  36.  
  37. Meloetta @ Leftovers
  38. Ability: Serene Grace
  39. EVs: 252 HP / 80 Def / 32 SpA / 144 Spe
  40. Modest Nature
  41. IVs: 0 Atk
  42. - Substitute
  43. - Calm Mind
  44. - Hyper Voice
  45. - Grass Knot
  46.  
  47. Hitmonlee (M) @ Life Orb
  48. Ability: Reckless
  49. EVs: 252 Atk / 4 SpD / 252 Spe
  50. Adamant Nature
  51. - High Jump Kick
  52. - Knock Off
  53. - Mach Punch
  54. - Sucker Punch
  55.  
  56.  
  57. This is a pretty standard HO team based around the Accelgor + Megalix hazard stacking core that I've peaked around #5 on the ladder with several times throughout several metagames with minimal adjustments (exact peak # varies). Generally, Hitmonlee's sheer wallbreaking potential can be used to lure in Jellicent, Spiritomb, Cofagrigus, Golbat and Pelipper, none of which particularly enjoy a Knock Off but are often a teams primary Cobalion check. Dual priority is used on Lee to help wear down common switch ins faster- primarily Meloetta, Sigilyph and Delphox, while also minimizing the team's weakness to Low Kick Sneasel and Ambipom. Sucker can often miss the KO on Meloetta and bulkier variants of Delphox and Meloetta; Spiritomb is then free to trap these threats while also being a very strong counter to Medicham and a decent Lee check - especially vital is it's ability to stop Fake Out and Endure Lee from setting up. The Cobalion set is incredibly straightforward and shouldn't need explaining. I use this Meloetta set to handle some more niche Cobalion checks, and Grass Knot helps her act as a lure against teams that feature Seismatoad, Rhyperior and Quagsire, especially if they know you're Sub CM. Evs on Megalix hit a jump point + outspeed base 40s, while Melo outspeeds Band/LO Emboar and also hits a jump point.
  58.  
  59. This team is incredibly weak against Scarf Emboar (though it's not the 6-0 it may appear to be initially) and can be quickly worn down by opposing hazard stack. Further, Fletchinder, Spiritomb and Virizion are all faster than the team and incredibly threatening, as is Scrafty if it gets a DD and need to be played around very aggressively. Only Spiritomb has a decent match up against Medicham, and can rapidly lose the ability to check Cham if it's not played around properly (use pursuit!). Band Flygon can ohko much of this team and can not be ohko'd by Cobalion in return and must be played around very carefully.
  60.  
  61. Spiritomb or Hitmonlee can be replaced with Fletchinder to handle almost all of the major offensive threats to this team; however, I often find that Fletch is not as effective at clearing a sweep for Cobalion or Meloetta as Spiritomb or Hitmonlee is and can leave the team being forced to make several 50/50s, especially against scarf Medicham if it replaces Tomb or Camerupt if it replaces Hitmonlee. Meloetta can be changed to a more offensive variant OR replaced with an offensive Tangrowth set if desired, which improves your matchup against Flygon while also retaining much of Meloetta's positive traits. However, an aspect of Meloetta is that it lures in mons (especially Quagsire and Rhyperior) who Tangrowth can not.
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