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- Accelgor @ Focus Sash
- Ability: Sticky Hold
- EVs: 252 HP / 4 Atk / 252 Spe
- Jolly Nature
- - Spikes
- - U-turn
- - Final Gambit
- - Encore
- Steelix @ Steelixite
- Ability: Sturdy
- EVs: 252 HP / 16 Atk / 168 SpD / 84 Spe
- Adamant Nature
- - Heavy Slam
- - Earthquake
- - Stealth Rock
- - Roar
- Spiritomb @ Black Glasses
- Ability: Infiltrator
- EVs: 212 HP / 252 Atk / 44 Spe
- Adamant Nature
- - Will-O-Wisp
- - Sucker Punch
- - Pursuit
- - Taunt
- Cobalion @ Leftovers
- Ability: Justified
- EVs: 220 Atk / 36 SpD / 252 Spe
- Jolly Nature
- - Swords Dance
- - Substitute
- - Close Combat
- - Iron Head
- Meloetta @ Leftovers
- Ability: Serene Grace
- EVs: 252 HP / 80 Def / 32 SpA / 144 Spe
- Modest Nature
- IVs: 0 Atk
- - Substitute
- - Calm Mind
- - Hyper Voice
- - Grass Knot
- Hitmonlee (M) @ Life Orb
- Ability: Reckless
- EVs: 252 Atk / 4 SpD / 252 Spe
- Adamant Nature
- - High Jump Kick
- - Knock Off
- - Mach Punch
- - Sucker Punch
- 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.
- 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.
- 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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