NatDex OU Field Guide
📖 Sample Teams
Sample Teams

Sample Teams — National Dex OU (2026-04)

Offense first. This page is the finished-product half of Building Offense: nine vetted teams, the first five aggressive Offense (your archetype — explicitly not Bulky Offense, not Hyper Offense), then a curated contrast set (2 BO, 1 sun, 1 semi-stall) so you see what your Offense is racing against. Each team is built on a named core from Common Cores §4, carried through the 8-step build loop.

How to read each team. Title + one-line identity → win condition → lead/opening plan → the 1–2 game-deciding sequencing calls → six compact set blocks (each with its one load-bearing job + one non-obvious interaction) → speed/hazard plan → load-bearing calcs → “how to beat this team” → key threats (always Alomomola + Gliscor). Import the set blocks directly into the teambuilder.

Legality (gen9nationaldex): Mega Evolution legal, ≤1/team. Z-Moves legal, ≤1/team. Sleep moves legal. Banned: abilities Arena Trap / Moody / Power Construct / Shadow Tag; items King’s Rock / Quick Claw / Razor Fang; moves Assist / Baton Pass / Last Respects / Shed Tail. Every spread is ≤508 total, ≤252 per stat. See Mechanics.

Speed shorthand used throughout (Speed Tiers): the 350 cluster (base-110 max+, Ogerpon-W/Diancie-M), the 412 wall (max+ Zamazenta), Scarf benchmarks (Lando-T 421, Lele 475, Valiant 546), +1 lines (Dnite 426, Garchomp Scale Shot 499, Char-X DD 492).


Index

Aggressive Offense (your archetype):

  1. Twin-Breaker Offense — Ogerpon-W + Garchomp (Core ★1)
  2. Future-Sight Pivot Offense — Slowking-G → Kingambit (Core ★2)
  3. Mixed-Breaker Triangle Offense — Iron Valiant + Lando-T + Gholdengo (Core ★3)
  4. Calm-Mind + Spin Offense — Raging Bolt + Great Tusk (Core ★4)
  5. Terrain-Breaker Offense — Tapu Lele + Ogerpon-W (Core ★6)

Contrast set (what Offense is racing against): 6. Magic-Bounce Spikes-HO — Samurott-H + Diancie-M (Core ★10; the HO edge) 7. Twin Dragon-Dance Bulky Offense — Char-X + Dragonite (Core ★8; BO) 8. Sun Offense — Char-Y + Raging Bolt (sun BO) 9. Semi-Stall — the defensive spine you overload



Team 1 — Twin-Breaker Offense (Ogerpon-W + Garchomp)

Archetype: aggressive Offense (4 attackers + 1 momentum pivot + 1 spinblocker). Core: ★1 Ogerpon-Wellspring + Garchomp — the flagship “share-no-checks” pair. This is the worked example carried end-to-end through Building Offense; the page below is its finished form.

Win condition. Two SD wallbreakers on orthogonal axes: the bulky Waters/Steels/Grounds that stop Ogerpon-W (Toxapex, Slowking, Lando-T) fold to Garchomp Earthquake; the Grass/Dragons that stop Garchomp fold to Ivy Cudgel + Power Whip. No single wall covers both, so every turn something breaks; Kingambit cleans the chipped back half with Sucker Punch.

Win-con selection matrix. vs physically-bulky / Unaware (Dondozo, Clefable, Skarmory) → special chip from Slowking-G Future Sight + Gholdengo to pressure the Steel; vs special walls (Blissey, Toxapex) → Garchomp EQ + Ogerpon SD; vs fat balance → grind Future Sight + hazards into Sucker-Punch range and let Supreme Overlord snowball.

Lead / opening plan. Default lead Garchomp (set Stealth Rock, threaten immediate damage, Scale Shot for chip/speed). Vs an obvious Magic-Bounce lead (Diancie-M / Hatterene) don’t lead Chomp into the bounce — lead Slowking-G, Chilly-Reception out, and set rocks once it commits. Vs offense, lead Scarf Lando-T for the Intimidate + speed read.

Game-deciding sequencing (the 1–2 calls).

  1. When to fire Steelium-Z (Gholdengo -> Corkscrew Crash). It is a one-time high-BP Steel nuke for neutral or chipped targets, not a way through Steel resists. Do not spend it into Gholdengo, Corviknight, or Heatran expecting a delete; use Shadow Ball, Ground partners, or chip for those. Hold it until the target it actually removes is in - it opens the late-game for Kingambit.
  2. Don’t burn Sucker Punch into a sub/setup-fish. Kingambit is your only priority and your 412 answer; click Iron Head / Knock Off into the predicted switch, Sucker only when the kill is locked.

The six

Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Ivy Cudgel
- Power Whip
- Swords Dance
- Knock Off

Job: fast (350) Grass/Water SD wallbreaker + Knock utility. Non-obvious: this is a flat Water-Absorb breaker at base form; Wellspring Mask is item-locked, so it eats SR on entry and can’t hold Boots (mind your hazard exposure).

Garchomp @ Loaded Dice
Ability: Rough Skin
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Scale Shot
- Earthquake
- Swords Dance
- Stealth Rock

Job: Ground breaker + the team’s rock-setter. Non-obvious: Scale Shot is a +1 Speed button — post-Scale-Shot Garchomp hits 499, clearing the 412 Zama wall and the whole Scarf field below 525; Loaded Dice guarantees 4–5 hits to break Sashes/Sturdy/Multiscale.

Gholdengo @ Steelium Z
Ability: Good as Gold
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Job: Ghost spinblocker + Good-as-Gold Defog/targeted-status denier so Garchomp’s rocks stick; secondary NP wincon + the team’s one Z. Non-obvious: Steelium-Z + Make It Rain = Corkscrew Crash (the Z-output, never a chosen move) - a one-time 190-BP Steel nuke for neutral or chipped walls; it does not solve Steel resists by itself.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Sassy Nature
EVs: 248 HP / 8 Def / 252 SpD
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower

Job: the one allowed slow pivot - Future Sight chips the walls that stop Ogerpon while Chilly Reception pivots a breaker in safely. Non-obvious: Future Sight is damage on a delay — fire it, pivot to Ogerpon/Garchomp, and the wall eats the FS plus a breaker hit on the same turn. Regenerator (not bulk) is why it’s legal on Offense, not BO.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Job: priority cleaner + the 412 answer; scales with the carnage the twin breakers create. Non-obvious: shares no check with Ogerpon — the Steels that wall Kingambit eat Ivy Cudgel; Slowking-G’s slow pivot brings it in safely when Future Sight forces respect (this is Core ★2 nested inside ★1).

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Job: Scarf revenge-killer (421 > 412) + Intimidate cushion + backup rocks. Non-obvious: its EQ is for revenge only, not a breaking STAB — the Ground overlap with Garchomp is tolerable because one breaks and one revenges; U-turn pivots your slow breakers in.

Speed-control plan (≥2 layers): natural (Ogerpon 350, Garchomp Scale-Shot +1 = 499), Scarf (Lando-T 421 clears 412), priority (Kingambit Sucker bypasses normal Speed order). Three layers — exceeds the minimum. Hazard lane: hazard-stack — Garchomp/Lando SR behind Gholdengo’s spinblock; Slowking-G Boots, Ogerpon item-locked (its hazard exposure is the cost).

Load-bearing calcs

  • Ogerpon-W +2 Ivy Cudgel vs 252 HP / 252+ Def Toxapex: ~54–64% — a clean 2HKO through Black Sludge recovery (and Toxapex is exactly the wall Garchomp’s EQ also threatens — twin-break confirmed).
  • Garchomp Earthquake vs 252 HP / 252+ Def Toxapex (2×): ~59–69% — a 2HKO that gets pushed toward KO range by SR + Scale Shot chip; the other half of the no-shared-check claim (the same wall is pressured by either breaker, so it struggles to cover both long term).
  • Kingambit Sucker Punch vs 0 HP / 0 Def Zamazenta: ~35-42% - by itself a 3HKO, but after SR plus Scale Shot/hazard chip it reaches revenge range on the 412 sweeper your natural speed can’t touch (this is why the hazard lane and the priority layer are both mandatory).

How to beat this team

Stack two physically-bulky Grass-resists / Unaware bodies brought together (Dondozo + a Steel; Clefable + Corviknight) so Ogerpon and Garchomp can’t both break before Steelium-Z is spent. Faster offense + priority punishes the frail-ish breakers. Race the hazard war: if you keep your own removal alive and deny Gholdengo an unpunished NP, the chip engine sputters.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor (the honest hole): Poison-Heal walls the physical side; answer = Ogerpon Ivy Cudgel + Knock Off (strip Toxic Orb → kill Poison Heal) + Lando-T Taunt is not on this set, so name it and race it — chip with rocks, don’t try to out-stall (F8).
  • Alomomola: Future Sight + Knock Off outpace Wish; Garchomp 2HKOs through Regenerator if rocks are up.
  • Zamazenta (S): Kingambit Sucker + Scarf Lando 421 + Ogerpon Ivy. Gholdengo (S): Garchomp/Lando EQ + Slowking FS; use Shadow Ball or Ground support in the mirror, not Corkscrew Crash into a Steel resist.


Team 2 — Future-Sight Pivot Offense (Slowking-G → Kingambit)

Archetype: aggressive Offense (the delayed-damage engine). Core: ★2 Slowking-Galar → Kingambit, the format’s defining pivot-offense engine, extended with a second breaker (Ogerpon-W) and a hazard/spin pivot (Great Tusk).

Win condition. Future Sight + Chilly Reception create switch pressure and bring a breaker in safely when respected; the incoming wall risks stacked Future-Sight damage plus a +Supreme-Overlord Knock Off / Sucker Punch on the same turn. Grind passive balance/fat teams into Sucker-Punch range. Two breakers (Slowking special, Ogerpon physical) split the wall duties so the FS chip often converts.

Win-con selection matrix. vs special walls (Blissey/Chansey) → Ogerpon SD physical break; vs physical walls (Skarmory/Corviknight) → Slowking FS + Tapu-less special pressure / Sludge Bomb; vs fat balance → FS + SR chip → Kingambit late-game.

Lead / opening plan. Lead Great Tusk (Stealth Rock, Rapid Spin if needed, threaten immediately). Vs hyper-offense lead Lando-T (Intimidate + Scarf). Vs obvious passive balance, lead Slowking-G and immediately start the Future-Sight clock.

Game-deciding sequencing.

  1. The Future-Sight clock. Fire FS, Chilly-Reception to a breaker, and time the next breaker hit to land the turn FS resolves — that double-hit is what breaks Gholdengo and the fat Steels. Don’t waste FS into a mon you can already KO.
  2. One slow pivot only. Slowking-G is the only slow body — Great Tusk and Lando-T are fast/offensive pivots. Adding a second Teleport/Flip-Turn body is the F1 drift into BO; refuse it.

The six

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Sassy Nature
EVs: 248 HP / 8 Def / 252 SpD
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower

Job: the delayed-damage engine + safe pivot for the cleaner. Non-obvious: Flamethrower over Ice Beam specifically nails the Steels (Corviknight, Ferrothorn, Scizor) that wall the physical breaker — coverage chosen to not share checks with Ogerpon.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Job: priority cleaner that the FS pivot brings in safely. Non-obvious: it does not want Psychic Terrain on the field — this team deliberately runs no Tapu Lele so Sucker Punch stays live (the F4 terrain/priority self-conflict avoided by design).

Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Ivy Cudgel
- Power Whip
- Swords Dance
- Knock Off

Job: the physical breaker that abuses the forced switches FS creates. Non-obvious: Knock Off strips the Boots/Lefties off the walls FS is grinding — denying recovery is how Offense beats Regenerator cores.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock

Job: hazard setter + spinner + offensive Ground; the entry chip that pushes targets into Sucker range. Non-obvious: it’s the team’s fast removal/utility, so Slowking can stay the only slow body; Ice Spinner also clears terrain and hits Lando/Gliscor/Dragonite.

Gholdengo @ Air Balloon
Ability: Good as Gold
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Job: spinblock so Great Tusk’s rocks + the FS chip stick; Air Balloon dodges the Ground-immunity gap. Non-obvious: on this team Gholdengo is the removal-blocker, not a Z-holder — Team 2 spends no Z slot at all, so it runs Balloon for the Lando/Garchomp matchup.

Iron Valiant @ Booster Energy
Ability: Quark Drive
Naive Nature
EVs: 252 Atk / 4 SpA / 252 Spe
- Close Combat
- Moonblast
- Knock Off
- Encore

Job: mixed nuke + speed layer (Booster → 546) + Encore to manufacture a forced turn against setup/passive walls. Non-obvious: Encore + the FS clock is a vicious tempo loop — Encore a wall into Recover/Protect, pivot, and FS + a breaker land into the locked turn.

Speed-control plan (≥2 layers): natural/Booster (Iron Valiant 546, Great Tusk 300), priority (Kingambit Sucker), Scarf-free — Booster Valiant + Sucker cover 412 and the cluster; Great Tusk at 300 wins the base-100 creep. Hazard lane: hazard-stack — Tusk SR + Gholdengo spinblock; FS is the conversion engine.

Load-bearing calcs

  • Slowking-G (0 SpA) Future Sight vs 0 HP / 0 SpD Gholdengo (0.5× resisted): ~24–28% — by itself it can’t break Gholdengo, which is exactly the point: it’s the first half of a double-hit that lands the turn the breaker comes in.
  • Kingambit (+2 allies, ×1.2 Supreme Overlord) Knock Off vs 0 HP / 0 Def Gholdengo (2× Ghost, item-boosted): OHKO (~125–147%) — once two allies have traded, the cleaner outright removes the format’s #1 hazard-control denier (Knock is the non-Sucker button when Gholdengo might go non-attacking); the FS clock helps force those trades.
  • Iron Valiant Close Combat vs 4 HP / 252+ Def Blissey (2×): a clean 2HKO — Encore-into-Softboiled then CC removes the special wall that would otherwise sponge Slowking and Gholdengo all game.

How to beat this team

Sucker-Punch baiters (sub, setup, Protect) blunt the cleaner; Fighting-type Sucker-resists (a healthy Zamazenta, opposing Great Tusk) eat Kingambit’s priority and threaten back. Out-speed Slowking’s pivots with your own faster pivot and refuse to give it safe Chilly-Reception turns. Volcarona walls Iron Valiant — keep Tusk’s rocks off and it’s a problem.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: Ice Spinner (Tusk) + Ogerpon Ivy/Knock (strip Toxic Orb); Iron Valiant CC 2HKOs through Recover. Named hole, raced not walled.
  • Alomomola: FS + Knock + Ogerpon SD outpaces Wish/Regen.
  • Kingambit’s own checks (per its block — Iron Valiant, Great Tusk, Zamazenta, Skarmory): overload them with Ogerpon + the FS clock; don’t lean on Kingambit alone into those.


Team 3 — Mixed-Breaker Triangle Offense (Iron Valiant + Lando-T + Gholdengo)

Archetype: aggressive Offense. Core: ★3 Iron Valiant + Landorus-Therian + Gholdengo — the cleanest aggressive triangle in the raw mutual graph (all three list each other top-10; Valiant→Gholdengo 45.05%). Extended with the Tyranitar-Mega Pursuit trapper the data attests (Valiant↔Ttar-M 25.30/43.91).

Win condition. Iron Valiant splits physical and special walls while Lando-T hazards + Intimidate keep momentum and keep Valiant healthy on the pivot; Gholdengo makes removal awkward so chip often sticks (Ghost spinblocker + Good as Gold Defog denial). Tyranitar-Mega traps Latios, Gholdengo, and other Ghost/Psychic checks that slow Valiant, and Kingambit cleans. Aggressive because it stacks hazards behind a removal-denying spinblocker while a 546-Speed mixed nuke clicks.

Win-con selection matrix. vs special walls → Valiant Close Combat / Knock; vs physical walls → Valiant Moonblast + Gholdengo Make It Rain; vs Gholdengo/Latios mirror → Ttar-M Pursuit-trap, then break with Valiant.

Lead / opening plan. Lead Lando-T (Stealth Rock + Intimidate the likely physical lead, U-turn Valiant in on the switch). Vs Magic-Bounce lead, lead Gholdengo or Ttar-M (neither cares about bounced status much). Vs offense, Scarf Lando isn’t here — Lando is the Helmet/SR pivot, so revenge with Valiant’s 546 + Kingambit Sucker.

Game-deciding sequencing.

  1. Trap before you break. If they carry Gholdengo/Latios as Valiant’s answer, bring Ttar-M and Pursuit-trap it first — then Valiant has a clear path. Mis-ordering (breaking before trapping) lets the wall pivot out and reset.
  2. Mega is Ttar-M — no second Mega. Diancie-M / Scizor-M are off the table here (Mega Clause).

The six

Iron Valiant @ Booster Energy
Ability: Quark Drive
Naive Nature
EVs: 252 Atk / 4 SpA / 252 Spe
- Close Combat
- Moonblast
- Knock Off
- Swords Dance

Job: the mixed nuke + top speed layer (Booster → 546). Non-obvious: mixed spread (Naive, split offenses) is what lets a single mon split physical-wall and special-wall duty — the no-shared-check property lives inside one slot.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Impish Nature
EVs: 252 HP / 200 Def / 56 Spe
- Earthquake
- U-turn
- Stealth Rock
- Taunt

Job: hazard setter + Intimidate pivot that U-turns Valiant in safely; Taunt shuts opposing setup/recovery. Non-obvious: this is the one bulky-ish body Offense allows because it pivots and Taunts — it never just sits. Helmet + Intimidate punishes the physical attackers Valiant is frail into.

Gholdengo @ Air Balloon
Ability: Good as Gold
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Job: removal-blocker that keeps Lando’s rocks up — the 45.05% reason Valiant offense very often carries it. Non-obvious: Air Balloon flips the Lando/Garchomp matchup and lets Gholdengo pivot into Ground attacks aimed at the team.

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
- Pursuit
- Crunch
- Stone Edge
- Earthquake

Job: Pursuit trapper for Latios, Gholdengo, and Ghost/Psychic checks that slow Valiant; the team’s Mega + bulk. Non-obvious: Pursuit is the enabler, not just a damage move — it removes a Valiant answer, converting a stalemate into a clean break.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Job: priority cleaner + 412 answer. Non-obvious: with Ttar-M’s sand chipping and three breakers trading, Supreme Overlord is reliably +2/+3 by the time Kingambit comes in — Sucker becomes a sweep button.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Sassy Nature
EVs: 248 HP / 8 Def / 252 SpD
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower

Job: the glue pivot (Future Sight chip + Chilly Reception momentum) the core wants at slot 6. Non-obvious: FS into the wall, U-turn/Chilly to Valiant — the triangle’s chip engine; Regenerator keeps it from being a passive third wall.

Speed-control plan (≥2 layers): natural/Booster (Valiant 546), priority (Kingambit Sucker). No Scarf, so against a healthy 412 Zama on a Sucker-read turn, Pursuit-Ttar + Intimidate + Valiant CC is the answer. Hazard lane: hazard-stack — Lando SR + sand chip behind Gholdengo’s spinblock.

Load-bearing calcs

  • Iron Valiant Close Combat vs 4 HP / 252+ Def Blissey (2×): a clean 2HKO — the special wall that sponges Gholdengo/Slowking is broken by the physical half of the same mon.
  • Iron Valiant (Life Orb) Moonblast vs 0 HP / 0 SpD Landorus-Therian: ~72–85% — the special half is a near-OHKO on the physical pivots, completing the split inside one slot.
  • Gholdengo Make It Rain (+0) vs 252 HP / 0 SpD Alomomola: substantial chip, but not the listed 70-82% clean 2HKO unless boosted or using a one-time nuke. The correct plan is hazard pressure plus repeated forced switches, not assuming unboosted resisted Steel damage outpaces Wish by itself.

How to beat this team

Faster offense + priority punishes frail Valiant before Booster matters; if you deny it the SD/Booster turn, the triangle loses its breaker. Keep your Gholdengo/Latios out of Pursuit range (don’t double in). Volcarona is Valiant’s hardest check — bring it with rocks denied and Valiant struggles.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: Valiant CC/Knock (strip Toxic Orb) + Lando Taunt (shuts Poison-Heal recovery + Roost) — this team actually has the Taunt answer Team 1 lacked.
  • Alomomola: FS + Make It Rain + sand chip outpaces Wish; Knock strips its item.
  • Zamazenta (S): Valiant Moonblast/CC, Kingambit Sucker, Ttar Pursuit on the switch.


Team 4 — Calm-Mind + Spin Offense (Raging Bolt + Great Tusk)

Archetype: aggressive Offense (setup-breaker + hazard/spin). Core: ★4 Raging Bolt + Great Tusk (mutual 24.61/27.74). The Electric/Dragon special axis + Ground physical axis share almost no walls; Bolt’s Thunderclap is also a speed answer.

Win condition. Behind a Calm Mind, Raging Bolt overwhelms special walls while priority Thunderclap mops the frail/faster; Great Tusk spins your side clean and answers the Steels/Heatran Bolt dislikes; Ogerpon-W is the physical breaker so the duo isn’t all-special, and Kingambit cleans.

Win-con selection matrix. vs bulky Waters/rain/balance → CM Raging Bolt (Thunderbolt/Thunderclap); vs special walls (Blissey) → Ogerpon SD physical break; vs offense → Thunderclap + Sucker priority race.

Lead / opening plan. Lead Great Tusk (SR, immediate pressure, spin if they lead hazards). Vs sun/rain, lead Tusk to spin and pressure the setter. Save Raging Bolt for a free CM turn behind a forced switch or a sack.

Game-deciding sequencing.

  1. Find the low-risk CM. Raging Bolt’s bulk (125/91/89) lets it set up on resisted hits; one CM turns Thunderclap into an anti-offense finisher against attackers. Get it behind a U-turn/sack or into a passive wall.
  2. Mega and Z are both unspent — and that’s fine. Every item here does a non-Mega/non-Z job (Booster, Boots, Mask, Balloon, Black Glasses, Scarf); the build wins on speed layers + CM, so neither extra-mechanic slot is forced. If you want a trump, swap Raging Bolt to Dragonium Z (a real RB option) for a one-time Devastating Drake past a CM-proof wall — at the cost of Booster’s immediate-break.

The six

Raging Bolt @ Booster Energy
Ability: Protosynthesis
Modest Nature
EVs: 64 HP / 252 SpA / 192 Spe
- Thunderclap
- Thunderbolt
- Draco Meteor
- Calm Mind

Job: the bulky CM special breaker with priority. Non-obvious: Thunderclap is priority and speed control into attackers — it revenge-kills frail faster threats that attack into it, so this slot does breaker + speed-layer duty at once; Booster boosts SpA on entry for the immediate-break option.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock

Job: hazard + spin + the Ground physical axis (handles the Steels/Heatran Bolt hates). Non-obvious: Tusk’s Ground STAB and Bolt’s Electric/Dragon STAB share almost no walls — the core’s whole point; Ice Spinner removes terrain so Thunderclap/priority stays live.

Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Ivy Cudgel
- Power Whip
- Swords Dance
- Horn Leech

Job: the physical breaker so the duo isn’t all-special; Horn Leech keeps it healthy to re-break. Non-obvious: Water-Absorb gives the team a safe switch into the Water moves aimed at Tusk/Heatran-less core; it’s the answer to the bulky Waters that CM-Bolt would otherwise have to grind.

Heatran @ Air Balloon
Ability: Flash Fire
Calm Nature
EVs: 252 HP / 4 SpA / 252 SpD
- Magma Storm
- Earth Power
- Flash Cannon
- Taunt

Job: the Ground-immune / Steel-Fire answer the core needs for Raging Bolt (a levitator that traps + Taunts). Non-obvious: Magma Storm traps the special walls (Blissey/Chansey) so Raging Bolt or Ogerpon can break them; Flash Fire + Balloon makes it a pivot, not a passive wall. (This is the team’s single bulky body — it Taunts and traps, so it earns the slot without drifting to BO.) Hazard note: rocks come from Great Tusk on this team, so Heatran skips Stealth Rock for Flash Cannon (hits the Diancie/Fairy switch-ins) — one rock-setter, not three.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Job: priority cleaner + second priority layer; the data partner (Kingambit↔Raging Bolt mutual 26.11/30.19). Non-obvious: no Psychic Terrain on this team (Ice Spinner can clear it), so Sucker stays live into grounded targets while Thunderclap remains the anti-attacker priority layer.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- U-turn
- Stone Edge
- Explosion

Job: Scarf revenge (421 > 412) + Intimidate + the fast pivot that brings Raging Bolt/Ogerpon in. Non-obvious: covers the fast-Ground/EQ threats Raging Bolt fears (it’s EQ-weak), and U-turn manufactures Bolt’s CM turn; Explosion (over a redundant 3rd Stealth Rock) trades 1-for-1 to remove or heavily chip a wall the team can’t break. Great Tusk is the sole rock-setter.

Speed-control plan (≥2 layers): Scarf (Lando 421 > 412), priority (Thunderclap + Sucker — two layers), natural (Tusk 300). Three+ layers. Hazard lane: hazard-stack — Great Tusk is the sole Stealth Rock setter (Heatran/Lando freed for Flash Cannon / Explosion); Tusk’s spin is your own upkeep, not a two-way Defog war.

Load-bearing calcs

  • Raging Bolt +1 (Modest) Thunderbolt vs 252 HP / 252+ SpD Alomomola (Electric 2× vs Water): OHKO (~107–127%) — behind one Calm Mind the format’s #1 regen glue is one-shot; even at +0 it’s a clean ~72–85% 2HKO, so Wish can’t keep pace.
  • Great Tusk Headlong Rush vs 0 HP / 0 Def Heatran (4x): clean OHKO - Heatran’s Fire/Steel typing makes Ground the direct answer to the Steel/Fire that walls Raging Bolt (no shared check, demonstrated).
  • Thunderclap (Raging Bolt, +0) vs 0 HP / 0 SpD Zapdos (neutral): ~44–53% priority — chipped Zapdos/Tornadus/Volcarona fall to Thunderclap first when they attack.

How to beat this team

Fast Ground / EQ users threaten Raging Bolt (Balloon-popped) and Tusk; Unaware fat (Clefable, Dondozo) ignores CM boosts — bring it with a special answer so Ogerpon can’t just SD past. Bolt’s listed checks are Tapu Lele, Ferrothorn, Chansey, Char-X — lead with one and deny Tusk’s rocks.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: Tusk Ice Spinner + Ogerpon Ivy/Knock + Heatran Taunt (shuts Poison-Heal); raced, not walled.
  • Alomomola: CM Bolt 2HKOs through Wish; Knock-less here, so chip with rocks first.
  • Gholdengo (S): Tusk/Lando EQ + Heatran trap; Zamazenta (S): Thunderclap/Sucker priority + Scarf Lando 421.


Team 5 — Terrain-Breaker Offense (Tapu Lele + Ogerpon-W)

Archetype: aggressive Offense (terrain breaker + Water breaker). Core: ★6 Tapu Lele + Ogerpon-Wellspring (Lele→Oger 16.43%). This is a terrain team, deliberately not a priority team — the F4 self-conflict is resolved by dropping Kingambit so Psychic Terrain only helps you.

Win condition. Specs Tapu Lele + Psychic Terrain is a special-side sledgehammer (priority into grounded targets is blocked under terrain, so it neuters opposing Sucker/ESpeed and protects your grounded sweepers); Ogerpon SD-breaks the physical side; the Steels that wall Lele (Gholdengo, Ttar) eat Ivy Cudgel/Power Whip. No single wall covers both.

Win-con selection matrix. vs physical walls / Unaware → Specs Lele Psychic/Psyshock; vs special walls (Blissey/Chansey) → Ogerpon SD + Focus Blast (Lele) chip; vs priority-reliant offense (Kingambit/Dnite teams) → Psychic Terrain wins the priority war against grounded targets — lead it.

Lead / opening plan. Vs offense that leans on Sucker/ESpeed, lead Tapu Lele to set terrain and blank priority into grounded targets immediately. Vs balance, lead Lando-T (rocks + Intimidate) and bring Lele in on a forced switch for the Specs nuke. Terrain lasts 5 turns — sequence your terrain-dependent KOs inside the window.

Game-deciding sequencing.

  1. Manage the 5-turn terrain window. Re-set terrain by pivoting Lele back in; line up the Specs Psychic/Psyshock KOs while terrain (×1.3 Psychic) is up. Don’t waste the window on a wall Ogerpon should break instead.
  2. Scarf vs Specs Lele is the build fork — this list runs Specs for raw breaking and leans on Booster Valiant + terrain for speed. (Scarf Lele 475 is the alternative if you need a hard revenge layer.)

The six

Tapu Lele @ Choice Specs
Ability: Psychic Surge
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Psychic
- Moonblast
- Focus Blast
- Future Sight

Job: terrain-setting special sledgehammer + the priority-blocker. Non-obvious: Psychic Terrain blocks priority targeting grounded Pokémon — it’s defensive tech as much as offensive, shutting opposing Sucker/ESpeed/Bullet Punch into grounded targets; Future Sight doubles as chip for Ogerpon’s switches even off the Specs lock.

Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Ivy Cudgel
- Power Whip
- Swords Dance
- Knock Off

Job: the physical breaker that eats the Steels/Dark that wall Lele. Non-obvious: under Lele terrain, grounded Ogerpon is also protected from revenge-priority while it SDs — terrain protects the sweep, exactly the synergy the core is built on.

Iron Valiant @ Booster Energy
Ability: Quark Drive
Naive Nature
EVs: 252 Atk / 4 SpA / 252 Spe
- Close Combat
- Knock Off
- Encore
- Swords Dance

Job: mixed nuke + the fast cleaner (Booster 546) terrain offense wants; Encore locks walls. Non-obvious: no priority moves here (terrain would block your own priority into grounded targets anyway) — Valiant’s Booster-boosted 546 is the speed answer, and it is protected from opposing priority while grounded under Psychic Terrain.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Impish Nature
EVs: 252 HP / 200 Def / 56 Spe
- Earthquake
- U-turn
- Stealth Rock
- Taunt

Job: hazard + Intimidate pivot that U-turns Lele/Ogerpon in under terrain; Taunt anti-setup/recovery. Non-obvious: the single bulky body — it pivots and Taunts, never walls; brings the breakers in safely while terrain is up.

Gholdengo @ Steelium Z
Ability: Good as Gold
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Job: spinblocker (keeps Lando’s rocks up) + the team’s Z (Corkscrew Crash gives one high-BP Steel hit into Tyranitar or chipped neutral targets). Non-obvious: its own Make It Rain isn’t terrain-boosted, and Steelium-Z does not delete Steel resists; Gholdengo resists Steel and needs Shadow Ball, Ground support, or prior chip.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Close Combat

Job: removal so your frail special breaker stays clean + a second Ground breaker. Non-obvious: Ice Spinner removes terrain — only click it when you want to drop Psychic Terrain (e.g. to free your own future priority), otherwise it fights the core; mostly it’s spin + Headlong Rush here.

Speed-control plan (≥2 layers): natural/Booster (Valiant’s Booster 546, Ogerpon’s 350, Lele’s 317 / optional Scarf 475), terrain (priority-denial is speed control on Offense), Scarf-optional (swap Lele to Scarf 475 if you need a hard revenger). Hazard lane: hazard-stack — Lando SR behind Gholdengo; Tusk spin keeps the frail breakers clean.

Load-bearing calcs

  • Specs Tapu Lele Psychic (terrain x1.3) vs 252 HP / 252+ SpD Toxapex (2x): heavy 2HKO, with OHKOs only after chip or into less specially bulky spreads - terrain-boosted Specs Psychic is still the special-side sledgehammer the core is named for.
  • Specs Tapu Lele Moonblast vs 0 HP / 0 SpD Zamazenta (2×): OHKO (~127–150%) — the 412 wall is a special target, so Specs Moonblast is a clean revenge that needs no priority at all (which is why this team can afford to be a terrain team, not a priority team).
  • Gholdengo Corkscrew Crash: the one-time trump for Tyranitar or a chipped neutral wall. Gholdengo and Kingambit resist Steel, so do not treat Steelium-Z as the generic answer to every opposing Steel/Dark.

How to beat this team

Steels/Dark that eat Lele (Gholdengo, Kingambit, Tyranitar) still pressure the special side. Do not assume Steelium-Z deletes all of them: Tyranitar is the clean Steelium target, while Gholdengo and Kingambit resist Steel and need Ground/Fighting pressure or chip. Chansey/Blissey sponge Lele if you keep Focus Blast off (bluff it). Run your priority/terrain-disrupt to break the window - but note Lele blocks your priority into grounded targets, so you must out-speed naturally or wait the 5 turns.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: Tusk Ice Spinner + Ogerpon Ivy/Knock + Lando Taunt; Specs Lele Psychic 2HKOs through Poison-Heal.
  • Alomomola: Specs Lele + Knock + Ogerpon SD; terrain stops the follow-up priority into grounded targets after a Flip Turn chain.
  • Kingambit (A+) / Gholdengo (S): Psychic Terrain blocks Kingambit’s Sucker Punch into grounded targets; Gholdengo handled by Lando EQ, Shadow Ball pressure, or chip.



Contrast set — what your Offense is racing against

The four teams below are not your archetype. Read them to recognize the structures on the other side of the ladder: the HO edge you can drift into, the Bulky Offense you must out-tempo, the sun BO, and the semi-stall your twin breakers exist to overload. Each is built and legality-checked to the same standard.


Team 6 — Magic-Bounce Spikes-HO (Samurott-H + Diancie-M)

Archetype: Hyper-Offense-leaning (Spikes-stack). Core: ★10 Samurott-Hisui + Diancie-Mega (Samurott→Gholdengo 49.41%). The HO end of the spectrum — shown as the edge your Offense refuses to cross (F9): it trades the pivot/cleaner discipline for raw hazard pressure + suicide-ish leads.

Win condition. Samurott-H Ceaseless Edge sets Spikes as a damaging move when it hits; Diancie-M Magic Bounce bounces the opponent’s status-move hazards back, so you can win the hazard war decisively if you keep tempo, then every breaker behind them abuses the chip. This is why it’s HO, not Offense: there’s no slow pivot and the leads are half-disposable.

Lead / opening plan. Lead Samurott-H (Ceaseless Edge -> damaging Spikes pressure immediately) or Diancie-M vs an obvious conventional hazard lead (bounce theirs back). Then dump breakers into the chipped field.

Game-deciding sequencing. Win the hazard war on turn 1-2 (Samurott Spikes + Diancie bounce), then keep Gholdengo positioned so Rapid Spin fails and Defog is punished/blocked. Fire Diancie’s Mega + the team’s discipline early; this team wants the game over fast.

The six

Samurott-Hisui @ Heavy-Duty Boots
Ability: Sharpness
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Ceaseless Edge
- Razor Shell
- Sucker Punch
- Flip Turn

Job: offensive Spikes lead. Non-obvious: Ceaseless Edge sets a Spikes layer when it hits — Flip Turn pivots out while the chip accrues.

Diancie-Mega @ Diancite
Ability: Magic Bounce
Naive Nature
EVs: 4 Atk / 252 SpA / 252 Spe
- Moonblast
- Diamond Storm
- Earth Power
- Stealth Rock

Job: Magic-Bounce hazard deterrent + mixed breaker + your rocks; the team’s one Mega. Non-obvious: it sets your SR while bouncing conventional status hazards back, so you can win the hazard war if you keep tempo; Ceaseless Edge and other damaging hazard moves still need direct pressure.

Gholdengo @ Air Balloon
Ability: Good as Gold
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Make It Rain
- Shadow Ball
- Nasty Plot
- Recover

Job: spinblocker that makes removing Spikes costly (Samurott’s #1 partner at 49.41%). Non-obvious: with Spikes stacked, Make It Rain + chip is lethal across switches; Balloon dodges Ground revenge.

Iron Valiant @ Booster Energy
Ability: Quark Drive
Naive Nature
EVs: 252 Atk / 4 SpA / 252 Spe
- Close Combat
- Moonblast
- Knock Off
- Swords Dance

Job: the breaker that abuses Spikes chip at 546 Speed. Non-obvious: Spikes push everything into Valiant’s KO ranges — the chip is the win condition, Valiant just collects.

Kingambit @ Black Glasses
Ability: Supreme Overlord
Adamant Nature
EVs: 252 HP / 252 Atk / 4 Spe
- Sucker Punch
- Knock Off
- Iron Head
- Swords Dance

Job: priority cleaner once Spikes have done the work. Non-obvious: on a fast HO shell, Supreme Overlord climbs quickly as leads trade — Kingambit closes the chipped game.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Job: Scarf revenge (421) + U-turn momentum into the chip. Non-obvious: the only speed-control insurance on an otherwise all-in shell — even HO keeps one revenger.

Speed/hazard plan: Scarf Lando 421 + Booster Valiant 546 + Kingambit Sucker; hazard-stack is the win condition here (Spikes + SR behind Gholdengo + Magic Bounce), not just an accelerant — that intensity is what makes it HO.

Load-bearing calcs

  • Diancie-M Diamond Storm vs 0 HP / 0 Def Zapdos (2x): OHKO (~116-137%) into offensive Zapdos; bulky Defog Zapdos needs Stealth Rock or chip. That Rock pressure is why Diancie contests the Flyers that would otherwise challenge your hazards.
  • Diancie-M Moonblast vs 0 HP / 0 SpD Landorus-Therian: ~68–80% — the special half splits the physical pivots; a 2HKO after any Spikes layer.
  • Iron Valiant Close Combat vs 4 HP / 252+ Def Blissey (2×): a clean 2HKO (base-130 Atk + Fighting STAB into Blissey’s 130 Def) — the special wall is broken by the physical half of one mon; Spikes chip is pure overkill insurance.

How to beat this team

Out-offense the leads — it has thin defensive backbone, so a faster breaker or a strong priority chain races it. Magic-Bounce mirror (your own Diancie/Hatterene) neutralizes the hazard edge. Remove Gholdengo and the Spikes become removable.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: Poison Heal + Flying-type Spikes immunity let it ignore passive chip - Valiant CC/Knock is the answer; this team races it.
  • Alomomola: Spikes + Knock outpace Wish; Diancie 2HKOs.

Team 7 — Twin Dragon-Dance Bulky Offense (Char-X + Dragonite)

Archetype: Bulky Offense. Core: ★8 Charizard-Mega-X + Dragonite (mutual 65.35/39.02) — the highest-strength offense pair, but the least “no shared check” (twin Dragons fold to one Ice/Fairy). Shown as BO, not Offense, because it leans on Gliscor’s Poison-Heal glue and patient setup rather than constant pressure.

Win condition. Two DD sweepers on the same axis with different priority/coverage: clear the shared Fairy/Ice answers (Clefable, Diancie, fast Ice), then whichever survives sweeps — Dragonite’s Extreme Speed cleans, Char-X’s Tough Claws breaks. Gliscor is the glue that buys both a setup turn.

Lead / opening plan. Lead Gliscor (SR + Poison-Heal longevity, pivot) or Lando-T vs offense. Setup is patient — find the turn the shared checks are gone, then DD. This patience is the BO tell.

Game-deciding sequencing. Remove the shared Fairy/Ice check first (Slowking FS, Heatran trap, or just chip) — DD-ing into a live Clefable/Diancie loses. One Mega = Char-X, one Z = Dragonite (Flyinium).

The six

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Jolly Nature
EVs: 252 Atk / 4 Def / 252 Spe
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost

Job: DD physical sweeper + Roost longevity; the team’s one Mega. Non-obvious: Tough Claws + DD at 492 Speed clears 412; Roost makes it a BO win-con that survives multiple games-states, not a one-and-done.

Dragonite @ Flyinium Z
Ability: Multiscale
Adamant Nature
EVs: 252 Atk / 4 Def / 252 Spe
- Dragon Dance
- Earthquake
- Extreme Speed
- Roost

Job: DD sweeper with a Z-Fly nuke (Supersonic Skystrike) + priority Extreme Speed clean; the team’s one Z. Non-obvious: Multiscale + Roost = it sets up twice a game; ESpeed is the priority the twin-Dragon core needs vs faster offense.

Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature
EVs: 244 HP / 248 Def / 16 Spe
- Earthquake
- Spikes
- Knock Off
- Roost

Job: the Poison-Heal glue (data-attested: Char-X↔Gliscor 61.42/32.31) + hazards. Non-obvious: this is the body that makes it BO — a genuine defensive wall, exactly the third passive body aggressive Offense refuses.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Sassy Nature
EVs: 248 HP / 8 Def / 252 SpD
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower

Job: special breaker for the Steels + FS chip that opens the Dragons’ setup. Non-obvious: FS chips Steels (Corviknight/Ferrothorn) so a same-turn Dragon hit can break them — the special pressure the all-physical core lacks.

Heatran @ Leftovers
Ability: Flash Fire
Calm Nature
EVs: 252 HP / 4 SpA / 252 SpD
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Job: trap the special walls + Steel/Fire answer + rocks. Non-obvious: Magma Storm traps Blissey/Clefable so the Dragons can set up safely — the BO “remove the shared check” tool.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
Impish Nature
EVs: 252 HP / 200 Def / 56 Spe
- Earthquake
- U-turn
- Stealth Rock
- Taunt

Job: Intimidate/Helmet pivot + backup rocks + Taunt. Non-obvious: the second bulky body — two walls (Gliscor + Lando + Heatran) is what definitively makes this BO, not Offense.

Speed/hazard plan: +1 natural (Char-X 492, Dnite 426 both clear 412), priority (Dnite ESpeed); hazard-stack (Gliscor Spikes + multiple SR users). Slower base — it wins by setup, not preview speed.

Load-bearing calcs

  • Char-X +1 Dragon Claw (Tough Claws) vs 0 HP / 0 Def Zamazenta (neutral): ~69–81% — +1 clears 412 (492 Spe) and is a clean 2HKO on the wall; the DD-sweep math.
  • Dragonite Supersonic Skystrike (Flyinium-Z Fly, 175-BP Z-output, +1): the one-time Z removes Amoonguss and heavily chunks bulky Toxapex after chip rather than deleting every physical wall outright - the BO “remove the shared check” button still depends on sequencing.
  • Slowking-G Future Sight vs 0 HP / 0 SpD Corviknight (0.5× resisted): ~24–28% — FS alone won’t break the Steel, but FS-chip plus a +1 Dragon hit on the same turn removes the wall both sweepers fold to (the shared-check fix).

How to beat this team

One Ice or Fairy click answers both Dragons — fast Ice (Kyurem, Weavile), Clefable/Diancie, or a Fairy pivot. Unaware (Dondozo/Clefable) ignores the DDs. Pressure Gliscor’s Toxic-Orb with Knock and out-tempo the patient setup — it’s slower than true Offense.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: it’s on this team as glue — vs an opposing Gliscor, Slowking FS + Knock + Char-X Fire Punch.
  • Alomomola: FS + DD sweep + Z-Fly outpace Wish.
  • Fast Ice / Fairy is the structural weakness — the shared check the core warns about.

Team 8 — Sun Bulky Offense (Char-Y + Raging Bolt)

Archetype: sun Bulky Offense. Core: Charizard-Mega-Y + Raging Bolt (mutual 44.13/29.81) — Drought sun nuke + CM breaker. Shown so you recognize the weather BO your Offense out-tempos; the sun is the win condition, which makes it BO, not aggressive Offense.

Win condition. Drought-boosted Specs/Solar-Beam Char-Y is a special wallbreaking nuke; Raging Bolt CM abuses the same special pressure and Thunderclap revenges; sun also powers Venusaur/Tusk chip. Win by managing the weather window, not by constant pressure.

Lead / opening plan. Lead Char-Y to set sun and immediately threaten, or Great Tusk to set rocks + spin. Sequence breakers inside the sun window; re-set sun by pivoting Char-Y back.

Game-deciding sequencing. Protect the sun — don’t let opposing rain/sand overwrite it (the field-incompatibility tension). Fire the strongest sun-boosted nuke into the wall that defines their team.

The six

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Job: sun setter + special nuke; the team’s one Mega. Non-obvious: Drought ×1.5 Fire Blast is a high-powered break; Solar Beam is 1-turn in sun, hitting the Waters/Grounds that resist Fire.

Raging Bolt @ Booster Energy
Ability: Protosynthesis
Modest Nature
EVs: 64 HP / 252 SpA / 192 Spe
- Thunderclap
- Thunderbolt
- Draco Meteor
- Calm Mind

Job: CM special breaker + priority; sun activates Protosynthesis-SpA. Non-obvious: in sun, Protosynthesis-SpA Raging Bolt is a second nuke that doesn’t need Booster — strong weather synergy.

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock

Job: hazard + spin + Ground breaker; Protosynthesis-Atk in sun. Non-obvious: sun triggers its Attack boost, so the spinner hits harder while the weather is up.

Venusaur @ Life Orb
Ability: Chlorophyll
Modest Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Sludge Bomb
- Giga Drain
- Earth Power
- Sleep Powder

Job: Chlorophyll sun sweeper (doubled Speed in sun) + Sleep Powder (legal here) to disable a check. Non-obvious: sleep is a legitimate aggressive tool in NatDex — Sleep Powder a wall, then sweep; this is the sun payoff the weather enables.

Heatran @ Leftovers
Ability: Flash Fire
Calm Nature
EVs: 252 HP / 4 SpA / 252 SpD
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Job: Fire-immune pivot/trapper + rocks; sun-boosted Magma Storm. Non-obvious: Flash Fire makes it a sun-team pivot that wants the Fire pressure; traps the special walls for Char-Y/Bolt.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
Jolly Nature
EVs: 252 Atk / 4 SpD / 252 Spe
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Job: Scarf revenge (421) + Intimidate + the pivot that re-sets the weather window via U-turn into Char-Y. Non-obvious: the non-sun-reliant insurance that keeps the team functional once sun ends.

Speed/hazard plan: sun-doubled (Venusaur Chlorophyll), Scarf (Lando 421), priority (Thunderclap). Hazard-stack (Tusk/Heatran/Lando SR); spin keeps Char-Y’s Boots-less allies clean while Tusk gets a sun-triggered Attack boost.

Load-bearing calcs

  • Char-Y Fire Blast (sun ×1.5) vs 252 HP / 252+ SpD Corviknight (2× vs Steel/Flying): OHKO (~126–148%) — sun-boosted STAB Fire one-shots the premier Defog Steel; the Steel walls fold, which is the sun payoff. (Note: Toxapex/Alomomola resist Fire as Waters — aim Fire Blast at the Steels, not the Poison/Water blobs.)
  • Raging Bolt Thunderbolt after Calm Mind + Protosynthesis-SpA vs 252 HP / 252+ SpD Alomomola (Electric 2× vs Water): OHKO (~107–127%) — CM and sun-triggered Protosynthesis stack; the regen glue is one-shot.
  • Great Tusk Headlong Rush (Protosynthesis-Atk in sun) vs 0 HP / 0 Def Heatran (4x): OHKO - sun-triggered Attack boost on a 4x Ground hit removes the Fire-immune pivot.

How to beat this team

Overwrite the sun (rain/sand) and the whole engine drops a gear. Faster offense punishes the somewhat-passive support; Sleep Clause means only one of yours sleeps, so don’t fear a sweep-ending Spore chain. Heatran + Char-Y both fold to a strong Ground/Water once sun is gone.

Key threats (incl. Alomomola + Gliscor)

  • Gliscor: sun-boosted Fire Blast + Tusk Ice Spinner + Knock; manageable in sun.
  • Alomomola: Char-Y sun Fire Blast 2HKOs; CM Bolt finishes.
  • Opposing weather is the real threat — protect the sun.

Team 9 — Semi-Stall (the wall you overload)

Archetype: semi-stall / defensive backbone. Core: the Alomomola · Gholdengo · Landorus-Therian fat hazard/removal spine + Gliscor/Toxapex Poison-Heal+Regen stall. This is the team your five Offense builds exist to overload — read it to know exactly what you’re racing.

Win condition. Out-recover and out-deny: Regenerator (Alomomola/Toxapex/Slowking), Poison-Heal (Gliscor), and Good-as-Gold removal-denial (Gholdengo) keep the core alive while hazards + status chip the opponent to death. It wins the long game — so you beat it by denying recovery turns, not matching them.

Lead / opening plan. Lead Gholdengo or Lando-T to start hazards + deny removal. Pivot endlessly with Regenerator; Toxic/Spikes chip; Haze/Unaware the setup. Patience is the entire plan.

Game-deciding sequencing. Keep hazards up + removal denied; never give an unpunished Knock Off (it strips the items the core runs on). Win on PP/timer once the opponent’s breakers are chipped out.

The six

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Bold Nature
EVs: 252 HP / 252 Def / 4 SpD
- Flip Turn
- Wish
- Scald
- Protect

Job: the #1-usage Regenerator Wish/pivot glue. Non-obvious: Wish-passes to the whole core; Flip Turn keeps Regenerator momentum — this is the recovery engine Offense must out-pace.

Toxapex @ Black Sludge
Ability: Regenerator
Bold Nature
EVs: 252 HP / 252 Def / 4 SpD
- Toxic
- Haze
- Recover
- Scald

Job: status sponge + Haze (stops setup) + Toxic chip. Non-obvious: Haze undoes your SD/CM/DD — the reason Offense out-paces rather than out-boosts stall.

Gholdengo @ Heavy-Duty Boots
Ability: Good as Gold
Calm Nature
EVs: 252 HP / 4 SpA / 252 SpD
- Make It Rain
- Recover
- Nasty Plot
- Thunder Wave

Job: removal-denier (Good as Gold) + special-wall + paralysis. Non-obvious: Good as Gold blanks Defog/targeted status while Ghost typing blanks Rapid Spin - the wall that makes stall’s hazards difficult to remove.

Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature
EVs: 244 HP / 248 Def / 16 Spe
- Earthquake
- Toxic
- Spikes
- Roost

Job: Poison-Heal physical wall + Spikes + Toxic. Non-obvious: recovers repeatedly and keeps chip flowing — Knock Off its Toxic Orb to kill Poison Heal, the single most important play against it.

Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Calm Nature
EVs: 252 HP / 4 Def / 252 SpD
- Future Sight
- Chilly Reception
- Sludge Bomb
- Slack Off

Job: Regenerator special pivot + FS chip. Non-obvious: the third+ Regen body — the passivity stack that defines stall and that Offense’s “≤1 pivot” rule exists to avoid.

Dondozo @ Leftovers
Ability: Unaware
Impish Nature
EVs: 252 HP / 252 Def / 4 SpD
- Body Press
- Avalanche
- Rest
- Sleep Talk

Job: Unaware physical wall — ignores your boosts entirely. Non-obvious: Unaware is why you twin-break (split its duty) and why raw power + Knock beat it, not setup.

Speed/hazard plan: intentionally slow; hazard-stack (Gliscor Spikes + no rocks need a setter — add SR on Gliscor variant) behind Good-as-Gold removal denial. Wins on recovery, not speed.

Load-bearing calcs (defensive — what your Offense must beat)

  • Wish (Alomomola, 252 HP = 534 max) heals ~50% = ~267 to a chipped ally — your breakers must deal >267 per turn through the wall or the core resets. Twin-break + Knock is the answer.
  • Toxapex Recover = 50%/turn — a breaker that only 3HKOs loses; you need a 2HKO or a Knock-stripped target.
  • Gholdengo (252+ SpD) survives most single special hits — break it with Future Sight + a second hit on one turn, Ground coverage, Shadow Ball pressure, or Nuzzle to bypass Good as Gold.

How to beat this team (the Offense playbook)

This is the summary of Common Cores §5: twin breakers on different axes (so no one wall covers both), Knock Off (strip Boots/Lefties/Toxic-Orb), Taunt (shut recovery), Future-Sight double-hits (break Gholdengo), and force trades faster than it heals. Never out-stall it. Every one of Teams 1–5 is built to do exactly this.

Key threats to it (your Offense’s tools)

  • Knock Off everything — it cripples Poison-Heal, Regen-Boots, and Eviolite bodies.
  • Future Sight + breaker cracks Gholdengo; Taunt (Lando-T on Teams 3/5) shuts Gliscor/Toxapex recovery; Ogerpon SD + Garchomp EQ (Team 1) is the canonical twin-break.

See also