Dewpider @ Waterium Z
Ability: Water Bubble
Level: 5
EVs: 64 Def / 200 SpA / 100 SpD / 144 Spe
Modest Nature
- Surf
- Poison Jab
- Ice Beam
- Hidden Power [Fire] / [Electric] / [Psychic]
Not sure if standard or not, but I wanted to play with Dewpider because Water Bubble is a busted ability, and that combined with the increase in power from Z-Moves, I came up with this set. Mainly used as a nuke on Sticky Web and where it's most viable, this set, while frail, does its job very well. With Surf becoming Hydro Vortex, it becomes 175 BP, and with that being doubled, it becomes the most powerful move in terms of base power with
350. This more than compensates for Dewpider's laughable 40 SpA, doing crazy stuff like killing Chinchou and Spritzee with a bit of prior damage, and even when non Z-moved, Surf still hits pretty hard, 2HKOing basically every relevant non-resist, while denting most resists as well. Dewpider does lack in coverage, so a set like the one above will have to do, and it does decently well in doing its job. Poison Jab is mainly for Morelull and Cottonee, though can be easily replaced with something else to suit your team. Ice Beam lets it hit most Grass types for consistent damage, since most Grass types in the tier are only neutral to Dewpider's secondary STAB, which is why Leech Life isn't on this set. And the last slot shows Dewpider's lack of viable coverage, since you have to rely on Hidden Power for coverage. HP Fire lets it 2HKO Ferroseed if you struggle with bulkier teams, Electric gives you a more consistent way of passing by bulky Waters without having to use your Z-move, and Psychic lets you hit Croagunk which can really help you clean up offense with webs up.
Dewpider really relies on getting free switches as being unable to hold Eviolite due to the Waterium Z, and its bulk despite its evolved form is rather mediocre, so Volt Switch / U-Turn / Baton Pass support is very appreciated. As I had mentioned before, Dewpider can thrive on a Sticky Web team because of its low speed being made up for by the fact that non Flying foes are -1 speed, which helps a lot vs offense. Bulky teams can be a bit of a pickle, since you really want to use your Z-Move on everything not named Mareanie and Ferroseed, But thanks to the power of Hydro Vortex, you can get rid of or at least inflict big damage to a wall that your team struggled against, making winning that much easier. Plus having the right Hidden Power for the match-up can be great, as HP Fire makes sure that Ferroseed can't be their go-to switch-in to Dewpider now, though hard switching into seed is not recommended because of Bullet Seed or T-Wave.
Good teammates are things that can weaken bulky Waters and get rid of Flying types, as both of those are nuisances. Both of those roles can be mixed to fit an Electric type, like Elekid who could form a good core with Dewpider, as Elekid's great coverage makes weakening a larger group of foes that much easier, while also providing Volt Switch and a bunch of speed so Flying types aren't a trouble for your Web team. Speaking of which, a Sticky Web setter like Surskit or even Sewaddle and Spinarak is pretty important. While not forming very good type synergy, Surskit can help in weaking Dewpider's usual switch-ins with its superior coverage, while Spinarak provides Toxic Spikes to cripple bulky mons, while Sewaddle provides.... Magic Coat, which is kinda useful in keeping rocks off your side of the field? Wish support could also be useful to help keep Dewpider around a bit longer in the battle, but with the preferred style of team you use this set with being Web offense, it's not a very viable strategy.
I'm still new to the tier, so feel free to give any criticism you deem worth giving. As a send-off, here's a cool meme I found.