Quick question- are the Ability changes adding an extra ability or replacing a current one? For example, for Levitators who usually only have 1 ability- do they get an extra ability slot or does it replace Levitate altogether? Might change my submission depending on the answer...
Claydol + Ground/Fire + Water Absorb + Shore Up
Claydol @ Leftovers
Ability:
Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Rapid Spin
-
Shore Up
- Earth Power
- Ice Beam/Grass Knot/Toxic
Turning Claydol into a living desert mud doll that absorbs water. Water Absorb gives Ground/Fire teams a safe switch-in against Water teams and the ever-annoying Scald that can ruin a lot of physical Ground types attackers. Its secondary Ground typing gives it some useful resistances to Fire, Bug, Steel, Poison and Fairy and a neutrality to Grass. Coupled with Water Absorb, it can be a switch-in against Rain teams with an immunity to Water/Electric attacks. Fire type teams would love a SR neutral spinner, and its Ground STAB gives it some presence against Rock type teams (and it would love any Sandstorms thanks to Shore Up). While it does lack Fire STAB, it does have solid coverage with the surprising Ice Beam in its movepool (good for Grass teams). It also gives Ground teams a better Special Sponge.
An example of its synergy is the Fairy resistance making it a good core with something like Garchomp, absorbing incoming Will-o-wisps/Scalds while cleanly resisting Fairy attacks aimed at the dragon (and being neutral to Ice attack helps as well). If Levitate is still a primary ability it could be an option to switch it around with Levitate to change your only weakness (Levitate makes it a better spinner) but Water Absorb is usually the superior niche.
Vikavolt + Earth Power + Quiver Dance + Sheer Force
Vikavolt @ Life Orb
Ability:
Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
- Thunderbolt
-
Quiver Dance
- Bug Buzz
- Energy Ball/
Earth Power
Sheer Force utilises that monstrous Special Attack stat to the fullest, giving extra oomph to its moves who all have secondary effects (and coincidentally have the same 90 base power). This coupled with Quiver Dance, gives it extra wallbreaking power. Earth Power gives it more coverage options, and allows it to hit Steel/Fire/Rocks hard, which is useful for Bug type teams or for Excadrill/Steelix for Electric type teams. This Vikavolt really appreciates paralysis support/Sticky Web, which can be set up by Electric/Bug teams respectively. If you can add Electric Terrain to that, then watch things get heavily damaged. Sleep Powder support from Bug teams are also appreciated to setup.
Moltres + Fire/Fairy + Levitate + Moonblast
Moltres @ Leftovers
Ability:
Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Fire Blast
-
Moonblast
- Roost
- Will-o-wisp/Defog
Since Magic Guard is already taken. Trying a different approach by changing Moltres's Flying typing into the more useful Fairy type (Firebirds/Phoenixes are pretty mythical). It now takes less damage from Stealth Rock/Rock moves, loses Electric weakness, still 4x resists Bug and gains an Ice resistance. All this in exchange for a slightly less resistance to Grass, a neutrality to Steel and a Poison weakness- all types that aren't usually the best offensive typings anyway.
Levitate keeps its immunity to Ground and Spike hazards which is useful for Defog sets (loss of Flying type eases pressure from rocks) and for Fire teams in general. In particular, Fire/Fairy + Levitate protects it and its teammates from Dragon/Ground/Fire coverage, making it a good switch-in for something like Garchomp. With Will-o-wisp/Defog support, it can go defensive (physical defensive sets would be great for Fairy vs Steel matchups), or you can go more offensive with that 125 Special Attack stat. Will-o-wisp is probably better since your STABs are hard countered by the likes of Toxapex, Tentacruel and Nihilego so at least a burn puts some pressure on them.
The advantages of its typing is a great boon for Fairy teams who now have a more offensive presence against Steel type teams. Moonblast is necessary STAB, and is just better coverage compared to Flying type offensively- it still hits Fighting types and can now score super effective hits against Dark/Dragon (the latter especially use for Fire vs Dragon matchups). As for Bug/Grass types, the Fire STAB can easily handle those. It does struggle against other Fire types though, which can be covered by Hidden Power Ground. As an aside, Flying type teams won't probably miss Moltres too much since they have Mega Charizard-Y/Talonflame for Fire/Flying spot options.