Hey y'all!
Been a while since I built teams (since like gen 6) and I'm getting back into competitive battling. Just decided to make a team with Pokémon I enjoy and was wondering if it was viable, or if there are any major gaps/flaws in the structure. After a few test runs it's fared quite well but I know the people on these forums have an eye for potential weaknesses :) Any criticism is appreciated! Thx
Disclaimer: While I am fairly well versed in the metagame, I don't have a working knowledge of every single Pokémon in this tier, so descriptions may be lacking where I am unsure of exactly how to use a mon or what its counters might be. Tips and usage advice are more than welcome!

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Surging Strikes
- Close Combat
- Ice Punch
Main intention here is to have a relatively fast Poké who can dish out big damage and hopefully 2HKO some bulkier targets. Aqua jet to deal quality damage to faster mons like scarfed Lando or scarfed Victini. Ice punch to hopefully deal good damage to the Mandibuzzes and Venusaurs of the world. Also considered Thunder Punch so any thoughts on that are welcomed.

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Hypnosis
Aurora Veil cus why not?! I'll usually switch out after putting veil up to keep Ninetales around to either get rid of sun/rain/sand later on, or if I wanna put veil up again later in the battle. Hypnosis is also a great (albeit unreliable) way to put a stop to anyone trying to gain momentum. I like to switch into Corviknight and Bulk Up cus Corv's leftovers helps with hail damage and non-stab unboosted fire/electric moves don't do much under aurora veil.

Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Iron Head
- Brave Bird
- Bulk Up
Bulk Up Corviknight is so fun to use imo due to the fact that to my knowledge, no physical wallbreakers can take it down easily. Considering adding Roost for recovery but not sure what to get rid of. I like having Iron Head to deal w/ fairies but Heatran (see 6th poké) exists so not sure I need that. Also +2 Brave Bird deals very solid damage across the board in my experience.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- U-turn
This thing slaps ! Terrain boosted thunderbolt w/ specs makes me very happy :P grass knot for the baddies who wanna resist tbolt like seismitoad and quags, and U-turn for those times where u switched in but maybe didn't mean to O_O

Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Teleport
- Slack Off
- Future Sight
Needed something a little ~slower~ paced to hopefully act as a special wall and maybe place a burn on those pesky physical sweepers ?! ^__^ I'm not partial to Slowking so any substitutions here are welcomed (NOT TOXAPEX. I DISLIKE IT)

Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 20 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon
- Magma Storm
- Earth Power
Honestly I just like using magma storm cus of the "will it miss when you need it most? probably." frustration. Also yay 4 stealth rock!! Also Timid + 244 Spe is surprisingly quick and I've found it able to outspeed and finish off some would-be threats like Tapu Fini
Been a while since I built teams (since like gen 6) and I'm getting back into competitive battling. Just decided to make a team with Pokémon I enjoy and was wondering if it was viable, or if there are any major gaps/flaws in the structure. After a few test runs it's fared quite well but I know the people on these forums have an eye for potential weaknesses :) Any criticism is appreciated! Thx
Disclaimer: While I am fairly well versed in the metagame, I don't have a working knowledge of every single Pokémon in this tier, so descriptions may be lacking where I am unsure of exactly how to use a mon or what its counters might be. Tips and usage advice are more than welcome!
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Surging Strikes
- Close Combat
- Ice Punch
Main intention here is to have a relatively fast Poké who can dish out big damage and hopefully 2HKO some bulkier targets. Aqua jet to deal quality damage to faster mons like scarfed Lando or scarfed Victini. Ice punch to hopefully deal good damage to the Mandibuzzes and Venusaurs of the world. Also considered Thunder Punch so any thoughts on that are welcomed.
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Hypnosis
Aurora Veil cus why not?! I'll usually switch out after putting veil up to keep Ninetales around to either get rid of sun/rain/sand later on, or if I wanna put veil up again later in the battle. Hypnosis is also a great (albeit unreliable) way to put a stop to anyone trying to gain momentum. I like to switch into Corviknight and Bulk Up cus Corv's leftovers helps with hail damage and non-stab unboosted fire/electric moves don't do much under aurora veil.
Corviknight @ Leftovers
Ability: Mirror Armor
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Body Press
- Iron Head
- Brave Bird
- Bulk Up
Bulk Up Corviknight is so fun to use imo due to the fact that to my knowledge, no physical wallbreakers can take it down easily. Considering adding Roost for recovery but not sure what to get rid of. I like having Iron Head to deal w/ fairies but Heatran (see 6th poké) exists so not sure I need that. Also +2 Brave Bird deals very solid damage across the board in my experience.
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- U-turn
This thing slaps ! Terrain boosted thunderbolt w/ specs makes me very happy :P grass knot for the baddies who wanna resist tbolt like seismitoad and quags, and U-turn for those times where u switched in but maybe didn't mean to O_O
Slowking @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Scald
- Teleport
- Slack Off
- Future Sight
Needed something a little ~slower~ paced to hopefully act as a special wall and maybe place a burn on those pesky physical sweepers ?! ^__^ I'm not partial to Slowking so any substitutions here are welcomed (NOT TOXAPEX. I DISLIKE IT)
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 20 SpA / 244 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon
- Magma Storm
- Earth Power
Honestly I just like using magma storm cus of the "will it miss when you need it most? probably." frustration. Also yay 4 stealth rock!! Also Timid + 244 Spe is surprisingly quick and I've found it able to outspeed and finish off some would-be threats like Tapu Fini
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