Hi Guys, I have really been getting into AAA recently and wanted to make a flagship sort of team that I could pull out on ladder, in tour, and in friendlies and find success versus many play styles. What I ended up with is what I think works best in AAA, Utility pivots+Strong breakers. This team has a good matchup vs bulkier teams and balance teams while it can also hold its own vs offense teams if you can play carefully.
Azelf
Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Expanding Force
- U-turn
- Knock Off
- Fire Blast
Azelf is the premier scarfer in the tier IMO, It outspeeds many key threats like +1 Garchomp, +1 Volcarona, Scarf Gapdos, Barraskewda and Alakazam. It also has the powerful ability of blocking priority moves meaning Pikachu fakeout, Skewda Aquajet, and Zarude grassy glide all fail with azelf on the field. Azelf is also very powerful on its own being able to beat many of its would be counters like regenrachi, and blissey through u-turn, knock off, and fire blast. Many of its switchins are severely punished by a u-turn into either heatran or terrakion.
Swampert
Swampert @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Stealth Rock
- Earthquake
- Toxic
Swampert is a beast, legit. Its actually surprisingly difficult to punish pert for rocking turn1 without zarude or magic bounce. Most of the time you want to eq or flip turn out t1 to scout various magic bouncers. Swampert is a pivot and switch in for quite a bit. With regen+nature bulk Swampert+Intimidate corv check pretty much every phys attacker in the tier while providing oppurtunities to bring in other powerful and dangerous mons. Swampert normally would be AV to help with things like genesect or lele but rocks are very helpful in breaking down regen cores. Overall, Swampert is played as an annoying pivot, getting up rocks, and scouting moves before going out to a more appropriate counter while also giving the ability to slowturn into its teammates.
Corviknight
Corviknight @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog
Corviknight is pretty self explanatory, intimidate is used over immune abilities (voltabsord/Flashfire) because the team desperately needed a switchin to zarude and terrakion. It also provides an ability to undo a lot of progress that ferrothorn can do with spikes as it inevitably will get turns vs this team. Of course, u-turn is strong as always, baiting in more terrak and azelf food like toxapex, volc, and zapdos.
Zapdos
Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Weather Ball
- Volt Switch
- Roost
Zapdos is a mf THREAT. 100% accurate 110 bp 30% confusion stab hurricane is insane, backed by water and electric coverage is even more insane. This set I think works a lot better than the normal thunder, uturn set as zapdos is used as the main heatran switch in for this team and being able to hit desolate land users like tran, cinderace and volc is very important. Zapdos is a very strong offensive and defensive cornerstone to this team. It can usually tank at least one hit vs offense teams to get off an important hurricane or voltswitch, or just absolutely harass defensive teams with strong pivots+confusion+longevity. Zapdos keeps the team together vs normally very threatening mons like Volcarona or magmatrap tran while threatening them and switch ins with immensely powerful moves. Voltswitch is a nice midground move as it really cannot be stopped by ground types in combination with weather ball and you don't have to pick between damage and predicting the regenvest user switch in; you can do both!
Terrakion
Terrakion @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Toxic
- Earthquake
Terrakion is the main offensive threat of this team and really the whole goal of this team is the get this mon in as many times as possible. With toxic even dshield mew can't really switch in long term as its healing gives chances for the other powerful breakers to get a free switch. It has a guarenteed 2hko vs intimidate corv with rocks and its a roll without. There really isn't much that can reliably switch into terrakion and the things that can scout its moves like regenpert or toxapex don't get too many opportunities to hault this teams momentum, most times terrakion can blow holes in teams that late game, they cannot recover from, leaving chances for things like azelf and zapdos to clean up later on.
Heatran
Heatran @ Leftovers
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Taunt
- Toxic
Heatran does a few things for this team. Firstly, it provides an important genesect check while also providing a much needed water immunity stopping things like primarina or baraskewda from freely clicking their stabs. Heatran combined with terrakion+azelf+zapdos creates a very difficult offensive core to stop, as heatran will trap some sort of defensive threat like tapu fini or blissey leaving holes for the other mons to exploit. Heatran really shines in matchups that rely on defensively checking the other mons through regenerator as once those mons are removed there is normally very little stopping the other mons from picking up a KO every time they can come in.
Threats:
Azelf
Azelf @ Choice Scarf
Ability: Psychic Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Expanding Force
- U-turn
- Knock Off
- Fire Blast
Azelf is the premier scarfer in the tier IMO, It outspeeds many key threats like +1 Garchomp, +1 Volcarona, Scarf Gapdos, Barraskewda and Alakazam. It also has the powerful ability of blocking priority moves meaning Pikachu fakeout, Skewda Aquajet, and Zarude grassy glide all fail with azelf on the field. Azelf is also very powerful on its own being able to beat many of its would be counters like regenrachi, and blissey through u-turn, knock off, and fire blast. Many of its switchins are severely punished by a u-turn into either heatran or terrakion.
Swampert
Swampert @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Flip Turn
- Stealth Rock
- Earthquake
- Toxic
Swampert is a beast, legit. Its actually surprisingly difficult to punish pert for rocking turn1 without zarude or magic bounce. Most of the time you want to eq or flip turn out t1 to scout various magic bouncers. Swampert is a pivot and switch in for quite a bit. With regen+nature bulk Swampert+Intimidate corv check pretty much every phys attacker in the tier while providing oppurtunities to bring in other powerful and dangerous mons. Swampert normally would be AV to help with things like genesect or lele but rocks are very helpful in breaking down regen cores. Overall, Swampert is played as an annoying pivot, getting up rocks, and scouting moves before going out to a more appropriate counter while also giving the ability to slowturn into its teammates.
Corviknight
Corviknight @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- U-turn
- Roost
- Defog
Corviknight is pretty self explanatory, intimidate is used over immune abilities (voltabsord/Flashfire) because the team desperately needed a switchin to zarude and terrakion. It also provides an ability to undo a lot of progress that ferrothorn can do with spikes as it inevitably will get turns vs this team. Of course, u-turn is strong as always, baiting in more terrak and azelf food like toxapex, volc, and zapdos.
Zapdos
Zapdos @ Heavy-Duty Boots
Ability: Primordial Sea
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Weather Ball
- Volt Switch
- Roost
Zapdos is a mf THREAT. 100% accurate 110 bp 30% confusion stab hurricane is insane, backed by water and electric coverage is even more insane. This set I think works a lot better than the normal thunder, uturn set as zapdos is used as the main heatran switch in for this team and being able to hit desolate land users like tran, cinderace and volc is very important. Zapdos is a very strong offensive and defensive cornerstone to this team. It can usually tank at least one hit vs offense teams to get off an important hurricane or voltswitch, or just absolutely harass defensive teams with strong pivots+confusion+longevity. Zapdos keeps the team together vs normally very threatening mons like Volcarona or magmatrap tran while threatening them and switch ins with immensely powerful moves. Voltswitch is a nice midground move as it really cannot be stopped by ground types in combination with weather ball and you don't have to pick between damage and predicting the regenvest user switch in; you can do both!
Terrakion
Terrakion @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Toxic
- Earthquake
Terrakion is the main offensive threat of this team and really the whole goal of this team is the get this mon in as many times as possible. With toxic even dshield mew can't really switch in long term as its healing gives chances for the other powerful breakers to get a free switch. It has a guarenteed 2hko vs intimidate corv with rocks and its a roll without. There really isn't much that can reliably switch into terrakion and the things that can scout its moves like regenpert or toxapex don't get too many opportunities to hault this teams momentum, most times terrakion can blow holes in teams that late game, they cannot recover from, leaving chances for things like azelf and zapdos to clean up later on.
Heatran
Heatran @ Leftovers
Ability: Desolate Land
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Taunt
- Toxic
Heatran does a few things for this team. Firstly, it provides an important genesect check while also providing a much needed water immunity stopping things like primarina or baraskewda from freely clicking their stabs. Heatran combined with terrakion+azelf+zapdos creates a very difficult offensive core to stop, as heatran will trap some sort of defensive threat like tapu fini or blissey leaving holes for the other mons to exploit. Heatran really shines in matchups that rely on defensively checking the other mons through regenerator as once those mons are removed there is normally very little stopping the other mons from picking up a KO every time they can come in.
Threats:
Will edit later