Hi smogon! I'm here with an RMT on my team that features Renuniclus. This team has been pretty successful for me so far, but I feel it can be better as I'm pretty new to pokemon, so I brought it here. This team was built around the concept of eliminating steels so Reuniclus can wreak havoc on bulkier builds. All help is greatly appreciated so let's get into the Team!
In Depth:
Reuniclus
Reuniclus is a very forgotten about threat in OU, but it is still deadly. It is extremely bulky, has magic guard, and has decent special attack to go with it. I chose the CM variant because it's the best version in OU and it's intended purpose is to break down fat teams due to it being able to stomach hits easily and immune to status. I chose shadow ball as the coverage move because it makes the matchup vs M-Slowbro much easier because it can win the CM war easily. Overall Reuniclus is a very potent mon in this slower meta.
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Recover
- Calm Mind
Magnezone:
Reuniclus really appreciates steels being cleared out of the way so it can spam psyshock and dismantle the opponents team, and Magnezone is the premier steel trapper in the tier. Magnezone is a very good mon because it gives team a sure fire way to deal with steels, as well as giving some speed control and a solid electric type. Magnezone's role on this team is trap steels and pivot with Volt Switch.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Altaria:
I chose to go with Altaria here because the team really appreciated a bulky dragon type, and Altaria was a good fit. I chose to go with the special variant because I wanted to have bulk but not lose offensive presence. Another cool thing about the special set is that it lures in steel types and destroys them with fire blast which is great for Reuniclus. I chose to go with Heal Bell over EQ to give the team some cleric support.
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Roost
- Heal Bell
Hippowdon:
The team needed something that could sponge hits, and blanket check many threats so I chose to go with Hippowdon. Hippowdon is able to deal with a large portion of the meta including most physical attackers and electric types as well as set up stealth rocks. Stone Edge over roar in order to deal with flying mons more effectively. Hippowdon serves as this teams switch in to many things as well as setting up sand which is extremely important.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Excadrill:
I chose to put Excadrill on this team because it improves the team match up versus offense dramatically while also being able to control hazards. Sand Rush allows Excadrill to blow major holes in offensive teams and provide a check to really fast threats like Weavile, Tornadus, alakazam etc.. I chose to go with air balloon because the team was lacking a ground immunity. Rock Slide over SD because Zard-Y is a major threat.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 248 HP / 216 Def / 12 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Ferrothorn:
Ferrothorn was chosen as the team's glue as it seemingly ties everything together. The team was lacking a steel that was able to switch into dragon and fairy types repeatedly as well an answer to water types. It also has good synergy because it is able to set up spikes and let me often win the hazard war with Rocks+spikes and a reliable spinner. 2 Attacks because i think the coverage is much more valuable than the longevity gained with protect.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Threats:
- Can't really switch into this monster, have to rely on Excadrill in Sand.
- Have no reliable switch in.
- Can be played around fairly easily but fire blast is so damn strong.
Again, All help is appreciated :)
I started with the core of Reuniclus + Magnezone that I found in the good cores thread because I wanted to use something fairly uncommon and Reuniclus fit the bill.
The team needed a dragon type pretty badly here, and M-Alt fit the role of bulky dragon type so it was put in the team.
The team lacked speed and needed a blanket check to physical attackers so I chose to go with a Sand core.
The team lacked a legitimate steel type and needed a check to waters so ferrothorn was added.


The team needed a dragon type pretty badly here, and M-Alt fit the role of bulky dragon type so it was put in the team.



The team lacked speed and needed a blanket check to physical attackers so I chose to go with a Sand core.





The team lacked a legitimate steel type and needed a check to waters so ferrothorn was added.






In Depth:
Reuniclus

Reuniclus is a very forgotten about threat in OU, but it is still deadly. It is extremely bulky, has magic guard, and has decent special attack to go with it. I chose the CM variant because it's the best version in OU and it's intended purpose is to break down fat teams due to it being able to stomach hits easily and immune to status. I chose shadow ball as the coverage move because it makes the matchup vs M-Slowbro much easier because it can win the CM war easily. Overall Reuniclus is a very potent mon in this slower meta.
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Recover
- Calm Mind
Magnezone:

Reuniclus really appreciates steels being cleared out of the way so it can spam psyshock and dismantle the opponents team, and Magnezone is the premier steel trapper in the tier. Magnezone is a very good mon because it gives team a sure fire way to deal with steels, as well as giving some speed control and a solid electric type. Magnezone's role on this team is trap steels and pivot with Volt Switch.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Altaria:

I chose to go with Altaria here because the team really appreciated a bulky dragon type, and Altaria was a good fit. I chose to go with the special variant because I wanted to have bulk but not lose offensive presence. Another cool thing about the special set is that it lures in steel types and destroys them with fire blast which is great for Reuniclus. I chose to go with Heal Bell over EQ to give the team some cleric support.
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Roost
- Heal Bell
Hippowdon:

The team needed something that could sponge hits, and blanket check many threats so I chose to go with Hippowdon. Hippowdon is able to deal with a large portion of the meta including most physical attackers and electric types as well as set up stealth rocks. Stone Edge over roar in order to deal with flying mons more effectively. Hippowdon serves as this teams switch in to many things as well as setting up sand which is extremely important.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Excadrill:

I chose to put Excadrill on this team because it improves the team match up versus offense dramatically while also being able to control hazards. Sand Rush allows Excadrill to blow major holes in offensive teams and provide a check to really fast threats like Weavile, Tornadus, alakazam etc.. I chose to go with air balloon because the team was lacking a ground immunity. Rock Slide over SD because Zard-Y is a major threat.
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 248 HP / 216 Def / 12 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Ferrothorn:

Ferrothorn was chosen as the team's glue as it seemingly ties everything together. The team was lacking a steel that was able to switch into dragon and fairy types repeatedly as well an answer to water types. It also has good synergy because it is able to set up spikes and let me often win the hazard war with Rocks+spikes and a reliable spinner. 2 Attacks because i think the coverage is much more valuable than the longevity gained with protect.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Threats:



Again, All help is appreciated :)
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Recover
- Calm Mind
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Roost
- Heal Bell
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 248 HP / 216 Def / 12 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Ability: Magic Guard
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Recover
- Calm Mind
Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Roost
- Heal Bell
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 248 HP / 216 Def / 12 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]