SM OU Aurora Veil set up team

This is a team I've been tinkering around with and have been having decent success with, but I'm looking for ways to improve it.

A-Ninetails
Ability: Snow Warning
Item:Light Clay
EVs: 252 hp/ 252 speed/ 4 spdef
Nature: Timid
Moves:
Aurora Veil
Blizzard
Calm Mind
Moon Blast

My main lead whose purpose is to set up duel screens using Aurora veil. It also works to disrupt other weather teams. It can usually get Aurora Veil off twice a game, but lacks the ability to handle fire, steel and poison types even with sceens up. The remaining moves are just filler really, with Blizzard being its strongest ice stab and having perfect coverage in hail, moon blast for fairy stab, and calm mind to boost its middling spatk and spdef. I usually just swap out after screens are set up unless I know I can out speed and K.O. the opponent. Could defiently use some help with its move set and possibly its EV spread.

Metagros (mega)
Ability: Clear Body/Tough Claws
Item: Metagrosnite
EVs: 252 atk/ 4 spdef/ 252 speed
Nature: Jolly
Moves:
Meteor Mash
Zen Headbutt
Earth Quake
Thunder Punch

Is a nice Physical Sweeper that can tank hits even better behind Aurora Veil. I was originally running break break over thunder punch to deal with dark types that might switch in on it, but decided on Thunder Punch to better hit flyers like Celesteala and skarm. Meteor Mash over Bullet Punch because of the predominance of Lele and lele is also on this team so it limits the usefullness of Bullet Punch compared to Meteor Mash which has a chance for an attack boost. Helps to counter steel and poison types that the fairies on this team would otherwise be weak to and Earthquake is mainly to take down magnazone and heatran.

Manaphy
Ability: Hydration
Item: Waterium Z
EVs: 252 spatk/4 spdef/252 speed
Nature: Timid
Moves:
Tail Glow
Scald
Energy Ball
Blizzard

My main set up sweeper and all around spatker. I'm using Waterium Z at the moment for Hydro Vortex though I'm not sure this is a good idea, since I really don't want to run rain dance. Maybe I should switch to leftovers to mmitigate the damage done by hail?
Manaphy can take advantage of the duel screens set up by aurora veil to setup its tail glow and easily sweep whole teams if given the chance. I chose Blizzard over Ice Beam to take advantage of the perfect accuracy afforded by the hail that ninetails brings with it, as it is usually up when manaphy is out, it also has the benifit of having more power than ice beam. Energy ball is for coverage and scald is for stab plus a nice burn chance.

Tapu Lele
Ability: Psychic Surge
Item: Choice Specs
EVs: 248 hp/252 spatk/8 spdef.
Nature: Modest
Moves:
Psychic
Psyshock
Moonblast
Shadow Ball

A nice wall breaker that prevents priority moves and is just a general monster to deal with. I built it bulky to take hits and hit hard back since there are a lot of mons out there that out speed it and can generally k.o. it if given the chance without that bulk. spatk Tapu Koko comes to mind, but can be taken down pretty easily by lele, providing that lele hasn't taken any prior damage. Psyshock and Psychic are both on here to play mind games with since a lot of people with throw up a special wall to take hits, but Psyshock takes care of them easily enough provided that they aren't dark types. In general it provides a nice amount of support for the team.

Dugtrio
Ability: Arena Trap
Item: Focus Sash
Evs: 252 atk/4 spdef/252 speed
Nature: Jolly
Moves:
Sucker Punch
Earth Quake
Rock Slide
Memento

Basic overall traper and counter to magnazone, and pretty much any steel, fire, and poison type. This guy puts in a lot of work and when his work is done he can memento and rest easy. Main problem is I don't like sending him out until after the hail has stopped, other wise his sash breaks and he becomes easily k.o.ed unless its a choice locked electric type using thunder bolt, volt switch, etc... Rock slide over stone edge because of accuracy and flinch chance, mainly used to trap and kill threats to the whole team.

Tsareena
Ability: Queenly Majesty
Item: Leftovers
EVs: 252 hp/ 4 def/252 spdef.
Nature: Careful
Moves:
Aromatherapy
Rapid Spin
U-Turn
Synthesis

Mainly used to get rid of hazards and provides cleric support because toxic and burn are no fun and neither is stealth rocks. Synthesis is for longjevity and u-turn helps keep some slow momentum. Is able to tank a lot of hits and generally stall out life orb users. I think Toxic would work well with her, but I would have to give up either rapid spin (which is not going to happen) or u-turn which could work since she doesnt really deal any significant damage with it anyway. Mainly functions as a cleric with hazard removal. I would have prefered a defog user, but Tsareena provides some nice resistances with over all good bulk and can heal status ailments, finding all of these traits in one mon is pretty hard to do, but if there is a better mon for the job I would love to know :)

So thoughts and opinions are welcome, but improvements are even more welcome.
 

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