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Unfortunately at the moment, I have no access to online battling, and wanted to see if anyone has any suggestions for improvement that I can hammer away at until I'm back at home again.
This team is designed around volt switch and u-turn (henceforth v-turn), with fast hitters which switch to bulky defenders. Baton pass can also be used to power up two sweepers; physical speed and special bulk.
I'm not sure who I'll keep at the back of the party, but illusion+focus sash should let me get in at least one decent hit - either punishing a switch with pursuit, or catch them trying to polish her off after the focus sash with sucker punch.
Aerial ace is just to round out typing and hit fighting/bugs once they break the illusion
Callie (Jolteon) (F) @ Magnet
Ability: Quick Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Roar
Massive speed and great SpA, plus STAB on volt switch make her great at smacking physical sweepers. Anything that starts getting set up can be roared away, and hp Fire for type coverage. (Maybe better type for it?)
I'm not set on thunderbolt yet either, but couldn't think of what I'd prefer right off.
Brienne (Escavalier) (F) @ Rocky Helmet
Ability: Swarm
EVs: 200 HP / 108 Def / 200 SpD
Adamant Nature
IVs: 0 Spe
- U-turn
- Iron Head
- Toxic
- Protect
This is where (I think) it gets interesting. Adamant gives her enough attack to get some damage in, but the main purpose is a shield. V-turn to her, letting her absorb the blow. Then, next turn, she can absorb another hit and u-turn back to jolteon or zoro. Ideally, this prevents the glass cannons from taking any hits besides area hazards and priority moves.
In the mean time, it can toxic-stall, or lay down a bit of smack with iron head.
Cleopatra (Umbreon) (F) @ Leftovers
Ability: Synchronize
EVs: 172 HP / 168 Def / 168 SpD
Careful Nature
IVs: 0 Spe
- Baton Pass
- Body Slam
- Substitute
- Work Up
Being one of the bulkier baton passers, umbreon can work up, and pass to... Well, anyone. I decided being less predictable was more valuable than dual staging. Sub will add delays (for toxic and more work up) and, if she gets a chance, body slam might paralyze.
Harry (Salamence) (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Tail
- Earthquake
- Steel Wing
- Fire Fang
Pretty standard spread for a fast sweeper, but I forwent DD because baton and Moxie. Tail for disrupting plus STAB and type coverage, and steel for fairies and ice. The rest is just to round him out.
Life orb hopefully lets him kill before he takes a hit, but blastoise is a great backup sweeper if he loses momentum
Howie (Blastoise) (M) @ Blastoisinite
Ability: Torrent / Mega Launcher
EVs: 120 HP / 64 Def / 252 SpA / 64 SpD
Modest Nature
- Water Pulse
- Aura Sphere
- Ice Beam
- Rapid Spin
Bulky special sweeper+ hazard remover.
Water pulse gets the same as surf, but with the added lovelies of confusion. Aura sphere and ice beam type coverage, with rapid spin doing the obvious.
Anyways, any suggestions to keep me busy until I can test it out properly?
Hey Braekyn, how's it going? You have a neat team there, but quite honestly, there's a lot of work that needs to be done to improve it. I'm going to try and keep this short and simple, leaving as much breathing room around your team's unique goal and purpose as I can without changing it.
We've all had our ideas about momentum teams and cores before. The idea of offensive momentum to defensive shields is not unnatural. However, it does have a critical flaw in the fact that your meat shields will be taking a beating, thus being worn down by hazards and from switching into repeated attacks. The other flaws that can come with teams based on the concept is the lack of hazard support, loss of favorable momentum, and overall team synergy to an extent. Put simply, a team that centers around pivoting moves and mons is extremely difficult to create without a barrage of potential weaknesses.
I'm just gonna start off with some huge errors in your team.
1) Escavalier doesn't learn U-turn, if it did, the RU tier would have it A/S Ranked because it would be the slowest bulky pivot in pokemon with good typing, power, and moveset to boot. You wanna use U-turn on Escavalier, run it in STABmons.
2) Zoroark doesn't learn Aerial Ace, which wouldn't be the greatest move for it regardless.
3) Any pokemon you have whose spreads are not fully invested in HP but are also being used as the defensive shields need to have full HP and a primary focus on either physical or special defense, depending on which works best for your team to work as a unit.
4) You have no way of sweeping or efficiently wall breaking bar Blastoise as a breaker.
The very first things that come to mind are how difficult it is for you to stop setup sweepers, namely Suicune, Infernape, Cobalion, and Toxicroak. You might have roar and dragon tail; however, Salamence is taking damage from Life Orb and has to be present in order to use the move - meaning that you will only end up taking more damage if Mence has to take a shot. Jolteon... Is... Frail... Roar is not optimal. I also have to mention that Blastoise has a harder time of revoking spin-blockers from working as effectively.
My apologies for being harsh, as you are without internet presumably; however, you should understand that when you teambuild, you have to let your team function as a unit, each individual part plays a role that benefits a majority of your team, and always base something around solid, concrete ideas when using completely unorthodox/unique movesets, spreads, & or non-standard-sets. I'll just start from the top.
Zoroark: "Wait, your name is Zoro Zoro?" - Monkey (Dumbfoot) Luffy ... Help me out here. I'm really trying to understand what job Zoro has apart from being an offensive pivot. I'll start here: Zoroark is strong. It can pivot. It uses Illusion. It is fast. Zoroark is a good pokemon, but with the way you're using it, you're going to put it in the hospital every time you have it come out, especially if its sash is broken. You also don't have very much on your team that allow illusion to be used to the fullest degree. It's a wonderful ability in my opinion. Zoroark could definitely use some tuning up, as it already outspeeds a good portion of the tier on its own and has a very nice moveset that you should think about in regards to illusion. It is immune to psychic, so I'd use that to my advantage. If you want to trade Zoro for something that can do the same job, I recommend Infernape. It can hit everything in the tier that its moveset allows (F.M.S) and it functions well as a speedy offensive pivot. You could also keep Zoro and use Infernape alongside it to make great use of Illusion.
Jolteon: Raikou's distant relative. I admire Jolteon as a pokemon because of its speed and good power, but I despise Jolteon because of its frailty and very predictable moveset. Priority attacks are pretty much Jolteon's Krytonite. Jolteon is a very quick pivot, but Jolteon doesn't have a way of hitting everything as hard as it should be able to. You clearly cannot use roar with Jolteon, regardless of surprise factor because if Jolteon takes a hit before using roar, your opponent will probably never see roar anyway. There's also a distinct lack of pokemon that can use Jolteon as fodder, depending of typing and bulk of course. In my eyes though, Jolteon will never be able to handle bulky ground types because it just doesn't have a strong enough coverage move for them outside of HP Ice and Grass, which are not very powerful moves to begin with. Jolteon's ability is a little lackluster as well. Jolteon fits the criteria of a really fast pivot that can hit decently hard. Jolteon does not match any criteria of good move coverage and lacks other optional ways of being used. I think that for one, you should not run HP Fire because you're already doing more than enough to Forretress with either STAB attack and HP fire does not really cover anything else important that HP Ice cannot. Forgo roar for Shadow Ball or Signal Beam so you gain better overall coverage at least. Jolteon is usable, but I think that your team would much rather have Heliolisk because it has a wonderful aspect of a second offensive typing, dry skin which helps it beat water types (especially Suicune), and an extremely useful moveset to boot. Yes it is frailer than Jolteon, but it consistently just does much better on offensive because of its diverse movepool and secondary STAB. If you wanted to seriously go for power though... Zapdos is the go-to-pokemon. I often run Specs Zapdos with great success, as there are very few things in the current meta that can act as a counter and Zapdos has some very unique coverage options.
Escavalier: They call me Lance A Lot cause I hit so hard. Again, U-turn is not a move that Escavalier learns. You'll want to change that if you decide to keep this guy on your team. I'd hate to be a spoil sport as well, but... Uh... Escavalier only adds to your team's problem of needing hazard support. I highly recommend using Forretress, Cobalion, Gligar, or Mesprit/Uxie/Azelf in this team slot because each would provide you with hazard support and a way to pivot defensively, which greatly helps your team out because you will have a much easier time of keeping momentum in your favor if you have a slow pivot move. For one, it saves you from having to predict a switch and potentially lose momentum. I actually favor Gligar the most out of those above options because it has access to reliable recovery in roost, sets up stealth rocks, and pivots with u-turn while either spreading toxic, adding taunt support, or providing Knock Off utility. It's also immune to toxic without defog in its moveset, which is really nice.
Umbreon: UMBRO. I love Umbreon for many reasons. Competitively speaking, predictability is just a term. The set you're using with work up and body slam is pretty abysmal even though that's nearly impossible for an opponent to predict. The reason it's bad is because Umbreon has no real way of dealing with threats that bother it or Umbreon is more easily used as setup fodder for certain things, namely Salamence holding Lum Berry. Like I mentioned earlier, you really need to have a way of stopping setup sweepers in addition to your defensive shields begging for cleric support because they will have to take beating for the rest of your team over and over again. I really think that you should use Umbreon or Florges or even Slurpuff if you got balls. Umbreon is a great baton passer because it's slow. I don't think you should necessarily remove Work Up; yet, I find it very tedious to fit it on the moveset. You'll probably have to forgo Foul Play if you want to use it so badly, but quite obviously, you are shut down by taunt and easy fodder for setup sweepers. Your team loves the wish support though. Umbreon is a good fit for your team though.
Salamence: Elvis Mencesley is the King of Rock, make no mistake. If you weren't running so much momentum support, I would highly recommend Salamence. Alas, I cannot because it has poorer synergy with your team than meets the eye. Blastoise already beats common steel types. Zoro is capable of beating grass types. Umbreon walls special attackers and punishes physical attackers that try to use it as fodder with foul play. Blastoise also beats those same mons. Mence doesn't really add much overall synergy to your team. In fact, the biggest threat for you to deal with is dragon types and that's the only reason Salamence can arguably fit on your team. I think that your moveset is also rather lacking, as being an all out attacker with Mence just leaves you wanting more from it. Especially in the speed department. I think that you should consider giving Zoroark a chance to make better use of Illusion as well. I don't doubt that you could very easily use Mienshao or Infernape in this team slot. Both can pivot. Both can hit very hard. And both have good offensive synergy with your team, being able to take out Hydreigon and Salamence on their own. There is also the possibility of using Hydreigon, Noivern, Tornadus, or Zapdos, all of which have decent bulk at least and are capable of hammering any opposition they come across. If you choose to keep Salamence or not to use Mienshao or Infernape, then you will very much need to use Zapdos over Jolteon at the same time you make Salamence a bulky sweeper. Zoroark would also be better off as a Mienshao or an Infernape itself as well, as you wouldn't gain anything from Zoroark without a way to use its pros through team support.
Blastoise: Get that bitch a cannon. Bitches Love Cannons. Apart from Aura Sphere and the spread, I don't really see any issues with Blastoise on your team, as it functions perfectly with your team's overall purpose. I do have an interesting suggestion for Blastoise if you choose to test it out. You could run Blastoise without any special attack investment, as it still hits like a truck and has fenomenal move coverage in addition to its great bulk. This would allow you to take hits far better and give you a way to possibly run some alternative movesets that would make it harder to kill Blastoise in general.
Overall, I think you have a beautiful idea in running a "pure" momentum generating team; however, you need to practice more and really try to unite your team as a single functioning unit that synergizes on offense and defense (to a degree) respectively. Below here, you'll find changes I made to your team that I think will set you in the right direction.
Salamando (Heliolisk) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Grass Knot
- Thunderbolt
Salamando is fast and coverage a large amount of the tier. If you think that you can handle Suicune without T-bolt, then you may use HP Ice, Dragon Pulse, or another coverage option (even Glare is a good move if you can find room for it). Grass Knot effectively handles all of the common ground types in the tier bar Gligar.
Bruce Wayne (Gligar) @ Eviolite
Ability: Immunity
Shiny: Yes
EVs: 248 HP / 240 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Roost
- U-turn
- Knock Off
The billionaire is more than just a vigilante, he's also a pokemon. I played around with the defenses, and oddly enough, this maximized both of the numbers due to the nature. The speed gets 20 EVs because without this, you are outsped by standard Blastoise and Adamant Crawdaunt, both of which OHKO with their STAB (Aqua Jet from Crawdaunt does not OHKO even when banded with an adamant nature.) Gligar will provide you a good defensive pivot and excellent utility through knock off. Be careful of common threats that enjoy using Gligar as fodder. Try to predict them switching in and use U-turn as they come into battle while Gligar is out. One such threat is Salamence, another is Suicune. Toxic is a viable option on Gligar as well.
Cleopatra (Umbreon) (F) @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Baton Pass
Cleopatra is literally the Queen of the Nile. I didn't really see anything relevant that you outslow with 0 speed IVs, so there's no reason to run it that way. Maximum HP means that Umbreon will be able to stomach hit after hit quite well. Maximum SpD with a Calm Nature allow Umbreon to successfully act as a specially defensive wall to pretty much everything that doesn't have Focus Blast (and even some things that do). Umbreon will be an exceptionally useful member to your team by providing momentum through baton pass and wish support for your whole team. Foul Play is used to deter physical attackers from setting up and is just good STAB anyway. If you seriously want to continue using work up, you may. Just know that you add significantly more weaknesses without having a usable attack.
Howie (Blastoise-Mega) @ Blastoisinite
Ability: Rain Dish
EVs: 248 HP / 176 Def / 8 SpA / 76 Spe
Bold Nature
IVs: 0 Atk
- Water Pulse
- Aura Sphere
- Ice Beam
- Rapid Spin
Howie is cool mate. I still don't agree with Aura Sphere over Dark Pulse for your team, but I don't disagree with it, as either are optional. Aura Sphere does provide good coverage and is useful for your team as a lure (Cobalion, Crawdaunt, etc.) Prior to Mega Evolving, Rain Dish has a (very very) small chance of giving Blastoise some passive recovery for a turn in (very very) rare scenarios where there is rain present, otherwise you just mega evolve and make no use of Torrent anyway. I also prefer Scald over Water Pulse for the 30% burn chance, but that's just me. There's absolutely nothing wrong with Water Pulse/Surf. 76 Speed is meant to outspeed standard Blastoise-Mega only, as you should already outspeed Adamant Crawdaunt and Machamp with the Standard set. 8 SpA is solely to hit the jump number of 308. The HP and Defense EVs are used together to make Blastoise as physically bulky as possible which greatly helps you against threats such as Entei, Darmanitan, and Banded Arcanine lacking Wild Charge. Optionally, you can use Roar over Ice Beam if you think that there are some setup sweepers you can't deal with very well.
420 Blaze It (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Flare Blitz
- Stone Edge
Infernape comes to replace Sheena if you opt to keep the Salamence as I did. (I didn't want to make way too many changes if I could help it.) If you do choose to replace Salamence, I highly recommend keeping Sheena and using Infernape or Mienshao as I said earlier to make the best use of Zoro's ability, whilst adding an offensive pivot. You can always change the item to Life Orb, Choice Band, or Expert Belt, as Infernape is just extremely good on offense in general. I chose a scarf because I thought that you could use a way to surprise a few key Hyper Offensive threats, such as mega-Beedrill, Aerodactyl, and Banded Crobat. Stone Edge is replaceable with another coverage move; however I find it to be the best move for physical Infernape because it hits Salamence and other flying types, which otherwise take advantage of Infernape.
Elvis Mencesley (Salamence) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Roost
The King of Rock & Roll is still alive? Well, not really. I thought for a little bit about this set because I wanted to make a set that really fit well with your team. This set is actually based on a combination of 2 Mega-Mence sets in Ubers. This one is very bulky, but also very quick, meaning it will be able to keep up with the whole tier through speed in just one boost. Intimidate greatly increases Mence's ability to boost its stats, and in respect to being extremely bulky will just complement itself because you'll just give yourself more reason to get more boosts. The attack stat does hit the 308 jump number and honestly, Mence will still hit pretty hard. If you think that there's a better coverage move for Mence than EQ, be my guest, but there isn't really anything because you shouldn't try to sweep until your opponent doesn't have a mon that can stop you, such as Florges in Mence's case. Lum Berry is an alternative Item that is just as viable as leftovers.
Try to practice when you can so you get more knowledgeable about the tiers and competitive play in general. It'll help in pretty much every way you can think of. Anyway, I hope this team works well to your purpose for creating the team. Enjoy.
Below here, you'll find a list of alternative pokemon that I mentioned in my overall analysis. Feel free to use them as you wish.
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Knock Off
- Explosion
Azelf is a good suicide lead, and with this one being a bit unorthodox, you can surprise opponents and keep it around for later if you want. Knock Off is replaceable with STAB or a valued coverage move, I just like the overall utility Knock Off provides.
Mesprit @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 28 SpD / 80 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Knock Off
- Healing Wish
Mesprit runs 80 Spe EVs to outspeed uninvested base 100 speed mons, such as Tentacruel. The rest of the investment goes into HP and Defense to hit good numbers and 28 SpD is to reach a standard defensive stat jump number of 253. This is optional and may be placed into Defense anyway. Healing Wish is optional, but I thought that having the ability to bring something back from the grave would prove to be quite valuable for a team such as this one. Knock Off is again replaceable for the same reasons mentioned under Azelf.
Uxie @ Leftovers
Ability: Levitate
EVs: 248 HP / 28 Def / 232 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Knock Off
- Thunder Wave
Uxie is a meat shield. I opted to run 232 Spe EVs with a positive nature so that Uxie could pivot out of Krookodile lacking pursuit, which is nice because it means you aren't essentially killed from Knock Off. If you don't care about Krookodile, then you can run 216 Speed instead to outpace the base 90 speed tier. If you want more bulk still, 188 Speed EVs with a positive nature is usable if you want to outpace Entei. This would allow you to knock off its item, which is a nice plus. If Entei isn't an issue, then you can continue to lower your Speed investment until you hit a speed stat of 230, which is the lowest you should allow because you will want to outspeed Jolly Crawdaunt before it can hit Knock Off, either using Knock Off yourself or pivoting out into Blastoise. That Uxie will run at minimum, 16 Speed EVs and the rest dumped into defense with a Bold Nature. I prefer outspeeding uninvested base 100 (44 Spe EVs) and hitting 363 Def and 316 SpD if I'm not concerned about faster threats. T-Wave is clearly to cripple fast offensive threats. Toxic is optional over this if you so choose.
Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 216 Def / 44 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Volt Switch
- Gyro Ball
- Pain Split
Forretress is a good physical wall that can give you a really slow pivot and will also set up hazards. This will greatly help your team out against the likes of Salamence, Aerodactyl, Beedrill, and Fairy types. Because Blastoise is a spinner on your team, you can opt to use Pain Split over Rapid Spin.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 248 Atk / 8 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Stone Edge
- U-turn
Mienshao is dangerous because of its two main abilities, regenerator and reckless. Mienshao is terrifying because of its wall breaking potential and coverage options, all of which are good.
Zapdos @ Choice Specs
Ability: Pressure
EVs: 8 Def / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Air Cutter
- Hidden Power [Ice]
- Thunderbolt
The Choice Specs Zapdos is probably my favorite pokemon to use in UU right now. Air Cutter may look really stupid, but in all honesty, it hits a majority of the tier for neutral damage and, thanks to STAB+Specs, actually does enough damage with Hazard Support to limit the number of true counters to mons that resist the move and AV Goodra/Snorlax. Heat Wave is technically usable over Air Cutter, but you are already hitting things so hard with Electric STAB that it almost doesn't matter and will do almost the exact same damage as Air Cutter will do anyway (~1% difference). Heat Wave also doesn't hit fighting types super effectively and loses out to water types when you're choice locked unlike Air Cutter. HP Ice is the main coverage here unless Swampert is a big issue for your team. The difference between 248 SpA and 252 SpA is nonexistent, so woop-de-doo you get 4 more EVs to invest elsewhere.
Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch
You can choose to run more HP investment over Attack if you want to, it isn't totally against the laws of logic. Cobalion is an incredibly good pokemon almost regardless of the set it runs to boot. If you do make Cobalion more bulky, want to run it more as a tank, or think that Curselax (Curse+STAB+Rest+Talk) Snorlax is a serious issue, then you should be better off using sacred sword over Close Combat, just remember that the difference in damage will affect how you use Cobalion.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 16 HP / 240 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Draco Meteor
- Roost
16 HP EVs minimize Life Orb recoil. Essentially, this is a very threatening wall breaker with reliable recovery and excellent coverage. Flamethrower is interchangeable with Fire Blast if the PP and or Accuracy doesn't appeal to your preference. Taunt is viable over Fire Blast or Draco Meteor if you like the option of stallbreaking. Dragon Pulse is slightly more preferable to Draco Meteor when running Taunt in place of your coverage move. If you want max SpA, then you need to have 25 IVs in HP, which actually does make a small difference in overall bulk even though it minimizes LO Recoil. Of course 31 IVs is possible if you don't mind the 10% as opposed to ~9% recoil from Life Orb. Another option is to negate your speed investment (to a degree since you will still want to outspeed some key threats) and run a Modest Nature while optionally trading speed for bulk as logically fit.
Sazandora (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Fire Blast
- Draco Meteor
- U-turn
This Hydreigon variant is very common, albeit without my technical change of special attack (348 and 349 are the "same" numbers for offense unless the held item is a Life Orb). It fits very well on your team as a powerful specially attacking pivot. (Honestly this thing can fit on just about any team with the exception of pure stall and function well. :p )
Noivern @ Choice Specs
Ability: Infiltrator
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Draco Meteor
- Hurricane
- Dark Pulse
- U-turn
Noivern is a very underrated pokemon in the UU meta right now and can honestly prove incredibly useful against offense because of its raw speed and diversity. This is just a fairly standard Specs set with my own twist. 232 EVs in speed because after outspeeding Alakazam it isn't outspeeding anything else with more speed than base 123 anyway. Dark Pulse is chosen over Flamethrower because of Alakazam being present in the tier as a huge threat. (Zam isn't necessarily broken, but is not fun to deal with in the current meta.) Switcheroo is an option in the 4th moveslot over U-turn, as it enable Noivern a way to cripple quite a number of things that wall it, particularly any and all fairy types bar Gardevoir (Gardevoir is kind of scary with Choice Specs.)
Noivern @ Leftovers
Ability: Infiltrator
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Super Fang
- Taunt
- Roost
Life Orb is another valid option (29 HP IVs minimize Recoil and the extra 24 EVs should be split into the defenses or put into physical defense rather than placed in HP.) This Noivern is very cool because it can prevent Suicune from setting up and it cuts anything's HP in half with Super Fang. Super Fang is optional however. Other coverage moves can be used in its place. I personally dislike Draco Meteor on sets like this unless you're trying to use it like Lati@s in OU. Dragon Pulse can be traded for Air Slash or Hurricane if desired. There are actually a lot of different ways to run Noivern effectively. It's movepool is pretty large and it can use different types of sets to tackle different roles. Modest Nature + Choice Specs is possible as well if you feel comfortable outspeeding base 105 mons but nothing faster.
Tornadus @ Leftovers
Ability: Defiant
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Focus Blast
Assault Vest, Life Orb, Sky Plate, and Sitrus Berry are possible items. Heat Wave, Superpower, Grass Knot and Dark Pulse are coverage options over Knock Off and or Focus Blast. Prankster should be used with Taunt or another valid support move.
Slurpuff @ Leftovers
Ability: Sweet Veil
EVs: 248 HP / 104 Def / 156 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Dazzling Gleam
- Aromatherapy
Outclassed by Florges, but usable... Aromatisse is another usable mon with the same support moves, better bulk, better ability, and a different spread.
Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 232 Def / 24 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Moonblast
- Aromatherapy
It is possible to run Florges as a special wall, but at the cost of physical defense.
That took longer than I thought it would, but it happened anyway. I hope you find my suggestions helpful and I wish you luck in the future.