What's up guys, pretty new to showdown and I'm trying to get better at teambuilding, so I'm just looking for tips to help improve this team. So far it relies pretty heavily on Magearna, and is in desperate need of some better fire/fighting resist IMO.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
Despite the title of this post, I don't think Crawdaunt 100% has to be on this team. It's threatened pretty heavily by both forms of Urshifu, Rillaboom, and Zapdos, which are pretty common, and is walled pretty heavily by Pex. It does very well against sand teams, which are fairly common in OU, as aqua jet can do heavy damage to sand setters, and priority will negate the sand rush bonus given to Excadrill. I am definitely open to suggestions on replacing it or improving my set, however.
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Knock Off
- Power Whip
- Leech Seed
- Spikes
Ferrothorn with Chople Berry is a decent switch in to Urshifu's close combat, in my opinion, but unless you have something else to go into after, the Urshifu can KO with another hit. I mostly use this as a physical damage sponge, and getting the knock off into the opponent's switch ins is always nice. I decided not to run protect on this set so I could have a little more coverage, and because I found that I didn't end up using protect too much when I actually was using Ferrothorn. I just found the power whip more useful, especially in the case of sand teams as mentioned before. However, Tyranitar, Zapdos with heat wave, and Cinderace can KO this pretty easily.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Stone Edge
- Earthquake
Landorus is always useful for the earthquake immunity, and access to earthquake itself threatens pokemon like Magearna, Tyranitar, Nidoking, and can do OK damage to Pex. I tend to use it as a pretty solid pivot, and can get a decent amount of value from it with scarf, as it outspeeds most non-scarfed mons. It is definitely vulnerable to Ice Beam, which is something to watch out for when using it against Magearna, Tyranitar, and Nidoking.
Pheromosa @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- U-turn
- Close Combat
- Rapid Spin
Pheromosa is on my team because of it's access to rapid spin and it's general utility as a start and to threaten mons like single strike Urshifu. Triple Axel also does decent damage against flying types that may pivot into it, however it may be better to run ice beam to avoid the 3x vulnerability to static or flame body on Zapdos and Moltres. Despite how fragile it is, it outspeeds pretty much anything that isn't scarfed as well, except for Regieleki, and Ninjask who I didn't think was worth mentioning.
Blacephalon @ Choice Specs
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Fire Blast
- Trick
Blacephelon is a good alternative to the specs/scarf Spectrier, with access to fire type moves that will easily take out mons like Corviknight and Ferrothorn. Trick works pretty well if you can get it on a mon that depends on it's coverage or utility, and it's always nice if you can steal a leftovers or life orb. Despite it's high speed and special attack, it is also vulnerable to both forms of Urshifu, and pokemon with sucker punch. It does work well in taking out physically defensive mons that wall Crawdaunt, though, which is appreciated.
Magearna @ Choice Scarf
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Fleur Cannon
- Flash Cannon
- Volt Switch
Choice Scarf Magearna is probably the pokemon that I have been able to get the most use out of on this team. Trick effectively walls the stored power magearna set if you see it setting up, volt switch is extremely useful with scarf to bait out moves that other team members can tank, and flash cannon + soul heart has been a free ticket to a bunch of comebacks I've made. Very vulnerable to sand teams, however, as an earthquake will generally take it out pretty easily.
No preferences on anything that I think needs to be kept in, just looking for ways to make it better and things I might have missed.
I have linked the pokepaste for anyone who wants to try it out here.
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance
Despite the title of this post, I don't think Crawdaunt 100% has to be on this team. It's threatened pretty heavily by both forms of Urshifu, Rillaboom, and Zapdos, which are pretty common, and is walled pretty heavily by Pex. It does very well against sand teams, which are fairly common in OU, as aqua jet can do heavy damage to sand setters, and priority will negate the sand rush bonus given to Excadrill. I am definitely open to suggestions on replacing it or improving my set, however.
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Knock Off
- Power Whip
- Leech Seed
- Spikes
Ferrothorn with Chople Berry is a decent switch in to Urshifu's close combat, in my opinion, but unless you have something else to go into after, the Urshifu can KO with another hit. I mostly use this as a physical damage sponge, and getting the knock off into the opponent's switch ins is always nice. I decided not to run protect on this set so I could have a little more coverage, and because I found that I didn't end up using protect too much when I actually was using Ferrothorn. I just found the power whip more useful, especially in the case of sand teams as mentioned before. However, Tyranitar, Zapdos with heat wave, and Cinderace can KO this pretty easily.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Stone Edge
- Earthquake
Landorus is always useful for the earthquake immunity, and access to earthquake itself threatens pokemon like Magearna, Tyranitar, Nidoking, and can do OK damage to Pex. I tend to use it as a pretty solid pivot, and can get a decent amount of value from it with scarf, as it outspeeds most non-scarfed mons. It is definitely vulnerable to Ice Beam, which is something to watch out for when using it against Magearna, Tyranitar, and Nidoking.

Pheromosa @ Choice Band
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- U-turn
- Close Combat
- Rapid Spin
Pheromosa is on my team because of it's access to rapid spin and it's general utility as a start and to threaten mons like single strike Urshifu. Triple Axel also does decent damage against flying types that may pivot into it, however it may be better to run ice beam to avoid the 3x vulnerability to static or flame body on Zapdos and Moltres. Despite how fragile it is, it outspeeds pretty much anything that isn't scarfed as well, except for Regieleki, and Ninjask who I didn't think was worth mentioning.

Blacephalon @ Choice Specs
Ability: Beast Boost
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Fire Blast
- Trick
Blacephelon is a good alternative to the specs/scarf Spectrier, with access to fire type moves that will easily take out mons like Corviknight and Ferrothorn. Trick works pretty well if you can get it on a mon that depends on it's coverage or utility, and it's always nice if you can steal a leftovers or life orb. Despite it's high speed and special attack, it is also vulnerable to both forms of Urshifu, and pokemon with sucker punch. It does work well in taking out physically defensive mons that wall Crawdaunt, though, which is appreciated.

Magearna @ Choice Scarf
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Fleur Cannon
- Flash Cannon
- Volt Switch
Choice Scarf Magearna is probably the pokemon that I have been able to get the most use out of on this team. Trick effectively walls the stored power magearna set if you see it setting up, volt switch is extremely useful with scarf to bait out moves that other team members can tank, and flash cannon + soul heart has been a free ticket to a bunch of comebacks I've made. Very vulnerable to sand teams, however, as an earthquake will generally take it out pretty easily.
No preferences on anything that I think needs to be kept in, just looking for ways to make it better and things I might have missed.
I have linked the pokepaste for anyone who wants to try it out here.
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