Hi, so I have to admit I have little experience in NatDex compared to other formats - I only got started after a long break from Pokémon, and generally SV OU and VGC.
The first thing I realized about NatDex was that there were so many offensive threats a very bulky team was probably going to be less effective. The other thing I realized about NatDex was that a Pokemon that I had been using a lot in SV OU was way down below in UU.
That Pokemon was Enamorus.
Here is the PokePaste for the team:
https://pokepast.es/7153b1e7fe9f9394
The first thing I realized about NatDex was that there were so many offensive threats a very bulky team was probably going to be less effective. The other thing I realized about NatDex was that a Pokemon that I had been using a lot in SV OU was way down below in UU.
That Pokemon was Enamorus.
Enamorus Hyper Offense
I want to be clear, I did mainly use standard sets - because I don't think I'm skilled enough to go create some "creative sets" on my own yet, but I do plan on adjusting them heavily once I am fully informed about the meta. (Although your suggestions are mainly what I'm here for.)
Enamorus
Enamorus (F) @ Choice Scarf
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Mystical Fire
- Healing Wish
Enamorus is (obviously) the main star of the show and I was thinking I could save it to explain last for maybe a bit more of hype but I figured I would explain it now. In my thought, the best kind of Enamorus would hold Choice Scarf and operate as speed control (as you can see here), mostly because of it's great matchup into another form of Speed Control, Dragapult, and it's already amazing offensive arsenal. Moonblast was run as the main go-to for just raw damage, considering that it would hit hard into anything that wasn't practically a tanky resist. Earth Power and Mystical Fire was run to hit those afromentioned "tanky resists", especially steel types that think it's a free switch. Healing Wish is interesting, but I find it useful: it allows me to heal more valuable partners in troubling situations.
Landorus-Therian
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Toxic
- Defog
The particular thought process I had when I decided to use Landorus-Therian was simple: Enamorus isn't switching in for free, it needs a pivot (and also because it would be funny if there were two genies on the team). I find Landorus' ground type STABs to be useful (in combo with Enamorus), and the Pokemon itself serves as a decent check for Kingambit in the right situations. Earthquake's purpose is already stated, it's the ground type STAB that blows up both steel and poison types in the right situation. U-turn is just a great pividing option that has effectively no immunities, toxic allows for me to surprise poison some Pokemons and defog is necessary because it's the only way I'm going to remove hazards on this team. The key takeaway here is that without stealth rock, I find Landorus a bit weird.
Tyranitar-Mega
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
Tera Type: Rock
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Stone Edge
- Knock Off
- Pursuit
- Stealth Rock
In actuality, Tyranitar was the last Pokemon I added to the team, but I think it's essential role as a hazard setter fits in with the above Landorus. Tyranitar is the only Pokemon on the team with access to hazards, stealth rocks (the hazard that the team's specific Landorus had to sacrifice), and I just found Charizard-Y annoying. Personally, the most losses that I've had in NatDex was to Charizard-Y so for this specific team, I set my goals on a rock type. Tyranitar's rock type STAB, stone edge, although annoying when it misses, does deal significant damage to fire and flying types. It's access to pursuit allows it to trap switching Pokémons (and the funny part is when they're using a pivoting move) and knock off is basically just a great move to click when you don't know what to click.
Gholdengo
Gholdengo @ Ghostium Z
Ability: Good as Gold
Tera Type: Steel
EVs: 252 HP / 96 Def / 100 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Make It Rain
- Thunder Wave
- Recover
I always believe that a steel type is a must-have on everything team and Gholdengo is just the best one. Gholdengo has make it rain, which is a nuke, nothing else to say. Thunder wave and hex is a deadly combo to unsuspecting foes (thunder wave is particularly satisfying because it frequently disallows potent threat from moving) and additionally, the Z-ghost that Gholdengo comes packed with is just a ghost type immediate threat. For teams that are passive in front of Gholdengo, recover allows the Pokémon to suddenly regenerate back to full health. Also, this thing can spin block and defog block.
Rillaboom
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
Rillaboom's main role on this team is to be an immediate power and a priority user (very important). With Choice Band, even resists succumb or lose half of their health to a Wood Hammer. Grassy Glide can end set-up sweepers that have gotten chipped down or neutral foes that underestimate its strength. U-turn also allows it to be a great pividing option (even though it's slow) and a great lead that can either hit hard early or complete a retaliatory switch. Knock off is a coverage that (like why it's great on Tyranitar) can hit anything and knock their items off. The fact that Rillaboom also sets Grassy Terrain is also very important, as this team barely has any recovery options. (But sometimes it does hinder Landorus' earthquake).
Volcarona
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Hidden Power: ground
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Bug Buzz
- Hidden Power [Ground]
The final Pokemon of the team is Volcarona, and let's face it: it's the matchup moth it can easily sweep games when the threats are gone. Flamethrower and bug buzz are great offensive STAB options that can break through most type combinations. Hidden power ground allows for Pokemon that are harder to be hit like Diancie-Mega to be hit and is an astounding coverage option. Flame body on Volcarona can also be key in certain matchups, as an innocent switch into the Pokémon can suddenly cause attackers who use contact moves to be burnt.
I feel like this team is somewhat decent, but it could definitely be improved in some areas. But the improvements that could go in aren't really obvious to me, and I would really appreciate suggestions.I want to be clear, I did mainly use standard sets - because I don't think I'm skilled enough to go create some "creative sets" on my own yet, but I do plan on adjusting them heavily once I am fully informed about the meta. (Although your suggestions are mainly what I'm here for.)
Enamorus

Enamorus (F) @ Choice Scarf
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Mystical Fire
- Healing Wish
Enamorus is (obviously) the main star of the show and I was thinking I could save it to explain last for maybe a bit more of hype but I figured I would explain it now. In my thought, the best kind of Enamorus would hold Choice Scarf and operate as speed control (as you can see here), mostly because of it's great matchup into another form of Speed Control, Dragapult, and it's already amazing offensive arsenal. Moonblast was run as the main go-to for just raw damage, considering that it would hit hard into anything that wasn't practically a tanky resist. Earth Power and Mystical Fire was run to hit those afromentioned "tanky resists", especially steel types that think it's a free switch. Healing Wish is interesting, but I find it useful: it allows me to heal more valuable partners in troubling situations.
Landorus-Therian

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Toxic
- Defog
The particular thought process I had when I decided to use Landorus-Therian was simple: Enamorus isn't switching in for free, it needs a pivot (and also because it would be funny if there were two genies on the team). I find Landorus' ground type STABs to be useful (in combo with Enamorus), and the Pokemon itself serves as a decent check for Kingambit in the right situations. Earthquake's purpose is already stated, it's the ground type STAB that blows up both steel and poison types in the right situation. U-turn is just a great pividing option that has effectively no immunities, toxic allows for me to surprise poison some Pokemons and defog is necessary because it's the only way I'm going to remove hazards on this team. The key takeaway here is that without stealth rock, I find Landorus a bit weird.
Tyranitar-Mega

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
Tera Type: Rock
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Stone Edge
- Knock Off
- Pursuit
- Stealth Rock
In actuality, Tyranitar was the last Pokemon I added to the team, but I think it's essential role as a hazard setter fits in with the above Landorus. Tyranitar is the only Pokemon on the team with access to hazards, stealth rocks (the hazard that the team's specific Landorus had to sacrifice), and I just found Charizard-Y annoying. Personally, the most losses that I've had in NatDex was to Charizard-Y so for this specific team, I set my goals on a rock type. Tyranitar's rock type STAB, stone edge, although annoying when it misses, does deal significant damage to fire and flying types. It's access to pursuit allows it to trap switching Pokémons (and the funny part is when they're using a pivoting move) and knock off is basically just a great move to click when you don't know what to click.
Gholdengo
Gholdengo @ Ghostium Z
Ability: Good as Gold
Tera Type: Steel
EVs: 252 HP / 96 Def / 100 SpD / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Make It Rain
- Thunder Wave
- Recover
I always believe that a steel type is a must-have on everything team and Gholdengo is just the best one. Gholdengo has make it rain, which is a nuke, nothing else to say. Thunder wave and hex is a deadly combo to unsuspecting foes (thunder wave is particularly satisfying because it frequently disallows potent threat from moving) and additionally, the Z-ghost that Gholdengo comes packed with is just a ghost type immediate threat. For teams that are passive in front of Gholdengo, recover allows the Pokémon to suddenly regenerate back to full health. Also, this thing can spin block and defog block.
Rillaboom

Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
Rillaboom's main role on this team is to be an immediate power and a priority user (very important). With Choice Band, even resists succumb or lose half of their health to a Wood Hammer. Grassy Glide can end set-up sweepers that have gotten chipped down or neutral foes that underestimate its strength. U-turn also allows it to be a great pividing option (even though it's slow) and a great lead that can either hit hard early or complete a retaliatory switch. Knock off is a coverage that (like why it's great on Tyranitar) can hit anything and knock their items off. The fact that Rillaboom also sets Grassy Terrain is also very important, as this team barely has any recovery options. (But sometimes it does hinder Landorus' earthquake).
Volcarona

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Hidden Power: ground
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Flamethrower
- Bug Buzz
- Hidden Power [Ground]
The final Pokemon of the team is Volcarona, and let's face it: it's the matchup moth it can easily sweep games when the threats are gone. Flamethrower and bug buzz are great offensive STAB options that can break through most type combinations. Hidden power ground allows for Pokemon that are harder to be hit like Diancie-Mega to be hit and is an astounding coverage option. Flame body on Volcarona can also be key in certain matchups, as an innocent switch into the Pokémon can suddenly cause attackers who use contact moves to be burnt.
Here is the PokePaste for the team:
https://pokepast.es/7153b1e7fe9f9394