https://pokepast.es/4da9d0f298f01bd6
First time posting on the forum. Would like some thoughts on how to improve this team
Dr. Freeze (Kyurem) @ Choice Specs
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Draco Meteor
- Freeze-Dry
- Earth Power
Wanted to build this team around specs kyurem because not much could switch into blizzard and Draco so I wanted to see how it works. Does really good work on stall teams and just takes chunks of health from everything. There really is not switch in to this guy
IN MY BAG (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave
Had to set up the snow for blizzard and overall a good pivot. Since I run specs t wave is good for slowing down fast threats like a special val, wake, and others to allow kyurem to come in outspeed and kill. Pretty standard stuff but solid
Big Dunzel (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
I found myself finding a but of physical attackers that just wanna set up so I brought in the Big Dunzel to slow em down. Literally just sits there and eats hits from all physical attackers. Saved me a lot from booster mons when I play reckless, and tera dark just in case psychic mons start getting outta hand against my team
Tusk at Home (Iron Treads) @ Leftovers
Ability: Quark Drive
Tera Type: Ghost
EVs: 156 HP / 100 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Volt Switch
- Stealth Rock
I needed a rocker. I needed a spinner. I wanted it to be decently fast. I chose treads over tusk because of volt switch to keep momentum. the 100 sp def to survive a focus blast or +2 shadow ball from ghold in a pinch.
OU Arceus (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Fire Punch
Im debating whether I should switch this to banded or keep it set up. But it's put in work so far especially since kyurem creates holes that d nite can set up and abuse. Fire punch so im not helpless vs a corv or skarm
En Garde! (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
Was debating on either putting gambit or valiant here but encore is super helpful in stopping set up or catching people off guard sometimes. End game mons when the teams broken down to come in catch something with encore and get a calm mind or two and finish off the opponent. Puts in great work and tetra fairy for an extra oomph on those moonblasts and guarantee a KO on max hp Gambit
First time posting on the forum. Would like some thoughts on how to improve this team
Dr. Freeze (Kyurem) @ Choice Specs
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Draco Meteor
- Freeze-Dry
- Earth Power
Wanted to build this team around specs kyurem because not much could switch into blizzard and Draco so I wanted to see how it works. Does really good work on stall teams and just takes chunks of health from everything. There really is not switch in to this guy
IN MY BAG (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 16 Def / 240 SpD
Sassy Nature
IVs: 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Thunder Wave
Had to set up the snow for blizzard and overall a good pivot. Since I run specs t wave is good for slowing down fast threats like a special val, wake, and others to allow kyurem to come in outspeed and kill. Pretty standard stuff but solid
Big Dunzel (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Sleep Talk
I found myself finding a but of physical attackers that just wanna set up so I brought in the Big Dunzel to slow em down. Literally just sits there and eats hits from all physical attackers. Saved me a lot from booster mons when I play reckless, and tera dark just in case psychic mons start getting outta hand against my team
Tusk at Home (Iron Treads) @ Leftovers
Ability: Quark Drive
Tera Type: Ghost
EVs: 156 HP / 100 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Volt Switch
- Stealth Rock
I needed a rocker. I needed a spinner. I wanted it to be decently fast. I chose treads over tusk because of volt switch to keep momentum. the 100 sp def to survive a focus blast or +2 shadow ball from ghold in a pinch.
OU Arceus (Dragonite) @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Normal
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Earthquake
- Fire Punch
Im debating whether I should switch this to banded or keep it set up. But it's put in work so far especially since kyurem creates holes that d nite can set up and abuse. Fire punch so im not helpless vs a corv or skarm
En Garde! (Iron Valiant) @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Shadow Ball
- Encore
Was debating on either putting gambit or valiant here but encore is super helpful in stopping set up or catching people off guard sometimes. End game mons when the teams broken down to come in catch something with encore and get a calm mind or two and finish off the opponent. Puts in great work and tetra fairy for an extra oomph on those moonblasts and guarantee a KO on max hp Gambit