Hi, this is my first team for Gen 9 OU and I'm pretty new to building teams in general so I used Smogon's recommended move sets, and I wanted to have a team composition of a lead trapper and a variety of roles, including a wallbreaker and offensive Pokemon, as well as a defensive pivot. I tried this team for a couple of days and got some pretty good results, but I was wondering if there's any changes I should make.
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
Revenge killer and potential reverse sweeper. Kingambit is pretty much meant to be the "final boss" of my team through Supreme Overlord and STAB + Black Glasses + potential Swords Dance. However, it has a blatant double weakness against Fighting, as well as weaknesses against Fire and Ground. Tera Fire solves this problem partially, removing the Fighting and Fire weakness, but I am thinking of switching to another item.
Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power
The wallbreaker of the team. This is built for coverage and power, with the classic Draco Meteor as well as Ice Beam, Freeze-Dry, and Earth Power. Tera Fairy allows me to potentially turn a matchup against Dragon types in my favor. However, it does have the blessing and curse of Choice Specs, so it can be countered pretty easily with an lucky predict.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Spinner
This is my main trapper lead, with Rapid Spin and Ice Spinner to nullify any hazards set by the other team. Ice Spinner and Earthquake also serve to check opposing leads like Great Tusk and Glimmora. 252 Speed EVs and Quark Drive grant enough speed to outspeed most mons right from the start and set up traps first. Tera Ghost also allows Iron Treads to nullify potential Rapid Spins from opposing trappers.
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off
Main defensive pivot that also has a form of offense. Torch Song can allow Skeledirge to set up Sp Atk, and Will-O-Wisp can debilitate physical mons, as well as open them up to Hex. Defense comes from EVS, a Tera Fairy typing that grants useful resistances, and Unaware allows it to act as a wall against setup sweepers, as well as allow it to break through defensive mons.
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Heavy Slam
Iron Defense Zamazenta. Has great defensive properties with Iron Defense, as well as Body Press being able to utilize the extra defense as attack power. Zamazenta also has Crunch for the Psychic types, and Heavy Slam for the Fairy types. Tera Steel allows Zamazenta to resist Fairy and Flying types while giving it STAB on Heavy Slam at the same time.
Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Spiky Shield
Reliable setup sweeper. The main reason I chose this mon was to have more coverage against Flying and Fire types, but it turned out to be pretty good at holding its own against many other matchups. Sturdy allows a mostly guaranteed Swords Dance, and max Speed EVs allows it to outspeed a great amount of mons. Tera Rock is for granting extra STAB bonus to Ivy Cudgel, and Spiky Shield protects it from revenge killing attempts.
I'm a bit worried that I have too much physical mons here, but I don't know what other Sp Atk mons would fulfill the same role my current ones do. As previously mentioned, I'm also thinking of switching Kingambit's item, and I'm open to other suggestions as well. Thank you.
Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
Revenge killer and potential reverse sweeper. Kingambit is pretty much meant to be the "final boss" of my team through Supreme Overlord and STAB + Black Glasses + potential Swords Dance. However, it has a blatant double weakness against Fighting, as well as weaknesses against Fire and Ground. Tera Fire solves this problem partially, removing the Fighting and Fire weakness, but I am thinking of switching to another item.
Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power
The wallbreaker of the team. This is built for coverage and power, with the classic Draco Meteor as well as Ice Beam, Freeze-Dry, and Earth Power. Tera Fairy allows me to potentially turn a matchup against Dragon types in my favor. However, it does have the blessing and curse of Choice Specs, so it can be countered pretty easily with an lucky predict.
Iron Treads @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Spinner
This is my main trapper lead, with Rapid Spin and Ice Spinner to nullify any hazards set by the other team. Ice Spinner and Earthquake also serve to check opposing leads like Great Tusk and Glimmora. 252 Speed EVs and Quark Drive grant enough speed to outspeed most mons right from the start and set up traps first. Tera Ghost also allows Iron Treads to nullify potential Rapid Spins from opposing trappers.
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Torch Song
- Will-O-Wisp
- Hex
- Slack Off
Main defensive pivot that also has a form of offense. Torch Song can allow Skeledirge to set up Sp Atk, and Will-O-Wisp can debilitate physical mons, as well as open them up to Hex. Defense comes from EVS, a Tera Fairy typing that grants useful resistances, and Unaware allows it to act as a wall against setup sweepers, as well as allow it to break through defensive mons.
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Heavy Slam
Iron Defense Zamazenta. Has great defensive properties with Iron Defense, as well as Body Press being able to utilize the extra defense as attack power. Zamazenta also has Crunch for the Psychic types, and Heavy Slam for the Fairy types. Tera Steel allows Zamazenta to resist Fairy and Flying types while giving it STAB on Heavy Slam at the same time.
Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Horn Leech
- Spiky Shield
Reliable setup sweeper. The main reason I chose this mon was to have more coverage against Flying and Fire types, but it turned out to be pretty good at holding its own against many other matchups. Sturdy allows a mostly guaranteed Swords Dance, and max Speed EVs allows it to outspeed a great amount of mons. Tera Rock is for granting extra STAB bonus to Ivy Cudgel, and Spiky Shield protects it from revenge killing attempts.
I'm a bit worried that I have too much physical mons here, but I don't know what other Sp Atk mons would fulfill the same role my current ones do. As previously mentioned, I'm also thinking of switching Kingambit's item, and I'm open to other suggestions as well. Thank you.