Full disclosure- I played competitive very frequently in gen 6 and occasionally gen 7, and am just now getting into the new generation. I'm still trying to absorb quite a bit about gen 8, and would love some feedback on the OU team I created below. I believe it's fairly well rounded but would appreciate any input from those who are wiser than I am. Thanks in advance for your help!
Cinderace @ Expert Belt
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Iron Head
- U-turn
- Pyro Ball
This is my usual lead. Hits most everything hard, and anything it doesn't hit very hard it outspeeds with u-turn to gain momentum. I wanted to try out the court change move, but as a whole my team doesn't get hit too hard by rocks. Iron head is for all around coverage and to hit anything that HJK and pyro ball don't hit super effectively. On second glance though, this would definitely be the move to swap out for Court Change if needed.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Flamethrower
- Roost
My old gen 6 stalwart. Rather than defog or a nasty plot set, this has seemed to work and annoy most everyone I have faced. Paraflinching rarely fails, even with the nerfed accuracy of t-wave. Old reliable still seems to work pretty well for me and walls several of the newer dragon types that appear.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
My rocker and momentum shifter. Fairly standard set although rocks aren't usually run. U-turn to switch to other mons and gain momentum, iron head for STAB+ flinch chance, and healing wish to bring back something that's been weakened. Pretty decent defenses and typing as well allows it to absorb a hit or two when needed.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Toxic Spikes
- Scald
- Haze
The tank. Absorbs almost all hits with ease and hazes out any setups. I went without recover since regenerator helps regain HP, and regenerator + black sludge have seemed to be enough recovery for the most part.
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Close Combat
- Stone Edge
This is my mon for physical coverage and revenge killing. Hits a lot of things pretty hard across the board. Went with rock slide over stone edge for the accuracy boost, but the extra power and crit chance made up for it.
Hydreigon @ Assault Vest
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Flamethrower
- Flash Cannon
And my other coverage mon. Wasn't sold on an item here- tested life orb but that really hurt longevity. Expert belt didn't add enough power. I settled on assault vest to better take on random special hits that it resisted, and it's helped in a few cases. Would be open to other options here though.
Thanks everyone!
Cinderace @ Expert Belt
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Iron Head
- U-turn
- Pyro Ball
This is my usual lead. Hits most everything hard, and anything it doesn't hit very hard it outspeeds with u-turn to gain momentum. I wanted to try out the court change move, but as a whole my team doesn't get hit too hard by rocks. Iron head is for all around coverage and to hit anything that HJK and pyro ball don't hit super effectively. On second glance though, this would definitely be the move to swap out for Court Change if needed.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave
- Flamethrower
- Roost
My old gen 6 stalwart. Rather than defog or a nasty plot set, this has seemed to work and annoy most everyone I have faced. Paraflinching rarely fails, even with the nerfed accuracy of t-wave. Old reliable still seems to work pretty well for me and walls several of the newer dragon types that appear.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
My rocker and momentum shifter. Fairly standard set although rocks aren't usually run. U-turn to switch to other mons and gain momentum, iron head for STAB+ flinch chance, and healing wish to bring back something that's been weakened. Pretty decent defenses and typing as well allows it to absorb a hit or two when needed.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Toxic Spikes
- Scald
- Haze
The tank. Absorbs almost all hits with ease and hazes out any setups. I went without recover since regenerator helps regain HP, and regenerator + black sludge have seemed to be enough recovery for the most part.
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Close Combat
- Stone Edge
This is my mon for physical coverage and revenge killing. Hits a lot of things pretty hard across the board. Went with rock slide over stone edge for the accuracy boost, but the extra power and crit chance made up for it.
Hydreigon @ Assault Vest
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Flamethrower
- Flash Cannon
And my other coverage mon. Wasn't sold on an item here- tested life orb but that really hurt longevity. Expert belt didn't add enough power. I settled on assault vest to better take on random special hits that it resisted, and it's helped in a few cases. Would be open to other options here though.
Thanks everyone!