This is my team:
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 32 SpA / 224 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Thunderbolt
- Ice Beam
The 224 speed on Absol is so it can out speed Pokemon with max speed up to Thunderous. I have two special coverage moves to surprise opponents. If someone see's it w/ ice beam, they will predict it not to have Thunderbolt, as most people only run one coverage move. I use thunderbolt over Fire Blast because I already have Chandelure, and it really dents Talonflame on predicted switch ins. It is also great on Slowbro. Justified is there in case Absol must switch in on a dark type attack. While its stab moves don't hit very hard, I use this Absol to clean up after my powerhouses weaken the opponents.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Dragon Claw
This is usually my lead if there is no Mamoswine or Weavile on the other team. When opponents see the stealth rocks, they would most likely assume that it is sashed, while it isn't. Garchomp is one of my many physical powerhouses, with the Claw-Edge-Quake offensive combo along with life orb will hurt any non-physical wall.
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Chandelure is my wall breaker, with SpA breaching 600 after choice specs are brought into consideration. It's moveset is basic: dual-stab plus energy ball. Trick is to cripple walls and physical attackers, and the HP investment can allow it to survive hits. It is common to run speed on Chandelure, but since this is a wall breaker, and most walls are slow, I found it unnecessary.
Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Shadow Ball
- Will-O-Wisp
- Haze
- Magic Coat
My Cofagrigus set is made to be a mixed wall. This Pokemon is normally not seen in OU due to its low HP, but I like it a lot due to it's ability, which utterly destroys huge power and tough claws users, and doesn't let them recover by using Will-O-Wisp, not to mention rocky hemet damage. Haze can stop them from setting up again, Magic coat can turn the tables on anything, and shadow ball is the best ghost type stab.
Crawdaunt @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Crabhammer
- Superpower
This Crawdaunt set is quite natural; dragon dance dual-stab w/ superpower coverage. The only difference I made was the Lum berry; specifically to counter paralysis and burn, but also Smergal and its spore. Adaptability is an obvious choice, due to its large power boost. Fun fact: After 1 D-Dance, this out speeds Genger.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Fusion Bolt
- Zen Headbutt
- Iron Head
While three fast physical attackers, this one could be considered one too many. However, its move set is a lot different from Garchomp and Crawdaunt. It doesn't have ice stab, which may seem bad, but it leaves room for another covarage move, which I chose as Zen Headbutt, to do in fighting types that would normally be a check to this. Also, iron head hits fairies and rock types hard, two more of its weaknesses gone. Fusion Bolt and Dragon claw remain staples on this Pokemon, all of which rounds out my team.
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 32 SpA / 224 Spe
Hasty Nature
- Knock Off
- Sucker Punch
- Thunderbolt
- Ice Beam
The 224 speed on Absol is so it can out speed Pokemon with max speed up to Thunderous. I have two special coverage moves to surprise opponents. If someone see's it w/ ice beam, they will predict it not to have Thunderbolt, as most people only run one coverage move. I use thunderbolt over Fire Blast because I already have Chandelure, and it really dents Talonflame on predicted switch ins. It is also great on Slowbro. Justified is there in case Absol must switch in on a dark type attack. While its stab moves don't hit very hard, I use this Absol to clean up after my powerhouses weaken the opponents.
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Dragon Claw
This is usually my lead if there is no Mamoswine or Weavile on the other team. When opponents see the stealth rocks, they would most likely assume that it is sashed, while it isn't. Garchomp is one of my many physical powerhouses, with the Claw-Edge-Quake offensive combo along with life orb will hurt any non-physical wall.
Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Chandelure is my wall breaker, with SpA breaching 600 after choice specs are brought into consideration. It's moveset is basic: dual-stab plus energy ball. Trick is to cripple walls and physical attackers, and the HP investment can allow it to survive hits. It is common to run speed on Chandelure, but since this is a wall breaker, and most walls are slow, I found it unnecessary.
Cofagrigus @ Rocky Helmet
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Shadow Ball
- Will-O-Wisp
- Haze
- Magic Coat
My Cofagrigus set is made to be a mixed wall. This Pokemon is normally not seen in OU due to its low HP, but I like it a lot due to it's ability, which utterly destroys huge power and tough claws users, and doesn't let them recover by using Will-O-Wisp, not to mention rocky hemet damage. Haze can stop them from setting up again, Magic coat can turn the tables on anything, and shadow ball is the best ghost type stab.
Crawdaunt @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Knock Off
- Crabhammer
- Superpower
This Crawdaunt set is quite natural; dragon dance dual-stab w/ superpower coverage. The only difference I made was the Lum berry; specifically to counter paralysis and burn, but also Smergal and its spore. Adaptability is an obvious choice, due to its large power boost. Fun fact: After 1 D-Dance, this out speeds Genger.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Fusion Bolt
- Zen Headbutt
- Iron Head
While three fast physical attackers, this one could be considered one too many. However, its move set is a lot different from Garchomp and Crawdaunt. It doesn't have ice stab, which may seem bad, but it leaves room for another covarage move, which I chose as Zen Headbutt, to do in fighting types that would normally be a check to this. Also, iron head hits fairies and rock types hard, two more of its weaknesses gone. Fusion Bolt and Dragon claw remain staples on this Pokemon, all of which rounds out my team.