Okay, so this is my team (I know it's series 8, and restricted mons are allowed. I tried a few like Dusk Mane and Zygarde, they haven't worked out better than the mons I have now.)
Coalossal @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 120 Def / 138 SpA / 252 SpD
Calm Nature
- Body Press
- Flamethrower
- Rock Slide
- Protect
Coalossal's role is a sweeper and a sort-of anti fire mon. It's coverage is suprisingly good, and steam engine paired with some of my other mons can be really helpful. Body Press is a good attack coming off of my higher defense while staying physical, ensuring that special walls don't hard wall me.
Rillaboom @ Grassy Seed
Ability: Grassy Surge
Level: 50
EVs: 100 HP / 150 Atk / 160 SpD / 100 Spe
Careful Nature
- Fake Out
- Snarl
- Grassy Glide
- Taunt
The main purpose of Rillaboom is that of a support mon. Grassy surge helps a lot of my mons with their ground weaknesses (Like Coalossal and Heatran) and grass coverage is really nice. Top that off with Snarl and Fake out and Rillaboom enables a lot of my mons.
Corviknight @ Leftovers
Ability: Mirror Armor
Level: 50
EVs: 248 HP / 100 Def / 160 SpD
- Tailwind
- Brave Bird
- Iron Head
- Protect
Corviknight's role is mainly as an Anti-Intimidate mon and also a tailwind setter. I opted for Tailwind as my main form of speed control because I found that it helps me more than my opponent 7 times out of 10. Iron head is useful stab against fairies and is overall more effective than body press. Brave Bird is strong and provides a beefy Max Airstream if needed.
Heatran @ Shuca Berry
Ability: Flash Fire
Level: 50
EVs: 250 Def / 160 SpA / 100 Spe
Modest Nature
IVs: 0 Atk / 0 Spe
- Lava Plume
- Flash Cannon
- Scorching Sands
- Protect
Heatran's role is the most interesting in my team barring 1 mon. Lava Plume synergizes well with Coalossal and provides good damage when dynamaxed. Flash cannon is always good for steel coverage, and Scorching Sands is a good alternative to Earth Power, also providing ground coverage.
Tapu Fini @ Mystic Water
Ability: Telepathy
Level: 50
EVs: 60 HP / 120 Def / 230 SpA / 100 SpD
IVs: 0 Atk
- Surf
- Haze
- Moonblast
- Scald
Okay, you can clearly see that this Tapu Fini is unique, and I'll explain why it is. First, Telepathy allows me to spam spread moves like Lava Plume without fear of a burn (damage is minuscule). Surf can be used to activate Steam Engine, and Scald can be used as a crippling pseudo-support move due to the burn rate. Haze is definitely the most weird thing about this set. There are a lot of teams that can just set up in my face, and minimize chansey would hardwall this team without it. Also Haze in inadvertently counters moves like Eerie Impulse from shutting down sweeps. Combine that with max moves being jank and Haze is an important tool in the long run.
Mimikyu @ Aguav Berry
Ability: Disguise
Level: 50
EVs: 200 HP / 148 Def / 160 SpD
Adamant Nature
- Trick Room
- Pain Split
- Play Rough
- Shadow Sneak
This is the weird mon I was referring to. The reason Mimikyu is weird is because it isn't really ever used. I primarily utilize it as an Anti-Trickroom mon that scares the opponent in Preview. They'd see this Mimikyu, look at the rest of the team, think I'm running hard trick room, and boom, Corviknight tailwind lead. Mimikyu can also safely set up Trick Room against a tailwind or Icy Wind team.
I'm still looking for ways to improve this team, like maybe searching for a restricted mon that can replace Mimikyu while also being good outside of Trick Room, like maybe dialga. Any criticism is nice, and I will be taking them into consideration while teambuilding.
Coalossal @ Weakness Policy
Ability: Steam Engine
Level: 50
EVs: 120 Def / 138 SpA / 252 SpD
Calm Nature
- Body Press
- Flamethrower
- Rock Slide
- Protect
Coalossal's role is a sweeper and a sort-of anti fire mon. It's coverage is suprisingly good, and steam engine paired with some of my other mons can be really helpful. Body Press is a good attack coming off of my higher defense while staying physical, ensuring that special walls don't hard wall me.
Rillaboom @ Grassy Seed
Ability: Grassy Surge
Level: 50
EVs: 100 HP / 150 Atk / 160 SpD / 100 Spe
Careful Nature
- Fake Out
- Snarl
- Grassy Glide
- Taunt
The main purpose of Rillaboom is that of a support mon. Grassy surge helps a lot of my mons with their ground weaknesses (Like Coalossal and Heatran) and grass coverage is really nice. Top that off with Snarl and Fake out and Rillaboom enables a lot of my mons.
Corviknight @ Leftovers
Ability: Mirror Armor
Level: 50
EVs: 248 HP / 100 Def / 160 SpD
- Tailwind
- Brave Bird
- Iron Head
- Protect
Corviknight's role is mainly as an Anti-Intimidate mon and also a tailwind setter. I opted for Tailwind as my main form of speed control because I found that it helps me more than my opponent 7 times out of 10. Iron head is useful stab against fairies and is overall more effective than body press. Brave Bird is strong and provides a beefy Max Airstream if needed.
Heatran @ Shuca Berry
Ability: Flash Fire
Level: 50
EVs: 250 Def / 160 SpA / 100 Spe
Modest Nature
IVs: 0 Atk / 0 Spe
- Lava Plume
- Flash Cannon
- Scorching Sands
- Protect
Heatran's role is the most interesting in my team barring 1 mon. Lava Plume synergizes well with Coalossal and provides good damage when dynamaxed. Flash cannon is always good for steel coverage, and Scorching Sands is a good alternative to Earth Power, also providing ground coverage.
Tapu Fini @ Mystic Water
Ability: Telepathy
Level: 50
EVs: 60 HP / 120 Def / 230 SpA / 100 SpD
IVs: 0 Atk
- Surf
- Haze
- Moonblast
- Scald
Okay, you can clearly see that this Tapu Fini is unique, and I'll explain why it is. First, Telepathy allows me to spam spread moves like Lava Plume without fear of a burn (damage is minuscule). Surf can be used to activate Steam Engine, and Scald can be used as a crippling pseudo-support move due to the burn rate. Haze is definitely the most weird thing about this set. There are a lot of teams that can just set up in my face, and minimize chansey would hardwall this team without it. Also Haze in inadvertently counters moves like Eerie Impulse from shutting down sweeps. Combine that with max moves being jank and Haze is an important tool in the long run.
Mimikyu @ Aguav Berry
Ability: Disguise
Level: 50
EVs: 200 HP / 148 Def / 160 SpD
Adamant Nature
- Trick Room
- Pain Split
- Play Rough
- Shadow Sneak
This is the weird mon I was referring to. The reason Mimikyu is weird is because it isn't really ever used. I primarily utilize it as an Anti-Trickroom mon that scares the opponent in Preview. They'd see this Mimikyu, look at the rest of the team, think I'm running hard trick room, and boom, Corviknight tailwind lead. Mimikyu can also safely set up Trick Room against a tailwind or Icy Wind team.
I'm still looking for ways to improve this team, like maybe searching for a restricted mon that can replace Mimikyu while also being good outside of Trick Room, like maybe dialga. Any criticism is nice, and I will be taking them into consideration while teambuilding.