SS OU My first team - expert belt kartana

hello! this is my first post so i hope ive done everything correctly

im still relatively new to OU (i mainly played randoms), but this team has given me some relative success up until about ~1300 and so i was hoping i could get some suggestions/improvements. so without further ado...

Kartana @ Expert Belt
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Leaf Blade
- Sacred Sword
- Smart Strike

the main sweeper of the team, generic max speed and atk investment. however unlike the scarf/band sets i preferred using expert belt so kartana would be forced out less (preserving any beast boost momentum) and utilise its coverage to the fullest. i also didnt opt for the swords dance set as this would sacrifice smart strike, and at the time i hated clefable. pads was also an option, but i found most rocky helmet users didnt switch into kartana anyway, although avoiding burns and static was great. unfortunately this meant that it was rather underwhelming with no beast boost hitting neutrally, but once beast boost activates once or twice kartana can usually sweep the rest of their team.

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 44 HP / 252 Def / 64 SpA / 148 Spe
Timid Nature
- Quiver Dance
- Roost
- Flamethrower
- Psychic

at some point, i realised that my team was weak to itself after getting swept by an opposing kartana, so i started using volcarona. max def investment + flame body to deter physical and iirc 44hp lets it tank a +1 knock off from kartana and ohko with flamethrower. boots are essential, psychic over bug buzz for coverage. but yes this mon was greatly built for kartana specifically, and sometimes feels like dead weight against other teams.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Def
Impish Nature
IVs: 0 SpA
- Dragon Tail
- Earthquake
- Fire Fang
- Stealth Rock

this was a set i had used in gen 6 and just brought over and i found that it still works. rocky helmet + rough skin makes urshifu commit suicide, combined with max def and impish to tank. opponents rarely expect dragon tail, letting it rack up entry hazard dmg. earthquake + fire fang is great coverage, and anything that they cant hit garchomp can send away with tail. swapping fire fang for fire blast is an option that meant i could take investment from atk to spdef, but only really hits ferrothorn specifically (spatk is too low i think to ohko corviknight etc.). chip dmg also greatly assisted kartana grab kills.

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Earthquake
- Taunt

essentially my budget landorus, but access to knock off so stealth rock is more effective, and max speed + jolly so taunt works well against opposing setters. i found that ppl tended to switch after they got intimidated, so 252 atk with earthquake or close combat can still put dents into whatever they switch to. leftovers meant i could still tank hits and keep coming back to intimdate, but maybe some more def investment wouldve helped

Regieleki @ Magnet
Ability: Transistor
EVs: 104 Atk / 152 SpA / 252 Spe
Rash Nature
- Explosion
- Rapid Spin
- Thunderbolt
- Volt Switch

mostly a hazard remover, also a revenge killer that hits anything without spdef investment of electric resistance really hard. magnet + transistor + rash for big dmg, although heavy duty was a second option. explosion is funny. usually ohkos most water types, namely barraskewda and sometimes slowbro, but obviosly gets walled easily. i wasnt really inclined towards the screens set, as ifl some mons could probably hit through the screens and still kill regieleki with its terrible defenses, and that dual screens should be left to prankster users.

Tapu Fini @ Choice Scarf
Ability: Misty Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Moonblast
- Trick

i have a lot of fun leading with this, scarf catches a lot of ppl off guard (not after 1300 tho), so usually if i see a landorus in team preview i lead with this. tapu fini has natural bulk, further aided by no status from misty terrain, and 252 spatk + modest hydro pump can hit really hard, although pp stalling hurts really bad. ice beam is classic coverage, i rarely use trick because the speed boost is amazing, but its there for mons like toxapex. as i said, it catches out so many ppl in the lower ratings, but falls of slightly later. it still provided anti-status for the rest of the team, which is invaluable for kartana, and also absorbs a lot of hits that would be directed at kartana.


overall, this team was quite offensively geared and worked quite well but fell off. again, im quite new to OU so i might not understand some terms so please be generous with feedback!
 
Landorus has acess to knock off, so replace krookodile. Since your kartana isn't choice locked, you can take advantage of sd. Personally, I like taunt on Tapu fini over ice beam. I don't know if the extra 15 BP of flamethrower matters over feiry dance, but if it doesn't, then replace it.
 
Back
Top