Overall, I do like this team and have quite a bit of experience with it; I'm new to teambuilding and OU battling in general, but I tried assembling a team that hits the checklist of roles you want on a team, but I think my team doesn't have any surprises and most teams have checks to all my Mons. I was wondering if there are any more unique, but solid options that I could try out with this team? Heatran and Corviknight are my main stalwarts of the team, but I'm open to any criticism.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 128 SpA / 128 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Heatran is a core member of my team; can deal heavy damage to many members of the meta that I encounter and is my main reliable tool that I use against walls to the rest of my team, such as Ferrothorn. With Taunt I also get a lot of Utility with Heatran as I can disrupt Protect, Teleport, and Wish and force my opponent to stay in with Magma Storm, rather than healing.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunderbolt
Clefable serves as a tank on my team; I've given it extra speed to outspeed other Calm Mind Clefs, but the main aspect of Clef's usage on my team is to scare Dragons off the field, and set up favorable matchups. Oftentimes however I find myself over-predicting, and letting Clefable take too much damage early into the match and not having a reliable switch-in down the road.
Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Roost
A classic pivot option, I love the threat Tapu Koko provides against virtually every non-grass or ground type, and I also love using Koko to switch Terrain with a Rillaboom/Hawlucha combination. I like having Grass Knot over U-turn for use against heavies like Hippowdon and Swampert, but I wonder if that pivot utility is inhibited and Koko's not giving me extra value.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Low Kick
- Swords Dance
Weavile's role on my team is often purely to wallbreak; I've yet to get a sweep with Weavile but I can almost always get at least one wall down and generally do massive damage to another, which sets up my team nicely to take down these threats later on. I chose Swords Dance over Choice Band because I like having the option to SD if I can predict a switch, which almost guarantees that I can get a KO or do massive DMG to a juicy target.
Swampert @ Leftovers
Ability: Torrent
EVs: 168 HP / 88 Atk / 248 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Toxic
Swampert has generally served as my lead mon; I've found that opponents almost always sent out Ferrothorn or Lando if they have it as a lead however, but Swampert can reliably handle Lando and get Rocks up before switching out. I don't really get kills with Swampert but I get major utility out of Toxic and Flip Turn, which always helps me keep momentum in my favor.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
- Defog
- Roost
- U-turn
- Brave Bird
Corviknight might be the most important member of my team, I think it serves as my best check against a lot of my teams weaknesses (Urshifu-RS, ground types, Clefable) and it can outlast Toxapex with Pressure. I struggle to deal heavy damage to Mons however, and mainly rely on Corviknight as a method to force opponents to switch into another Mon and give me a more favorable matchup down the road.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP / 128 SpA / 128 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock
Heatran is a core member of my team; can deal heavy damage to many members of the meta that I encounter and is my main reliable tool that I use against walls to the rest of my team, such as Ferrothorn. With Taunt I also get a lot of Utility with Heatran as I can disrupt Protect, Teleport, and Wish and force my opponent to stay in with Magma Storm, rather than healing.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 Def / 4 SpA / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunderbolt
Clefable serves as a tank on my team; I've given it extra speed to outspeed other Calm Mind Clefs, but the main aspect of Clef's usage on my team is to scare Dragons off the field, and set up favorable matchups. Oftentimes however I find myself over-predicting, and letting Clefable take too much damage early into the match and not having a reliable switch-in down the road.
Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Roost
A classic pivot option, I love the threat Tapu Koko provides against virtually every non-grass or ground type, and I also love using Koko to switch Terrain with a Rillaboom/Hawlucha combination. I like having Grass Knot over U-turn for use against heavies like Hippowdon and Swampert, but I wonder if that pivot utility is inhibited and Koko's not giving me extra value.
Weavile @ Heavy-Duty Boots
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Triple Axel
- Knock Off
- Low Kick
- Swords Dance
Weavile's role on my team is often purely to wallbreak; I've yet to get a sweep with Weavile but I can almost always get at least one wall down and generally do massive damage to another, which sets up my team nicely to take down these threats later on. I chose Swords Dance over Choice Band because I like having the option to SD if I can predict a switch, which almost guarantees that I can get a KO or do massive DMG to a juicy target.
Swampert @ Leftovers
Ability: Torrent
EVs: 168 HP / 88 Atk / 248 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Flip Turn
- Earthquake
- Toxic
Swampert has generally served as my lead mon; I've found that opponents almost always sent out Ferrothorn or Lando if they have it as a lead however, but Swampert can reliably handle Lando and get Rocks up before switching out. I don't really get kills with Swampert but I get major utility out of Toxic and Flip Turn, which always helps me keep momentum in my favor.
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature
- Defog
- Roost
- U-turn
- Brave Bird
Corviknight might be the most important member of my team, I think it serves as my best check against a lot of my teams weaknesses (Urshifu-RS, ground types, Clefable) and it can outlast Toxapex with Pressure. I struggle to deal heavy damage to Mons however, and mainly rely on Corviknight as a method to force opponents to switch into another Mon and give me a more favorable matchup down the road.