Hi, I've been playing gen 9 OU for a while and went on try teambuilding. With heavy influence from the role compendium and the viability ranks, I created this amalgam, please help me improve it
pokepaste here

Fool's Ghold (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Recover
- dazzling gleam
I've decided to go with kind of an offensive stats team, so I chose to run the default hex build for gholdengo. As a ghost and steel type gholdengo is immune to the main hazard removal moves (rapid and mortal spin) also good as gold is essential to counter defog, making it essentially impossible to remove hazards with him on the field. Leftovers are not needed since he has recover, so air ballon was my choice since it makes him immune to hazards (except stealth rock) and immune to ground moves.

Kingamble (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
One of the issues of this team is trick room, wich can really affect the other sweepers, but kingambit's sucker punch has priority, making it easier to sweep while on trick room, I chose the set with max damage output, because I use it as an endgame pokemon, to really threat my opponents weakened team, and with help from hazards I think it's an incredible mon.

deez nuts (Dragapult) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn
As I mentioned before, I really like the idea of a hex status team, and because gholdengo already has thunder wave, I prefer to run will-o-wisp (also to slow down my opponents phisical threats), u-turn helps it pivot around and dragon darts makes it easier to break subistitutes, tera fairy to cover his dragon weakness and take no damage instead, wich it can take advantage to setup the will-o-wisp.

posion (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Toxic Spikes
- Earth Power
The main hazard setter and lead of the team, toxic debris helps setting up toxic spikes and focus sash so it can properly set said dpikes, also Im running toxic spikes instead of earthquake because i really want the poison for hex to work better, and toxic debris doesent trigger on non phisical moves, earth power is there so it can do the slightest of damage.

zaza (Zamazenta) @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar
Since hex doesn't hit normal types, I figured iron defense + body press zamazenta would do the trick, also roar is great to spread hazard damage and (hopefully) poison the other team mons, It's a pretty standard set, with tera steel to avoid being poisoned (how ironic) and stuff.

zoro (Samurott-Hisui) @ Heavy-Duty Boots
Ability: Sharpness
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Encore
last but not least, my secondary hazard setter, with ceasless edge to , you know, set hazards, and some great utility with encore and knock off, it can (sometimes) safely set up spikes and do super effective STAB damage to 5 types.
So that closes it, I hope some of you can help me improve this team, thank you for your time!
pokepaste here

Fool's Ghold (Gholdengo) @ Air Balloon
Ability: Good as Gold
Tera Type: Fairy
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Hex
- Thunder Wave
- Recover
- dazzling gleam
I've decided to go with kind of an offensive stats team, so I chose to run the default hex build for gholdengo. As a ghost and steel type gholdengo is immune to the main hazard removal moves (rapid and mortal spin) also good as gold is essential to counter defog, making it essentially impossible to remove hazards with him on the field. Leftovers are not needed since he has recover, so air ballon was my choice since it makes him immune to hazards (except stealth rock) and immune to ground moves.

Kingamble (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head
One of the issues of this team is trick room, wich can really affect the other sweepers, but kingambit's sucker punch has priority, making it easier to sweep while on trick room, I chose the set with max damage output, because I use it as an endgame pokemon, to really threat my opponents weakened team, and with help from hazards I think it's an incredible mon.

deez nuts (Dragapult) @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Darts
- Hex
- Will-O-Wisp
- U-turn
As I mentioned before, I really like the idea of a hex status team, and because gholdengo already has thunder wave, I prefer to run will-o-wisp (also to slow down my opponents phisical threats), u-turn helps it pivot around and dragon darts makes it easier to break subistitutes, tera fairy to cover his dragon weakness and take no damage instead, wich it can take advantage to setup the will-o-wisp.

posion (Glimmora) @ Focus Sash
Ability: Toxic Debris
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Mortal Spin
- Toxic Spikes
- Earth Power
The main hazard setter and lead of the team, toxic debris helps setting up toxic spikes and focus sash so it can properly set said dpikes, also Im running toxic spikes instead of earthquake because i really want the poison for hex to work better, and toxic debris doesent trigger on non phisical moves, earth power is there so it can do the slightest of damage.

zaza (Zamazenta) @ Leftovers
Ability: Dauntless Shield
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Jolly Nature
- Iron Defense
- Body Press
- Crunch
- Roar
Since hex doesn't hit normal types, I figured iron defense + body press zamazenta would do the trick, also roar is great to spread hazard damage and (hopefully) poison the other team mons, It's a pretty standard set, with tera steel to avoid being poisoned (how ironic) and stuff.

zoro (Samurott-Hisui) @ Heavy-Duty Boots
Ability: Sharpness
Shiny: Yes
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ceaseless Edge
- Razor Shell
- Knock Off
- Encore
last but not least, my secondary hazard setter, with ceasless edge to , you know, set hazards, and some great utility with encore and knock off, it can (sometimes) safely set up spikes and do super effective STAB damage to 5 types.
So that closes it, I hope some of you can help me improve this team, thank you for your time!