First off, assume this will be against typical gen 7 OU teams and not mono teams, so like Ferrothorn and Dragonite could be on the same team so I'd need checks to both or somethng like that. If you see any such holes, please tell me. Also, I'm unable to run Toxic on Umbreon due to various reasons so please don't spam that. Heal Bell was my next best option.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Rock Slide
- Knock Off
- Poison Jab
- Fire Punch
Muk functions as a bulky coverage-dishing machine that cripples many special attackers, using Jab to deal with problematic Fairies and Fire Punch to hit Ferrothorn, Mega Scizor, and the like. At times, it can act as a special wall that gets a poison off before swapping out. Shadow Sneak could be run over Fire Punch, but I need that coverage in my opinion. Tell me if that's a bad choice.
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Recover
- Foul Play
Now Sableye here is just... Sableye. The chonky bonker you know and love, whose only weakness is a well-placed Moonblast or Dazzling Gleam. (Play Rough damage can be toned down with a burn.) Wisp cripples physical attackers, Knock Off cripples choiced/helmeted mons, and Foul Play makes meat out of physical sweepers. And due to his chonkiness, Recover is there. Sableye often serves as a "no u" to hazard-setting leads whose Trainers don't know any better, or to a Ferro who sets Spikes just for utility. In short... he's just good.
Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
IVs: 0 Atk
- Roost
- Defog
- Foul Play
- Toxic
Mando runs a utility/stall set that clears hazards, often encouraging setters to swap back in only to be met with - tada! - ya boi Sableye. Toxic cripples walls that my other mons can't break, Foul play phazes physical breakers like Kartana and sweepers like Charizard X. Roost is a necessity for any flying support that gets it (except maybe Tornadus-T, but that's a separate matter). I've often seen this set get 2 or 3 KOs against physical swap-ins who think they can overwhelm it with raw power or setting up. It functions as a nice wall core with Muk, who takes ice hits that Mando can't, where Mando can swap in on ground hitters like Lando-T, ground being Muk's only weakness.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
This set is meant for a good, old-fashioned sweep, with pure power and a bit of priority. Alongside Bisharp's already viable attack stat and LO, SD can cause insane levels of bonkage to come out of Sucker Punch. Iron Head hits Fairies that pose a problem to the team and Knock Off is for when I don't anticipate an attack or when I already outspeed. Defiant is a nice swap-in option if the opponent tries to Defog hazards that Sableye bounced back, essentially giving me a free SD. Bisharp comes in when many mon that would otherwise wall it are crippled by the others and can't stand a hit from it.
Greninja @ Expert Belt
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Hydro Pump
- Extrasensory
- Dark Pulse
Sometimes I'm up against walls that I can't do much about. That's what Gren is for. (He also possesses the ability to sweep.) This set may seem unorthodox, as opposed to a Specs set or something along those lines, but lock-ins are easily taken advantage of, and getting one KO is never enough if you want to generate value. So Expert Belt allows me to spam a move that's super-effective, making it seem like I'm choiced, then when they swap... surprise surprise! I'm a sneaky little frog! (yee) Ice Beam hits many things, including Garchomp, Lando-T, and Dragonite for super-effective, to name a few. Hydro Pump is a hard-hitting move that I often use against walls when there's no better option. If that fails, I just swap to Mando and tox him. Extrasensory hits problematic Fighting-types, and Dark Pulse is the only special hard-hitting dark move I have, so... yeah.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell
Umbreon's essentially the cleric of the team, providing Wish support to itself and other mons that are incapable of healing, especially Muk, who can take quite a few hits, but will be left seriously dented afterwards. I can also get one of my offensive mons back and set up if the situation calls for it. Heal Bell prevents Toxic/burn cripplage, notably treating a burn on Muk. Wish/Prot is a classic stall combination, but it works better with Toxic, which, again, I don't have access to. Usually, if Foul Play doesn't hit something hard, I swap with a Wish to accompany.
Any suggestions would be appreciated. A few summarization questions: Shadow Sneak on Muk? Expert Belt/moveset on Gren worth it?


Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Rock Slide
- Knock Off
- Poison Jab
- Fire Punch
Muk functions as a bulky coverage-dishing machine that cripples many special attackers, using Jab to deal with problematic Fairies and Fire Punch to hit Ferrothorn, Mega Scizor, and the like. At times, it can act as a special wall that gets a poison off before swapping out. Shadow Sneak could be run over Fire Punch, but I need that coverage in my opinion. Tell me if that's a bad choice.


Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Recover
- Foul Play
Now Sableye here is just... Sableye. The chonky bonker you know and love, whose only weakness is a well-placed Moonblast or Dazzling Gleam. (Play Rough damage can be toned down with a burn.) Wisp cripples physical attackers, Knock Off cripples choiced/helmeted mons, and Foul Play makes meat out of physical sweepers. And due to his chonkiness, Recover is there. Sableye often serves as a "no u" to hazard-setting leads whose Trainers don't know any better, or to a Ferro who sets Spikes just for utility. In short... he's just good.


Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
IVs: 0 Atk
- Roost
- Defog
- Foul Play
- Toxic
Mando runs a utility/stall set that clears hazards, often encouraging setters to swap back in only to be met with - tada! - ya boi Sableye. Toxic cripples walls that my other mons can't break, Foul play phazes physical breakers like Kartana and sweepers like Charizard X. Roost is a necessity for any flying support that gets it (except maybe Tornadus-T, but that's a separate matter). I've often seen this set get 2 or 3 KOs against physical swap-ins who think they can overwhelm it with raw power or setting up. It functions as a nice wall core with Muk, who takes ice hits that Mando can't, where Mando can swap in on ground hitters like Lando-T, ground being Muk's only weakness.


Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
This set is meant for a good, old-fashioned sweep, with pure power and a bit of priority. Alongside Bisharp's already viable attack stat and LO, SD can cause insane levels of bonkage to come out of Sucker Punch. Iron Head hits Fairies that pose a problem to the team and Knock Off is for when I don't anticipate an attack or when I already outspeed. Defiant is a nice swap-in option if the opponent tries to Defog hazards that Sableye bounced back, essentially giving me a free SD. Bisharp comes in when many mon that would otherwise wall it are crippled by the others and can't stand a hit from it.


Greninja @ Expert Belt
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Hydro Pump
- Extrasensory
- Dark Pulse
Sometimes I'm up against walls that I can't do much about. That's what Gren is for. (He also possesses the ability to sweep.) This set may seem unorthodox, as opposed to a Specs set or something along those lines, but lock-ins are easily taken advantage of, and getting one KO is never enough if you want to generate value. So Expert Belt allows me to spam a move that's super-effective, making it seem like I'm choiced, then when they swap... surprise surprise! I'm a sneaky little frog! (yee) Ice Beam hits many things, including Garchomp, Lando-T, and Dragonite for super-effective, to name a few. Hydro Pump is a hard-hitting move that I often use against walls when there's no better option. If that fails, I just swap to Mando and tox him. Extrasensory hits problematic Fighting-types, and Dark Pulse is the only special hard-hitting dark move I have, so... yeah.


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Foul Play
- Heal Bell
Umbreon's essentially the cleric of the team, providing Wish support to itself and other mons that are incapable of healing, especially Muk, who can take quite a few hits, but will be left seriously dented afterwards. I can also get one of my offensive mons back and set up if the situation calls for it. Heal Bell prevents Toxic/burn cripplage, notably treating a burn on Muk. Wish/Prot is a classic stall combination, but it works better with Toxic, which, again, I don't have access to. Usually, if Foul Play doesn't hit something hard, I swap with a Wish to accompany.
Any suggestions would be appreciated. A few summarization questions: Shadow Sneak on Muk? Expert Belt/moveset on Gren worth it?